Get() public method

Returns the value for the input variable.
public Get ( string key ) : string
key string The variable name.
return string
Exemplo n.º 1
0
    void Awake()
    {
        parser = new iniParser();

        if (!parser.DoesExist("WormballSettings"))
        {
            parser.Set("MatchLength", ScoreManager.instance.totalGameTime.ToString());
            parser.save("WormballSettings");
        }
        else
        {
            parser.load("WormballSettings");

            float parseVal = 5f;
            if (float.TryParse(parser.Get("MatchLength"), out parseVal))
            {
                ScoreManager.instance.totalGameTime = float.Parse(parser.Get("MatchLength"));
            }
            else
            {
                ScoreManager.instance.totalGameTime = 45f;
            }
        }

        gameState = GameState.Menu;
        prevState = gameState;

        StartCoroutine(UpdateState());

#if UNITY_EDITOR
        AssetDatabase.Refresh();
#endif
    }
Exemplo n.º 2
0
    public void load(iniParser config)
    {
        string resolution = config.Get("g_resolution");
        int    posx       = resolution.IndexOf("x");
        int    rW         = int.Parse(resolution.Substring(0, (posx)));
        int    rH         = int.Parse(resolution.Substring(posx + 1));
        bool   rWM        = bool.Parse(config.Get("g_windowed"));

        Screen.SetResolution(rW, rH, !rWM);
    }
Exemplo n.º 3
0
 void AdjustHorizontal()
 {
     if (bool.Parse(parser.Get("input_controller")))
     {
         hRotation += -Input.GetAxis("win R horizontal") * horizontal.mouseSensitivity;
     }
     else
     {
         hRotation += Input.GetAxis("Mouse X") * horizontal.mouseSensitivity;
     }
     hRotation = AngleClamp(hRotation, horizontal.minimumAngle, horizontal.maximumAngle);
     rotationObject.transform.localEulerAngles = new Vector3(rotationObject.transform.localEulerAngles.x, hRotation, rotationObject.transform.localEulerAngles.z);
 }
Exemplo n.º 4
0
    // Use this for initialization
    void Start()
    {
        if (mode == DisplayMode.Colors)
        {
            background = new Texture2D(1, 1);
            background.SetPixel(1, 1, colors.background);
            background.wrapMode = TextureWrapMode.Repeat;
            background.Apply();

            foreground = new Texture2D(1, 1);
            foreground.SetPixel(1, 1, colors.foreground);
            foreground.wrapMode = TextureWrapMode.Repeat;
            foreground.Apply();

            xpShadow = new Texture2D(1, 1);
            xpShadow.SetPixel(1, 1, colors.xpShadowIncrease);
            xpShadow.wrapMode = TextureWrapMode.Repeat;
            xpShadow.Apply();
        }
        else
        {
            background = textures.background;
            foreground = textures.foreground;
            xpShadow   = textures.xpShadowIncrease;
        }

        barwidth = Screen.width * screenPer;
        boxwidth = barwidth / 10;
        barstrt  = Screen.width * ((1.0f - screenPer) / 2);
        Debug.Log(barstrt + ":" + Screen.width);

        parser.Load(IniFiles.XP);
        if (parser.Get("XP").Equals(""))
        {
            parser.Set("", "XP", "0");

            float curxp = 0;

            for (int i = 0; i < 200; i++)
            {
                if (i != 0)
                {
                    curxp += 800 + (400 * (i - 1));
                }

                int cp = Mathf.CeilToInt(curxp);
                parser.Set("Ranks", "level-" + i, curxp.ToString());
            }
            curxp = 9999999;

            parser.Set("Ranks", "level-200", curxp.ToString());
            parser.Save(IniFiles.XP);
        }
        localxp = int.Parse(parser.Get("XP"));

        calc();
    }
    void Refresh()
    {
        parser.Clear();
        if (parser.DoesExist(IniFiles.CONFIG))
        {
            parser.Load(IniFiles.CONFIG);
        }
        else
        {
            gs.Create();
            parser.Load(IniFiles.CONFIG);
        }

