Reworked the dialogue system
Now the dialogue can use tags to add special effects Reorganized project structure, updating may require adding some using statements
This commit is contained in:
parent
95bad523b9
commit
0e8b8b1835
25 changed files with 1912 additions and 1266 deletions
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@ -2,261 +2,270 @@
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using UnityEngine;
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using System;
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public class AudioManager : MonoBehaviour{
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namespace SimpleTools.AudioManager {
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public class AudioManager : MonoBehaviour {
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public static AudioManager instance;
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public static AudioManager instance;
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[SerializeField] Sounds soundList = default;
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[SerializeField] Sounds soundList = default;
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void Awake(){
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if(instance == null){
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instance = this;
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}else{
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Destroy(gameObject);
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return;
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}
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DontDestroyOnLoad(gameObject);
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void Awake() {
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if (instance == null) {
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instance = this;
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} else {
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Destroy(gameObject);
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return;
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}
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DontDestroyOnLoad(gameObject);
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foreach(Sounds.List s in soundList.sounds){
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if(string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)){
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Debug.LogWarning("The name one sound is empty");
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continue;
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}
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foreach (Sounds.List s in soundList.sounds) {
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if (string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)) {
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Debug.LogWarning("The name one sound is empty");
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continue;
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}
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GameObject sound = new GameObject(s.name);
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sound.transform.parent = transform;
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s.source = sound.AddComponent<AudioSource>();
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GameObject sound = new GameObject(s.name);
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sound.transform.parent = transform;
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s.source = sound.AddComponent<AudioSource>();
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if(soundList.mainMixer && soundList.sfxMixer){
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if (s.type == Sounds.List.Type.Music)
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s.source.outputAudioMixerGroup = soundList.mainMixer;
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else
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s.source.outputAudioMixerGroup = soundList.sfxMixer;
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}
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if (soundList.mainMixer && soundList.sfxMixer) {
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if (s.type == Sounds.List.Type.Music)
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s.source.outputAudioMixerGroup = soundList.mainMixer;
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else
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s.source.outputAudioMixerGroup = soundList.sfxMixer;
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}
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s.source.clip = s.clip;
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s.source.clip = s.clip;
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s.source.volume = s.volume;
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s.source.pitch = s.pitch;
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s.source.loop = s.loop;
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}
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}
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s.source.volume = s.volume;
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s.source.pitch = s.pitch;
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s.source.loop = s.loop;
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}
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}
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#region Play
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/// <summary>Use this to play a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void Play(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if(s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.Play();
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}
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/// <summary>Use this to play a sound with a specific name and with a certain delay
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void Play(string name, float delay){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.PlayDelayed(delay);
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}
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/// <summary>Use this to play one shot of a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void PlayOneShot(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.PlayOneShot(s.clip);
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}
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/// <summary>Use this to play an intro song and then start playing the song loop
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void PlayWithIntro(string intro, string song){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
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if (s == null){
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Debug.LogWarning("Sound: " + intro + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.Play();
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#region Play
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/// <summary>Use this to play a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void Play(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.Play();
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}
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/// <summary>Use this to play a sound with a specific name and with a certain delay
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void Play(string name, float delay) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.PlayDelayed(delay);
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}
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/// <summary>Use this to play one shot of a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void PlayOneShot(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.PlayOneShot(s.clip);
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}
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/// <summary>Use this to play an intro song and then start playing the song loop
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void PlayWithIntro(string intro, string song) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
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if (s == null) {
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Debug.LogWarning("Sound: " + intro + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.Play();
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float introDuration = s.clip.length;
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Play(song, introDuration);
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}
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#endregion
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#region Pause
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/// <summary>Use this to pause a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void Pause(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.Pause();
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}
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/// <summary>Use this to unpause a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void UnPause(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.UnPause();
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}
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#endregion
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#region Stop
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/// <summary>Use this to stop a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void Stop(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.Stop();
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}
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/// <summary>Use this to stop all the sounds
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void StopAll(){
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foreach (Sounds.List s in soundList.sounds){
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if (s.source){
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s.source.Stop();
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}
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}
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}
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#endregion
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/// <summary>This function returns the AudioSource that contains a specific sound
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public AudioSource GetSource(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return null;
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}
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return s.source;
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}
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#region Fades
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/// <summary>Use this to start playing a sound with a fade in
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void FadeIn(string name, float duration){
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StartCoroutine(FadeInCoroutine(name, duration));
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}
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IEnumerator FadeInCoroutine(string name, float fadeTime){
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AudioSource audioSource = GetSource(name);
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if (audioSource != null && !audioSource.isPlaying){
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float volume = audioSource.volume;
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audioSource.volume = 0;
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audioSource.Play();
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while (audioSource.volume < volume){
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audioSource.volume += Time.deltaTime / fadeTime;
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yield return null;
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}
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float introDuration = s.clip.length;
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Play(song, introDuration);
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}
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/// <summary>Use this to play one shot of a random sound within a list
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/// <para>They have to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void PlayRandomSound(params string[] names) {
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int random = UnityEngine.Random.Range(0, names.Length);
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PlayOneShot(names[random]);
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}
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#endregion
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#region Pause
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/// <summary>Use this to pause a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void Pause(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.Pause();
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}
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/// <summary>Use this to unpause a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void UnPause(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.UnPause();
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}
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#endregion
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#region Stop
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/// <summary>Use this to stop a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void Stop(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.Stop();
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}
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/// <summary>Use this to stop all the sounds
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void StopAll() {
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foreach (Sounds.List s in soundList.sounds) {
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if (s.source) {
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s.source.Stop();
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}
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}
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}
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#endregion
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/// <summary>This function returns the AudioSource that contains a specific sound
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public AudioSource GetSource(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return null;
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}
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return s.source;
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}
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#region Fades
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/// <summary>Use this to start playing a sound with a fade in
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void FadeIn(string name, float duration) {
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StartCoroutine(FadeInCoroutine(name, duration));
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}
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IEnumerator FadeInCoroutine(string name, float fadeTime) {
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AudioSource audioSource = GetSource(name);
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if (audioSource != null && !audioSource.isPlaying) {
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float volume = audioSource.volume;
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audioSource.volume = 0;
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audioSource.Play();
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while (audioSource.volume < volume) {
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audioSource.volume += Time.deltaTime / fadeTime;
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yield return null;
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}
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audioSource.volume = volume;
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}
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}
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/// <summary>Use this to stop playing a sound with a fade out
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void FadeOut(string name, float duration){
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StartCoroutine(FadeOutCoroutine(name, duration));
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}
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IEnumerator FadeOutCoroutine(string name, float fadeTime){
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AudioSource audioSource = GetSource(name);
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audioSource.volume = volume;
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}
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}
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/// <summary>Use this to stop playing a sound with a fade out
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void FadeOut(string name, float duration) {
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StartCoroutine(FadeOutCoroutine(name, duration));
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}
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IEnumerator FadeOutCoroutine(string name, float fadeTime) {
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AudioSource audioSource = GetSource(name);
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if (audioSource && audioSource.isPlaying){
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float startVolume = audioSource.volume;
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if (audioSource && audioSource.isPlaying) {
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float startVolume = audioSource.volume;
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while (audioSource.volume > 0){
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audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
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yield return null;
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}
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while (audioSource.volume > 0) {
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audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
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yield return null;
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}
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audioSource.Stop();
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audioSource.volume = startVolume;
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}
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}
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audioSource.Stop();
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audioSource.volume = startVolume;
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}
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}
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/// <summary>Use this to start playing a sound muted
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void PlayMuted(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = 0f;
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s.source.Play();
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}
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/// <summary>Use this to fade in a sound that is currently muted
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// <para>WARNING: If the PlayMuted hasn't been called before, this function won't work</para>
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/// </summary>
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public void FadeMutedIn(string name, float duration){
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StartCoroutine(FadeMutedInCoroutine(name, duration));
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}
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IEnumerator FadeMutedInCoroutine(string name, float fadeTime){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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yield break;
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}
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/// <summary>Use this to start playing a sound muted
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void PlayMuted(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = 0f;
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s.source.Play();
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}
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/// <summary>Use this to fade in a sound that is currently muted
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// <para>WARNING: If the PlayMuted hasn't been called before, this function won't work</para>
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/// </summary>
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public void FadeMutedIn(string name, float duration) {
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StartCoroutine(FadeMutedInCoroutine(name, duration));
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}
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IEnumerator FadeMutedInCoroutine(string name, float fadeTime) {
|
||||
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
|
||||
if (s == null) {
|
||||
Debug.LogWarning("Sound: " + name + " not found!");
|
||||
yield break;
|
||||
}
|
||||
|
||||
while (s.source.volume < s.volume){
|
||||
s.source.volume += Time.deltaTime / fadeTime;
|
||||
yield return null;
|
||||
}
|
||||
s.source.volume = s.volume;
|
||||
}
|
||||
/// <summary>Use this to fade out a sound and keep playing that muted
|
||||
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
|
||||
/// </summary>
|
||||
public void FadeMutedOut(string name, float duration){
|
||||
StartCoroutine(FadeMutedOutCoroutine(name, duration));
|
||||
}
|
||||
IEnumerator FadeMutedOutCoroutine(string name, float fadeTime){
|
||||
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
|
||||
if (s == null){
|
||||
Debug.LogWarning("Sound: " + name + " not found!");
|
||||
yield break;
|
||||
}
|
||||
while (s.source.volume < s.volume) {
|
||||
s.source.volume += Time.deltaTime / fadeTime;
|
||||
yield return null;
|
||||
}
|
||||
s.source.volume = s.volume;
|
||||
}
|
||||
/// <summary>Use this to fade out a sound and keep playing that muted
|
||||
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
|
||||
/// </summary>
|
||||
public void FadeMutedOut(string name, float duration) {
|
||||
StartCoroutine(FadeMutedOutCoroutine(name, duration));
|
||||
}
|
||||
IEnumerator FadeMutedOutCoroutine(string name, float fadeTime) {
|
||||
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
|
||||
if (s == null) {
|
||||
Debug.LogWarning("Sound: " + name + " not found!");
|
||||
yield break;
|
||||
}
|
||||
|
||||
while (s.source.volume > 0){
|
||||
s.source.volume -= Time.deltaTime / fadeTime;
|
||||
yield return null;
|
||||
}
|
||||
s.source.volume = 0;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
while (s.source.volume > 0) {
|
||||
s.source.volume -= Time.deltaTime / fadeTime;
|
||||
yield return null;
|
||||
}
|
||||
s.source.volume = 0;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
|
@ -1,50 +1,53 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
[CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
|
||||
public class Sounds : ScriptableObject{
|
||||
namespace SimpleTools.AudioManager {
|
||||
[CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
|
||||
public class Sounds : ScriptableObject {
|
||||
|
||||
[Tooltip("The music mixer.")]
|
||||
public AudioMixerGroup mainMixer = default;
|
||||
[Tooltip("The SFX mixer.")]
|
||||
public AudioMixerGroup sfxMixer = default;
|
||||
[Tooltip("The music mixer.")]
|
||||
public AudioMixerGroup mainMixer = default;
|
||||
[Tooltip("The SFX mixer.")]
|
||||
public AudioMixerGroup sfxMixer = default;
|
||||
|
||||
public List[] sounds;
|
||||
public List[] sounds;
|
||||
|
||||
[System.Serializable] public class List{
|
||||
[Tooltip("Name of the sound. Each name has to be different between each other.")]
|
||||
public string name;
|
||||
[System.Serializable]
|
||||
public class List {
|
||||
[Tooltip("Name of the sound. Each name has to be different between each other.")]
