SanAndreasUnity/Assets/Scripts/Settings/MiscSettings.cs
2020-12-26 17:40:30 +01:00

209 lines
9.9 KiB
C#

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_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
};
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.FloatInput m_pedSyncRate = new OptionsWindow.FloatInput ("Ped sync rate", 1, 60) {
isAvailable = () => PedManager.Instance != null,
getValue = () => PedManager.Instance.pedSyncRate,
setValue = (value) => { ApplyPedSyncRate(value); },
persistType = OptionsWindow.InputPersistType.OnStart
};
OptionsWindow.FloatInput m_vehicleSyncRate = new OptionsWindow.FloatInput ("Vehicle sync rate", 1, 60) {
isAvailable = () => VehicleManager.Instance != null,
getValue = () => VehicleManager.Instance.vehicleSyncRate,
setValue = (value) => { ApplyVehicleSyncRate(value); },
persistType = OptionsWindow.InputPersistType.OnStart
};
OptionsWindow.BoolInput m_syncVehicleTransformUsingSyncVars = new OptionsWindow.BoolInput ("Sync vehicle transform using syncvars") {
isAvailable = () => VehicleManager.Instance != null,
getValue = () => VehicleManager.Instance.syncVehicleTransformUsingSyncVars,
setValue = (value) => { VehicleManager.Instance.syncVehicleTransformUsingSyncVars = value; },
persistType = OptionsWindow.InputPersistType.OnStart
};
OptionsWindow.BoolInput m_syncVehiclesLinearVelocity = new OptionsWindow.BoolInput ("Sync vehicle's linear velocity") {
isAvailable = () => VehicleManager.Instance != null,
getValue = () => VehicleManager.Instance.syncLinearVelocity,
setValue = (value) => { VehicleManager.Instance.syncLinearVelocity = value; },
persistType = OptionsWindow.InputPersistType.OnStart
};
OptionsWindow.BoolInput m_syncVehiclesAngularVelocity = new OptionsWindow.BoolInput ("Sync vehicle's angular velocity") {
isAvailable = () => VehicleManager.Instance != null,
getValue = () => VehicleManager.Instance.syncAngularVelocity,
setValue = (value) => { VehicleManager.Instance.syncAngularVelocity = value; },
persistType = OptionsWindow.InputPersistType.OnStart
};
OptionsWindow.BoolInput m_controlWheelsOnLocalPlayer = new OptionsWindow.BoolInput ("Control wheels on local player") {
isAvailable = () => VehicleManager.Instance != null,
getValue = () => VehicleManager.Instance.controlWheelsOnLocalPlayer,
setValue = (value) => { VehicleManager.Instance.controlWheelsOnLocalPlayer = value; },
persistType = OptionsWindow.InputPersistType.OnStart
};
OptionsWindow.BoolInput m_controlVehicleInputOnLocalPlayer = new OptionsWindow.BoolInput ("Control vehicle input on local player") {
isAvailable = () => VehicleManager.Instance != null,
getValue = () => VehicleManager.Instance.controlInputOnLocalPlayer,
setValue = (value) => { VehicleManager.Instance.controlInputOnLocalPlayer = value; },
persistType = OptionsWindow.InputPersistType.OnStart
};
OptionsWindow.EnumInput<WhenOnClient> m_whenToDisableVehiclesRigidBody = new OptionsWindow.EnumInput<WhenOnClient> () {
description = "When to disable vehicle rigid body on clients",
isAvailable = () => VehicleManager.Instance != null,
getValue = () => VehicleManager.Instance.whenToDisableRigidBody,
setValue = (value) => { ApplyRigidBodyState(value); },
persistType = OptionsWindow.InputPersistType.OnStart
};
OptionsWindow.BoolInput m_syncPedTransformWhileInVehicle = new OptionsWindow.BoolInput ("Sync ped transform while in vehicle") {
isAvailable = () => VehicleManager.Instance != null,
getValue = () => VehicleManager.Instance.syncPedTransformWhileInVehicle,
setValue = (value) => { VehicleManager.Instance.syncPedTransformWhileInVehicle = value; },
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
};
void Awake ()
{
var inputs = new OptionsWindow.Input[] { m_timeScaleInput, m_physicsUpdateRate, m_gravityInput, m_displayHealthBarsInput, m_displayMinimapInput,
m_runInBackgroundInput, m_drawLineFromGunInput, m_enableCamera, m_useTouchInput, m_displayFpsInput,
m_pausePlayerSpawning, m_playerSpawnInterval,
m_pedSyncRate,
m_vehicleSyncRate, m_syncVehicleTransformUsingSyncVars, m_syncVehiclesLinearVelocity,
m_syncVehiclesAngularVelocity, m_controlWheelsOnLocalPlayer, m_controlVehicleInputOnLocalPlayer,
m_whenToDisableVehiclesRigidBody, m_syncPedTransformWhileInVehicle,
m_projectileReloadTime,
};
foreach (var input in inputs)
{
input.category = "MISC";
OptionsWindow.RegisterInput (input);
}
}
static void ApplyPedSyncRate(float syncRate)
{
PedManager.Instance.pedSyncRate = syncRate;
foreach (var ped in Ped.AllPedsEnumerable)
ped.ApplySyncRate(syncRate);
}
static void ApplyVehicleSyncRate(float syncRate)
{
VehicleManager.Instance.vehicleSyncRate = syncRate;
foreach (var v in Vehicle.AllVehicles)
{
v.ApplySyncRate(syncRate);
}
}
static void ApplyRigidBodyState(WhenOnClient when)
{
VehicleManager.Instance.whenToDisableRigidBody = when;
foreach (var v in Vehicle.AllVehicles)
v.GetComponent<VehicleController>().EnableOrDisableRigidBody();
}
static void DisplayFPS(bool bDisplay)
{
FPSDisplay.Instance.fpsImage.enabled = bDisplay;
FPSDisplay.Instance.fpsText.enabled = bDisplay;
FPSDisplay.Instance.updateFPS = bDisplay;
}
}
}