Menuing and stuff also sound or smtg but not joever

This commit is contained in:
Kirabsol 2025-01-14 13:11:45 +01:00
parent 33467f6cc4
commit b3a87fb2a6
14 changed files with 6294 additions and 26 deletions

34
Assets/Scripts/Buttons.cs Normal file
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using UnityEngine;
using UnityEngine.SceneManagement;
public class Buttons : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void PlayGame()
{
SceneManager.LoadSceneAsync("Start Scene");
}
public void LaunchSettings()
{
this.gameObject.SetActive(false);
GameObject.Find("Options").SetActive(true);
}
public void QuitGame()
{
Application.Quit();
}
}

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fileFormatVersion: 2
guid: 2631588099c5db345935a689937fbf54

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using NUnit.Framework;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class OptionSettings : MonoBehaviour
{
Resolution[] res;
public TMP_Dropdown resDropdown;
void Start()
{
res = Screen.resolutions;
resDropdown.ClearOptions();
List<string> resOp = new List<string>();
int currentRes=0;
for (int i = 0; i < res.Length; i++)
{
string op = res[i].width + " x " + res[i].height;
resOp.Add(op);
if (res[i].width == Screen.currentResolution.width && res[i].height==Screen.currentResolution.height)
{
currentRes = i;
}
}
resDropdown.AddOptions(resOp);
resDropdown.value = currentRes;
resDropdown.RefreshShownValue();
}
public void CloseMenu()
{
this.gameObject.SetActive(false);
GameObject.Find("Main").SetActive(true);
}
public void ChangeQuality(int qindex)
{
QualitySettings.SetQualityLevel(qindex);
}
public void ChangeResolution(int resIndex)
{
Resolution res = Screen.resolutions[resIndex];
Screen.SetResolution(res.width, res.height, Screen.fullScreen);
}
}

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using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.UI;
public class SoundSettings : MonoBehaviour
{
[HideInInspector] public AudioSource source;
public AudioClip clip;
public string clipname;
public bool isLoop;
public bool playOnAwake;
[SerializeField] Slider slider;
[SerializeField] AudioMixer audioMixer;
public void SetVolume(float value)
{
if (value < 1)
{
value = 0.01f;
}
RefreshSlider(value);
PlayerPrefs.SetFloat("Saved Maseter Volume", value);
audioMixer.SetFloat("Master Volume", Mathf.Log10(value / 100) * 20f);
}
public void SetVolumeFromSlider()
{
SetVolume(slider.value);
}
public void RefreshSlider(float value)
{
slider.value = value;
}
}

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