|
||||
public string name;
|
||||
|
||||
public AudioClip clip;
|
||||
public AudioClip clip;
|
||||
|
||||
[System.Serializable] public enum Type { Music, SFX }
|
||||
[Space]
|
||||
[Tooltip("Is it part of the music or the SFX?")] public Type type;
|
||||
[System.Serializable] public enum Type { Music, SFX }
|
||||
[Space]
|
||||
[Tooltip("Is it part of the music or the SFX?")] public Type type;
|
||||
|
||||
[Space]
|
||||
[Tooltip("Default volume of the sound."), Range(0f, 1f)] public float volume;
|
||||
[Tooltip("Variance percentage of the volume"), Range(0f, 1f)] public float volumeVariance;
|
||||
[Tooltip("Default pitch of the sound."), Range(.1f, 3f)] public float pitch;
|
||||
[Tooltip("Variance percentage of the pitch"), Range(0f, 1f)] public float pitchVariance;
|
||||
[Space]
|
||||
[Tooltip("Default volume of the sound."), Range(0f, 1f)] public float volume;
|
||||
[Tooltip("Variance percentage of the volume"), Range(0f, 1f)] public float volumeVariance;
|
||||
[Tooltip("Default pitch of the sound."), Range(.1f, 3f)] public float pitch;
|
||||
[Tooltip("Variance percentage of the pitch"), Range(0f, 1f)] public float pitchVariance;
|
||||
|
||||
public bool loop;
|
||||
public bool loop;
|
||||
|
||||
[HideInInspector] public AudioSource source;
|
||||
[HideInInspector] public AudioSource source;
|
||||
|
||||
float randomVolume;
|
||||
public float RandomVolume{
|
||||
get{
|
||||
randomVolume = volume * (1f + Random.Range(-volumeVariance / 2f, volumeVariance / 2f));
|
||||
return randomVolume;
|
||||
}
|
||||
}
|
||||
float randomVolume;
|
||||
public float RandomVolume {
|
||||
get {
|
||||
randomVolume = volume * (1f + Random.Range(-volumeVariance / 2f, volumeVariance / 2f));
|
||||
return randomVolume;
|
||||
}
|
||||
}
|
||||
|
||||
float randomPitch;
|
||||
public float RandomPitch{
|
||||
get{
|
||||
randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f));
|
||||
return randomPitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
float randomPitch;
|
||||
public float RandomPitch {
|
||||
get {
|
||||
randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f));
|
||||
return randomPitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,38 +1,40 @@
|
|||
using UnityEngine;
|
||||
using Cinemachine;
|
||||
|
||||
public class CMCameraTrigger : MonoBehaviour{
|
||||
namespace SimpleTools.Cinemachine {
|
||||
public class CMCameraTrigger : MonoBehaviour {
|
||||
|
||||
CinemachineVirtualCamera vcam;
|
||||
CinemachineVirtualCamera vcam;
|
||||
|
||||
void Awake(){
|
||||
vcam = GetComponentInChildren<CinemachineVirtualCamera>(true);
|
||||
vcam.gameObject.SetActive(false);
|
||||
}
|
||||
void Awake() {
|
||||
vcam = GetComponentInChildren<CinemachineVirtualCamera>(true);
|
||||
vcam.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
#region 3D
|
||||
void OnTriggerEnter(Collider col){
|
||||
if (col.CompareTag("Player")){
|
||||
vcam.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
void OnTriggerExit(Collider col){
|
||||
if (col.CompareTag("Player")){
|
||||
vcam.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
#region 3D
|
||||
void OnTriggerEnter(Collider col) {
|
||||
if (col.CompareTag("Player")) {
|
||||
vcam.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
void OnTriggerExit(Collider col) {
|
||||
if (col.CompareTag("Player")) {
|
||||
vcam.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 2D
|
||||
void OnTriggerEnter2D(Collider2D col){
|
||||
if (col.CompareTag("Player")){
|
||||
vcam.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
void OnTriggerExit2D(Collider2D col){
|
||||
if (col.CompareTag("Player")){
|
||||
vcam.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
#region 2D
|
||||
void OnTriggerEnter2D(Collider2D col) {
|
||||
if (col.CompareTag("Player")) {
|
||||
vcam.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
void OnTriggerExit2D(Collider2D col) {
|
||||
if (col.CompareTag("Player")) {
|
||||
vcam.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
|
@ -1,36 +1,38 @@
|
|||
using Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
public static class ScreenShake{
|
||||
namespace SimpleTools.Cinemachine {
|
||||
public static class ScreenShake {
|
||||
|
||||
static CinemachineVirtualCamera vCam;
|
||||
static ScreenShakeUpdate shakeUpdate;
|
||||
static CinemachineVirtualCamera vCam;
|
||||
static ScreenShakeUpdate shakeUpdate;
|
||||
|
||||
class ScreenShakeUpdate : MonoBehaviour {
|
||||
[HideInInspector] public float shakeTimer;
|
||||
[HideInInspector] public float shakeTimerTotal;
|
||||
[HideInInspector] public float startingIntensity;
|
||||
class ScreenShakeUpdate : MonoBehaviour {
|
||||
[HideInInspector] public float shakeTimer;
|
||||
[HideInInspector] public float shakeTimerTotal;
|
||||
[HideInInspector] public float startingIntensity;
|
||||
|
||||
void Update(){
|
||||
if (shakeTimer > 0){
|
||||
shakeTimer -= Time.deltaTime;
|
||||
CinemachineBasicMultiChannelPerlin multiChannelPerlin = vCam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(startingIntensity, 0f, 1 - (shakeTimer / shakeTimerTotal));
|
||||
}
|
||||
}
|
||||
}
|
||||
void Update() {
|
||||
if (shakeTimer > 0) {
|
||||
shakeTimer -= Time.deltaTime;
|
||||
CinemachineBasicMultiChannelPerlin multiChannelPerlin = vCam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(startingIntensity, 0f, 1 - (shakeTimer / shakeTimerTotal));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Shake the camera
|
||||
/// <para>It needs a cinemachine camera with a noise profile in it.</para>
|
||||
/// </summary>
|
||||
public static void Shake(float intensity, float time){
|
||||
if(vCam == null){
|
||||
vCam = Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
|
||||
}
|
||||
if(shakeUpdate == null){
|
||||
shakeUpdate = new GameObject("ShakeUpdate").AddComponent<ScreenShakeUpdate>();
|
||||
}
|
||||
shakeUpdate.startingIntensity = intensity;
|
||||
shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = time;
|
||||
}
|
||||
}
|
||||
/// <summary>Shake the camera
|
||||
/// <para>It needs a cinemachine camera with a noise profile in it.</para>
|
||||
/// </summary>
|
||||
public static void Shake(float intensity, float time) {
|
||||
if (vCam == null) {
|
||||
vCam = Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
|
||||
}
|
||||
if (shakeUpdate == null) {
|
||||
shakeUpdate = new GameObject("ShakeUpdate").AddComponent<ScreenShakeUpdate>();
|
||||
}
|
||||
shakeUpdate.startingIntensity = intensity;
|
||||
shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = time;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,12 +1,16 @@
|
|||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "New Character", menuName = "Simple Tools/Character", order = 11)]
|
||||
public class Dialogue : ScriptableObject{
|
||||
namespace SimpleTools.DialogueSystem {
|
||||
[CreateAssetMenu(fileName = "New Dialogue", menuName = "Simple Tools/Dialogue", order = 11)]
|
||||
public class Dialogue : ScriptableObject {
|
||||
public DialogueBox[] sentences;
|
||||
}
|
||||
|
||||
public bool displayName;
|
||||
public string characterName;
|
||||
|
||||
[Space]
|
||||
public Sprite characterImage;
|
||||
[TextArea] public string[] sentences;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class DialogueBox {
|
||||
public bool displayName;
|
||||
public string characterName;
|
||||
public Sprite characterImage;
|
||||
[TextArea(5, 10)] public string sentence;
|
||||
}
|
||||
}
|
112
Tools/DialogueSystem/DialogueManager.cs
Normal file
112
Tools/DialogueSystem/DialogueManager.cs
Normal file
|
@ -0,0 +1,112 @@
|
|||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace SimpleTools.DialogueSystem {
|
||||
public class DialogueManager : MonoBehaviour {
|
||||
|
||||
DialogueVertexAnimator dialogueVertexAnimator;
|
||||
|
||||
Queue<string> sentences;
|
||||
Queue<bool> displayNames;
|
||||
Queue<string> characterNames;
|
||||
Queue<Sprite> characterImages;
|
||||
bool talking;
|
||||
|
||||
public DialogueItems dialogueItems;
|
||||
|
||||
public static DialogueManager instance;
|
||||
void Awake() {
|
||||
instance = this;
|
||||
sentences = new Queue<string>();
|
||||
displayNames = new Queue<bool>();
|
||||
characterNames = new Queue<string>();
|
||||
characterImages = new Queue<Sprite>();
|
||||
|
||||
dialogueVertexAnimator = new DialogueVertexAnimator(dialogueItems.textBox);
|
||||
}
|
||||
|
||||
public bool Dialogue(Dialogue dialogue) {
|
||||
return Dialogue(dialogue, "");
|
||||
}
|
||||
|
||||
public bool Dialogue(Dialogue dialogue, params string[] sounds) {
|
||||
if (sounds != null)
|
||||
dialogueVertexAnimator.SetAudioSourceGroup(sounds);
|
||||
|
||||
if (!talking) {
|
||||
sentences.Clear();
|
||||
if (dialogue.sentences.Length != 0) {
|
||||
foreach (DialogueBox sentence in dialogue.sentences) {
|
||||
sentences.Enqueue(sentence.sentence);
|
||||
displayNames.Enqueue(sentence.displayName);
|
||||
characterNames.Enqueue(sentence.characterName);
|
||||
characterImages.Enqueue(sentence.characterImage);
|
||||
}
|
||||
} else {
|
||||
sentences.Enqueue("I am error. No text has been added");
|
||||
}
|
||||
talking = true;
|
||||
|
||||
if (sentences.Count == 0) {
|
||||
talking = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
string sentenceToShow = sentences.Peek();
|
||||
bool displayName = displayNames.Peek();
|
||||
string characterName = characterNames.Peek();
|
||||
Sprite characterImage = characterImages.Peek();
|
||||
if (PlayDialogue(sentenceToShow, displayName, characterName, characterImage)) {
|
||||
sentences.Dequeue();
|
||||
displayNames.Dequeue();
|
||||
characterNames.Dequeue();
|
||||
characterImages.Dequeue();
|
||||
}
|
||||
return true;
|
||||
} else {
|
||||
if (sentences.Count == 0) {
|
||||
talking = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
string sentenceToShow = sentences.Peek();
|
||||
bool displayName = displayNames.Peek();
|
||||
string characterName = characterNames.Peek();
|
||||
Sprite characterImage = characterImages.Peek();
|
||||
if (PlayDialogue(sentenceToShow, displayName, characterName, characterImage)) {
|
||||
sentences.Dequeue();
|
||||
displayNames.Dequeue();
|
||||
characterNames.Dequeue();
|
||||
characterImages.Dequeue();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
private Coroutine typeRoutine = null;
|
||||
bool PlayDialogue(string message, bool displayName = false, string characterName = "", Sprite characterImage = null) {
|
||||
if (dialogueVertexAnimator.IsMessageAnimating()) {
|
||||
dialogueVertexAnimator.SkipToEndOfCurrentMessage();
|
||||
return false; //Next message hasn't been shown because the current one is still animating.
|
||||
}
|
||||
this.EnsureCoroutineStopped(ref typeRoutine);
|
||||
dialogueVertexAnimator.textAnimating = false;
|
||||
List<DialogueCommand> commands = DialogueUtility.ProcessInputString(message, out string totalTextMessage);
|
||||
typeRoutine = StartCoroutine(dialogueVertexAnimator.AnimateTextIn(commands, totalTextMessage, null));
|
||||
|
||||
dialogueItems.characterImage.sprite = characterImage;
|
||||
dialogueItems.characterName.text = displayName ? characterName : "???";
|
||||
return true; //Next message shown successfully
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public struct DialogueItems {
|
||||
public Image characterImage;
|
||||
public TMP_Text characterName;
|
||||
public TMP_Text textBox;
|
||||
public Canvas canvas;
|
||||
}
|
||||
}
|
11
Tools/DialogueSystem/DialogueManager.cs.meta
Normal file
11
Tools/DialogueSystem/DialogueManager.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 23d6a059fd2bc464a9cba3a5ced1724d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
152
Tools/DialogueSystem/DialogueUtility.cs
Normal file
152
Tools/DialogueSystem/DialogueUtility.cs
Normal file
|
@ -0,0 +1,152 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text.RegularExpressions;
|
||||
using System;
|
||||
|
||||
namespace SimpleTools.DialogueSystem {
|
||||
public class DialogueUtility : MonoBehaviour {
|
||||
|
||||
// grab the remainder of the text until ">" or end of string
|
||||
const string REMAINDER_REGEX = "(.*?((?=>)|(/|$)))";
|
||||
const string PAUSE_REGEX_STRING = "<p:(?<pause>" + REMAINDER_REGEX + ")>";
|
||||
static readonly Regex pauseRegex = new Regex(PAUSE_REGEX_STRING);
|
||||
const string SPEED_REGEX_STRING = "<sp:(?<speed>" + REMAINDER_REGEX + ")>";
|
||||
static readonly Regex speedRegex = new Regex(SPEED_REGEX_STRING);
|
||||
const string ANIM_START_REGEX_STRING = "<anim:(?<anim>" + REMAINDER_REGEX + ")>";
|
||||
static readonly Regex animStartRegex = new Regex(ANIM_START_REGEX_STRING);
|
||||
const string ANIM_END_REGEX_STRING = "</anim>";
|
||||
static readonly Regex animEndRegex = new Regex(ANIM_END_REGEX_STRING);
|
||||
|
||||
static readonly Dictionary<string, float> pauseDictionary = new Dictionary<string, float>{
|
||||
{ "tiny", .1f },
|
||||
{ "short", .25f },
|
||||
{ "normal", 0.666f },
|
||||
{ "long", 1f },
|
||||
{ "read", 2f },
|
||||
};
|
||||
|
||||
public static List<DialogueCommand> ProcessInputString(string message, out string processedMessage) {
|
||||
List<DialogueCommand> result = new List<DialogueCommand>();
|
||||
processedMessage = message;
|
||||
|
||||
processedMessage = HandlePauseTags(processedMessage, result);
|
||||
processedMessage = HandleSpeedTags(processedMessage, result);
|
||||
processedMessage = HandleAnimStartTags(processedMessage, result);
|
||||
processedMessage = HandleAnimEndTags(processedMessage, result);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
static string HandleAnimEndTags(string processedMessage, List<DialogueCommand> result) {
|
||||
MatchCollection animEndMatches = animEndRegex.Matches(processedMessage);
|
||||
foreach (Match match in animEndMatches) {
|
||||
result.Add(new DialogueCommand {
|
||||
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
|
||||
type = DialogueCommandType.AnimEnd,
|
||||
});
|
||||
}
|
||||
processedMessage = Regex.Replace(processedMessage, ANIM_END_REGEX_STRING, "");
|
||||
return processedMessage;
|
||||
}
|
||||
|
||||
static string HandleAnimStartTags(string processedMessage, List<DialogueCommand> result) {
|
||||
MatchCollection animStartMatches = animStartRegex.Matches(processedMessage);
|
||||
foreach (Match match in animStartMatches) {
|
||||
string stringVal = match.Groups["anim"].Value;
|
||||
result.Add(new DialogueCommand {
|
||||
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
|
||||
type = DialogueCommandType.AnimStart,
|
||||
textAnimValue = GetTextAnimationType(stringVal)
|
||||
});
|
||||
}
|
||||
processedMessage = Regex.Replace(processedMessage, ANIM_START_REGEX_STRING, "");
|
||||
return processedMessage;
|
||||
}
|
||||
|
||||
static string HandleSpeedTags(string processedMessage, List<DialogueCommand> result) {
|
||||
MatchCollection speedMatches = speedRegex.Matches(processedMessage);
|
||||
foreach (Match match in speedMatches) {
|
||||
string stringVal = match.Groups["speed"].Value;
|
||||
if (!float.TryParse(stringVal, out float val)) {
|
||||
val = 150f;
|
||||
}
|
||||
result.Add(new DialogueCommand {
|
||||
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
|
||||
type = DialogueCommandType.TextSpeedChange,
|
||||
floatValue = val
|
||||
});
|
||||
}
|
||||
processedMessage = Regex.Replace(processedMessage, SPEED_REGEX_STRING, "");
|
||||
return processedMessage;
|
||||
}
|
||||
|
||||
static string HandlePauseTags(string processedMessage, List<DialogueCommand> result) {
|
||||
MatchCollection pauseMatches = pauseRegex.Matches(processedMessage);
|
||||
foreach (Match match in pauseMatches) {
|
||||
string val = match.Groups["pause"].Value;
|
||||
string pauseName = val;
|
||||
Debug.Assert(pauseDictionary.ContainsKey(pauseName), "no pause registered for '" + pauseName + "'");
|
||||
result.Add(new DialogueCommand {
|
||||
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
|
||||
type = DialogueCommandType.Pause,
|
||||
floatValue = pauseDictionary[pauseName]
|
||||
});
|
