(Feat) Add Remmaping
This commit is contained in:
@@ -0,0 +1,132 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace Ashwild.Settings
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{
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/// <summary>
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/// Authored data for a float setting driven by a <see cref="SettingSliderWidget"/>: its default
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/// value, clamp range, and the label presentation hints the widget needs.
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/// </summary>
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[System.Serializable]
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public struct FloatSetting
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{
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[SerializeField] private float defaultValue;
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[SerializeField] private float min;
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[SerializeField] private float max;
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[Tooltip("Value is multiplied by this before formatting (e.g. 100 to show a 0–1 value as a percentage).")]
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[SerializeField] private float labelScale;
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[Tooltip("Composite format applied to the scaled value, e.g. \"{0:F0}%\" or \"{0:F0}°\".")]
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[SerializeField] private string labelFormat;
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public float DefaultValue => defaultValue;
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public float Min => min;
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public float Max => max;
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public float LabelScale => labelScale;
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public string LabelFormat => labelFormat;
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}
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/// <summary>
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/// One stepper entry: a value plus the text shown for it. Mirrors the (value, label) pair the
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/// <see cref="SettingStepperWidget"/> consumes.
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/// </summary>
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[System.Serializable]
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public struct StepperPreset
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{
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[SerializeField] private int value;
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[SerializeField] private string label;
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public int Value => value;
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public string Label => label;
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}
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/// <summary>
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/// Authored data for a discrete int setting driven by a <see cref="SettingStepperWidget"/>: its
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/// default value and the ordered preset list.
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/// </summary>
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[System.Serializable]
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public struct StepperSetting
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{
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[SerializeField] private int defaultValue;
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[SerializeField] private List<StepperPreset> presets;
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public int DefaultValue => defaultValue;
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public IReadOnlyList<StepperPreset> Presets => presets;
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/// <summary>
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/// Adapts the authored presets to the (value, label) tuples the stepper widget consumes,
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/// keeping the widget decoupled from this settings-data type.
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/// </summary>
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public IReadOnlyList<(int value, string label)> ToWidgetPresets()
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{
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List<(int, string)> result = new List<(int, string)>(presets != null ? presets.Count : 0);
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if (presets != null)
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foreach (StepperPreset preset in presets)
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result.Add((preset.Value, preset.Label));
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return result;
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}
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}
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/// <summary>
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/// Single source of truth for all authored settings data: per-setting defaults, clamp ranges,
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/// label formatting and the FPS preset list. Read by <see cref="SettingsManager"/> (defaults +
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/// clamps) and by the settings sub-panels (widget configuration), so no magic numbers or UI
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/// hints live in code. Resolution/monitor indices are intentionally absent — they are derived
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/// from the running hardware and resolved at runtime.
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/// </summary>
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[CreateAssetMenu(fileName = "SettingsDefinition", menuName = "Settings/Settings Definition")]
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public class SettingsDefinition : ScriptableObject
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{
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#region Display
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[Header("Display")]
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[SerializeField] private FloatSetting brightness;
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[SerializeField] private FullScreenMode defaultFullscreenMode = FullScreenMode.FullScreenWindow;
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public FloatSetting Brightness => brightness;
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public FullScreenMode DefaultFullscreenMode => defaultFullscreenMode;
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#endregion
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#region Audio
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[Header("Audio")]
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[SerializeField] private FloatSetting masterVolume;
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[SerializeField] private FloatSetting musicVolume;
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[SerializeField] private FloatSetting sfxVolume;
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public FloatSetting MasterVolume => masterVolume;
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public FloatSetting MusicVolume => musicVolume;
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public FloatSetting SfxVolume => sfxVolume;
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#endregion
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#region Graphics
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[Header("Graphics")]
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[Tooltip("-1 keeps the project's current quality level on first run.")]
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[SerializeField] private int defaultQualityLevel = -1;
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[SerializeField] private bool defaultVSync = true;
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[SerializeField] private StepperSetting targetFps;
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[SerializeField] private FloatSetting fov;
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public int DefaultQualityLevel => defaultQualityLevel;
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public bool DefaultVSync => defaultVSync;
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public StepperSetting TargetFps => targetFps;
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public FloatSetting Fov => fov;
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#endregion
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#region Controls
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[Header("Controls")]
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[SerializeField] private FloatSetting sensitivity;
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[SerializeField] private bool defaultInvertY;
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[SerializeField] private bool defaultCrosshairEnabled = true;
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public FloatSetting Sensitivity => sensitivity;
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public bool DefaultInvertY => defaultInvertY;
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public bool DefaultCrosshairEnabled => defaultCrosshairEnabled;
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#endregion
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 3879537c9eb9b1645a974f917c2ff880
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@@ -3,19 +3,47 @@ using UnityEngine;
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using UnityEngine.Audio;
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using UnityEngine.Events;
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using Ashwild.Core;
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using Ashwild.Player;
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namespace Ashwild.Settings
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{
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/// <summary>
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/// Owns every persisted setting and is the single place that touches disk (via Easy Save 3).
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/// Values live in memory and are mirrored into the ES3 cache on change; the cache is flushed to
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/// disk on pause/quit so dragging a slider doesn't hammer the file. Also owns input concerns
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/// that are settings, not runtime: it persists the keybinding overrides and, on first launch,
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/// detects the keyboard layout and asks the InputManager to apply the matching profile.
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/// </summary>
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public class SettingsManager : MonoBehaviour
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{
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public static SettingsManager Instance { get; private set; }
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[Header("Definition")]
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[Tooltip("Authored defaults, clamp ranges and label hints. Must be assigned — read in Awake.")]
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[SerializeField] private SettingsDefinition definition;
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/// <summary>
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/// The authored settings data (defaults, clamps, label hints). Read by the settings
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/// sub-panels to configure their widgets without hardcoding ranges or formats.
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/// </summary>
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public SettingsDefinition Definition => definition;
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[Header("Audio Mixer")]
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[SerializeField] private AudioMixer audioMixer;
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[SerializeField] private string masterParam = "MasterVol";
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[SerializeField] private string musicParam = "MusicVol";
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[SerializeField] private string sfxParam = "SfxVol";
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[Header("Input")]
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[Tooltip("Single input config asset: rebindable bindings, key glyphs, first-launch layout overrides.")]
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[SerializeField] private InputConfig inputConfig;
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/// <summary>
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/// The shared input config (rebindable bindings, key glyphs, layout overrides). Read by the
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/// keybindings sub-panel so the asset is assigned here only, not duplicated on the panel.
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/// </summary>
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public InputConfig InputConfig => inputConfig;
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[Header("Events")]
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public UnityEvent onSettingsChanged;
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@@ -41,7 +69,7 @@ namespace Ashwild.Settings
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public bool InvertY { get; private set; }
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public bool CrosshairEnabled { get; private set; }
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// ── PlayerPrefs keys ────────────────────────────────────────
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// ── Save keys ───────────────────────────────────────────────
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private const string K_RESOLUTION = "settings.display.resolutionIndex";
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private const string K_FULLSCREEN = "settings.display.fullscreenMode";
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private const string K_MONITOR = "settings.display.monitorIndex";
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@@ -56,6 +84,16 @@ namespace Ashwild.Settings
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private const string K_SENS = "settings.controls.sensitivity";
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private const string K_INVERT_Y = "settings.controls.invertY";
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private const string K_CROSSHAIR = "settings.controls.crosshair";
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private const string K_INPUT_OVERRIDES = "settings.input.overrides";
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private const string K_LAYOUT_INIT = "settings.input.layoutInitialized";
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// ── Persistence ─────────────────────────────────────────────
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/// <summary>
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/// ES3 settings pointing at the in-memory cache, so every Save is a cheap memory write;
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/// the cache is flushed to the file on pause/quit (and immediately after keybind changes).
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/// </summary>
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private ES3Settings cache;
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private void Awake()
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{
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@@ -67,10 +105,42 @@ namespace Ashwild.Settings
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Instance = this;
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Persistence.Persist(gameObject);
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if (definition == null)
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{
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Debug.LogError($"[SettingsManager] No SettingsDefinition assigned on '{name}' — cannot load defaults.", this);
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return;
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}
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cache = new ES3Settings(ES3.Location.Cache);
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if (ES3.FileExists()) ES3.CacheFile();
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LoadAll();
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ApplyAll();
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}
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/// <summary>
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/// Loads and applies the persisted keybindings once the InputManager exists, then runs the
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/// one-time keyboard-layout detection. Done in Start so InputManager.Awake has resolved the
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/// asset first.
