修改设置界面

This commit is contained in:
bob
2025-05-29 18:03:24 +08:00
parent cdcb007d6d
commit f421288244
306 changed files with 41744 additions and 612 deletions

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AudioVideoOptionsMenu
Version :
unity 2022 (and up)
4.1 Removed exedentely included dependencies, fixed deprecated code.
unity 2019:
4.0 Completely rewritten Scripts and a new Look for the UI menus, using TMP.
3.2 Added Universal Render Pipeling compatible menu.
unity 2017 :
3.1 Added a revert to default graphics option.
3.0 Added Audio options menu and a menu system
2.0 New ini file save system.
Unity 5.6 :
1.2 removed duplicate resolution option buttons in the drop down menu.
Unity 5.5 : (The Unity 5.5 version does not work on Unity 5.4)
1.1 small fixes.
1.0 added Shadow Resolution and Texture Quality sliders. (added a sample menu of my "Royal UI" package available on the asset store)
0.5.3 small adjustments/finetuning
removed asigning camera to canvas set to "ScreenSpace-Camera".
Unity 5.4 :
1.1 small fixes.
1.0 added Shadow Resolution and Texture Quality sliders. (added a sample menu of my "Royal UI" package available on the asset store)
0.5.3 small adjustments/finetuning
removed asigning camera to canvas set to "ScreenSpace-Camera".
Unity 5 through 5.3 :
0.5.2
0.5.1 added a "Toon" version of the menu.
0.5 small fixes/optimizations.
0.4 added option to save to ini file.
0.3 made resolution menu scrollable.
0.2 fixed asigning camera to canvas when loading new scene.
0.1 initial release.
!! First thing to do is !!
Go to the "_Packages" folder and install the >BuitIn< or >URP< pack Depending on wich one you want to use.
All you need to do is drag the "_OptionsMenu_Combined" prefab into the first scene of your Game/Project.
!!Please make sure you have a "EventSystem" added to every scene or the canvas will not work.
The URP version and Audio menu require a little more setup, Instructions are included
(Adding the prefab to a later scene is fine too, but be aware the menu is set to "DontDestroyOnLoad()".
Reloading a scene/level that is build with the menu already in it will add an aditional menu prefab to the scene)
Select how you want to save (playerPrefs or .ini file).
Saving to .ini file will create a text file in your build projects folder called "QualitySettings.ini".
(When running in the unity editor it will save to the main asset folder of your project).
To open the Combined menu in game press Escape (but you can change this to any Key/Button you want).
On each script, in the editor there is an Used/notUsed setting for every menu option.
Options set to UnUsed can savely be disabled/Removed from the menu UI;
-If you like the asset, rating it on the Asset store would be greatly appreciated.-
-If you don`t like the asset letting me know why would be equally helpful.-
for any questions, comments, Bugs or suggestions feel free to contact me.

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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Audio;
using TMPro;
namespace PaulosAudioMenu
{
public class AudioSettingsMenu : MonoBehaviour
{
[Header("The Audio Mixer Controller you are using")]
[SerializeField]
private AudioMixer masterMixer;//mixer prefab
[Header("Select wich settings you want to use. Settings set to[UnUsed] can be removed from/disabled in the menu UI")]
[Space(10)]
[SerializeField]
[Tooltip("Changing SpeakerMode Will Reset/Stop all current playing audio !!")]
private SettingsUsedState speakerModeUsed;
[SerializeField]
private SettingsUsedState musicVolumeUsed, fxVolumeUsed, mainVolumeUsed, muteUsed;
[Header("UI elements references")]
[Space(10)]
[SerializeField]
private TMP_Text mainVolumeText;
[SerializeField]
private TMP_Text fxsVolumeText, musicVolumeText, speakerModeText;
[SerializeField]
private Slider mainVolumeSlider, fxsVolumeSlider, musicVolumeSlider;
[SerializeField]
private Toggle muteToggle;
//default values
private bool isMuted = false;
private float currentMainVolume = 1, currentFXsVolume = 1, currentMusicVolume = 1;
private int currentSpeakerMode = 1;//stereo
private bool initiated = false, isApplying;
// Use this for initialization
void Start()
{
LoadMenuVariables();//needs to be in Start, masterMixer not ready yet in Awake
initiated = true;
}
public void UI_ToggleMute()
{
if (muteUsed == SettingsUsedState.notUsed || isApplying)
return;
isMuted = !isMuted;
if (isMuted)
masterMixer.SetFloat("mainVolume", -80);
else masterMixer.SetFloat("mainVolume", Mathf.Log10(currentMainVolume) * 20);
}
public void UI_SetMainVolume(Slider _slider)
{
if (mainVolumeUsed == SettingsUsedState.notUsed || isApplying)
return;
currentMainVolume = _slider.value;
if (!isMuted)
masterMixer.SetFloat("mainVolume", Mathf.Log10(currentMainVolume) * 20);
mainVolumeText.SetText("{0:0}%", _slider.value * 100);
}
public void UI_SetFXsVolume(Slider _slider)
{
if (fxVolumeUsed == SettingsUsedState.notUsed || isApplying)
return;
currentFXsVolume = _slider.value;
masterMixer.SetFloat("fxVolume", Mathf.Log10(currentFXsVolume) * 20);
fxsVolumeText.SetText("{0:0}%", _slider.value * 100);
}
public void UI_SetMusicVolume(Slider _slider)
{
if (musicVolumeUsed == SettingsUsedState.notUsed || isApplying)
return;
currentMusicVolume = _slider.value;
masterMixer.SetFloat("musicVolume", Mathf.Log10(currentMusicVolume) * 20);
musicVolumeText.SetText("{0:0}%", _slider.value * 100);
}
//Changing SpeakerMode Will Reset/Stop all current playing audio !!
public void UI_SetSpeakerMode(int _speakerMode)
{
if (speakerModeUsed == SettingsUsedState.notUsed || isApplying)
return;
currentSpeakerMode = _speakerMode;
AudioConfiguration config = AudioSettings.GetConfiguration();
AudioSpeakerMode wantedMode = config.speakerMode;
string wantedModeText = "";
switch (currentSpeakerMode)
{
case 0:
wantedMode = AudioSpeakerMode.Mono;
wantedModeText = "Mono";
break;
case 1:
wantedMode = AudioSpeakerMode.Stereo;
wantedModeText = "Stereo";
break;
case 2:
wantedMode = AudioSpeakerMode.Quad;
wantedModeText = "4.4";
break;
case 3:
wantedMode = AudioSpeakerMode.Surround;
wantedModeText = "Surround";
break;
case 4:
wantedMode = AudioSpeakerMode.Mode5point1;
wantedModeText = "6.5.1";
break;
case 5:
wantedMode = AudioSpeakerMode.Mode7point1;
wantedModeText = "8.7.1";
break;
case 6:
wantedMode = AudioSpeakerMode.Prologic;
wantedModeText = "Prologic";
break;
}
if (wantedMode != config.speakerMode)
{
config.speakerMode = wantedMode;
speakerModeText.text = wantedModeText;
AudioSettings.OnAudioConfigurationChanged += OnSpeakerModeChanged;
AudioSettings.Reset(config);
}
}
//called when AudioMenu UIPanel is disabled or the menu is closed
public void UI_SaveSettings()
{
if (!initiated)
return;
SaveMenuVariables();
}
private void LoadMenuVariables()
{
if (PlayerPrefs.HasKey("muted"))
{
if (mainVolumeUsed == SettingsUsedState.used)
currentMainVolume = PlayerPrefs.GetFloat("mainVolume");//triggers the UI_SetMainVolume function
if (fxVolumeUsed == SettingsUsedState.used)
currentFXsVolume = PlayerPrefs.GetFloat("fxVolume");//triggers the UI_SetFXsVolume function
if (musicVolumeUsed == SettingsUsedState.used)
currentMusicVolume = PlayerPrefs.GetFloat("musicVolume");//triggers the UI_SetMusicVolume function
if (speakerModeUsed == SettingsUsedState.used)
currentSpeakerMode = PlayerPrefs.GetInt("speakerMode");
if (muteUsed == SettingsUsedState.used)
isMuted = PlayerPrefs.GetInt("muted") == 1 ? true : false;
}
ApplySettings();
}
private void ApplySettings()
{
isApplying = true;
if (speakerModeUsed == SettingsUsedState.used)//must be first
{
AudioConfiguration config = AudioSettings.GetConfiguration();
AudioSpeakerMode wantedMode = config.speakerMode;
string wantedModeText = "";
switch (currentSpeakerMode)
{
case 0:
wantedMode = AudioSpeakerMode.Mono;
wantedModeText = "Mono";
break;
case 1:
wantedMode = AudioSpeakerMode.Stereo;
wantedModeText = "Stereo";
break;
case 2:
wantedMode = AudioSpeakerMode.Quad;
wantedModeText = "4.4";
break;
case 3:
wantedMode = AudioSpeakerMode.Surround;
wantedModeText = "Surround";
break;
case 4:
wantedMode = AudioSpeakerMode.Mode5point1;
wantedModeText = "6.5.1";
break;
case 5:
wantedMode = AudioSpeakerMode.Mode7point1;
wantedModeText = "8.7.1";
break;
case 6:
wantedMode = AudioSpeakerMode.Prologic;
wantedModeText = "Prologic";
break;
}
if (wantedMode != config.speakerMode)
{
config.speakerMode = wantedMode;
AudioSettings.Reset(config);
}
speakerModeText.text = wantedModeText;
}
if (mainVolumeUsed == SettingsUsedState.used)
{
masterMixer.SetFloat("mainVolume", Mathf.Log10(currentMainVolume) * 20);
mainVolumeSlider.value = currentMainVolume;
mainVolumeText.SetText("{0:0}%", mainVolumeSlider.value * 100);
}
if (fxVolumeUsed == SettingsUsedState.used)
{
masterMixer.SetFloat("fxVolume", Mathf.Log10(currentFXsVolume) * 20);
fxsVolumeSlider.value = currentFXsVolume;
fxsVolumeText.SetText("{0:0}%", fxsVolumeSlider.value * 100);
}
if (musicVolumeUsed == SettingsUsedState.used)
{
masterMixer.SetFloat("musicVolume", Mathf.Log10(currentMusicVolume) * 20);
musicVolumeSlider.value = currentMusicVolume;
musicVolumeText.SetText("{0:0}%", musicVolumeSlider.value * 100);
}
if (muteUsed == SettingsUsedState.used)//must be last
{
if (isMuted)
masterMixer.SetFloat("mainVolume", -80);
else masterMixer.SetFloat("mainVolume", Mathf.Log10(currentMainVolume) * 20);
muteToggle.isOn = isMuted;
}
isApplying = false;
}
//triggered when Speakermode has changed, need to reApply the settings (changing speakermode resets all audio)
private void OnSpeakerModeChanged(bool _wasChanged)
{
if (mainVolumeUsed == SettingsUsedState.used)
{
masterMixer.SetFloat("mainVolume", Mathf.Log10(currentMainVolume) * 20);
}
if (fxVolumeUsed == SettingsUsedState.used)
{
masterMixer.SetFloat("fxVolume", Mathf.Log10(currentFXsVolume) * 20);
}
if (musicVolumeUsed == SettingsUsedState.used)
{
masterMixer.SetFloat("musicVolume", Mathf.Log10(currentMusicVolume) * 20);
}
if (muteUsed == SettingsUsedState.used)//must be last
{
if (isMuted)
masterMixer.SetFloat("mainVolume", -80);
else masterMixer.SetFloat("mainVolume", Mathf.Log10(currentMainVolume) * 20);
}
AudioSettings.OnAudioConfigurationChanged -= OnSpeakerModeChanged;
}
private void SaveMenuVariables()
{
PlayerPrefs.SetInt("muted", isMuted == true ? 1 : 0);
PlayerPrefs.SetFloat("mainVolume", currentMainVolume);
PlayerPrefs.SetFloat("fxVolume", currentFXsVolume);
PlayerPrefs.SetFloat("musicVolume", currentMusicVolume);
PlayerPrefs.SetInt("speakerMode", currentSpeakerMode);
}
}
public enum SettingsUsedState { used, notUsed };
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEditor;
using System.IO;
namespace PaulosMenuController
{
public class GameMenuController : MonoBehaviour
{
[Header("Should the game pause when opening the menu ?")]
