mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
202 lines
9.5 KiB
C#
202 lines
9.5 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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using SanAndreasUnity.Behaviours.Vehicles;
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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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persistType = OptionsWindow.InputPersistType.None
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};
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OptionsWindow.FloatInput m_physicsUpdateRate = new OptionsWindow.FloatInput( "Physics update rate", 3f, 100f ) {
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getValue = () => 1.0f / Time.fixedDeltaTime,
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setValue = (value) => { Time.fixedDeltaTime = 1.0f / value; },
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persistType = OptionsWindow.InputPersistType.OnStart,
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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.OnStart
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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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OptionsWindow.BoolInput m_useTouchInput = new OptionsWindow.BoolInput ("Use touch input") {
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isAvailable = () => UIManager.Instance != null,
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getValue = () => UIManager.Instance.UseTouchInput,
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setValue = (value) => { UIManager.Instance.UseTouchInput = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.BoolInput m_displayFpsInput = new OptionsWindow.BoolInput("Display FPS")
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{
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isAvailable = () => FPSDisplay.Instance != null,
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getValue = () => FPSDisplay.Instance.updateFPS,
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setValue = (value) => { DisplayFPS(value); },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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// OptionsWindow.IntInput m_imguiFontSize = new OptionsWindow.IntInput ("Imgui font size", 0, 25) {
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// //isAvailable = () => UIManager.Instance != null,
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// getValue = () => UIManager.Instance.ImguiFontSize,
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// setValue = (value) => { UIManager.Instance.ImguiFontSize = value; GUIUtility.ExitGUI(); },
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// persistType = OptionsWindow.InputPersistType.OnStart,
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// };
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OptionsWindow.FloatInput m_pedSyncRate = new OptionsWindow.FloatInput ("Ped sync rate", 1, 60) {
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isAvailable = () => PedManager.Instance != null,
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getValue = () => PedManager.Instance.pedSyncRate,
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setValue = (value) => { ApplyPedSyncRate(value); },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.FloatInput m_vehicleSyncRate = new OptionsWindow.FloatInput ("Vehicle sync rate", 1, 60) {
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isAvailable = () => VehicleManager.Instance != null,
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getValue = () => VehicleManager.Instance.vehicleSyncRate,
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setValue = (value) => { ApplyVehicleSyncRate(value); },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.BoolInput m_syncVehicleTransformUsingSyncVars = new OptionsWindow.BoolInput ("Sync vehicle transform using syncvars") {
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isAvailable = () => VehicleManager.Instance != null,
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getValue = () => VehicleManager.Instance.syncVehicleTransformUsingSyncVars,
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setValue = (value) => { VehicleManager.Instance.syncVehicleTransformUsingSyncVars = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.BoolInput m_syncVehiclesLinearVelocity = new OptionsWindow.BoolInput ("Sync vehicle's linear velocity") {
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isAvailable = () => VehicleManager.Instance != null,
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getValue = () => VehicleManager.Instance.syncLinearVelocity,
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setValue = (value) => { VehicleManager.Instance.syncLinearVelocity = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.BoolInput m_syncVehiclesAngularVelocity = new OptionsWindow.BoolInput ("Sync vehicle's angular velocity") {
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isAvailable = () => VehicleManager.Instance != null,
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getValue = () => VehicleManager.Instance.syncAngularVelocity,
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setValue = (value) => { VehicleManager.Instance.syncAngularVelocity = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.BoolInput m_controlWheelsOnLocalPlayer = new OptionsWindow.BoolInput ("Control wheels on local player") {
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isAvailable = () => VehicleManager.Instance != null,
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getValue = () => VehicleManager.Instance.controlWheelsOnLocalPlayer,
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setValue = (value) => { VehicleManager.Instance.controlWheelsOnLocalPlayer = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.BoolInput m_controlVehicleInputOnLocalPlayer = new OptionsWindow.BoolInput ("Control vehicle input on local player") {
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isAvailable = () => VehicleManager.Instance != null,