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/// </summary>
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private void Start()
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{
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InitInput();
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}
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/// <summary>
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/// Flushes the settings cache to disk when the app is backgrounded (covers mobile/alt-tab).
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/// </summary>
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private void OnApplicationPause(bool paused)
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{
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if (paused) Flush();
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}
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/// <summary>
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/// Flushes the settings cache to disk on quit.
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/// </summary>
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private void OnApplicationQuit() => Flush();
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// ── Public setters ──────────────────────────────────────────
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public void SetResolution(int index)
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@@ -105,14 +175,14 @@ namespace Ashwild.Settings
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public void SetBrightness(float value)
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{
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Brightness = Mathf.Clamp(value, 0.5f, 1.5f);
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Brightness = Mathf.Clamp(value, definition.Brightness.Min, definition.Brightness.Max);
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Save();
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onSettingsChanged?.Invoke();
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}
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public void SetMasterVolume(float value)
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{
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MasterVolume = Mathf.Clamp01(value);
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MasterVolume = Mathf.Clamp(value, definition.MasterVolume.Min, definition.MasterVolume.Max);
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ApplyMasterVolume();
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Save();
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onSettingsChanged?.Invoke();
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@@ -120,7 +190,7 @@ namespace Ashwild.Settings
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public void SetMusicVolume(float value)
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{
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MusicVolume = Mathf.Clamp01(value);
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MusicVolume = Mathf.Clamp(value, definition.MusicVolume.Min, definition.MusicVolume.Max);
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ApplyMusicVolume();
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Save();
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onSettingsChanged?.Invoke();
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@@ -128,7 +198,7 @@ namespace Ashwild.Settings
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public void SetSfxVolume(float value)
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{
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SfxVolume = Mathf.Clamp01(value);
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SfxVolume = Mathf.Clamp(value, definition.SfxVolume.Min, definition.SfxVolume.Max);
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ApplySfxVolume();
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Save();
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onSettingsChanged?.Invoke();
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@@ -150,9 +220,13 @@ namespace Ashwild.Settings
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onSettingsChanged?.Invoke();
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}
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/// <summary>
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/// Sets the frame-rate cap. A negative value means "unlimited" (Unity treats
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/// <c>targetFrameRate = -1</c> as no cap); any other value is clamped to a sane range.
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/// </summary>
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public void SetTargetFps(int fps)
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{
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TargetFps = Mathf.Clamp(fps, 30, 360);
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TargetFps = fps < 0 ? -1 : Mathf.Clamp(fps, 30, 360);
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Application.targetFrameRate = TargetFps;
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Save();
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onSettingsChanged?.Invoke();
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@@ -160,14 +234,14 @@ namespace Ashwild.Settings
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public void SetFov(float fov)
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{
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Fov = Mathf.Clamp(fov, 60f, 110f);
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Fov = Mathf.Clamp(fov, definition.Fov.Min, definition.Fov.Max);
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Save();
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onSettingsChanged?.Invoke();
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}
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public void SetSensitivity(float value)
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{
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Sensitivity = Mathf.Clamp(value, 0.05f, 2f);
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Sensitivity = Mathf.Clamp(value, definition.Sensitivity.Min, definition.Sensitivity.Max);
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Save();
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onSettingsChanged?.Invoke();
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}
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@@ -186,52 +260,80 @@ namespace Ashwild.Settings
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onSettingsChanged?.Invoke();
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}
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// ── Keybindings persistence ─────────────────────────────────
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/// <summary>
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/// Persists the InputManager's current binding overrides (called by the rebind panel after a
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/// rebind or reset). Flushes immediately since rebinds are infrequent and worth keeping safe.
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/// </summary>
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public void SaveKeybinds()
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{
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InputManager input = InputManager.Instance;
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if (input == null) return;
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ES3.Save(K_INPUT_OVERRIDES, input.GetOverridesJson(), cache);
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Flush();
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}
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// ── Load / Save / Apply ─────────────────────────────────────
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private void LoadAll()
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{
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int defaultResolution = Mathf.Max(0, Screen.resolutions.Length - 1);
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int defaultQuality = definition.DefaultQualityLevel < 0
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? QualitySettings.GetQualityLevel()
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: definition.DefaultQualityLevel;
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ResolutionIndex = PlayerPrefs.GetInt(K_RESOLUTION, defaultResolution);
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FullscreenMode = (FullScreenMode)PlayerPrefs.GetInt(K_FULLSCREEN, (int)FullScreenMode.FullScreenWindow);
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MonitorIndex = PlayerPrefs.GetInt(K_MONITOR, 0);
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Brightness = PlayerPrefs.GetFloat(K_BRIGHTNESS, 1f);
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ResolutionIndex = ES3.Load(K_RESOLUTION, defaultResolution, cache);
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FullscreenMode = (FullScreenMode)ES3.Load(K_FULLSCREEN, (int)definition.DefaultFullscreenMode, cache);
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MonitorIndex = ES3.Load(K_MONITOR, 0, cache);
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Brightness = ES3.Load(K_BRIGHTNESS, definition.Brightness.DefaultValue, cache);
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MasterVolume = PlayerPrefs.GetFloat(K_MASTER, 1f);
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MusicVolume = PlayerPrefs.GetFloat(K_MUSIC, 0.8f);
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SfxVolume = PlayerPrefs.GetFloat(K_SFX, 1f);
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MasterVolume = ES3.Load(K_MASTER, definition.MasterVolume.DefaultValue, cache);
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MusicVolume = ES3.Load(K_MUSIC, definition.MusicVolume.DefaultValue, cache);
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SfxVolume = ES3.Load(K_SFX, definition.SfxVolume.DefaultValue, cache);
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QualityLevel = PlayerPrefs.GetInt(K_QUALITY, QualitySettings.GetQualityLevel());
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VSync = PlayerPrefs.GetInt(K_VSYNC, 1) == 1;
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TargetFps = PlayerPrefs.GetInt(K_TARGET_FPS, 144);
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Fov = PlayerPrefs.GetFloat(K_FOV, 75f);
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QualityLevel = ES3.Load(K_QUALITY, defaultQuality, cache);
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VSync = ES3.Load(K_VSYNC, definition.DefaultVSync, cache);
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TargetFps = ES3.Load(K_TARGET_FPS, definition.TargetFps.DefaultValue, cache);
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Fov = ES3.Load(K_FOV, definition.Fov.DefaultValue, cache);
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Sensitivity = PlayerPrefs.GetFloat(K_SENS, 0.15f);
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InvertY = PlayerPrefs.GetInt(K_INVERT_Y, 0) == 1;
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CrosshairEnabled = PlayerPrefs.GetInt(K_CROSSHAIR, 1) == 1;
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Sensitivity = ES3.Load(K_SENS, definition.Sensitivity.DefaultValue, cache);
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InvertY = ES3.Load(K_INVERT_Y, definition.DefaultInvertY, cache);
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CrosshairEnabled = ES3.Load(K_CROSSHAIR, definition.DefaultCrosshairEnabled, cache);
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}
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/// <summary>
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/// Mirrors every setting into the ES3 cache (a cheap memory write). Disk is only touched by
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/// <see cref="Flush"/> on pause/quit.
