private void OnEnable() { // Note that we initialize the slider BEFORE we listen for changes (so we don't get notified of our own change!) m_MasterVolumeSlider.value = ClientPrefs.GetMasterVolume(); m_MasterVolumeSlider.onValueChanged.AddListener(OnMasterVolumeSliderChanged); // initialize music slider similarly. m_MusicVolumeSlider.value = ClientPrefs.GetMusicVolume(); m_MusicVolumeSlider.onValueChanged.AddListener(OnMusicVolumeSliderChanged); }
private static void ConnectClient(GameNetPortal portal) { var clientGuid = ClientPrefs.GetGuid(); //var payload = $"client_guid={clientGuid}\n"; //minimal format where key=value pairs are separated by newlines. //payload += $"client_scene={UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex}\n"; //payload += $"player_name={portal.PlayerName}\n"; var payload = JsonUtility.ToJson(new ConnectionPayload() { clientGUID = clientGuid, clientScene = SceneManager.GetActiveScene().buildIndex, playerName = portal.PlayerName }); var payloadBytes = System.Text.Encoding.UTF8.GetBytes(payload); portal.NetManager.NetworkConfig.ConnectionData = payloadBytes; portal.NetManager.NetworkConfig.ClientConnectionBufferTimeout = k_TimeoutDuration; //and...we're off! MLAPI will establish a socket connection to the host. // If the socket connection fails, we'll hear back by [???] (FIXME: GOMPS-79, need to handle transport layer failures too). // If the socket connection succeeds, we'll get our RecvConnectFinished invoked. This is where game-layer failures will be reported. portal.NetManager.StartClient(); }
private void OnMusicVolumeSliderChanged(float newValue) { ClientPrefs.SetMusicVolume(newValue); AudioMixerConfigurator.Instance.Configure(); }
public void Configure() { m_Mixer.SetFloat(m_MixerVarMainVolume, GetVolumeInDecibels(ClientPrefs.GetMasterVolume())); m_Mixer.SetFloat(m_MixerVarMusicVolume, GetVolumeInDecibels(ClientPrefs.GetMusicVolume())); }
void Start() { AudioListener.volume = ClientPrefs.GetMasterVolume(); SceneManager.LoadScene("MainMenu"); }