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using System.Collections.Generic;
using UnityEngine;
public static class UIconfig
{
/// <summary>
/// 1= FrameITUI; 2= FrameITUI_mobil
/// </summary>
public static int FrameITUIversion = 1;
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public static ScrollViewVersion scrollViewVersion = ScrollViewVersion.ScrollShow;
public enum ScrollViewVersion
{
ScrollShow = 1,
ScrollWebView = 2,
}
/// <summary>
/// 1= InputManager, 2=InputSystemPackage ; 3=overConfigfile
/// </summary>
public static int InputManagerVersion = 1;
/// <summary>
/// 1= InputManager, 2=InputSystemPackage ; 3=overConfigfile
/// </summary>
public static int EventSystemModule = 2;
/// <summary>
/// 5=First Person, 4=third, 3=third+, 2=Escaperoom, 1=Sidescroller, 0=Sidescroller+
/// </summary>
public static int GameplayMode = 5;
/// <summary>
/// deactivate all Objects with access to the input system, so Bindings can be rebinded
/// </summary>
public static bool InputDisable = false;
/// <summary>
/// 0=Aus, 1=OnlyInput, 2=Input&UIV
/// </summary>
public static int autoSettingsAdaption = 0;
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public static float cursorMaxRange_fromFirstPersonView = 10f; //used in World cursor
public static float cursorMaxRange_fromObeserverView = float.MaxValue; //used in World cursor
public static InteractingRangeMode interactingRangeMode = InteractingRangeMode.fromCharacterView;
public enum InteractingRangeMode
{
fromCharacterView = 1,
fromObserverView = 2,
}
public static int nextDialogPlease = 0; //WorldCursor to CharacterDialog
/// <summary>
/// 0=Camera.main; 1=Cam1, 2=Cam2
/// </summary>
public static int MainCameraID = 0;
public static float[,] DPAD = new float[2, 4] { { 0, 0, 0, 0 }, { 0, 0, 0, 0 } }; //Movement, Camera //Up, Down, Left, Right//
public static bool localServerWithAdditionalWindow = true;
//
/// <summary>
/// How to handle the waitTime to start ToolModeSelector
/// set to 1. At moment no other options available
/// </summary>
public static int ToolModeSelector_HandlerMode = 1;
public static int GadgetFirstUse = 0;
public static double cursorSize = 0.03125; //=60/1920;
public static double cursorSize_SliderMax = 1; //Faktor
public static double cursorsize_default = 0.03125;
public static bool checkOperationSystemAlreadyDone = false;
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public static bool checkOperationSystemAlreadyDone_check = true;
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 enum ControlMode
{
Keyboard = 1,
Mobile = 2,
}
public static ControlMode controlMode = ControlMode.Keyboard;
/// <summary>
/// 1=buttons, 2, 3
/// </summary>
public static int touchControlMode = 1;
public static float TAvisibility = 1;
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/// <summary>
/// -1: Up==Left, 1: Up==Right
/// </summary>
public static int scrolldirection = -1;
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//public static List<Tuple<int, Texture2D>> CursorTexture_List_01 = new List<Tuple<int, Texture2D>>();
public static List<(int, Texture2D)> CursorTexture_List_01 = new List<(int, Texture2D)> { };
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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(148f / 255f, 229f / 255f, 156f / 255f, 1f); // Old version war brown: new Color(133f / 255f, 140f / 255f, 107f / 255f, 1f);
public static Color colSelect = new Color(194f / 255f, 253f / 255f, 202f / 255f, 1f); // Old version with brown new Color(133f / 255f, 125f / 255f, 107f / 255f, 1f);
public static Color colClear = new Color(133f / 255f, 125f / 255f, 107f / 255f, 0f);
public static Color bttnColNormal = new Color(255f / 255f, 255f / 255f, 255f / 255f, 1f);
public static Color bttnColHighlightet = new Color(194f / 255f, 253f / 255f, 202f / 255f, 1f);
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,
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public static float camRotatingSensitivity = 2f;//Sensitivity to inputs.
public static float camRotatingSensitivity_default = 1f; //slider 100% which value?
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public static float camRotatingSensitivity_sliderMax = 10f; //max value for slider
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//------------------------------------------------------------------------------------------------------
public class NetworkJSON
{
public string lastIP;
public string newIP;
public string IPslot1;
public string IPslot2;
public string IPslot3;
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public string IPslot4;
public string IPslot5;
public string selecIP;
public int TouchMode;
public float TAvisibility;
public bool autoOSrecognition;
public int autoSettingsAdaption;
public int FrameITUIversion;
public int InputManagerVersion;
public double colliderScale_all;
public double cursorSize;
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public float camRotatingSensitivity; //Sensitivity to inputs.
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public bool MouseKeepingInWindow;
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public int scrolldirection;
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public ScrollViewVersion scrollViewVersion;
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public class NetworkJSONonlyString
{
public string lastIP;
public string newIP;
public string IPslot1;
public string IPslot2;
public string IPslot3;
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public string IPslot4;
public string IPslot5;
public string selecIP;
public string ControlMode;
public string TouchMode;
public string TAvisibility;
public string autoOSrecognition;
public string autoSettingsAdaption;
public string Opsys;
public string FrameITUIversion;
public string InputManagerVersion;
public string colliderScale_all;
public string cursorSize;
public string camRotatingSensitivity; //Sensitivity to inputs.
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public string MouseKeepingInWindow;
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public string scrolldirection;
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public string scrollViewVersion;
}
//------------------------------------------------------------------------------------------------------
//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_ToolmMenu_1 = "e";
public static string InputManager_KeyBinding_MathMenu_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_talk_1 = "c";
public static string InputManager_KeyBinding_MouseScrollWheel_1 = "MouseScrollWheel";
// // TODO: setter/getter event?
/// <summary>
/// Which UI gameobjects, that have a canvas, should be on/off<br/>
/// index 11=TouchUI_onoff
/// </summary>
/// <remarks>The whole UI needs a refactoring, so I'll leave it as I found it</remarks>
/// <value>0= OFF, 1= ON, 2=on_withoutStartdefault , 3=off_withoutStartdefault</value>
public static int[] CanvasOnOff_Array = new int[30];
//Which UI to activate after "ContinueGame" from "PauseMenu"
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;
}