| | |
| | | const string QUALITY_LEVEL_KEY = "GameQualityLevel"; |
| | | const string SOUND_VOLUME_KEY = "MusicKey"; //音乐 |
| | | const string SOUND_EFFECT_KEY = "SoundEffectKey"; //音效 |
| | | const string MUTE_MUSIC_KEY = "MuteMusicKey"; //静音音乐 |
| | | const string MUTE_SOUND_EFFECT_KEY = "MuteSoundEffectKey"; //静音音效 |
| | | const string GAMEFRAME_KEY = "GameFrameSetting";//垂直同步率 |
| | | |
| | | public Dictionary<SystemSwitch, bool> systemSettings = new Dictionary<SystemSwitch, bool>(); |
| | |
| | | public void SetSoundEffect(float value) |
| | | { |
| | | LocalSave.SetFloat(SOUND_EFFECT_KEY, Mathf.Clamp01(value)); |
| | | EventBroadcast.Instance.Broadcast(EventName.SOUND_EFFECT_VOLUME_CHANGE, value); |
| | | } |
| | | |
| | | public float GetSoundEffect() |
| | |
| | | return LocalSave.GetFloat(SOUND_EFFECT_KEY, 0.6f); |
| | | } |
| | | |
| | | public void SetMuteMusic(bool _mute) |
| | | { |
| | | LocalSave.SetBool(MUTE_MUSIC_KEY, _mute); |
| | | SoundPlayer.Instance.musicAudioSource.mute = _mute; |
| | | } |
| | | |
| | | public bool GetMuteMusic() |
| | | { |
| | | return LocalSave.GetBool(MUTE_MUSIC_KEY, false); |
| | | } |
| | | |
| | | public void SetMuteSoundEffect(bool _mute) |
| | | { |
| | | LocalSave.SetBool(MUTE_SOUND_EFFECT_KEY, _mute); |
| | | SoundPlayer.Instance.MuteSoundEffect(_mute); |
| | | EventBroadcast.Instance.Broadcast(EventName.SOUND_EFFECT_MUTE_CHANGE, _mute); |
| | | } |
| | | |
| | | public bool GetMuteSoundEffect() |
| | | { |
| | | return LocalSave.GetBool(MUTE_SOUND_EFFECT_KEY, false); |
| | | } |
| | | |
| | | public void SetGameFps(GameFps _frame) |
| | | { |
| | | LocalSave.SetInt(GAMEFRAME_KEY, (int)_frame); |