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getValue = () => VehicleManager.Instance.controlInputOnLocalPlayer,
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setValue = (value) => { VehicleManager.Instance.controlInputOnLocalPlayer = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.EnumInput<WhenOnClient> m_whenToDisableVehiclesRigidBody = new OptionsWindow.EnumInput<WhenOnClient> () {
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description = "When to disable vehicle rigid body on clients",
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isAvailable = () => VehicleManager.Instance != null,
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getValue = () => VehicleManager.Instance.whenToDisableRigidBody,
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setValue = (value) => { ApplyRigidBodyState(value); },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.BoolInput m_syncPedTransformWhileInVehicle = new OptionsWindow.BoolInput ("Sync ped transform while in vehicle") {
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isAvailable = () => VehicleManager.Instance != null,
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getValue = () => VehicleManager.Instance.syncPedTransformWhileInVehicle,
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setValue = (value) => { VehicleManager.Instance.syncPedTransformWhileInVehicle = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.BoolInput m_enableCamera = new OptionsWindow.BoolInput ("Enable camera") {
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getValue = () => Camera.main != null && Camera.main.enabled,
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setValue = (value) => { Camera cam = F.FindMainCameraEvenIfDisabled(); if (cam != null) cam.enabled = value; },
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persistType = OptionsWindow.InputPersistType.None,
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};
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OptionsWindow.BoolInput m_pausePlayerSpawning = new OptionsWindow.BoolInput ("Pause player spawning") {
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isAvailable = () => SpawnManager.Instance != null,
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getValue = () => SpawnManager.Instance.IsSpawningPaused,
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setValue = (value) => { SpawnManager.Instance.IsSpawningPaused = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.FloatInput m_playerSpawnInterval = new OptionsWindow.FloatInput ("Player spawn interval", 0, 30) {
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isAvailable = () => SpawnManager.Instance != null,
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getValue = () => SpawnManager.Instance.spawnInterval,
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setValue = (value) => { SpawnManager.Instance.spawnInterval = 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_physicsUpdateRate, m_gravityInput, m_displayHealthBarsInput, m_displayMinimapInput,
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m_runInBackgroundInput, m_drawLineFromGunInput, m_enableCamera, m_useTouchInput, m_displayFpsInput,
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m_pausePlayerSpawning, m_playerSpawnInterval,
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m_pedSyncRate,
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m_vehicleSyncRate, m_syncVehicleTransformUsingSyncVars, m_syncVehiclesLinearVelocity,
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m_syncVehiclesAngularVelocity, m_controlWheelsOnLocalPlayer, m_controlVehicleInputOnLocalPlayer,
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m_whenToDisableVehiclesRigidBody, m_syncPedTransformWhileInVehicle,
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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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static void ApplyPedSyncRate(float syncRate)
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{
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PedManager.Instance.pedSyncRate = syncRate;
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foreach (var ped in Ped.AllPedsEnumerable)
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ped.ApplySyncRate(syncRate);
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}
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static void ApplyVehicleSyncRate(float syncRate)
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{
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VehicleManager.Instance.vehicleSyncRate = syncRate;
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foreach (var v in Vehicle.AllVehicles)
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{
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v.ApplySyncRate(syncRate);
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}
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}
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static void ApplyRigidBodyState(WhenOnClient when)
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{
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VehicleManager.Instance.whenToDisableRigidBody = when;
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foreach (var v in Vehicle.AllVehicles)
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v.GetComponent<VehicleController>().EnableOrDisableRigidBody();
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}
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static void DisplayFPS(bool bDisplay)
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{
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FPSDisplay.Instance.fpsImage.enabled = bDisplay;
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FPSDisplay.Instance.fpsText.enabled = bDisplay;
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FPSDisplay.Instance.updateFPS = bDisplay;
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}
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}
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}
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