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

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

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@ -2,23 +2,24 @@
using UnityEngine; using UnityEngine;
using System; using System;
public class AudioManager : MonoBehaviour{ namespace SimpleTools.AudioManager {
public class AudioManager : MonoBehaviour {
public static AudioManager instance; public static AudioManager instance;
[SerializeField] Sounds soundList = default; [SerializeField] Sounds soundList = default;
void Awake(){ void Awake() {
if(instance == null){ if (instance == null) {
instance = this; instance = this;
}else{ } else {
Destroy(gameObject); Destroy(gameObject);
return; return;
} }
DontDestroyOnLoad(gameObject); DontDestroyOnLoad(gameObject);
foreach(Sounds.List s in soundList.sounds){ foreach (Sounds.List s in soundList.sounds) {
if(string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)){ if (string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)) {
Debug.LogWarning("The name one sound is empty"); Debug.LogWarning("The name one sound is empty");
continue; continue;
} }
@ -27,7 +28,7 @@ public class AudioManager : MonoBehaviour{
sound.transform.parent = transform; sound.transform.parent = transform;
s.source = sound.AddComponent<AudioSource>(); s.source = sound.AddComponent<AudioSource>();
if(soundList.mainMixer && soundList.sfxMixer){ if (soundList.mainMixer && soundList.sfxMixer) {
if (s.type == Sounds.List.Type.Music) if (s.type == Sounds.List.Type.Music)
s.source.outputAudioMixerGroup = soundList.mainMixer; s.source.outputAudioMixerGroup = soundList.mainMixer;
else else
@ -46,9 +47,9 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to play a sound with a specific name /// <summary>Use this to play a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void Play(string name){ public void Play(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if(s == null){ if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!"); Debug.LogWarning("Sound: " + name + " not found!");
return; return;
} }
@ -59,9 +60,9 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to play a sound with a specific name and with a certain delay /// <summary>Use this to play a sound with a specific name and with a certain delay
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void Play(string name, float delay){ public void Play(string name, float delay) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){ if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!"); Debug.LogWarning("Sound: " + name + " not found!");
return; return;
} }
@ -72,9 +73,9 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to play one shot of a sound with a specific name /// <summary>Use this to play one shot of a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void PlayOneShot(string name){ public void PlayOneShot(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){ if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!"); Debug.LogWarning("Sound: " + name + " not found!");
return; return;
} }
@ -85,9 +86,9 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to play an intro song and then start playing the song loop /// <summary>Use this to play an intro song and then start playing the song loop
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void PlayWithIntro(string intro, string song){ public void PlayWithIntro(string intro, string song) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro); Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
if (s == null){ if (s == null) {
Debug.LogWarning("Sound: " + intro + " not found!"); Debug.LogWarning("Sound: " + intro + " not found!");
return; return;
} }
@ -98,14 +99,21 @@ public class AudioManager : MonoBehaviour{
float introDuration = s.clip.length; float introDuration = s.clip.length;
Play(song, introDuration); Play(song, introDuration);
} }
/// <summary>Use this to play one shot of a random sound within a list
/// <para>They have to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void PlayRandomSound(params string[] names) {
int random = UnityEngine.Random.Range(0, names.Length);
PlayOneShot(names[random]);
}
#endregion #endregion
#region Pause #region Pause
/// <summary>Use this to pause a sound with a specific name /// <summary>Use this to pause a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void Pause(string name){ public void Pause(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){ if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!"); Debug.LogWarning("Sound: " + name + " not found!");
return; return;
} }
@ -116,9 +124,9 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to unpause a sound with a specific name /// <summary>Use this to unpause a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void UnPause(string name){ public void UnPause(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){ if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!"); Debug.LogWarning("Sound: " + name + " not found!");
return; return;
} }
@ -131,9 +139,9 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to stop a sound with a specific name /// <summary>Use this to stop a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void Stop(string name){ public void Stop(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){ if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!"); Debug.LogWarning("Sound: " + name + " not found!");
return; return;
} }
@ -144,9 +152,9 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to stop all the sounds /// <summary>Use this to stop all the sounds
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void StopAll(){ public void StopAll() {
foreach (Sounds.List s in soundList.sounds){ foreach (Sounds.List s in soundList.sounds) {
if (s.source){ if (s.source) {
s.source.Stop(); s.source.Stop();
} }
} }
@ -155,9 +163,9 @@ public class AudioManager : MonoBehaviour{
/// <summary>This function returns the AudioSource that contains a specific sound /// <summary>This function returns the AudioSource that contains a specific sound
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public AudioSource GetSource(string name){ public AudioSource GetSource(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){ if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!"); Debug.LogWarning("Sound: " + name + " not found!");
return null; return null;
} }
@ -167,16 +175,16 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to start playing a sound with a fade in /// <summary>Use this to start playing a sound with a fade in
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void FadeIn(string name, float duration){ public void FadeIn(string name, float duration) {
StartCoroutine(FadeInCoroutine(name, duration)); StartCoroutine(FadeInCoroutine(name, duration));
} }
IEnumerator FadeInCoroutine(string name, float fadeTime){ IEnumerator FadeInCoroutine(string name, float fadeTime) {
AudioSource audioSource = GetSource(name); AudioSource audioSource = GetSource(name);
if (audioSource != null && !audioSource.isPlaying){ if (audioSource != null && !audioSource.isPlaying) {
float volume = audioSource.volume; float volume = audioSource.volume;
audioSource.volume = 0; audioSource.volume = 0;
audioSource.Play(); audioSource.Play();
while (audioSource.volume < volume){ while (audioSource.volume < volume) {
audioSource.volume += Time.deltaTime / fadeTime; audioSource.volume += Time.deltaTime / fadeTime;
yield return null; yield return null;
} }
@ -187,16 +195,16 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to stop playing a sound with a fade out /// <summary>Use this to stop playing a sound with a fade out
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void FadeOut(string name, float duration){ public void FadeOut(string name, float duration) {
StartCoroutine(FadeOutCoroutine(name, duration)); StartCoroutine(FadeOutCoroutine(name, duration));
} }
IEnumerator FadeOutCoroutine(string name, float fadeTime){ IEnumerator FadeOutCoroutine(string name, float fadeTime) {
AudioSource audioSource = GetSource(name); AudioSource audioSource = GetSource(name);
if (audioSource && audioSource.isPlaying){ if (audioSource && audioSource.isPlaying) {
float startVolume = audioSource.volume; float startVolume = audioSource.volume;
while (audioSource.volume > 0){ while (audioSource.volume > 0) {
audioSource.volume -= startVolume * Time.deltaTime / fadeTime; audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
yield return null; yield return null;
} }
@ -209,9 +217,9 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to start playing a sound muted /// <summary>Use this to start playing a sound muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void PlayMuted(string name){ public void PlayMuted(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){ if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!"); Debug.LogWarning("Sound: " + name + " not found!");
return; return;
} }
@ -223,17 +231,17 @@ public class AudioManager : MonoBehaviour{
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// <para>WARNING: If the PlayMuted hasn't been called before, this function won't work</para> /// <para>WARNING: If the PlayMuted hasn't been called before, this function won't work</para>
/// </summary> /// </summary>
public void FadeMutedIn(string name, float duration){ public void FadeMutedIn(string name, float duration) {
StartCoroutine(FadeMutedInCoroutine(name, duration)); StartCoroutine(FadeMutedInCoroutine(name, duration));
} }
IEnumerator FadeMutedInCoroutine(string name, float fadeTime){ IEnumerator FadeMutedInCoroutine(string name, float fadeTime) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){ if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!"); Debug.LogWarning("Sound: " + name + " not found!");
yield break; yield break;
} }
while (s.source.volume < s.volume){ while (s.source.volume < s.volume) {
s.source.volume += Time.deltaTime / fadeTime; s.source.volume += Time.deltaTime / fadeTime;
yield return null; yield return null;
} }
@ -242,21 +250,22 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to fade out a sound and keep playing that muted /// <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> /// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary> /// </summary>
public void FadeMutedOut(string name, float duration){ public void FadeMutedOut(string name, float duration) {
StartCoroutine(FadeMutedOutCoroutine(name, duration)); StartCoroutine(FadeMutedOutCoroutine(name, duration));
} }
IEnumerator FadeMutedOutCoroutine(string name, float fadeTime){ IEnumerator FadeMutedOutCoroutine(string name, float fadeTime) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){ if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!"); Debug.LogWarning("Sound: " + name + " not found!");
yield break; yield break;
} }
while (s.source.volume > 0){ while (s.source.volume > 0) {
s.source.volume -= Time.deltaTime / fadeTime; s.source.volume -= Time.deltaTime / fadeTime;
yield return null; yield return null;
} }
s.source.volume = 0; s.source.volume = 0;
} }
#endregion #endregion
}
} }

