修改设置界面
This commit is contained in:
3
Assets/Scripts/Common/Services/Input.meta
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3
Assets/Scripts/Common/Services/Input.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d846463d130b4191a5a4a9d2e2dfe45b
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timeCreated: 1748180579
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46
Assets/Scripts/Common/Services/Input/InputCursorExtension.cs
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46
Assets/Scripts/Common/Services/Input/InputCursorExtension.cs
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@@ -0,0 +1,46 @@
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using NBC;
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namespace NBF
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{
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public static class InputCursorExtension
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{
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public static void InputInit()
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{
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UI.Inst.On(UIEvents.UIShow, UIShow, null, 1);
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UI.Inst.On(UIEvents.UIHide, UIHide, null, 1);
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}
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public static void Dispose()
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{
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}
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private static void UIShow(EventArgs ev)
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{
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CheckUICursor();
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}
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private static void UIHide(EventArgs ev)
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{
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CheckUICursor();
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}
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private static void CheckUICursor()
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{
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var uis = UI.Inst.GetAllUI();
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bool showCursor = false;
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foreach (var ui in uis)
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{
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if (!ui.IsShowing) continue;
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if (ui.IsShowCursor)
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{
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showCursor = true;
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break;
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}
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}
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Log.Error($"showCursor={showCursor}");
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InputManager.IsUIStopInput = showCursor;
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InputManager.SetMouseCursor(showCursor);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 0644b8eb12e44351ab75b467f90d4c32
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timeCreated: 1748185434
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206
Assets/Scripts/Common/Services/Input/InputManager.cs
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206
Assets/Scripts/Common/Services/Input/InputManager.cs
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@@ -0,0 +1,206 @@
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using System;
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using System.Runtime.InteropServices;
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using NBC;
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// using Rewired;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace NBF
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{
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public enum ControllerType
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{
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KeyboardMouse = 0,
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GamePad = 1
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}
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public class InputManager : MonoService<InputManager>
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{
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public static bool IsOp1;
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public static bool IsOp2;
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public static event Action<bool> OnOp1Action;
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public static event Action<bool> OnOp2Action;
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/// <summary>
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/// 执行输入事件
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/// </summary>
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public static event Action<string> OnUIPerformed;
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/// <summary>
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/// 执行输入事件完毕
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/// </summary>
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public static event Action<string> OnUICanceled;
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/// <summary>
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/// 执行输入事件
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/// </summary>
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public static event Action<string> OnPlayerPerformed;
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/// <summary>
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/// 执行输入事件完毕
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/// </summary>
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public static event Action<string> OnPlayerCanceled;
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/// <summary>
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/// 触发交互游戏对象
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/// </summary>
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public static event Action<InteractiveObject> OnInteractiveObjectAction;
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public static PlayerInputControl PlayerInputControl { get; private set; }
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/// <summary>
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/// 手柄输入
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/// </summary>
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public static bool IsControllerInput;
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/// <summary>
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/// ui阻止游戏输入
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/// </summary>
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public static bool IsUIStopInput;
