using System.Collections.Generic; using UnityEngine; using System.Linq; using SanAndreasUnity.UI; using SanAndreasUnity.Utilities; using SanAndreasUnity.Behaviours; using SanAndreasUnity.Behaviours.Weapons; using SanAndreasUnity.Behaviours.Vehicles; namespace SanAndreasUnity.Settings { public class MiscSettings : MonoBehaviour { OptionsWindow.FloatInput m_timeScaleInput = new OptionsWindow.FloatInput( "Time scale", 0f, 4f ) { getValue = () => Time.timeScale, setValue = (value) => { Time.timeScale = value; }, persistType = OptionsWindow.InputPersistType.None }; OptionsWindow.FloatInput m_physicsUpdateRate = new OptionsWindow.FloatInput( "Physics update rate", 3f, 100f ) { getValue = () => 1.0f / Time.fixedDeltaTime, setValue = (value) => { Time.fixedDeltaTime = 1.0f / value; }, persistType = OptionsWindow.InputPersistType.OnStart, }; OptionsWindow.FloatInput m_gravityInput = new OptionsWindow.FloatInput( "Gravity", -10f, 50f ) { getValue = () => -Physics.gravity.y, setValue = (value) => { Physics.gravity = new Vector3(Physics.gravity.x, -value, Physics.gravity.z); }, persistType = OptionsWindow.InputPersistType.OnStart }; OptionsWindow.BoolInput m_displayHealthBarsInput = new OptionsWindow.BoolInput ("Display health bar above peds") { isAvailable = () => PedManager.Instance != null, getValue = () => PedManager.Instance.displayHealthBarAbovePeds, setValue = (value) => { PedManager.Instance.displayHealthBarAbovePeds = value; }, persistType = OptionsWindow.InputPersistType.OnStart }; OptionsWindow.BoolInput m_displayMinimapInput = new OptionsWindow.BoolInput ("Display minimap") { isAvailable = () => MiniMap.Instance != null, getValue = () => MiniMap.Instance.gameObject.activeSelf, setValue = (value) => { MiniMap.Instance.gameObject.SetActive (value); }, persistType = OptionsWindow.InputPersistType.AfterLoaderFinishes }; OptionsWindow.BoolInput m_runInBackgroundInput = new OptionsWindow.BoolInput ("Run in background") { getValue = () => Application.runInBackground, setValue = (value) => { Application.runInBackground = value; }, persistType = OptionsWindow.InputPersistType.OnStart }; OptionsWindow.BoolInput m_drawLineFromGunInput = new OptionsWindow.BoolInput ("Draw line from gun") { isAvailable = () => WeaponsManager.Instance != null, getValue = () => WeaponsManager.Instance.drawLineFromGun, setValue = (value) => { WeaponsManager.Instance.drawLineFromGun = value; }, persistType = OptionsWindow.InputPersistType.OnStart }; OptionsWindow.BoolInput m_displayFpsInput = new OptionsWindow.BoolInput("Display FPS") { isAvailable = () => FPSDisplay.Instance != null, getValue = () => FPSDisplay.Instance.updateFPS, setValue = (value) => { DisplayFPS(value); }, persistType = OptionsWindow.InputPersistType.OnStart }; // OptionsWindow.IntInput m_imguiFontSize = new OptionsWindow.IntInput ("Imgui font size", 0, 25) { // //isAvailable = () => UIManager.Instance != null, // getValue = () => UIManager.Instance.ImguiFontSize, // setValue = (value) => { UIManager.Instance.ImguiFontSize = value; GUIUtility.ExitGUI(); }, // persistType = OptionsWindow.InputPersistType.OnStart, // }; OptionsWindow.BoolInput m_enableCamera = new OptionsWindow.BoolInput ("Enable camera") { getValue = () => Camera.main != null && Camera.main.enabled, setValue = (value) => { Camera cam = F.FindMainCameraEvenIfDisabled(); if (cam != null) cam.enabled = value; }, persistType = OptionsWindow.InputPersistType.None, }; OptionsWindow.BoolInput m_pausePlayerSpawning = new OptionsWindow.BoolInput ("Pause player spawning") { isAvailable = () => SpawnManager.Instance != null, getValue = () => SpawnManager.Instance.IsSpawningPaused, setValue = (value) => { SpawnManager.Instance.IsSpawningPaused = value; }, persistType = OptionsWindow.InputPersistType.OnStart }; OptionsWindow.FloatInput m_playerSpawnInterval = new OptionsWindow.FloatInput ("Player spawn interval", 0, 30) { isAvailable = () => SpawnManager.Instance != null, getValue = () => SpawnManager.Instance.spawnInterval, setValue = (value) => { SpawnManager.Instance.spawnInterval = value; }, persistType = OptionsWindow.InputPersistType.OnStart }; OptionsWindow.FloatInput m_projectileReloadTime = new OptionsWindow.FloatInput ("Projectile reload time", 0, 5) { isAvailable = () => WeaponsManager.Instance != null, getValue = () => WeaponsManager.Instance.projectileReloadTime, setValue = (value) => { WeaponsManager.Instance.projectileReloadTime = value; }, persistType = OptionsWindow.InputPersistType.OnStart }; OptionsWindow.FloatInput m_vehicleDetachedPartLifetime = new OptionsWindow.FloatInput ("Vehicle's detached part lifetime", 10, 120) { isAvailable = () => VehicleManager.Instance != null, getValue = () => VehicleManager.Instance.explosionLeftoverPartsLifetime, setValue = (value) => { VehicleManager.Instance.explosionLeftoverPartsLifetime = value; }, persistType = OptionsWindow.InputPersistType.OnStart }; OptionsWindow.BoolInput m_showSpeedometerInput = new OptionsWindow.BoolInput() { description = "Show speedometer", isAvailable = () => PedManager.Instance != null, getValue = () => PedManager.Instance.showPedSpeedometer, setValue = (value) => { PedManager.Instance.showPedSpeedometer = value; }, persistType = OptionsWindow.InputPersistType.OnStart, }; OptionsWindow.FloatInput m_turnSpeedInput = new OptionsWindow.FloatInput() { description = "Turn speed", minValue = 3, maxValue = 30, isAvailable = () => PedManager.Instance != null, getValue = () => PedManager.Instance.pedTurnSpeed, setValue = (value) => { PedManager.Instance.pedTurnSpeed = value; }, persistType = OptionsWindow.InputPersistType.OnStart, }; OptionsWindow.FloatInput m_deadBodyLifetime = new OptionsWindow.FloatInput { description = "Dead body lifetime", minValue = 0.5f, maxValue = 300f, getValue = () => PedManager.Instance.ragdollLifetime, setValue = (value) => { PedManager.Instance.ragdollLifetime = value; }, persistType = OptionsWindow.InputPersistType.OnStart, }; void Awake () { var inputs = new OptionsWindow.Input[] { m_timeScaleInput, m_physicsUpdateRate, m_gravityInput, m_showSpeedometerInput, m_displayHealthBarsInput, m_displayMinimapInput, m_runInBackgroundInput, m_drawLineFromGunInput, m_enableCamera, m_displayFpsInput, m_pausePlayerSpawning, m_playerSpawnInterval, m_vehicleDetachedPartLifetime, m_deadBodyLifetime, m_projectileReloadTime, m_turnSpeedInput, }; foreach (var input in inputs) { input.category = "MISC"; OptionsWindow.RegisterInput (input); } } static void DisplayFPS(bool bDisplay) { FPSDisplay.Instance.fpsImage.enabled = bDisplay; FPSDisplay.Instance.fpsText.enabled = bDisplay; FPSDisplay.Instance.updateFPS = bDisplay; } } }