// 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(); }
public void Create() { parser.Set("Audio", "a_masterlvl", "100", "Scale of 0 - 100"); parser.Set("Audio", "a_musiclvl", "25", "Scale of 0 - 100"); parser.Set("Audio", "a_ambientlvl", "75", "Scale of 0 - 100"); bool fullscreen = Screen.fullScreen; parser.Set("Graphics", "g_resolution", Screen.width + "x" + Screen.height); parser.Set("Graphics", "g_windowed", fullscreen.ToString(), "Toggle Windowed mode"); parser.Set("Graphics", "g_qualitylvl", QualitySettings.GetQualityLevel().ToString(), "Scale of 0 - 6, 0 being lowest, 5 being max and 6 being custom"); parser.Set("Graphics", "g_antialias", "8", "Can only be: 0, 1, 2, 4, 8"); parser.Set("Graphics", "g_vsync", "2", "Can only be: 0, 1, 2"); // shaders parser.Set("Post Processing", "fx_enable", "True", "Dissable or enable post processing effects"); // --- DoF parser.Set("Post Processing", "fx_dof", "True", "Dissable or enable Depth of Field effect"); parser.Set("Post Processing", "fx_dof_visualizeFocus", "False"); parser.Set("Post Processing", "fx_dof_smoothtime", "2", "Dynamic DoF smooth from - to distance"); parser.Set("Post Processing", "fx_dof_foreground", "True", "Dissable or enable Depth of Field effect on foreground aswell as background"); parser.Set("Post Processing", "fx_dof_bokeh", "True", "Dissable or enable bokeh effect, Requires Depth of Field to be active"); parser.Set("Post Processing", "fx_dof_focaldistance", "1"); parser.Set("Post Processing", "fx_dof_smoothness", "0.5"); parser.Set("Post Processing", "fx_dof_focalSize", "0"); parser.Set("Post Processing", "fx_dof_blurriness", "1", "0 = low, 1 = high, 2 = very high"); parser.Set("Post Processing", "fx_dof_blurSpread", "0.5"); parser.Set("Post Processing", "fx_dof_foregroundSize", "0"); parser.Set("Post Processing", "fx_dof_bokeh_destination", "0", " 0 = BackGround, 1 = background + foreground, 2 = foreground"); parser.Set("Post Processing", "fx_dof_bokeh_intensity", "0.15", "Scale of 0.00 - 1.00"); parser.Set("Post Processing", "fx_dof_bokeh_minLuminance", "0.55", "Scale of 0.00 - 1.00"); parser.Set("Post Processing", "fx_dof_bokeh_minContrast", "0.1", "Scale of 0.00 - 1.00"); parser.Set("Post Processing", "fx_dof_bokeh_DownSample", "1", "Can only be: 1, 2, 3"); parser.Set("Post Processing", "fx_dof_bokeh_sizeScale", "2.4", "Scale of 0.00 - 20.00"); // --- SSAO parser.Set("Post Processing", "fx_SSAO", "True", "Dissable or enable Screen Space Ambient Occlusion"); parser.Set("Post Processing", "fx_SSAO_intensity", "0.50", "Scale of 0.00 - 3.00"); parser.Set("Post Processing", "fx_SSAO_radius", "0.50", "Scale of 0.00 - 3.00"); parser.Set("Post Processing", "fx_SSAO_blurIterations", "1", "Can only be: 0, 1, 2, 3"); parser.Set("Post Processing", "fx_SSAO_blurFilterDistance", "1.25", "Scale of 0.00 - 3.00"); parser.Set("Post Processing", "fx_SSAO_downsample", "0", "Can only be: 0, 1"); // --- noise grain parser.Set("Post Processing", "fx_noisegrain", "True", "Dissable or Enable noise effect, Requires DX11"); parser.Set("Post Processing", "fx_noisegrain_intensity", "0.1"); // --- Bloom parser.Set("Post Processing", "fx_bloom", "True", "Dissable or enable Light glow / bleed"); parser.Set("Post Processing", "fx_bloom_quality", "1", "0 = cheap, 1 = high"); parser.Set("Post Processing", "fx_bloom_mode", "1", "0 = basic, 1 = complex"); parser.Set("Post Processing", "fx_bloom_blendMode", "1", "0 = screen, 1 = add"); parser.Set("Post Processing", "fx_bloom_hdr", "True", "Dissable or enable High Dynamic Range"); parser.Set("Post Processing", "fx_bloom_intensity", "0.50"); parser.Set("Post Processing", "fx_bloom_threshhold", "0.50", "Scale of 0.00 - 3.00"); parser.Set("Post Processing", "fx_bloom_blurIterations", "2", "Scale of 1 - 4"); parser.Set("Post Processing", "fx_bloom_sampleDistance", "2", "Scale of 0.00 - 10.00"); parser.Set("Post Processing", "fx_bloom_lensFlareMode", "0", "0 = Ghosting, 1 = anamorphic, 2 = combined"); parser.Set("Post Processing", "fx_bloom_LFlocalIntensity", "0.00"); parser.Set("Post Processing", "fx_bloom_LFthreshhold", "0.30", "Scale of 0.00 - 4.00"); // --- Sun Shafts (God rays) parser.Set("Post Processing", "fx_sunshaft", "True", "Dissable or enable sun shafts (God rays)"); parser.Set("Post Processing", "fx_sunshaft_zBuffer", "True", "Toggle Rely on Z Buffer"); parser.Set("Post Processing", "fx_sunshaft_resolution", "2", "0 = low, 1 = normal, 2 = high"); parser.Set("Post Processing", "fx_sunshaft_blendMode", "0", "0 = add, 1 = screen"); parser.Set("Post Processing", "fx_sunshaft_distFalloff", "0.250", "Distance fallout, scale of 0.00 - 1.00"); parser.Set("Post Processing", "fx_sunshaft_blurSize", "2.5", "Scale of 0.00 - 10.00"); parser.Set("Post Processing", "fx_sunshaft_blurIterations", "2", "Scale of 0 - 4"); parser.Set("Post Processing", "fx_sunshaft_intensity", "1.15"); parser.Set("Post Processing", "fx_sunshaft_alphaMask", "0.75", "Scale of 0.00 - 1.00"); // --- Edge Detect parser.Set("Post Processing", "fx_edgeDetect", "True", "Toggle edge detection, Similar to borderlands"); // --- Vignetting parser.Set("Post Processing", "fx_vignetting", "True", "Toggle simulation of common lens artifacts"); parser.Set("Post Processing", "fx_vignetting_intensity", "0.375"); parser.Set("Post Processing", "fx_vignetting_blurredCornors", "0.00"); parser.Set("Post Processing", "fx_vignetting_aberration", "0.2"); parser.Set("Controls", "input_controller", "True", "If using Controller"); parser.Save(IniFiles.CONFIG); }
void SaveSettings() { parser.Save(IniFiles.CONFIG); gs.load(parser); parser.Load(IniFiles.CONFIG); }