2025-02-24 23:02:49 +08:00
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using System;
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using System.ComponentModel;
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using MemoryPack;
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2024-11-23 17:20:13 +08:00
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using Unity.Mathematics;
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2025-02-24 23:02:49 +08:00
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#if UNITY_5_3_OR_NEWER
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using UnityEngine;
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#endif
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2024-11-23 17:20:13 +08:00
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namespace Project.B.Player
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{
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2025-02-24 23:02:49 +08:00
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#if UNITY_5_3_OR_NEWER
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public enum VSyncCount
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{
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DontSync,
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EveryVBlank,
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EverySecondVBlank
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}
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public enum RealtimeGICPUUsage
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{
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Low,
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Medium,
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High,
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Unlimited
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}
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public enum GlobalMipmapLimit
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{
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FullResolution,
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HalfResolution,
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QuarterResolution,
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EighthResolution,
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}
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#endif
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/// <summary>
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/// 玩家设置
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/// </summary>
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public class PlayerSettings
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{
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/// <summary>
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/// 灵敏度
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/// </summary>
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[Category("控制")]
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[DisplayName("鼠标灵敏度")]
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public float Sensitivity { get; set; } = 1.81f;
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[DisplayName("手柄灵敏度")] public float GamePadSensitivity { get; set; } = 1;
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[DisplayName("触屏灵敏度")] public float TouchSensitivity { get; set; } = 0.32f;
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/// <summary>
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/// 视野
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/// </summary>
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[Category("画面")]
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[DisplayName("FOV")]
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public int Fov { get; set; } = 90;
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/// <summary>
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2025-02-24 23:02:49 +08:00
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/// 第三人称视野
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/// </summary>
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2025-02-24 23:02:49 +08:00
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[DisplayName("TPS FOV")]
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public int TpsFov { get; set; } = 75;
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/// <summary>
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/// 分辨率
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/// </summary>
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[DisplayName("分辨率")] public int2 Resolution { get; set; }
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/// <summary>
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/// 是否全屏
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/// </summary>
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[DisplayName("全屏")] public bool IsFullScreen { get; set; }
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[Category("质量")]
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[DisplayName("实时反射Cubemap")]public bool RealtimeReflectionProbes { get; set; }
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[DisplayName("纹理串流")] public bool TextureStreaming { get; set; }
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#if UNITY_5_3_OR_NEWER
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[DisplayName("垂直同步")]
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public VSyncCount VSyncCount { get; set; }
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[DisplayName("实时GI使用率")]
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public RealtimeGICPUUsage RealtimeGICPUUsage { get; set; }
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[DisplayName("纹理质量")]
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public GlobalMipmapLimit GlobalMipmapLimit { get; set; }
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[DisplayName("各向异性")] public AnisotropicFiltering AnisotropicFiltering { get; set; }
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[DisplayName("阴影模式")] public ShadowmaskMode ShadowmaskMode { get; set; }
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[DisplayName("蒙皮权重")] public SkinWeights SkinWeights { get; set; }
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#endif
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}
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}
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