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:
Gerard Gascón 2022-09-15 17:27:28 +02:00 committed by GitHub
parent 95bad523b9
commit 0e8b8b1835
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GPG key ID: 4AEE18F83AFDEB23
25 changed files with 1912 additions and 1266 deletions

View file

@ -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
}
}

View file

@ -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;
}
}
}