[SerializeField]
private bool pauseOnOpen = true;
[Space(10)]
[SerializeField]
private GameObject mainCanvasObj;
[SerializeField]
private GameObject mainMenuPanelObj, optionsPanelObj, graphicsPanelObj, audioPanelObj;
[SerializeField]
private GameObject closeGameImageObj;
private float previousTimescale;
private bool menuOpen;
// Use this for initialization
void Awake()
{
DontDestroyOnLoad(gameObject);
}
private void Start()
{
mainCanvasObj.SetActive(false);
graphicsPanelObj.SetActive(false);
audioPanelObj.SetActive(false);
optionsPanelObj.SetActive(false);
mainMenuPanelObj.SetActive(true);
closeGameImageObj.SetActive(false);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
if (menuOpen)
ButtonCloseMenu();
else ButtonOpenMenu();
}
}
public void ButtonOpenMenu()
{
if (pauseOnOpen)
{
previousTimescale = Time.timeScale;//getting the current timescale
Time.timeScale = 0;//Pausing time
}
graphicsPanelObj.SetActive(false);
audioPanelObj.SetActive(false);
optionsPanelObj.SetActive(false);
mainMenuPanelObj.SetActive(true);
mainCanvasObj.SetActive(true);
menuOpen = true;
}
public void ButtonCloseMenu()
{
if (pauseOnOpen)
{
Time.timeScale = previousTimescale;//unpausing time
}
mainCanvasObj.SetActive(false);
graphicsPanelObj.SetActive(false);
audioPanelObj.SetActive(false);
optionsPanelObj.SetActive(false);
mainMenuPanelObj.SetActive(true);
menuOpen = false;
}
public void ButtonQuitGame()
{
closeGameImageObj.SetActive(true);
Application.Quit();
}
//for testing/Debugging.
public void DeleteSavedSettings()
{
PlayerPrefs.DeleteKey("Qualitylevel");
PlayerPrefs.DeleteKey("ResolutionX");
PlayerPrefs.DeleteKey("ResolutionY");
PlayerPrefs.DeleteKey("antiAliasSlider");
PlayerPrefs.DeleteKey("RenderScale");
PlayerPrefs.DeleteKey("WindowedMode");
PlayerPrefs.DeleteKey("VSync");
PlayerPrefs.DeleteKey("AntiAliaslevel");
PlayerPrefs.DeleteKey("TextureQuality");
PlayerPrefs.DeleteKey("AnisotropicMode");
PlayerPrefs.DeleteKey("AnisotropicLevel");
PlayerPrefs.DeleteKey("muted");
PlayerPrefs.DeleteKey("mainVolume");
PlayerPrefs.DeleteKey("fxVolume");
PlayerPrefs.DeleteKey("musicVolume");
PlayerPrefs.DeleteKey("speakerMode");
}
}
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using UnityEngine;
using UnityEngine.Events;
//placed on Graphics and Audio Panel with the SaveSettings function assigned to the event.
public class OnGameobjectDisabled : MonoBehaviour
{
public UnityEvent OnDisabledEvent;
private void OnDisable()
{
OnDisabledEvent?.Invoke();
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using UnityEngine;
public class TogglePanel : MonoBehaviour
{
[SerializeField]
private GameObject dropDownPanelObj;
public void Button_ToggleDropDownPanel()
{
dropDownPanelObj.SetActive(!dropDownPanelObj.activeSelf);
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using System.Collections;
using UnityEngine;
using UnityEngine.Audio;
using TMPro;
using UnityEngine.Rendering.Universal;
namespace PaulosDebug_URP
{
public class DebugMenu_URP : MonoBehaviour
{
//public GraphicsSettingsMenu_URP graphicsMenu;
[SerializeField]
private bool debugOn;
[SerializeField]
private TMP_Text debugText;
[SerializeField]
private AudioMixer masterMixer;
[SerializeField]
private AudioSource fxsAudio, musicAudio;
[SerializeField]
private GameObject clearSaveObj;
// Update is called once per frame
void Update()
{
if (!fxsAudio.isPlaying)
fxsAudio.Play();
if (!musicAudio.isPlaying)
musicAudio.Play();
}
private void Start()
{
debugText.gameObject.SetActive(debugOn);
clearSaveObj.SetActive(debugOn);
if (debugOn)
StartCoroutine(RefreshDebug());
}
private IEnumerator RefreshDebug()
{
while (true)
{
debugText.text = "Debug\n";
UniversalRenderPipelineAsset URPAsset = QualitySettings.GetRenderPipelineAssetAt(QualitySettings.GetQualityLevel()) as UniversalRenderPipelineAsset;
debugText.text += QualitySettings.names[QualitySettings.GetQualityLevel()] + " : Quality\n";
debugText.text += Screen.currentResolution + " : Resolution\n";
debugText.text += URPAsset.renderScale + " : RenderScale\n";
debugText.text += Screen.fullScreenMode + " : ScreenMode\n";
debugText.text += QualitySettings.vSyncCount + " : Vsync\n";
debugText.text += URPAsset.msaaSampleCount + " : MSAA\n";
debugText.text += QualitySettings.globalTextureMipmapLimit + " : TextureQuality\n";
debugText.text += QualitySettings.anisotropicFiltering + " : AnisoFilteringMode\n";
//debugText.text += graphicsMenu.CurrentSettings.AnisotropicLevel + " : AnisoLevel\n";
AudioConfiguration config = AudioSettings.GetConfiguration();
masterMixer.GetFloat("mainVolume", out float val);
debugText.text += val + " : Vol Main\n";
masterMixer.GetFloat("fxVolume", out float val2);
debugText.text += val2 + " : Vol FXs\n";
masterMixer.GetFloat("musicVolume", out float val3);
debugText.text += val3 + " : Vol Music\n";
debugText.text += config.speakerMode + " : SpeakerMode\n";
yield return new WaitForSeconds(0.5f);
}
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering.Universal;
using System.IO;
using TMPro;
namespace PaulosVideoMenu_URP
{
public class GraphicsSettingsMenu_URP : MonoBehaviour
{
public enum SaveFormat { playerprefs, iniFile };
[Space(10)]
public SaveFormat saveFormat;
[Header("Set True for IOS or Windows Store Apps.")]