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/// </summary>
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private void Save()
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{
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PlayerPrefs.SetInt(K_RESOLUTION, ResolutionIndex);
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PlayerPrefs.SetInt(K_FULLSCREEN, (int)FullscreenMode);
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PlayerPrefs.SetInt(K_MONITOR, MonitorIndex);
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PlayerPrefs.SetFloat(K_BRIGHTNESS, Brightness);
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ES3.Save(K_RESOLUTION, ResolutionIndex, cache);
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ES3.Save(K_FULLSCREEN, (int)FullscreenMode, cache);
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ES3.Save(K_MONITOR, MonitorIndex, cache);
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ES3.Save(K_BRIGHTNESS, Brightness, cache);
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PlayerPrefs.SetFloat(K_MASTER, MasterVolume);
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PlayerPrefs.SetFloat(K_MUSIC, MusicVolume);
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PlayerPrefs.SetFloat(K_SFX, SfxVolume);
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ES3.Save(K_MASTER, MasterVolume, cache);
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ES3.Save(K_MUSIC, MusicVolume, cache);
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ES3.Save(K_SFX, SfxVolume, cache);
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PlayerPrefs.SetInt(K_QUALITY, QualityLevel);
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PlayerPrefs.SetInt(K_VSYNC, VSync ? 1 : 0);
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PlayerPrefs.SetInt(K_TARGET_FPS, TargetFps);
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PlayerPrefs.SetFloat(K_FOV, Fov);
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ES3.Save(K_QUALITY, QualityLevel, cache);
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ES3.Save(K_VSYNC, VSync, cache);
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ES3.Save(K_TARGET_FPS, TargetFps, cache);
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ES3.Save(K_FOV, Fov, cache);
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PlayerPrefs.SetFloat(K_SENS, Sensitivity);
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PlayerPrefs.SetInt(K_INVERT_Y, InvertY ? 1 : 0);
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PlayerPrefs.SetInt(K_CROSSHAIR, CrosshairEnabled ? 1 : 0);
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ES3.Save(K_SENS, Sensitivity, cache);
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ES3.Save(K_INVERT_Y, InvertY, cache);
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ES3.Save(K_CROSSHAIR, CrosshairEnabled, cache);
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}
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PlayerPrefs.Save();
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/// <summary>
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/// Writes the in-memory cache out to the save file.
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/// </summary>
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private void Flush()
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{
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if (cache != null) ES3.StoreCachedFile();
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}
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private void ApplyAll()
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@@ -262,6 +364,48 @@ namespace Ashwild.Settings
|
||||
Application.targetFrameRate = TargetFps;
|
||||
}
|
||||
|
||||
// ── Input init ──────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Restores saved keybindings onto the shared input asset, then applies the first-launch
|
||||
/// layout profile if this is the very first run and the player has no saved overrides.
|
||||
/// </summary>
|
||||
private void InitInput()
|
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{
|
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InputManager input = InputManager.Instance;
|
||||
if (input == null)
|
||||
{
|
||||
Debug.LogWarning("[SettingsManager] InputManager not found — keybindings not restored.", this);
|
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return;
|
||||
}
|
||||
|
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if (ES3.KeyExists(K_INPUT_OVERRIDES, cache))
|
||||
input.LoadOverridesJson(ES3.Load<string>(K_INPUT_OVERRIDES, cache));
|
||||
|
||||
if (!ES3.Load(K_LAYOUT_INIT, false, cache))
|
||||
{
|
||||
ApplyFirstLaunchLayout(input);
|
||||
ES3.Save(K_LAYOUT_INIT, true, cache);
|
||||
Flush();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Detects the keyboard layout and asks the InputManager to apply the matching profile.
|
||||
/// Skipped when the player already has saved overrides (a returning user is never stomped).
|
||||
/// Note: physical key paths are already correct on AZERTY, so profiles are usually empty —
|
||||
/// the real layout adaptation happens through the layout-aware key labels in the UI.
|
||||
/// </summary>
|
||||
private void ApplyFirstLaunchLayout(InputManager input)
|
||||
{
|
||||
if (ES3.KeyExists(K_INPUT_OVERRIDES, cache)) return;
|
||||
if (inputConfig == null) return;
|
||||
|
||||
KeyboardLayout layout = KeyboardLayoutDetector.Detect();
|
||||
if (input.ApplyLayoutOverrides(inputConfig.OverridesFor(layout)))
|
||||
ES3.Save(K_INPUT_OVERRIDES, input.GetOverridesJson(), cache);
|
||||
}
|
||||
|
||||
// ── Audio helpers ───────────────────────────────────────────
|
||||
|
||||
private void ApplyMasterVolume() => SetMixer(masterParam, MasterVolume);
|
||||
|
||||
@@ -1,68 +1,59 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Binds the audio volume widgets (master, music, SFX) to the <see cref="SettingsManager"/>,
|
||||
/// configuring each slider from the authored <see cref="SettingsDefinition"/>.
|
||||
/// </summary>
|
||||
public class AudioSettingsSubPanel : SettingsSubPanel
|
||||
{
|
||||
[Header("Master")]
|
||||
[SerializeField] private Slider masterSlider;
|
||||
[SerializeField] private TMP_Text masterLabel;
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("Music")]
|
||||
[SerializeField] private Slider musicSlider;
|
||||
[SerializeField] private TMP_Text musicLabel;
|
||||
[Header("Widgets")]
|
||||
[SerializeField] private SettingSliderWidget masterSlider;
|
||||
[SerializeField] private SettingSliderWidget musicSlider;
|
||||
[SerializeField] private SettingSliderWidget sfxSlider;
|
||||
|
||||
[Header("SFX")]
|
||||
[SerializeField] private Slider sfxSlider;
|
||||
[SerializeField] private TMP_Text sfxLabel;
|
||||
#endregion
|
||||
|
||||
private bool wiring;
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Initializes each volume slider from the definition with its apply action.
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
masterSlider.onValueChanged.AddListener(OnMasterChanged);
|
||||
musicSlider.onValueChanged.AddListener(OnMusicChanged);
|
||||
sfxSlider.onValueChanged.AddListener(OnSfxChanged);
|
||||
SettingsManager s = SettingsManager.Instance;
|
||||
if (s == null || s.Definition == null)
|
||||
{
|
||||
Debug.LogError($"[AudioSettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this);
|
||||
return;
|
||||
}
|
||||
SettingsDefinition def = s.Definition;
|
||||
|
||||
masterSlider.Init(def.MasterVolume.Min, def.MasterVolume.Max, def.MasterVolume.LabelScale, def.MasterVolume.LabelFormat, v => s.SetMasterVolume(v));
|
||||
musicSlider.Init(def.MusicVolume.Min, def.MusicVolume.Max, def.MusicVolume.LabelScale, def.MusicVolume.LabelFormat, v => s.SetMusicVolume(v));
|
||||
sfxSlider.Init(def.SfxVolume.Min, def.SfxVolume.Max, def.SfxVolume.LabelScale, def.SfxVolume.LabelFormat, v => s.SetSfxVolume(v));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Pushes the manager's current volumes into the sliders.
|
||||
/// </summary>
|
||||
public override void Refresh()
|
||||
{
|
||||
SettingsManager s = SettingsManager.Instance;
|
||||
if (s == null) return;
|
||||
|
||||
wiring = true;
|
||||
masterSlider.SetValueWithoutNotify(s.MasterVolume);
|
||||
musicSlider.SetValueWithoutNotify(s.MusicVolume);
|
||||
sfxSlider.SetValueWithoutNotify(s.SfxVolume);
|
||||
UpdateLabel(masterLabel, s.MasterVolume);
|
||||
UpdateLabel(musicLabel, s.MusicVolume);
|
||||
UpdateLabel(sfxLabel, s.SfxVolume);
|
||||
wiring = false;
|
||||
masterSlider.SetValue(s.MasterVolume);
|
||||
musicSlider.SetValue(s.MusicVolume);
|
||||
sfxSlider.SetValue(s.SfxVolume);
|
||||
}
|
||||
|
||||
private void OnMasterChanged(float v)
|
||||
{
|
||||
UpdateLabel(masterLabel, v);
|
||||
if (!wiring) SettingsManager.Instance.SetMasterVolume(v);
|
||||
}
|
||||
|
||||
private void OnMusicChanged(float v)
|
||||
{
|
||||
UpdateLabel(musicLabel, v);
|
||||
if (!wiring) SettingsManager.Instance.SetMusicVolume(v);
|
||||
}
|
||||
|
||||
private void OnSfxChanged(float v)
|
||||
{
|
||||
UpdateLabel(sfxLabel, v);
|
||||
if (!wiring) SettingsManager.Instance.SetSfxVolume(v);
|
||||
}
|
||||
|
||||
private static void UpdateLabel(TMP_Text label, float value01)
|
||||
{
|
||||
if (label != null) label.text = $"{Mathf.RoundToInt(value01 * 100f)}%";
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,43 +1,59 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Binds the control widgets (sensitivity, invert-Y, crosshair) to the <see cref="SettingsManager"/>,
|
||||
/// configuring the sensitivity slider from the authored <see cref="SettingsDefinition"/>.
|
||||
/// </summary>
|
||||
public class ControlsSettingsSubPanel : SettingsSubPanel
|
||||
{
|
||||
[Header("Controls")]
|
||||
[SerializeField] private Slider sensitivitySlider;
|
||||
[SerializeField] private TMP_Text sensitivityLabel;
|
||||
[SerializeField] private Toggle invertYToggle;
|
||||
[SerializeField] private Toggle crosshairToggle;
|
||||
#region Serialized Fields
|
||||
|
||||
private bool wiring;
|
||||
[Header("Widgets")]
|
||||
[SerializeField] private SettingSliderWidget sensitivitySlider;
|
||||
[SerializeField] private SettingToggleWidget invertYToggle;
|
||||
[SerializeField] private SettingToggleWidget crosshairToggle;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Initializes each control widget from the definition with its apply action.