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@ -1,8 +1,9 @@
using UnityEngine; using UnityEngine;
using UnityEngine.Audio; using UnityEngine.Audio;
[CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)] namespace SimpleTools.AudioManager {
public class Sounds : ScriptableObject{ [CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
public class Sounds : ScriptableObject {
[Tooltip("The music mixer.")] [Tooltip("The music mixer.")]
public AudioMixerGroup mainMixer = default; public AudioMixerGroup mainMixer = default;
@ -11,7 +12,8 @@ public class Sounds : ScriptableObject{
public List[] sounds; public List[] sounds;
[System.Serializable] public class List{ [System.Serializable]
public class List {
[Tooltip("Name of the sound. Each name has to be different between each other.")] [Tooltip("Name of the sound. Each name has to be different between each other.")]
public string name; public string name;
@ -32,19 +34,20 @@ public class Sounds : ScriptableObject{
[HideInInspector] public AudioSource source; [HideInInspector] public AudioSource source;
float randomVolume; float randomVolume;
public float RandomVolume{ public float RandomVolume {
get{ get {
randomVolume = volume * (1f + Random.Range(-volumeVariance / 2f, volumeVariance / 2f)); randomVolume = volume * (1f + Random.Range(-volumeVariance / 2f, volumeVariance / 2f));
return randomVolume; return randomVolume;
} }
} }
float randomPitch; float randomPitch;
public float RandomPitch{ public float RandomPitch {
get{ get {
randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f)); randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f));
return randomPitch; return randomPitch;
} }
} }
} }
}
} }

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@ -1,38 +1,40 @@
using UnityEngine; using UnityEngine;
using Cinemachine; using Cinemachine;
public class CMCameraTrigger : MonoBehaviour{ namespace SimpleTools.Cinemachine {
public class CMCameraTrigger : MonoBehaviour {
CinemachineVirtualCamera vcam; CinemachineVirtualCamera vcam;
void Awake(){ void Awake() {
vcam = GetComponentInChildren<CinemachineVirtualCamera>(true); vcam = GetComponentInChildren<CinemachineVirtualCamera>(true);
vcam.gameObject.SetActive(false); vcam.gameObject.SetActive(false);
} }
#region 3D #region 3D
void OnTriggerEnter(Collider col){ void OnTriggerEnter(Collider col) {
if (col.CompareTag("Player")){ if (col.CompareTag("Player")) {
vcam.gameObject.SetActive(true); vcam.gameObject.SetActive(true);
} }
} }
void OnTriggerExit(Collider col){ void OnTriggerExit(Collider col) {
if (col.CompareTag("Player")){ if (col.CompareTag("Player")) {
vcam.gameObject.SetActive(true); vcam.gameObject.SetActive(true);
} }
} }
#endregion #endregion
#region 2D #region 2D
void OnTriggerEnter2D(Collider2D col){ void OnTriggerEnter2D(Collider2D col) {
if (col.CompareTag("Player")){ if (col.CompareTag("Player")) {
vcam.gameObject.SetActive(true); vcam.gameObject.SetActive(true);
} }
} }
void OnTriggerExit2D(Collider2D col){ void OnTriggerExit2D(Collider2D col) {
if (col.CompareTag("Player")){ if (col.CompareTag("Player")) {
vcam.gameObject.SetActive(false); vcam.gameObject.SetActive(false);
} }
} }
#endregion #endregion
}
} }

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@ -1,7 +1,8 @@
using Cinemachine; using Cinemachine;
using UnityEngine; using UnityEngine;
public static class ScreenShake{ namespace SimpleTools.Cinemachine {
public static class ScreenShake {
static CinemachineVirtualCamera vCam; static CinemachineVirtualCamera vCam;
static ScreenShakeUpdate shakeUpdate; static ScreenShakeUpdate shakeUpdate;
@ -11,8 +12,8 @@ public static class ScreenShake{
[HideInInspector] public float shakeTimerTotal; [HideInInspector] public float shakeTimerTotal;
[HideInInspector] public float startingIntensity; [HideInInspector] public float startingIntensity;
void Update(){ void Update() {
if (shakeTimer > 0){ if (shakeTimer > 0) {
shakeTimer -= Time.deltaTime; shakeTimer -= Time.deltaTime;
CinemachineBasicMultiChannelPerlin multiChannelPerlin = vCam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>(); CinemachineBasicMultiChannelPerlin multiChannelPerlin = vCam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(startingIntensity, 0f, 1 - (shakeTimer / shakeTimerTotal)); multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(startingIntensity, 0f, 1 - (shakeTimer / shakeTimerTotal));
@ -23,14 +24,15 @@ public static class ScreenShake{
/// <summary>Shake the camera /// <summary>Shake the camera
/// <para>It needs a cinemachine camera with a noise profile in it.</para> /// <para>It needs a cinemachine camera with a noise profile in it.</para>
/// </summary> /// </summary>
public static void Shake(float intensity, float time){ public static void Shake(float intensity, float time) {
if(vCam == null){ if (vCam == null) {
vCam = Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>(); vCam = Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
} }
if(shakeUpdate == null){ if (shakeUpdate == null) {
shakeUpdate = new GameObject("ShakeUpdate").AddComponent<ScreenShakeUpdate>(); shakeUpdate = new GameObject("ShakeUpdate").AddComponent<ScreenShakeUpdate>();
} }
shakeUpdate.startingIntensity = intensity; shakeUpdate.startingIntensity = intensity;
shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = time; shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = time;
} }
}
} }

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@ -1,12 +1,16 @@
using UnityEngine; using UnityEngine;
[CreateAssetMenu(fileName = "New Character", menuName = "Simple Tools/Character", order = 11)] namespace SimpleTools.DialogueSystem {
public class Dialogue : ScriptableObject{ [CreateAssetMenu(fileName = "New Dialogue", menuName = "Simple Tools/Dialogue", order = 11)]
public class Dialogue : ScriptableObject {
public DialogueBox[] sentences;
}
[System.Serializable]
public class DialogueBox {
public bool displayName; public bool displayName;
public string characterName; public string characterName;
[Space]
public Sprite characterImage; public Sprite characterImage;
[TextArea] public string[] sentences; [TextArea(5, 10)] public string sentence;
}
} }

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@ -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;
}
}

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@ -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,
}
}

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@ -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;
}
}

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@ -0,0 +1,11 @@
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@ -11,6 +11,11 @@ using UnityEditor.SceneManagement;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using UnityEditor.Experimental.SceneManagement; using UnityEditor.Experimental.SceneManagement;
using System; using System;
using SimpleTools.AudioManager;
using SimpleTools.DialogueSystem;
using SimpleTools.Cinemachine;
using SimpleTools.SceneManagement;
using SimpleTools.Menu;
public class ToolsEditor{ public class ToolsEditor{
@ -29,9 +34,9 @@ public class ToolsEditor{
dialogueCanvas.AddComponent<CanvasScaler>(); dialogueCanvas.AddComponent<CanvasScaler>();
dialogueCanvas.AddComponent<GraphicRaycaster>(); dialogueCanvas.AddComponent<GraphicRaycaster>();
GameObject text = new GameObject("TMP_Animated"); GameObject text = new GameObject("DialogueText");
text.transform.SetParent(dialogueCanvas.transform); text.transform.SetParent(dialogueCanvas.transform);
text.AddComponent<TMP_Animated>().text = "New Text"; text.AddComponent<TextMeshProUGUI>().text = "Dialogue";
text.GetComponent<RectTransform>().anchoredPosition = Vector2.zero; text.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
GameObject name = new GameObject("NameText"); GameObject name = new GameObject("NameText");
@ -44,11 +49,17 @@ public class ToolsEditor{
image.AddComponent<Image>(); image.AddComponent<Image>();
image.GetComponent<RectTransform>().anchoredPosition = new Vector2(-150f, 25f); image.GetComponent<RectTransform>().anchoredPosition = new Vector2(-150f, 25f);
DialogueSystem dialogueSystem = dialogueCanvas.AddComponent<DialogueSystem>(); DialogueManager dialogueManager = dialogueCanvas.AddComponent<DialogueManager>();
dialogueSystem.nameText = name.GetComponent<TextMeshProUGUI>(); Debug.Log(dialogueManager.dialogueItems);
dialogueSystem.dialogue = text.GetComponent<TMP_Animated>(); dialogueManager.dialogueItems.textBox = text.GetComponent<TextMeshProUGUI>();
dialogueSystem.faceImage = image.GetComponent<Image>(); dialogueManager.dialogueItems.characterName = name.GetComponent<TextMeshProUGUI>();
dialogueSystem.nameField = name; 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)] [MenuItem("GameObject/Simple Tools/Camera Trigger/2D", false, 10)]

View file

@ -5,13 +5,14 @@ using UnityEngine.UI;
using TMPro; using TMPro;
using UnityEngine.Audio; using UnityEngine.Audio;
[System.Serializable] public class OnPlay : UnityEngine.Events.UnityEvent { } namespace SimpleTools.Menu {
public class MenuController : MonoBehaviour{ [System.Serializable] public class OnPlay : UnityEngine.Events.UnityEvent { }
public class MenuController : MonoBehaviour {
[Header("Audio")] [Header("Audio")]
[SerializeField] AudioMixer mainMixer = default; [SerializeField] AudioMixer mainMixer = default;
[Tooltip("The music volume the first time you start the game")] [SerializeField, Range(0, 1)] float defaultMusicValue = .75f; [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; [Tooltip("The SFX volume the first time you start the game")][SerializeField, Range(0, 1)] float defaultSfxValue = .75f;
public Slider musicSlider = default; public Slider musicSlider = default;
public Slider sfxSlider = default; public Slider sfxSlider = default;
@ -26,8 +27,8 @@ public class MenuController : MonoBehaviour{
[Space] [Space]
[SerializeField] OnPlay onPlay = default; [SerializeField] OnPlay onPlay = default;
void Awake(){ void Awake() {
if (mainMixer){ if (mainMixer) {
float musicVolume = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue); float musicVolume = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue);
float sfxVolume = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue); float sfxVolume = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue);
mainMixer.SetFloat("Master", Mathf.Log10(musicVolume <= .0001f ? .0001f : musicVolume) * 20); mainMixer.SetFloat("Master", Mathf.Log10(musicVolume <= .0001f ? .0001f : musicVolume) * 20);
@ -38,12 +39,11 @@ public class MenuController : MonoBehaviour{
resolutionDropdown.ClearOptions(); resolutionDropdown.ClearOptions();
List<string> options = new List<string>(); List<string> options = new List<string>();
for (int i = 0; i < resolutions.Length; i++){ for (int i = 0; i < resolutions.Length; i++) {
string option = resolutions[i].width + "x" + resolutions[i].height; string option = resolutions[i].width + "x" + resolutions[i].height;
options.Add(option); options.Add(option);
if (resolutions[i].width == Screen.currentResolution.width && resolutions[i].height == Screen.currentResolution.height) if (resolutions[i].width == Screen.currentResolution.width && resolutions[i].height == Screen.currentResolution.height) {
{
currentResolutionIndex = i; currentResolutionIndex = i;
} }
} }
@ -56,7 +56,7 @@ public class MenuController : MonoBehaviour{
qualityDropdown.ClearOptions(); qualityDropdown.ClearOptions();
List<string> qualityNames = new List<string>(); List<string> qualityNames = new List<string>();
for (int i = 0; i < QualitySettings.names.Length; i++){ for (int i = 0; i < QualitySettings.names.Length; i++) {
qualityNames.Add(QualitySettings.names[i]); qualityNames.Add(QualitySettings.names[i]);
} }
qualityDropdown.AddOptions(qualityNames); qualityDropdown.AddOptions(qualityNames);
@ -67,43 +67,44 @@ public class MenuController : MonoBehaviour{
qualityDropdown.RefreshShownValue(); qualityDropdown.RefreshShownValue();
} }
void OnValidate(){ void OnValidate() {
if (musicSlider) musicSlider.minValue = musicSlider.minValue < .0001f ? .0001f : musicSlider.minValue; if (musicSlider) musicSlider.minValue = musicSlider.minValue < .0001f ? .0001f : musicSlider.minValue;
if (sfxSlider) sfxSlider.minValue = sfxSlider.minValue < .0001f ? .0001f : sfxSlider.minValue; if (sfxSlider) sfxSlider.minValue = sfxSlider.minValue < .0001f ? .0001f : sfxSlider.minValue;
} }
void Start(){ void Start() {
musicSlider.value = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue); musicSlider.value = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue);
sfxSlider.value = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue); sfxSlider.value = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue);
} }
//Needs a slider between 0.0001 and 1 //Needs a slider between 0.0001 and 1
public void SetMusicVolume(float sliderValue){ public void SetMusicVolume(float sliderValue) {
mainMixer.SetFloat("Master", Mathf.Log10(sliderValue) * 20); mainMixer.SetFloat("Master", Mathf.Log10(sliderValue) * 20);
PlayerPrefs.SetFloat("MusicVolume", sliderValue); PlayerPrefs.SetFloat("MusicVolume", sliderValue);
} }
//Needs a slider between 0.0001 and 1 //Needs a slider between 0.0001 and 1
public void SetSfxVolume(float sliderValue){ public void SetSfxVolume(float sliderValue) {
mainMixer.SetFloat("SFX", Mathf.Log10(sliderValue) * 20); mainMixer.SetFloat("SFX", Mathf.Log10(sliderValue) * 20);
PlayerPrefs.SetFloat("SFXVolume", sliderValue); PlayerPrefs.SetFloat("SFXVolume", sliderValue);
} }
public void SetQuality(int qualityIndex){ public void SetQuality(int qualityIndex) {
QualitySettings.SetQualityLevel(qualityIndex); QualitySettings.SetQualityLevel(qualityIndex);
PlayerPrefs.SetInt("QualitySelected", qualityIndex); PlayerPrefs.SetInt("QualitySelected", qualityIndex);
} }
public void SetResolution(int resolutionIndex){ public void SetResolution(int resolutionIndex) {
Resolution resolution = resolutions[resolutionIndex]; Resolution resolution = resolutions[resolutionIndex];
Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen); Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
} }
public void Play(){ public void Play() {
onPlay.Invoke(); onPlay.Invoke();
} }
public void Quit(){ public void Quit() {
Application.Quit(); Application.Quit();
} }
}
} }