public bool usePersistentDatapath; //Use Persistent for "IOS" and "Windows Store Apps" or if you prefer to saves the file in a seperate persistent Folder.
[Header("Select wich settings you want to use. Settings set to[UnUsed] can be removed from/disabled in the menu UI")]
[Space(10)]
[SerializeField]
private SettingsUsedState qualityLevelUsed;
[SerializeField]
private SettingsUsedState resolutionUsed, renderScaleUsed, windowedModeUsed, vSyncUsed, antiAliasingUsed, textureQualityUsed, anisotropicModeUsed, anisotropicLvlUsed;
[Header("Values to use on Reset or if no values are saved")]
[SerializeField]
private MenuVariables_URP DefaultSettings = new MenuVariables_URP();
private MenuVariablesSimple_URP DefaultSettingsConverted = new MenuVariablesSimple_URP();
private MenuVariablesSimple_URP CurrentSettings = new MenuVariablesSimple_URP();
[Header("UI elements references")]
[Space(10)]
[SerializeField]
private TMP_Text qualityLevelText;
[SerializeField]
private TMP_Text resolutionText, windowedModeText, renderScaleText, vsyncText, antiAliasingText, textureQualityText, anisoFilteringModeText, anisoFilteringLevelText;
[SerializeField]
private Slider renderScaleSlider;
[SerializeField]
private GameObject anisoLevelObj;
private string saveFileDataPath;
private List<Resolution> availableResolutions = new List<Resolution>();
private int currentResolutionIndex;
private bool initiated, isApplying;
private void Awake()
{
#if UNITY_EDITOR
if (UnityEngine.EventSystems.EventSystem.current == null)
Debug.LogWarning("There is no Event System in the scene !! UI Elements can not detect input.");
#endif
//Use Persistent for "IOS" and "Windows Store Apps" or if you prefer to saves the file in a seperate persistent Folder.
if (!usePersistentDatapath)
saveFileDataPath = Application.dataPath + "/QualitySettings.ini";//puts the file in the games/applications folder.
else saveFileDataPath = Application.persistentDataPath + "/QualitySettings.ini";
//get available resolutions and filter them.
Resolution[] availableResolutionsAll = Screen.resolutions;//checking the available resolution options.
//we get every resolution with every available refreshrate, we only need the resolution ones.
float resX = 0, resY = 0;
for (int i = 0; i < availableResolutionsAll.Length; i++)
{
if (resX != availableResolutionsAll[i].width && resY != availableResolutionsAll[i].height)
{
resX = availableResolutionsAll[i].width;
resY = availableResolutionsAll[i].height;
availableResolutions.Add(availableResolutionsAll[i]);
}
}
availableResolutionsAll = null;
ConvertDefaultSettings();
LoadMenuVariables();
initiated = true;
}
//converting the easier to read settings class to the easyer to use in script settings class
private void ConvertDefaultSettings()
{
DefaultSettingsConverted.Qualitylevel = DefaultSettings.Qualitylevel;
if (DefaultSettings.Resolution.x == 0 || DefaultSettings.Resolution.y == 0)
{
DefaultSettingsConverted.ResolutionX = Screen.width;
DefaultSettingsConverted.ResolutionY = Screen.height;
}
else
{
DefaultSettingsConverted.ResolutionX = DefaultSettings.Resolution.x;
DefaultSettingsConverted.ResolutionY = DefaultSettings.Resolution.y;
}
DefaultSettingsConverted.RenderScale = DefaultSettings.RenderScale;
switch (DefaultSettings.WindowedMode)
{
case FullScreenMode.ExclusiveFullScreen:
DefaultSettingsConverted.WindowedMode = 0;
break;
case FullScreenMode.FullScreenWindow:
DefaultSettingsConverted.WindowedMode = 1;
break;
case FullScreenMode.MaximizedWindow:
DefaultSettingsConverted.WindowedMode = 2;
break;
case FullScreenMode.Windowed:
DefaultSettingsConverted.WindowedMode = 3;
break;
}
switch (DefaultSettings.VSync)
{
case VSyncEnum.off:
DefaultSettingsConverted.VSync = 0;
break;
case VSyncEnum.full:
DefaultSettingsConverted.VSync = 1;
break;
case VSyncEnum.half:
DefaultSettingsConverted.VSync = 2;
break;
}
switch (DefaultSettings.AntiAliaslevel)
{
case AntiAliasLevelEnum.off:
DefaultSettingsConverted.AntiAliaslevel = 0;
break;
case AntiAliasLevelEnum.x2:
DefaultSettingsConverted.AntiAliaslevel = 2;
break;
case AntiAliasLevelEnum.x4:
DefaultSettingsConverted.AntiAliaslevel = 4;
break;
case AntiAliasLevelEnum.x8:
DefaultSettingsConverted.AntiAliaslevel = 8;
break;
}
switch (DefaultSettings.TextureQuality)
{
case TextureQualityEnum.FullRes:
DefaultSettingsConverted.TextureQuality = 0;
break;
case TextureQualityEnum.HalfRes:
DefaultSettingsConverted.TextureQuality = 1;
break;
case TextureQualityEnum.QuarterRes:
DefaultSettingsConverted.TextureQuality = 2;
break;
case TextureQualityEnum.EighthRes:
DefaultSettingsConverted.TextureQuality = 3;
break;
}
switch (DefaultSettings.AnisotropicMode)
{
case AnisotropicFiltering.Disable:
DefaultSettingsConverted.AnisotropicMode = 0;
break;
case AnisotropicFiltering.Enable:
DefaultSettingsConverted.AnisotropicMode = 1;
break;
case AnisotropicFiltering.ForceEnable:
DefaultSettingsConverted.AnisotropicMode = 2;
break;
}
switch (DefaultSettings.AnisotropicLevel)
{
case AnisotropicLevelEnum.x2:
DefaultSettingsConverted.AnisotropicLevel = 2;
break;
case AnisotropicLevelEnum.x4:
DefaultSettingsConverted.AnisotropicLevel = 4;
break;
case AnisotropicLevelEnum.x8:
DefaultSettingsConverted.AnisotropicLevel = 8;
break;
case AnisotropicLevelEnum.x16:
DefaultSettingsConverted.AnisotropicLevel = 16;
break;
default:
break;
}
DefaultSettingsConverted.Warning = DefaultSettings.WarningMessage;
CurrentSettings.Warning = DefaultSettings.WarningMessage;
}
#region Button functions
public void UI_SetQualityLevel(int _addSubtract) //changes the general Quality setting without changing the Vsync,Antialias or Anisotropic settings.
