Replace the former per-value PlayerPrefs storage with a shared human-readable Settings.json store (GameSettings). MouseSensitivity keeps its public .Multiplier API and only swaps its backing to the JSON store, so the camera controllers stay untouched. Add a MasterVolume facade that drives the AudioMixer's exposed "MasterVolume" parameter (loaded from Resources, linear<->dB mapping), applied at startup and on change, plus a MasterVolumeSlider binder. The default is the level currently authored on the mixer instead of an arbitrary constant. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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/// Binds a UI Slider (and optional value label) to the global MasterVolume level.
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/// The slider's range is authored in the inspector (0 - 1); this only reads/writes
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/// the value so scene-side range edits are respected.
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public class MasterVolumeSlider : MonoBehaviour
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{
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[SerializeField] private Slider slider;
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[Tooltip("Optional TMP label showing the current volume as a percentage (e.g. \"80%\").")]
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[SerializeField] private TMP_Text valueLabel;
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void OnEnable()
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{
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if (!slider) return;
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slider.SetValueWithoutNotify(MasterVolume.Volume);
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UpdateLabel(MasterVolume.Volume);
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slider.onValueChanged.AddListener(OnSliderChanged);
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}
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void OnDisable()
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{
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if (slider) slider.onValueChanged.RemoveListener(OnSliderChanged);
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}
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void OnSliderChanged(float value)
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{
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MasterVolume.Volume = value;
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UpdateLabel(value);
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}
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void UpdateLabel(float value)
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{
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if (valueLabel) valueLabel.text = Mathf.RoundToInt(value * 100f) + "%";
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}
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}
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