private void HandleSetting() { if (Input.GetKeyDown(down)) { if (currentSettingChoice < 1) { currentSettingChoice++; } menuSfx.PlayOneShot(menuNavigate); } else if (Input.GetKeyDown(up)) { if (currentSettingChoice > 0) { currentSettingChoice--; } menuSfx.PlayOneShot(menuNavigate); } UpdateSettingAction(currentSettingChoice); if (Input.GetKeyDown(backButton)) { //TODO: Close Setting transitionObj.SetActive(true); settingObject.SetActive(false); state = MenuState.MainMenu; } else if (Input.GetKeyDown(confirmButton)) { if (currentSettingChoice == 0) { //TODO: save setting saveMusicVol = setting.getCurrentMusicVol(); saveSfxVol = setting.getCurrentSfxVol(); PlayerPrefs.SetInt("Music_Volume", saveMusicVol); PlayerPrefs.SetInt("SFX_Volume", saveSfxVol); PlayerPrefs.Save(); settingObject.SetActive(false); transitionObj.SetActive(true); state = MenuState.MainMenu; } else if (currentSettingChoice == 1) { //TODO: close setting setting.SetVolume(saveMusicVol); setting.SetSfx(saveSfxVol); settingObject.SetActive(false); transitionObj.SetActive(true); state = MenuState.MainMenu; } } }
private void HandleSetting() { if (Input.GetKeyDown(down)) { if (currentSettingChoice < 1) { currentSettingChoice++; } uiAudioSource.PlayOneShot(menuSFX); } else if (Input.GetKeyDown(up)) { if (currentSettingChoice > 0) { currentSettingChoice--; } uiAudioSource.PlayOneShot(menuSFX); } pause.UpdateSettingAction(currentSettingChoice); if (Input.GetKeyDown(backBtn)) { //TODO: Close Setting settingPanel.SetActive(false); transitionUI.GetComponent <Image>().enabled = true; state = GameState.Menu; } else if (Input.GetKeyDown(confirmBtn)) { if (currentSettingChoice == 0) { saveMusicVol = setting.getCurrentMusicVol(); saveSfxVol = setting.getCurrentSfxVol(); PlayerPrefs.SetInt("Music_Volume", saveMusicVol); PlayerPrefs.SetInt("SFX_Volume", saveSfxVol); PlayerPrefs.Save(); settingPanel.SetActive(false); transitionUI.GetComponent <Image>().enabled = true; state = GameState.Menu; } else { setting.SetVolume(saveMusicVol); setting.SetSfx(saveSfxVol); settingPanel.SetActive(false); transitionUI.GetComponent <Image>().enabled = true; state = GameState.Menu; } } }