Reworked the dialogue system

Now the dialogue can use tags to add special effects
Reorganized project structure, updating may require adding some using statements
This commit is contained in:
Gerard Gascón 2022-09-15 17:27:28 +02:00 committed by GitHub
parent 95bad523b9
commit 0e8b8b1835
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GPG key ID: 4AEE18F83AFDEB23
25 changed files with 1912 additions and 1266 deletions

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

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@ -2,261 +2,270 @@
using UnityEngine;
using System;
public class AudioManager : MonoBehaviour{
namespace SimpleTools.AudioManager {
public class AudioManager : MonoBehaviour {
public static AudioManager instance;
public static AudioManager instance;
[SerializeField] Sounds soundList = default;
[SerializeField] Sounds soundList = default;
void Awake(){
if(instance == null){
instance = this;
}else{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
void Awake() {
if (instance == null) {
instance = this;
} else {
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
foreach(Sounds.List s in soundList.sounds){
if(string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)){
Debug.LogWarning("The name one sound is empty");
continue;
}
foreach (Sounds.List s in soundList.sounds) {
if (string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)) {
Debug.LogWarning("The name one sound is empty");
continue;
}
GameObject sound = new GameObject(s.name);
sound.transform.parent = transform;
s.source = sound.AddComponent<AudioSource>();
GameObject sound = new GameObject(s.name);
sound.transform.parent = transform;
s.source = sound.AddComponent<AudioSource>();
if(soundList.mainMixer && soundList.sfxMixer){
if (s.type == Sounds.List.Type.Music)
s.source.outputAudioMixerGroup = soundList.mainMixer;
else
s.source.outputAudioMixerGroup = soundList.sfxMixer;
}
if (soundList.mainMixer && soundList.sfxMixer) {
if (s.type == Sounds.List.Type.Music)
s.source.outputAudioMixerGroup = soundList.mainMixer;
else
s.source.outputAudioMixerGroup = soundList.sfxMixer;
}
s.source.clip = s.clip;
s.source.clip = s.clip;
s.source.volume = s.volume;
s.source.pitch = s.pitch;
s.source.loop = s.loop;
}
}
s.source.volume = s.volume;
s.source.pitch = s.pitch;
s.source.loop = s.loop;
}
}
#region Play
/// <summary>Use this to play a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void Play(string name){
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if(s == null){
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Play();
}
/// <summary>Use this to play a sound with a specific name and with a certain delay
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void Play(string name, float delay){
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.PlayDelayed(delay);
}
/// <summary>Use this to play one shot of a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void PlayOneShot(string name){
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.PlayOneShot(s.clip);
}
/// <summary>Use this to play an intro song and then start playing the song loop
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void PlayWithIntro(string intro, string song){
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
if (s == null){
Debug.LogWarning("Sound: " + intro + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Play();
#region Play
/// <summary>Use this to play a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void Play(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Play();
}
/// <summary>Use this to play a sound with a specific name and with a certain delay
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void Play(string name, float delay) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.PlayDelayed(delay);
}
/// <summary>Use this to play one shot of a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void PlayOneShot(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.PlayOneShot(s.clip);
}
/// <summary>Use this to play an intro song and then start playing the song loop
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void PlayWithIntro(string intro, string song) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
if (s == null) {
Debug.LogWarning("Sound: " + intro + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Play();
float introDuration = s.clip.length;
Play(song, introDuration);
}
#endregion
#region Pause
/// <summary>Use this to pause a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void Pause(string name){
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Pause();
}
/// <summary>Use this to unpause a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void UnPause(string name){
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.UnPause();
}
#endregion
#region Stop
/// <summary>Use this to stop a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void Stop(string name){