||||
}
|
||||
processedMessage = Regex.Replace(processedMessage, PAUSE_REGEX_STRING, "");
|
||||
return processedMessage;
|
||||
}
|
||||
|
||||
static TextAnimationType GetTextAnimationType(string stringVal) {
|
||||
TextAnimationType result;
|
||||
try {
|
||||
result = (TextAnimationType)Enum.Parse(typeof(TextAnimationType), stringVal, true);
|
||||
} catch (ArgumentException) {
|
||||
Debug.LogError("Invalid Text Animation Type: " + stringVal);
|
||||
result = TextAnimationType.none;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
static int VisibleCharactersUpToIndex(string message, int index) {
|
||||
int result = 0;
|
||||
bool insideBrackets = false;
|
||||
for (int i = 0; i < index; i++) {
|
||||
if (message[i] == '<') {
|
||||
insideBrackets = true;
|
||||
} else if (message[i] == '>') {
|
||||
insideBrackets = false;
|
||||
result--;
|
||||
}
|
||||
if (!insideBrackets) {
|
||||
result++;
|
||||
} else if (i + 6 < index && message.Substring(i, 6) == "sprite") {
|
||||
result++;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
public struct DialogueCommand {
|
||||
public int position;
|
||||
public DialogueCommandType type;
|
||||
public float floatValue;
|
||||
public string stringValue;
|
||||
public TextAnimationType textAnimValue;
|
||||
}
|
||||
|
||||
public enum DialogueCommandType {
|
||||
Pause,
|
||||
TextSpeedChange,
|
||||
AnimStart,
|
||||
AnimEnd
|
||||
}
|
||||
|
||||
public enum TextAnimationType {
|
||||
none,
|
||||
shake,
|
||||
wave,
|
||||
wobble,
|
||||
rainbow,
|
||||
}
|
||||
}
|
11
Tools/DialogueSystem/DialogueUtility.cs.meta
Normal file
11
Tools/DialogueSystem/DialogueUtility.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d4649243ed65dff45b7891eed22eb4c6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
262
Tools/DialogueSystem/DialogueVertexAnimator.cs
Normal file
262
Tools/DialogueSystem/DialogueVertexAnimator.cs
Normal file
|
@ -0,0 +1,262 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SimpleTools.DialogueSystem {
|
||||
public class DialogueVertexAnimator {
|
||||
public bool textAnimating = false;
|
||||
bool stopAnimating = false;
|
||||
|
||||
readonly TMP_Text textBox;
|
||||
string[] audioSourceGroup;
|
||||
public void SetAudioSourceGroup(params string[] _audioSourceGroup) {
|
||||
audioSourceGroup = _audioSourceGroup;
|
||||
}
|
||||
public DialogueVertexAnimator(TMP_Text _textBox) {
|
||||
textBox = _textBox;
|
||||
}
|
||||
|
||||
static readonly Color32 clear = new Color32(0, 0, 0, 0);
|
||||
const float CHAR_ANIM_TIME = 0.07f;
|
||||
static readonly Vector3 vecZero = Vector3.zero;
|
||||
public IEnumerator AnimateTextIn(List<DialogueCommand> commands, string processedMessage, Action onFinish) {
|
||||
textAnimating = true;
|
||||
float secondsPerCharacter = 1f / 150f;
|
||||
float timeOfLastCharacter = 0;
|
||||
|
||||
TextAnimInfo[] textAnimInfo = SeparateOutTextAnimInfo(commands);
|
||||
TMP_TextInfo textInfo = textBox.textInfo;
|
||||
for (int i = 0; i < textInfo.meshInfo.Length; i++) {
|
||||
TMP_MeshInfo meshInfer = textInfo.meshInfo[i];
|
||||
if (meshInfer.vertices != null) {
|
||||
for (int j = 0; j < meshInfer.vertices.Length; j++) {
|
||||
meshInfer.vertices[j] = vecZero;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
textBox.text = processedMessage;
|
||||
textBox.ForceMeshUpdate();
|
||||
|
||||
TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
|
||||
Color32[][] originalColors = new Color32[textInfo.meshInfo.Length][];
|
||||
for (int i = 0; i < originalColors.Length; i++) {
|
||||
Color32[] theColors = textInfo.meshInfo[i].colors32;
|
||||
originalColors[i] = new Color32[theColors.Length];
|
||||
Array.Copy(theColors, originalColors[i], theColors.Length);
|
||||
}
|
||||
int charCount = textInfo.characterCount;
|
||||
float[] charAnimStartTimes = new float[charCount];
|
||||
for (int i = 0; i < charCount; i++) {
|
||||
charAnimStartTimes[i] = -1;
|
||||
}
|
||||
int visableCharacterIndex = 0;
|
||||
while (true) {
|
||||
if (stopAnimating) {
|
||||
for (int i = visableCharacterIndex; i < charCount; i++) {
|
||||
charAnimStartTimes[i] = Time.unscaledTime;
|
||||
}
|
||||
visableCharacterIndex = charCount;
|
||||
FinishAnimating(onFinish);
|
||||
}
|
||||
if (ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter)) {
|
||||
if (visableCharacterIndex <= charCount) {
|
||||
ExecuteCommandsForCurrentIndex(commands, visableCharacterIndex, ref secondsPerCharacter, ref timeOfLastCharacter);
|
||||
if (visableCharacterIndex < charCount && ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter)) {
|
||||
charAnimStartTimes[visableCharacterIndex] = Time.unscaledTime;
|
||||
PlayDialogueSound();
|
||||
visableCharacterIndex++;
|
||||
timeOfLastCharacter = Time.unscaledTime;
|
||||
if (visableCharacterIndex == charCount) {
|
||||
FinishAnimating(onFinish);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int j = 0; j < charCount; j++) {
|
||||
TMP_CharacterInfo charInfo = textInfo.characterInfo[j];
|
||||
if (charInfo.isVisible) {
|
||||
int vertexIndex = charInfo.vertexIndex;
|
||||
int materialIndex = charInfo.materialReferenceIndex;
|
||||
Color32[] destinationColors = textInfo.meshInfo[materialIndex].colors32;
|
||||
Color32 theColor = j < visableCharacterIndex ? originalColors[materialIndex][vertexIndex] : clear;
|
||||
destinationColors[vertexIndex + 0] = theColor;
|
||||
destinationColors[vertexIndex + 1] = theColor;
|
||||
destinationColors[vertexIndex + 2] = theColor;
|
||||
destinationColors[vertexIndex + 3] = theColor;
|
||||
|
||||
Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
|
||||
Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
|
||||
float charSize = 0;
|
||||
float charAnimStartTime = charAnimStartTimes[j];
|
||||
if (charAnimStartTime >= 0) {
|
||||
float timeSinceAnimStart = Time.unscaledTime - charAnimStartTime;
|
||||
charSize = Mathf.Min(1, timeSinceAnimStart / CHAR_ANIM_TIME);
|
||||
}
|
||||
|
||||
Vector3 animPosAdjustment = GetAnimPosAdjustment(textAnimInfo, j, textBox.fontSize, Time.unscaledTime);
|
||||
Vector3 offset = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
|
||||
destinationVertices[vertexIndex + 0] = ((sourceVertices[vertexIndex + 0] - offset) * charSize) + offset + animPosAdjustment;
|
||||
destinationVertices[vertexIndex + 1] = ((sourceVertices[vertexIndex + 1] - offset) * charSize) + offset + animPosAdjustment;
|
||||
destinationVertices[vertexIndex + 2] = ((sourceVertices[vertexIndex + 2] - offset) * charSize) + offset + animPosAdjustment;
|
||||
destinationVertices[vertexIndex + 3] = ((sourceVertices[vertexIndex + 3] - offset) * charSize) + offset + animPosAdjustment;
|
||||
for (int i = 0; i < 4; i++) {
|
||||
Vector3 animVertexAdjustment = GetAnimVertexAdjustment(textAnimInfo, j, textBox.fontSize, Time.unscaledTime + i);
|
||||
destinationVertices[vertexIndex + i] += animVertexAdjustment;
|
||||
|
||||
Color animColorAdjustment = GetAnimColorAdjustment(textAnimInfo, j, Time.unscaledTime + i, destinationVertices[vertexIndex + i]);
|
||||
if (animColorAdjustment == Color.white)
|
||||
continue;
|
||||
destinationColors[vertexIndex + i] += animColorAdjustment;
|
||||
}
|
||||
}
|
||||
}
|
||||
textBox.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
|
||||
for (int i = 0; i < textInfo.meshInfo.Length; i++) {
|
||||
TMP_MeshInfo theInfo = textInfo.meshInfo[i];
|
||||
theInfo.mesh.vertices = theInfo.vertices;
|
||||
textBox.UpdateGeometry(theInfo.mesh, i);
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
void ExecuteCommandsForCurrentIndex(List<DialogueCommand> commands, int visableCharacterIndex, ref float secondsPerCharacter, ref float timeOfLastCharacter) {
|
||||
for (int i = 0; i < commands.Count; i++) {
|
||||
DialogueCommand command = commands[i];
|
||||
if (command.position == visableCharacterIndex) {
|
||||
switch (command.type) {
|
||||
case DialogueCommandType.Pause:
|
||||
timeOfLastCharacter = Time.unscaledTime + command.floatValue;
|
||||
break;
|
||||
case DialogueCommandType.TextSpeedChange:
|
||||
secondsPerCharacter = 1f / command.floatValue;
|
||||
break;
|
||||
}
|
||||
commands.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FinishAnimating(Action onFinish) {
|
||||
textAnimating = false;
|
||||
stopAnimating = false;
|
||||
onFinish?.Invoke();
|
||||
}
|
||||
|
||||
const float NOISE_MAGNITUDE_ADJUSTMENT = 0.06f;
|
||||
const float NOISE_FREQUENCY_ADJUSTMENT = 15f;
|
||||
const float WAVE_MAGNITUDE_ADJUSTMENT = 0.06f;
|
||||
const float WOBBLE_MAGNITUDE_ADJUSTMENT = 0.5f;
|
||||
const float RAINBOW_LENGTH_ADJUSTMENT = .001f;
|
||||
Vector3 GetAnimPosAdjustment(TextAnimInfo[] textAnimInfo, int charIndex, float fontSize, float time) {
|
||||
float x = 0;
|
||||
float y = 0;
|
||||
for (int i = 0; i < textAnimInfo.Length; i++) {
|
||||
TextAnimInfo info = textAnimInfo[i];
|
||||
if (charIndex >= info.startIndex && charIndex < info.endIndex) {
|
||||
if (info.type == TextAnimationType.shake) {
|
||||
float scaleAdjust = fontSize * NOISE_MAGNITUDE_ADJUSTMENT;
|
||||
x += (Mathf.PerlinNoise((charIndex + time) * NOISE_FREQUENCY_ADJUSTMENT, 0) - 0.5f) * scaleAdjust;
|
||||
y += (Mathf.PerlinNoise((charIndex + time) * NOISE_FREQUENCY_ADJUSTMENT, 1000) - 0.5f) * scaleAdjust;
|
||||
} else if (info.type == TextAnimationType.wave) {
|
||||
y += Mathf.Sin((charIndex * 1.5f) + (time * 6)) * fontSize * WAVE_MAGNITUDE_ADJUSTMENT;
|
||||
}
|
||||
}
|
||||
}
|
||||
return new Vector3(x, y, 0);
|
||||
}
|
||||
|
||||
Vector3 GetAnimVertexAdjustment(TextAnimInfo[] textAnimInfo, int charIndex, float fontSize, float time) {
|
||||
float x = 0;
|
||||
float y = 0;
|
||||
for (int i = 0; i < textAnimInfo.Length; i++) {
|
||||
TextAnimInfo info = textAnimInfo[i];
|
||||
if (charIndex >= info.startIndex && charIndex < info.endIndex) {
|
||||
if (info.type == TextAnimationType.wobble) {
|
||||
float scaleAdjust = fontSize * NOISE_MAGNITUDE_ADJUSTMENT;
|
||||
x = Mathf.Sin(time * 3.3f) * scaleAdjust * WOBBLE_MAGNITUDE_ADJUSTMENT;
|
||||
y = Mathf.Cos(time * 2.5f) * scaleAdjust * WOBBLE_MAGNITUDE_ADJUSTMENT;
|
||||
}
|
||||
}
|
||||
}
|
||||
return new Vector3(x, y, 0);
|
||||
}
|
||||
Color GetAnimColorAdjustment(TextAnimInfo[] textAnimInfo, int charIndex, float time, Vector3 destinationVertice) {
|
||||
Color color = Color.white;
|
||||
for (int i = 0; i < textAnimInfo.Length; i++) {
|
||||
TextAnimInfo info = textAnimInfo[i];
|
||||
if (charIndex >= info.startIndex && charIndex < info.endIndex) {
|
||||
if (info.type == TextAnimationType.rainbow) {
|
||||
color = Color.HSVToRGB(Mathf.Repeat((time + destinationVertice.x * RAINBOW_LENGTH_ADJUSTMENT), 1f), .6f, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
static bool ShouldShowNextCharacter(float secondsPerCharacter, float timeOfLastCharacter) {
|
||||
return (Time.unscaledTime - timeOfLastCharacter) > secondsPerCharacter;
|
||||
}
|
||||
public void SkipToEndOfCurrentMessage() {
|
||||
if (textAnimating) {
|
||||
stopAnimating = true;
|
||||
}
|
||||
}
|
||||
public bool IsMessageAnimating() {
|
||||
return textAnimating;
|
||||
}
|
||||
|
||||
float timeUntilNextDialogueSound = 0;
|
||||
float lastDialogueSound = 0;
|
||||
void PlayDialogueSound() {
|
||||
if (Time.unscaledTime - lastDialogueSound > timeUntilNextDialogueSound) {
|
||||
timeUntilNextDialogueSound = UnityEngine.Random.Range(0.02f, 0.08f);
|
||||
lastDialogueSound = Time.unscaledTime;
|
||||
if (audioSourceGroup != null)
|
||||
AudioManager.AudioManager.instance.PlayRandomSound(audioSourceGroup);
|
||||
}
|
||||
}
|
||||
|
||||
TextAnimInfo[] SeparateOutTextAnimInfo(List<DialogueCommand> commands) {
|
||||
List<TextAnimInfo> tempResult = new List<TextAnimInfo>();
|
||||
List<DialogueCommand> animStartCommands = new List<DialogueCommand>();
|
||||
List<DialogueCommand> animEndCommands = new List<DialogueCommand>();
|
||||
for (int i = 0; i < commands.Count; i++) {
|
||||
DialogueCommand command = commands[i];
|
||||
if (command.type == DialogueCommandType.AnimStart) {
|
||||
animStartCommands.Add(command);
|
||||
commands.RemoveAt(i);
|
||||
i--;
|
||||
} else if (command.type == DialogueCommandType.AnimEnd) {
|
||||
animEndCommands.Add(command);
|
||||
commands.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
if (animStartCommands.Count != animEndCommands.Count) {
|
||||
Debug.LogError("Unequal number of start and end animation commands. Start Commands: " + animStartCommands.Count + " End Commands: " + animEndCommands.Count);
|
||||
} else {
|
||||
for (int i = 0; i < animStartCommands.Count; i++) {
|
||||
DialogueCommand startCommand = animStartCommands[i];
|
||||
DialogueCommand endCommand = animEndCommands[i];
|
||||
tempResult.Add(new TextAnimInfo {
|
||||
startIndex = startCommand.position,
|
||||
endIndex = endCommand.position,
|
||||
type = startCommand.textAnimValue
|
||||
});
|
||||
}
|
||||
}
|
||||
return tempResult.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
public struct TextAnimInfo {
|
||||
public int startIndex;
|
||||
public int endIndex;
|
||||
public TextAnimationType type;
|
||||
}
|
||||
}
|
11
Tools/DialogueSystem/DialogueVertexAnimator.cs.meta
Normal file
11
Tools/DialogueSystem/DialogueVertexAnimator.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dcef7fafd8716284392e9621424bfa6a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -11,527 +11,538 @@ using UnityEditor.SceneManagement;
|
|||
using UnityEngine.EventSystems;
|
||||
using UnityEditor.Experimental.SceneManagement;
|
||||
using System;
|
||||
using SimpleTools.AudioManager;
|
||||
using SimpleTools.DialogueSystem;
|
||||
using SimpleTools.Cinemachine;
|
||||
using SimpleTools.SceneManagement;
|
||||
using SimpleTools.Menu;
|
||||
|
||||
public class ToolsEditor{
|
||||
|
||||
[MenuItem("GameObject/Simple Tools/AudioManager", false, 10)]
|
||||
static void CreateAudioManager(){
|
||||
GameObject audioManager = new GameObject("AudioManager");
|
||||
audioManager.AddComponent<AudioManager>();
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/Simple Tools/AudioManager", false, 10)]
|
||||
static void CreateAudioManager(){
|
||||
GameObject audioManager = new GameObject("AudioManager");
|
||||
audioManager.AddComponent<AudioManager>();
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/Simple Tools/Dialogue System", false, 10)]
|
||||
static void CreateDialogueSystem(){
|
||||
GameObject dialogueCanvas = new GameObject("DialogueCanvas");
|
||||
dialogueCanvas.AddComponent<RectTransform>();
|
||||
Canvas canvas = dialogueCanvas.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
dialogueCanvas.AddComponent<CanvasScaler>();
|
||||
dialogueCanvas.AddComponent<GraphicRaycaster>();
|
||||
[MenuItem("GameObject/Simple Tools/Dialogue System", false, 10)]
|
||||
static void CreateDialogueSystem(){
|
||||
GameObject dialogueCanvas = new GameObject("DialogueCanvas");
|
||||
dialogueCanvas.AddComponent<RectTransform>();
|
||||
Canvas canvas = dialogueCanvas.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
dialogueCanvas.AddComponent<CanvasScaler>();
|
||||
dialogueCanvas.AddComponent<GraphicRaycaster>();
|
||||
|
||||
GameObject text = new GameObject("TMP_Animated");
|
||||
text.transform.SetParent(dialogueCanvas.transform);
|
||||
text.AddComponent<TMP_Animated>().text = "New Text";
|
||||
text.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
|
||||
GameObject text = new GameObject("DialogueText");
|
||||
text.transform.SetParent(dialogueCanvas.transform);
|
||||
text.AddComponent<TextMeshProUGUI>().text = "Dialogue";
|
||||
text.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
|
||||
|
||||
GameObject name = new GameObject("NameText");
|
||||
name.transform.SetParent(dialogueCanvas.transform);
|
||||
name.AddComponent<TextMeshProUGUI>().text = "Name";
|
||||
name.GetComponent<RectTransform>().anchoredPosition = Vector2.up * 50f;
|
||||
GameObject name = new GameObject("NameText");
|
||||
name.transform.SetParent(dialogueCanvas.transform);
|
||||
name.AddComponent<TextMeshProUGUI>().text = "Name";
|
||||