        DepthOfField34          dof      = gameObject.GetComponent <DepthOfField34>();
        Bloom                   blf      = gameObject.GetComponent <Bloom>();
        AmbientObscurance       ssao     = gameObject.GetComponent <AmbientObscurance>();
        SunShafts               sunshaft = gameObject.GetComponent <SunShafts>();
        NoiseAndGrain           nag      = gameObject.GetComponent <NoiseAndGrain>();
        EdgeDetectEffectNormals edn      = gameObject.GetComponent <EdgeDetectEffectNormals>();
        Vignetting              vig      = gameObject.GetComponent <Vignetting>();

        if (bool.Parse(parser.Get("fx_enable")))
        {
            if (bool.Parse(parser.Get("fx_dof")))
            {
                dof.enabled    = true;
                dof.resolution = DofResolution.High;
                dof.quality    = bool.Parse(parser.Get("fx_dof_foreground")) ? Dof34QualitySetting.BackgroundAndForeground : Dof34QualitySetting.OnlyBackground;
                dof.bokeh      = bool.Parse(parser.Get("fx_dof_bokeh")) ? true : false;

                dof.focalPoint = float.Parse(parser.Get("fx_dof_focaldistance"));
                dof.smoothness = float.Parse(parser.Get("fx_dof_smoothness"));
                dof.focalSize  = float.Parse(parser.Get("fx_dof_focalSize"));

                dof.visualize = bool.Parse(parser.Get("fx_dof_visualizeFocus"));

                switch (parser.Get("fx_dof_blurriness"))
                {
                case "0":
                    dof.bluriness = DofBlurriness.Low;
                    break;

                case "1":
                    dof.bluriness = DofBlurriness.High;
                    break;

                case "2":
                    dof.bluriness = DofBlurriness.VeryHigh;
                    break;

                default:
                    dof.bluriness = DofBlurriness.High;
                    break;
                }

                dof.maxBlurSpread         = float.Parse(parser.Get("fx_dof_blurSpread"));
                dof.foregroundBlurExtrude = float.Parse(parser.Get("fx_dof_foregroundSize"));

                switch (parser.Get("fx_dof_bokeh_destination"))
                {
                case "0":
                    dof.bokehDestination = BokehDestination.Background;
                    break;

                case "1":
                    dof.bokehDestination = BokehDestination.BackgroundAndForeground;
                    break;

                case "2":
                    dof.bokehDestination = BokehDestination.Foreground;
                    break;

                default:
                    dof.bokehDestination = BokehDestination.Background;
                    break;
                }

                dof.bokehIntensity           = float.Parse(parser.Get("fx_dof_bokeh_intensity"));
                dof.bokehThreshholdLuminance = float.Parse(parser.Get("fx_dof_bokeh_minLuminance"));
                dof.bokehThreshholdContrast  = float.Parse(parser.Get("fx_dof_bokeh_minContrast"));
                dof.bokehDownsample          = int.Parse(parser.Get("fx_dof_bokeh_DownSample"));
                dof.bokehScale = float.Parse(parser.Get("fx_dof_bokeh_sizeScale"));
            }
            else
            {
                dof.enabled = false;
            }

            // SSAO

            if (bool.Parse(parser.Get("fx_SSAO")))
            {
                ssao.enabled            = true;
                ssao.intensity          = float.Parse(parser.Get("fx_SSAO_intensity"));
                ssao.radius             = float.Parse(parser.Get("fx_SSAO_radius"));
                ssao.blurIterations     = int.Parse(parser.Get("fx_SSAO_blurIterations"));
                ssao.blurFilterDistance = float.Parse(parser.Get("fx_SSAO_blurFilterDistance"));
                ssao.downsample         = int.Parse(parser.Get("fx_SSAO_downsample"));
            }
            else
            {
                ssao.enabled = false;
            }

            // NOISE GRAIN

            nag.enabled             = bool.Parse(parser.Get("fx_noisegrain")) ? true : false;
            nag.intensityMultiplier = float.Parse(parser.Get("fx_noisegrain_intensity"));

            // BLOOM

            if (bool.Parse(parser.Get("fx_bloom")))
            {
                blf.enabled = true;

                switch (parser.Get("fx_bloom_quality"))
                {
                case "0":
                    blf.quality = Bloom.BloomQuality.Cheap;
                    break;

                case "1":
                    blf.quality = Bloom.BloomQuality.High;
                    break;

                default:
                    blf.quality = Bloom.BloomQuality.High;
                    break;
                }

                switch (parser.Get("fx_bloom_mode"))
                {
                case "0":
                    blf.tweakMode = Bloom.TweakMode.Basic;
                    break;

                case "1":
                    blf.tweakMode = Bloom.TweakMode.Complex;
                    break;

