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@@ -48,6 +48,7 @@ namespace Ichni.Menu
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public Switch postProcessingSwitch;
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public Dropdown bloomQualityDropdown;
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public Dropdown vfxQualityDropdown;
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public Switch uiEffectsSwitch;
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public Switch vSyncSwitch;
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public Dropdown displayModeDropdown;
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public Dropdown displayResolutionDropdown;
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@@ -78,6 +79,7 @@ namespace Ichni.Menu
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};
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InitializePostProcessingSettings();
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InitializeUiEffectsSettings();
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#if UNITY_STANDALONE || UNITY_EDITOR
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InitializeDesktopDisplaySettings();
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@@ -101,6 +103,11 @@ namespace Ichni.Menu
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vfxQualityDropdown.SetValue((int)gameSettings.vfxQuality);
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}
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if (uiEffectsSwitch != null)
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{
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uiEffectsSwitch.SetValue(gameSettings.enableUiEffects);
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}
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#if UNITY_STANDALONE || UNITY_EDITOR
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vSyncSwitch.SetValue(gameSettings.vSyncEnabled);
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displayModeDropdown.SetValue((int)gameSettings.displayMode);
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@@ -141,6 +148,27 @@ namespace Ichni.Menu
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};
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}
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/// <summary>
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/// 初始化 UI 特效开关。
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/// 它独立于后处理和 VFX 质量:关闭后只停止标记为 UiExpandingContoursEffect 的 UI Image 绘制,
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/// 不会影响游戏内 Note 特效、相机后处理或普通 UI。
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/// </summary>
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private void InitializeUiEffectsSettings()
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{
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// 兼容尚未补齐新控件的旧 Settings Prefab;完成界面布置后必须在 Inspector 绑定该引用。
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if (uiEffectsSwitch == null)
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{
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return;
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}
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uiEffectsSwitch.SetUp(gameSettings.enableUiEffects);
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uiEffectsSwitch.updateValueAction = () =>
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{
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gameSettings.enableUiEffects = uiEffectsSwitch.GetValue();
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SettingsManager.instance.ApplyUiEffectsSettings();
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};
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}
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#if UNITY_STANDALONE || UNITY_EDITOR
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private void InitializeDesktopDisplaySettings()
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{
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