forked from vrchat-community/ClientSim
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathClientSimSettings.cs
More file actions
208 lines (181 loc) · 6.6 KB
/
ClientSimSettings.cs
File metadata and controls
208 lines (181 loc) · 6.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
#if UNITY_EDITOR
using UnityEditor;
using VRC.Core;
#endif
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace VRC.SDK3.ClientSim
{
public class ClientSimSettings
{
private static ClientSimSettings _instance;
public static ClientSimSettings Instance
{
get
{
if (_instance == null)
{
#if UNITY_EDITOR
_instance = LoadSettings();
#endif
}
return _instance;
}
}
private const string SETTINGS_PREFS_STRING = "com.vrchat.clientsim.settings";
private const string AVAILABLE_LANGUAGES_CODES_KEY = "availableLanguageCodes";
private static readonly Dictionary<string, string> LanguageByCode = new()
{
{ "en", "English" },
{ "fr", "French" },
{ "de", "German" },
{ "it", "Italian" },
{ "ja", "Japanese" },
{ "ko", "Korean" },
{ "es", "Spanish" },
{ "pt", "Portuguese" },
{ "pt-BR", "Brazilian" },
{ "he", "Hebrew" },
{ "pl", "Polish" },
{ "tok", "Toki Pona" },
{ "id", "Indonesian" },
{ "zh-CN", "Chinese Simplified" },
{ "zh-HK", "Chinese Traditional" },
{ "ru", "Russian" },
{ "sv", "Swedish" },
{ "nl", "Dutch" },
{ "uk", "Ukrainian" },
{ "da", "Danish" },
{ "no", "Norwegian" },
{ "th", "Thai" },
{ "fi", "Finnish" },
{ "hu", "Hungarian" },
{ "cs", "Czech" },
{ "tr", "Turkish" },
{ "ar", "Arabic" },
{ "ro", "Romanian" },
{ "vi", "Vietnamese" }
};
private static readonly Dictionary<string, string> CodeByLanguage = new()
{
{ "English", "en" },
{ "French", "fr" },
{ "German", "de" },
{ "Italian", "it" },
{ "Japanese", "ja" },
{ "Korean", "ko" },
{ "Spanish", "es" },
{ "Portuguese", "pt" },
{ "Brazilian", "pt-BR" },
{ "Hebrew", "he" },
{ "Polish", "pl" },
{ "Toki Pona", "tok" },
{ "Indonesian", "id" },
{ "Chinese Simplified", "zh-CN" },
{ "Chinese Traditional", "zh-HK" },
{ "Russian", "ru" },
{ "Swedish", "sv" },
{ "Dutch", "nl" },
{ "Ukrainian", "uk" },
{ "Danish", "da" },
{ "Norwegian", "no" },
{ "Thai", "th" },
{ "Finnish", "fi" },
{ "Hungarian", "hu" },
{ "Czech", "cs" },
{ "Turkish", "tr" },
{ "Arabic", "ar" },
{ "Romanian", "ro" },
{ "Vietnamese", "vi" }
};
public string customLocalPlayerName = "";
// TODO move settings to be per project instead of global to all
public bool enableClientSim = true;
public bool displayLogs = true;
public bool hideMenuOnLaunch = false;
public bool deleteEditorOnly = true;
public bool spawnPlayer = true;
public bool setTargetFrameRate = true;
public int targetFrameRate = 90;
public bool stopOnScriptChanges = true;
public bool isInstanceOwner = true;
public bool localPlayerIsMaster = true;
public float initializationDelay = 0.0f;
public bool showDesktopReticle = true;
public bool showTooltips = true;
public bool invertMouseLook = false;
public float playerStartHeight = ClientSimTrackingProviderBase.AVATAR_HEIGHT; // Default avatar height is 1.9 units tall
public string currentLanguage = "en";
public string[] availableDisplayLanguages = Array.Empty<string>();
public string[] availableLanguages = Array.Empty<string>();
#if UNITY_EDITOR
private static ClientSimSettings LoadSettings()
{
ClientSimSettings settings = new ClientSimSettings();
string data = EditorPrefs.GetString(SETTINGS_PREFS_STRING, JsonUtility.ToJson(settings, false));
JsonUtility.FromJsonOverwrite(data, settings);
return settings;
}
public static void SaveSettings(ClientSimSettings settings)
{
string data = JsonUtility.ToJson(settings, false);
EditorPrefs.SetString(SETTINGS_PREFS_STRING, data);
}
public string GetLanguage(int languageIndex)
{
if (!LanguagesInitialized())
{
if (!TryInitLanguages())
return "en";
}
if (languageIndex > availableLanguages.Length)
return "en";
return availableLanguages[languageIndex];
}
public string[] GetAvailableDisplayLanguages()
{
if (!LanguagesInitialized())
{
if (!TryInitLanguages())
return new[] { "English" };
}
return availableDisplayLanguages;
}
public string[] GetAvailableLanguages()
{
if (!LanguagesInitialized())
{
if (!TryInitLanguages())
return new[] { "en" };
}
return availableLanguages;
}
private bool TryInitLanguages()
{
if (ConfigManager.RemoteConfig.IsInitialized())
{
availableLanguages = ConfigManager.RemoteConfig.GetList(AVAILABLE_LANGUAGES_CODES_KEY).ToArray();
availableDisplayLanguages = availableLanguages.Where(code => LanguageByCode.ContainsKey(code)).Select(code => LanguageByCode[code]).ToArray();
return true;
}
ConfigManager.RemoteConfig.Init();
return false;
}
private bool LanguagesInitialized()
{
// if the remote config isn't available, use cached languages if available
if (availableLanguages.Length == 0 && availableDisplayLanguages.Length > 0)
{
availableLanguages = availableDisplayLanguages.Where(lang => CodeByLanguage.ContainsKey(lang)).Select(lang => CodeByLanguage[lang]).ToArray();
}
return availableLanguages.Length > 0 && availableDisplayLanguages.Length > 0;
}
#endif
public void SetInitialPlayerHeight(float height)
{
playerStartHeight = height;
}
}
}