SanAndreasUnity/Assets/Scripts/Settings/MiscSettings.cs

185 lines
7.2 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;
using SanAndreasUnity.Net;
namespace SanAndreasUnity.Settings {
public class MiscSettings : MonoBehaviour
{
static string s_playerName = Player.DefaultPlayerName;
OptionsWindow.StringInput m_playerNameInput = new OptionsWindow.StringInput
{
description = "Player name",
displayWidth = 200,
maxNumCharacters = Player.MaxPlayerNameLength,
getValue = () => s_playerName,
setValue = ApplyPlayerName,
persistType = OptionsWindow.InputPersistType.OnStart,
};
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_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_playerNameInput,
m_timeScaleInput,
m_physicsUpdateRate,
m_gravityInput,
m_showSpeedometerInput,
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);
}
Player.onStart += OnPlayerStart;
}
static void DisplayFPS(bool bDisplay)
{
FPSDisplay.Instance.fpsImage.enabled = bDisplay;
FPSDisplay.Instance.fpsText.enabled = bDisplay;
FPSDisplay.Instance.updateFPS = bDisplay;
}
void OnPlayerStart(Player player)
{
if (player == Player.Local)
ApplyPlayerName(s_playerName);
}
static void ApplyPlayerName(string newPlayerName)
{
s_playerName = newPlayerName;
if (Player.Local != null)
Player.Local.RequestNameChange(newPlayerName);
}
}
}