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
sensitivitySlider.onValueChanged.AddListener(OnSensitivityChanged);
|
||||
invertYToggle.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetInvertY(v); });
|
||||
crosshairToggle.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetCrosshairEnabled(v); });
|
||||
SettingsManager s = SettingsManager.Instance;
|
||||
if (s == null || s.Definition == null)
|
||||
{
|
||||
Debug.LogError($"[ControlsSettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this);
|
||||
return;
|
||||
}
|
||||
SettingsDefinition def = s.Definition;
|
||||
|
||||
sensitivitySlider.Init(def.Sensitivity.Min, def.Sensitivity.Max, def.Sensitivity.LabelScale, def.Sensitivity.LabelFormat, v => s.SetSensitivity(v));
|
||||
invertYToggle.Init(v => s.SetInvertY(v));
|
||||
crosshairToggle.Init(v => s.SetCrosshairEnabled(v));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Pushes the manager's current control values into the widgets.
|
||||
/// </summary>
|
||||
public override void Refresh()
|
||||
{
|
||||
SettingsManager s = SettingsManager.Instance;
|
||||
if (s == null) return;
|
||||
|
||||
wiring = true;
|
||||
sensitivitySlider.SetValueWithoutNotify(s.Sensitivity);
|
||||
if (sensitivityLabel != null) sensitivityLabel.text = s.Sensitivity.ToString("F2");
|
||||
invertYToggle.SetIsOnWithoutNotify(s.InvertY);
|
||||
crosshairToggle.SetIsOnWithoutNotify(s.CrosshairEnabled);
|
||||
wiring = false;
|
||||
sensitivitySlider.SetValue(s.Sensitivity);
|
||||
invertYToggle.SetValue(s.InvertY);
|
||||
crosshairToggle.SetValue(s.CrosshairEnabled);
|
||||
}
|
||||
|
||||
private void OnSensitivityChanged(float v)
|
||||
{
|
||||
if (sensitivityLabel != null) sensitivityLabel.text = v.ToString("F2");
|
||||
if (!wiring) SettingsManager.Instance.SetSensitivity(v);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,90 +1,115 @@
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Binds the display widgets (resolution, fullscreen mode, monitor, brightness) to the
|
||||
/// <see cref="SettingsManager"/>. The panel builds the dropdown option lists from the current
|
||||
/// hardware and converts the fullscreen dropdown index to and from <see cref="FullScreenMode"/>;
|
||||
/// the brightness slider is configured from the authored <see cref="SettingsDefinition"/>. The
|
||||
/// widgets themselves stay pure UI.
|
||||
/// </summary>
|
||||
public class DisplaySettingsSubPanel : SettingsSubPanel
|
||||
{
|
||||
[Header("Controls")]
|
||||
[SerializeField] private TMP_Dropdown resolutionDropdown;
|
||||
[SerializeField] private TMP_Dropdown fullscreenDropdown;
|
||||
[SerializeField] private TMP_Dropdown monitorDropdown;
|
||||
[SerializeField] private Slider brightnessSlider;
|
||||
[SerializeField] private TMP_Text brightnessLabel;
|
||||
#region Serialized Fields
|
||||
|
||||
private bool wiring;
|
||||
[Header("Widgets")]
|
||||
[SerializeField] private SettingDropdownWidget resolutionDropdown;
|
||||
[SerializeField] private SettingDropdownWidget fullscreenDropdown;
|
||||
[SerializeField] private SettingDropdownWidget monitorDropdown;
|
||||
[SerializeField] private SettingSliderWidget brightnessSlider;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Initializes each display widget with its apply action (brightness range from the definition).
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
resolutionDropdown.onValueChanged.AddListener(OnResolutionChanged);
|
||||
fullscreenDropdown.onValueChanged.AddListener(OnFullscreenChanged);
|
||||
monitorDropdown.onValueChanged.AddListener(OnMonitorChanged);
|
||||
brightnessSlider.onValueChanged.AddListener(OnBrightnessChanged);
|
||||
SettingsManager s = SettingsManager.Instance;
|
||||
if (s == null || s.Definition == null)
|
||||
{
|
||||
Debug.LogError($"[DisplaySettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this);
|
||||
return;
|
||||
}
|
||||
SettingsDefinition def = s.Definition;
|
||||
|
||||
resolutionDropdown.Init(v => s.SetResolution(v));
|
||||
fullscreenDropdown.Init(v => s.SetFullscreenMode(IndexToMode(v)));
|
||||
monitorDropdown.Init(v => s.SetMonitor(v));
|
||||
brightnessSlider.Init(def.Brightness.Min, def.Brightness.Max, def.Brightness.LabelScale, def.Brightness.LabelFormat, v => s.SetBrightness(v));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Rebuilds the dropdown options from current hardware and pushes the manager's values.
|
||||
/// </summary>
|
||||
public override void Refresh()
|
||||
{
|
||||
SettingsManager s = SettingsManager.Instance;
|
||||
if (s == null) return;
|
||||
|
||||
wiring = true;
|
||||
resolutionDropdown.SetOptions(BuildResolutionOptions());
|
||||
resolutionDropdown.SetValue(s.ResolutionIndex);
|
||||
|
||||
PopulateResolutionDropdown();
|
||||
resolutionDropdown.value = Mathf.Clamp(s.ResolutionIndex, 0, resolutionDropdown.options.Count - 1);
|
||||
resolutionDropdown.RefreshShownValue();
|
||||
fullscreenDropdown.SetOptions(FullscreenOptions);
|
||||
fullscreenDropdown.SetValue(ModeToIndex(s.FullscreenMode));
|
||||
|
||||
PopulateFullscreenDropdown();
|
||||
fullscreenDropdown.value = FullscreenModeToIndex(s.FullscreenMode);
|
||||
fullscreenDropdown.RefreshShownValue();
|
||||
monitorDropdown.SetOptions(BuildMonitorOptions());
|
||||
monitorDropdown.SetValue(s.MonitorIndex);
|
||||
|
||||
PopulateMonitorDropdown();
|
||||
monitorDropdown.value = Mathf.Clamp(s.MonitorIndex, 0, monitorDropdown.options.Count - 1);
|
||||
monitorDropdown.RefreshShownValue();
|
||||
|
||||
brightnessSlider.SetValueWithoutNotify(s.Brightness);
|
||||
if (brightnessLabel != null) brightnessLabel.text = $"{Mathf.RoundToInt(s.Brightness * 100f)}%";
|
||||
|
||||
wiring = false;
|
||||
brightnessSlider.SetValue(s.Brightness);
|
||||
}
|
||||
|
||||
private void PopulateResolutionDropdown()
|
||||
#endregion
|
||||
|
||||
#region Internal Helpers
|
||||
|
||||
private static readonly string[] FullscreenOptions =
|
||||
{
|
||||
"Exclusive Fullscreen",
|
||||
"Borderless Window",
|
||||
"Maximized Window",
|
||||
"Windowed"
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Builds the human-readable resolution list from the monitor's supported modes.
|
||||
/// </summary>
|
||||
private static List<string> BuildResolutionOptions()
|
||||
{
|
||||
resolutionDropdown.ClearOptions();
|
||||
List<string> options = new List<string>();
|
||||
foreach (Resolution r in Screen.resolutions)
|
||||
options.Add($"{r.width}×{r.height} @{Mathf.RoundToInt((float)r.refreshRateRatio.value)}Hz");
|
||||
resolutionDropdown.AddOptions(options);
|
||||
return options;
|
||||
}
|
||||
|
||||
private void PopulateFullscreenDropdown()
|
||||
/// <summary>
|
||||
/// Builds the monitor list from the current display layout.
|
||||
/// </summary>
|
||||
private static List<string> BuildMonitorOptions()
|
||||
{
|
||||
fullscreenDropdown.ClearOptions();
|
||||
fullscreenDropdown.AddOptions(new List<string>
|
||||
{
|
||||
"Exclusive Fullscreen",
|
||||
"Borderless Window",
|
||||
"Maximized Window",
|
||||
"Windowed"
|
||||
});
|
||||
}
|
||||
|
||||
private void PopulateMonitorDropdown()
|
||||
{
|
||||
monitorDropdown.ClearOptions();
|
||||
List<DisplayInfo> displays = new List<DisplayInfo>();
|
||||
Screen.GetDisplayLayout(displays);
|
||||
List<string> options = new List<string>();
|
||||
for (int i = 0; i < displays.Count; i++)
|
||||
{
|
||||
string name = string.IsNullOrEmpty(displays[i].name) ? $"Monitor {i + 1}" : displays[i].name;
|
||||
options.Add($"{name} ({displays[i].width}×{displays[i].height})");
|
||||
string label = string.IsNullOrEmpty(displays[i].name) ? $"Monitor {i + 1}" : displays[i].name;
|
||||
options.Add($"{label} ({displays[i].width}×{displays[i].height})");
|
||||
}
|
||||
monitorDropdown.AddOptions(options);
|
||||
return options;
|
||||
}
|
||||
|
||||
private static int FullscreenModeToIndex(FullScreenMode mode) => mode switch
|
||||
/// <summary>
|
||||
/// Maps a fullscreen mode to its dropdown index.
|
||||
/// </summary>
|
||||
private static int ModeToIndex(FullScreenMode mode) => mode switch
|
||||
{
|
||||
FullScreenMode.ExclusiveFullScreen => 0,
|
||||
FullScreenMode.FullScreenWindow => 1,
|
||||
@@ -93,7 +118,10 @@ namespace Ashwild.Settings
|
||||
_ => 1
|
||||
};
|
||||
|
||||
private static FullScreenMode IndexToFullscreenMode(int index) => index switch
|
||||
/// <summary>
|
||||
/// Maps a dropdown index back to its fullscreen mode.
|
||||
/// </summary>
|
||||
private static FullScreenMode IndexToMode(int index) => index switch
|
||||
{
|
||||
0 => FullScreenMode.ExclusiveFullScreen,
|
||||
1 => FullScreenMode.FullScreenWindow,
|
||||
@@ -102,13 +130,6 @@ namespace Ashwild.Settings
|
||||
_ => FullScreenMode.FullScreenWindow
|
||||
};
|
||||
|
||||
private void OnResolutionChanged(int v) { if (!wiring) SettingsManager.Instance.SetResolution(v); }
|
||||
private void OnFullscreenChanged(int v) { if (!wiring) SettingsManager.Instance.SetFullscreenMode(IndexToFullscreenMode(v)); }
|
||||
private void OnMonitorChanged(int v) { if (!wiring) SettingsManager.Instance.SetMonitor(v); }
|
||||
private void OnBrightnessChanged(float v)
|
||||
{
|
||||
if (brightnessLabel != null) brightnessLabel.text = $"{Mathf.RoundToInt(v * 100f)}%";
|
||||
if (!wiring) SettingsManager.Instance.SetBrightness(v);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,64 +1,66 @@
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Binds the graphics widgets (quality, vsync, FPS cap, FOV) to the <see cref="SettingsManager"/>.
|
||||
/// The panel is the only layer that knows what each widget means: it reads the authored
|
||||
/// configuration from the manager's <see cref="SettingsDefinition"/> and initializes each widget
|
||||
/// with its data and apply action, then pushes the current value on refresh. The widgets stay
|
||||
/// pure UI.
|
||||
/// </summary>
|
||||
public class GraphicsSettingsSubPanel : SettingsSubPanel
|
||||
{
|
||||
[Header("Controls")]
|
||||
[SerializeField] private TMP_Dropdown qualityDropdown;
|
||||
[SerializeField] private Toggle vsyncToggle;
|
||||
[SerializeField] private Slider targetFpsSlider;
|
||||
[SerializeField] private TMP_Text targetFpsLabel;
|
||||
[SerializeField] private Slider fovSlider;
|
||||
[SerializeField] private TMP_Text fovLabel;
|
||||
#region Serialized Fields
|
||||
|
||||
private bool wiring;
|
||||
[Header("Widgets")]
|
||||
[SerializeField] private SettingDropdownWidget qualityDropdown;
|
||||
[SerializeField] private SettingToggleWidget vsyncToggle;
|
||||
[SerializeField] private SettingStepperWidget targetFpsStepper;
|
||||
[SerializeField] private SettingSliderWidget fovSlider;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Initializes each widget from the definition with the action to apply to the manager.
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
qualityDropdown.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetQualityLevel(v); });
|
||||
vsyncToggle.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetVSync(v); });
|
||||
targetFpsSlider.onValueChanged.AddListener(OnTargetFpsChanged);
|
||||
fovSlider.onValueChanged.AddListener(OnFovChanged);
|
||||
SettingsManager s = SettingsManager.Instance;
|
||||
if (s == null || s.Definition == null)
|
||||
{
|
||||
Debug.LogError($"[GraphicsSettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this);
|
||||
return;
|
||||
}
|
||||
SettingsDefinition def = s.Definition;
|
||||
|
||||
qualityDropdown.Init(v => s.SetQualityLevel(v));
|
||||
vsyncToggle.Init(v => s.SetVSync(v));
|
||||
targetFpsStepper.Init(def.TargetFps.ToWidgetPresets(), false, v => s.SetTargetFps(v));
|
||||
fovSlider.Init(def.Fov.Min, def.Fov.Max, def.Fov.LabelScale, def.Fov.LabelFormat, v => s.SetFov(v));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Pushes the manager's current graphics values into the widgets.
|
||||
/// </summary>
|
||||
public override void Refresh()
|
||||
{
|
||||
SettingsManager s = SettingsManager.Instance;
|
||||
if (s == null) return;
|
||||
|
||||
wiring = true;
|
||||
|
||||
qualityDropdown.ClearOptions();
|
||||
qualityDropdown.AddOptions(new List<string>(QualitySettings.names));
|
||||
qualityDropdown.value = Mathf.Clamp(s.QualityLevel, 0, qualityDropdown.options.Count - 1);
|
||||
qualityDropdown.RefreshShownValue();
|
||||
|
||||
vsyncToggle.SetIsOnWithoutNotify(s.VSync);
|
||||
|
||||
targetFpsSlider.SetValueWithoutNotify(s.TargetFps);
|
||||
if (targetFpsLabel != null) targetFpsLabel.text = $"{s.TargetFps} FPS";
|
||||
|
||||
fovSlider.SetValueWithoutNotify(s.Fov);
|
||||
if (fovLabel != null) fovLabel.text = $"{s.Fov:F0}°";
|
||||
|
||||
wiring = false;
|
||||
qualityDropdown.SetOptions(QualitySettings.names);
|
||||
qualityDropdown.SetValue(s.QualityLevel);
|
||||
vsyncToggle.SetValue(s.VSync);
|
||||
targetFpsStepper.SetValue(s.TargetFps);
|
||||
fovSlider.SetValue(s.Fov);
|
||||
}
|
||||
|
||||
private void OnTargetFpsChanged(float v)
|
||||
{
|
||||
int fps = Mathf.RoundToInt(v);
|
||||
if (targetFpsLabel != null) targetFpsLabel.text = $"{fps} FPS";
|
||||
if (!wiring) SettingsManager.Instance.SetTargetFps(fps);
|
||||
}
|
||||
|
||||
private void OnFovChanged(float v)
|
||||
{
|
||||
if (fovLabel != null) fovLabel.text = $"{v:F0}°";
|
||||
if (!wiring) SettingsManager.Instance.SetFov(v);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,303 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Ashwild.Player;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Settings sub-panel that lists every rebindable binding from the shared InputConfig as rows and
|
||||
/// drives interactive rebinds. It is the orchestrator: the InputManager performs the rebind on the
|
||||
/// asset, the SettingsManager persists it, and this panel refreshes the rows. It also owns the
|
||||
/// modal rebind prompt (a "press a key" overlay that becomes a "X already uses this key →
|
||||
/// Replace / Cancel" conflict prompt) — the prompt objects live under the SettingsPanel so they
|
||||
/// render in front of everything. Rows show layout-aware glyphs, so AZERTY reads correctly.