View 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;
}
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 384cb39f98d5ca74f832bd42e32b3613
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -1,3 +1,5 @@
public interface IPooledObject{ namespace SimpleTools.ObjectPooler {
public interface IPooledObject {
void OnObjectSpawn(); void OnObjectSpawn();
}
} }

View file

@ -1,12 +1,13 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[CreateAssetMenu(fileName = "New Pool", menuName = "Simple Tools/Pool", order = 11)] namespace SimpleTools.ObjectPooler {
public class Pool : ScriptableObject{ [CreateAssetMenu(fileName = "New Pool", menuName = "Simple Tools/Pool", order = 11)]
public class Pool : ScriptableObject {
public List<PoolPrefab> pools; public List<PoolPrefab> pools;
[System.Serializable] [System.Serializable]
public class PoolPrefab{ public class PoolPrefab {
public string tag; public string tag;
public GameObject prefab; public GameObject prefab;
public bool undetermined; public bool undetermined;
@ -15,4 +16,5 @@ public class Pool : ScriptableObject{
[HideInInspector] public Queue<GameObject> determinedPool; [HideInInspector] public Queue<GameObject> determinedPool;
[HideInInspector] public List<GameObject> undeterminedPool; [HideInInspector] public List<GameObject> undeterminedPool;
} }
}
} }

View file

@ -2,7 +2,8 @@
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
public static class Pooler{ namespace SimpleTools.ObjectPooler {
public static class Pooler {
class PoolChecker : MonoBehaviour { class PoolChecker : MonoBehaviour {
public string poolTag; public string poolTag;
@ -14,33 +15,33 @@ public static class Pooler{
/// <summary>Generate a scene with the objects of the pools in it /// <summary>Generate a scene with the objects of the pools in it
/// <para>If this isn't called, the pooler won't work</para> /// <para>If this isn't called, the pooler won't work</para>
/// </summary> /// </summary>
public static void CreatePools(Pool pool){ public static void CreatePools(Pool pool) {
if(pool == null){ if (pool == null) {
Debug.LogWarning("You have to provide a pool."); Debug.LogWarning("You have to provide a pool.");
return; return;
} }
poolDictionary = new Dictionary<string, Pool.PoolPrefab>(); poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
if (SceneManager.GetSceneByName("PoolScene").IsValid()){ if (SceneManager.GetSceneByName("PoolScene").IsValid()) {
poolScene = SceneManager.GetSceneByName("PoolScene"); poolScene = SceneManager.GetSceneByName("PoolScene");
}else{ } else {
poolScene = SceneManager.CreateScene("PoolScene"); poolScene = SceneManager.CreateScene("PoolScene");
} }
foreach (Pool.PoolPrefab p in pool.pools){ foreach (Pool.PoolPrefab p in pool.pools) {
if (!p.undetermined){ if (!p.undetermined) {
if(p.determinedPool == null){ if (p.determinedPool == null) {
p.determinedPool = new Queue<GameObject>(); p.determinedPool = new Queue<GameObject>();
} }
for (int i = 0; i < p.size; i++){ for (int i = 0; i < p.size; i++) {
GameObject obj = Object.Instantiate(p.prefab); GameObject obj = Object.Instantiate(p.prefab);
obj.SetActive(false); obj.SetActive(false);
obj.AddComponent<PoolChecker>().poolTag = p.tag; obj.AddComponent<PoolChecker>().poolTag = p.tag;
SceneManager.MoveGameObjectToScene(obj, poolScene); SceneManager.MoveGameObjectToScene(obj, poolScene);
p.determinedPool.Enqueue(obj); p.determinedPool.Enqueue(obj);
} }
}else{ } else {
if(p.undeterminedPool == null){ if (p.undeterminedPool == null) {
p.undeterminedPool = new List<GameObject>(); p.undeterminedPool = new List<GameObject>();
} }
} }
@ -50,34 +51,34 @@ public static class Pooler{
/// <summary>Generate a scene with the objects of the pools in it /// <summary>Generate a scene with the objects of the pools in it
/// <para>If this isn't called, the pooler won't work</para> /// <para>If this isn't called, the pooler won't work</para>
/// </summary> /// </summary>
public static void CreatePools(Pool[] pools){ public static void CreatePools(Pool[] pools) {
if (pools == null){ if (pools == null) {
Debug.LogWarning("You have to provide a pool."); Debug.LogWarning("You have to provide a pool.");
return; return;
} }
poolDictionary = new Dictionary<string, Pool.PoolPrefab>(); poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
if (SceneManager.GetSceneByName("PoolScene").IsValid()){ if (SceneManager.GetSceneByName("PoolScene").IsValid()) {
poolScene = SceneManager.GetSceneByName("PoolScene"); poolScene = SceneManager.GetSceneByName("PoolScene");
}else{ } else {
poolScene = SceneManager.CreateScene("PoolScene"); poolScene = SceneManager.CreateScene("PoolScene");
} }
for (int i = 0; i < pools.Length; i++){ for (int i = 0; i < pools.Length; i++) {
foreach (Pool.PoolPrefab p in pools[i].pools){ foreach (Pool.PoolPrefab p in pools[i].pools) {
if (!p.undetermined){ if (!p.undetermined) {
if (p.determinedPool == null){ if (p.determinedPool == null) {
p.determinedPool = new Queue<GameObject>(); p.determinedPool = new Queue<GameObject>();
} }
for (int j = 0; j < p.size; j++){ for (int j = 0; j < p.size; j++) {
GameObject obj = Object.Instantiate(p.prefab); GameObject obj = Object.Instantiate(p.prefab);
obj.SetActive(false); obj.SetActive(false);
obj.AddComponent<PoolChecker>().poolTag = p.tag; obj.AddComponent<PoolChecker>().poolTag = p.tag;
SceneManager.MoveGameObjectToScene(obj, poolScene); SceneManager.MoveGameObjectToScene(obj, poolScene);
p.determinedPool.Enqueue(obj); p.determinedPool.Enqueue(obj);
} }
}else{ } else {
if (p.undeterminedPool == null){ if (p.undeterminedPool == null) {
p.undeterminedPool = new List<GameObject>(); p.undeterminedPool = new List<GameObject>();
} }
} }
@ -87,9 +88,9 @@ public static class Pooler{
} }
/// <summary>Destroy an object and return it to the pool scene /// <summary>Destroy an object and return it to the pool scene
/// </summary> /// </summary>
public static void Destroy(GameObject gameObject){ public static void Destroy(GameObject gameObject) {
PoolChecker poolChecker = gameObject.GetComponent<PoolChecker>(); PoolChecker poolChecker = gameObject.GetComponent<PoolChecker>();
if (poolChecker == null){ if (poolChecker == null) {
Debug.LogWarning("GameObject: " + gameObject + " isn't from a pool", gameObject); Debug.LogWarning("GameObject: " + gameObject + " isn't from a pool", gameObject);
return; return;
} }
@ -97,12 +98,12 @@ public static class Pooler{
gameObject.transform.SetParent(null); gameObject.transform.SetParent(null);
SceneManager.MoveGameObjectToScene(gameObject, poolScene); SceneManager.MoveGameObjectToScene(gameObject, poolScene);
if (poolDictionary.ContainsKey(poolChecker.poolTag)){ if (poolDictionary.ContainsKey(poolChecker.poolTag)) {
Pool.PoolPrefab pool = poolDictionary[poolChecker.poolTag]; Pool.PoolPrefab pool = poolDictionary[poolChecker.poolTag];
if (pool.undetermined){ if (pool.undetermined) {
gameObject.SetActive(false); gameObject.SetActive(false);
pool.undeterminedPool.Remove(gameObject); pool.undeterminedPool.Remove(gameObject);
}else{ } else {
gameObject.SetActive(false); gameObject.SetActive(false);
} }
} }
@ -111,15 +112,15 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position /// <summary>Spawn an object into a specific position
/// <para>The CreatePools function must have been called before.</para> /// <para>The CreatePools function must have been called before.</para>
/// </summary> /// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position){ public static GameObject SpawnFromPool(string tag, Vector3 position) {
if (!poolDictionary.ContainsKey(tag)){ if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist."); Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null; return null;
} }
Pool.PoolPrefab pool = poolDictionary[tag]; Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn; GameObject objectToSpawn;
if (!pool.undetermined){ if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue(); objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position; objectToSpawn.transform.position = position;
@ -127,15 +128,15 @@ public static class Pooler{
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn); pool.determinedPool.Enqueue(objectToSpawn);
}else{ } else {
if(pool.undeterminedPool.Count != 0){ if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1; int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex]; objectToSpawn = pool.undeterminedPool[lastIndex];
objectToSpawn.transform.position = position; objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = Quaternion.identity; objectToSpawn.transform.rotation = Quaternion.identity;
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
}else{ } else {
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity); objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity);
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene); SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag; objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
@ -143,7 +144,7 @@ public static class Pooler{
} }
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>(); IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if(pooledObj != null){ if (pooledObj != null) {
pooledObj.OnObjectSpawn(); pooledObj.OnObjectSpawn();
} }
return objectToSpawn; return objectToSpawn;
@ -151,15 +152,15 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position and parent /// <summary>Spawn an object into a specific position and parent
/// <para>The CreatePools function must have been called before.</para> /// <para>The CreatePools function must have been called before.</para>
/// </summary> /// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent){ public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent) {
if (!poolDictionary.ContainsKey(tag)){ if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist."); Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null; return null;
} }
Pool.PoolPrefab pool = poolDictionary[tag]; Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn; GameObject objectToSpawn;
if (!pool.undetermined){ if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue(); objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position; objectToSpawn.transform.position = position;
@ -168,8 +169,8 @@ public static class Pooler{
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn); pool.determinedPool.Enqueue(objectToSpawn);
}else{ } else {
if (pool.undeterminedPool.Count != 0){ if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1; int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex]; objectToSpawn = pool.undeterminedPool[lastIndex];
@ -177,14 +178,14 @@ public static class Pooler{
objectToSpawn.transform.rotation = Quaternion.identity; objectToSpawn.transform.rotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent); objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
}else{ } else {
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity, parent); objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity, parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag; objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
} }
} }
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>(); IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){ if (pooledObj != null) {
pooledObj.OnObjectSpawn(); pooledObj.OnObjectSpawn();
} }
return objectToSpawn; return objectToSpawn;
@ -192,19 +193,19 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position, parent and set if it's in world space or not /// <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> /// <para>The CreatePools function must have been called before.</para>
/// </summary> /// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent, bool instantiateInWorldSpace){ public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent, bool instantiateInWorldSpace) {
if (!poolDictionary.ContainsKey(tag)){ if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist."); Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null; return null;
} }
if (!instantiateInWorldSpace){ if (!instantiateInWorldSpace) {
SpawnFromPool(tag, position, parent); SpawnFromPool(tag, position, parent);
} }
Pool.PoolPrefab pool = poolDictionary[tag]; Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn; GameObject objectToSpawn;
if (!pool.undetermined){ if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue(); objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.localPosition = position; objectToSpawn.transform.localPosition = position;
@ -213,8 +214,8 @@ public static class Pooler{
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn); pool.determinedPool.Enqueue(objectToSpawn);
}else{ } else {
if (pool.undeterminedPool.Count != 0){ if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1; int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex]; objectToSpawn = pool.undeterminedPool[lastIndex];
@ -222,7 +223,7 @@ public static class Pooler{
objectToSpawn.transform.localRotation = Quaternion.identity; objectToSpawn.transform.localRotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent); objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
}else{ } else {
objectToSpawn = Object.Instantiate(pool.prefab); objectToSpawn = Object.Instantiate(pool.prefab);
objectToSpawn.transform.localPosition = position; objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = Quaternion.identity; objectToSpawn.transform.localRotation = Quaternion.identity;
@ -232,7 +233,7 @@ public static class Pooler{
} }
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>(); IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){ if (pooledObj != null) {
pooledObj.OnObjectSpawn(); pooledObj.OnObjectSpawn();
} }
return objectToSpawn; return objectToSpawn;
@ -240,15 +241,15 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position and rotation /// <summary>Spawn an object into a specific position and rotation
/// <para>The CreatePools function must have been called before.</para> /// <para>The CreatePools function must have been called before.</para>
/// </summary> /// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation){ public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation) {
if (!poolDictionary.ContainsKey(tag)){ if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist."); Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null; return null;
} }
Pool.PoolPrefab pool = poolDictionary[tag]; Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn; GameObject objectToSpawn;
if (!pool.undetermined){ if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue(); objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position; objectToSpawn.transform.position = position;
@ -256,15 +257,15 @@ public static class Pooler{
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn); pool.determinedPool.Enqueue(objectToSpawn);
}else{ } else {
if (pool.undeterminedPool.Count != 0){ if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1; int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex]; objectToSpawn = pool.undeterminedPool[lastIndex];
objectToSpawn.transform.position = position; objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = rotation; objectToSpawn.transform.rotation = rotation;
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
}else{ } else {
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation); objectToSpawn = Object.Instantiate(pool.prefab, position, rotation);
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene); SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag; objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
@ -272,7 +273,7 @@ public static class Pooler{
} }
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>(); IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){ if (pooledObj != null) {
pooledObj.OnObjectSpawn(); pooledObj.OnObjectSpawn();
} }
return objectToSpawn; return objectToSpawn;
@ -280,15 +281,15 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position, rotation and parent /// <summary>Spawn an object into a specific position, rotation and parent
/// <para>The CreatePools function must have been called before.</para> /// <para>The CreatePools function must have been called before.</para>
/// </summary> /// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent){ public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent) {
if (!poolDictionary.ContainsKey(tag)){ if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist."); Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null; return null;
} }
Pool.PoolPrefab pool = poolDictionary[tag]; Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn; GameObject objectToSpawn;
if (!pool.undetermined){ if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue(); objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position; objectToSpawn.transform.position = position;
@ -297,8 +298,8 @@ public static class Pooler{
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn); pool.determinedPool.Enqueue(objectToSpawn);
}else{ } else {
if (pool.undeterminedPool.Count != 0){ if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1; int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex]; objectToSpawn = pool.undeterminedPool[lastIndex];
@ -306,14 +307,14 @@ public static class Pooler{
objectToSpawn.transform.rotation = rotation; objectToSpawn.transform.rotation = rotation;
objectToSpawn.transform.SetParent(parent); objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
}else{ } else {
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation, parent); objectToSpawn = Object.Instantiate(pool.prefab, position, rotation, parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag; objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
} }
} }
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>(); IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){ if (pooledObj != null) {
pooledObj.OnObjectSpawn(); pooledObj.OnObjectSpawn();
} }
return objectToSpawn; return objectToSpawn;
@ -321,19 +322,19 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position, rotation, parent and set if it's in world space or not /// <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> /// <para>The CreatePools function must have been called before.</para>
/// </summary> /// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent, bool instantiateInWorldSpace){ public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent, bool instantiateInWorldSpace) {
if (!poolDictionary.ContainsKey(tag)){ if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist."); Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null; return null;
} }
if (!instantiateInWorldSpace){ if (!instantiateInWorldSpace) {
SpawnFromPool(tag, position, rotation, parent); SpawnFromPool(tag, position, rotation, parent);
} }
Pool.PoolPrefab pool = poolDictionary[tag]; Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn; GameObject objectToSpawn;
if (!pool.undetermined){ if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue(); objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.localPosition = position; objectToSpawn.transform.localPosition = position;
@ -342,8 +343,8 @@ public static class Pooler{
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn); pool.determinedPool.Enqueue(objectToSpawn);
}else{ } else {
if (pool.undeterminedPool.Count != 0){ if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1; int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex]; objectToSpawn = pool.undeterminedPool[lastIndex];
@ -351,7 +352,7 @@ public static class Pooler{
objectToSpawn.transform.localRotation = rotation; objectToSpawn.transform.localRotation = rotation;
objectToSpawn.transform.SetParent(parent); objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true); objectToSpawn.SetActive(true);
}else{ } else {
objectToSpawn = Object.Instantiate(pool.prefab); objectToSpawn = Object.Instantiate(pool.prefab);
objectToSpawn.transform.localPosition = position; objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = rotation; objectToSpawn.transform.localRotation = rotation;
@ -361,9 +362,10 @@ public static class Pooler{
} }
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>(); IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){ if (pooledObj != null) {
pooledObj.OnObjectSpawn(); pooledObj.OnObjectSpawn();
} }
return objectToSpawn; return objectToSpawn;
} }
}
} }