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public static ControllerType ControllerType = ControllerType.KeyboardMouse;
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protected override void OnAwake()
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{
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InputCursorExtension.InputInit();
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DontDestroyOnLoad(gameObject);
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}
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private void Start()
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{
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PlayerInputControl = new PlayerInputControl();
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PlayerInputControl.Enable();
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AddEvent();
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}
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private void OnDestroy()
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{
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RemoveEvent();
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InputCursorExtension.Dispose();
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}
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public static void SetMouseCursor(bool val)
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{
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if (val)
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{
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if (ControllerType == ControllerType.KeyboardMouse)
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{
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Cursor.visible = true;
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}
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Cursor.lockState = CursorLockMode.None;
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}
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else if (ControllerType == ControllerType.KeyboardMouse)
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{
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Cursor.visible = false;
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}
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Cursor.visible = val;
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if (!val)
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{
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Cursor.lockState = CursorLockMode.Confined;
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}
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}
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public static Vector2 GetMovementInput()
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{
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if (IsUIStopInput) return Vector2.zero;
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return PlayerInputControl.Player.Move?.ReadValue<Vector2>() ?? Vector2.zero;
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}
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public static Vector2 GetLookInput()
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{
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if (IsUIStopInput) return Vector2.zero;
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return PlayerInputControl.Player.Look?.ReadValue<Vector2>() ?? Vector2.zero;
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}
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private void AddEvent()
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{
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foreach (var actionMap in PlayerInputControl.asset.actionMaps)
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{
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actionMap.Enable();
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if (actionMap.name == "UI")
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{
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foreach (var action in actionMap.actions)
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{
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if (action.type == InputActionType.Button)
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{
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action.performed += OnUIButtonPerformed;
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action.canceled += OnUIButtonCanceled;
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}
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}
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}
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else if (actionMap.name == "Player")
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{
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foreach (var action in actionMap.actions)
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{
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if (action.type == InputActionType.Button)
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{
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action.performed += OnPlayerButtonPerformed;
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action.canceled += OnPlayerButtonCanceled;
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}
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}
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}
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}
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}
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private void RemoveEvent()
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{
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OnUIPerformed = null;
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OnUICanceled = null;
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OnPlayerPerformed = null;
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OnPlayerCanceled = null;
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}
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private void OnUIButtonPerformed(InputAction.CallbackContext context)
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{
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OnUIPerformed?.Invoke(context.action.name);
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}
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private void OnUIButtonCanceled(InputAction.CallbackContext context)
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{
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OnUICanceled?.Invoke(context.action.name);
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}
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private void OnPlayerButtonPerformed(InputAction.CallbackContext context)
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{
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if (IsUIStopInput) return;
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var actionName = context.action.name;
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if (actionName == "Op1")
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{
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OnOp1Action?.Invoke(true);
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}
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else if (actionName == "Op2")
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{
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OnOp2Action?.Invoke(true);
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}
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OnPlayerPerformed?.Invoke(actionName);
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}
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private void OnPlayerButtonCanceled(InputAction.CallbackContext context)
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{
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if (IsUIStopInput) return;
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var actionName = context.action.name;
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if (actionName == "Op1")
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{
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OnOp1Action?.Invoke(false);
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}
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else if (actionName == "Op2")
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{
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OnOp2Action?.Invoke(false);
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}
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OnPlayerCanceled?.Invoke(actionName);
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}
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public void OnInteractiveObject(InteractiveObject interactiveObject)
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{
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Debug.LogError($"OnInteractiveObject {interactiveObject != null}");
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OnInteractiveObjectAction?.Invoke(interactiveObject);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: fecc50928be248b896f6ee0a17e7b76d
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timeCreated: 1746892722
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24
Assets/Scripts/Common/Services/MonoService.cs
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24
Assets/Scripts/Common/Services/MonoService.cs
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@@ -0,0 +1,24 @@
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using NBC;
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using UnityEngine;
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namespace NBF
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{
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public abstract class MonoService : MonoBehaviour
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{
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}
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public abstract class MonoService<T> : MonoService where T : MonoService
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{
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public static T Instance { get; private set; }
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protected void Awake()
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{
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Instance = this as T;
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OnAwake();
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}
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protected virtual void OnAwake()
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{
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}
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}
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}
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3
Assets/Scripts/Common/Services/MonoService.cs.meta
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3
Assets/Scripts/Common/Services/MonoService.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 62c58708f36041db9bb11a7e4d16c62c
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timeCreated: 1748491579
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3
Assets/Scripts/Common/Services/Settings.meta
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3
Assets/Scripts/Common/Services/Settings.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 6111c0ab89e74c9fada884e4e4051549
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timeCreated: 1748489421
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300
Assets/Scripts/Common/Services/Settings/GameSettings.cs
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300
Assets/Scripts/Common/Services/Settings/GameSettings.cs
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@@ -0,0 +1,300 @@
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using Newtonsoft.Json;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace NBF
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{
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public class GameSettings : MonoService<GameSettings>
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{
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public enum QualityEnum
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{
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Low = 0,
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Medium = 1,
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High = 2,
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Ultra = 3
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}
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public enum VSyncEnum
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{
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Off = 0,
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On = 1,
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}
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/// <summary>
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/// 抗锯齿等级
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/// </summary>
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public enum AntiAliasLevelEnum
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{
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Off = 1,
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x2 = 2,
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x4 = 4,
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x8 = 8
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}
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/// <summary>
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/// 贴图质量
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/// </summary>
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public enum TextureQualityEnum
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{
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FullRes = 0,
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HalfRes = 1,
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QuarterRes = 2,
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EighthRes = 3
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}
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public enum AnisotropicLevelEnum
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{
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Off = -1,
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x2 = 2,
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x4 = 4,
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x8 = 8,
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x16 = 16
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}
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public enum ShadowmapResolutionEnum
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{
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Low = 0,
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Medium = 1,
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High = 2,
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}
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public const string SaveKey = "PlayerGameSetting";
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[System.Serializable]
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public class GameSettingsData
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{
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/// <summary>
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/// 质量等级 0 1 2 3
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/// </summary>
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[Title("Settings_Title_quality")] [Description("Settings_Description_quality")]
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public QualityEnum QualityLevel = QualityEnum.High;
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/// <summary>
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/// 显示分辨率,有任意一个为0,则为全屏
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/// </summary>
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[Title("Settings_Title_Resolution")] [Description("Settings_Description_Resolution")]
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public Vector2Int Resolution = new Vector2Int(0, 0);
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/// <summary>
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/// 渲染比例
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/// </summary>
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[Title("Settings_Title_RenderScale")] [Description("Settings_Description_RenderScale")] [Range(0.1f, 2f)]
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public float RenderScale = 1f;
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/// <summary>
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/// 窗口模式
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/// </summary>
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[Title("Settings_Title_WindowedMode")] [Description("Settings_Description_WindowedMode")]
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public FullScreenMode WindowedMode = FullScreenMode.MaximizedWindow;
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/// <summary>
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/// 垂直同步个数
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/// </summary>
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[Title("Settings_Title_VSync")] [Description("Settings_Description_VSync")]
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public VSyncEnum VSync = VSyncEnum.Off;
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/// <summary>
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///抗锯齿等级
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/// </summary>
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[Title("Settings_Title_AntiAliasLevel")] [Description("Settings_Description_AntiAliasLevel")]
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public AntiAliasLevelEnum AntiAliasLevel = AntiAliasLevelEnum.Off;
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/// <summary>
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/// 纹理质量
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/// </summary>
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[Title("Settings_Title_TextureQuality")] [Description("Settings_Description_TextureQuality")]
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public TextureQualityEnum TextureQuality = TextureQualityEnum.FullRes;
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/// <summary>
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/// 全局各向异性纹理过滤模式
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/// </summary>
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[Title("Settings_Title_AnisotropicMode")] [Description("Settings_Description_AnisotropicMode")]
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public AnisotropicFiltering AnisotropicMode = AnisotropicFiltering.Enable;
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/// <summary>
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/// 全局各向异性过滤限制
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/// </summary>
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[Title("Settings_Description_AnisotropicLevel")] [Description("Settings_Description_AnisotropicLevel")]
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public AnisotropicLevelEnum AnisotropicLevel = AnisotropicLevelEnum.x4;
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/// <summary>
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/// 阴影等级
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/// </summary>
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[Title("Settings_Description_ShadowmapResolution")]
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[Description("Settings_Description_ShadowmapResolution")]
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public ShadowmapResolutionEnum ShadowmapResolution = ShadowmapResolutionEnum.High;
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}
|
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/// <summary>
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/// 默认配置
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/// </summary>
|
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private GameSettingsData DefaultSettingsConverted = new GameSettingsData();
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/// <summary>
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/// 当前正在调整的配置
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/// </summary>
|
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private GameSettingsData CurrentSettings = new GameSettingsData();
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|
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/// <summary>
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/// 当前使用配置
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/// </summary>
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public readonly GameSettingsData UseSettings = new GameSettingsData();
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protected override void OnAwake()
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{
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LoadSettings();
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}
|
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/// <summary>
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/// 重置
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/// </summary>
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public void ResetSettings()
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{
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CurrentSettings.QualityLevel = DefaultSettingsConverted.QualityLevel;
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CurrentSettings.Resolution = DefaultSettingsConverted.Resolution;
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CurrentSettings.RenderScale = DefaultSettingsConverted.RenderScale;
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CurrentSettings.WindowedMode = DefaultSettingsConverted.WindowedMode;
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CurrentSettings.VSync = DefaultSettingsConverted.VSync;
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CurrentSettings.AntiAliasLevel = DefaultSettingsConverted.AntiAliasLevel;
|
||||
CurrentSettings.TextureQuality = DefaultSettingsConverted.TextureQuality;
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CurrentSettings.AnisotropicMode = DefaultSettingsConverted.AnisotropicMode;
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||||
CurrentSettings.AnisotropicLevel = DefaultSettingsConverted.AnisotropicLevel;
|
||||
CurrentSettings.ShadowmapResolution = DefaultSettingsConverted.ShadowmapResolution;
|
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}
|
||||
|
||||
/// <summary>
|
||||
/// 开始进入设置模式,将当前使用的配置缓存一份
|
||||
/// </summary>
|
||||
public void BeginChangeSettings()
|
||||
{
|
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UseSettings.QualityLevel = CurrentSettings.QualityLevel;
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||||
UseSettings.Resolution = CurrentSettings.Resolution;
|
||||
UseSettings.RenderScale = CurrentSettings.RenderScale;
|
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UseSettings.WindowedMode = CurrentSettings.WindowedMode;
|
||||
UseSettings.VSync = CurrentSettings.VSync;
|
||||
UseSettings.AntiAliasLevel = CurrentSettings.AntiAliasLevel;
|
||||
UseSettings.TextureQuality = CurrentSettings.TextureQuality;
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||||
UseSettings.AnisotropicMode = CurrentSettings.AnisotropicMode;
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UseSettings.AnisotropicLevel = CurrentSettings.AnisotropicLevel;
|
||||
UseSettings.ShadowmapResolution = CurrentSettings.ShadowmapResolution;
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||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 保存设置
|
||||
/// </summary>
|
||||
public void SaveSettings()
|
||||
{
|
||||
CurrentSettings.QualityLevel = UseSettings.QualityLevel;
|
||||
CurrentSettings.Resolution = UseSettings.Resolution;
|
||||
CurrentSettings.RenderScale = UseSettings.RenderScale;
|
||||
CurrentSettings.WindowedMode = UseSettings.WindowedMode;
|
||||
CurrentSettings.VSync = UseSettings.VSync;
|
||||
CurrentSettings.AntiAliasLevel = UseSettings.AntiAliasLevel;
|
||||
CurrentSettings.TextureQuality = UseSettings.TextureQuality;
|
||||
CurrentSettings.AnisotropicMode = UseSettings.AnisotropicMode;
|
||||
CurrentSettings.AnisotropicLevel = UseSettings.AnisotropicLevel;
|
||||
CurrentSettings.ShadowmapResolution = UseSettings.ShadowmapResolution;
|
||||
|
||||
|
||||
var json = JsonConvert.SerializeObject(CurrentSettings);
|
||||
PlayerPrefs.SetString(SaveKey, json);
|
||||
}
|
||||
|
||||
private void LoadSettings()
|
||||
{
|
||||
ResetSettings();
|
||||
if (PlayerPrefs.HasKey(SaveKey))
|
||||
{
|
||||
var json = PlayerPrefs.GetString(SaveKey, string.Empty);
|
||||
if (!string.IsNullOrEmpty(json))
|
||||
{
|
||||
var settings = JsonConvert.DeserializeObject<GameSettingsData>(json);
|
||||
if (settings != null)
|
||||
{
|
||||
CurrentSettings.QualityLevel = settings.QualityLevel;
|
||||
CurrentSettings.Resolution = settings.Resolution;
|
||||
CurrentSettings.RenderScale = settings.RenderScale;
|
||||
CurrentSettings.WindowedMode = settings.WindowedMode;
|
||||
CurrentSettings.VSync = settings.VSync;
|
||||
CurrentSettings.AntiAliasLevel = settings.AntiAliasLevel;
|
||||
CurrentSettings.TextureQuality = settings.TextureQuality;
|
||||
CurrentSettings.AnisotropicMode = settings.AnisotropicMode;
|
||||
CurrentSettings.AnisotropicLevel = settings.AnisotropicLevel;
|
||||
CurrentSettings.ShadowmapResolution = settings.ShadowmapResolution;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (CurrentSettings.Resolution.x < 1 || CurrentSettings.Resolution.y < 1)
|
||||
{
|
||||
CurrentSettings.WindowedMode = FullScreenMode.ExclusiveFullScreen;
|
||||
CurrentSettings.Resolution = new Vector2Int(Screen.width, Screen.height);
|
||||
}
|
||||
|
||||
ApplySettings();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 应用设置
|
||||
/// </summary>
|
||||
private void ApplySettings()
|
||||
{
|
||||
// // 设置当前质量等级
|
||||
QualitySettings.SetQualityLevel((int)CurrentSettings.QualityLevel);
|
||||
|
||||
switch (CurrentSettings.WindowedMode)
|
||||
{
|
||||
case FullScreenMode.ExclusiveFullScreen:
|
||||
Screen.SetResolution(Screen.width, Screen.width, FullScreenMode.ExclusiveFullScreen);
|
||||
break;
|
||||
case FullScreenMode.FullScreenWindow:
|
||||
Screen.SetResolution(CurrentSettings.Resolution.x, CurrentSettings.Resolution.y,
|
||||
FullScreenMode.FullScreenWindow);
|
||||
break;
|
||||
case FullScreenMode.MaximizedWindow:
|
||||
Screen.SetResolution(CurrentSettings.Resolution.x, CurrentSettings.Resolution.y,
|
||||
FullScreenMode.MaximizedWindow);
|
||||
break;
|
||||
case FullScreenMode.Windowed:
|
||||
Screen.SetResolution(CurrentSettings.Resolution.x, CurrentSettings.Resolution.y,
|
||||
FullScreenMode.Windowed);
|
||||
break;
|
||||
default:
|
||||
Screen.SetResolution(Screen.width, Screen.width, FullScreenMode.ExclusiveFullScreen);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
// 获取当前URP Asset
|
||||
UniversalRenderPipelineAsset URPAsset =
|
||||
QualitySettings.GetRenderPipelineAssetAt(QualitySettings.GetQualityLevel()) as
|
||||
UniversalRenderPipelineAsset;
|
||||
if (URPAsset)
|
||||
{
|
||||
//渲染比例
|
||||
URPAsset.renderScale = CurrentSettings.RenderScale;
|
||||
//抗锯齿等级
|
||||
URPAsset.msaaSampleCount = (int)CurrentSettings.AntiAliasLevel;
|
||||
URPAsset.supportsHDR = true;
|
||||
//纹理质量
|
||||
QualitySettings.globalTextureMipmapLimit = (int)CurrentSettings.TextureQuality;
|
||||
|
||||
QualitySettings.anisotropicFiltering = CurrentSettings.AnisotropicMode;
|
||||
if (CurrentSettings.AnisotropicMode == AnisotropicFiltering.Disable ||
|
||||
CurrentSettings.AnisotropicMode == AnisotropicFiltering.Enable)
|
||||
{
|
||||
Texture.SetGlobalAnisotropicFilteringLimits(-1, -1);
|
||||
}
|
||||
else if (CurrentSettings.AnisotropicMode == AnisotropicFiltering.ForceEnable)
|
||||
{
|
||||
Texture.SetGlobalAnisotropicFilteringLimits((int)CurrentSettings.AnisotropicLevel,
|
||||
(int)CurrentSettings.AnisotropicLevel);
|
||||
}
|
||||
|
||||
//垂直同步
|
||||
QualitySettings.vSyncCount = (int)CurrentSettings.VSync;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ae00ae2fd4474db3af9dc52692900f94
|
||||
timeCreated: 1748489275
|
||||
Reference in New Issue
Block a user