|
||||
/// </summary>
|
||||
public class KeybindingsSettingsSubPanel : SettingsSubPanel
|
||||
{
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("Row List")]
|
||||
[SerializeField] private Transform rowContainer;
|
||||
[SerializeField] private GameObject rowPrefab;
|
||||
[SerializeField] private Button resetAllButton;
|
||||
|
||||
[Header("Rebind Prompt")]
|
||||
[Tooltip("Standalone prompt overlay — its own object under the SettingsPanel, not a child here.")]
|
||||
[SerializeField] private RebindPromptUI prompt;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private readonly List<KeybindRowUI> rows = new List<KeybindRowUI>();
|
||||
private bool built;
|
||||
|
||||
/// <summary>
|
||||
/// The shared input config, pulled from the SettingsManager (assigned there, not here).
|
||||
/// </summary>
|
||||
private InputConfig config;
|
||||
|
||||
/// <summary>
|
||||
/// The conflict awaiting the player's Replace/Cancel choice, kept so the buttons can resolve it.
|
||||
/// </summary>
|
||||
private InputManager.RebindOutcome pendingOutcome;
|
||||
private bool hasPendingConflict;
|
||||
private KeybindRowUI activeRow;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Wires the reset-all button and the prompt's Replace/Cancel buttons.
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
if (resetAllButton != null) resetAllButton.onClick.AddListener(ResetAll);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Aborts any rebind/conflict in flight when the panel is hidden (category switch / closed).
|
||||
/// </summary>
|
||||
private void OnDisable()
|
||||
{
|
||||
if (InputManager.Instance != null) InputManager.Instance.CancelOngoingRebind();
|
||||
if (hasPendingConflict) OnConflictCancel();
|
||||
HidePrompt();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Builds the rows once, then repaints every current key (so reopening shows live bindings).
|
||||
/// </summary>
|
||||
public override void Refresh()
|
||||
{
|
||||
config = SettingsManager.Instance != null ? SettingsManager.Instance.InputConfig : null;
|
||||
if (config == null)
|
||||
{
|
||||
Debug.LogError("[KeybindingsSettingsSubPanel] No InputConfig available from SettingsManager.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
HidePrompt();
|
||||
if (!built) BuildRows();
|
||||
RefreshAll();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Row Building
|
||||
|
||||
/// <summary>
|
||||
/// Instantiates one row per config binding and binds its callbacks.
|
||||
/// </summary>
|
||||
private void BuildRows()
|
||||
{
|
||||
if (rowPrefab == null || rowContainer == null)
|
||||
{
|
||||
Debug.LogError($"[KeybindingsSettingsSubPanel] Row prefab/container missing on '{name}'.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (RebindableEntry entry in config.Bindings)
|
||||
{
|
||||
GameObject go = Instantiate(rowPrefab, rowContainer);
|
||||
KeybindRowUI row = go.GetComponent<KeybindRowUI>();
|
||||
if (row == null)
|
||||
{
|
||||
Debug.LogError("[KeybindingsSettingsSubPanel] Row prefab has no KeybindRowUI.", this);
|
||||
Destroy(go);
|
||||
continue;
|
||||
}
|
||||
row.Initialize(entry, OnRowRebind, OnRowReset);
|
||||
rows.Add(row);
|
||||
}
|
||||
|
||||
built = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Row Callbacks
|
||||
|
||||
/// <summary>
|
||||
/// Opens the prompt and starts capturing a new key for the clicked row.
|
||||
/// </summary>
|
||||
private void OnRowRebind(KeybindRowUI row)
|
||||
{
|
||||
if (InputManager.Instance == null) return;
|
||||
|
||||
activeRow = row;
|
||||
ShowListening();
|
||||
InputManager.Instance.StartInteractiveRebind(row.ActionName, row.BindingIndex, OnRebindOutcome);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles the capture result: persist + refresh on success, raise the conflict prompt on a
|
||||
/// clash, or just close on cancel.
|
||||
/// </summary>
|
||||
private void OnRebindOutcome(InputManager.RebindOutcome outcome)
|
||||
{
|
||||
switch (outcome.Result)
|
||||
{
|
||||
case InputManager.RebindResult.Completed:
|
||||
HidePrompt();
|
||||
Persist();
|
||||
RefreshAll();
|
||||
break;
|
||||
case InputManager.RebindResult.Conflict:
|
||||
pendingOutcome = outcome;
|
||||
hasPendingConflict = true;
|
||||
ShowConflict(LabelFor(outcome.ConflictActionName));
|
||||
break;
|
||||
default:
|
||||
HidePrompt();
|
||||
if (activeRow != null) RefreshRow(activeRow);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolves a conflict by swapping the two keys (the other action takes this one's old key).
|
||||
/// </summary>
|
||||
private void OnConflictReplace()
|
||||
{
|
||||
if (!hasPendingConflict) return;
|
||||
|
||||
if (InputManager.Instance != null) InputManager.Instance.ApplySwap(pendingOutcome);
|
||||
ClearConflict();
|
||||
HidePrompt();
|
||||
Persist();
|
||||
RefreshAll();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolves a conflict by undoing the new binding (the other action keeps its key).
|
||||
/// </summary>
|
||||
private void OnConflictCancel()
|
||||
{
|
||||
if (!hasPendingConflict) return;
|
||||
|
||||
if (InputManager.Instance != null) InputManager.Instance.RevertRebind(pendingOutcome);
|
||||
ClearConflict();
|
||||
HidePrompt();
|
||||
RefreshAll();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the clicked row's binding to default and persists.
|
||||
/// </summary>
|
||||
private void OnRowReset(KeybindRowUI row)
|
||||
{
|
||||
if (InputManager.Instance == null) return;
|
||||
|
||||
InputManager.Instance.ResetBinding(row.ActionName, row.BindingIndex);
|
||||
Persist();
|
||||
RefreshRow(row);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets every binding to default and persists.
|
||||
/// </summary>
|
||||
private void ResetAll()
|
||||
{
|
||||
if (InputManager.Instance == null) return;
|
||||
|
||||
InputManager.Instance.ResetAllBindings();
|
||||
Persist();
|
||||
RefreshAll();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Prompt
|
||||
|
||||
/// <summary>
|
||||
/// Shows the prompt in "press a key" mode.
|
||||
/// </summary>
|
||||
private void ShowListening()
|
||||
{
|
||||
if (prompt != null) prompt.ShowListening();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Switches the open prompt to the conflict state for the named action, wiring its buttons.
|
||||
/// </summary>
|
||||
private void ShowConflict(string conflictLabel)
|
||||
{
|
||||
if (prompt != null) prompt.ShowConflict(conflictLabel, OnConflictReplace, OnConflictCancel);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hides the prompt entirely.
|
||||
/// </summary>
|
||||
private void HidePrompt()
|
||||
{
|
||||
if (prompt != null) prompt.Hide();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears the pending-conflict state.
|
||||
/// </summary>
|
||||
private void ClearConflict()
|
||||
{
|
||||
hasPendingConflict = false;
|
||||
pendingOutcome = default;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Refresh
|
||||
|
||||
/// <summary>
|
||||
/// Persists the current bindings through the SettingsManager.
|
||||
/// </summary>
|
||||
private void Persist()
|
||||
{
|
||||
if (SettingsManager.Instance != null) SettingsManager.Instance.SaveKeybinds();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Repaints the current key on every row.
|
||||
/// </summary>
|
||||
private void RefreshAll()
|
||||
{
|
||||
foreach (KeybindRowUI row in rows) RefreshRow(row);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Repaints one row's current key, choosing a glyph from the config when available.
