GameSettingDebugGui.cs 4.1 KB

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  1. using System;
  2. using UnityEngine;
  3. public class GameSettingDebugGui : DebugGuiBase
  4. {
  5. protected override string UIDebugButtonName
  6. {
  7. get
  8. {
  9. return "游戏设置";
  10. }
  11. }
  12. protected override void GUIStart()
  13. {
  14. this._guiArea = new Rect((float)(Screen.width / 2 - 320), 20f, 640f, 500f);
  15. }
  16. public override void OnDebugGUI()
  17. {
  18. GUILayout.BeginArea(this._guiArea);
  19. GUILayout.BeginHorizontal(new GUILayoutOption[]
  20. {
  21. GUILayout.Width(600f)
  22. });
  23. GUILayout.Label(string.Format("Current AI Status: {0}", (!R.SceneData.CanAIRun) ? "OFF" : "On"), new GUILayoutOption[0]);
  24. if (GUILayout.Button("Switch", new GUILayoutOption[]
  25. {
  26. GUILayout.Height(20f),
  27. GUILayout.Width(80f)
  28. }))
  29. {
  30. R.SceneData.CanAIRun = !R.SceneData.CanAIRun;
  31. }
  32. GUILayout.EndHorizontal();
  33. GUILayout.BeginHorizontal(new GUILayoutOption[]
  34. {
  35. GUILayout.Width(600f)
  36. });
  37. GUILayout.Label(string.Format("Blood Palace Mode: {0}", (!R.SceneData.BloodPalaceMode) ? "OFF" : "On"), new GUILayoutOption[0]);
  38. if (GUILayout.Button("Switch", new GUILayoutOption[]
  39. {
  40. GUILayout.Height(20f),
  41. GUILayout.Width(80f)
  42. }))
  43. {
  44. this.EnterBloodPalace();
  45. }
  46. GUILayout.EndHorizontal();
  47. GUILayout.BeginHorizontal(new GUILayoutOption[]
  48. {
  49. GUILayout.Width(600f)
  50. });
  51. string[] array = new string[]
  52. {
  53. "Easy",
  54. "Normal",
  55. "Hard",
  56. "Hell"
  57. };
  58. GUILayout.Label(string.Format("Difficulty: {0}", array[R.GameData.Difficulty]), new GUILayoutOption[0]);
  59. if (GUILayout.Button("Switch", new GUILayoutOption[]
  60. {
  61. GUILayout.Height(20f),
  62. GUILayout.Width(80f)
  63. }))
  64. {
  65. R.GameData.Difficulty = (R.GameData.Difficulty + 1) % 4;
  66. }
  67. GUILayout.EndHorizontal();
  68. GUILayout.BeginHorizontal(new GUILayoutOption[]
  69. {
  70. GUILayout.Width(600f)
  71. });
  72. GUILayout.Label(string.Format("Subtitle: {0}", (!R.Settings.SubtitleVisiable) ? "OFF" : "On"), new GUILayoutOption[0]);
  73. if (GUILayout.Button("Switch", new GUILayoutOption[]
  74. {
  75. GUILayout.Height(20f),
  76. GUILayout.Width(80f)
  77. }))
  78. {
  79. R.Settings.SubtitleVisiable = !R.Settings.SubtitleVisiable;
  80. R.Settings.Save();
  81. }
  82. GUILayout.EndHorizontal();
  83. GUILayout.BeginHorizontal(new GUILayoutOption[]
  84. {
  85. GUILayout.Width(600f)
  86. });
  87. if (GUILayout.Button("Open Enhancement", new GUILayoutOption[]
  88. {
  89. GUILayout.Height(20f)
  90. }))
  91. {
  92. R.Ui.Enhancement.OpenWithAnim();
  93. }
  94. if (GUILayout.Button("Open Level Select", new GUILayoutOption[]
  95. {
  96. GUILayout.Height(20f)
  97. }))
  98. {
  99. R.Ui.LevelSelect.OpenWithAnim(true, true);
  100. }
  101. if (GUILayout.Button("Reset Enhancement", new GUILayoutOption[]
  102. {
  103. GUILayout.Height(20f)
  104. }))
  105. {
  106. R.GameData.Enhancement.SetToDefault();
  107. }
  108. if (GUILayout.Button("Full Level", new GUILayoutOption[]
  109. {
  110. GUILayout.Height(20f)
  111. }))
  112. {
  113. R.GameData.Enhancement.SetAllTo(3);
  114. }
  115. if (GUILayout.Button(R.Settings.CheatMode ? "Cheat Off" : "Cheat On", new GUILayoutOption[]
  116. {
  117. GUILayout.Height(20f)
  118. }))
  119. {
  120. R.Settings.CheatMode = !R.Settings.CheatMode;
  121. R.Settings.Save();
  122. }
  123. if (GUILayout.Button("$+100", new GUILayoutOption[]
  124. {
  125. GUILayout.Height(20f)
  126. }))
  127. {
  128. R.Equipment.CoinNum += 100;
  129. }
  130. GUILayout.EndHorizontal();
  131. GUILayout.BeginHorizontal(new GUILayoutOption[]
  132. {
  133. GUILayout.Width(600f)
  134. });
  135. GUILayout.Label("Effects Volume: ", new GUILayoutOption[0]);
  136. R.Audio.EffectsVolume = GUILayout.HorizontalSlider(R.Audio.EffectsVolume, 0f, 100f, new GUILayoutOption[0]);
  137. GUILayout.EndHorizontal();
  138. GUILayout.BeginHorizontal(new GUILayoutOption[]
  139. {
  140. GUILayout.Width(600f)
  141. });
  142. GUILayout.Label("BGM Volume: ", new GUILayoutOption[0]);
  143. R.Audio.BGMVolume = GUILayout.HorizontalSlider(R.Audio.BGMVolume, 0f, 100f, new GUILayoutOption[0]);
  144. GUILayout.EndHorizontal();
  145. GUILayout.EndArea();
  146. }
  147. private void EnterBloodPalace()
  148. {
  149. if (R.SceneData.BloodPalaceMode)
  150. {
  151. SingletonMono<BattleAssessmentManager>.Instance.ExitBloodPalace();
  152. }
  153. else
  154. {
  155. SingletonMono<BattleAssessmentManager>.Instance.EnterBloodPalace();
  156. }
  157. }
  158. private Rect _guiArea;
  159. }