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Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite/pulls/57
108 lines
3.3 KiB
C#
108 lines
3.3 KiB
C#
// Setting.cs
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using Newtonsoft.Json;
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using UnityEngine;
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namespace Base
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{
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public class Setting : Utils.Singleton<Setting>
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{
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// 游戏设置数据类(用于序列化)
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[System.Serializable]
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public class GameSettings
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{
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public float progressStepDuration = 0.5f;
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public float exitAnimationDuration = 1f;
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public bool developerMode = false; // 默认值仍为 false,在编辑器中会被覆盖
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public bool friendlyFire = false;
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public bool showMiniMap = true;
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public float globalVolume = 1.0f;
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public WindowMode currentWindowMode = WindowMode.Fullscreen;
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public Vector2Int windowResolution = new(1920, 1080);
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public string[] loadOrder;
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public bool showHealthBarByHit = true;
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public bool alwaysShowHealthBar = false;
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public bool showHitNumber = true;
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}
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// 当前游戏设置
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public GameSettings CurrentSettings = new();
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// 窗口模式枚举
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public enum WindowMode { Fullscreen, Windowed, Borderless }
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// 常用分辨率选项
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public static readonly Vector2Int[] CommonResolutions = new Vector2Int[]
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{
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new(800, 600),
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new(1024, 768),
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new(1280, 720),
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new(1366, 768),
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new(1600, 900),
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new(1920, 1080),
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new(2560, 1440),
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new(3840, 2160)
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};
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// 初始化加载设置
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public void Init()
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{
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LoadSettings();
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}
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public void SaveSettings()
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{
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var json = JsonConvert.SerializeObject(CurrentSettings);
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PlayerPrefs.SetString("GameSettings", json);
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PlayerPrefs.Save();
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}
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public void LoadSettings()
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{
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if (PlayerPrefs.HasKey("GameSettings"))
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{
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var json = PlayerPrefs.GetString("GameSettings");
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CurrentSettings = JsonConvert.DeserializeObject<GameSettings>(json);
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}
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#if UNITY_EDITOR
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CurrentSettings.developerMode = true;
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#endif
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// 应用加载的设置
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ApplyAudioSettings();
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ApplyWindowSettings();
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}
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public void Apply()
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{
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ApplyAudioSettings();
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ApplyWindowSettings();
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}
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// 应用音频设置
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private void ApplyAudioSettings()
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{
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AudioListener.volume = Mathf.Clamp01(CurrentSettings.globalVolume);
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}
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// 应用窗口设置
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private void ApplyWindowSettings()
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{
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switch (CurrentSettings.currentWindowMode)
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{
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case WindowMode.Fullscreen:
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Screen.SetResolution(CurrentSettings.windowResolution.x, CurrentSettings.windowResolution.y, FullScreenMode.FullScreenWindow);
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break;
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case WindowMode.Windowed:
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Screen.SetResolution(CurrentSettings.windowResolution.x, CurrentSettings.windowResolution.y, FullScreenMode.Windowed);
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break;
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case WindowMode.Borderless:
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Screen.SetResolution(CurrentSettings.windowResolution.x, CurrentSettings.windowResolution.y, FullScreenMode.MaximizedWindow);
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break;
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}
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}
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}
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}
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