|
||||
/// </summary>
|
||||
private void RefreshRow(KeybindRowUI row)
|
||||
{
|
||||
if (InputManager.Instance == null) return;
|
||||
|
||||
string display = InputManager.Instance.GetBindingDisplayString(row.ActionName, row.BindingIndex);
|
||||
Sprite icon = config != null ? config.GetIcon(display) : null;
|
||||
if (icon == null && config != null)
|
||||
{
|
||||
string controlPath = InputManager.Instance.GetBindingControlPath(row.ActionName, row.BindingIndex);
|
||||
icon = config.GetIcon(controlPath);
|
||||
}
|
||||
row.RefreshDisplay(display, icon);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The display label authored for an action (first matching binding), or the raw name.
|
||||
/// </summary>
|
||||
private string LabelFor(string actionName)
|
||||
{
|
||||
if (config != null)
|
||||
foreach (RebindableEntry entry in config.Bindings)
|
||||
if (entry.ActionName == actionName)
|
||||
return entry.DisplayLabel;
|
||||
return actionName;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56f3db8af01bac245822790db109b980
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb5a12d19cf4ddc4590197dd5792992a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,87 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Ashwild.Player;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// One rebindable-key row: an action label, the current key (shown as a glyph when an icon is
|
||||
/// available, otherwise as text), a Rebind button and a Reset button. Pure UI — it holds the
|
||||
/// config entry's action name + binding index and raises callbacks; it knows nothing about the
|
||||
/// Input System. Mirrors SlotUI/RecipeButtonUI: the panel calls Initialize once, then RefreshDisplay.
|
||||
/// </summary>
|
||||
public class KeybindRowUI : MonoBehaviour
|
||||
{
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] private TMP_Text labelText;
|
||||
[SerializeField] private TMP_Text keyText;
|
||||
[SerializeField] private Image keyIcon;
|
||||
[SerializeField] private Button rebindButton;
|
||||
[SerializeField] private Button resetButton;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private string actionName;
|
||||
private int bindingIndex;
|
||||
private Action<KeybindRowUI> onRebind;
|
||||
private Action<KeybindRowUI> onReset;
|
||||
|
||||
public string ActionName => actionName;
|
||||
public int BindingIndex => bindingIndex;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Binds this row to its config entry and the panel callbacks. Call once after Instantiate.
|
||||
/// </summary>
|
||||
public void Initialize(RebindableEntry entry, Action<KeybindRowUI> onRebind, Action<KeybindRowUI> onReset)
|
||||
{
|
||||
actionName = entry.ActionName;
|
||||
bindingIndex = entry.BindingIndex;
|
||||
this.onRebind = onRebind;
|
||||
this.onReset = onReset;
|
||||
|
||||
if (labelText != null) labelText.text = entry.DisplayLabel;
|
||||
|
||||
if (rebindButton != null)
|
||||
{
|
||||
rebindButton.onClick.RemoveAllListeners();
|
||||
rebindButton.onClick.AddListener(() => this.onRebind?.Invoke(this));
|
||||
}
|
||||
if (resetButton != null)
|
||||
{
|
||||
resetButton.onClick.RemoveAllListeners();
|
||||
resetButton.onClick.AddListener(() => this.onReset?.Invoke(this));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows the current key as a glyph when an icon is supplied, otherwise as text.
|
||||
/// </summary>
|
||||
public void RefreshDisplay(string keyDisplay, Sprite icon)
|
||||
{
|
||||
bool hasIcon = icon != null;
|
||||
|
||||
if (keyIcon != null)
|
||||
{
|
||||
keyIcon.enabled = hasIcon;
|
||||
if (hasIcon) keyIcon.sprite = icon;
|
||||
}
|
||||
if (keyText != null)
|
||||
{
|
||||
keyText.gameObject.SetActive(!hasIcon);
|
||||
keyText.text = keyDisplay;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1cf0849fb8494a24ca8a7342bdbfcf84
|
||||
@@ -0,0 +1,90 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Standalone modal overlay for rebinding, living as its own object under the SettingsPanel (a
|
||||
/// sibling of the category sub-panels) so it renders in front of everything. One message label
|
||||
/// plus two buttons: while capturing it reads "press a key" with the buttons hidden; on a clash
|
||||
/// it shows "X already uses this key" with Replace / Cancel. Pure UI driven by the keybindings
|
||||
/// sub-panel, which holds a reference and calls these methods. Buttons are wired per-conflict.
|
||||
/// </summary>
|
||||
public class RebindPromptUI : MonoBehaviour
|
||||
{
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("Root")]
|
||||
[Tooltip("The overlay object toggled on/off. Leave empty to use this GameObject.")]
|
||||
[SerializeField] private GameObject root;
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] private TMP_Text messageText;
|
||||
[SerializeField] private Button replaceButton;
|
||||
[SerializeField] private Button cancelButton;
|
||||
|
||||
[Header("Text")]
|
||||
[SerializeField] private string listeningText = "Appuyez sur une touche…";
|
||||
[Tooltip("{0} = the action that already uses the key.")]
|
||||
[SerializeField] private string conflictFormat = "« {0} » utilise déjà cette touche.";
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Shows the overlay in "press a key" mode (buttons hidden).
|
||||
/// </summary>
|
||||
public void ShowListening()
|
||||
{
|
||||
Target.SetActive(true);
|
||||
if (messageText != null) messageText.text = listeningText;
|
||||
SetButtonsActive(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Switches the open overlay to the conflict prompt, showing and wiring the two buttons.
|
||||
/// </summary>
|
||||
public void ShowConflict(string conflictLabel, Action onReplace, Action onCancel)
|
||||
{
|
||||
Target.SetActive(true);
|
||||
if (messageText != null) messageText.text = string.Format(conflictFormat, conflictLabel);
|
||||
SetButtonsActive(true);
|
||||
|
||||
if (replaceButton != null)
|
||||
{
|
||||
replaceButton.onClick.RemoveAllListeners();
|
||||
replaceButton.onClick.AddListener(() => onReplace?.Invoke());
|
||||
}
|
||||
if (cancelButton != null)
|
||||
{
|
||||
cancelButton.onClick.RemoveAllListeners();
|
||||
cancelButton.onClick.AddListener(() => onCancel?.Invoke());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hides the overlay.
|
||||
/// </summary>
|
||||
public void Hide() => Target.SetActive(false);
|
||||
|
||||
#endregion
|
||||
|
||||
#region Internal Helpers
|
||||
|
||||
/// <summary>
|
||||
/// Shows/hides the Replace and Cancel buttons (only relevant in the conflict state).
|
||||
/// </summary>
|
||||
private void SetButtonsActive(bool active)
|
||||
{
|
||||
if (replaceButton != null) replaceButton.gameObject.SetActive(active);
|
||||
if (cancelButton != null) cancelButton.gameObject.SetActive(active);
|
||||
}
|
||||
|
||||
private GameObject Target => root != null ? root : gameObject;
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce5206c9bb735e247ae12cd858bd0d7b
|
||||
@@ -0,0 +1,79 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// A reusable dropdown. Pure UI: it knows nothing about which setting it drives. The panel
|
||||
/// calls <see cref="Init"/> once to register the selection action, supplies the option list via
|
||||
/// <see cref="SetOptions"/> (resolutions, monitors… are all built by the panel) and selects the
|
||||
/// current entry through <see cref="SetValue"/>.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class SettingDropdownWidget : MonoBehaviour
|
||||
{
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] private TMP_Dropdown dropdown;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private Action<int> onChanged;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Registers the action to run when the user picks an option. Call once.
|
||||
/// </summary>
|
||||
public void Init(Action<int> onChanged)
|
||||
{
|
||||
if (dropdown == null)
|
||||
{
|
||||
Debug.LogError($"[SettingDropdownWidget] '{name}' has no Dropdown assigned.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
this.onChanged = onChanged;
|
||||
dropdown.onValueChanged.RemoveListener(HandleChanged);
|
||||
dropdown.onValueChanged.AddListener(HandleChanged);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replaces the dropdown's options. Call before <see cref="SetValue"/> on refresh.
|
||||
/// </summary>
|
||||
public void SetOptions(IEnumerable<string> options)
|
||||
{
|
||||
if (dropdown == null) return;
|
||||
dropdown.ClearOptions();
|
||||
dropdown.AddOptions(new List<string>(options));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Selects the given index (clamped to the current options) without invoking the action.
