using Godot; namespace UI.Setting; public partial class SettingPanel : Setting { public override void OnCreateUi() { if (PrevUi != null) { //返回上一级UI L_Back.Instance.Pressed += () => { OpenPrevUi(); }; } //视频设置 S_VideoItem.Instance.Pressed += () => { S_SettingMenu.Instance.Visible = false; S_VideoSetting.Instance.Visible = true; }; //键位设置 S_InputItem.Instance.Pressed += () => { S_SettingMenu.Instance.Visible = false; S_KeySetting.Instance.Visible = true; }; //视频设置返回 S_VideoSetting.L_Back.Instance.Pressed += () => { S_SettingMenu.Instance.Visible = true; S_VideoSetting.Instance.Visible = false; }; //键位设置返回 S_KeySetting.L_Back.Instance.Pressed += () => { S_SettingMenu.Instance.Visible = true; S_KeySetting.Instance.Visible = false; }; //---------------------- 视频设置 ----------------------------- //全屏属性 S_FullScreen.L_CheckBox.Instance.ButtonPressed = DisplayServer.WindowGetMode() == DisplayServer.WindowMode.Fullscreen; S_FullScreen.L_CheckBox.Instance.Pressed += OnChangeFullScreen; //----------------------------------------------------------- } public override void OnDestroyUi() { } //切换全屏/非全屏 private void OnChangeFullScreen() { var checkBox = S_FullScreen.L_CheckBox.Instance; if (checkBox.ButtonPressed) { DisplayServer.WindowSetMode(DisplayServer.WindowMode.Fullscreen); } else { DisplayServer.WindowSetMode(DisplayServer.WindowMode.Windowed); } } }