GameSetting
namespace Griff.Scenes;
public enum GameSettingA setting of the game itself that a Slider, Toggle or Choice can change with no code.
Values
Section titled “Values”None= 0: None: the control just keeps its own value (and saves it, with SaveAs).Volume= 1: Overall volume, 0 to 1 (Audio.Volume).MusicVolume= 2: Music volume, 0 to 1 (Audio.MusicVolume).SoundVolume= 3: Sound effect volume, 0 to 1 (Audio.SoundVolume).Sound= 4: Sound on or off: on is notAudio.Muted.Fullscreen= 5: Fullscreen or windowed (Game.Fullscreen).Skip= 6: Dialogue skipping now, through lines read before (Game.Skipping): a toggle for a Skip button.Auto= 7: Dialogue reading on by itself (Game.AutoReading): a toggle for an Auto button.SkipUnread= 8: Skipping goes through lines not read yet too (Game.SkipUnread), rather than stopping at them.AutoSpeed= 9: How quickly dialogue reads on by itself, 0 (slowly) to 1 (quickly) (Game.AutoSpeed).AudioOffset= 10: The player’s audio offset in milliseconds (Game.AudioOffset): how late they hear the sound. A slider bound to it is set in milliseconds, its Min to its Max (say -100 to 400, in steps of 5).VisualOffset= 11: The player’s visual offset in milliseconds (Game.VisualOffset): how late they see the screen. In milliseconds, as AudioOffset is.NoteSpeed= 12: How fast this player likes rhythm notes to come (Game.NoteSpeed), times what the lanes say: the slider’s value is it (say 0.5 to 3, in steps of 0.25, with a text showing “{0:0.00}x”).WindowSize= 13: The size of the built game’s window, in pixels of the game (Game.WindowSize): aChoiceset to it offers the common 16:9 sizes that fit the screen (“1280x720”, “1600x900”…) in place of its own Options. Fullscreen stays at the screen’s own resolution, borderless: the display’s mode is never changed. In the editor and a browser there’s no window to size: the choice is kept for the built game, and nothing changes.VSync= 14: Frames in step with the screen (Game.VSync), on by default: off draws them as fast as the computer can, up toFrameCap. A toggle’s setting. The game’s steps are the same either way.FrameCap= 15: The most frames drawn a second (Game.FrameCap): aChoiceset to it offers Off, 30, 60, 120, 144, 165 and 240 in place of its own Options. Off (the default) draws every frame the screen shows. The game’s steps are the same either way.UiScale= 16: How many times its size the HUD is drawn (Game.UiScale), for players who want it bigger or smaller: everything pinned with aScreenAnchor, and tooltips. A slider bound to it is set in times, its Min to its Max (say 0.75 to 1.5, in steps of 0.05, with a text showing “{0:0%}”); 1 by default.EdgeScroll= 17: Whether the screen’s edges pan the camera (Game.EdgeScroll), for a toggle: it shows the camera controls’ own EdgeScroll until the player turns it on or off, and then their choice wins over every camera.PanSpeed= 18: How many times as fast the keys and the screen’s edges pan the camera (Game.PanSpeed), times each camera controls’ PanSpeed. A slider bound to it is set in times, its Min to its Max (say 0.5 to 2, in steps of 0.25, with a text showing “{0:0.00}x”); 1 by default.