| | |
| | |
|
| | | DebugEx.LogFormat("StageManager => Load Scene : {0} Finished.", _resources);
|
| | | WindowCenter.Instance.Close<LoadingWin>();
|
| | | SystemSetting.Instance.SetFPSLimit(SystemSetting.Instance.GetFPSLimit());
|
| | | SystemSetting.Instance.SetGameFps(SystemSetting.Instance.GetGameFps());
|
| | |
|
| | | }
|
| | |
|
| | |
| | | public void SetGameFps(GameFps _frame)
|
| | | {
|
| | | LocalSave.SetInt(GAMEFRAME_KEY, (int)_frame);
|
| | | SetFPSLimit((int)_frame);
|
| | | Application.targetFrameRate = Mathf.Clamp((int)_frame, 30, 60);
|
| | | if (gameFrameChangeEvent != null)
|
| | | {
|
| | | gameFrameChangeEvent();
|
| | |
| | | }
|
| | | }
|
| | |
|
| | | public void SetFPSLimit(int _fps)
|
| | | {
|
| | | Application.targetFrameRate = Mathf.Clamp(_fps, 30, 60);
|
| | | }
|
| | |
|
| | | public int GetFPSLimit()
|
| | | {
|
| | | return (int)GetGameFps();
|
| | | }
|
| | |
|
| | | public void LetFPSUnLimit()
|
| | | {
|