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using System;
using UnityEngine;
public class NumberOption : OptionBehaviour
{
public TextRenderer TitleText;
public TextRenderer ValueText;
public float Value = 1f;
private float oldValue = float.MaxValue;
public float Increment;
public FloatRange ValidRange = new FloatRange(0f, 2f);
public string FormatString = "{0:0.0}x";
public bool ZeroIsInfinity;
public void OnEnable()
{
this.TitleText.Text = DestroyableSingleton<TranslationController>.Instance.GetString(this.Title, Array.Empty<object>());
this.ValueText.Text = string.Format(this.FormatString, this.Value);
GameOptionsData gameOptions = PlayerControl.GameOptions;
StringNames title = this.Title;
switch (title)
{
case StringNames.GameNumImpostors:
this.Value = (float)gameOptions.NumImpostors;
return;
case StringNames.GameNumMeetings:
this.Value = (float)gameOptions.NumEmergencyMeetings;
return;
case StringNames.GameDiscussTime:
this.Value = (float)gameOptions.DiscussionTime;
return;
case StringNames.GameVotingTime:
this.Value = (float)gameOptions.VotingTime;
return;
case StringNames.GamePlayerSpeed:
this.Value = gameOptions.PlayerSpeedMod;
return;
case StringNames.GameCrewLight:
this.Value = gameOptions.CrewLightMod;
return;
case StringNames.GameImpostorLight:
this.Value = gameOptions.ImpostorLightMod;
return;
case StringNames.GameKillCooldown:
this.Value = gameOptions.KillCooldown;
return;
case StringNames.GameKillDistance:
break;
case StringNames.GameCommonTasks:
this.Value = (float)gameOptions.NumCommonTasks;
return;
case StringNames.GameLongTasks:
this.Value = (float)gameOptions.NumLongTasks;
return;
case StringNames.GameShortTasks:
this.Value = (float)gameOptions.NumShortTasks;
return;
default:
if (title == StringNames.GameEmergencyCooldown)
{
this.Value = (float)gameOptions.EmergencyCooldown;
return;
}
break;
}
Debug.Log("Ono, unrecognized setting: " + this.Title);
}
private void FixedUpdate()
{
if (this.oldValue != this.Value)
{
this.oldValue = this.Value;
if (this.ZeroIsInfinity && Mathf.Abs(this.Value) < 0.0001f)
{
this.ValueText.Text = string.Format(this.FormatString, "∞");
return;
}
this.ValueText.Text = string.Format(this.FormatString, this.Value);
}
}
public void Increase()
{
this.Value = this.ValidRange.Clamp(this.Value + this.Increment);
this.OnValueChanged(this);
}
public void Decrease()
{
this.Value = this.ValidRange.Clamp(this.Value - this.Increment);
this.OnValueChanged(this);
}
public override float GetFloat()
{
return this.Value;
}
public override int GetInt()
{
return (int)this.Value;
}
}
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