Newer
Older
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using System;
public static class UIconfig
{
public static int FrameITUIversion = 2; // 1= FrameITUI; 2= FrameITUI_mobil
public static int InputManagerVersion = 1; // 1= InputManager, 2=InputSystemPackage
public static int GameplayMode = 5; //5=First Person, 4=third, 3=third+, 2=Escaperoom, 1=Sidescroller, 0=Sidescroller+
public static int MainCameraID = 0; //0=Camera.main; 1=Cam1, 2=Cam2
//How to handle the waitTime to start ToolModeSelector
public static int ToolModeSelector_HandlerMode = 1 ; //set 1. At moment no other options available
public static double cursorSize = 0.03125; //=60/1920;
public static double cursorSize_SliderMax = 1; //Faktor
public static double cursorsize_default = 0.03125;
public static int refHeight = -1;
public static int refWidth = -1;
public static int screHeight = -1;
public static int screWidth = -1;
public static float scaleMatch = -1;
public static int Andr_Start_menue_counter = 1;
//public static int Andr_Start_menue_counter = 1;
public static int controlMode = 1; //1=keyboard 2=mobile
public static int touchControlMode = 1;
public static float TAvisibility = 1;
public static Color colOnline = new Color(148f / 255f, 229f / 255f, 156f / 255f, 1f);
public static Color colOffline = new Color(255f / 255f, 255f / 255f, 255f / 255f, 1f);
public static Color colPressed = new Color(133f / 255f, 140f / 255f, 107f / 255f, 1f);
public static Color colSelect = new Color(133f / 255f, 125f / 255f, 107f / 255f, 1f);
public static Color colClear = new Color(133f / 255f, 125f / 255f, 107f / 255f, 0f);
public static double colliderScale_all =1;
public static double colliderScale_all_SliderMax = 5; //Faktor
public static double colliderScale_all_default = 1;
public static double colliderScale_PC_default = 1;
public static double colliderScale_Mobile_default = 4;
public static double[] colliderScale_Obj_array = new double[10] { 0, 0.5, 0, 0, 0, 0, 0, 0, 0, 0 }; //id 1=tree,
public class NetworkJSON
{
public string lastIP;
public string newIP;
public string IPslot1;
public string IPslot2;
public string IPslot3;
public string selecIP;
public int ControlMode;
public int TouchMode;
public float TAvisibility;
public bool autoOSrecognition;
public int Opsys;
public int FrameITUIversion;
public int InputManagerVersion;
public double colliderScale_all;
public double cursorSize;
}
//INPUTMANAGER KEY BINDINGS LIST for display Purpose
public static string InputManager_KeyBinding_Horizontal_01 = "left";
public static string InputManager_KeyBinding_Horizontal_1 = "right";
public static string InputManager_KeyBinding_Horizontal_02 = "a";
public static string InputManager_KeyBinding_Horizontal_2= "d";
public static string InputManager_KeyBinding_Vertical_01 = "down";
public static string InputManager_KeyBinding_Vertical_1 = "up";
public static string InputManager_KeyBinding_Vertical_02 = "s";
public static string InputManager_KeyBinding_Vertical_2 = "w";
public static string InputManager_KeyBinding_Running_1 = "left shift";
public static string InputManager_KeyBinding_ToolmMenue_1 = "e";
public static string InputManager_KeyBinding_MathMenue_1 = "tab";
public static string InputManager_KeyBinding_Jump_1 = "space";
public static string InputManager_KeyBinding_Cancel_1 = "escape";
public static string InputManager_KeyBinding_modifier = "m";
public static string InputManager_KeyBinding_mod_load_1 = "l";
public static string InputManager_KeyBinding_mod_save_1 = "s";
public static string InputManager_KeyBinding_mod_reset_1 = "backspace";
public static string InputManager_KeyBinding_mod_redo_1 = "r";
public static string InputManager_KeyBinding_mod_undo_1 = "u";
public static string InputManager_KeyBinding_Fire1_1 = "Mouse 0";
public static string InputManager_KeyBinding_Fire2_1 = "Mouse 1";
public static string InputManager_KeyBinding_MouseScrollWheel_1 = "MouseScrollWheel";
// 11=TouchUI_onoff
public static int[] CanvasOnOff_Array = new int[30]; //1= ON 0=off, 2=on_withoutStartdefault , 3=off_withoutStartdefault
//Which UI to activate after "ContinueGame" from "PauseMenue"
public static int[] CanvasOn_afterPM = new int[10] { 10, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
public static Boolean GamePaused = false;
//Time.timeScale for resuming
public static float Game_TimeScale = 1f;
}