name.GetComponent<RectTransform>().anchoredPosition = Vector2.up * 50f;
|
||||
|
||||
GameObject image = new GameObject("Image");
|
||||
image.transform.SetParent(dialogueCanvas.transform);
|
||||
image.AddComponent<Image>();
|
||||
image.GetComponent<RectTransform>().anchoredPosition = new Vector2(-150f, 25f);
|
||||
GameObject image = new GameObject("Image");
|
||||
image.transform.SetParent(dialogueCanvas.transform);
|
||||
image.AddComponent<Image>();
|
||||
image.GetComponent<RectTransform>().anchoredPosition = new Vector2(-150f, 25f);
|
||||
|
||||
DialogueSystem dialogueSystem = dialogueCanvas.AddComponent<DialogueSystem>();
|
||||
dialogueSystem.nameText = name.GetComponent<TextMeshProUGUI>();
|
||||
dialogueSystem.dialogue = text.GetComponent<TMP_Animated>();
|
||||
dialogueSystem.faceImage = image.GetComponent<Image>();
|
||||
dialogueSystem.nameField = name;
|
||||
}
|
||||
DialogueManager dialogueManager = dialogueCanvas.AddComponent<DialogueManager>();
|
||||
Debug.Log(dialogueManager.dialogueItems);
|
||||
dialogueManager.dialogueItems.textBox = text.GetComponent<TextMeshProUGUI>();
|
||||
dialogueManager.dialogueItems.characterName = name.GetComponent<TextMeshProUGUI>();
|
||||
dialogueManager.dialogueItems.characterImage = image.GetComponent<Image>();
|
||||
dialogueManager.dialogueItems.canvas = canvas;
|
||||
//DialogueSystem dialogueSystem = dialogueCanvas.AddComponent<DialogueSystem>();
|
||||
//dialogueSystem.nameText = name.GetComponent<TextMeshProUGUI>();
|
||||
//dialogueSystem.dialogue = text.GetComponent<TMP_Animated>();
|
||||
//dialogueSystem.faceImage = image.GetComponent<Image>();
|
||||
//dialogueSystem.nameField = name;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/Simple Tools/Camera Trigger/2D", false, 10)]
|
||||
static void CreateCameraTrigger2D(){
|
||||
GameObject cameraTrigger = new GameObject("CameraTrigger2D");
|
||||
cameraTrigger.AddComponent<BoxCollider2D>();
|
||||
cameraTrigger.AddComponent<CMCameraTrigger>();
|
||||
[MenuItem("GameObject/Simple Tools/Camera Trigger/2D", false, 10)]
|
||||
static void CreateCameraTrigger2D(){
|
||||
GameObject cameraTrigger = new GameObject("CameraTrigger2D");
|
||||
cameraTrigger.AddComponent<BoxCollider2D>();
|
||||
cameraTrigger.AddComponent<CMCameraTrigger>();
|
||||
|
||||
GameObject vCam = new GameObject("CM vcam1");
|
||||
vCam.transform.SetParent(cameraTrigger.transform);
|
||||
vCam.SetActive(false);
|
||||
CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
|
||||
cam.m_Lens.Orthographic = true;
|
||||
}
|
||||
GameObject vCam = new GameObject("CM vcam1");
|
||||
vCam.transform.SetParent(cameraTrigger.transform);
|
||||
vCam.SetActive(false);
|
||||
CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
|
||||
cam.m_Lens.Orthographic = true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/Simple Tools/Camera Trigger/3D", false, 10)]
|
||||
static void CreateCameraTrigger3D(){
|
||||
GameObject cameraTrigger = new GameObject("CameraTrigger3D");
|
||||
cameraTrigger.AddComponent<BoxCollider>();
|
||||
cameraTrigger.AddComponent<CMCameraTrigger>();
|
||||
[MenuItem("GameObject/Simple Tools/Camera Trigger/3D", false, 10)]
|
||||
static void CreateCameraTrigger3D(){
|
||||
GameObject cameraTrigger = new GameObject("CameraTrigger3D");
|
||||
cameraTrigger.AddComponent<BoxCollider>();
|
||||
cameraTrigger.AddComponent<CMCameraTrigger>();
|
||||
|
||||
GameObject vCam = new GameObject("CM vcam1");
|
||||
vCam.transform.SetParent(cameraTrigger.transform);
|
||||
vCam.SetActive(false);
|
||||
CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
|
||||
cam.m_Lens.FieldOfView = 60f;
|
||||
}
|
||||
GameObject vCam = new GameObject("CM vcam1");
|
||||
vCam.transform.SetParent(cameraTrigger.transform);
|
||||
vCam.SetActive(false);
|
||||
CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
|
||||
cam.m_Lens.FieldOfView = 60f;
|
||||
}
|
||||
|
||||
#if CINEMACHINE_271_OR_NEWER
|
||||
[MenuItem("GameObject/Simple Tools/ScreenShake Camera/2D", false, 10)]
|
||||
static void CreateScreenShakeCamera2d(){
|
||||
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
|
||||
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
|
||||
vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Orthographic;
|
||||
[MenuItem("GameObject/Simple Tools/ScreenShake Camera/2D", false, 10)]
|
||||
static void CreateScreenShakeCamera2d(){
|
||||
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
|
||||
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
|
||||
vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Orthographic;
|
||||
|
||||
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
|
||||
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
|
||||
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
|
||||
|
||||
shake.m_NoiseProfile = noise;
|
||||
shake.m_AmplitudeGain = 0f;
|
||||
shake.m_FrequencyGain = 1f;
|
||||
}
|
||||
[MenuItem("GameObject/Simple Tools/ScreenShake Camera/3D", false, 10)]
|
||||
static void CreateScreenShakeCamera3d(){
|
||||
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
|
||||
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
|
||||
vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Perspective;
|
||||
shake.m_NoiseProfile = noise;
|
||||
shake.m_AmplitudeGain = 0f;
|
||||
shake.m_FrequencyGain = 1f;
|
||||
}
|
||||
[MenuItem("GameObject/Simple Tools/ScreenShake Camera/3D", false, 10)]
|
||||
static void CreateScreenShakeCamera3d(){
|
||||
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
|
||||
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
|
||||
vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Perspective;
|
||||
|
||||
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
|
||||
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
|
||||
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
|
||||
|
||||
shake.m_NoiseProfile = noise;
|
||||
shake.m_AmplitudeGain = 0f;
|
||||
shake.m_FrequencyGain = 1f;
|
||||
}
|
||||
shake.m_NoiseProfile = noise;
|
||||
shake.m_AmplitudeGain = 0f;
|
||||
shake.m_FrequencyGain = 1f;
|
||||
}
|
||||
#else
|
||||
[MenuItem("GameObject/Simple Tools/ScreenShake Camera", false, 10)]
|
||||
static void CreateScreenShakeCamera2d(){
|
||||
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
|
||||
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
|
||||
[MenuItem("GameObject/Simple Tools/ScreenShake Camera", false, 10)]
|
||||
static void CreateScreenShakeCamera2d(){
|
||||
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
|
||||
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
|
||||
|
||||
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
|
||||
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
|
||||
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
|
||||
|
||||
shake.m_NoiseProfile = noise;
|
||||
shake.m_AmplitudeGain = 0f;
|
||||
shake.m_FrequencyGain = 1f;
|
||||
}
|
||||
shake.m_NoiseProfile = noise;
|
||||
shake.m_AmplitudeGain = 0f;
|
||||
shake.m_FrequencyGain = 1f;
|
||||
}
|
||||
#endif
|
||||
|
||||
[MenuItem("Assets/Create/Simple Tools/Create Loading Scene")]
|
||||
[MenuItem("Simple Tools/Create Loading Scene")]
|
||||
static void CreateLoadingScene(){
|
||||
EditorSceneManager.SaveOpenScenes();
|
||||
[MenuItem("Assets/Create/Simple Tools/Create Loading Scene")]
|
||||
[MenuItem("Simple Tools/Create Loading Scene")]
|
||||
static void CreateLoadingScene(){
|
||||
EditorSceneManager.SaveOpenScenes();
|
||||
|
||||
Scene loadingScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
|
||||
loadingScene.name = "Loading";
|
||||
Scene loadingScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
|
||||
loadingScene.name = "Loading";
|
||||
|
||||
GameObject loaderCallback = new GameObject("LoaderCallback");
|
||||
loaderCallback.AddComponent<LoaderCallback>();
|
||||
GameObject loaderCallback = new GameObject("LoaderCallback");
|
||||
loaderCallback.AddComponent<LoaderCallback>();
|
||||
|
||||
GameObject canvasObj = new GameObject("Canvas");
|
||||
Canvas canvas = canvasObj.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
GameObject canvasObj = new GameObject("Canvas");
|
||||
Canvas canvas = canvasObj.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
|
||||
CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
|
||||
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
canvasScaler.referenceResolution = new Vector2Int(951, 535);
|
||||
canvasScaler.matchWidthOrHeight = 1f;
|
||||
|
||||
canvasObj.AddComponent<GraphicRaycaster>();
|
||||
CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
|
||||
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
canvasScaler.referenceResolution = new Vector2Int(951, 535);
|
||||
canvasScaler.matchWidthOrHeight = 1f;
|
||||
|
||||
canvasObj.AddComponent<GraphicRaycaster>();
|
||||
|
||||
TextMeshProUGUI loadingText = new GameObject("LoadingText").AddComponent<TextMeshProUGUI>();
|
||||
loadingText.transform.SetParent(canvasObj.transform);
|
||||
RectTransform loadingTextTransform = loadingText.GetComponent<RectTransform>();
|
||||
loadingTextTransform.anchoredPosition = new Vector2Int(-333, -212);
|
||||
loadingTextTransform.sizeDelta = new Vector2Int(237, 52);
|
||||
loadingText.text = "LOADING...";
|
||||
TextMeshProUGUI loadingText = new GameObject("LoadingText").AddComponent<TextMeshProUGUI>();
|
||||
loadingText.transform.SetParent(canvasObj.transform);
|
||||
RectTransform loadingTextTransform = loadingText.GetComponent<RectTransform>();
|
||||
loadingTextTransform.anchoredPosition = new Vector2Int(-333, -212);
|
||||
loadingTextTransform.sizeDelta = new Vector2Int(237, 52);
|
||||
loadingText.text = "LOADING...";
|
||||
|
||||
Image bg = new GameObject("bg").AddComponent<Image>();
|
||||
bg.transform.SetParent(canvasObj.transform);
|
||||
RectTransform bgTransform = bg.GetComponent<RectTransform>();
|
||||
bgTransform.anchoredPosition = new Vector2Int(0, -235);
|
||||
bgTransform.sizeDelta = new Vector2Int(900, 20);
|
||||
bg.color = new Color(36f / 255f, 36f / 255f, 36f / 255f);
|
||||
Image bg = new GameObject("bg").AddComponent<Image>();
|
||||
bg.transform.SetParent(canvasObj.transform);
|
||||
RectTransform bgTransform = bg.GetComponent<RectTransform>();
|
||||
bgTransform.anchoredPosition = new Vector2Int(0, -235);
|
||||
bgTransform.sizeDelta = new Vector2Int(900, 20);
|
||||
bg.color = new Color(36f / 255f, 36f / 255f, 36f / 255f);
|
||||
|
||||
Image progressBar = new GameObject("ProgressBar").AddComponent<Image>();
|
||||
progressBar.transform.SetParent(bg.transform);
|
||||
RectTransform progressBarTransform = progressBar.GetComponent<RectTransform>();
|
||||
progressBarTransform.anchoredPosition = Vector2.zero;
|
||||
progressBarTransform.sizeDelta = new Vector2Int(900, 20);
|
||||
Image progressBar = new GameObject("ProgressBar").AddComponent<Image>();
|
||||
progressBar.transform.SetParent(bg.transform);
|
||||
RectTransform progressBarTransform = progressBar.GetComponent<RectTransform>();
|
||||
progressBarTransform.anchoredPosition = Vector2.zero;
|
||||
progressBarTransform.sizeDelta = new Vector2Int(900, 20);
|
||||
|
||||
progressBar.sprite = (Sprite)AssetDatabase.LoadAssetAtPath("Packages/com.geri.simpletools/Simple Tools/Editor/Square.png", typeof(Sprite));
|
||||
progressBar.type = Image.Type.Filled;
|
||||
progressBar.fillMethod = Image.FillMethod.Horizontal;
|
||||
progressBar.fillOrigin = (int)Image.OriginHorizontal.Left;
|
||||
progressBar.fillAmount = 1f;
|
||||
progressBar.gameObject.AddComponent<LoadingProgressBar>();
|
||||
}
|
||||
progressBar.sprite = (Sprite)AssetDatabase.LoadAssetAtPath("Packages/com.geri.simpletools/Simple Tools/Editor/Square.png", typeof(Sprite));
|
||||
progressBar.type = Image.Type.Filled;
|
||||
progressBar.fillMethod = Image.FillMethod.Horizontal;
|
||||
progressBar.fillOrigin = (int)Image.OriginHorizontal.Left;
|
||||
progressBar.fillAmount = 1f;
|
||||
progressBar.gameObject.AddComponent<LoadingProgressBar>();
|
||||
}
|
||||
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
[MenuItem("Assets/Create/Simple Tools/Create Menu Scene")]
|
||||
[MenuItem("Simple Tools/Create Menu Scene")]
|
||||
static void CreateMenuScene(){
|
||||
EditorSceneManager.SaveOpenScenes();
|
||||
[MenuItem("Assets/Create/Simple Tools/Create Menu Scene")]
|
||||
[MenuItem("Simple Tools/Create Menu Scene")]
|
||||
static void CreateMenuScene(){
|
||||
EditorSceneManager.SaveOpenScenes();
|
||||
|
||||
Scene menuScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
|
||||
menuScene.name = "Menu";
|
||||
Scene menuScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
|
||||
menuScene.name = "Menu";
|
||||
|
||||
GameObject canvasObj = new GameObject("Canvas");
|
||||
Canvas canvas = canvasObj.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
GameObject canvasObj = new GameObject("Canvas");
|
||||
Canvas canvas = canvasObj.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
|
||||
CreateEventSystem(false, null);
|
||||
CreateEventSystem(false, null);
|
||||
|
||||
CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
|
||||
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
canvasScaler.referenceResolution = new Vector2Int(951, 535);
|
||||
canvasScaler.matchWidthOrHeight = 1f;
|
||||
CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
|
||||
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
canvasScaler.referenceResolution = new Vector2Int(951, 535);
|
||||
canvasScaler.matchWidthOrHeight = 1f;
|
||||
|
||||
canvasObj.AddComponent<GraphicRaycaster>();
|
||||
canvasObj.AddComponent<GraphicRaycaster>();
|
||||
|
||||
GameObject qualityDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
|
||||
qualityDropdown.transform.SetParent(canvasObj.transform);
|
||||
RectTransform qualityRectTransform = qualityDropdown.GetComponent<RectTransform>();
|
||||
qualityRectTransform.anchoredPosition = Vector2.up * 15f;
|
||||
qualityDropdown.name = "QualityDropdown";
|
||||
GameObject qualityDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
|
||||
qualityDropdown.transform.SetParent(canvasObj.transform);
|
||||
RectTransform qualityRectTransform = qualityDropdown.GetComponent<RectTransform>();
|
||||
qualityRectTransform.anchoredPosition = Vector2.up * 15f;
|
||||
qualityDropdown.name = "QualityDropdown";
|
||||
|
||||
GameObject resolutionDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
|
||||
resolutionDropdown.transform.SetParent(canvasObj.transform);
|
||||
RectTransform resolutionRectTransform = resolutionDropdown.GetComponent<RectTransform>();
|
||||
resolutionRectTransform.anchoredPosition = Vector2.down * 15f;
|
||||
resolutionDropdown.name = "ResolutionDropdown";
|
||||
GameObject resolutionDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
|
||||
resolutionDropdown.transform.SetParent(canvasObj.transform);
|
||||
RectTransform resolutionRectTransform = resolutionDropdown.GetComponent<RectTransform>();
|
||||
resolutionRectTransform.anchoredPosition = Vector2.down * 15f;
|
||||
resolutionDropdown.name = "ResolutionDropdown";
|
||||
|
||||
GameObject musicSlider;
|
||||
using (new FactorySwapToEditor())
|
||||
musicSlider = DefaultControls.CreateSlider(GetStandardUIResources());
|
||||
musicSlider.transform.SetParent(canvasObj.transform);
|
||||
RectTransform musicRectTransform = musicSlider.GetComponent<RectTransform>();
|
||||
musicRectTransform.anchoredPosition = Vector2.down * 40f;
|
||||
musicSlider.name = "MusicSlider";
|
||||
GameObject musicSlider;
|
||||
using (new FactorySwapToEditor())
|
||||
musicSlider = DefaultControls.CreateSlider(GetStandardUIResources());
|
||||
musicSlider.transform.SetParent(canvasObj.transform);
|
||||
RectTransform musicRectTransform = musicSlider.GetComponent<RectTransform>();
|
||||
musicRectTransform.anchoredPosition = Vector2.down * 40f;
|
||||
musicSlider.name = "MusicSlider";
|
||||
|
||||
GameObject sfxSlider;
|
||||
using (new FactorySwapToEditor())
|
||||
sfxSlider = DefaultControls.CreateSlider(GetStandardUIResources());
|
||||
