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