130 lines
4.8 KiB
C#
130 lines
4.8 KiB
C#
using System;
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using UnityEngine.Serialization;
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namespace Ichni
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{
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/// <summary>
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/// 与 Project Settings 中同名 Quality Level 对应的玩家图形档位。
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/// 枚举值仅用于设置存档与 UI 顺序;实际应用时由 SettingsManager 按名称查找 Quality Level,
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/// 因此调整 Project Settings 的档位顺序不会错误切换到其他渲染 Asset。
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/// </summary>
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public enum GraphicsQualityPreset
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{
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Performant = 0,
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Balanced = 1,
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HighFidelity = 2
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}
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/// <summary>
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/// PC 显示模式。移动端不使用此设置,相关 UI 也不会显示。
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/// </summary>
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public enum GraphicsDisplayMode
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{
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Fullscreen = 0,
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BorderlessFullscreen = 1,
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Windowed = 2
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}
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/// <summary>
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/// Anime Bloom 的质量档位。
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/// Off 会保持其他后处理可用,但不执行 Bloom;Performance 与 Standard 分别使用预先确定的
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/// Diffusion 值。具体数值由 <see cref="PostProcessingManager"/> 统一应用,避免散落在 UI 或谱面代码中。
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/// </summary>
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public enum BloomQuality
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{
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Off = 0,
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Performance = 1,
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Standard = 2
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}
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/// <summary>
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/// Note 与其他演出特效将使用的全局质量档位。
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/// 本阶段先完成存档、UI 与运行时读取入口;各特效物体后续按自身开销实现 Low / Medium / High 的实际降级策略。
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/// </summary>
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public enum VfxQuality
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{
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Low = 0,
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Medium = 1,
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High = 2
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}
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/// <summary>
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/// 玩家设置的唯一持久化数据模型。
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///
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/// 此类只保存设置值,不负责将音量、图形或语言应用到运行时;
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/// 运行时应用逻辑统一由 <see cref="SettingsManager"/> 处理。
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/// 后续按 Audio、Gameplay、Graphics 等类别拆分字段时,必须保留
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/// <see cref="schemaVersion"/>,并在 SettingsManager 中补充对应的迁移逻辑。
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/// </summary>
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[Serializable]
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public class SettingsSaveData
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{
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/// <summary>
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/// 设置存档结构版本。当前为首次建立 SettingsSaveData 的 V1。
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/// </summary>
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public const int CurrentSchemaVersion = 1;
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public int schemaVersion = CurrentSchemaVersion;
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// Audio
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public int masterVolume = 50;
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public int musicVolume = 50;
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public int soundEffectVolume = 50;
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public int uiVolume = 50;
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/// <summary>
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/// 是否启用游戏内音乐特效。当前控制 HighPassFilterEffect 与 LowPassFilterEffect;
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/// 关闭时会立即清除正在歌曲上的滤波 RTPC,后续同类特效也应复用此开关。
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/// </summary>
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public bool enableInGameAudioEffects = true;
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// Graphics
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/// <summary>
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/// 玩家选择的 Quality Preset。新存档会读取当前平台在 Project Settings 中配置的默认档位。
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/// </summary>
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public GraphicsQualityPreset graphicsQualityPreset = GraphicsQualityPreset.Balanced;
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public int targetFrame = 60;
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/// <summary>
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/// URP Render Scale 档位,0–5 分别对应 0.5–1.0。
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/// 保留 FormerlySerializedAs 以兼容场景中旧的字段名;预发布 ES3 存档可直接重置。
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/// </summary>
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[FormerlySerializedAs("resolutionLevel")]
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public int renderScaleLevel = 3;
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/// <summary>
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/// 后处理总开关。关闭后,所有 URP 相机都会停用 post-processing,Global Volume 也不会参与计算;
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/// 因此原生与自定义后处理都不会产生渲染开销。
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/// </summary>
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public bool enablePostProcessing = true;
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/// <summary>
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/// Anime Bloom 的质量档位。默认 Standard,对应 Diffusion 8。
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/// </summary>
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public BloomQuality bloomQuality = BloomQuality.Standard;
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/// <summary>
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/// 后续 Note / 演出特效读取的质量档位。默认 High,以保持当前未分级特效的视觉基线。
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/// </summary>
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public VfxQuality vfxQuality = VfxQuality.High;
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// Desktop display settings. These values are saved on every platform but only applied on PC and in the Unity Editor.
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public bool vSyncEnabled = false;
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public GraphicsDisplayMode displayMode = GraphicsDisplayMode.BorderlessFullscreen;
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public int displayResolutionWidth = 0;
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public int displayResolutionHeight = 0;
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// Gameplay
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public int beatmapOffset = 0;
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// Localization
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public int languageIndex = 0;
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// Developer settings. 这些字段会在后续分类重构时迁出正式 Release 设置。
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public bool debugMode = false;
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public bool judgeType = false;
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public bool autoPlay = false;
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}
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}
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