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