void Start() { m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this); m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject); m_FramerateCounter = FindObjectOfType <FramerateCounter>(); DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this); menuRoot.SetActive(false); lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity; lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged); shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable; shadowsToggle.onValueChanged.AddListener(OnShadowsChanged); invincibilityToggle.isOn = m_PlayerHealth.invincible; invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged); framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf; framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged); }
void Start() { m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this); m_PlayerCharacterController = FindObjectOfType <PlayerCharacterController>(); m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject); m_FramerateCounter = FindObjectOfType <FramerateCounter>(); DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this); menuRoot.SetActive(false); // if the user saved a value if (GlobalPlayerSettings.lookSensitivity > 0) { // change slider to saved value lookSensitivitySlider.value = GlobalPlayerSettings.lookSensitivity; // change player sensivity to saved value m_PlayerInputsHandler.lookSensitivity = GlobalPlayerSettings.lookSensitivity; } else { // default is 1 lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity; } lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity; lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged); runSpeedSlider.value = m_PlayerCharacterController.maxSpeedOnGround; runSpeedSlider.onValueChanged.AddListener(OnRunSpeedChanged); jumpForceSlider.value = m_PlayerCharacterController.jumpForce; jumpForceSlider.onValueChanged.AddListener(OnJumpForceChanged); gravitySlider.value = m_PlayerCharacterController.gravityDownForce; gravitySlider.onValueChanged.AddListener(OnGravityChanged); shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable; shadowsToggle.onValueChanged.AddListener(OnShadowsChanged); invincibilityToggle.isOn = m_PlayerHealth.invincible; invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged); framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf; framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged); }
void Start() { m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>(); DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this); m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject); m_FramerateCounter = FindObjectOfType <FramerateCounter>(); DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this); m_Music = FindObjectOfType <Music>(); // check box to saved value musicToggle.isOn = Music.isPlaying; // toggle music m_Music.isOn(Music.isPlaying); musicToggle.onValueChanged.AddListener(OnMusicChanged); m_Timer = FindObjectOfType <Timer>(); menuRoot.SetActive(false); // if the user saved a value if (GlobalLookSensitivity.lookSensitivity > 0) { // change slider to saved value lookSensitivitySlider.value = GlobalLookSensitivity.lookSensitivity; // change player sensivity to saved value m_PlayerInputsHandler.lookSensitivity = GlobalLookSensitivity.lookSensitivity; } else { // default is 1 lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity; } lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged); shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable; shadowsToggle.onValueChanged.AddListener(OnShadowsChanged); invincibilityToggle.isOn = m_PlayerHealth.invincible; invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged); framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf; framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged); }