sfxSlider.transform.SetParent(canvasObj.transform);
|
||||
RectTransform sfxRectTransform = sfxSlider.GetComponent<RectTransform>();
|
||||
sfxRectTransform.anchoredPosition = Vector2.down * 60;
|
||||
sfxSlider.name = "MusicSlider";
|
||||
GameObject sfxSlider;
|
||||
using (new FactorySwapToEditor())
|
||||
sfxSlider = DefaultControls.CreateSlider(GetStandardUIResources());
|
||||
sfxSlider.transform.SetParent(canvasObj.transform);
|
||||
RectTransform sfxRectTransform = sfxSlider.GetComponent<RectTransform>();
|
||||
sfxRectTransform.anchoredPosition = Vector2.down * 60;
|
||||
sfxSlider.name = "MusicSlider";
|
||||
|
||||
GameObject playButton = TMP_DefaultControls.CreateButton(GetStandardResources());
|
||||
playButton.transform.SetParent(canvasObj.transform);
|
||||
TMP_Text playTextComponent = playButton.GetComponentInChildren<TMP_Text>();
|
||||
playTextComponent.fontSize = 24;
|
||||
playTextComponent.text = "PLAY";
|
||||
RectTransform playRectTransform = playButton.GetComponent<RectTransform>();
|
||||
playRectTransform.anchoredPosition = Vector2.up * 45f;
|
||||
playButton.name = "PlayButton";
|
||||
GameObject playButton = TMP_DefaultControls.CreateButton(GetStandardResources());
|
||||
playButton.transform.SetParent(canvasObj.transform);
|
||||
TMP_Text playTextComponent = playButton.GetComponentInChildren<TMP_Text>();
|
||||
playTextComponent.fontSize = 24;
|
||||
playTextComponent.text = "PLAY";
|
||||
RectTransform playRectTransform = playButton.GetComponent<RectTransform>();
|
||||
playRectTransform.anchoredPosition = Vector2.up * 45f;
|
||||
playButton.name = "PlayButton";
|
||||
|
||||
GameObject quitButton = TMP_DefaultControls.CreateButton(GetStandardResources());
|
||||
quitButton.transform.SetParent(canvasObj.transform);
|
||||
TMP_Text quitTextComponent = quitButton.GetComponentInChildren<TMP_Text>();
|
||||
quitTextComponent.fontSize = 24;
|
||||
quitTextComponent.text = "QUIT";
|
||||
RectTransform quitRectTransform = quitButton.GetComponent<RectTransform>();
|
||||
quitRectTransform.anchoredPosition = Vector2.down * 85f;
|
||||
quitButton.name = "QuitButton";
|
||||
GameObject quitButton = TMP_DefaultControls.CreateButton(GetStandardResources());
|
||||
quitButton.transform.SetParent(canvasObj.transform);
|
||||
TMP_Text quitTextComponent = quitButton.GetComponentInChildren<TMP_Text>();
|
||||
quitTextComponent.fontSize = 24;
|
||||
quitTextComponent.text = "QUIT";
|
||||
RectTransform quitRectTransform = quitButton.GetComponent<RectTransform>();
|
||||
quitRectTransform.anchoredPosition = Vector2.down * 85f;
|
||||
quitButton.name = "QuitButton";
|
||||
|
||||
MenuController menuController = canvasObj.AddComponent<MenuController>();
|
||||
Slider sliderMusic = menuController.musicSlider = musicSlider.GetComponent<Slider>();
|
||||
Slider sliderSfx = menuController.sfxSlider = sfxSlider.GetComponent<Slider>();
|
||||
TMP_Dropdown dropdownQuality = menuController.qualityDropdown = qualityDropdown.GetComponent<TMP_Dropdown>();
|
||||
TMP_Dropdown dropdownResolution = menuController.resolutionDropdown = resolutionDropdown.GetComponent<TMP_Dropdown>();
|
||||
MenuController menuController = canvasObj.AddComponent<MenuController>();
|
||||
Slider sliderMusic = menuController.musicSlider = musicSlider.GetComponent<Slider>();
|
||||
Slider sliderSfx = menuController.sfxSlider = sfxSlider.GetComponent<Slider>();
|
||||
TMP_Dropdown dropdownQuality = menuController.qualityDropdown = qualityDropdown.GetComponent<TMP_Dropdown>();
|
||||
TMP_Dropdown dropdownResolution = menuController.resolutionDropdown = resolutionDropdown.GetComponent<TMP_Dropdown>();
|
||||
|
||||
sliderMusic.onValueChanged.AddListener(menuController.SetMusicVolume);
|
||||
sliderSfx.onValueChanged.AddListener(menuController.SetSfxVolume);
|
||||
dropdownQuality.onValueChanged.AddListener(menuController.SetQuality);
|
||||
dropdownResolution.onValueChanged.AddListener(menuController.SetResolution);
|
||||
sliderMusic.onValueChanged.AddListener(menuController.SetMusicVolume);
|
||||
sliderSfx.onValueChanged.AddListener(menuController.SetSfxVolume);
|
||||
dropdownQuality.onValueChanged.AddListener(menuController.SetQuality);
|
||||
dropdownResolution.onValueChanged.AddListener(menuController.SetResolution);
|
||||
|
||||
playButton.GetComponent<Button>().onClick.AddListener(menuController.Play);
|
||||
quitButton.GetComponent<Button>().onClick.AddListener(menuController.Quit);
|
||||
}
|
||||
playButton.GetComponent<Button>().onClick.AddListener(menuController.Play);
|
||||
quitButton.GetComponent<Button>().onClick.AddListener(menuController.Quit);
|
||||
}
|
||||
|
||||
#region CreateUISettings
|
||||
const string kUILayerName = "UI";
|
||||
#region CreateUISettings
|
||||
const string kUILayerName = "UI";
|
||||
|
||||
const string kStandardSpritePath = "UI/Skin/UISprite.psd";
|
||||
const string kBackgroundSpritePath = "UI/Skin/Background.psd";
|
||||
const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
|
||||
const string kKnobPath = "UI/Skin/Knob.psd";
|
||||
const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
|
||||
const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
|
||||
const string kMaskPath = "UI/Skin/UIMask.psd";
|
||||
const string kStandardSpritePath = "UI/Skin/UISprite.psd";
|
||||
const string kBackgroundSpritePath = "UI/Skin/Background.psd";
|
||||
const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
|
||||
const string kKnobPath = "UI/Skin/Knob.psd";
|
||||
const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
|
||||
const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
|
||||
const string kMaskPath = "UI/Skin/UIMask.psd";
|
||||
|
||||
static TMP_DefaultControls.Resources s_StandardResources;
|
||||
static TMP_DefaultControls.Resources s_StandardResources;
|
||||
|
||||
static TMP_DefaultControls.Resources GetStandardResources(){
|
||||
if (s_StandardResources.standard == null){
|
||||
s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
|
||||
s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
|
||||
s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
|
||||
s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
|
||||
s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
|
||||
s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
|
||||
s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
|
||||
}
|
||||
return s_StandardResources;
|
||||
}
|
||||
static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform){
|
||||
// Find the best scene view
|
||||
SceneView sceneView = SceneView.lastActiveSceneView;
|
||||
if (sceneView == null && SceneView.sceneViews.Count > 0)
|
||||
sceneView = SceneView.sceneViews[0] as SceneView;
|
||||
static TMP_DefaultControls.Resources GetStandardResources(){
|
||||
if (s_StandardResources.standard == null){
|
||||
s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
|
||||
s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
|
||||
s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
|
||||
s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
|
||||
s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
|
||||
s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
|
||||
s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
|
||||
}
|
||||
return s_StandardResources;
|
||||
}
|
||||
static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform){
|
||||
// Find the best scene view
|
||||
SceneView sceneView = SceneView.lastActiveSceneView;
|
||||
if (sceneView == null && SceneView.sceneViews.Count > 0)
|
||||
sceneView = SceneView.sceneViews[0] as SceneView;
|
||||
|
||||
// Couldn't find a SceneView. Don't set position.
|
||||
if (sceneView == null || sceneView.camera == null)
|
||||
return;
|
||||
// Couldn't find a SceneView. Don't set position.
|
||||
if (sceneView == null || sceneView.camera == null)
|
||||
return;
|
||||
|
||||
// Create world space Plane from canvas position.
|
||||
Camera camera = sceneView.camera;
|
||||
Vector3 position = Vector3.zero;
|
||||
Vector2 localPlanePosition;
|
||||
// Create world space Plane from canvas position.
|
||||
Camera camera = sceneView.camera;
|
||||
Vector3 position = Vector3.zero;
|
||||
Vector2 localPlanePosition;
|
||||
|
||||
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition)){
|
||||
// Adjust for canvas pivot
|
||||
localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;
|
||||
localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;
|
||||
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition)){
|
||||
// Adjust for canvas pivot
|
||||
localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;
|
||||
localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;
|
||||
|
||||
localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);
|
||||
localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);
|
||||
localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);
|
||||
localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);
|
||||
|
||||
// Adjust for anchoring
|
||||
position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;
|
||||
position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;
|
||||
// Adjust for anchoring
|
||||
position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;
|
||||
position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;
|
||||
|
||||
Vector3 minLocalPosition;
|
||||
minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;
|
||||
minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;
|
||||
Vector3 minLocalPosition;
|
||||
minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;
|
||||
minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;
|
||||
|
||||
Vector3 maxLocalPosition;
|
||||
maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;
|
||||
maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;
|
||||
Vector3 maxLocalPosition;
|
||||
maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;
|
||||
maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;
|
||||
|
||||
position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);
|
||||
position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);
|
||||
}
|
||||
position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);
|
||||
position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);
|
||||
}
|
||||
|
||||
itemTransform.anchoredPosition = position;
|
||||
itemTransform.localRotation = Quaternion.identity;
|
||||
itemTransform.localScale = Vector3.one;
|
||||
}
|
||||
static GameObject CreateNewUI(){
|
||||
// Root for the UI
|
||||
var root = new GameObject("Canvas");
|
||||
root.layer = LayerMask.NameToLayer(kUILayerName);
|
||||
Canvas canvas = root.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
root.AddComponent<CanvasScaler>();
|
||||
root.AddComponent<GraphicRaycaster>();
|
||||
itemTransform.anchoredPosition = position;
|
||||
itemTransform.localRotation = Quaternion.identity;
|
||||
itemTransform.localScale = Vector3.one;
|
||||
}
|
||||
static GameObject CreateNewUI(){
|
||||
// Root for the UI
|
||||
var root = new GameObject("Canvas");
|
||||
root.layer = LayerMask.NameToLayer(kUILayerName);
|
||||
Canvas canvas = root.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
root.AddComponent<CanvasScaler>();
|
||||
root.AddComponent<GraphicRaycaster>();
|
||||
|
||||
// Works for all stages.
|
||||
StageUtility.PlaceGameObjectInCurrentStage(root);
|
||||
bool customScene = false;
|
||||
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
if (prefabStage != null){
|
||||
root.transform.SetParent(prefabStage.prefabContentsRoot.transform, false);
|
||||
customScene = true;
|
||||
}
|
||||
// Works for all stages.
|
||||
StageUtility.PlaceGameObjectInCurrentStage(root);
|
||||
bool customScene = false;
|
||||
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
if (prefabStage != null){
|
||||
root.transform.SetParent(prefabStage.prefabContentsRoot.transform, false);
|
||||
customScene = true;
|
||||
}
|
||||
|
||||
Undo.RegisterCreatedObjectUndo(root, "Create " + root.name);
|
||||
Undo.RegisterCreatedObjectUndo(root, "Create " + root.name);
|
||||
|
||||
// If there is no event system add one...
|
||||
// No need to place event system in custom scene as these are temporary anyway.
|
||||
// It can be argued for or against placing it in the user scenes,
|
||||
// but let's not modify scene user is not currently looking at.
|
||||
if (!customScene)
|
||||
CreateEventSystem(false);
|
||||
return root;
|
||||
}
|
||||
static void CreateEventSystem(bool select){
|
||||
CreateEventSystem(select, null);
|
||||
}
|
||||
static void CreateEventSystem(bool select, GameObject parent){
|
||||
var esys = UnityEngine.Object.FindObjectOfType<EventSystem>();
|
||||
if (esys == null){
|
||||
var eventSystem = new GameObject("EventSystem");
|
||||
GameObjectUtility.SetParentAndAlign(eventSystem, parent);
|
||||
esys = eventSystem.AddComponent<EventSystem>();
|
||||
eventSystem.AddComponent<StandaloneInputModule>();
|
||||
// If there is no event system add one...
|
||||
// No need to place event system in custom scene as these are temporary anyway.
|
||||
// It can be argued for or against placing it in the user scenes,
|
||||
// but let's not modify scene user is not currently looking at.
|
||||
if (!customScene)
|
||||
CreateEventSystem(false);
|
||||
return root;
|
||||
}
|
||||
static void CreateEventSystem(bool select){
|
||||
CreateEventSystem(select, null);
|
||||
}
|
||||
static void CreateEventSystem(bool select, GameObject parent){
|
||||
var esys = UnityEngine.Object.FindObjectOfType<EventSystem>();
|
||||
if (esys == null){
|
||||
var eventSystem = new GameObject("EventSystem");
|
||||
GameObjectUtility.SetParentAndAlign(eventSystem, parent);
|
||||
esys = eventSystem.AddComponent<EventSystem>();
|
||||
eventSystem.AddComponent<StandaloneInputModule>();
|
||||
|
||||
Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);
|
||||
}
|
||||
Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);
|
||||
}
|
||||
|
||||
if (select && esys != null){
|
||||
Selection.activeGameObject = esys.gameObject;
|
||||
}
|
||||
}
|
||||
// Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
|
||||
static GameObject GetOrCreateCanvasGameObject(){
|
||||
GameObject selectedGo = Selection.activeGameObject;
|
||||
if (select && esys != null){
|
||||
Selection.activeGameObject = esys.gameObject;
|
||||
}
|
||||
}
|
||||
// Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
|
||||
static GameObject GetOrCreateCanvasGameObject(){
|
||||
GameObject selectedGo = Selection.activeGameObject;
|
||||
|
||||
// Try to find a gameobject that is the selected GO or one if its parents.
|
||||
Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;
|
||||
if (IsValidCanvas(canvas))
|
||||
return canvas.gameObject;
|
||||
// Try to find a gameobject that is the selected GO or one if its parents.
|
||||
Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;
|
||||
if (IsValidCanvas(canvas))
|
||||
return canvas.gameObject;
|
||||
|
||||
// No canvas in selection or its parents? Then use any valid canvas.
|
||||
// We have to find all loaded Canvases, not just the ones in main scenes.
|
||||
Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>();
|
||||
for (int i = 0; i < canvasArray.Length; i++)
|
||||
if (IsValidCanvas(canvasArray[i]))
|
||||
return canvasArray[i].gameObject;
|
||||
// No canvas in selection or its parents? Then use any valid canvas.
|
||||
// We have to find all loaded Canvases, not just the ones in main scenes.
|
||||
Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>();
|
||||
for (int i = 0; i < canvasArray.Length; i++)
|
||||
if (IsValidCanvas(canvasArray[i]))
|
||||
return canvasArray[i].gameObject;
|
||||
|
||||
// No canvas in the scene at all? Then create a new one.
|
||||
return CreateNewUI();
|
||||
}
|
||||
static bool IsValidCanvas(Canvas canvas){
|
||||
if (canvas == null || !canvas.gameObject.activeInHierarchy)
|
||||
return false;
|
||||
// No canvas in the scene at all? Then create a new one.
