Files
Project-M/Assets/_Project/Scripts/Client/Settings/SettingsService.cs
T
kronic f31ffe910b 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>
2026-06-06 15:05:36 -07:00

117 lines
4.6 KiB
C#

using System;
using System.IO;
using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// Client-local settings persistence + application. Loads <c>settings.json</c> from
/// <c>Application.persistentDataPath</c> at boot (<see cref="RuntimeInitializeOnLoadMethod"/>) and applies
/// Graphics (Screen / QualitySettings / targetFrameRate) + Audio (<c>AudioListener.volume = Master</c>;
/// <see cref="GameVolume"/> Music/Sfx bus trims). The single source of truth for the UITK
/// <c>SettingsScreen</c> shared by the main menu + the in-game pause overlay. Saves are atomic
/// (temp file + <c>File.Replace</c>). <c>JsonUtility</c> keeps it asmdef-ref-free. Never replicated.
/// </summary>
public static class SettingsService
{
public static GameSettings Current { get; private set; } = GameSettings.Defaults();
static string FilePath => Path.Combine(Application.persistentDataPath, "settings.json");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void Boot()
{
Load();
Apply(Current);
}
/// <summary>Read settings from disk (or defaults if absent/corrupt). Returns the loaded value.</summary>
public static GameSettings Load()
{
try
{
if (File.Exists(FilePath))
{
var json = File.ReadAllText(FilePath);
var s = JsonUtility.FromJson<GameSettings>(json);
if (s.Version != GameSettings.CurrentVersion)
s = Migrate(s);
Current = s.Clamped();
}
else
{
Current = GameSettings.Defaults();
}
}
catch (Exception e)
{
Debug.LogWarning($"[SettingsService] Load failed ({e.Message}); using defaults.");
Current = GameSettings.Defaults();
}
return Current;
}
/// <summary>Clamp + version-stamp + atomically write to disk; updates <see cref="Current"/>.</summary>
public static void Save(GameSettings settings)
{
settings = settings.Clamped();
settings.Version = GameSettings.CurrentVersion;
Current = settings;
try
{
var json = JsonUtility.ToJson(settings, true);
var tmp = FilePath + ".tmp";
File.WriteAllText(tmp, json);
if (File.Exists(FilePath)) File.Replace(tmp, FilePath, null);
else File.Move(tmp, FilePath);
}
catch (Exception e)
{
Debug.LogWarning($"[SettingsService] Save failed: {e.Message}");
}
}
/// <summary>Apply settings to the live engine. Master rides AudioListener.volume; buses are per-call trims.</summary>
public static void Apply(GameSettings s)
{
s = s.Clamped();
// Graphics
QualitySettings.SetQualityLevel(s.QualityLevel, true);
QualitySettings.vSyncCount = s.VSync;
var mode = (FullScreenMode)s.FullScreenMode;
if (s.RefreshHz > 0)
Screen.SetResolution(s.ResWidth, s.ResHeight, mode, new RefreshRate { numerator = (uint)s.RefreshHz, denominator = 1 });
else
Screen.SetResolution(s.ResWidth, s.ResHeight, mode);
Application.targetFrameRate = s.TargetFps; // -1 = uncapped (ignored while vSync > 0)
// Audio
AudioListener.volume = s.Master;
GameVolume.Music = s.Music;
GameVolume.Sfx = s.Sfx;
}
/// <summary>Convenience for the settings UI: persist then apply.</summary>
public static void SaveAndApply(GameSettings s)
{
Save(s);
Apply(Current);
}
// Forward-compatible migration: fill from current defaults, preserve any recognizable old values.
// Additive-only as the schema grows (never throws on an unknown version).
static GameSettings Migrate(GameSettings old)
{
var def = GameSettings.Defaults();
if (old.ResWidth > 0) def.ResWidth = old.ResWidth;
if (old.ResHeight > 0) def.ResHeight = old.ResHeight;
if (old.Master > 0f) def.Master = old.Master;
if (old.Music > 0f) def.Music = old.Music;
if (old.Sfx > 0f) def.Sfx = old.Sfx;
def.Version = GameSettings.CurrentVersion;
return def;
}
}
}