Пример #1
0
        public override void OnClose()
        {
            AudioSvc audio = AmbitionApp.GetService <AudioSvc>();
            string   path  = Path.Combine(UnityEngine.Application.persistentDataPath, Filepath.SETTINGS);

            _settings.Volume = new Dictionary <AudioChannel, int>()
            {
                { AudioChannel.Ambient, audio.GetVolume(AudioChannel.Ambient) },
                { AudioChannel.Sfx, audio.GetVolume(AudioChannel.Sfx) },
                { AudioChannel.Music, audio.GetVolume(AudioChannel.Music) },
                { AudioChannel.Master, audio.GetVolume(AudioChannel.Master) }
            };
            _settings.Resolution = Screen.currentResolution;
            _settings.Language   = _languages[LocSelector.value];
            File.WriteAllText(path, JsonConvert.SerializeObject(_settings));
        }
Пример #2
0
        // Not used, but useful to keep around
        IEnumerator SetVolume(AudioChannel channel, int delta)
        {
            AudioSvc audio  = AmbitionApp.GetService <AudioSvc>();
            int      volume = audio.GetVolume(channel);

            do
            {
                volume += delta;
                if (volume < 0)
                {
                    volume = 0;
                }
                else if (volume > 100)
                {
                    volume = 100;
                }
                audio.SetVolume(channel, volume);
                _settings.Volume[channel] = volume;
                yield return(null);
            }while (volume >= 0 && volume <= 100);
            _settings.Volume[channel] = volume;
        }