using Ichni.Menu; using System.Collections.Generic; using Sirenix.OdinInspector; using UnityEngine; using UnityEngine.Localization.Settings; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using UnityEngine.SceneManagement; using UnityEngine.Serialization; namespace Ichni { public class SettingsManager : SerializedMonoBehaviour { private const string SettingsSaveFileName = "SettingsSave.json"; private const string SettingsSaveKey = "SettingsSave"; private const string PerformantQualityName = "Performant"; private const string BalancedQualityName = "Balanced"; private const string HighFidelityQualityName = "High Fidelity"; public static SettingsManager instance; [FormerlySerializedAs("settingsPage")] public SettingsUIPage settingsUIPage; [FormerlySerializedAs("gameSettings")] public SettingsSaveData settingsSaveData; // 记录相机在玩家关闭后处理前的原始状态。重新开启时必须恢复原始值,不能无条件将所有相机改为开启。 private readonly Dictionary postProcessingCameraStates = new Dictionary(); private void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); SceneManager.sceneLoaded += OnSceneLoaded; RenderPipelineManager.beginCameraRendering += ApplyPostProcessingSettingBeforeCameraRender; } else { Destroy(gameObject); } } private void OnDestroy() { if (instance != this) { return; } SceneManager.sceneLoaded -= OnSceneLoaded; RenderPipelineManager.beginCameraRendering -= ApplyPostProcessingSettingBeforeCameraRender; instance = null; } private void Start() { LoadGameSettings(); } [Button] public void SaveGameSettings() { string savePath = Application.persistentDataPath + "/GameData/" + SettingsSaveFileName; ES3.Save(SettingsSaveKey, settingsSaveData, savePath); } [Button] public void LoadGameSettings() { string savePath = Application.persistentDataPath + "/GameData/" + SettingsSaveFileName; if (ES3.FileExists(savePath)) { // 保留原有 ES3 Key,确保本次数据模型重命名不会让已有本地设置失效。 settingsSaveData = ES3.Load(SettingsSaveKey, savePath); } else { settingsSaveData = CreateDefaultSettingsSaveData(); } ApplyAudioSettings(); ApplyGraphicSettings(); } /// /// 将音频分类的当前设置写入 Wwise RTPC。 /// public void ApplyAudioSettings() { AkSoundEngine.SetRTPCValue("MasterVolume", settingsSaveData.masterVolume); AkSoundEngine.SetRTPCValue("MusicVolume", settingsSaveData.musicVolume); AkSoundEngine.SetRTPCValue("SoundFXVolume", settingsSaveData.soundEffectVolume); AkSoundEngine.SetRTPCValue("UIVolume", settingsSaveData.uiVolume); ApplyInGameAudioEffectsSettings(); } /// /// 应用游戏内音乐特效开关。关闭时立即清除歌曲正在使用的高通与低通滤波, /// 防止设置变更后残留上一帧的 RTPC 值。 /// public void ApplyInGameAudioEffectsSettings() { if (settingsSaveData.enableInGameAudioEffects) { return; } GameManager.Instance?.songPlayer?.ResetInGameAudioEffects(); } /// /// 将现有图形设置应用到运行时。更细的 Quality、VSync 与平台策略会在 Graphics 分类重构时接入。 /// public void ApplyGraphicSettings() { int qualityLevelIndex = GetQualityLevelIndex(settingsSaveData.graphicsQualityPreset); if (QualitySettings.GetQualityLevel() != qualityLevelIndex) { QualitySettings.SetQualityLevel(qualityLevelIndex, true); } Application.targetFrameRate = settingsSaveData.targetFrame; UniversalRenderPipelineAsset currentUrpAsset = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; currentUrpAsset.renderScale = 0.5f + 0.1f * settingsSaveData.renderScaleLevel; ApplyDisplaySettings(); ApplyPostProcessingSettings(); } /// /// 应用后处理总开关与 Bloom 档位。 /// 关闭总开关时,已存在的 URP 相机会直接关闭 renderPostProcessing,并关闭 GameScene 的 Global Volume。 /// 这样既不会执行原生后处理,也不会执行 ScriptablePostProcessor 的自定义 Render Pass。 /// public void ApplyPostProcessingSettings() { bool enablePostProcessing = settingsSaveData.enablePostProcessing; UniversalAdditionalCameraData[] cameraDataList = FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None); foreach (UniversalAdditionalCameraData cameraData in cameraDataList) { int instanceId = cameraData.GetInstanceID(); if (!postProcessingCameraStates.ContainsKey(instanceId)) { postProcessingCameraStates.Add(instanceId, cameraData.renderPostProcessing); } cameraData.renderPostProcessing = enablePostProcessing && postProcessingCameraStates[instanceId]; } if (PostProcessingManager.Instance != null) { PostProcessingManager.Instance.ApplySettings(enablePostProcessing, settingsSaveData.bloomQuality); } } /// /// 处理场景切换后新加载的相机与 Global Volume。SettingsManager 会跨场景保留, /// 因此不能只在首次读取存档时应用一次图形设置。 /// private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode) { if (settingsSaveData != null) { ApplyPostProcessingSettings(); } } /// /// 兜底处理运行时晚于场景加载创建的相机(例如 Theme 或演出对象中的相机)。 /// 仅在玩家关闭后处理时执行,保证该相机在首次渲染前也不会运行后处理。 /// private void ApplyPostProcessingSettingBeforeCameraRender(ScriptableRenderContext context, Camera camera) { if (settingsSaveData == null || settingsSaveData.enablePostProcessing || !camera.TryGetComponent(out UniversalAdditionalCameraData cameraData)) { return; } int instanceId = cameraData.GetInstanceID(); if (!postProcessingCameraStates.ContainsKey(instanceId)) { postProcessingCameraStates.Add(instanceId, cameraData.renderPostProcessing); } cameraData.renderPostProcessing = false; } /// /// 将 VSync、窗口模式和分辨率立即应用到 Standalone / Unity Editor。 /// 移动端由系统管理显示模式与分辨率,因此不执行这些设置。 /// public void ApplyDisplaySettings() { #if UNITY_STANDALONE || UNITY_EDITOR QualitySettings.vSyncCount = settingsSaveData.vSyncEnabled ? 1 : 0; if (settingsSaveData.displayResolutionWidth <= 0 || settingsSaveData.displayResolutionHeight <= 0) { settingsSaveData.displayResolutionWidth = Screen.width; settingsSaveData.displayResolutionHeight = Screen.height; } Screen.SetResolution(settingsSaveData.displayResolutionWidth, settingsSaveData.displayResolutionHeight, GetFullScreenMode(settingsSaveData.displayMode)); #endif } /// /// 首次创建设置存档时,继承 Project Settings 为当前平台指定的默认 Quality Level。 /// 之后玩家的选择由 SettingsSaveData 持久化,不会在下次启动时被平台默认值覆盖。 /// private SettingsSaveData CreateDefaultSettingsSaveData() { SettingsSaveData defaultSettings = new SettingsSaveData(); defaultSettings.graphicsQualityPreset = GetGraphicsQualityPreset(QualitySettings.GetQualityLevel()); #if UNITY_STANDALONE || UNITY_EDITOR defaultSettings.displayMode = GetGraphicsDisplayMode(Screen.fullScreenMode); defaultSettings.displayResolutionWidth = Screen.width; defaultSettings.displayResolutionHeight = Screen.height; #endif return defaultSettings; } private FullScreenMode GetFullScreenMode(GraphicsDisplayMode displayMode) { return displayMode switch { GraphicsDisplayMode.Fullscreen => FullScreenMode.ExclusiveFullScreen, GraphicsDisplayMode.Windowed => FullScreenMode.Windowed, _ => FullScreenMode.FullScreenWindow }; } private GraphicsDisplayMode GetGraphicsDisplayMode(FullScreenMode fullScreenMode) { return fullScreenMode switch { FullScreenMode.ExclusiveFullScreen => GraphicsDisplayMode.Fullscreen, FullScreenMode.Windowed => GraphicsDisplayMode.Windowed, _ => GraphicsDisplayMode.BorderlessFullscreen }; } /// /// 将存档枚举映射到 Project Settings 中同名的 Quality Level。 /// 若配置缺失,回退到 Balanced;这是移动端的首发默认档位。 /// private int GetQualityLevelIndex(GraphicsQualityPreset qualityPreset) { string qualityName = GetQualityName(qualityPreset); string[] qualityNames = QualitySettings.names; for (int index = 0; index < qualityNames.Length; index++) { if (qualityNames[index] == qualityName) { return index; } } Debug.LogWarning($"[SettingsManager] 未找到 Quality Level '{qualityName}',回退至 Balanced。"); return FindQualityLevelOrFallback(BalancedQualityName); } /// /// 将当前 Quality Level 索引转换为可保存的枚举。未知的自定义档位统一按 Balanced 保存。 /// private GraphicsQualityPreset GetGraphicsQualityPreset(int qualityLevelIndex) { string[] qualityNames = QualitySettings.names; if (qualityLevelIndex < 0 || qualityLevelIndex >= qualityNames.Length) { return GraphicsQualityPreset.Balanced; } return qualityNames[qualityLevelIndex] switch { PerformantQualityName => GraphicsQualityPreset.Performant, HighFidelityQualityName => GraphicsQualityPreset.HighFidelity, _ => GraphicsQualityPreset.Balanced }; } private int FindQualityLevelOrFallback(string qualityName) { string[] qualityNames = QualitySettings.names; for (int index = 0; index < qualityNames.Length; index++) { if (qualityNames[index] == qualityName) { return index; } } return Mathf.Clamp(QualitySettings.GetQualityLevel(), 0, qualityNames.Length - 1); } private string GetQualityName(GraphicsQualityPreset qualityPreset) { return qualityPreset switch { GraphicsQualityPreset.Performant => PerformantQualityName, GraphicsQualityPreset.HighFidelity => HighFidelityQualityName, _ => BalancedQualityName }; } /// /// 将当前语言索引应用到既有的 I2 与 Unity Localization 管线。 /// 语言将于 Localization 重构时改为稳定的 Locale ID;本阶段只迁移数据承载方式。 /// public void ApplyLanguageSettings() { I2.Loc.LocalizationManager.CurrentLanguage = MenuManager.instance.languageList[settingsSaveData.languageIndex]; LocalizationSettings.SelectedLocale = LocalizationSettings.AvailableLocales.Locales[settingsSaveData.languageIndex]; I2.Loc.LocalizationManager.UpdateSources(); } /// /// 判断本谱面是否启用全屏判定。谱面强制要求的配置优先于玩家开关。 /// public bool ShouldUseFullScreenJudge() { return settingsSaveData.judgeType || InformationTransistor.instance?.difficulty?.ForceFullScreenJudge == true; } } }