Battle Talent  V11
Public Types | Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | List of all members
CrossLink.SettingMgr Class Reference

Public Types

enum class  UIVisualLevel { Full , NoState , None }
 
enum class  TipsLevel { Full , Simple }
 
enum class  PhysicsSolverLevel { Medium , High }
 
enum class  MoveType { SwingArm , EasySwing , NoSwing }
 
enum class  RotateType {
  Snap , Smooth , SmoothFast , Disabled ,
  SmoothToSnap
}
 
enum class  CheatState { NoCheatAtAll , CheatEnabled , Cheating }
 
enum class  ControlType {
  Oculus = 0 , Vive = 1 , Knuckle = 2 , WMR = 3 ,
  Pico = 4 , PSVR2 = 5
}
 
enum class  DifficultyMode {
  Default = Challenge , Challenge = 0 , Normal = 1 , Easy = 2 ,
  Hard = 3 , Hell = 4
}
 

Public Member Functions

void InitSetting ()
 
void LoadSettings ()
 
void SaveCheating ()
 
int GetCheatingUnlockProgress ()
 
void SaveCheatingUnlockProgress (int progress)
 
void SaveSettings ()
 
void InitSettingsAfterSceneLoaded ()
 
void ApplySettings ()
 
void UpdatePCFOV ()
 
bool FullHud ()
 
bool NoHudState ()
 
bool NoneHud ()
 
bool SimpleTips ()
 
void SetDefaultType (ControlType ct, int idx)
 
VRTKInputDevice.ControllerType ConvertToControllerType (ControlType ct)
 
VRTKInputDevice.ControllerType GetVRTKControllerType (int idx)
 
void SaveReplacementCharacterData ()
 
void LoadReplacementCharaterData ()
 
void ApplyModToCharacter (bool isApply, string name, string character)
 
string GetReplacementCharacter (string name)
 
void RemoveAllReplacementCharacter (string name)
 
void ClearAllReplacementCharacter ()
 
void SaveModDependencies ()
 

Static Public Member Functions

static CheatState GetCheatedState ()
 
static void ResetCheatedRecord ()
 
static void OnCheating ()
 
static bool GetCheatedRecord ()
 
static float VolToAMBDB (float vol)
 
static float VolToDB (float vol)
 
static float VolToBGMDB (float vol)
 

Public Attributes

float resolution = 1
 
int winResolutionIdx = 0
 
bool postprocess
 
bool renderShadows
 
int PCFOV = 85
 
MoveType moveType = MoveType.EasySwing
 
int moveHand = RagdollBoneInfo.RIGHT_HAND
 
RotateType rotateType
 
bool handPoseShift
 
UIVisualLevel uiVisualLevel
 
float soundVol = 0.5f
 
float bgmVol = 0.5f
 
float ambVol = 0.5f
 
float musicVol = 0.5f
 
bool isSpawnEnhanced = false
 
bool isSpawnAlly = false
 
bool isSpawnIdle = false
 
bool isSpawnMaxHp = false
 
bool isSpawnNoAI = false
 
bool isSpawnModRole = false
 
SystemLanguage language = SystemLanguage.English
 
bool decal = true
 
bool realisticEffect = true
 
bool damageNumber = true
 
bool unlockCheating = false
 
bool unlockCheatingByJump = false
 
int unlockCheatingProgress
 
bool unlockExtraTaskMode = false
 
int keepCorpseNum = 1
 
float vibration = 1f
 
bool isModDependencies = false
 
TipsLevel tipsLevel
 
PhysicsSolverLevel physicsSolverLevel
 
ControlType[] defaultControlType = { ControlType.Vive, ControlType.Vive }
 
DifficultyMode difficulty = DifficultyMode.Default
 
GameMode gamemode = GameMode.Story
 

Static Public Attributes

static SettingMgr Instance = new SettingMgr()
 
const float CheatingJumpCount = 5
 
const float CheatingItemCount = 5
 
static Dictionary< DifficultyMode, float > DifficultyFactor
 
static Dictionary< DifficultyMode, float > DifficultyAtkDesire
 
static Dictionary< DifficultyMode, float > DifficultyExtraCD
 
static Dictionary< DifficultyMode, float > DifficultyConfrontInterval
 

Member Function Documentation

◆ InitSetting()

void CrossLink.SettingMgr.InitSetting ( )

UNITY_EDITOR // editor can toggle by press debug key

Member Data Documentation

◆ DifficultyAtkDesire

Dictionary<DifficultyMode, float> CrossLink.SettingMgr.DifficultyAtkDesire
static
Initial value:
= new Dictionary<DifficultyMode, float> {
{ DifficultyMode.Challenge, 1 },
{ DifficultyMode.Normal, 1 },
{ DifficultyMode.Easy, 1 },
{ DifficultyMode.Hard, 1.5f },
{ DifficultyMode.Hell, 2f },
}

◆ DifficultyConfrontInterval

Dictionary<DifficultyMode, float> CrossLink.SettingMgr.DifficultyConfrontInterval
static
Initial value:
= new Dictionary<DifficultyMode, float> {
{ DifficultyMode.Challenge, 6.5f },
{ DifficultyMode.Normal, 7 },
{ DifficultyMode.Easy, 8 },
{ DifficultyMode.Hard, 5 },
{ DifficultyMode.Hell, 3 },
}

◆ DifficultyExtraCD

Dictionary<DifficultyMode, float> CrossLink.SettingMgr.DifficultyExtraCD
static
Initial value:
= new Dictionary<DifficultyMode, float> {
{ DifficultyMode.Challenge, 1 },
{ DifficultyMode.Normal, 1 },
{ DifficultyMode.Easy, 1 },
{ DifficultyMode.Hard, 0.75f },
{ DifficultyMode.Hell, 0.5f },
}

◆ DifficultyFactor

Dictionary<DifficultyMode, float> CrossLink.SettingMgr.DifficultyFactor
static
Initial value:
= new Dictionary<DifficultyMode, float> {
{ DifficultyMode.Challenge, 1 },
{ DifficultyMode.Normal, 0.8f },
{ DifficultyMode.Easy, 0.6f },
{ DifficultyMode.Hard, 1.5f },
{ DifficultyMode.Hell, 2f },
}

◆ handPoseShift

bool CrossLink.SettingMgr.handPoseShift
Initial value:
=
true

◆ postprocess

bool CrossLink.SettingMgr.postprocess
Initial value:
=
false

◆ renderShadows

bool CrossLink.SettingMgr.renderShadows
Initial value:
=
false