View file

@ -3,7 +3,8 @@ using System.Collections;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
public static class Loader{ namespace SimpleTools.SceneManagement {
public static class Loader {
class LoadingMonoBehaviour : MonoBehaviour { } class LoadingMonoBehaviour : MonoBehaviour { }
@ -13,7 +14,7 @@ public static class Loader{
/// <summary>Load a scene with a loading scene /// <summary>Load a scene with a loading scene
/// <para>It requires a scene called "Loading" where the loading screen is located.</para> /// <para>It requires a scene called "Loading" where the loading screen is located.</para>
/// </summary> /// </summary>
public static void Load(int scene){ public static void Load(int scene) {
onLoaderCallback = () => { onLoaderCallback = () => {
GameObject loadingGameObject = new GameObject("LoadingGameObject"); GameObject loadingGameObject = new GameObject("LoadingGameObject");
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene)); loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
@ -24,7 +25,7 @@ public static class Loader{
/// <summary>Load a scene with a loading scene /// <summary>Load a scene with a loading scene
/// <para>It requires a scene called "Loading" where the loading screen is located.</para> /// <para>It requires a scene called "Loading" where the loading screen is located.</para>
/// </summary> /// </summary>
public static void Load(string scene){ public static void Load(string scene) {
onLoaderCallback = () => { onLoaderCallback = () => {
GameObject loadingGameObject = new GameObject("LoadingGameObject"); GameObject loadingGameObject = new GameObject("LoadingGameObject");
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene)); loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
@ -33,37 +34,38 @@ public static class Loader{
SceneManager.LoadScene("Loading"); SceneManager.LoadScene("Loading");
} }
static IEnumerator LoadSceneAsync(int scene){ static IEnumerator LoadSceneAsync(int scene) {
yield return null; yield return null;
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene); loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
while (!loadingAsyncOperation.isDone){ while (!loadingAsyncOperation.isDone) {
yield return null; yield return null;
} }
} }
static IEnumerator LoadSceneAsync(string scene){ static IEnumerator LoadSceneAsync(string scene) {
yield return null; yield return null;
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene); loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
while (!loadingAsyncOperation.isDone){ while (!loadingAsyncOperation.isDone) {
yield return null; yield return null;
} }
} }
/// <summary>Returns the loading progress /// <summary>Returns the loading progress
/// </summary> /// </summary>
public static float GetLoadingProgress(){ public static float GetLoadingProgress() {
if(loadingAsyncOperation != null){ if (loadingAsyncOperation != null) {
return loadingAsyncOperation.progress; return loadingAsyncOperation.progress;
}else{ } else {
return 0f; return 0f;
} }
} }
public static void LoaderCallback(){ public static void LoaderCallback() {
if(onLoaderCallback != null){ if (onLoaderCallback != null) {
onLoaderCallback(); onLoaderCallback();
onLoaderCallback = null; onLoaderCallback = null;
} }
} }
}
} }

View file

@ -1,14 +1,16 @@
using UnityEngine; 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 // Update is called once per frame
void Update(){ void Update() {
if (isFirstUpdate){ if (isFirstUpdate) {
isFirstUpdate = false; isFirstUpdate = false;
Loader.LoaderCallback(); Loader.LoaderCallback();
} }
} }
}
} }

View file

@ -1,17 +1,19 @@
using UnityEngine; using UnityEngine;
using UnityEngine.UI; 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 // Start is called before the first frame update
void Awake(){ void Awake() {
image = transform.GetComponent<Image>(); image = transform.GetComponent<Image>();
} }
// Update is called once per frame // Update is called once per frame
void Update(){ void Update() {
image.fillAmount = Loader.GetLoadingProgress(); image.fillAmount = Loader.GetLoadingProgress();
} }
}
} }

View file

@ -75,7 +75,7 @@ namespace SimpleTools.Timer{
} }
/// <summary> /// <summary>
/// Pause and sets the time to the default one /// Pause and sets the time to the defaultOne
/// </summary> /// </summary>
public void ResetTimer(){ public void ResetTimer(){
isPaused = true; isPaused = true;

View file

@ -1,6 +1,6 @@
{ {
"name": "com.geri.simpletools", "name": "com.geri.simpletools",
"version": "1.1.2", "version": "1.2.0",
"displayName": "Simple Tools", "displayName": "Simple Tools",
"description": "This package contains simple tools to use in your project.", "description": "This package contains simple tools to use in your project.",
"unity": "2018.4", "unity": "2018.4",