public void OnApply() { LocalizationTable.SetLocalization(languageDropdown.value); if (WorldController.Instance != null) { WorldController.Instance.spawnInventoryController.SetUIVisibility(developerModeToggle.isOn); } // MasterTextureLimit should get 0 for High quality and higher values for lower qualities. // For example count is 3 (0:Low, 1:Med, 2:High). // For High: count - 1 - value = 3 - 1 - 2 = 0 (therefore no limit = high quality). // For Med: count - 1 - value = 3 - 1 - 1 = 1 (therefore a slight limit = medium quality). // For Low: count - 1 - value = 3 - 1 - 0 = 1 (therefore more limit = low quality). QualitySettings.masterTextureLimit = qualityDropdown.options.Count - 1 - qualityDropdown.value; Screen.fullScreen = fullScreenToggle.isOn; ResolutionOption selectedOption = (ResolutionOption)resolutionDropdown.options[resolutionDropdown.value]; Resolution resolution = selectedOption.Resolution; Screen.SetResolution(resolution.width, resolution.height, fullScreenToggle.isOn, resolution.refreshRate); if (WorldController.Instance != null) { WorldController.Instance.autosaveManager.SetAutosaveInterval(int.Parse(autosaveInterval.text)); } // One to many but we want an applying feature; PerformanceHUDManager.DirtyUI(); }
public override void CancelSetting() { if (LocalizationTable.currentLanguage != LocalizationTable.GetLanguages()[getValue()]) { LocalizationTable.SetLocalization(getValue()); } }
public override void CancelSetting() { base.CancelSetting(); if (LocalizationTable.currentLanguage != LocalizationTable.GetLanguages()[selectedValue]) { LocalizationTable.SetLocalization(getValue()); } }
public override void ApplySetting() { if (LocalizationTable.currentLanguage != LocalizationTable.GetLanguages()[selectedValue]) { Settings.SetSetting(option.key, LocalizationTable.GetLanguages()[selectedValue]); LocalizationTable.SetLocalization(selectedValue); } }
public void OnApply() { LocalizationTable.SetLocalization(languageDropdown.value); fpsObject.SetActive(fpsToggle.isOn); WorldController.Instance.spawnInventoryController.SetUIVisibility(developerModeToggle.isOn); // MasterTextureLimit should get 0 for High quality and higher values for lower qualities. // For example count is 3 (0:Low, 1:Med, 2:High). // For High: count - 1 - value = 3 - 1 - 2 = 0 (therefore no limit = high quality). // For Med: count - 1 - value = 3 - 1 - 1 = 1 (therefore a slight limit = medium quality). // For Low: count - 1 - value = 3 - 1 - 0 = 1 (therefore more limit = low quality). QualitySettings.masterTextureLimit = qualityDropdown.options.Count - 1 - qualityDropdown.value; Screen.fullScreen = fullScreenToggle.isOn; ResolutionOption selectedOption = (ResolutionOption)resolutionDropdown.options[resolutionDropdown.value]; Resolution resolution = selectedOption.Resolution; Screen.SetResolution(resolution.width, resolution.height, fullScreenToggle.isOn, resolution.refreshRate); }
public override void CancelSetting() { LocalizationTable.SetLocalization(getValue()); }