public IEnumerator SaveVideoSettings() { SaveSettings.CurrentQualityLevelIni = QualitySettings.GetQualityLevel(); SaveSettings.MsaaIni = msaaDropdown.value; SaveSettings.AnisotropicFilteringLevelIni = anisotropicDropdown.value; SaveSettings.RenderDistIni = renderDistSlider.value; SaveSettings.TextureLimitIni = (int)masterTexSlider.value; SaveSettings.ShadowDistIni = shadowDistSlider.value; SaveSettings.ShadowCascadeIni = (int)shadowCascadesSlider.value; yield return(StartCoroutine(CoroutineUtilities.WaitForRealTime(0.5f))); GameManager.Instance.SaveGameSettings(); _panel.SetActive(false); }
IEnumerator Start() { Vector3 newPos; // = transform.localPosition; int flip = 10; while (true) { flip = -flip; newPos = ((RectTransform)transform).localPosition; newPos.y -= flip; ((RectTransform)transform).localPosition = newPos; yield return(StartCoroutine(CoroutineUtilities.WaitForRealTime(0.25f))); } }
/// <summary> /// Use an IEnumerator to first play the animation and then changethe video settings /// </summary> /// <returns></returns> internal IEnumerator cancelVideoMain() { vidPanelAnimator.Play("Video Panel Out"); yield return(StartCoroutine(CoroutineUtilities.WaitForRealTime((float)vidPanelAnimator.GetCurrentAnimatorClipInfo(0).Length))); try { mainCam.farClipPlane = renderDistINI; Terrain.activeTerrain.detailObjectDensity = densityINI; mainCam.fieldOfView = fovINI; mainPanel.SetActive(true); vidPanel.SetActive(false); audioPanel.SetActive(false); aoBool = lastAOBool; dofBool = lastDOFBool; Screen.SetResolution(beforeRes.width, beforeRes.height, Screen.fullScreen); QualitySettings.shadowDistance = shadowDistINI; QualitySettings.antiAliasing = (int)aaQualINI; QualitySettings.antiAliasing = msaaINI; QualitySettings.vSyncCount = vsyncINI; QualitySettings.masterTextureLimit = lastTexLimit; QualitySettings.shadowCascades = lastShadowCascade; Screen.fullScreen = isFullscreen; } catch { Debug.Log("A problem occured (chances are the terrain was not assigned )"); //mainCam.farClipPlane = renderDistINI; mainCam.fieldOfView = fovINI; mainPanel.SetActive(true); vidPanel.SetActive(false); audioPanel.SetActive(false); aoBool = lastAOBool; dofBool = lastDOFBool; QualitySettings.shadowDistance = shadowDistINI; Screen.SetResolution(beforeRes.width, beforeRes.height, Screen.fullScreen); QualitySettings.antiAliasing = (int)aaQualINI; QualitySettings.antiAliasing = msaaINI; QualitySettings.vSyncCount = vsyncINI; QualitySettings.masterTextureLimit = lastTexLimit; QualitySettings.shadowCascades = lastShadowCascade; //Screen.fullScreen = isFullscreen; } }
/// <summary> /// Use an IEnumerator to first play the animation and then changethe video settings /// </summary> /// <returns></returns> internal IEnumerator CancelVideoMain() { VidPanelAnimator.Play("Video Panel Out"); yield return(StartCoroutine(CoroutineUtilities.WaitForRealTime((float)VidPanelAnimator.GetCurrentAnimatorClipInfo(0).Length))); try { MainCam.farClipPlane = RenderDistIni; Terrain.activeTerrain.detailObjectDensity = DensityIni; MainCam.fieldOfView = FovIni; MainPanel.SetActive(true); VidPanel.SetActive(false); AudioPanel.SetActive(false); AoBool = _lastAoBool; DofBool = _lastDofBool; Screen.SetResolution(_beforeRes.width, _beforeRes.height, Screen.fullScreen); QualitySettings.shadowDistance = ShadowDistIni; QualitySettings.antiAliasing = (int)AaQualIni; QualitySettings.antiAliasing = MsaaIni; QualitySettings.vSyncCount = VsyncIni; QualitySettings.masterTextureLimit = LastTexLimit; QualitySettings.shadowCascades = LastShadowCascade; Screen.fullScreen = _isFullscreen; } catch { Debug.Log("A problem occured (chances are the terrain was not assigned )"); MainCam.farClipPlane = RenderDistIni; MainCam.fieldOfView = FovIni; MainPanel.SetActive(true); VidPanel.SetActive(false); AudioPanel.SetActive(false); AoBool = _lastAoBool; DofBool = _lastDofBool; QualitySettings.shadowDistance = ShadowDistIni; Screen.SetResolution(_beforeRes.width, _beforeRes.height, Screen.fullScreen); QualitySettings.antiAliasing = (int)AaQualIni; QualitySettings.antiAliasing = MsaaIni; QualitySettings.vSyncCount = VsyncIni; QualitySettings.masterTextureLimit = LastTexLimit; QualitySettings.shadowCascades = LastShadowCascade; //Screen.fullScreen = isFullscreen; } }
//Show the FIRST and the SECOND TUTORIAL IEnumerator ShowTutorial(GameObject[] tutorial, GameObject effect) { Man.GetComponent <CharacterBehaviour>().SetInput(false); Woman.GetComponent <CharacterBehaviour>().SetInput(false); if (_numTutorial != 0 && !_explosion) { BlackBackground.SetActive(true); tutorial[0].SetActive(true); yield return(StartCoroutine(CoroutineUtilities.WaitForRealTime(0.2f))); //Change input for tutorial screenInput[0].SetActive(false); screenInput[1].SetActive(false); screenInput[2].SetActive(false); screenInput[3].SetActive(false); screenInput[4].SetActive(true); //set Tutorial screenInput[5].SetActive(true); //set Tutorial } StopCoroutine("ShowTutorial"); _nextImage = true; }
/// <summary> /// Use an IEnumerator to first play the animation and then change the video settings. /// </summary> /// <returns></returns> internal IEnumerator applyVideo() { vidPanelAnimator.Play("Video Panel Out"); yield return(StartCoroutine(CoroutineUtilities.WaitForRealTime((float)vidPanelAnimator.GetCurrentAnimatorClipInfo(0).Length))); mainPanel.SetActive(true); vidPanel.SetActive(false); audioPanel.SetActive(false); renderDistINI = mainCam.farClipPlane; shadowDistINI = QualitySettings.shadowDistance; Debug.Log("Shadow dist ini" + shadowDistINI); fovINI = mainCam.fieldOfView; aoBool = aoToggle.isOn; dofBool = dofToggle.isOn; lastAOBool = aoBool; lastDOFBool = dofBool; beforeRes = currentRes; lastTexLimit = QualitySettings.masterTextureLimit; lastShadowCascade = QualitySettings.shadowCascades; vsyncINI = QualitySettings.vSyncCount; isFullscreen = Screen.fullScreen; try { if (useSimpleTerrain == true) { densityINI = simpleTerrain.detailObjectDensity; treeMeshAmtINI = simpleTerrain.treeMaximumFullLODCount; } else { densityINI = terrain.detailObjectDensity; treeMeshAmtINI = simpleTerrain.treeMaximumFullLODCount; } } catch { Debug.Log("Please assign a terrain"); } saveSettings.SaveGameSettings(); }
IEnumerator OpenMainMenuDelayed(float delay) { yield return(StartCoroutine(CoroutineUtilities.WaitForRealTime(delay))); openingMenu.ShowIntro(false, 0); }