/// <summary>
 /// 处理-Y轴移动速度
 /// </summary>
 /// <param name="value"></param>
 public void HandleForCameraMoveSpeedY(float value)
 {
     if (!isInitCameraMoveSpeedY)
     {
         return;
     }
     settingCameraMoveSpeedY.SetContent($"{Mathf.RoundToInt((value / 0.02f) * 100)}%");
     gameConfig.speedForPlayerCameraMoveY = value;
     //CameraHandler.Instance.ChangeCameraSpeed(gameConfig.speedForPlayerCameraMoveX, gameConfig.speedForPlayerCameraMoveY);
 }
Esempio n. 2
0
 /// <summary>
 /// ´¦Àí-ˢз¶Î§
 /// </summary>
 public void HandleForWorldDestoryRange(float value)
 {
     if (!isInitWorldDestoryRange)
     {
         return;
     }
     gameConfig.worldDestoryRange = (int)value;
     worldDestoryRange.SetContent($"{gameConfig.worldDestoryRange}");
     WorldCreateHandler.Instance.HandleForWorldUpdate(false);
 }
Esempio n. 3
0
 /// <summary>
 /// 处理-帧数
 /// </summary>
 public void HandleForFrame(float value)
 {
     gameConfig.frames = 20 + (int)(value * 100);
     settingFrame.SetContent($"{gameConfig.frames}");
     FPSHandler.Instance.SetData(gameConfig.stateForFrames, gameConfig.frames);
 }
Esempio n. 4
0
 /// <summary>
 /// 处理-阴影距离
 /// </summary>
 /// <param name="value"></param>
 public void HandleForShadowDis(float value)
 {
     gameConfig.shadowDis = value * 200;
     VolumeHandler.Instance.manager.SetShadowsDistance(gameConfig.shadowDis);
     settingShadowDis.SetContent($"{Math.Round(gameConfig.shadowDis, 0)}m");
 }