Files
CourierOld/Game/CourierOld/Assets/Code/UI/Panels/SettingsPanel.cs
T

95 lines
3.5 KiB
C#

using System;
using Code.Audio;
using Reflex.Attributes;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
using AudioType = Code.Audio.AudioType;
namespace Code.UI
{
public class SettingsPanel : UIElement
{
[SerializeField] private Slider master;
[SerializeField] private Slider sfx;
[SerializeField] private Slider dispatcher;
[SerializeField] private Slider courier;
[SerializeField] private Slider creatures;
[SerializeField] private Slider menuMusic;
[SerializeField] private Slider gameplayMusic;
[Inject] IAudioService _audioService;
private void Start()
{
master.SetValueWithoutNotify(_audioService.GetSetting(AudioType.Master));
master.onValueChanged.AddListener(OnMasterUpdate);
sfx.value = _audioService.GetSetting(AudioType.SFX);
sfx.onValueChanged.AddListener(OnSFXUpdate);
dispatcher.value = _audioService.GetSetting(AudioType.Dispatcher);
dispatcher.onValueChanged.AddListener(OnDispatcherUpdate);
courier.value = _audioService.GetSetting(AudioType.Courier);
courier.onValueChanged.AddListener(OnCourierUpdate);
creatures.value = _audioService.GetSetting(AudioType.Enemies);
creatures.onValueChanged.AddListener(OnEnemiesUpdate);
menuMusic.value = _audioService.GetSetting(AudioType.MenuMusic);
menuMusic.onValueChanged.AddListener(OnMenuMusicUpdate);
gameplayMusic.value = _audioService.GetSetting(AudioType.ActionMusic);
gameplayMusic.onValueChanged.AddListener(OnGameplayUpdate);
}
private void OnMasterUpdate(float value)
{
_audioService.ChangeSetting(AudioType.Master, value);
// _audioService.PlayTestClip(AudioType.Master); XDXDXDXD TODO Убрать или придумать что-нибудь
}
private void OnSFXUpdate(float value)
{
_audioService.ChangeSetting(AudioType.SFX, value);
_audioService.PlayTestClip(AudioType.SFX);
}
private void OnCourierUpdate(float value)
{
_audioService.ChangeSetting(AudioType.Courier, value);
_audioService.PlayTestClip(AudioType.Courier);
}
private void OnDispatcherUpdate(float value)
{
_audioService.ChangeSetting(AudioType.Dispatcher, value);
_audioService.PlayTestClip(AudioType.Dispatcher);
}
private void OnEnemiesUpdate(float value)
{
_audioService.ChangeSetting(AudioType.Enemies, value);
_audioService.PlayTestClip(AudioType.Enemies);
}
private void OnMenuMusicUpdate(float value)
{
_audioService.ChangeSetting(AudioType.MenuMusic, value);
_audioService.ChangeSetting(AudioType.DeathMusic, value);
_audioService.PlayTestClip(AudioType.MenuMusic);
}
private void OnGameplayUpdate(float value)
{
_audioService.ChangeSetting(AudioType.ActionMusic, value);
_audioService.ChangeSetting(AudioType.PeacefulMusic, value);
_audioService.PlayTestClip(AudioType.ActionMusic);
}
public override void Hide()
{
base.Hide();
}
public override void Show()
{
base.Show();
}
}
}