{
if (qualityLevelUsed == SettingsUsedState.notUsed || isApplying)
return;
CurrentSettings.Qualitylevel += _addSubtract;
CurrentSettings.Qualitylevel = Mathf.Clamp(CurrentSettings.Qualitylevel, 0, QualitySettings.names.Length - 1);
if (CurrentSettings.Qualitylevel != QualitySettings.GetQualityLevel())
{
//Changing Quality Levels overrides all changed settings.
//We have to apply all of them again.
ApplySettings(CurrentSettings);
}
}
public void UI_SetResolution(int _addSubtract)
{
if (resolutionUsed == SettingsUsedState.notUsed || isApplying)
return;
currentResolutionIndex += _addSubtract;
//loop around
if (currentResolutionIndex < 0)
currentResolutionIndex = availableResolutions.Count - 1;
else if (currentResolutionIndex >= availableResolutions.Count)
currentResolutionIndex = 0;
CurrentSettings.ResolutionX = availableResolutions[currentResolutionIndex].width;
CurrentSettings.ResolutionY = availableResolutions[currentResolutionIndex].height;
//can`t change resolution without setting FullScreenMode.
switch (CurrentSettings.WindowedMode)
{
case 0:
Screen.SetResolution(CurrentSettings.ResolutionX, CurrentSettings.ResolutionY, FullScreenMode.ExclusiveFullScreen);
break;
case 1:
Screen.SetResolution(CurrentSettings.ResolutionX, CurrentSettings.ResolutionY, FullScreenMode.FullScreenWindow);
break;
case 2:
Screen.SetResolution(CurrentSettings.ResolutionX, CurrentSettings.ResolutionY, FullScreenMode.MaximizedWindow);
break;
case 3:
Screen.SetResolution(CurrentSettings.ResolutionX, CurrentSettings.ResolutionY, FullScreenMode.Windowed);
break;
}
resolutionText.SetText("{0}x{1}", CurrentSettings.ResolutionX, CurrentSettings.ResolutionY);
}
public void UI_SetRenderScale(Slider _slider)
{
if (renderScaleUsed == SettingsUsedState.notUsed || isApplying)
return;
CurrentSettings.RenderScale = _slider.value / 10;
UniversalRenderPipelineAsset URPAsset = QualitySettings.GetRenderPipelineAssetAt(QualitySettings.GetQualityLevel()) as UniversalRenderPipelineAsset;
URPAsset.renderScale = CurrentSettings.RenderScale;
URPAsset = null;
renderScaleText.text = CurrentSettings.RenderScale.ToString();
}
public void UI_SetWindowedMode(int _windowedMode)
{
if (windowedModeUsed == SettingsUsedState.notUsed || isApplying)
return;
CurrentSettings.WindowedMode = _windowedMode;
switch (CurrentSettings.WindowedMode)
{
case 0:
Screen.fullScreenMode = FullScreenMode.ExclusiveFullScreen;
windowedModeText.text = "FullScreen";
break;
case 1:
Screen.fullScreenMode = FullScreenMode.FullScreenWindow;
windowedModeText.text = "FullScreen Windowed";
break;
case 2:
Screen.fullScreenMode = FullScreenMode.MaximizedWindow;
windowedModeText.text = "Maximized Windowed";
break;
case 3:
Screen.fullScreenMode = FullScreenMode.Windowed;
windowedModeText.text = "Windowed";
break;
}
}
public void UI_SetVSync(int _vSync)
{
if (vSyncUsed == SettingsUsedState.notUsed || isApplying)
return;
CurrentSettings.VSync = _vSync;
QualitySettings.vSyncCount = CurrentSettings.VSync;
switch (_vSync)
{
case 0:
vsyncText.text = "Off";
break;
case 1:
vsyncText.text = "Full";
break;
case 2:
vsyncText.text = "Half";
break;
}
}
public void UI_SetAntiAliasing(int _antiAliaslevel)
{
if (antiAliasingUsed == SettingsUsedState.notUsed || isApplying)
return;
CurrentSettings.AntiAliaslevel = _antiAliaslevel;
UniversalRenderPipelineAsset URPAsset = QualitySettings.GetRenderPipelineAssetAt(QualitySettings.GetQualityLevel()) as UniversalRenderPipelineAsset;
URPAsset.msaaSampleCount = CurrentSettings.AntiAliaslevel;
if (CurrentSettings.AntiAliaslevel != 0)
antiAliasingText.SetText("{0}x", CurrentSettings.AntiAliaslevel);
else antiAliasingText.text = "Off";
URPAsset = null;
}
public void UI_SetTextureQuality(int _textureQuality)
{
if (textureQualityUsed == SettingsUsedState.notUsed || isApplying)
return;
CurrentSettings.TextureQuality = _textureQuality;
QualitySettings.globalTextureMipmapLimit = CurrentSettings.TextureQuality;
switch (CurrentSettings.TextureQuality)
{
case 0:
textureQualityText.text = "Full";
break;
case 1:
textureQualityText.text = "Half";
break;
case 2:
textureQualityText.text = "Quarte";
break;
case 3:
textureQualityText.text = "Eighth";
break;
}
}
public void UI_SetAnisotropicMode(int _anisotropicMode)
{
if (anisotropicModeUsed == SettingsUsedState.notUsed || isApplying)
return;
CurrentSettings.AnisotropicMode = _anisotropicMode;
switch (CurrentSettings.AnisotropicMode)
{
case 0:
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;
anisoFilteringModeText.text = "Disabled";
anisoLevelObj.SetActive(false);
Texture.SetGlobalAnisotropicFilteringLimits(-1, -1);
break;
case 1:
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable;
anisoFilteringModeText.text = "Enabled";
anisoLevelObj.SetActive(false);
Texture.SetGlobalAnisotropicFilteringLimits(-1, -1);
break;
case 2:
QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable;
anisoFilteringModeText.text = "Forced";
Texture.SetGlobalAnisotropicFilteringLimits(CurrentSettings.AnisotropicLevel, CurrentSettings.AnisotropicLevel);
anisoFilteringLevelText.SetText("{0}x", CurrentSettings.AnisotropicLevel);
anisoLevelObj.SetActive(true);
break;
}
}
public void UI_SetAnisotropicLevel(int _anisotropicLevel)
{
if (anisotropicLvlUsed == SettingsUsedState.notUsed || isApplying)
return;
CurrentSettings.AnisotropicLevel = _anisotropicLevel;
Texture.SetGlobalAnisotropicFilteringLimits(CurrentSettings.AnisotropicLevel, CurrentSettings.AnisotropicLevel);
anisoFilteringLevelText.SetText("{0}x", CurrentSettings.AnisotropicLevel);
}
public void UI_ResetToDefault()
{
if (isApplying)
return;
ApplySettings(DefaultSettingsConverted);
}
//called when GraphicsMenu UIPanel is disabled or the menu is closed
public void UI_SaveSettings()
{
if (!initiated || isApplying)
return;
SaveMenuVariables();
}
#endregion
private void LoadMenuVariables()
{
if (saveFormat == SaveFormat.playerprefs)
{
if (PlayerPrefs.HasKey("Qualitylevel"))//to check if there are playerprefs saved.
{
MenuVariablesSimple_URP newMenuVars = new MenuVariablesSimple_URP();
newMenuVars.Qualitylevel = PlayerPrefs.GetInt("Qualitylevel");
newMenuVars.ResolutionX = PlayerPrefs.GetInt("ResolutionX");
newMenuVars.ResolutionY = PlayerPrefs.GetInt("ResolutionY");
newMenuVars.RenderScale = PlayerPrefs.GetFloat("RenderScale");
newMenuVars.WindowedMode = PlayerPrefs.GetInt("WindowedMode");
newMenuVars.VSync = PlayerPrefs.GetInt("VSync");
newMenuVars.AntiAliaslevel = PlayerPrefs.GetInt("AntiAliaslevel");
newMenuVars.TextureQuality = PlayerPrefs.GetInt("TextureQuality");
newMenuVars.AnisotropicMode = PlayerPrefs.GetInt("AnisotropicMode");
newMenuVars.AnisotropicLevel = PlayerPrefs.GetInt("AnisotropicLevel");
ApplySettings(newMenuVars);
newMenuVars = null;
}
else //no player prefs are saved.
{
//use the default values
ApplySettings(DefaultSettingsConverted);
}
}
else if (saveFormat == SaveFormat.iniFile)
{
if (File.Exists(saveFileDataPath))//to check if the file exists.
{
MenuVariablesSimple_URP newMenuVars = JsonUtility.FromJson<MenuVariablesSimple_URP>(File.ReadAllText(saveFileDataPath));
ApplySettings(newMenuVars);
newMenuVars = null;
}
else //no settings were saved.
{
//use the default values
ApplySettings(DefaultSettingsConverted);
}
}
}
private void ApplySettings(MenuVariablesSimple_URP _varsLoaded)
{
isApplying = true;
if (qualityLevelUsed == SettingsUsedState.used)
{
QualitySettings.SetQualityLevel(_varsLoaded.Qualitylevel);
qualityLevelText.text = QualitySettings.names[_varsLoaded.Qualitylevel];
}
if (resolutionUsed == SettingsUsedState.used)
{
if (windowedModeUsed == SettingsUsedState.used)
{
switch (_varsLoaded.WindowedMode)
{
case 0:
Screen.SetResolution(_varsLoaded.ResolutionX, _varsLoaded.ResolutionY, FullScreenMode.ExclusiveFullScreen);
windowedModeText.text = "FullScreen";
break;
case 1:
Screen.SetResolution(_varsLoaded.ResolutionX, _varsLoaded.ResolutionY, FullScreenMode.FullScreenWindow);
windowedModeText.text = "FullScreen Windowed";
break;
case 2:
Screen.SetResolution(_varsLoaded.ResolutionX, _varsLoaded.ResolutionY, FullScreenMode.MaximizedWindow);
windowedModeText.text = "Maximized Windowed";
break;
case 3:
Screen.SetResolution(_varsLoaded.ResolutionX, _varsLoaded.ResolutionY, FullScreenMode.Windowed);
windowedModeText.text = "Windowed";
break;
}
}
else
{
Screen.SetResolution(_varsLoaded.ResolutionX, _varsLoaded.ResolutionY, Screen.fullScreenMode);
}
resolutionText.SetText("{0}x{1}", _varsLoaded.ResolutionX, _varsLoaded.ResolutionY);
//finding the applied resolution index NR
for (int i = 0; i < availableResolutions.Count; i++)
{
if (availableResolutions[i].width == _varsLoaded.ResolutionX && availableResolutions[i].height == _varsLoaded.ResolutionY)
{
currentResolutionIndex = i;
break;
}
}
}
else if (windowedModeUsed == SettingsUsedState.used)
{
switch (_varsLoaded.WindowedMode)
{
case 0:
Screen.fullScreenMode = FullScreenMode.ExclusiveFullScreen;
windowedModeText.text = "FullScreen";
break;
case 1:
Screen.fullScreenMode = FullScreenMode.FullScreenWindow;
windowedModeText.text = "FullScreen Windowed";
break;
case 2:
Screen.fullScreenMode = FullScreenMode.MaximizedWindow;
windowedModeText.text = "Maximized Windowed";
break;
case 3:
Screen.fullScreenMode = FullScreenMode.Windowed;
windowedModeText.text = "Windowed";
break;
}
}
if (antiAliasingUsed == SettingsUsedState.used)
{
UniversalRenderPipelineAsset URPAsset = QualitySettings.GetRenderPipelineAssetAt(QualitySettings.GetQualityLevel()) as UniversalRenderPipelineAsset;
URPAsset.msaaSampleCount = _varsLoaded.AntiAliaslevel;
URPAsset = null;
if (_varsLoaded.AntiAliaslevel != 0)
antiAliasingText.SetText("{0}x", _varsLoaded.AntiAliaslevel);
else antiAliasingText.text = "Off";
}
if (renderScaleUsed == SettingsUsedState.used)
{
UniversalRenderPipelineAsset URPAsset = QualitySettings.GetRenderPipelineAssetAt(QualitySettings.GetQualityLevel()) as UniversalRenderPipelineAsset;
URPAsset.renderScale = _varsLoaded.RenderScale;
URPAsset = null;
renderScaleSlider.value = _varsLoaded.RenderScale * 10;
renderScaleText.text = _varsLoaded.RenderScale.ToString();
}
if (vSyncUsed == SettingsUsedState.used)
{
QualitySettings.vSyncCount = _varsLoaded.VSync;
switch (_varsLoaded.VSync)
{
case 0:
vsyncText.text = "Off";
break;
case 1:
vsyncText.text = "Full";
break;
case 2:
vsyncText.text = "Half";
break;
}
}
if (textureQualityUsed == SettingsUsedState.used)
{
QualitySettings.globalTextureMipmapLimit = _varsLoaded.TextureQuality;
switch (_varsLoaded.TextureQuality)
{
case 0:
textureQualityText.text = "Full";
break;
case 1:
textureQualityText.text = "Half";
break;
case 2:
textureQualityText.text = "Quarte";
break;
case 3:
textureQualityText.text = "Eighth";
break;
}
}
if (anisotropicModeUsed == SettingsUsedState.used)
{
switch (_varsLoaded.AnisotropicMode)
{
case 0:
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;
anisoFilteringModeText.text = "Disabled";
if (anisotropicLvlUsed == SettingsUsedState.used)
{
Texture.SetGlobalAnisotropicFilteringLimits(-1, -1);
anisoLevelObj.SetActive(false);
}
break;
case 1:
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable;
anisoFilteringModeText.text = "Enabled";
if (anisotropicLvlUsed == SettingsUsedState.used)
{
Texture.SetGlobalAnisotropicFilteringLimits(-1, -1);
anisoLevelObj.SetActive(false);
}
break;
case 2:
QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable;
anisoFilteringModeText.text = "Forced";
if (anisotropicLvlUsed == SettingsUsedState.used)
{
Texture.SetGlobalAnisotropicFilteringLimits(_varsLoaded.AnisotropicLevel, _varsLoaded.AnisotropicLevel);
anisoFilteringLevelText.SetText("{0}x", _varsLoaded.AnisotropicLevel);
anisoLevelObj.SetActive(true);
}
break;
}
}
else if (anisotropicLvlUsed == SettingsUsedState.used)
{
Texture.SetGlobalAnisotropicFilteringLimits(_varsLoaded.AnisotropicLevel, _varsLoaded.AnisotropicLevel);
anisoFilteringLevelText.SetText("{0}x", _varsLoaded.AnisotropicLevel);
}
CurrentSettings.Qualitylevel = _varsLoaded.Qualitylevel;
CurrentSettings.ResolutionX = _varsLoaded.ResolutionX;
CurrentSettings.ResolutionY = _varsLoaded.ResolutionY;
CurrentSettings.RenderScale = _varsLoaded.RenderScale;
CurrentSettings.WindowedMode = _varsLoaded.WindowedMode;
CurrentSettings.VSync = _varsLoaded.VSync;
CurrentSettings.AntiAliaslevel = _varsLoaded.AntiAliaslevel;
CurrentSettings.TextureQuality = _varsLoaded.TextureQuality;
CurrentSettings.AnisotropicMode = _varsLoaded.AnisotropicMode;
CurrentSettings.AnisotropicLevel = _varsLoaded.AnisotropicLevel;
isApplying = false;
}
private void SaveMenuVariables()
{
if (saveFormat == SaveFormat.playerprefs)
{
PlayerPrefs.SetInt("Qualitylevel", CurrentSettings.Qualitylevel);
PlayerPrefs.SetInt("ResolutionX", CurrentSettings.ResolutionX);
PlayerPrefs.SetInt("ResolutionY", CurrentSettings.ResolutionY);
PlayerPrefs.SetFloat("RenderScale", CurrentSettings.RenderScale);
PlayerPrefs.SetInt("WindowedMode", CurrentSettings.WindowedMode);
PlayerPrefs.SetInt("VSync", CurrentSettings.VSync);
PlayerPrefs.SetInt("AntiAliaslevel", CurrentSettings.AntiAliaslevel);
PlayerPrefs.SetInt("TextureQuality", CurrentSettings.TextureQuality);
PlayerPrefs.SetInt("AnisotropicMode", CurrentSettings.AnisotropicMode);
PlayerPrefs.SetInt("AnisotropicLevel", CurrentSettings.AnisotropicLevel);
}
else if (saveFormat == SaveFormat.iniFile)
{
#region Setting the correct values for settings the are not used but will show on the ini file .