|
||||
/// </summary>
|
||||
public void SetValue(int index)
|
||||
{
|
||||
if (dropdown == null) return;
|
||||
dropdown.SetValueWithoutNotify(Mathf.Clamp(index, 0, dropdown.options.Count - 1));
|
||||
dropdown.RefreshShownValue();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
/// <summary>
|
||||
/// Runs the apply action with the chosen index.
|
||||
/// </summary>
|
||||
private void HandleChanged(int index) => onChanged?.Invoke(index);
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bfc37cc18ac6d884a9382a7ffc312d40
|
||||
@@ -0,0 +1,95 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// A reusable slider + value label. It is pure UI: it knows nothing about which setting it
|
||||
/// drives. The hosting panel calls <see cref="Init"/> once to hand it its range, label format
|
||||
/// and the action to run when the user moves it; afterwards the panel pushes the current value
|
||||
/// through <see cref="SetValue"/>. The range is applied to the slider in <see cref="Init"/>, so
|
||||
/// a control can never be stuck at the slider's default 0–1 range.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class SettingSliderWidget : MonoBehaviour
|
||||
{
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] private Slider slider;
|
||||
[SerializeField] private TMP_Text valueLabel;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private Action<float> onChanged;
|
||||
private float labelScale = 1f;
|
||||
private string labelFormat = "{0:F0}";
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Configures the slider with its range and label format, and registers the action to run
|
||||
/// when the user drags it. Call once (the apply action is not invoked by <see cref="SetValue"/>).
|
||||
/// </summary>
|
||||
public void Init(float min, float max, float labelScale, string labelFormat, Action<float> onChanged)
|
||||
{
|
||||
if (slider == null)
|
||||
{
|
||||
Debug.LogError($"[SettingSliderWidget] '{name}' has no Slider assigned.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
this.labelScale = labelScale;
|
||||
this.labelFormat = labelFormat;
|
||||
this.onChanged = onChanged;
|
||||
|
||||
slider.minValue = min;
|
||||
slider.maxValue = max;
|
||||
slider.onValueChanged.RemoveListener(HandleSliderChanged);
|
||||
slider.onValueChanged.AddListener(HandleSliderChanged);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Displays the given value without invoking the apply action.
|
||||
/// </summary>
|
||||
public void SetValue(float value)
|
||||
{
|
||||
if (slider == null) return;
|
||||
slider.SetValueWithoutNotify(value);
|
||||
UpdateLabel(value);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
/// <summary>
|
||||
/// Updates the label and runs the apply action with the user-driven value.
|
||||
/// </summary>
|
||||
private void HandleSliderChanged(float value)
|
||||
{
|
||||
UpdateLabel(value);
|
||||
onChanged?.Invoke(value);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Internal Helpers
|
||||
|
||||
/// <summary>
|
||||
/// Formats and shows the scaled value, when a label is wired.
|
||||
/// </summary>
|
||||
private void UpdateLabel(float value)
|
||||
{
|
||||
if (valueLabel != null) valueLabel.text = string.Format(labelFormat, value * labelScale);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: edafafa6f8d058845ba74c0ad09e2981
|
||||
@@ -0,0 +1,136 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// A "◄ value ►" control that cycles a list of preset values. Pure UI: it knows nothing about
|
||||
/// which setting it drives. The hosting panel calls <see cref="Init"/> once with the presets
|
||||
/// (each a value plus its display label) and the action to run when the user steps; afterwards
|
||||
/// the panel pushes the current value through <see cref="SetValue"/>. Because each preset
|
||||
/// carries its own label, a value like -1 can read as "Unlimited" rather than a number.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class SettingStepperWidget : MonoBehaviour
|
||||
{
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] private Button previousButton;
|
||||
[SerializeField] private Button nextButton;
|
||||
[SerializeField] private TMP_Text valueLabel;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private IReadOnlyList<(int value, string label)> presets;
|
||||
private Action<int> onChanged;
|
||||
private bool wrap;
|
||||
private int currentIndex;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Configures the stepper with its presets and wrap behaviour, and registers the action to
|
||||
/// run when the user steps. Call once (the action is not invoked by <see cref="SetValue"/>).
|
||||
/// </summary>
|
||||
public void Init(IReadOnlyList<(int value, string label)> presets, bool wrap, Action<int> onChanged)
|
||||
{
|
||||
if (presets == null || presets.Count == 0)
|
||||
{
|
||||
Debug.LogError($"[SettingStepperWidget] '{name}' was initialized with no presets.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
this.presets = presets;
|
||||
this.wrap = wrap;
|
||||
this.onChanged = onChanged;
|
||||
|
||||
if (previousButton != null)
|
||||
{
|
||||
previousButton.onClick.RemoveListener(StepDown);
|
||||
previousButton.onClick.AddListener(StepDown);
|
||||
}
|
||||
if (nextButton != null)
|
||||
{
|
||||
nextButton.onClick.RemoveListener(StepUp);
|
||||
nextButton.onClick.AddListener(StepUp);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Selects the preset matching the given value (falling back to the first) and shows its
|
||||
/// label, without invoking the apply action.
|
||||
/// </summary>
|
||||
public void SetValue(int value)
|
||||
{
|
||||
if (presets == null) return;
|
||||
currentIndex = IndexOfValue(value);
|
||||
UpdateLabel();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
private void StepDown() => Step(-1);
|
||||
private void StepUp() => Step(+1);
|
||||
|
||||
#endregion
|
||||
|
||||
#region Internal Helpers
|
||||
|
||||
/// <summary>
|
||||
/// Moves the selection by one step (clamped or wrapped), shows it and runs the apply action.
|
||||
/// </summary>
|
||||
private void Step(int direction)
|
||||
{
|
||||
if (presets == null || presets.Count == 0) return;
|
||||
|
||||
int count = presets.Count;
|
||||
int next = currentIndex + direction;
|
||||
if (wrap)
|
||||
next = (next % count + count) % count;
|
||||
else
|
||||
next = Mathf.Clamp(next, 0, count - 1);
|
||||
|
||||
if (next == currentIndex) return;
|
||||
|
||||
currentIndex = next;
|
||||
UpdateLabel();
|
||||
onChanged?.Invoke(presets[currentIndex].value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the preset index whose value equals the given one, or 0 when none matches.
|
||||
/// </summary>
|
||||
private int IndexOfValue(int value)
|
||||
{
|
||||
for (int i = 0; i < presets.Count; i++)
|
||||
if (presets[i].value == value) return i;
|
||||
return 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows the current preset's label and disables arrows that would do nothing.
|
||||
/// </summary>
|
||||
private void UpdateLabel()
|
||||
{
|
||||
if (valueLabel != null) valueLabel.text = presets[currentIndex].label;
|
||||
|
||||
if (!wrap)
|
||||
{
|
||||
if (previousButton != null) previousButton.interactable = currentIndex > 0;
|
||||
if (nextButton != null) nextButton.interactable = currentIndex < presets.Count - 1;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ed871655db50611488015c55020523db
|
||||
@@ -0,0 +1,65 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// A reusable toggle. Pure UI: it knows nothing about which bool setting it drives. The panel
|
||||
/// calls <see cref="Init"/> once to register the action to run when the user flips it, then
|
||||
/// reflects state through <see cref="SetValue"/>.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class SettingToggleWidget : MonoBehaviour
|
||||
{
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] private Toggle toggle;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private Action<bool> onChanged;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Registers the action to run when the user flips the toggle. Call once.
|
||||
/// </summary>
|
||||
public void Init(Action<bool> onChanged)
|
||||
{
|
||||
if (toggle == null)
|
||||
{
|
||||
Debug.LogError($"[SettingToggleWidget] '{name}' has no Toggle assigned.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
this.onChanged = onChanged;
|
||||
toggle.onValueChanged.RemoveListener(HandleToggleChanged);
|
||||
toggle.onValueChanged.AddListener(HandleToggleChanged);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Displays the given state without invoking the apply action.
|
||||
/// </summary>
|
||||
public void SetValue(bool value)
|
||||
{
|
||||
if (toggle != null) toggle.SetIsOnWithoutNotify(value);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
/// <summary>
|
||||
/// Runs the apply action with the user-driven state.
|
||||
/// </summary>
|
||||
private void HandleToggleChanged(bool value) => onChanged?.Invoke(value);
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 856178189b5f23e438619599ec0d1a6c
|
||||
Reference in New Issue
Block a user