mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 07:50:22 +00:00
65 lines
2.5 KiB
C#
65 lines
2.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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using SanAndreasUnity.UI;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Behaviours;
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using SanAndreasUnity.Behaviours.Weapons;
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namespace SanAndreasUnity.Settings {
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public class MiscSettings : MonoBehaviour {
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OptionsWindow.FloatInput m_timeScaleInput = new OptionsWindow.FloatInput( "Time scale", 0f, 4f ) {
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getValue = () => Time.timeScale,
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setValue = (value) => { Time.timeScale = value; }
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};
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OptionsWindow.FloatInput m_gravityInput = new OptionsWindow.FloatInput( "Gravity", -10f, 50f ) {
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getValue = () => -Physics.gravity.y,
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setValue = (value) => { Physics.gravity = new Vector3(Physics.gravity.x, -value, Physics.gravity.z); },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.BoolInput m_displayHealthBarsInput = new OptionsWindow.BoolInput ("Display health bar above peds") {
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isAvailable = () => PedManager.Instance != null,
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getValue = () => PedManager.Instance.displayHealthBarAbovePeds,
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setValue = (value) => { PedManager.Instance.displayHealthBarAbovePeds = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.BoolInput m_displayMinimapInput = new OptionsWindow.BoolInput ("Display minimap") {
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isAvailable = () => MiniMap.Instance != null,
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getValue = () => MiniMap.Instance.gameObject.activeSelf,
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setValue = (value) => { MiniMap.Instance.gameObject.SetActive (value); },
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persistType = OptionsWindow.InputPersistType.AfterLoaderFinishes
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};
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OptionsWindow.BoolInput m_runInBackgroundInput = new OptionsWindow.BoolInput ("Run in background") {
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getValue = () => Application.runInBackground,
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setValue = (value) => { Application.runInBackground = value; },
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persistType = OptionsWindow.InputPersistType.AfterLoaderFinishes
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};
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OptionsWindow.BoolInput m_drawLineFromGunInput = new OptionsWindow.BoolInput ("Draw line from gun") {
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isAvailable = () => WeaponsManager.Instance != null,
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getValue = () => WeaponsManager.Instance.drawLineFromGun,
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setValue = (value) => { WeaponsManager.Instance.drawLineFromGun = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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void Awake ()
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{
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var inputs = new OptionsWindow.Input[] { m_timeScaleInput, m_gravityInput, m_displayHealthBarsInput, m_displayMinimapInput,
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m_runInBackgroundInput, m_drawLineFromGunInput
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};
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foreach (var input in inputs)
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{
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input.category = "MISC";
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OptionsWindow.RegisterInput (input);
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}
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}
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}
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}
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