Frontend menu + settings + saves foundation

Netcode frontend pattern: UITK main menu / pause / settings (MenuUi + controllers), on-demand world lifecycle (WorldLauncher/SessionRunner), GameBootstrap menu branch; Graphics/Audio settings (SettingsService/GameVolume); single-slot save foundation (SaveData/SaveService, born-correct load at director spawn, autosave on Siege->Calm + quit); RuntimePanelSettings + theme; BuildTool menu; 10 EditMode tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-06 15:05:36 -07:00
parent f3f65bccbf
commit f31ffe910b
56 changed files with 1744 additions and 8 deletions
@@ -0,0 +1,71 @@
using System;
using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// Serializable client settings model (Graphics + Audio) persisted to JSON by <see cref="SettingsService"/>.
/// Flat fields only (an enum stored as an int) so <c>JsonUtility</c> round-trips it without Newtonsoft.
/// <see cref="Version"/> gates forward-compatible migration. Purely client-local — never replicated (the
/// server has no opinion on a player's resolution or volume).
/// </summary>
[Serializable]
public struct GameSettings
{
public const int CurrentVersion = 1;
public int Version;
// ---- Graphics ----
public int ResWidth;
public int ResHeight;
public int RefreshHz; // 0 = platform default
public int FullScreenMode; // (int)UnityEngine.FullScreenMode (0 Exclusive,1 FullScreenWindow,2 Maximized,3 Windowed)
public int QualityLevel;
public int VSync; // QualitySettings.vSyncCount: 0/1/2
public int TargetFps; // Application.targetFrameRate: -1 = uncapped
// ---- Audio (0..1) ----
public float Master;
public float Music;
public float Sfx;
/// <summary>Sensible defaults derived from the current display + active quality level.</summary>
public static GameSettings Defaults()
{
var r = Screen.currentResolution;
return new GameSettings
{
Version = CurrentVersion,
ResWidth = r.width > 0 ? r.width : 1920,
ResHeight = r.height > 0 ? r.height : 1080,
RefreshHz = 0,
FullScreenMode = (int)UnityEngine.FullScreenMode.FullScreenWindow,
QualityLevel = QualitySettings.GetQualityLevel(),
VSync = 1,
TargetFps = -1,
Master = 1f,
Music = 1f,
Sfx = 1f,
};
}
/// <summary>Clamp every field into a safe range (defensive against hand-edited / corrupt JSON).</summary>
public GameSettings Clamped()
{
var s = this;
s.ResWidth = Mathf.Clamp(s.ResWidth <= 0 ? 1920 : s.ResWidth, 640, 7680);
s.ResHeight = Mathf.Clamp(s.ResHeight <= 0 ? 1080 : s.ResHeight, 480, 4320);
s.RefreshHz = Mathf.Max(0, s.RefreshHz);
s.FullScreenMode = Mathf.Clamp(s.FullScreenMode, 0, 3);
int qn = (QualitySettings.names != null && QualitySettings.names.Length > 0) ? QualitySettings.names.Length : 1;
s.QualityLevel = Mathf.Clamp(s.QualityLevel, 0, qn - 1);
s.VSync = Mathf.Clamp(s.VSync, 0, 2);
s.TargetFps = s.TargetFps <= 0 ? -1 : Mathf.Clamp(s.TargetFps, 20, 1000);
s.Master = Mathf.Clamp01(s.Master);
s.Music = Mathf.Clamp01(s.Music);
s.Sfx = Mathf.Clamp01(s.Sfx);
return s;
}
}
}