                default:
                    blf.tweakMode = Bloom.TweakMode.Complex;
                    break;
                }

                switch (parser.Get("fx_bloom_blendMode"))
                {
                case "0":
                    blf.screenBlendMode = Bloom.BloomScreenBlendMode.Screen;
                    break;

                case "1":
                    blf.screenBlendMode = Bloom.BloomScreenBlendMode.Add;
                    break;

                default:
                    blf.screenBlendMode = Bloom.BloomScreenBlendMode.Add;
                    break;
                }

                blf.hdr                 = bool.Parse(parser.Get("fx_bloom_hdr")) ? Bloom.HDRBloomMode.On : Bloom.HDRBloomMode.Off;
                blf.bloomIntensity      = float.Parse(parser.Get("fx_bloom_intensity"));
                blf.bloomThreshhold     = float.Parse(parser.Get("fx_bloom_threshhold"));
                blf.bloomBlurIterations = int.Parse(parser.Get("fx_bloom_blurIterations"));
                blf.blurWidth           = float.Parse(parser.Get("fx_bloom_sampleDistance"));

                switch (parser.Get("fx_bloom_lensFlareMode"))
                {
                case "0":
                    blf.lensflareMode = Bloom.LensFlareStyle.Ghosting;
                    break;

                case "1":
                    blf.lensflareMode = Bloom.LensFlareStyle.Anamorphic;
                    break;

                case "2":
                    blf.lensflareMode = Bloom.LensFlareStyle.Combined;
                    break;

                default:
                    blf.lensflareMode = Bloom.LensFlareStyle.Ghosting;
                    break;
                }

                blf.lensflareIntensity  = float.Parse(parser.Get("fx_bloom_LFlocalIntensity"));
                blf.lensflareThreshhold = float.Parse(parser.Get("fx_bloom_LFthreshhold"));
            }
            else
            {
                blf.enabled = false;
            }

            // Sunshafts

            if (bool.Parse(parser.Get("fx_sunshaft")))
            {
                sunshaft.enabled         = true;
                sunshaft.useDepthTexture = bool.Parse(parser.Get("fx_sunshaft_zBuffer"));

                switch (parser.Get("fx_sunshaft_resolution"))
                {
                case "0":
                    sunshaft.resolution = SunShaftsResolution.Low;
                    break;

                case "1":
                    sunshaft.resolution = SunShaftsResolution.Normal;
                    break;

                case "2":
                    sunshaft.resolution = SunShaftsResolution.High;
                    break;

                default:
                    sunshaft.resolution = SunShaftsResolution.Normal;
                    break;
                }

                switch (parser.Get("fx_sunshaft_blendMode"))
                {
                case "0":
                    sunshaft.screenBlendMode = ShaftsScreenBlendMode.Add;
                    break;

                case "1":
                    sunshaft.screenBlendMode = ShaftsScreenBlendMode.Screen;
                    break;

                default:
                    sunshaft.screenBlendMode = ShaftsScreenBlendMode.Screen;
                    break;
                }

                sunshaft.maxRadius            = float.Parse(parser.Get("fx_sunshaft_distFalloff"));
                sunshaft.sunShaftBlurRadius   = float.Parse(parser.Get("fx_sunshaft_blurSize"));
                sunshaft.radialBlurIterations = int.Parse(parser.Get("fx_sunshaft_blurIterations"));
                sunshaft.sunShaftIntensity    = float.Parse(parser.Get("fx_sunshaft_intensity"));
                sunshaft.useSkyBoxAlpha       = float.Parse(parser.Get("fx_sunshaft_alphaMask"));
            }
            else
            {
                sunshaft.enabled = false;
            }

            // Edge detect

            edn.enabled = bool.Parse(parser.Get("fx_edgeDetect")) ? true : false;

            // Vignetting

            if (bool.Parse(parser.Get("fx_vignetting")))
            {
                vig.enabled             = true;
                vig.intensity           = float.Parse(parser.Get("fx_vignetting_intensity"));
                vig.blurSpread          = float.Parse(parser.Get("fx_vignetting_blurredCornors"));
                vig.chromaticAberration = float.Parse(parser.Get("fx_vignetting_aberration"));
            }
            else
            {
                vig.enabled = false;
            }
        }
        else
        {
            dof.enabled      = false;
            ssao.enabled     = false;
            nag.enabled      = false;
            blf.enabled      = false;
            sunshaft.enabled = false;
            edn.enabled      = false;
            vig.enabled      = false;
        }
    }
Exemplo n.º 6
0
    void loadSettings()
    {
        windowed      = bool.Parse(parser.Get("g_windowed"));
        postProccess  = bool.Parse(parser.Get("fx_enable"));
        DoF           = bool.Parse(parser.Get("fx_dof"));
        DoFforeground = bool.Parse(parser.Get("fx_dof_foreground"));
        DoFbokeh      = bool.Parse(parser.Get("fx_dof_bokeh"));
        noise         = bool.Parse(parser.Get("fx_noisegrain"));
        SSAO          = bool.Parse(parser.Get("fx_SSAO"));
        bloom         = bool.Parse(parser.Get("fx_bloom"));
        HDR           = bool.Parse(parser.Get("fx_bloom_hdr"));
        sunShaft      = bool.Parse(parser.Get("fx_sunshaft"));

        controller = bool.Parse(parser.Get("input_controller"));
        masterLVL  = int.Parse(parser.Get("a_masterlvl"));
        musicLVL   = int.Parse(parser.Get("a_musiclvl"));
        ambientlvl = int.Parse(parser.Get("a_ambientlvl"));

        switch (int.Parse(parser.Get("g_antialias")))
        {
        case 1:
            antialiasSel = 1;
            break;

        case 2:
            antialiasSel = 2;
            break;

        case 4:
            antialiasSel = 3;
            break;

        case 8:
            antialiasSel = 4;
            break;

        default:
            antialiasSel = 0;
            break;
        }

        vsync = int.Parse(parser.Get("g_vsync"));

        dofFocusRange  = float.Parse(parser.Get("fx_dof_focaldistance"));
        noiseIntensity = float.Parse(parser.Get("fx_noisegrain_intensity"));
    }
Exemplo n.º 7
0
 void Refresh()
 {
     parser.Load(IniFiles.CONFIG);
     smoothTime  = float.Parse(parser.Get("fx_dof_smoothtime"));
     addDistance = float.Parse(parser.Get("fx_dof_focaldistance"));
 }
    void UpdateSmoothedMovementDirection()
    {
        bool grounded = IsGrounded();

        Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);

        forward.y = 0;
        forward   = forward.normalized;

        Vector3 right = new Vector3(forward.z, 0, -forward.x);

        float v = 0, h = 0;

        if (bool.Parse(parser.Get("input_controller")))
        {
            v = Input.GetAxisRaw("win vertical");
            h = Input.GetAxisRaw("win horizontal");
        }
        else
        {
            v = Input.GetAxisRaw("Vertical");
            h = Input.GetAxisRaw("Horizontal");
        }

        if (v < -0.2)
        {
            movingBack = true;
        }
        else
        {
            movingBack = false;
        }

        bool wasMoving = isMoving;

        isMoving = Mathf.Abs(h) > 0.01f || Mathf.Abs(v) > 0.1f;

        Vector3 targetDirection = h * right + v * forward;

        if (grounded)
        {
            lockCameraTimer += Time.deltaTime;
            if (isMoving != wasMoving)
            {
                lockCameraTimer = 0.0f;
            }

            if (targetDirection != Vector3.zero)
            {
                if (moveSpeed < walkSpeed * 0.9 && grounded)
                {
                    moveDirection = targetDirection.normalized;
                }
                else
                {
                    moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
                    moveDirection = moveDirection.normalized;
                }
            }

            float curSmooth = speedSmoothing * Time.deltaTime;

            float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);

            characterState = CharacterState.Idle;

            if (Input.GetKey(KeyCode.LeftShift) || Input.GetButton("L3"))
            {
                targetSpeed   *= runSpeed;
                characterState = CharacterState.Running;
            }
            else if (Input.GetKey(KeyCode.LeftControl))
            {
                targetSpeed   *= sneakSpeed;
                characterState = CharacterState.Sneaking;
            }
            else if (Time.time - trotAfterSeconds > walkTimeStart)
            {
                targetSpeed   *= trotSpeed;
                characterState = CharacterState.Trotting;
            }
            else
            {
                targetSpeed   *= walkSpeed;
                characterState = CharacterState.Walking;
            }

            moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);

            if (moveSpeed < walkSpeed * 0.3)
            {
                walkTimeStart = Time.time;
            }
        }
        else
        {
            if (jumping)
            {
                lockCameraTimer = 0.0f;
            }

            if (isMoving)
            {
                inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
            }
        }
    }