// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using nickmaltbie.OpenKCC.Character; using nickmaltbie.ScreenManager.Actions; using UnityEngine; using UnityEngine.UI; namespace nickmaltbie.OpenKCC.UI.Actions { /// /// Actions to adjust mouse Sensitivity via sliders /// public class ChangeMouseSensitivity : MonoBehaviour, IBindingControl { /// /// String key for saving mouse sensitivity to player preferences. /// public const string mouseSensitivityPlayerPref = "MouseSensitivity"; /// /// Power value for scaling mouse sensitivity between minimum and maximum /// public const float powerValue = 0.75f; /// /// Slider to control mouse sensitivity. /// [SerializeField] [Tooltip("Slider to control mouse sensitivity.")] internal Slider slider; /// /// Get the value on a slider from a given mouse sensitivity level /// /// Currently selected mouse sensitivity /// The float position of a slider based on the mouse sensitivity public static float GetSliderValue(float sensitivity) { if (sensitivity < PlayerInputUtils.minimumMouseSensitivity) { return 0.0f; } if (sensitivity > PlayerInputUtils.maximumMouseSensitivity) { return 1.0f; } return Mathf.Pow((PlayerInputUtils.mouseSensitivity - PlayerInputUtils.minimumMouseSensitivity) / (PlayerInputUtils.maximumMouseSensitivity - PlayerInputUtils.minimumMouseSensitivity), powerValue); } /// /// Gets the mouse sensitivity from a given slider position /// /// Slider position between 0 and 1 /// The mouse sensitivity between min sensitivity and max sensitivity public static float GetMouseSensitivity(float sliderPosition) { return Mathf.Pow(sliderPosition, 1 / powerValue) * (PlayerInputUtils.maximumMouseSensitivity - PlayerInputUtils.minimumMouseSensitivity) + PlayerInputUtils.minimumMouseSensitivity; } /// /// Load saved values during startup /// public void Awake() { PlayerInputUtils.mouseSensitivity = PlayerPrefs.GetFloat( mouseSensitivityPlayerPref, PlayerInputUtils.DefaultMouseSensitivity); slider.SetValueWithoutNotify(GetSliderValue(PlayerInputUtils.mouseSensitivity)); // Update saved and current value on player input slider.onValueChanged.AddListener(value => { PlayerInputUtils.mouseSensitivity = GetMouseSensitivity(value); PlayerPrefs.SetFloat(mouseSensitivityPlayerPref, PlayerInputUtils.mouseSensitivity); }); } /// public void ResetBinding() { PlayerPrefs.DeleteKey(mouseSensitivityPlayerPref); PlayerInputUtils.mouseSensitivity = PlayerInputUtils.DefaultMouseSensitivity; } /// public void UpdateDisplay() { slider.SetValueWithoutNotify(GetSliderValue(PlayerInputUtils.mouseSensitivity)); } } }