SetUpView.cs 3.6 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. using UnityEngine.SceneManagement;
  6. /* 设置界面 */
  7. public class SetUpView : MonoBehaviour
  8. {
  9. [SerializeField] Image[] crossHairOptionChecks;
  10. void Start()
  11. {
  12. this.transform.Find("Items/BGM/Check").gameObject.SetActive(UserSettings.ins.openBGM);
  13. this.transform.Find("Items/Effect/Check").gameObject.SetActive(UserSettings.ins.openEffect);
  14. RenderSelectCrossHairOption();
  15. RenderShootLevel();
  16. RenderActualArrowWeight();
  17. }
  18. public void CheckBox(GameObject checkBox) {
  19. AudioMgr.ins.PlayBtn();
  20. checkBox.SetActive(!checkBox.activeSelf);
  21. if (checkBox.transform.parent.gameObject.name.StartsWith("BGM")) {
  22. UserSettings.ins.openBGM = checkBox.activeSelf;
  23. UserSettings.ins.Save();
  24. }
  25. else if (checkBox.transform.parent.gameObject.name.StartsWith("Effect")) {
  26. UserSettings.ins.openEffect = checkBox.activeSelf;
  27. UserSettings.ins.Save();
  28. }
  29. }
  30. public void SelectCrossHairOption(bool on)
  31. {
  32. AudioMgr.ins.PlayBtn();
  33. UserSettings.ins.openCrossHair = on;
  34. UserSettings.ins.Save();
  35. RenderSelectCrossHairOption();
  36. }
  37. void RenderSelectCrossHairOption()
  38. {
  39. crossHairOptionChecks[0].enabled = UserSettings.ins.openCrossHair;
  40. crossHairOptionChecks[1].enabled = !UserSettings.ins.openCrossHair;
  41. }
  42. public void ChangeLanguage()
  43. {
  44. AudioMgr.ins.PlayBtn();
  45. if (TextAutoLanguage.GetLanguage() == LanguageEnum.English)
  46. {
  47. TextAutoLanguage.ChangeLanguage(LanguageEnum.Chinese);
  48. }
  49. else if (TextAutoLanguage.GetLanguage() == LanguageEnum.Chinese) {
  50. TextAutoLanguage.ChangeLanguage(LanguageEnum.English);
  51. }
  52. }
  53. public void ChangeShootLevel()
  54. {
  55. AudioMgr.ins.PlayBtn();
  56. int currentShootLevel = UserSettings.ins.shootLevel;
  57. if (currentShootLevel < 2) {
  58. currentShootLevel++;
  59. } else {
  60. currentShootLevel = 0;
  61. }
  62. UserSettings.ins.shootLevel = currentShootLevel;
  63. UserSettings.ins.Save();
  64. RenderShootLevel();
  65. }
  66. void RenderShootLevel()
  67. {
  68. int currentShootLevel = UserSettings.ins.shootLevel;
  69. int[] textID = {310, 311, 312};
  70. this.transform.Find("Items/ShootLevel/Value").GetComponent<TextAutoLanguage>().SetText(textID[currentShootLevel]);
  71. }
  72. public void ChangeActualArrowWeight() {
  73. AudioMgr.ins.PlayBtn();
  74. float[] itemValues = {20f, 27f, 30.5f};
  75. float actualArrowWeight = UserSettings.ins.actualArrowWeight;
  76. if (actualArrowWeight == itemValues[itemValues.Length - 1]) {
  77. actualArrowWeight = itemValues[0];
  78. } else {
  79. for (int i = 0; i < itemValues.Length; i++) {
  80. if (itemValues[i] == actualArrowWeight) {
  81. actualArrowWeight = itemValues[i + 1];
  82. break;
  83. }
  84. }
  85. }
  86. UserSettings.ins.actualArrowWeight = actualArrowWeight;
  87. UserSettings.ins.Save();
  88. RenderActualArrowWeight();
  89. }
  90. void RenderActualArrowWeight()
  91. {
  92. TextAutoLanguage textAutoLanguage = this.transform.Find("Items/ActualArrowHeight/Value").GetComponent<TextAutoLanguage>();
  93. textAutoLanguage.textFormatArgs = new string[]{UserSettings.ins.actualArrowWeight.ToString()};
  94. textAutoLanguage.SetText(314);
  95. }
  96. public void Back() {
  97. AudioMgr.ins.PlayBtn();
  98. Destroy(this.gameObject);
  99. }
  100. }