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Updated unitypackage in repo and fixed bugs
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Fixed inconsistencies in files operations and the issue with
SaveSettings having self referential jsonString as member
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GreatArcStudios committed Jun 20, 2016
1 parent 2ec57cc commit ee561ce
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Showing 26 changed files with 14,835 additions and 46,602 deletions.
Binary file modified Pause Menu Assetstore/.vs/Pause Menu Assetstore/v14/.suo
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Expand Up @@ -79,7 +79,7 @@ public class PauseManager : MonoBehaviour
/// <summary>
/// The terrain detail density float. It's only public because you may want to adjust it in editor
/// </summary>
public float detailDensity;
public float detailDensity;

/// <summary>
/// Timescale value. The defualt is 1 for most games. You may want to change it if you are pausing the game in a slow motion situation
Expand All @@ -88,11 +88,11 @@ public class PauseManager : MonoBehaviour
/// <summary>
/// One terrain variable used if you have a terrain plugin like rtp.
/// </summary>
public Terrain terrain;
public Terrain terrain;
/// <summary>
/// Other terrain variable used if you want to have an option to target low end harware.
/// </summary>
public Terrain simpleTerrain;
public Terrain simpleTerrain;
/// <summary>
/// Inital shadow distance
/// </summary>
Expand Down Expand Up @@ -169,19 +169,19 @@ public class PauseManager : MonoBehaviour
/// <summary>
/// Lod bias float array. You should manually assign these based on the quality level.
/// </summary>
public float[] LODBias;
public float[] LODBias;
/// <summary>
/// Shadow distance array. You should manually assign these based on the quality level.
/// </summary>
public float[] shadowDist;
public float[] shadowDist;
/// <summary>
/// An array of music audio sources
/// </summary>
public AudioSource[] music;
public AudioSource[] music;
/// <summary>
/// An array of sound effect audio sources
/// </summary>
public AudioSource[] effects;
public AudioSource[] effects;
/// <summary>
/// An array of the other UI elements, which is used for disabling the other elements when the game is paused.
/// </summary>
Expand All @@ -193,7 +193,7 @@ public class PauseManager : MonoBehaviour
/// <summary>
/// Boolean for turning on simple terrain
/// </summary>
public Boolean useSimpleTerrain;
public Boolean useSimpleTerrain;
public static Boolean readUseSimpleTerrain;
/// <summary>
/// Event system
Expand Down Expand Up @@ -243,7 +243,7 @@ public class PauseManager : MonoBehaviour

//last shadow cascade value
internal static int lastShadowCascade;

public static Boolean aoBool;
public static Boolean dofBool;
private Boolean lastAOBool;
Expand Down Expand Up @@ -279,7 +279,7 @@ public class PauseManager : MonoBehaviour
/// </summary>
public void Start()
{

readUseSimpleTerrain = useSimpleTerrain;
if (useSimpleTerrain)
{
Expand All @@ -289,7 +289,7 @@ public void Start()
{
readTerrain = terrain;
}

mainCamShared = mainCam;
//Set the lastmusicmult and last audiomult
lastMusicMult = audioMusicSlider.value;
Expand Down Expand Up @@ -333,7 +333,16 @@ public void Start()
lastTexLimit = QualitySettings.masterTextureLimit;
//set last shadow cascade
lastShadowCascade = QualitySettings.shadowCascades;
saveSettings.LoadGameSettings(File.ReadAllText(Application.persistentDataPath + "/" + saveSettings.fileName));
try
{
saveSettings.LoadGameSettings(File.ReadAllText(Application.persistentDataPath + "/" + saveSettings.fileName));
}
catch
{
Debug.Log("Game settings not found in: " + Application.persistentDataPath + "/" + saveSettings.fileName);
saveSettings.SaveGameSettings();
}

try
{
densityINI = Terrain.activeTerrain.detailObjectDensity;
Expand Down Expand Up @@ -362,6 +371,7 @@ public void Restart()
{
Application.LoadLevel(Application.loadedLevel);
uiEventSystem.firstSelectedGameObject = defualtSelectedMain;

}
/// <summary>
/// Method to resume the game, so disable the pause menu and re-enable all other ui elements
Expand Down Expand Up @@ -467,7 +477,9 @@ public void Update()
blurEffect.enabled = true;
} */
}
else if(Input.GetKeyDown(KeyCode.Escape) && mainPanel.active == true) {
else if (Input.GetKeyDown(KeyCode.Escape) && mainPanel.active == true)
{

Time.timeScale = timeScale;
mainPanel.SetActive(false);
vidPanel.SetActive(false);
Expand Down Expand Up @@ -606,7 +618,7 @@ public void applyAudio()
{
StartCoroutine(applyAudioMain());
uiEventSystem.SetSelectedGameObject(defualtSelectedMain);

}
/// <summary>
/// Use an IEnumerator to first play the animation and then change the audio settings
Expand Down Expand Up @@ -823,7 +835,7 @@ public void apply()
{
StartCoroutine(applyVideo());
uiEventSystem.SetSelectedGameObject(defualtSelectedMain);

}
/// <summary>
/// Use an IEnumerator to first play the animation and then change the video settings.
Expand Down Expand Up @@ -1062,7 +1074,7 @@ public void toggleAO(Boolean b)
/// <param name="b"></param>
public void setFullScreen(Boolean b)
{


if (b == true)
{
Expand Down
Expand Up @@ -98,88 +98,70 @@ public class SaveSettings
/// Resolution Width
/// </summary>
public int resWidth;
/// <summary>
/// The string that will be saved.
/// </summary>
static string jsonString;
/// <summary>
/// Create the JSON object needed to save settings.
/// </summary>
/// <param name="jsonString"></param>
/// <returns></returns>
public static object createJSONOBJ(string jsonString)
{
return JsonUtility.FromJson<SaveSettings>(jsonString);

}
/// <summary>
/// Read the game settings from the file
/// </summary>
/// <param name="readString"></param>
public void LoadGameSettings(String readString)
{
SaveSettings read = JsonUtility.FromJson<SaveSettings>(readString);
QualitySettings.antiAliasing = (int)read.aaQualINI;
PauseManager.densityINI = read.densityINI;
QualitySettings.shadowDistance = read.shadowDistINI;
PauseManager.mainCamShared.farClipPlane = read.renderDistINI;
PauseManager.treeMeshAmtINI = read.treeMeshAmtINI;
PauseManager.mainCamShared.fieldOfView = read.fovINI;
QualitySettings.antiAliasing = read.msaaINI;
QualitySettings.vSyncCount = read.vsyncINI;
PauseManager.lastTexLimit = read.textureLimit;
QualitySettings.masterTextureLimit = read.textureLimit;
AudioListener.volume = read.masterVolume;
PauseManager.lastAudioMult = read.effectsVolume;
PauseManager.lastMusicMult = read.musicVolume;
PauseManager.dofBool = read.dofBool;
PauseManager.aoBool = read.aoBool;
QualitySettings.SetQualityLevel(read.curQualityLevel);
QualitySettings.shadowCascades = read.lastShadowCascade;
Screen.SetResolution(read.resWidth, read.resHeight, read.fullscreenBool);
if (read.anisoLevel == 0)
{
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;
}
else if (read.anisoLevel == 1)
{
QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable;
}
else if (read.anisoLevel == 2)
{
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable;
}
try
{

SaveSettings read = (SaveSettings)createJSONOBJ(readString);
QualitySettings.antiAliasing = (int)read.aaQualINI;
PauseManager.densityINI = read.densityINI;
QualitySettings.shadowDistance = read.shadowDistINI;
PauseManager.mainCamShared.farClipPlane = read.renderDistINI;
PauseManager.treeMeshAmtINI = read.treeMeshAmtINI;
PauseManager.mainCamShared.fieldOfView = read.fovINI;
QualitySettings.antiAliasing = read.msaaINI;
QualitySettings.vSyncCount = read.vsyncINI;
PauseManager.lastTexLimit = read.textureLimit;
QualitySettings.masterTextureLimit = read.textureLimit;
AudioListener.volume = read.masterVolume;
PauseManager.lastAudioMult = read.effectsVolume;
PauseManager.lastMusicMult = read.musicVolume;
PauseManager.dofBool = read.dofBool;
PauseManager.aoBool = read.aoBool;
QualitySettings.SetQualityLevel(read.curQualityLevel);
QualitySettings.shadowCascades = read.lastShadowCascade;
Screen.SetResolution(read.resWidth, read.resHeight, read.fullscreenBool);
if (read.anisoLevel == 0)
if (read.useSimpleTerrain)
{
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;
PauseManager.readTerrain.heightmapMaximumLOD = (int)read.terrainHeightMapLOD;
}
else if (read.anisoLevel == 1)
{
QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable;
}
else if (read.anisoLevel == 2)
{
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable;
}
try
{
if (read.useSimpleTerrain)
{
PauseManager.readTerrain.heightmapMaximumLOD = (int)read.terrainHeightMapLOD;
}
else
{
PauseManager.readSimpleTerrain.heightmapMaximumLOD = (int)read.terrainHeightMapLOD;
}
PauseManager.readUseSimpleTerrain = read.useSimpleTerrain;
}
catch
else
{
Debug.Log("Cannot read terain heightmap LOD because the terrain was not assigned.");
PauseManager.readSimpleTerrain.heightmapMaximumLOD = (int)read.terrainHeightMapLOD;
}
PauseManager.readUseSimpleTerrain = read.useSimpleTerrain;
}
catch (FileNotFoundException)
catch
{
Debug.Log("Game settings not found in: " + Application.persistentDataPath + "/" + fileName);
Debug.Log("Cannot read terain heightmap LOD because the terrain was not assigned.");
}

}



/// <summary>
/// Get the quality/music settings before saving
/// </summary>
public void SaveGameSettings()
{
string jsonString;
if (File.Exists(Application.persistentDataPath + "/" + fileName))
{
File.Delete(Application.persistentDataPath + "/" + fileName);
Expand Down
39 changes: 0 additions & 39 deletions Pause Menu Assetstore/ClassDiagram1.cd

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2 changes: 1 addition & 1 deletion Pause Menu Assetstore/Library/AssetImportState
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5;0;6;-1
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@@ -0,0 +1,2 @@
0000.56a2b01c.0000
0000.56a2b038.0000

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