/// <summary> /// /// </summary> /// <param name="v"></param> public void SetBrightness(float v) { if (BrightnessImage == null) { return; } _brightness = v; BrightnessImage.SetValue(v); BrightnessSlider.value = v; BrightnessText.text = string.Format("{0}%", (v * 100).ToString("F0")); }
/// <summary> /// /// </summary> void LoadAndApply() { int CurrentAA = PlayerPrefs.GetInt(AllOptionsKeyPro.AntiAliasing); int CurrentAS = PlayerPrefs.GetInt(AllOptionsKeyPro.AnisoTropic); int CurrentBW = PlayerPrefs.GetInt(AllOptionsKeyPro.BlendWeight); int CurrentQuality = PlayerPrefs.GetInt(AllOptionsKeyPro.Quality); #if !UNITY_EDITOR int CurrentRS = PlayerPrefs.GetInt(AllOptionsKeyPro.Resolution); #endif int CurrentVSC = PlayerPrefs.GetInt(AllOptionsKeyPro.VsyncCount); int CurrentTL = PlayerPrefs.GetInt(AllOptionsKeyPro.TextureLimit, 0); int CurrentSC = PlayerPrefs.GetInt(AllOptionsKeyPro.ShadowCascade, 0); bool _showFPS = (PlayerPrefs.GetInt(AllOptionsKeyPro.ShowFPS, 0) == 1) ? true : false; float _volumen = PlayerPrefs.GetFloat(AllOptionsKeyPro.Volumen, 1); float sd = PlayerPrefs.GetFloat(AllOptionsKeyPro.ShadowDistance); bool shadowProjection = (PlayerPrefs.GetInt(AllOptionsKeyPro.ShadownProjection, 0) == 1) ? true : false; bool _shadowEnable = AllOptionsKeyPro.IntToBool(PlayerPrefs.GetInt(AllOptionsKeyPro.ShadowEnable)); float _brightness = PlayerPrefs.GetFloat(AllOptionsKeyPro.Brightness, 1); bool _realtimeReflection = AllOptionsKeyPro.IntToBool(PlayerPrefs.GetInt(AllOptionsKeyPro.RealtimeReflection, 1)); float _lodBias = PlayerPrefs.GetFloat(AllOptionsKeyPro.LodBias, 1); float _hudScale = PlayerPrefs.GetFloat(AllOptionsKeyPro.HUDScale, 0); QualitySettings.shadowDistance = sd; AudioListener.volume = _volumen; AudioListener.pause = (PlayerPrefs.GetInt(AllOptionsKeyPro.PauseAudio, 0) == 1 ? true : false); ShadowProjectionType(shadowProjection); QualitySettings.masterTextureLimit = CurrentTL; QualitySettings.shadowCascades = ShadowCascadeOptions[CurrentSC]; QualitySettings.SetQualityLevel(CurrentQuality); QualitySettings.realtimeReflectionProbes = _realtimeReflection; QualitySettings.shadowDistance = (_shadowEnable) ? sd : 0; QualitySettings.lodBias = _lodBias; if (BrightnessImage != null) { BrightnessImage.SetValue(_brightness); } else { Debug.LogWarning("You have not the brightness prefab in this scene, brightness will not work"); } if (HUDCanvas != null) { HUDCanvas.matchWidthOrHeight = (1 - _hudScale); } if (FPSObject != null) { foreach (GameObject g in FPSObject) { g.SetActive(_showFPS); } } switch (CurrentAS) { case 0: QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable; break; case 1: QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable; break; case 2: QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable; break; } switch (CurrentAA) { case 0: QualitySettings.antiAliasing = 0; break; case 1: QualitySettings.antiAliasing = 2; break; case 2: QualitySettings.antiAliasing = 4; break; case 3: QualitySettings.antiAliasing = 8; break; } switch (CurrentVSC) { case 0: QualitySettings.vSyncCount = 0; break; case 1: QualitySettings.vSyncCount = 1; break; case 2: QualitySettings.vSyncCount = 2; break; } switch (CurrentBW) { case 0: QualitySettings.blendWeights = BlendWeights.OneBone; break; case 1: QualitySettings.blendWeights = BlendWeights.TwoBones; break; case 2: QualitySettings.blendWeights = BlendWeights.FourBones; break; } #if !UNITY_EDITOR Screen.SetResolution(Screen.resolutions[CurrentRS].width, Screen.resolutions[CurrentRS].height, false); #endif }