|
||||
return CreateNewUI();
|
||||
}
|
||||
static bool IsValidCanvas(Canvas canvas){
|
||||
if (canvas == null || !canvas.gameObject.activeInHierarchy)
|
||||
return false;
|
||||
|
||||
// It's important that the non-editable canvas from a prefab scene won't be rejected,
|
||||
// but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave.
|
||||
if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0)
|
||||
return false;
|
||||
// It's important that the non-editable canvas from a prefab scene won't be rejected,
|
||||
// but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave.
|
||||
if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0)
|
||||
return false;
|
||||
|
||||
if (StageUtility.GetStageHandle(canvas.gameObject) != StageUtility.GetCurrentStageHandle())
|
||||
return false;
|
||||
if (StageUtility.GetStageHandle(canvas.gameObject) != StageUtility.GetCurrentStageHandle())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
class FactorySwapToEditor : IDisposable{
|
||||
DefaultControls.IFactoryControls factory;
|
||||
class FactorySwapToEditor : IDisposable{
|
||||
DefaultControls.IFactoryControls factory;
|
||||
|
||||
public FactorySwapToEditor(){
|
||||
factory = DefaultControls.factory;
|
||||
DefaultControls.factory = DefaultEditorFactory.Default;
|
||||
}
|
||||
public FactorySwapToEditor(){
|
||||
factory = DefaultControls.factory;
|
||||
DefaultControls.factory = DefaultEditorFactory.Default;
|
||||
}
|
||||
|
||||
public void Dispose(){
|
||||
DefaultControls.factory = factory;
|
||||
}
|
||||
}
|
||||
public void Dispose(){
|
||||
DefaultControls.factory = factory;
|
||||
}
|
||||
}
|
||||
|
||||
const string kStandardSpritePathDefault = "UI/Skin/UISprite.psd";
|
||||
const string kBackgroundSpritePathDefault = "UI/Skin/Background.psd";
|
||||
const string kInputFieldBackgroundPathDefault = "UI/Skin/InputFieldBackground.psd";
|
||||
const string kKnobPathDefault = "UI/Skin/Knob.psd";
|
||||
const string kCheckmarkPathDefault = "UI/Skin/Checkmark.psd";
|
||||
const string kDropdownArrowPathDefault = "UI/Skin/DropdownArrow.psd";
|
||||
const string kMaskPathDefault = "UI/Skin/UIMask.psd";
|
||||
const string kStandardSpritePathDefault = "UI/Skin/UISprite.psd";
|
||||
const string kBackgroundSpritePathDefault = "UI/Skin/Background.psd";
|
||||
const string kInputFieldBackgroundPathDefault = "UI/Skin/InputFieldBackground.psd";
|
||||
const string kKnobPathDefault = "UI/Skin/Knob.psd";
|
||||
const string kCheckmarkPathDefault = "UI/Skin/Checkmark.psd";
|
||||
const string kDropdownArrowPathDefault = "UI/Skin/DropdownArrow.psd";
|
||||
const string kMaskPathDefault = "UI/Skin/UIMask.psd";
|
||||
|
||||
static DefaultControls.Resources s_StandardResourcesDefault;
|
||||
static DefaultControls.Resources GetStandardUIResources(){
|
||||
if (s_StandardResourcesDefault.standard == null){
|
||||
s_StandardResourcesDefault.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePathDefault);
|
||||
s_StandardResourcesDefault.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePathDefault);
|
||||
s_StandardResourcesDefault.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPathDefault);
|
||||
s_StandardResourcesDefault.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPathDefault);
|
||||
s_StandardResourcesDefault.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPathDefault);
|
||||
s_StandardResourcesDefault.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPathDefault);
|
||||
s_StandardResourcesDefault.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPathDefault);
|
||||
}
|
||||
return s_StandardResourcesDefault;
|
||||
}
|
||||
static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand){
|
||||
GameObject parent = menuCommand.context as GameObject;
|
||||
bool explicitParentChoice = true;
|
||||
if (parent == null){
|
||||
parent = GetOrCreateCanvasGameObject();
|
||||
explicitParentChoice = false;
|
||||
static DefaultControls.Resources s_StandardResourcesDefault;
|
||||
static DefaultControls.Resources GetStandardUIResources(){
|
||||
if (s_StandardResourcesDefault.standard == null){
|
||||
s_StandardResourcesDefault.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePathDefault);
|
||||
s_StandardResourcesDefault.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePathDefault);
|
||||
s_StandardResourcesDefault.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPathDefault);
|
||||
s_StandardResourcesDefault.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPathDefault);
|
||||
s_StandardResourcesDefault.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPathDefault);
|
||||
s_StandardResourcesDefault.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPathDefault);
|
||||
s_StandardResourcesDefault.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPathDefault);
|
||||
}
|
||||
return s_StandardResourcesDefault;
|
||||
}
|
||||
static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand){
|
||||
GameObject parent = menuCommand.context as GameObject;
|
||||
bool explicitParentChoice = true;
|
||||
if (parent == null){
|
||||
parent = GetOrCreateCanvasGameObject();
|
||||
explicitParentChoice = false;
|
||||
|
||||
// If in Prefab Mode, Canvas has to be part of Prefab contents,
|
||||
// otherwise use Prefab root instead.
|
||||
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent))
|
||||
parent = prefabStage.prefabContentsRoot;
|
||||
}
|
||||
if (parent.GetComponentsInParent<Canvas>(true).Length == 0){
|
||||
// Create canvas under context GameObject,
|
||||
// and make that be the parent which UI element is added under.
|
||||
GameObject canvas = CreateNewUIDefault();
|
||||
Undo.SetTransformParent(canvas.transform, parent.transform, "");
|
||||
parent = canvas;
|
||||
}
|
||||
// If in Prefab Mode, Canvas has to be part of Prefab contents,
|
||||
// otherwise use Prefab root instead.
|
||||
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent))
|
||||
parent = prefabStage.prefabContentsRoot;
|
||||
}
|
||||
if (parent.GetComponentsInParent<Canvas>(true).Length == 0){
|
||||
// Create canvas under context GameObject,
|
||||
// and make that be the parent which UI element is added under.
|
||||
GameObject canvas = CreateNewUIDefault();
|
||||
Undo.SetTransformParent(canvas.transform, parent.transform, "");
|
||||
parent = canvas;
|
||||
}
|
||||
|
||||
GameObjectUtility.EnsureUniqueNameForSibling(element);
|
||||
GameObjectUtility.EnsureUniqueNameForSibling(element);
|
||||
|
||||
SetParentAndAlign(element, parent);
|
||||
if (!explicitParentChoice) // not a context click, so center in sceneview
|
||||
SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
|
||||
SetParentAndAlign(element, parent);
|
||||
if (!explicitParentChoice) // not a context click, so center in sceneview
|
||||
SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
|
||||
|
||||
// This call ensure any change made to created Objects after they where registered will be part of the Undo.
|
||||
Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, "");
|
||||
// This call ensure any change made to created Objects after they where registered will be part of the Undo.
|
||||
Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, "");
|
||||
|
||||
// We have to fix up the undo name since the name of the object was only known after reparenting it.
|
||||
Undo.SetCurrentGroupName("Create " + element.name);
|
||||
// We have to fix up the undo name since the name of the object was only known after reparenting it.
|
||||
Undo.SetCurrentGroupName("Create " + element.name);
|
||||
|
||||
Selection.activeGameObject = element;
|
||||
}
|
||||
static GameObject CreateNewUIDefault(){
|
||||
// Root for the UI
|
||||
var root = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
root.layer = LayerMask.NameToLayer(kUILayerName);
|
||||
Canvas canvas = root.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
Selection.activeGameObject = element;
|
||||
}
|
||||
static GameObject CreateNewUIDefault(){
|
||||
// Root for the UI
|
||||
var root = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
root.layer = LayerMask.NameToLayer(kUILayerName);
|
||||
Canvas canvas = root.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
|
||||
// Works for all stages.
|
||||
StageUtility.PlaceGameObjectInCurrentStage(root);
|
||||
bool customScene = false;
|
||||
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
if (prefabStage != null){
|
||||
Undo.SetTransformParent(root.transform, prefabStage.prefabContentsRoot.transform, "");
|
||||
customScene = true;
|
||||
}
|
||||
// Works for all stages.
|
||||
StageUtility.PlaceGameObjectInCurrentStage(root);
|
||||
bool customScene = false;
|
||||
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
if (prefabStage != null){
|
||||
Undo.SetTransformParent(root.transform, prefabStage.prefabContentsRoot.transform, "");
|
||||
customScene = true;
|
||||
}
|
||||
|
||||
Undo.SetCurrentGroupName("Create " + root.name);
|
||||
Undo.SetCurrentGroupName("Create " + root.name);
|
||||
|
||||
// If there is no event system add one...
|
||||
// No need to place event system in custom scene as these are temporary anyway.
|
||||
// It can be argued for or against placing it in the user scenes,
|
||||
// but let's not modify scene user is not currently looking at.
|
||||
if (!customScene)
|
||||
CreateEventSystem(false);
|
||||
return root;
|
||||
}
|
||||
static void SetParentAndAlign(GameObject child, GameObject parent){
|
||||
if (parent == null)
|
||||
return;
|
||||
// If there is no event system add one...
|
||||
// No need to place event system in custom scene as these are temporary anyway.
|
||||
// It can be argued for or against placing it in the user scenes,
|
||||
// but let's not modify scene user is not currently looking at.
|
||||
if (!customScene)
|
||||
CreateEventSystem(false);
|
||||
return root;
|
||||
}
|
||||
static void SetParentAndAlign(GameObject child, GameObject parent){
|
||||
if (parent == null)
|
||||
return;
|
||||
|
||||
Undo.SetTransformParent(child.transform, parent.transform, "");
|
||||
Undo.SetTransformParent(child.transform, parent.transform, "");
|
||||
|
||||
RectTransform rectTransform = child.transform as RectTransform;
|
||||
if (rectTransform){
|
||||
rectTransform.anchoredPosition = Vector2.zero;
|
||||
Vector3 localPosition = rectTransform.localPosition;
|
||||
localPosition.z = 0;
|
||||
rectTransform.localPosition = localPosition;
|
||||
}else{
|
||||
child.transform.localPosition = Vector3.zero;
|
||||
}
|
||||
child.transform.localRotation = Quaternion.identity;
|
||||
child.transform.localScale = Vector3.one;
|
||||
RectTransform rectTransform = child.transform as RectTransform;
|
||||
if (rectTransform){
|
||||
rectTransform.anchoredPosition = Vector2.zero;
|
||||
Vector3 localPosition = rectTransform.localPosition;
|
||||
localPosition.z = 0;
|
||||
rectTransform.localPosition = localPosition;
|
||||
}else{
|
||||
child.transform.localPosition = Vector3.zero;
|
||||
}
|
||||
child.transform.localRotation = Quaternion.identity;
|
||||
child.transform.localScale = Vector3.one;
|
||||
|
||||
SetLayerRecursively(child, parent.layer);
|
||||
}
|
||||
static void SetLayerRecursively(GameObject go, int layer){
|
||||
go.layer = layer;
|
||||
Transform t = go.transform;
|
||||
for (int i = 0; i < t.childCount; i++)
|
||||
SetLayerRecursively(t.GetChild(i).gameObject, layer);
|
||||
}
|
||||
class DefaultEditorFactory : DefaultControls.IFactoryControls{
|
||||
public static DefaultEditorFactory Default = new DefaultEditorFactory();
|
||||
SetLayerRecursively(child, parent.layer);
|
||||
}
|
||||
static void SetLayerRecursively(GameObject go, int layer){
|
||||
go.layer = layer;
|
||||
Transform t = go.transform;
|
||||
for (int i = 0; i < t.childCount; i++)
|
||||
SetLayerRecursively(t.GetChild(i).gameObject, layer);
|
||||
}
|
||||
class DefaultEditorFactory : DefaultControls.IFactoryControls{
|
||||
public static DefaultEditorFactory Default = new DefaultEditorFactory();
|
||||
|
||||
public GameObject CreateGameObject(string name, params Type[] components){
|
||||
return ObjectFactory.CreateGameObject(name, components);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
public GameObject CreateGameObject(string name, params Type[] components){
|
||||
return ObjectFactory.CreateGameObject(name, components);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
#endif
|
|
@ -5,105 +5,106 @@ using UnityEngine.UI;
|
|||
using TMPro;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
[System.Serializable] public class OnPlay : UnityEngine.Events.UnityEvent { }
|
||||
public class MenuController : MonoBehaviour{
|
||||
namespace SimpleTools.Menu {
|
||||
[System.Serializable] public class OnPlay : UnityEngine.Events.UnityEvent { }
|
||||
public class MenuController : MonoBehaviour {
|
||||
|
||||
[Header("Audio")]
|
||||
[SerializeField] AudioMixer mainMixer = default;
|
||||
[Tooltip("The music volume the first time you start the game")] [SerializeField, Range(0, 1)] float defaultMusicValue = .75f;
|
||||
[Tooltip("The SFX volume the first time you start the game")] [SerializeField, Range(0, 1)] float defaultSfxValue = .75f;
|
||||
public Slider musicSlider = default;
|
||||
public Slider sfxSlider = default;
|
||||
[Header("Audio")]
|
||||
[SerializeField] AudioMixer mainMixer = default;
|
||||
[Tooltip("The music volume the first time you start the game")][SerializeField, Range(0, 1)] float defaultMusicValue = .75f;
|
||||
[Tooltip("The SFX volume the first time you start the game")][SerializeField, Range(0, 1)] float defaultSfxValue = .75f;
|
||||
public Slider musicSlider = default;
|
||||
public Slider sfxSlider = default;
|
||||
|
||||
[Header("Visual")]
|
||||
public TMP_Dropdown qualityDropdown = default;
|
||||
int qualitySelected;
|
||||
[Header("Visual")]
|
||||
public TMP_Dropdown qualityDropdown = default;
|
||||
int qualitySelected;
|
||||
|
||||
public TMP_Dropdown resolutionDropdown = default;
|
||||
Resolution[] resolutions;
|
||||
int currentResolutionIndex;
|
||||
public TMP_Dropdown resolutionDropdown = default;
|
||||
Resolution[] resolutions;
|
||||
int currentResolutionIndex;
|
||||
|
||||
[Space]
|
||||
[SerializeField] OnPlay onPlay = default;
|
||||
[Space]
|
||||
[SerializeField] OnPlay onPlay = default;
|
||||
|
||||
void Awake(){
|
||||
if (mainMixer){
|
||||
float musicVolume = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue);
|
||||
float sfxVolume = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue);
|
||||
mainMixer.SetFloat("Master", Mathf.Log10(musicVolume <= .0001f ? .0001f : musicVolume) * 20);
|
||||
mainMixer.SetFloat("SFX", Mathf.Log10(sfxVolume <= .0001f ? .0001f : sfxVolume) * 20);
|
||||
}
|
||||
|
||||
resolutions = Screen.resolutions.Select(resolution => new Resolution { width = resolution.width, height = resolution.height }).Distinct().ToArray();
|
||||
resolutionDropdown.ClearOptions();
|
||||
|
||||
List<string> options = new List<string>();
|
||||
for (int i = 0; i < resolutions.Length; i++){
|
||||
string option = resolutions[i].width + "x" + resolutions[i].height;
|
||||
options.Add(option);
|
||||
|
||||
if (resolutions[i].width == Screen.currentResolution.width && resolutions[i].height == Screen.currentResolution.height)
|
||||
{
|
||||
currentResolutionIndex = i;
|
||||
void Awake() {
|
||||
if (mainMixer) {
|
||||
float musicVolume = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue);
|
||||
float sfxVolume = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue);
|
||||
mainMixer.SetFloat("Master", Mathf.Log10(musicVolume <= .0001f ? .0001f : musicVolume) * 20);
|
||||
mainMixer.SetFloat("SFX", Mathf.Log10(sfxVolume <= .0001f ? .0001f : sfxVolume) * 20);
|
||||
}
|
||||
|
||||
resolutions = Screen.resolutions.Select(resolution => new Resolution { width = resolution.width, height = resolution.height }).Distinct().ToArray();
|
||||
resolutionDropdown.ClearOptions();
|
||||
|
||||
List<string> options = new List<string>();
|
||||
for (int i = 0; i < resolutions.Length; i++) {
|
||||
string option = resolutions[i].width + "x" + resolutions[i].height;
|
||||
options.Add(option);
|
||||
|
||||
if (resolutions[i].width == Screen.currentResolution.width && resolutions[i].height == Screen.currentResolution.height) {
|
||||
currentResolutionIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
resolutions.Reverse();
|
||||
|
||||
resolutionDropdown.AddOptions(options);
|
||||
resolutionDropdown.value = currentResolutionIndex;
|
||||
resolutionDropdown.RefreshShownValue();
|
||||
|
||||
qualityDropdown.ClearOptions();
|
||||
List<string> qualityNames = new List<string>();
|
||||
for (int i = 0; i < QualitySettings.names.Length; i++) {
|
||||
qualityNames.Add(QualitySettings.names[i]);
|
||||
}
|
||||
qualityDropdown.AddOptions(qualityNames);
|
||||
|
||||
qualitySelected = PlayerPrefs.HasKey("QualitySelected") ? PlayerPrefs.GetInt("QualitySelected") : QualitySettings.GetQualityLevel();
|
||||
qualityDropdown.value = qualitySelected;
|
||||
QualitySettings.SetQualityLevel(qualitySelected);
|
||||
qualityDropdown.RefreshShownValue();
|
||||
}
|
||||
|
||||
resolutions.Reverse();
|
||||
|
||||
resolutionDropdown.AddOptions(options);
|
||||
resolutionDropdown.value = currentResolutionIndex;
|
||||
resolutionDropdown.RefreshShownValue();
|
||||
|
||||
qualityDropdown.ClearOptions();
|
||||
List<string> qualityNames = new List<string>();
|
||||
for (int i = 0; i < QualitySettings.names.Length; i++){
|
||||
qualityNames.Add(QualitySettings.names[i]);
|
||||
void OnValidate() {
|
||||
if (musicSlider) musicSlider.minValue = musicSlider.minValue < .0001f ? .0001f : musicSlider.minValue;
|
||||
if (sfxSlider) sfxSlider.minValue = sfxSlider.minValue < .0001f ? .0001f : sfxSlider.minValue;
|
||||
}
|
||||
qualityDropdown.AddOptions(qualityNames);
|
||||
|
||||
qualitySelected = PlayerPrefs.HasKey("QualitySelected") ? PlayerPrefs.GetInt("QualitySelected") : QualitySettings.GetQualityLevel();
|
||||
qualityDropdown.value = qualitySelected;
|
||||
QualitySettings.SetQualityLevel(qualitySelected);
|
||||
qualityDropdown.RefreshShownValue();
|
||||
}
|
||||
void Start() {
|
||||
musicSlider.value = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue);
|
||||
sfxSlider.value = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue);
|
||||
}
|
||||
|
||||
void OnValidate(){
|
||||
if (musicSlider) musicSlider.minValue = musicSlider.minValue < .0001f ? .0001f : musicSlider.minValue;
|
||||
if (sfxSlider) sfxSlider.minValue = sfxSlider.minValue < .0001f ? .0001f : sfxSlider.minValue;
|
||||
}
|
||||
//Needs a slider between 0.0001 and 1
|
||||
public void SetMusicVolume(float sliderValue) {
|
||||
mainMixer.SetFloat("Master", Mathf.Log10(sliderValue) * 20);
|
||||
PlayerPrefs.SetFloat("MusicVolume", sliderValue);
|
||||
}
|
||||
|
||||
void Start(){
|
||||
musicSlider.value = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue);
|
||||
sfxSlider.value = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue);
|
||||
}
|
||||
//Needs a slider between 0.0001 and 1
|
||||
public void SetSfxVolume(float sliderValue) {
|
||||
mainMixer.SetFloat("SFX", Mathf.Log10(sliderValue) * 20);
|
||||
PlayerPrefs.SetFloat("SFXVolume", sliderValue);
|
||||
}
|
||||
|
||||
//Needs a slider between 0.0001 and 1
|
||||
public void SetMusicVolume(float sliderValue){
|
||||
mainMixer.SetFloat("Master", Mathf.Log10(sliderValue) * 20);
|
||||
PlayerPrefs.SetFloat("MusicVolume", sliderValue);
|
||||
}
|
||||
public void SetQuality(int qualityIndex) {
|
||||
QualitySettings.SetQualityLevel(qualityIndex);
|
||||
PlayerPrefs.SetInt("QualitySelected", qualityIndex);
|
||||
}
|
||||
|
||||
//Needs a slider between 0.0001 and 1
|
||||
public void SetSfxVolume(float sliderValue){
|
||||
mainMixer.SetFloat("SFX", Mathf.Log10(sliderValue) * 20);
|
||||
PlayerPrefs.SetFloat("SFXVolume", sliderValue);
|
||||
}
|
||||
public void SetResolution(int resolutionIndex) {
|
||||
Resolution resolution = resolutions[resolutionIndex];
|
||||
Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
|
||||
}
|
||||
|
||||
public void SetQuality(int qualityIndex){
|
||||
QualitySettings.SetQualityLevel(qualityIndex);
|
||||
PlayerPrefs.SetInt("QualitySelected", qualityIndex);
|
||||
}
|
||||
public void Play() {
|
||||
onPlay.Invoke();
|
||||
}
|
||||
|
||||
public void SetResolution(int resolutionIndex){
|
||||
Resolution resolution = resolutions[resolutionIndex];
|
||||
Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
|
||||
public void Quit() {
|
||||
Application.Quit();
|
||||
}
|
||||
}
|
||||
|
||||
public void Play(){
|
||||
onPlay.Invoke();
|
||||
}
|
||||
|
||||
public void Quit(){
|
||||
Application.Quit();
|
||||
}
|
||||
}
|
||||
}
|
12
Tools/MonobehaviourExtensions.cs
Normal file
12
Tools/MonobehaviourExtensions.cs
Normal file
|
@ -0,0 +1,12 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace SimpleTools {
|
||||
public static class MonobehaviourExtensions {
|
||||
public static void EnsureCoroutineStopped(this MonoBehaviour value, ref Coroutine routine) {
|
||||
if (routine != null) {
|
||||
value.StopCoroutine(routine);
|
||||
routine = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Tools/MonobehaviourExtensions.cs.meta
Normal file
11
Tools/MonobehaviourExtensions.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 384cb39f98d5ca74f832bd42e32b3613
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,3 +1,5 @@
|
|||
public interface IPooledObject{
|
||||
void OnObjectSpawn();
|
||||
}
|
||||
namespace SimpleTools.ObjectPooler {
|
||||
public interface IPooledObject {
|
||||
void OnObjectSpawn();
|
||||
}
|
||||
}
|
|
@ -1,18 +1,20 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "New Pool", menuName = "Simple Tools/Pool", order = 11)]
|
||||
public class Pool : ScriptableObject{
|
||||
namespace SimpleTools.ObjectPooler {
|
||||
[CreateAssetMenu(fileName = "New Pool", menuName = "Simple Tools/Pool", order = 11)]
|
||||
public class Pool : ScriptableObject {
|
||||
|
||||
public List<PoolPrefab> pools;
|
||||
[System.Serializable]
|
||||
public class PoolPrefab{
|
||||
public string tag;
|
||||
public GameObject prefab;
|
||||
public bool undetermined;
|
||||
public int size;
|
||||
public List<PoolPrefab> pools;
|
||||
[System.Serializable]
|
||||
public class PoolPrefab {
|
||||
public string tag;
|
||||
public GameObject prefab;
|
||||
public bool undetermined;
|
||||
public int size;
|
||||
|
||||
[HideInInspector] public Queue<GameObject> determinedPool;
|
||||
[HideInInspector] public List<GameObject> undeterminedPool;
|
||||
[HideInInspector] public Queue<GameObject> determinedPool;
|
||||
[HideInInspector] public List<GameObject> undeterminedPool;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -2,368 +2,370 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public static class Pooler{
|
||||
namespace SimpleTools.ObjectPooler {
|
||||
public static class Pooler {
|
||||
|
||||
class PoolChecker : MonoBehaviour {
|
||||
public string poolTag;
|
||||
}
|
||||
|
||||
static Dictionary<string, Pool.PoolPrefab> poolDictionary;
|
||||
static Scene poolScene;
|
||||
|
||||
/// <summary>Generate a scene with the objects of the pools in it
|
||||
/// <para>If this isn't called, the pooler won't work</para>
|
||||
/// </summary>
|
||||
public static void CreatePools(Pool pool){
|
||||
if(pool == null){
|
||||
Debug.LogWarning("You have to provide a pool.");
|
||||
return;
|
||||
class PoolChecker : MonoBehaviour {
|
||||
public string poolTag;
|
||||
}
|
||||
|
||||
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
|
||||
if (SceneManager.GetSceneByName("PoolScene").IsValid()){
|
||||
poolScene = SceneManager.GetSceneByName("PoolScene");
|
||||
}else{
|
||||
poolScene = SceneManager.CreateScene("PoolScene");
|
||||
}
|
||||
static Dictionary<string, Pool.PoolPrefab> poolDictionary;
|
||||
static Scene poolScene;
|
||||
|
||||
foreach (Pool.PoolPrefab p in pool.pools){
|
||||
if (!p.undetermined){
|
||||
if(p.determinedPool == null){
|
||||
p.determinedPool = new Queue<GameObject>();
|
||||
}
|
||||
for (int i = 0; i < p.size; i++){
|
||||
GameObject obj = Object.Instantiate(p.prefab);
|
||||
obj.SetActive(false);
|
||||
obj.AddComponent<PoolChecker>().poolTag = p.tag;
|
||||
SceneManager.MoveGameObjectToScene(obj, poolScene);
|
||||
p.determinedPool.Enqueue(obj);
|
||||
}
|
||||
}else{
|
||||
if(p.undeterminedPool == null){
|
||||
p.undeterminedPool = new List<GameObject>();
|
||||
}
|
||||
/// <summary>Generate a scene with the objects of the pools in it
|
||||
/// <para>If this isn't called, the pooler won't work</para>
|
||||
/// </summary>
|
||||
public static void CreatePools(Pool pool) {
|
||||
if (pool == null) {
|
||||
Debug.LogWarning("You have to provide a pool.");
|
||||
return;
|
||||
}
|
||||
poolDictionary.Add(p.tag, p);
|
||||
}
|
||||
}
|
||||
/// <summary>Generate a scene with the objects of the pools in it
|
||||
/// <para>If this isn't called, the pooler won't work</para>
|
||||
/// </summary>
|
||||
public static void CreatePools(Pool[] pools){
|
||||
if (pools == null){
|
||||
Debug.LogWarning("You have to provide a pool.");
|
||||
return;
|
||||
}
|
||||
|
||||
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
|
||||
if (SceneManager.GetSceneByName("PoolScene").IsValid()){
|
||||
poolScene = SceneManager.GetSceneByName("PoolScene");
|
||||
}else{
|
||||
poolScene = SceneManager.CreateScene("PoolScene");
|
||||
}
|
||||
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
|
||||
if (SceneManager.GetSceneByName("PoolScene").IsValid()) {
|
||||
poolScene = SceneManager.GetSceneByName("PoolScene");
|
||||
} else {
|
||||
poolScene = SceneManager.CreateScene("PoolScene");
|
||||
}
|
||||
|
||||
for (int i = 0; i < pools.Length; i++){
|
||||
foreach (Pool.PoolPrefab p in pools[i].pools){
|
||||
if (!p.undetermined){
|
||||
if (p.determinedPool == null){
|
||||
foreach (Pool.PoolPrefab p in pool.pools) {
|
||||
if (!p.undetermined) {
|
||||
if (p.determinedPool == null) {
|
||||
p.determinedPool = new Queue<GameObject>();
|
||||
}
|
||||
for (int j = 0; j < p.size; j++){
|
||||
for (int i = 0; i < p.size; i++) {
|
||||
GameObject obj = Object.Instantiate(p.prefab);
|
||||
obj.SetActive(false);
|
||||
obj.AddComponent<PoolChecker>().poolTag = p.tag;
|
||||
SceneManager.MoveGameObjectToScene(obj, poolScene);
|
||||
p.determinedPool.Enqueue(obj);
|
||||
}
|
||||
}else{
|
||||
if (p.undeterminedPool == null){
|
||||
} else {
|
||||
if (p.undeterminedPool == null) {
|
||||
p.undeterminedPool = new List<GameObject>();
|
||||
}
|
||||
}
|
||||
poolDictionary.Add(p.tag, p);
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>Destroy an object and return it to the pool scene
|
||||
/// </summary>
|
||||
public static void Destroy(GameObject gameObject){
|
||||
PoolChecker poolChecker = gameObject.GetComponent<PoolChecker>();
|
||||
if (poolChecker == null){
|
||||
Debug.LogWarning("GameObject: " + gameObject + " isn't from a pool", gameObject);
|
||||
return;
|
||||
}
|
||||
/// <summary>Generate a scene with the objects of the pools in it
|
||||
/// <para>If this isn't called, the pooler won't work</para>
|
||||
/// </summary>
|
||||
public static void CreatePools(Pool[] pools) {
|
||||
if (pools == null) {
|
||||
Debug.LogWarning("You have to provide a pool.");
|
||||
return;
|
||||
}
|
||||
|
||||
gameObject.transform.SetParent(null);
|
||||
SceneManager.MoveGameObjectToScene(gameObject, poolScene);
|
||||
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
|
||||
if (SceneManager.GetSceneByName("PoolScene").IsValid()) {
|
||||
poolScene = SceneManager.GetSceneByName("PoolScene");
|
||||
} else {
|
||||
poolScene = SceneManager.CreateScene("PoolScene");
|
||||
}
|
||||
|
||||
if (poolDictionary.ContainsKey(poolChecker.poolTag)){
|
||||
Pool.PoolPrefab pool = poolDictionary[poolChecker.poolTag];
|
||||
if (pool.undetermined){
|
||||
gameObject.SetActive(false);
|
||||
pool.undeterminedPool.Remove(gameObject);
|
||||
}else{
|
||||
gameObject.SetActive(false);
|
||||
for (int i = 0; i < pools.Length; i++) {
|
||||
foreach (Pool.PoolPrefab p in pools[i].pools) {
|
||||
if (!p.undetermined) {
|
||||
if (p.determinedPool == null) {
|
||||
p.determinedPool = new Queue<GameObject>();
|
||||
}
|
||||
for (int j = 0; j < p.size; j++) {
|
||||
GameObject obj = Object.Instantiate(p.prefab);
|
||||
obj.SetActive(false);
|
||||
obj.AddComponent<PoolChecker>().poolTag = p.tag;
|
||||
SceneManager.MoveGameObjectToScene(obj, poolScene);
|
||||
p.determinedPool.Enqueue(obj);
|
||||
}
|
||||
} else {
|
||||
if (p.undeterminedPool == null) {
|
||||
p.undeterminedPool = new List<GameObject>();
|
||||
}
|
||||
}
|
||||
poolDictionary.Add(p.tag, p);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>Destroy an object and return it to the pool scene
|
||||
/// </summary>
|
||||
public static void Destroy(GameObject gameObject) {
|
||||
PoolChecker poolChecker = gameObject.GetComponent<PoolChecker>();
|
||||
if (poolChecker == null) {
|
||||
Debug.LogWarning("GameObject: " + gameObject + " isn't from a pool", gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
/// <summary>Spawn an object into a specific position
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position){
|
||||
if (!poolDictionary.ContainsKey(tag)){
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
gameObject.transform.SetParent(null);
|
||||
SceneManager.MoveGameObjectToScene(gameObject, poolScene);
|
||||
|
||||
if (poolDictionary.ContainsKey(poolChecker.poolTag)) {
|
||||
Pool.PoolPrefab pool = poolDictionary[poolChecker.poolTag];
|
||||
if (pool.undetermined) {
|
||||
gameObject.SetActive(false);
|
||||
pool.undeterminedPool.Remove(gameObject);
|
||||
} else {
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined){
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
/// <summary>Spawn an object into a specific position
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position) {
|
||||
if (!poolDictionary.ContainsKey(tag)) {
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
}
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = Quaternion.identity;
|
||||
objectToSpawn.SetActive(true);
|
||||
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
}else{
|
||||
if(pool.undeterminedPool.Count != 0){
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined) {
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = Quaternion.identity;
|
||||
objectToSpawn.SetActive(true);
|
||||
}else{
|
||||
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity);
|
||||
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
} else {
|
||||
if (pool.undeterminedPool.Count != 0) {
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = Quaternion.identity;
|
||||
objectToSpawn.SetActive(true);
|
||||
} else {
|
||||
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity);
|
||||
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
}
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if (pooledObj != null) {
|
||||
pooledObj.OnObjectSpawn();
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
/// <summary>Spawn an object into a specific position and parent
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent) {
|
||||
if (!poolDictionary.ContainsKey(tag)) {
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if(pooledObj != null){
|
||||
pooledObj.OnObjectSpawn();
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
/// <summary>Spawn an object into a specific position and parent
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent){
|
||||
if (!poolDictionary.ContainsKey(tag)){
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
}
|
||||
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined){
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = Quaternion.identity;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
}else{
|
||||
if (pool.undeterminedPool.Count != 0){
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined) {
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = Quaternion.identity;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
}else{
|
||||
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity, parent);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
} else {
|
||||
if (pool.undeterminedPool.Count != 0) {
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = Quaternion.identity;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
} else {
|
||||
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity, parent);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
}
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if (pooledObj != null) {
|
||||
pooledObj.OnObjectSpawn();
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
/// <summary>Spawn an object into a specific position, parent and set if it's in world space or not
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent, bool instantiateInWorldSpace) {
|
||||
if (!poolDictionary.ContainsKey(tag)) {
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if (pooledObj != null){
|
||||
pooledObj.OnObjectSpawn();
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
