public void UpdateSeVolume(IVolumeUpdatable volumeUpdatable) { seMuteOnButton.image.color = volumeUpdatable.IsMute() ? _positiveColor : _negativeColor; seMuteOnButton .OnClickAsObservable() .Subscribe(_ => { volumeUpdatable.SetMute(true); seMuteOnButton.image.color = _positiveColor; seMuteOffButton.image.color = _negativeColor; }) .AddTo(this); seMuteOffButton.image.color = volumeUpdatable.IsMute() ? _negativeColor : _positiveColor; seMuteOffButton .OnClickAsObservable() .Subscribe(_ => { volumeUpdatable.SetMute(false); seMuteOnButton.image.color = _negativeColor; seMuteOffButton.image.color = _positiveColor; }) .AddTo(this); seVolumeSlider.value = volumeUpdatable.GetVolume(); seVolumeSlider .OnValueChangedAsObservable() .Subscribe(volumeUpdatable.SetVolume) .AddTo(this); }
public void SaveSound(IVolumeUpdatable bgm, IVolumeUpdatable se) { UnityEngine.Debug.Log("save!!!"); ES3.Save(SaveKey.BGM_VOLUME, bgm.GetVolume()); ES3.Save(SaveKey.BGM_MUTE, bgm.IsMute()); ES3.Save(SaveKey.SE_VOLUME, se.GetVolume()); ES3.Save(SaveKey.SE_MUTE, se.IsMute()); }
public void LoadSound(IVolumeUpdatable bgm, IVolumeUpdatable se) { var bgmVolume = ES3.Load(SaveKey.BGM_VOLUME, bgm.GetVolume()); bgm.SetVolume(bgmVolume); var bgmMute = ES3.Load(SaveKey.BGM_MUTE, bgm.IsMute()); bgm.SetMute(bgmMute); var seVolume = ES3.Load(SaveKey.SE_VOLUME, se.GetVolume()); se.SetVolume(seVolume); var seMute = ES3.Load(SaveKey.SE_MUTE, se.IsMute()); se.SetMute(seMute); }