// Use this for initialization void Start() { preferences = preferencesObject.GetComponent <Preferences>(); controls = controlsObject.GetComponent <controls>(); modelTile = modelObject.GetComponent <ModelTile>(); settingsPrefab = GameObject.Find("settings"); isShowing = false; mask = Instantiate(Resources.Load("misc/mask"), new Vector3(0, 0, -1.5f), Quaternion.identity) as GameObject; mask.transform.localScale = new Vector3(0, 0, 0); //TilesInit dDownTiles.onValueChanged.AddListener(delegate { onDropdownTilesValueChanged(); }); List <GameObject> tiles = new List <GameObject>(Resources.LoadAll <GameObject>("tiles")); tilesNames = new List <string>(tiles.Select(x => x.name)); dDownTiles.ClearOptions(); dDownTiles.AddOptions(tilesNames); //Quality Init dDownQuality.onValueChanged.AddListener(delegate { onDropdownQualityValueChanged(); }); qualityLevels = Enum.GetNames(typeof(QualityLevel)); qualityList = new List <string>(); qualityList.AddRange(qualityLevels); dDownQuality.ClearOptions(); dDownQuality.AddOptions(qualityList); QualitySettings.SetQualityLevel(5); //FacesInit dDownFaces.onValueChanged.AddListener(delegate { onDropDownFacesValueChanged(); }); Sprite[] smth = Resources.LoadAll <Sprite>("faces"); //THIS ONE IS FOR YOU HARAMBE APPRECIATE YA GOD BLESS spriteNames = new List <string>(smth.Where(x => x.name.Contains("_0")).Select(y => y.name.TrimEnd(new char[] { '_', '0' }))); dDownFaces.ClearOptions(); dDownFaces.AddOptions(spriteNames); controls.Initiate(); modelTile.Create(dDownTiles.options[preferences.GetSavedTiles()].text, dDownFaces.options[preferences.GetSavedFaces()].text); }
public void Apply() { string choice = ""; switch (dDownFaces.value) { case 0: choice = "Fruits(B&W)"; break; case 1: choice = "Fruits(Oil)"; break; case 2: choice = "Sunny"; break; default: break; } PlayerPrefs.SetString("savedFaces", choice); controls.Initiate(); }