Reworked the dialogue system
Now the dialogue can use tags to add special effects Reorganized project structure, updating may require adding some using statements
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README.md
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README.md
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@ -12,7 +12,6 @@ This package will be updated once I find another useful tool or someone suggest
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- Basic menu with **music and SFX sliders** as well as **resolution and quality dropdowns.**
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- An **object pooler** with the ability to create pools with an undetermined size.
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- A basic **scene manager** with a loading screen with progress bar.
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- A **timer** that is displayed inside a TextMeshPro object.
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All of that comes with some editor menu items for creating all of that as fast as possible.
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@ -37,6 +36,8 @@ Download latest package from the Release section Import SimpleTools.unitypackage
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### AudioManager
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```csharp
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using SimpleTools.AudioManager;
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AudioManager.instance.Play("Name"); //Plays the sound with that name
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AudioManager.instance.Play("Name", 1f); //Starts playing the sound "Name" in 1 second
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AudioManager.instance.PlayOneShot("Name"); //Plays one shot of that sound (Useful for repeated sounds)
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@ -63,6 +64,8 @@ AudioManager.instance.FadeMutedOut("Name", 1f); //Fade Out a sound without stopp
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The SpawnFromPool function always return a GameObject
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```csharp
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using SimpleTools.ObjectPooler;
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Pool pool; //The pool scriptable object goes here
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Pooler.CreatePools(pool); //Create the pool, without creating it you cannot spawn it
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Pool[] pools;
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@ -82,13 +85,28 @@ Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity, transform, true)
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The Dialogue function returns a bool (true if it's talking, false if it has ended)
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```csharp
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using SimpleTools.DialogueSystem;
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Dialogue dialogue; //The dialogue scriptable object goes here
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DialogueSystem.instance.Dialogue(dialogue); //Start/Continue the dialogue
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DialogueSystem.instance.Dialogue(dialogue, "Sound1", "Sound2"); //Start/Continue the dialogue with a random set of sounds for the text reveal
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```
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Text commands:
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| <color=color></color> | Sets font color within tags |
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| --- | --- |
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| <size=percentage></size> | Sets font size within tags |
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| <sprite=index> | Draws a sprite from the TextMeshPro |
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| <p:[tiny,short,normal,long,read]> | Pauses during a period of time |
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| <anim:[wobble,wave,rainbow,shake]></anim> | Reproduces an animation |
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| <sp:number></sp> | Changes reveal speed |
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### SceneManager
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```csharp
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using SimpleTools.SceneManagement;
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Loader.Load(0); //Loads a scene with a specific build index
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Loader.Load("Scene"); //Loads a scene with a specific name
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```
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@ -96,6 +114,8 @@ Loader.Load("Scene"); //Loads a scene with a specific name
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### ScreenShake
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```csharp
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using SimpleTools.Cinemachine;
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ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration
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```
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@ -121,4 +141,4 @@ timer.Restart(); //Restarts the timer
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You can easily set up some things by right clicking in your Project Tab and then selecting Tools and clicking on the one you want to create.
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Also you can right click in the Hierarchy for easily creating some GameObjects with the Tools in it.
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Also you can right click in the Hierarchy for easily creating some GameObjects with the Tools in it.
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