/// <summary>Spawn an object into a specific position, parent and set if it's in world space or not
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent, bool instantiateInWorldSpace){
|
||||
if (!poolDictionary.ContainsKey(tag)){
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
}
|
||||
if (!instantiateInWorldSpace) {
|
||||
SpawnFromPool(tag, position, parent);
|
||||
}
|
||||
|
||||
if (!instantiateInWorldSpace){
|
||||
SpawnFromPool(tag, position, parent);
|
||||
}
|
||||
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined){
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
|
||||
objectToSpawn.transform.localPosition = position;
|
||||
objectToSpawn.transform.localRotation = Quaternion.identity;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
}else{
|
||||
if (pool.undeterminedPool.Count != 0){
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined) {
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
|
||||
objectToSpawn.transform.localPosition = position;
|
||||
objectToSpawn.transform.localRotation = Quaternion.identity;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
}else{
|
||||
objectToSpawn = Object.Instantiate(pool.prefab);
|
||||
objectToSpawn.transform.localPosition = position;
|
||||
objectToSpawn.transform.localRotation = Quaternion.identity;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
} else {
|
||||
if (pool.undeterminedPool.Count != 0) {
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
|
||||
objectToSpawn.transform.localPosition = position;
|
||||
objectToSpawn.transform.localRotation = Quaternion.identity;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
} else {
|
||||
objectToSpawn = Object.Instantiate(pool.prefab);
|
||||
objectToSpawn.transform.localPosition = position;
|
||||
objectToSpawn.transform.localRotation = Quaternion.identity;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
}
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if (pooledObj != null) {
|
||||
pooledObj.OnObjectSpawn();
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
/// <summary>Spawn an object into a specific position and rotation
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation) {
|
||||
if (!poolDictionary.ContainsKey(tag)) {
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if (pooledObj != null){
|
||||
pooledObj.OnObjectSpawn();
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
/// <summary>Spawn an object into a specific position and rotation
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation){
|
||||
if (!poolDictionary.ContainsKey(tag)){
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
}
|
||||
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined){
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = rotation;
|
||||
objectToSpawn.SetActive(true);
|
||||
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
}else{
|
||||
if (pool.undeterminedPool.Count != 0){
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined) {
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = rotation;
|
||||
objectToSpawn.SetActive(true);
|
||||
}else{
|
||||
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation);
|
||||
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
} else {
|
||||
if (pool.undeterminedPool.Count != 0) {
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = rotation;
|
||||
objectToSpawn.SetActive(true);
|
||||
} else {
|
||||
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation);
|
||||
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
}
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if (pooledObj != null) {
|
||||
pooledObj.OnObjectSpawn();
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
/// <summary>Spawn an object into a specific position, rotation and parent
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent) {
|
||||
if (!poolDictionary.ContainsKey(tag)) {
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if (pooledObj != null){
|
||||
pooledObj.OnObjectSpawn();
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
/// <summary>Spawn an object into a specific position, rotation and parent
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent){
|
||||
if (!poolDictionary.ContainsKey(tag)){
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
}
|
||||
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined){
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = rotation;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
}else{
|
||||
if (pool.undeterminedPool.Count != 0){
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined) {
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = rotation;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
}else{
|
||||
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation, parent);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
} else {
|
||||
if (pool.undeterminedPool.Count != 0) {
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = rotation;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
} else {
|
||||
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation, parent);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
}
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if (pooledObj != null) {
|
||||
pooledObj.OnObjectSpawn();
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
/// <summary>Spawn an object into a specific position, rotation, parent and set if it's in world space or not
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent, bool instantiateInWorldSpace) {
|
||||
if (!poolDictionary.ContainsKey(tag)) {
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if (pooledObj != null){
|
||||
pooledObj.OnObjectSpawn();
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
/// <summary>Spawn an object into a specific position, rotation, parent and set if it's in world space or not
|
||||
/// <para>The CreatePools function must have been called before.</para>
|
||||
/// </summary>
|
||||
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent, bool instantiateInWorldSpace){
|
||||
if (!poolDictionary.ContainsKey(tag)){
|
||||
Debug.Log("Pool with tag " + tag + " doesn't exist.");
|
||||
return null;
|
||||
}
|
||||
if (!instantiateInWorldSpace) {
|
||||
SpawnFromPool(tag, position, rotation, parent);
|
||||
}
|
||||
|
||||
if (!instantiateInWorldSpace){
|
||||
SpawnFromPool(tag, position, rotation, parent);
|
||||
}
|
||||
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined){
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
|
||||
objectToSpawn.transform.localPosition = position;
|
||||
objectToSpawn.transform.localRotation = rotation;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
}else{
|
||||
if (pool.undeterminedPool.Count != 0){
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
Pool.PoolPrefab pool = poolDictionary[tag];
|
||||
GameObject objectToSpawn;
|
||||
if (!pool.undetermined) {
|
||||
objectToSpawn = pool.determinedPool.Dequeue();
|
||||
|
||||
objectToSpawn.transform.localPosition = position;
|
||||
objectToSpawn.transform.localRotation = rotation;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
}else{
|
||||
objectToSpawn = Object.Instantiate(pool.prefab);
|
||||
objectToSpawn.transform.localPosition = position;
|
||||
objectToSpawn.transform.localRotation = rotation;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
}
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if (pooledObj != null){
|
||||
pooledObj.OnObjectSpawn();
|
||||
pool.determinedPool.Enqueue(objectToSpawn);
|
||||
} else {
|
||||
if (pool.undeterminedPool.Count != 0) {
|
||||
int lastIndex = pool.undeterminedPool.Count - 1;
|
||||
objectToSpawn = pool.undeterminedPool[lastIndex];
|
||||
|
||||
objectToSpawn.transform.localPosition = position;
|
||||
objectToSpawn.transform.localRotation = rotation;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.SetActive(true);
|
||||
} else {
|
||||
objectToSpawn = Object.Instantiate(pool.prefab);
|
||||
objectToSpawn.transform.localPosition = position;
|
||||
objectToSpawn.transform.localRotation = rotation;
|
||||
objectToSpawn.transform.SetParent(parent);
|
||||
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
|
||||
}
|
||||
}
|
||||
|
||||
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
|
||||
if (pooledObj != null) {
|
||||
pooledObj.OnObjectSpawn();
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
return objectToSpawn;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -3,67 +3,69 @@ using System.Collections;
|
|||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public static class Loader{
|
||||
namespace SimpleTools.SceneManagement {
|
||||
public static class Loader {
|
||||
|
||||
class LoadingMonoBehaviour : MonoBehaviour { }
|
||||
class LoadingMonoBehaviour : MonoBehaviour { }
|
||||
|
||||
static Action onLoaderCallback;
|
||||
static AsyncOperation loadingAsyncOperation;
|
||||
static Action onLoaderCallback;
|
||||
static AsyncOperation loadingAsyncOperation;
|
||||
|
||||
/// <summary>Load a scene with a loading scene
|
||||
/// <para>It requires a scene called "Loading" where the loading screen is located.</para>
|
||||
/// </summary>
|
||||
public static void Load(int scene){
|
||||
onLoaderCallback = () => {
|
||||
GameObject loadingGameObject = new GameObject("LoadingGameObject");
|
||||
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
|
||||
};
|
||||
/// <summary>Load a scene with a loading scene
|
||||
/// <para>It requires a scene called "Loading" where the loading screen is located.</para>
|
||||
/// </summary>
|
||||
public static void Load(int scene) {
|
||||
onLoaderCallback = () => {
|
||||
GameObject loadingGameObject = new GameObject("LoadingGameObject");
|
||||
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
|
||||
};
|
||||
|
||||
SceneManager.LoadScene("Loading");
|
||||
}
|
||||
/// <summary>Load a scene with a loading scene
|
||||
/// <para>It requires a scene called "Loading" where the loading screen is located.</para>
|
||||
/// </summary>
|
||||
public static void Load(string scene){
|
||||
onLoaderCallback = () => {
|
||||
GameObject loadingGameObject = new GameObject("LoadingGameObject");
|
||||
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
|
||||
};
|
||||
SceneManager.LoadScene("Loading");
|
||||
}
|
||||
/// <summary>Load a scene with a loading scene
|
||||
/// <para>It requires a scene called "Loading" where the loading screen is located.</para>
|
||||
/// </summary>
|
||||
public static void Load(string scene) {
|
||||
onLoaderCallback = () => {
|
||||
GameObject loadingGameObject = new GameObject("LoadingGameObject");
|
||||
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
|
||||
};
|
||||
|
||||
SceneManager.LoadScene("Loading");
|
||||
}
|
||||
SceneManager.LoadScene("Loading");
|
||||
}
|
||||
|
||||
static IEnumerator LoadSceneAsync(int scene){
|
||||
yield return null;
|
||||
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
|
||||
|
||||
while (!loadingAsyncOperation.isDone){
|
||||
static IEnumerator LoadSceneAsync(int scene) {
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
static IEnumerator LoadSceneAsync(string scene){
|
||||
yield return null;
|
||||
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
|
||||
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
|
||||
|
||||
while (!loadingAsyncOperation.isDone){
|
||||
while (!loadingAsyncOperation.isDone) {
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
static IEnumerator LoadSceneAsync(string scene) {
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
|
||||
|
||||
/// <summary>Returns the loading progress
|
||||
/// </summary>
|
||||
public static float GetLoadingProgress(){
|
||||
if(loadingAsyncOperation != null){
|
||||
return loadingAsyncOperation.progress;
|
||||
}else{
|
||||
return 0f;
|
||||
while (!loadingAsyncOperation.isDone) {
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoaderCallback(){
|
||||
if(onLoaderCallback != null){
|
||||
onLoaderCallback();
|
||||
onLoaderCallback = null;
|
||||
/// <summary>Returns the loading progress
|
||||
/// </summary>
|
||||
public static float GetLoadingProgress() {
|
||||
if (loadingAsyncOperation != null) {
|
||||
return loadingAsyncOperation.progress;
|
||||
} else {
|
||||
return 0f;
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoaderCallback() {
|
||||
if (onLoaderCallback != null) {
|
||||
onLoaderCallback();
|
||||
onLoaderCallback = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,14 +1,16 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class LoaderCallback : MonoBehaviour{
|
||||
namespace SimpleTools.SceneManagement {
|
||||
public class LoaderCallback : MonoBehaviour {
|
||||
|
||||
bool isFirstUpdate = true;
|
||||
bool isFirstUpdate = true;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
if (isFirstUpdate){
|
||||
isFirstUpdate = false;
|
||||
Loader.LoaderCallback();
|
||||
// Update is called once per frame
|
||||
void Update() {
|
||||
if (isFirstUpdate) {
|
||||
isFirstUpdate = false;
|
||||
Loader.LoaderCallback();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,17 +1,19 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class LoadingProgressBar : MonoBehaviour{
|
||||
namespace SimpleTools.SceneManagement {
|
||||
public class LoadingProgressBar : MonoBehaviour {
|
||||
|
||||
Image image;
|
||||
Image image;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Awake(){
|
||||
image = transform.GetComponent<Image>();
|
||||
// Start is called before the first frame update
|
||||
void Awake() {
|
||||
image = transform.GetComponent<Image>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update() {
|
||||
image.fillAmount = Loader.GetLoadingProgress();
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
image.fillAmount = Loader.GetLoadingProgress();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -75,7 +75,7 @@ namespace SimpleTools.Timer{
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pause and sets the time to the default one
|
||||
/// Pause and sets the time to the defaultOne
|
||||
/// </summary>
|
||||
public void ResetTimer(){
|
||||
isPaused = true;
|
||||
|
|
|
@ -5,32 +5,32 @@ using System;
|
|||
using TMPro;
|
||||
|
||||
namespace SimpleTools.Timer{
|
||||
public static class TimerUtility {
|
||||
/// <summary>
|
||||
/// Setup the timer
|
||||
/// </summary>
|
||||
/// <param name="container">TMPro object that will contain the timer</param>
|
||||
/// <param name="timerType">What type of timer will it be (Countdown, Stopwatch, Clock)</param>
|
||||
/// <param name="countdownTime">The time that will have in case it is a countdown timer</param>
|
||||
/// <returns></returns>
|
||||
public static Timer SetupTimer(this TMP_Text container, TimerType timerType, TimerUpdate timerUpdate, float countdownTime = 60f){
|
||||
Timer t = container.gameObject.AddComponent<Timer>();
|
||||
float elapsedTime = 0f;
|
||||
string text = string.Empty;
|
||||
TimeSpan timePlaying = TimeSpan.Zero;
|
||||
public static class TimerUtility {
|
||||
/// <summary>
|
||||
/// Setup the timer
|
||||
/// </summary>
|
||||
/// <param name="container">TMPro object that will contain the timer</param>
|
||||
/// <param name="timerType">What type of timer will it be (Countdown, Stopwatch, Clock)</param>
|
||||
/// <param name="countdownTime">The time that will have in case it is a countdown timer</param>
|
||||
/// <returns></returns>
|
||||
public static Timer SetupTimer(this TMP_Text container, TimerType timerType, TimerUpdate timerUpdate, float countdownTime = 60f){
|
||||
Timer t = container.gameObject.AddComponent<Timer>();
|
||||
float elapsedTime = 0f;
|
||||
string text = string.Empty;
|
||||
TimeSpan timePlaying = TimeSpan.Zero;
|
||||
switch (timerType){
|
||||
case TimerType.Countdown:
|
||||
elapsedTime = countdownTime;
|
||||
timePlaying = TimeSpan.FromSeconds(elapsedTime);
|
||||
text = timePlaying.ToString("m':'ss'.'ff");
|
||||
break;
|
||||
case TimerType.Clock:
|
||||
text = DateTime.Now.ToString("HH:mm:ss");
|
||||
break;
|
||||
}
|
||||
t.Setup(elapsedTime, true, timePlaying, container, timerType, timerUpdate, text);
|
||||
case TimerType.Countdown:
|
||||
elapsedTime = countdownTime;
|
||||
timePlaying = TimeSpan.FromSeconds(elapsedTime);
|
||||
text = timePlaying.ToString("m':'ss'.'ff");
|
||||
break;
|
||||
case TimerType.Clock:
|
||||
text = DateTime.Now.ToString("HH:mm:ss");
|
||||
break;
|
||||
}
|
||||
t.Setup(elapsedTime, true, timePlaying, container, timerType, timerUpdate, text);
|
||||
|
||||
return t;
|
||||
}
|
||||
}
|
||||
return t;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue