Nextrek
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/*
*
* Adventure Creator
* by Chris Burton, 2013-2014
*
* "Options.cs"
*
* This script provides a runtime instance of OptionsData,
* and has functions for saving and loading this data
* into the PlayerPrefs
*
*/
using UnityEngine;
using System.Collections;
using AC;
public class Options : MonoBehaviour
{
public OptionsData optionsData;
private string ppKey = "Options";
private void Awake ()
{
optionsData = new OptionsData();
LoadPrefs ();
}
public void SavePrefs ()
{
string optionsBinary = Serializer.SerializeObjectBinary (optionsData);
PlayerPrefs.SetString (ppKey, optionsBinary);
Debug.Log ("PlayerPrefs saved.");
}
private void LoadPrefs ()
{
if (PlayerPrefs.HasKey (ppKey))
{
string optionsBinary = PlayerPrefs.GetString (ppKey);
optionsData = Serializer.DeserializeObjectBinary <OptionsData> (optionsBinary);
Debug.Log ("PlayerPrefs loaded.");
}
}
private void OnLevelWasLoaded ()
{
SetVolume (SoundType.Music);
SetVolume (SoundType.SFX);
}
public void SetVolume (SoundType _soundType)
{
Sound[] soundObs = FindObjectsOfType (typeof (Sound)) as Sound[];
foreach (Sound soundOb in soundObs)
{
if (soundOb.soundType == _soundType)
{
soundOb.SetMaxVolume ();
}
}
}
public static int GetLanguage ()
{
if (GameObject.FindWithTag (Tags.persistentEngine) && GameObject.FindWithTag (Tags.persistentEngine).GetComponent <Options>())
{
return (GameObject.FindWithTag (Tags.persistentEngine).GetComponent <Options>().optionsData.language);
}
else
{
return 0;
}
}
}
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Revision |
Author |
Commited |
Message |
83
|
FMMortaroli
|
Tue 13 May, 2014 11:32:51 +0000 |
|