using SanAndreasUnity.Behaviours; using SanAndreasUnity.UI; using UnityEngine; namespace SanAndreasUnity.Settings { public class InputSettings : MonoBehaviour { OptionsWindow.FloatInput m_mouseSensitivityXInput = new OptionsWindow.FloatInput() { description = "Mouse sensitivity x", minValue = 0.2f, maxValue = 20f, isAvailable = () => GameManager.Instance != null, getValue = () => GameManager.Instance.cursorSensitivity.x, setValue = (value) => { GameManager.Instance.cursorSensitivity.x = value; }, persistType = OptionsWindow.InputPersistType.OnStart, }; OptionsWindow.FloatInput m_mouseSensitivityYInput = new OptionsWindow.FloatInput() { description = "Mouse sensitivity y", minValue = 0.2f, maxValue = 20f, isAvailable = () => GameManager.Instance != null, getValue = () => GameManager.Instance.cursorSensitivity.y, setValue = (value) => { GameManager.Instance.cursorSensitivity.y = value; }, persistType = OptionsWindow.InputPersistType.OnStart, }; OptionsWindow.BoolInput m_useTouchInput = new OptionsWindow.BoolInput ("Use touch input") { isAvailable = () => UIManager.Instance != null, getValue = () => UIManager.Instance.UseTouchInput, setValue = (value) => { UIManager.Instance.UseTouchInput = value; }, persistType = OptionsWindow.InputPersistType.OnStart }; private void Awake() { OptionsWindow.RegisterInputs ("INPUT", m_mouseSensitivityXInput, m_mouseSensitivityYInput, m_useTouchInput); } } }