MenuVariablesSimple_URP menuVarsToSave = new MenuVariablesSimple_URP();
if (qualityLevelUsed == SettingsUsedState.used)
menuVarsToSave.Qualitylevel = CurrentSettings.Qualitylevel;
else menuVarsToSave.Qualitylevel = QualitySettings.GetQualityLevel();
if (resolutionUsed == SettingsUsedState.used)
{
menuVarsToSave.ResolutionX = CurrentSettings.ResolutionX;
menuVarsToSave.ResolutionY = CurrentSettings.ResolutionY;
}
else
{
menuVarsToSave.ResolutionX = Screen.currentResolution.width;
menuVarsToSave.ResolutionY = Screen.currentResolution.height;
}
if (renderScaleUsed == SettingsUsedState.used)
menuVarsToSave.RenderScale = CurrentSettings.RenderScale;
else
{
UniversalRenderPipelineAsset URPAsset = QualitySettings.GetRenderPipelineAssetAt(QualitySettings.GetQualityLevel()) as UniversalRenderPipelineAsset;
menuVarsToSave.RenderScale = URPAsset.renderScale;
URPAsset = null;
}
if (windowedModeUsed == SettingsUsedState.used)
menuVarsToSave.WindowedMode = CurrentSettings.WindowedMode;
else
{
switch (Screen.fullScreenMode)
{
case FullScreenMode.ExclusiveFullScreen:
menuVarsToSave.WindowedMode = 0;
break;
case FullScreenMode.FullScreenWindow:
menuVarsToSave.WindowedMode = 1;
break;
case FullScreenMode.MaximizedWindow:
menuVarsToSave.WindowedMode = 2;
break;
case FullScreenMode.Windowed:
menuVarsToSave.WindowedMode = 3;
break;
}
}
if (vSyncUsed == SettingsUsedState.used)
menuVarsToSave.VSync = CurrentSettings.VSync;
else menuVarsToSave.VSync = QualitySettings.vSyncCount;
if (antiAliasingUsed == SettingsUsedState.used)
menuVarsToSave.AntiAliaslevel = CurrentSettings.AntiAliaslevel;
else
{
UniversalRenderPipelineAsset URPAsset = QualitySettings.GetRenderPipelineAssetAt(QualitySettings.GetQualityLevel()) as UniversalRenderPipelineAsset;
menuVarsToSave.AntiAliaslevel = URPAsset.msaaSampleCount;
URPAsset = null;
}
if (textureQualityUsed == SettingsUsedState.used)
menuVarsToSave.TextureQuality = CurrentSettings.TextureQuality;
else menuVarsToSave.TextureQuality = QualitySettings.globalTextureMipmapLimit;
if (anisotropicModeUsed == SettingsUsedState.used)
menuVarsToSave.AnisotropicMode = CurrentSettings.AnisotropicMode;
else
{
switch (QualitySettings.anisotropicFiltering)
{
case AnisotropicFiltering.Disable:
menuVarsToSave.AnisotropicMode = 0;
break;
case AnisotropicFiltering.Enable:
menuVarsToSave.AnisotropicMode = 1;
break;
case AnisotropicFiltering.ForceEnable:
menuVarsToSave.AnisotropicMode = 2;
break;
}
}
if (anisotropicLvlUsed == SettingsUsedState.used)
menuVarsToSave.AnisotropicLevel = CurrentSettings.AnisotropicLevel;
else menuVarsToSave.AnisotropicLevel = -1;//default used
menuVarsToSave.Warning = DefaultSettingsConverted.Warning;
#endregion
File.WriteAllText(saveFileDataPath, JsonUtility.ToJson(menuVarsToSave, true));
}
}
}
//custom classes
//easier to read and adjust in the inspector
[System.Serializable]
public class MenuVariables_URP
{
public int Qualitylevel = 1;
[Header("Setting one or both to Zero, will use the monitors/windows resolution.")]
public Vector2Int Resolution = new Vector2Int(0, 0);
[Range(0.1f, 2f)]
public float RenderScale = 1f;
public FullScreenMode WindowedMode = FullScreenMode.MaximizedWindow;
public VSyncEnum VSync = VSyncEnum.off;
public AntiAliasLevelEnum AntiAliaslevel = 0;
public TextureQualityEnum TextureQuality = TextureQualityEnum.FullRes;
public AnisotropicFiltering AnisotropicMode = AnisotropicFiltering.Enable;
[Header("Used when Anisotropic Mode = forced Enabled")]
public AnisotropicLevelEnum AnisotropicLevel = AnisotropicLevelEnum.x4;
[Header("A Warning for users changing the ini file.")]
public string WarningMessage = "Edit this file at your own risk!";
}
//easier to use in script
[System.Serializable]
public class MenuVariablesSimple_URP
{
public int Qualitylevel;
public int ResolutionX, ResolutionY;
public float RenderScale;
public int WindowedMode;
public int VSync;
public int AntiAliaslevel;
public int TextureQuality;
public int AnisotropicMode;
public int AnisotropicLevel;
public string Warning;
}
public enum SettingsUsedState { used, notUsed };
public enum VSyncEnum { off, full, half };
public enum AntiAliasLevelEnum { off, x2, x4, x8 };
public enum TextureQualityEnum { FullRes, HalfRes, QuarterRes, EighthRes };
public enum AnisotropicLevelEnum { x2, x4, x8, x16 };
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