Commit ffa1abd5 authored by 杨泽宇's avatar 杨泽宇

更新

parent 6438e39b
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...@@ -63,6 +63,16 @@ public class GameSystem : SingletonBase<GameSystem> ...@@ -63,6 +63,16 @@ public class GameSystem : SingletonBase<GameSystem>
} }
} }
/// <summary>
/// 游戏通关
/// </summary>
public void GameBeat()
{
isPauseGame = true;
}
// 开始倒计时 // 开始倒计时
public void StartGame() public void StartGame()
{ {
...@@ -112,6 +122,10 @@ public class GameSystem : SingletonBase<GameSystem> ...@@ -112,6 +122,10 @@ public class GameSystem : SingletonBase<GameSystem>
StartCoroutine(PauseGameCoroutine()); StartCoroutine(PauseGameCoroutine());
} }
/// <summary>
/// 暂停时间
/// </summary>
/// <param name="context"></param>
public void PauseGame(InputAction.CallbackContext context) public void PauseGame(InputAction.CallbackContext context)
{ {
if (isPauseGame) if (isPauseGame)
......
...@@ -9,10 +9,6 @@ using UnityEngine.XR.Interaction.Toolkit; ...@@ -9,10 +9,6 @@ using UnityEngine.XR.Interaction.Toolkit;
/// </summary> /// </summary>
public class OperationManager : MonoBehaviour public class OperationManager : MonoBehaviour
{ {
[SerializeField]
[Tooltip("惯用手是否是右手(默认右手为惯用手)")]
private bool IsRight=true;
[SerializeField] [SerializeField]
private XRControllerManager LeftHandManager; private XRControllerManager LeftHandManager;
...@@ -26,7 +22,28 @@ public class OperationManager : MonoBehaviour ...@@ -26,7 +22,28 @@ public class OperationManager : MonoBehaviour
private ActionBasedContinuousTurnProvider smoothTurnProvider; private ActionBasedContinuousTurnProvider smoothTurnProvider;
[Tooltip("惯用手")] [Tooltip("惯用手")]
private XRControllerManager Handedness; public XRControllerManager Handedness;
[Tooltip("是否使用平滑旋转")]
private bool IsSmoothTurnEnabled;
[Tooltip("是否使用平滑移动")]
private bool IsSmoothMotionEnabled;
[Tooltip("惯用手是否是右手(默认右手为惯用手)")]
private bool IsRight ;
/// <summary>
/// 设置手柄控制
/// </summary>
public void SetHandleControl()
{
IsRight = SettingsManager.SettingsHand();
IsSmoothTurnEnabled = SettingsManager.SettingTurn();
IsSmoothMotionEnabled = SettingsManager.SettingMove();
SetHandedness(IsRight);
SetTurnStyle(IsSmoothTurnEnabled);
SetMoveScheme(IsSmoothMotionEnabled);
}
/// <summary> /// <summary>
/// 设置惯用手 /// 设置惯用手
...@@ -35,16 +52,29 @@ public class OperationManager : MonoBehaviour ...@@ -35,16 +52,29 @@ public class OperationManager : MonoBehaviour
{ {
Handedness = RightHand ? RightHandManager : LeftHandManager; Handedness = RightHand ? RightHandManager : LeftHandManager;
Handedness.SetHandedness(); Handedness.SetHandedness();
IsRight = RightHand;
SettingsManager.SaveHand(IsRight);
} }
/// <summary>
/// 设置旋转方式
/// </summary>
/// <param name="SmoothTurnEnabled"></param>
public void SetTurnStyle(bool SmoothTurnEnabled) public void SetTurnStyle(bool SmoothTurnEnabled)
{ {
Handedness.smoothTurnEnabled = SmoothTurnEnabled; Handedness.smoothTurnEnabled = SmoothTurnEnabled;
IsSmoothTurnEnabled = SmoothTurnEnabled;
SettingsManager.SaveTurn(IsSmoothTurnEnabled);
} }
/// <summary>
/// 设置移动方式
/// </summary>
/// <param name="SmoothMotionEnabled"></param>
public void SetMoveScheme(bool SmoothMotionEnabled) public void SetMoveScheme(bool SmoothMotionEnabled)
{ {
Handedness.smoothMotionEnabled = SmoothMotionEnabled; Handedness.smoothMotionEnabled = SmoothMotionEnabled;
IsSmoothTurnEnabled = SmoothMotionEnabled;
SettingsManager.SaveMove(IsSmoothTurnEnabled);
} }
} }
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 把上一个场景的人物设置设置到下一个场景
/// </summary>
public class SettingsManager : MonoBehaviour
{
// 保存和加载设置的键
private const string IsRightHandedKey = "IsRightHanded";
private const string IsSmoothTurnEnabledKey = "IsSmoothTurnEnabled";
private const string IsSmoothMotionEnabledKey = "IsSmoothMotionEnabled";
public static bool SettingsHand()
{
return IsTure(IsRightHandedKey);
}
public static bool SettingTurn()
{
return IsTure(IsSmoothTurnEnabledKey);
}
public static bool SettingMove()
{
return IsTure(IsSmoothMotionEnabledKey);
}
// 保存设置到 PlayerPrefs
public static void SaveSettings(bool isRightHanded, bool isSmoothTurnEnabled, bool isSmoothMotionEnabled)
{
PlayerPrefs.SetInt(IsRightHandedKey, isRightHanded ? 1 : 0);
PlayerPrefs.SetInt(IsSmoothTurnEnabledKey, isSmoothTurnEnabled ? 1 : 0);
PlayerPrefs.SetInt(IsSmoothMotionEnabledKey, isSmoothMotionEnabled ? 1 : 0);
PlayerPrefs.Save();
}
public static void SaveHand(bool isRightHanded)
{
PlayerPrefs.SetInt(IsRightHandedKey, isRightHanded ? 1 : 0);
PlayerPrefs.Save();
}
public static void SaveTurn(bool isSmoothTurnEnabled)
{
PlayerPrefs.SetInt(IsSmoothTurnEnabledKey, isSmoothTurnEnabled ? 1 : 0);
PlayerPrefs.Save();
}
public static void SaveMove(bool isSmoothMotionEnabled)
{
PlayerPrefs.SetInt(IsSmoothMotionEnabledKey, isSmoothMotionEnabled ? 1 : 0);
PlayerPrefs.Save();
}
private static bool IsTure(string isTureName )
{
return PlayerPrefs.GetInt(isTureName, 1) == 1;
}
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