Class SettingsPanel
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
Device options: volumes, display mode, screen shake, flashes, damage numbers, focus pause and language. Every change applies immediately through GameOptions; Done (or leaving the screen) saves them. Opened from the main menu and the pause screen (OpenSettings()).
public sealed class SettingsPanel : SessionPanel
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourSettingsPanel
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
SettingsPanel()
public SettingsPanel()
Fields
DamageNumbers
public Button DamageNumbers
Field Value
- Button
Defaults
public Button Defaults
Field Value
- Button
Done
public Button Done
Field Value
- Button
EffectsValue
public TextMeshProUGUI EffectsValue
Field Value
- TextMeshProUGUI
EffectsVolume
public Slider EffectsVolume
Field Value
- Slider
FocusPause
public Button FocusPause
Field Value
- Button
Language
public TMP_Dropdown Language
Field Value
- TMP_Dropdown
MasterValue
public TextMeshProUGUI MasterValue
Field Value
- TextMeshProUGUI
MasterVolume
public Slider MasterVolume
Field Value
- Slider
MusicValue
public TextMeshProUGUI MusicValue
Field Value
- TextMeshProUGUI
MusicVolume
public Slider MusicVolume
Field Value
- Slider
ReduceFlashes
public Button ReduceFlashes
Field Value
- Button
ScreenShake
public Button ScreenShake
Field Value
- Button
ShakeStrength
public Slider ShakeStrength
Field Value
- Slider
ShakeValue
public TextMeshProUGUI ShakeValue
Field Value
- TextMeshProUGUI
WindowMode
public Button WindowMode
Field Value
- Button
Properties
DefaultSelection
The button keyboard/gamepad focus starts on (the screen's main action). Null = first interactable button.
public override Button DefaultSelection { get; }
Property Value
- Button
Methods
Build(RectTransform, UiTheme)
public override void Build(RectTransform root, UiTheme theme)
Parameters
rootRectTransformthemeUiTheme
Refresh()
public override void Refresh()
Wire()
public void Wire()