mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-10 14:44:17 +00:00
184 lines
7.2 KiB
C#
184 lines
7.2 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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using SanAndreasUnity.Net;
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namespace SanAndreasUnity.Settings {
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public class MiscSettings : MonoBehaviour
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{
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static string s_playerName = Player.DefaultPlayerName;
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OptionsWindow.StringInput m_playerNameInput = new OptionsWindow.StringInput
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{
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description = "Player name",
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displayWidth = 200,
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maxNumCharacters = Player.MaxPlayerNameLength,
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getValue = () => s_playerName,
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setValue = ApplyPlayerName,
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persistType = OptionsWindow.InputPersistType.OnStart,
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};
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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_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_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.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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OptionsWindow.FloatInput m_projectileReloadTime = new OptionsWindow.FloatInput ("Projectile reload time", 0, 5) {
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isAvailable = () => WeaponsManager.Instance != null,
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getValue = () => WeaponsManager.Instance.projectileReloadTime,
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setValue = (value) => { WeaponsManager.Instance.projectileReloadTime = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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OptionsWindow.FloatInput m_vehicleDetachedPartLifetime = new OptionsWindow.FloatInput ("Vehicle's detached part lifetime", 10, 120) {
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isAvailable = () => VehicleManager.Instance != null,
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getValue = () => VehicleManager.Instance.explosionLeftoverPartsLifetime,
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setValue = (value) => { VehicleManager.Instance.explosionLeftoverPartsLifetime = value; },
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persistType = OptionsWindow.InputPersistType.OnStart
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};
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/*OptionsWindow.BoolInput m_showSpeedometerInput = new OptionsWindow.BoolInput() {
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description = "Show speedometer",
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isAvailable = () => PedManager.Instance != null,
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getValue = () => PedManager.Instance.showPedSpeedometer,
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setValue = (value) => { PedManager.Instance.showPedSpeedometer = value; },
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persistType = OptionsWindow.InputPersistType.OnStart,
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};*/
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OptionsWindow.FloatInput m_turnSpeedInput = new OptionsWindow.FloatInput() {
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description = "Turn speed",
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minValue = 3,
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maxValue = 30,
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isAvailable = () => PedManager.Instance != null,
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getValue = () => PedManager.Instance.pedTurnSpeed,
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setValue = (value) => { PedManager.Instance.pedTurnSpeed = value; },
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persistType = OptionsWindow.InputPersistType.OnStart,
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};
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OptionsWindow.FloatInput m_deadBodyLifetime = new OptionsWindow.FloatInput
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{
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description = "Dead body lifetime",
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minValue = 0.5f,
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maxValue = 300f,
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getValue = () => PedManager.Instance.ragdollLifetime,
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setValue = (value) => { PedManager.Instance.ragdollLifetime = 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[]
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{
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m_playerNameInput,
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m_timeScaleInput,
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m_physicsUpdateRate,
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m_gravityInput,
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m_displayMinimapInput,
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m_runInBackgroundInput,
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m_drawLineFromGunInput,
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m_enableCamera,
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m_displayFpsInput,
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m_pausePlayerSpawning,
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m_playerSpawnInterval,
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m_vehicleDetachedPartLifetime,
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m_deadBodyLifetime,
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m_projectileReloadTime,
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m_turnSpeedInput,
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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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Player.onStart += OnPlayerStart;
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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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void OnPlayerStart(Player player)
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{
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if (player == Player.Local)
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ApplyPlayerName(s_playerName);
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}
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static void ApplyPlayerName(string newPlayerName)
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{
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s_playerName = newPlayerName;
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if (Player.Local != null)
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Player.Local.RequestNameChange(newPlayerName);
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}
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}
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}
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