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:
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25 changed files with 1912 additions and 1266 deletions
22
README.md
22
README.md
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@ -12,7 +12,6 @@ This package will be updated once I find another useful tool or someone suggest
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- Basic menu with **music and SFX sliders** as well as **resolution and quality dropdowns.**
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- Basic menu with **music and SFX sliders** as well as **resolution and quality dropdowns.**
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- An **object pooler** with the ability to create pools with an undetermined size.
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- An **object pooler** with the ability to create pools with an undetermined size.
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- A basic **scene manager** with a loading screen with progress bar.
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- A basic **scene manager** with a loading screen with progress bar.
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- A **timer** that is displayed inside a TextMeshPro object.
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All of that comes with some editor menu items for creating all of that as fast as possible.
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All of that comes with some editor menu items for creating all of that as fast as possible.
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@ -37,6 +36,8 @@ Download latest package from the Release section Import SimpleTools.unitypackage
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### AudioManager
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### AudioManager
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```csharp
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```csharp
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using SimpleTools.AudioManager;
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AudioManager.instance.Play("Name"); //Plays the sound with that name
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AudioManager.instance.Play("Name"); //Plays the sound with that name
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AudioManager.instance.Play("Name", 1f); //Starts playing the sound "Name" in 1 second
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AudioManager.instance.Play("Name", 1f); //Starts playing the sound "Name" in 1 second
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AudioManager.instance.PlayOneShot("Name"); //Plays one shot of that sound (Useful for repeated sounds)
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AudioManager.instance.PlayOneShot("Name"); //Plays one shot of that sound (Useful for repeated sounds)
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@ -63,6 +64,8 @@ AudioManager.instance.FadeMutedOut("Name", 1f); //Fade Out a sound without stopp
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The SpawnFromPool function always return a GameObject
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The SpawnFromPool function always return a GameObject
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```csharp
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```csharp
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using SimpleTools.ObjectPooler;
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Pool pool; //The pool scriptable object goes here
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Pool pool; //The pool scriptable object goes here
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Pooler.CreatePools(pool); //Create the pool, without creating it you cannot spawn it
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Pooler.CreatePools(pool); //Create the pool, without creating it you cannot spawn it
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Pool[] pools;
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Pool[] pools;
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@ -82,13 +85,28 @@ Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity, transform, true)
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The Dialogue function returns a bool (true if it's talking, false if it has ended)
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The Dialogue function returns a bool (true if it's talking, false if it has ended)
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```csharp
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```csharp
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using SimpleTools.DialogueSystem;
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Dialogue dialogue; //The dialogue scriptable object goes here
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Dialogue dialogue; //The dialogue scriptable object goes here
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DialogueSystem.instance.Dialogue(dialogue); //Start/Continue the dialogue
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DialogueSystem.instance.Dialogue(dialogue); //Start/Continue the dialogue
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DialogueSystem.instance.Dialogue(dialogue, "Sound1", "Sound2"); //Start/Continue the dialogue with a random set of sounds for the text reveal
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```
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```
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Text commands:
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| <color=color></color> | Sets font color within tags |
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| --- | --- |
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| <size=percentage></size> | Sets font size within tags |
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| <sprite=index> | Draws a sprite from the TextMeshPro |
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| <p:[tiny,short,normal,long,read]> | Pauses during a period of time |
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| <anim:[wobble,wave,rainbow,shake]></anim> | Reproduces an animation |
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| <sp:number></sp> | Changes reveal speed |
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### SceneManager
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### SceneManager
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```csharp
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```csharp
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using SimpleTools.SceneManagement;
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Loader.Load(0); //Loads a scene with a specific build index
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Loader.Load(0); //Loads a scene with a specific build index
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Loader.Load("Scene"); //Loads a scene with a specific name
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Loader.Load("Scene"); //Loads a scene with a specific name
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```
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```
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@ -96,6 +114,8 @@ Loader.Load("Scene"); //Loads a scene with a specific name
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### ScreenShake
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### ScreenShake
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```csharp
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```csharp
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using SimpleTools.Cinemachine;
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ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration
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ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration
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```
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```
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@ -2,23 +2,24 @@
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using UnityEngine;
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using UnityEngine;
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using System;
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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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void Awake() {
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if(instance == null){
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if (instance == null) {
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instance = this;
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instance = this;
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}else{
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} else {
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Destroy(gameObject);
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Destroy(gameObject);
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return;
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return;
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}
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}
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DontDestroyOnLoad(gameObject);
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DontDestroyOnLoad(gameObject);
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foreach(Sounds.List s in soundList.sounds){
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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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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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Debug.LogWarning("The name one sound is empty");
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continue;
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continue;
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}
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}
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@ -27,7 +28,7 @@ public class AudioManager : MonoBehaviour{
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sound.transform.parent = transform;
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sound.transform.parent = transform;
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s.source = sound.AddComponent<AudioSource>();
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s.source = sound.AddComponent<AudioSource>();
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if(soundList.mainMixer && soundList.sfxMixer){
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if (soundList.mainMixer && soundList.sfxMixer) {
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if (s.type == Sounds.List.Type.Music)
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if (s.type == Sounds.List.Type.Music)
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s.source.outputAudioMixerGroup = soundList.mainMixer;
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s.source.outputAudioMixerGroup = soundList.mainMixer;
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else
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else
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@ -46,9 +47,9 @@ public class AudioManager : MonoBehaviour{
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/// <summary>Use this to play a sound with a specific name
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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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public void Play(string name){
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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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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if(s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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return;
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}
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}
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@ -59,9 +60,9 @@ public class AudioManager : MonoBehaviour{
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/// <summary>Use this to play a sound with a specific name and with a certain delay
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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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public void Play(string name, float delay){
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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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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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return;
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}
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}
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@ -72,9 +73,9 @@ public class AudioManager : MonoBehaviour{
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/// <summary>Use this to play one shot of a sound with a specific name
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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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public void PlayOneShot(string name){
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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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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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return;
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}
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}
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@ -85,9 +86,9 @@ public class AudioManager : MonoBehaviour{
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/// <summary>Use this to play an intro song and then start playing the song loop
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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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public void PlayWithIntro(string intro, string song){
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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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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + intro + " not found!");
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Debug.LogWarning("Sound: " + intro + " not found!");
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return;
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return;
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}
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}
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float introDuration = s.clip.length;
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float introDuration = s.clip.length;
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Play(song, introDuration);
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Play(song, introDuration);
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}
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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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#endregion
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#region Pause
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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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/// <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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public void Pause(string name){
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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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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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return;
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}
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}
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/// <summary>Use this to unpause a sound with a specific name
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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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public void UnPause(string name){
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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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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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return;
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}
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}
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/// <summary>Use this to stop a sound with a specific name
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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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public void Stop(string name){
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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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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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return;
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}
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}
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/// <summary>Use this to stop all the sounds
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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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public void StopAll(){
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public void StopAll() {
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foreach (Sounds.List s in soundList.sounds){
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foreach (Sounds.List s in soundList.sounds) {
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if (s.source){
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if (s.source) {
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s.source.Stop();
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s.source.Stop();
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}
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}
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}
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}
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/// <summary>This function returns the AudioSource that contains a specific sound
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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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public AudioSource GetSource(string name){
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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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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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Debug.LogWarning("Sound: " + name + " not found!");
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return null;
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return null;
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}
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}
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/// <summary>Use this to start playing a sound with a fade in
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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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public void FadeIn(string name, float duration){
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public void FadeIn(string name, float duration) {
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StartCoroutine(FadeInCoroutine(name, duration));
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StartCoroutine(FadeInCoroutine(name, duration));
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}
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}
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IEnumerator FadeInCoroutine(string name, float fadeTime){
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IEnumerator FadeInCoroutine(string name, float fadeTime) {
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AudioSource audioSource = GetSource(name);
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AudioSource audioSource = GetSource(name);
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if (audioSource != null && !audioSource.isPlaying){
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if (audioSource != null && !audioSource.isPlaying) {
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float volume = audioSource.volume;
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float volume = audioSource.volume;
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audioSource.volume = 0;
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audioSource.volume = 0;
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audioSource.Play();
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audioSource.Play();
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while (audioSource.volume < volume){
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while (audioSource.volume < volume) {
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audioSource.volume += Time.deltaTime / fadeTime;
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audioSource.volume += Time.deltaTime / fadeTime;
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yield return null;
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yield return null;
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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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/// <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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public void FadeOut(string name, float duration){
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public void FadeOut(string name, float duration) {
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StartCoroutine(FadeOutCoroutine(name, duration));
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StartCoroutine(FadeOutCoroutine(name, duration));
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}
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}
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IEnumerator FadeOutCoroutine(string name, float fadeTime){
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IEnumerator FadeOutCoroutine(string name, float fadeTime) {
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AudioSource audioSource = GetSource(name);
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AudioSource audioSource = GetSource(name);
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if (audioSource && audioSource.isPlaying){
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if (audioSource && audioSource.isPlaying) {
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float startVolume = audioSource.volume;
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float startVolume = audioSource.volume;
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while (audioSource.volume > 0){
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while (audioSource.volume > 0) {
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audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
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audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
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yield return null;
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yield return null;
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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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/// <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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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// </summary>
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public void PlayMuted(string name){
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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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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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return;
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}
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}
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@ -223,17 +231,17 @@ public class AudioManager : MonoBehaviour{
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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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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/// <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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/// </summary>
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public void FadeMutedIn(string name, float duration){
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public void FadeMutedIn(string name, float duration) {
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StartCoroutine(FadeMutedInCoroutine(name, duration));
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StartCoroutine(FadeMutedInCoroutine(name, duration));
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}
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}
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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
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -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
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -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;
|
||||||
|
}
|
||||||
}
|
}
|
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:
|
|
@ -11,6 +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)]
|
||||||
|
|
|
@ -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();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
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{
|
namespace SimpleTools.ObjectPooler {
|
||||||
|
public interface IPooledObject {
|
||||||
void OnObjectSpawn();
|
void OnObjectSpawn();
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -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();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -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();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -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;
|
||||||
|
|
|
@ -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",
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue