private void Start() { // TODO: make different post processing for each quality // set singleton settings = GeneralSettingsManager.singleton; // update buttons to the selected graphics (if we ever have the external settings option // and to load user settings UpdateButtonsState((int)settings.graphicSettings); // disable the SSRT, only for the lowest setting I think toggleSSRT.isOn = settings.ssrt.enabled; // set selected tab to the first one selectedTab = 0; UpdateTabsState(selectedTab); // assigns the sound value, once we have a way to save // a user's config, we'll have a proper use for this soundSlider.value = AudioListener.volume; // subscribe to the event, so we update the buttons when that event is invoked GeneralSettingsManager.OnGraphicsChanged += UpdateButtonsState; }
private void Start() { GeneralSettingsManager settings = GeneralSettingsManager.singleton; toggleSSRT.isOn = settings.ssrt.enabled; tabs[0].Select(); graphicButtons[(int)settings.graphicSettings].Select(); }
public OperationsFactory( GeneralSettingsManager generalSettings, IEnumerable <OperationCreatorBase> creators) { m_generalSettings = generalSettings; foreach (var creator in creators) { m_creators.Add(creator.CreatorOperationType, creator); } }
private void Awake() { if (singleton != null && singleton != this) { Destroy(gameObject); } else { singleton = this; } }
public void TextFixtureSetUp() { ApplicationSettings.GetInstance().SetSetting(ApplicationSettings.Settings.ONLINE, false); generalSettingsManager = new GeneralSettingsManager(DataUtil.TESTDB); }
public void TextFixtureSetUp() { ApplicationSettings.GetInstance().SetSetting(ApplicationSettings.Settings.ONLINE, false); generalSettingsManager = new GeneralSettingsManager(DataUtil.TESTDB); }