Revamp the settings system (#7)
- A Settings Provider system to utilize addressables for loading settings at runtime - An editor UI for easy modifications of the settings objects - A split out developer settings functionality to keep gameplay and nitty-gritty details separately - Most settings migrated out of game objects and into the new system - An additional Editor utility for fetching the settings at editor runtime, for gizmos, visualization etc Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com> Reviewed-on: #7
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@@ -194,25 +194,9 @@ namespace Interactions
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/// </summary>
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void OnDrawGizmos()
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{
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float playerStopDistance;
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if (Application.isPlaying)
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{
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playerStopDistance = characterToInteract == CharacterToInteract.Trafalgar
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? GameManager.Instance.PlayerStopDistanceDirectInteraction
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: GameManager.Instance.PlayerStopDistance;
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}
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else
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{
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// Load settings directly from asset path in editor
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var settings =
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UnityEditor.AssetDatabase.LoadAssetAtPath<GameSettings>(
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"Assets/Data/Settings/DefaultSettings.asset");
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playerStopDistance = settings != null
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? (characterToInteract == CharacterToInteract.Trafalgar
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? settings.playerStopDistanceDirectInteraction
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: settings.playerStopDistance)
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: 1.0f;
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}
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float playerStopDistance = characterToInteract == CharacterToInteract.Trafalgar
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? AppleHills.SettingsAccess.GetPlayerStopDistanceDirectInteraction()
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: AppleHills.SettingsAccess.GetPlayerStopDistance();
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(transform.position, playerStopDistance);
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