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- using System;
- using UnityEngine;
- public class GameSettingDebugGui : DebugGuiBase
- {
- protected override string UIDebugButtonName
- {
- get
- {
- return "游戏设置";
- }
- }
- protected override void GUIStart()
- {
- this._guiArea = new Rect((float)(Screen.width / 2 - 320), 20f, 640f, 500f);
- }
- public override void OnDebugGUI()
- {
- GUILayout.BeginArea(this._guiArea);
- GUILayout.BeginHorizontal(new GUILayoutOption[]
- {
- GUILayout.Width(600f)
- });
- GUILayout.Label(string.Format("Current AI Status: {0}", (!R.SceneData.CanAIRun) ? "OFF" : "On"), new GUILayoutOption[0]);
- if (GUILayout.Button("Switch", new GUILayoutOption[]
- {
- GUILayout.Height(20f),
- GUILayout.Width(80f)
- }))
- {
- R.SceneData.CanAIRun = !R.SceneData.CanAIRun;
- }
- GUILayout.EndHorizontal();
- GUILayout.BeginHorizontal(new GUILayoutOption[]
- {
- GUILayout.Width(600f)
- });
- GUILayout.Label(string.Format("Blood Palace Mode: {0}", (!R.SceneData.BloodPalaceMode) ? "OFF" : "On"), new GUILayoutOption[0]);
- if (GUILayout.Button("Switch", new GUILayoutOption[]
- {
- GUILayout.Height(20f),
- GUILayout.Width(80f)
- }))
- {
- this.EnterBloodPalace();
- }
- GUILayout.EndHorizontal();
- GUILayout.BeginHorizontal(new GUILayoutOption[]
- {
- GUILayout.Width(600f)
- });
- string[] array = new string[]
- {
- "Easy",
- "Normal",
- "Hard",
- "Hell"
- };
- GUILayout.Label(string.Format("Difficulty: {0}", array[R.GameData.Difficulty]), new GUILayoutOption[0]);
- if (GUILayout.Button("Switch", new GUILayoutOption[]
- {
- GUILayout.Height(20f),
- GUILayout.Width(80f)
- }))
- {
- R.GameData.Difficulty = (R.GameData.Difficulty + 1) % 4;
- }
- GUILayout.EndHorizontal();
- GUILayout.BeginHorizontal(new GUILayoutOption[]
- {
- GUILayout.Width(600f)
- });
- GUILayout.Label(string.Format("Subtitle: {0}", (!R.Settings.SubtitleVisiable) ? "OFF" : "On"), new GUILayoutOption[0]);
- if (GUILayout.Button("Switch", new GUILayoutOption[]
- {
- GUILayout.Height(20f),
- GUILayout.Width(80f)
- }))
- {
- R.Settings.SubtitleVisiable = !R.Settings.SubtitleVisiable;
- R.Settings.Save();
- }
- GUILayout.EndHorizontal();
- GUILayout.BeginHorizontal(new GUILayoutOption[]
- {
- GUILayout.Width(600f)
- });
- if (GUILayout.Button("Open Enhancement", new GUILayoutOption[]
- {
- GUILayout.Height(20f)
- }))
- {
- R.Ui.Enhancement.OpenWithAnim();
- }
- if (GUILayout.Button("Open Level Select", new GUILayoutOption[]
- {
- GUILayout.Height(20f)
- }))
- {
- R.Ui.LevelSelect.OpenWithAnim(true, true);
- }
- if (GUILayout.Button("Reset Enhancement", new GUILayoutOption[]
- {
- GUILayout.Height(20f)
- }))
- {
- R.GameData.Enhancement.SetToDefault();
- }
- if (GUILayout.Button("Full Level", new GUILayoutOption[]
- {
- GUILayout.Height(20f)
- }))
- {
- R.GameData.Enhancement.SetAllTo(3);
- }
- if (GUILayout.Button(R.Settings.CheatMode ? "Cheat Off" : "Cheat On", new GUILayoutOption[]
- {
- GUILayout.Height(20f)
- }))
- {
- R.Settings.CheatMode = !R.Settings.CheatMode;
- R.Settings.Save();
- }
- if (GUILayout.Button("$+100", new GUILayoutOption[]
- {
- GUILayout.Height(20f)
- }))
- {
- R.Equipment.CoinNum += 100;
- }
- GUILayout.EndHorizontal();
- GUILayout.BeginHorizontal(new GUILayoutOption[]
- {
- GUILayout.Width(600f)
- });
- GUILayout.Label("Effects Volume: ", new GUILayoutOption[0]);
- R.Audio.EffectsVolume = GUILayout.HorizontalSlider(R.Audio.EffectsVolume, 0f, 100f, new GUILayoutOption[0]);
- GUILayout.EndHorizontal();
- GUILayout.BeginHorizontal(new GUILayoutOption[]
- {
- GUILayout.Width(600f)
- });
- GUILayout.Label("BGM Volume: ", new GUILayoutOption[0]);
- R.Audio.BGMVolume = GUILayout.HorizontalSlider(R.Audio.BGMVolume, 0f, 100f, new GUILayoutOption[0]);
- GUILayout.EndHorizontal();
- GUILayout.EndArea();
- }
- private void EnterBloodPalace()
- {
- if (R.SceneData.BloodPalaceMode)
- {
- SingletonMono<BattleAssessmentManager>.Instance.ExitBloodPalace();
- }
- else
- {
- SingletonMono<BattleAssessmentManager>.Instance.EnterBloodPalace();
- }
- }
- private Rect _guiArea;
- }
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