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Stop();
}
/// <summary>Use this to stop all the sounds
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void StopAll(){
foreach (Sounds.List s in soundList.sounds){
if (s.source){
s.source.Stop();
}
}
}
#endregion
/// <summary>This function returns the AudioSource that contains a specific sound
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public AudioSource GetSource(string name){
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){
Debug.LogWarning("Sound: " + name + " not found!");
return null;
}
return s.source;
}
#region Fades
/// <summary>Use this to start playing a sound with a fade in
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void FadeIn(string name, float duration){
StartCoroutine(FadeInCoroutine(name, duration));
}
IEnumerator FadeInCoroutine(string name, float fadeTime){
AudioSource audioSource = GetSource(name);
if (audioSource != null && !audioSource.isPlaying){
float volume = audioSource.volume;
audioSource.volume = 0;
audioSource.Play();
while (audioSource.volume < volume){
audioSource.volume += Time.deltaTime / fadeTime;
yield return null;
}
float introDuration = s.clip.length;
Play(song, introDuration);
}
/// <summary>Use this to play one shot of a random sound within a list
/// <para>They have to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void PlayRandomSound(params string[] names) {
int random = UnityEngine.Random.Range(0, names.Length);
PlayOneShot(names[random]);
}
#endregion
#region Pause
/// <summary>Use this to pause a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void Pause(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Pause();
}
/// <summary>Use this to unpause a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void UnPause(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.UnPause();
}
#endregion
#region Stop
/// <summary>Use this to stop a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void Stop(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = s.RandomVolume;
s.source.Stop();
}
/// <summary>Use this to stop all the sounds
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void StopAll() {
foreach (Sounds.List s in soundList.sounds) {
if (s.source) {
s.source.Stop();
}
}
}
#endregion
/// <summary>This function returns the AudioSource that contains a specific sound
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public AudioSource GetSource(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return null;
}
return s.source;
}
#region Fades
/// <summary>Use this to start playing a sound with a fade in
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void FadeIn(string name, float duration) {
StartCoroutine(FadeInCoroutine(name, duration));
}
IEnumerator FadeInCoroutine(string name, float fadeTime) {
AudioSource audioSource = GetSource(name);
if (audioSource != null && !audioSource.isPlaying) {
float volume = audioSource.volume;
audioSource.volume = 0;
audioSource.Play();
while (audioSource.volume < volume) {
audioSource.volume += Time.deltaTime / fadeTime;
yield return null;
}
audioSource.volume = volume;
}
}
/// <summary>Use this to stop playing a sound with a fade out
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void FadeOut(string name, float duration){
StartCoroutine(FadeOutCoroutine(name, duration));
}
IEnumerator FadeOutCoroutine(string name, float fadeTime){
AudioSource audioSource = GetSource(name);
audioSource.volume = volume;
}
}
/// <summary>Use this to stop playing a sound with a fade out
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void FadeOut(string name, float duration) {
StartCoroutine(FadeOutCoroutine(name, duration));
}
IEnumerator FadeOutCoroutine(string name, float fadeTime) {
AudioSource audioSource = GetSource(name);
if (audioSource && audioSource.isPlaying){
float startVolume = audioSource.volume;
if (audioSource && audioSource.isPlaying) {
float startVolume = audioSource.volume;
while (audioSource.volume > 0){
audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
yield return null;
}
while (audioSource.volume > 0) {
audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
yield return null;
}
audioSource.Stop();
audioSource.volume = startVolume;
}
}
audioSource.Stop();
audioSource.volume = startVolume;
}
}
/// <summary>Use this to start playing a sound muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void PlayMuted(string name){
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = 0f;
s.source.Play();
}
/// <summary>Use this to fade in a sound that is currently muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// <para>WARNING: If the PlayMuted hasn't been called before, this function won't work</para>
/// </summary>
public void FadeMutedIn(string name, float duration){
StartCoroutine(FadeMutedInCoroutine(name, duration));
}
IEnumerator FadeMutedInCoroutine(string name, float fadeTime){
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){
Debug.LogWarning("Sound: " + name + " not found!");
yield break;
}
/// <summary>Use this to start playing a sound muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void PlayMuted(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
s.source.pitch = s.RandomPitch;
s.source.volume = 0f;
s.source.Play();
}
/// <summary>Use this to fade in a sound that is currently muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// <para>WARNING: If the PlayMuted hasn't been called before, this function won't work</para>
/// </summary>
public void FadeMutedIn(string name, float duration) {
StartCoroutine(FadeMutedInCoroutine(name, duration));
}
IEnumerator FadeMutedInCoroutine(string name, float fadeTime) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
yield break;
}
while (s.source.volume < s.volume){
s.source.volume += Time.deltaTime / fadeTime;
yield return null;
}
s.source.volume = s.volume;
}
/// <summary>Use this to fade out a sound and keep playing that muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void FadeMutedOut(string name, float duration){
StartCoroutine(FadeMutedOutCoroutine(name, duration));
}
IEnumerator FadeMutedOutCoroutine(string name, float fadeTime){
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){
Debug.LogWarning("Sound: " + name + " not found!");
yield break;
}
while (s.source.volume < s.volume) {
s.source.volume += Time.deltaTime / fadeTime;
yield return null;
}
s.source.volume = s.volume;
}
/// <summary>Use this to fade out a sound and keep playing that muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void FadeMutedOut(string name, float duration) {
StartCoroutine(FadeMutedOutCoroutine(name, duration));
}
IEnumerator FadeMutedOutCoroutine(string name, float fadeTime) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
yield break;
}
while (s.source.volume > 0){
s.source.volume -= Time.deltaTime / fadeTime;
yield return null;
}
s.source.volume = 0;
}
#endregion
}
while (s.source.volume > 0) {
s.source.volume -= Time.deltaTime / fadeTime;
yield return null;
}
s.source.volume = 0;
}
#endregion
}
}

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@ -1,50 +1,53 @@
using UnityEngine;
using UnityEngine.Audio;
[CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
public class Sounds : ScriptableObject{
namespace SimpleTools.AudioManager {
[CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
public class Sounds : ScriptableObject {
[Tooltip("The music mixer.")]
public AudioMixerGroup mainMixer = default;
[Tooltip("The SFX mixer.")]
public AudioMixerGroup sfxMixer = default;
[Tooltip("The music mixer.")]
public AudioMixerGroup mainMixer = default;
[Tooltip("The SFX mixer.")]
public AudioMixerGroup sfxMixer = default;
public List[] sounds;
public List[] sounds;
[System.Serializable] public class List{
[Tooltip("Name of the sound. Each name has to be different between each other.")]
public string name;
[System.Serializable]
public class List {
[Tooltip("Name of the sound. Each name has to be different between each other.")]
public string name;
public AudioClip clip;
public AudioClip clip;
[System.Serializable] public enum Type { Music, SFX }
[Space]
[Tooltip("Is it part of the music or the SFX?")] public Type type;
[System.Serializable] public enum Type { Music, SFX }
[Space]
[Tooltip("Is it part of the music or the SFX?")] public Type type;
[Space]
[Tooltip("Default volume of the sound."), Range(0f, 1f)] public float volume;
[Tooltip("Variance percentage of the volume"), Range(0f, 1f)] public float volumeVariance;
[Tooltip("Default pitch of the sound."), Range(.1f, 3f)] public float pitch;
[Tooltip("Variance percentage of the pitch"), Range(0f, 1f)] public float pitchVariance;
[Space]
[Tooltip("Default volume of the sound."), Range(0f, 1f)] public float volume;
[Tooltip("Variance percentage of the volume"), Range(0f, 1f)] public float volumeVariance;
[Tooltip("Default pitch of the sound."), Range(.1f, 3f)] public float pitch;
[Tooltip("Variance percentage of the pitch"), Range(0f, 1f)] public float pitchVariance;
public bool loop;
public bool loop;
[HideInInspector] public AudioSource source;
[HideInInspector] public AudioSource source;
float randomVolume;
public float RandomVolume{
get{
randomVolume = volume * (1f + Random.Range(-volumeVariance / 2f, volumeVariance / 2f));
return randomVolume;
}
}
float randomVolume;
public float RandomVolume {
get {
randomVolume = volume * (1f + Random.Range(-volumeVariance / 2f, volumeVariance / 2f));
return randomVolume;
}
}
float randomPitch;
public float RandomPitch{
get{
randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f));
return randomPitch;
}
}
}
}
float randomPitch;
public float RandomPitch {
get {
randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f));
return randomPitch;
}
}
}
}
}

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

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@ -1,36 +1,38 @@
using Cinemachine;
using UnityEngine;
public static class ScreenShake{
namespace SimpleTools.Cinemachine {
public static class ScreenShake {
static CinemachineVirtualCamera vCam;
static ScreenShakeUpdate shakeUpdate;
static CinemachineVirtualCamera vCam;
static ScreenShakeUpdate shakeUpdate;
class ScreenShakeUpdate : MonoBehaviour {
[HideInInspector] public float shakeTimer;
[HideInInspector] public float shakeTimerTotal;
[HideInInspector] public float startingIntensity;
class ScreenShakeUpdate : MonoBehaviour {
[HideInInspector] public float shakeTimer;
[HideInInspector] public float shakeTimerTotal;
[HideInInspector] public float startingIntensity;
void Update(){
if (shakeTimer > 0){
shakeTimer -= Time.deltaTime;
CinemachineBasicMultiChannelPerlin multiChannelPerlin = vCam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(startingIntensity, 0f, 1 - (shakeTimer / shakeTimerTotal));
}
}
}
void Update() {
if (shakeTimer > 0) {
shakeTimer -= Time.deltaTime;
CinemachineBasicMultiChannelPerlin multiChannelPerlin = vCam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(startingIntensity, 0f, 1 - (shakeTimer / shakeTimerTotal));
}
}
}
/// <summary>Shake the camera
/// <para>It needs a cinemachine camera with a noise profile in it.</para>
/// </summary>
public static void Shake(float intensity, float time){
if(vCam == null){
vCam = Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
}
if(shakeUpdate == null){
shakeUpdate = new GameObject("ShakeUpdate").AddComponent<ScreenShakeUpdate>();
}
shakeUpdate.startingIntensity = intensity;
shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = time;
}
}
/// <summary>Shake the camera
/// <para>It needs a cinemachine camera with a noise profile in it.</para>
/// </summary>
public static void Shake(float intensity, float time) {
if (vCam == null) {
vCam = Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
}
if (shakeUpdate == null) {
shakeUpdate = new GameObject("ShakeUpdate").AddComponent<ScreenShakeUpdate>();
}
shakeUpdate.startingIntensity = intensity;
shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = time;
}
}
}

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

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@ -0,0 +1,112 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace SimpleTools.DialogueSystem {
public class DialogueManager : MonoBehaviour {
DialogueVertexAnimator dialogueVertexAnimator;
Queue<string> sentences;
Queue<bool> displayNames;
Queue<string> characterNames;
Queue<Sprite> characterImages;
bool talking;
public DialogueItems dialogueItems;
public static DialogueManager instance;
void Awake() {
instance = this;
sentences = new Queue<string>();
displayNames = new Queue<bool>();
characterNames = new Queue<string>();
characterImages = new Queue<Sprite>();
dialogueVertexAnimator = new DialogueVertexAnimator(dialogueItems.textBox);
}
public bool Dialogue(Dialogue dialogue) {
return Dialogue(dialogue, "");
}
public bool Dialogue(Dialogue dialogue, params string[] sounds) {
if (sounds != null)
dialogueVertexAnimator.SetAudioSourceGroup(sounds);
if (!talking) {
sentences.Clear();
if (dialogue.sentences.Length != 0) {
foreach (DialogueBox sentence in dialogue.sentences) {
sentences.Enqueue(sentence.sentence);
displayNames.Enqueue(sentence.displayName);
characterNames.Enqueue(sentence.characterName);
characterImages.Enqueue(sentence.characterImage);
}
} else {
sentences.Enqueue("I am error. No text has been added");
}
talking = true;
if (sentences.Count == 0) {
talking = false;
return false;
}
string sentenceToShow = sentences.Peek();
bool displayName = displayNames.Peek();
string characterName = characterNames.Peek();
Sprite characterImage = characterImages.Peek();
if (PlayDialogue(sentenceToShow, displayName, characterName, characterImage)) {
sentences.Dequeue();
displayNames.Dequeue();
characterNames.Dequeue();
characterImages.Dequeue();
}
return true;
} else {
if (sentences.Count == 0) {
talking = false;
return false;
}
string sentenceToShow = sentences.Peek();
bool displayName = displayNames.Peek();
string characterName = characterNames.Peek();
Sprite characterImage = characterImages.Peek();
if (PlayDialogue(sentenceToShow, displayName, characterName, characterImage)) {
sentences.Dequeue();
displayNames.Dequeue();
characterNames.Dequeue();
characterImages.Dequeue();
}
return true;
}
}
private Coroutine typeRoutine = null;
bool PlayDialogue(string message, bool displayName = false, string characterName = "", Sprite characterImage = null) {
if (dialogueVertexAnimator.IsMessageAnimating()) {
dialogueVertexAnimator.SkipToEndOfCurrentMessage();
return false; //Next message hasn't been shown because the current one is still animating.
}
this.EnsureCoroutineStopped(ref typeRoutine);
dialogueVertexAnimator.textAnimating = false;
List<DialogueCommand> commands = DialogueUtility.ProcessInputString(message, out string totalTextMessage);
typeRoutine = StartCoroutine(dialogueVertexAnimator.AnimateTextIn(commands, totalTextMessage, null));
dialogueItems.characterImage.sprite = characterImage;
dialogueItems.characterName.text = displayName ? characterName : "???";
return true; //Next message shown successfully
}
}
[System.Serializable]
public struct DialogueItems {
public Image characterImage;
public TMP_Text characterName;
public TMP_Text textBox;
public Canvas canvas;
}
}

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@ -0,0 +1,152 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System;
namespace SimpleTools.DialogueSystem {
public class DialogueUtility : MonoBehaviour {
// grab the remainder of the text until ">" or end of string
const string REMAINDER_REGEX = "(.*?((?=>)|(/|$)))";
const string PAUSE_REGEX_STRING = "<p:(?<pause>" + REMAINDER_REGEX + ")>";
static readonly Regex pauseRegex = new Regex(PAUSE_REGEX_STRING);
const string SPEED_REGEX_STRING = "<sp:(?<speed>" + REMAINDER_REGEX + ")>";
static readonly Regex speedRegex = new Regex(SPEED_REGEX_STRING);
const string ANIM_START_REGEX_STRING = "<anim:(?<anim>" + REMAINDER_REGEX + ")>";
static readonly Regex animStartRegex = new Regex(ANIM_START_REGEX_STRING);
const string ANIM_END_REGEX_STRING = "</anim>";
static readonly Regex animEndRegex = new Regex(ANIM_END_REGEX_STRING);
static readonly Dictionary<string, float> pauseDictionary = new Dictionary<string, float>{
{ "tiny", .1f },
{ "short", .25f },
{ "normal", 0.666f },
{ "long", 1f },
{ "read", 2f },
};
public static List<DialogueCommand> ProcessInputString(string message, out string processedMessage) {
List<DialogueCommand> result = new List<DialogueCommand>();
processedMessage = message;
processedMessage = HandlePauseTags(processedMessage, result);
processedMessage = HandleSpeedTags(processedMessage, result);
processedMessage = HandleAnimStartTags(processedMessage, result);
processedMessage = HandleAnimEndTags(processedMessage, result);
return result;
}
static string HandleAnimEndTags(string processedMessage, List<DialogueCommand> result) {
MatchCollection animEndMatches = animEndRegex.Matches(processedMessage);
foreach (Match match in animEndMatches) {
result.Add(new DialogueCommand {
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
type = DialogueCommandType.AnimEnd,
});
}
processedMessage = Regex.Replace(processedMessage, ANIM_END_REGEX_STRING, "");
return processedMessage;
}
static string HandleAnimStartTags(string processedMessage, List<DialogueCommand> result) {
MatchCollection animStartMatches = animStartRegex.Matches(processedMessage);
foreach (Match match in animStartMatches) {
string stringVal = match.Groups["anim"].Value;
result.Add(new DialogueCommand {
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
type = DialogueCommandType.AnimStart,
textAnimValue = GetTextAnimationType(stringVal)
});
}
processedMessage = Regex.Replace(processedMessage, ANIM_START_REGEX_STRING, "");
return processedMessage;
}
static string HandleSpeedTags(string processedMessage, List<DialogueCommand> result) {
MatchCollection speedMatches = speedRegex.Matches(processedMessage);
foreach (Match match in speedMatches) {
string stringVal = match.Groups["speed"].Value;
if (!float.TryParse(stringVal, out float val)) {
val = 150f;
}
result.Add(new DialogueCommand {
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
type = DialogueCommandType.TextSpeedChange,
floatValue = val
});
}
processedMessage = Regex.Replace(processedMessage, SPEED_REGEX_STRING, "");
return processedMessage;
}
static string HandlePauseTags(string processedMessage, List<DialogueCommand> result) {
MatchCollection pauseMatches = pauseRegex.Matches(processedMessage);
foreach (Match match in pauseMatches) {
string val = match.Groups["pause"].Value;
string pauseName = val;
Debug.Assert(pauseDictionary.ContainsKey(pauseName), "no pause registered for '" + pauseName + "'");
result.Add(new DialogueCommand {
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
type = DialogueCommandType.Pause,
floatValue = pauseDictionary[pauseName]
});
}
processedMessage = Regex.Replace(processedMessage, PAUSE_REGEX_STRING, "");
return processedMessage;
}
static TextAnimationType GetTextAnimationType(string stringVal) {
TextAnimationType result;
try {
result = (TextAnimationType)Enum.Parse(typeof(TextAnimationType), stringVal, true);
} catch (ArgumentException) {
Debug.LogError("Invalid Text Animation Type: " + stringVal);
result = TextAnimationType.none;
}
return result;
}
static int VisibleCharactersUpToIndex(string message, int index) {
int result = 0;
bool insideBrackets = false;
for (int i = 0; i < index; i++) {
if (message[i] == '<') {
insideBrackets = true;
} else if (message[i] == '>') {
insideBrackets = false;
result--;
}
if (!insideBrackets) {
result++;
} else if (i + 6 < index && message.Substring(i, 6) == "sprite") {
result++;
}
}
return result;
}
}
public struct DialogueCommand {
public int position;
public DialogueCommandType type;
public float floatValue;
public string stringValue;
public TextAnimationType textAnimValue;
}
public enum DialogueCommandType {
Pause,
TextSpeedChange,
AnimStart,
AnimEnd
}
public enum TextAnimationType {
none,
shake,
wave,
wobble,
rainbow,
}
}

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@ -0,0 +1,262 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
namespace SimpleTools.DialogueSystem {
public class DialogueVertexAnimator {
public bool textAnimating = false;
bool stopAnimating = false;
readonly TMP_Text textBox;
string[] audioSourceGroup;
public void SetAudioSourceGroup(params string[] _audioSourceGroup) {
audioSourceGroup = _audioSourceGroup;
}
public DialogueVertexAnimator(TMP_Text _textBox) {
textBox = _textBox;
}
static readonly Color32 clear = new Color32(0, 0, 0, 0);
const float CHAR_ANIM_TIME = 0.07f;
static readonly Vector3 vecZero = Vector3.zero;
public IEnumerator AnimateTextIn(List<DialogueCommand> commands, string processedMessage, Action onFinish) {
textAnimating = true;
float secondsPerCharacter = 1f / 150f;
float timeOfLastCharacter = 0;
TextAnimInfo[] textAnimInfo = SeparateOutTextAnimInfo(commands);
TMP_TextInfo textInfo = textBox.textInfo;
for (int i = 0; i < textInfo.meshInfo.Length; i++) {
TMP_MeshInfo meshInfer = textInfo.meshInfo[i];
if (meshInfer.vertices != null) {
for (int j = 0; j < meshInfer.vertices.Length; j++) {
meshInfer.vertices[j] = vecZero;
}
}
}
textBox.text = processedMessage;
textBox.ForceMeshUpdate();
TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
Color32[][] originalColors = new Color32[textInfo.meshInfo.Length][];
for (int i = 0; i < originalColors.Length; i++) {
Color32[] theColors = textInfo.meshInfo[i].colors32;
originalColors[i] = new Color32[theColors.Length];
Array.Copy(theColors, originalColors[i], theColors.Length);
}
int charCount = textInfo.characterCount;
float[] charAnimStartTimes = new float[charCount];
for (int i = 0; i < charCount; i++) {
charAnimStartTimes[i] = -1;
}
int visableCharacterIndex = 0;
while (true) {
if (stopAnimating) {
for (int i = visableCharacterIndex; i < charCount; i++) {
charAnimStartTimes[i] = Time.unscaledTime;
}
visableCharacterIndex = charCount;
FinishAnimating(onFinish);
}
if (ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter)) {
if (visableCharacterIndex <= charCount) {
ExecuteCommandsForCurrentIndex(commands, visableCharacterIndex, ref secondsPerCharacter, ref timeOfLastCharacter);
if (visableCharacterIndex < charCount && ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter)) {
charAnimStartTimes[visableCharacterIndex] = Time.unscaledTime;
PlayDialogueSound();
visableCharacterIndex++;
timeOfLastCharacter = Time.unscaledTime;
if (visableCharacterIndex == charCount) {
FinishAnimating(onFinish);
}
}
}
}
for (int j = 0; j < charCount; j++) {
TMP_CharacterInfo charInfo = textInfo.characterInfo[j];
if (charInfo.isVisible) {
int vertexIndex = charInfo.vertexIndex;
int materialIndex = charInfo.materialReferenceIndex;
Color32[] destinationColors = textInfo.meshInfo[materialIndex].colors32;
Color32 theColor = j < visableCharacterIndex ? originalColors[materialIndex][vertexIndex] : clear;
destinationColors[vertexIndex + 0] = theColor;
destinationColors[vertexIndex + 1] = theColor;
destinationColors[vertexIndex + 2] = theColor;
destinationColors[vertexIndex + 3] = theColor;
Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
float charSize = 0;
float charAnimStartTime = charAnimStartTimes[j];
if (charAnimStartTime >= 0) {
float timeSinceAnimStart = Time.unscaledTime - charAnimStartTime;
charSize = Mathf.Min(1, timeSinceAnimStart / CHAR_ANIM_TIME);
}
Vector3 animPosAdjustment = GetAnimPosAdjustment(textAnimInfo, j, textBox.fontSize, Time.unscaledTime);
Vector3 offset = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
destinationVertices[vertexIndex + 0] = ((sourceVertices[vertexIndex + 0] - offset) * charSize) + offset + animPosAdjustment;
destinationVertices[vertexIndex + 1] = ((sourceVertices[vertexIndex + 1] - offset) * charSize) + offset + animPosAdjustment;
destinationVertices[vertexIndex + 2] = ((sourceVertices[vertexIndex + 2] - offset) * charSize) + offset + animPosAdjustment;
destinationVertices[vertexIndex + 3] = ((sourceVertices[vertexIndex + 3] - offset) * charSize) + offset + animPosAdjustment;
for (int i = 0; i < 4; i++) {
Vector3 animVertexAdjustment = GetAnimVertexAdjustment(textAnimInfo, j, textBox.fontSize, Time.unscaledTime + i);
destinationVertices[vertexIndex + i] += animVertexAdjustment;
Color animColorAdjustment = GetAnimColorAdjustment(textAnimInfo, j, Time.unscaledTime + i, destinationVertices[vertexIndex + i]);
if (animColorAdjustment == Color.white)
continue;
destinationColors[vertexIndex + i] += animColorAdjustment;
}
}
}
textBox.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
for (int i = 0; i < textInfo.meshInfo.Length; i++) {
TMP_MeshInfo theInfo = textInfo.meshInfo[i];
theInfo.mesh.vertices = theInfo.vertices;
textBox.UpdateGeometry(theInfo.mesh, i);
}
yield return null;
}
}
void ExecuteCommandsForCurrentIndex(List<DialogueCommand> commands, int visableCharacterIndex, ref float secondsPerCharacter, ref float timeOfLastCharacter) {
for (int i = 0; i < commands.Count; i++) {
DialogueCommand command = commands[i];
if (command.position == visableCharacterIndex) {
switch (command.type) {
case DialogueCommandType.Pause:
timeOfLastCharacter = Time.unscaledTime + command.floatValue;
break;
case DialogueCommandType.TextSpeedChange:
secondsPerCharacter = 1f / command.floatValue;
break;
}
commands.RemoveAt(i);
i--;
}
}
}
void FinishAnimating(Action onFinish) {
textAnimating = false;
stopAnimating = false;
onFinish?.Invoke();
}
const float NOISE_MAGNITUDE_ADJUSTMENT = 0.06f;
const float NOISE_FREQUENCY_ADJUSTMENT = 15f;
const float WAVE_MAGNITUDE_ADJUSTMENT = 0.06f;
const float WOBBLE_MAGNITUDE_ADJUSTMENT = 0.5f;
const float RAINBOW_LENGTH_ADJUSTMENT = .001f;
Vector3 GetAnimPosAdjustment(TextAnimInfo[] textAnimInfo, int charIndex, float fontSize, float time) {
float x = 0;
float y = 0;
for (int i = 0; i < textAnimInfo.Length; i++) {
TextAnimInfo info = textAnimInfo[i];
if (charIndex >= info.startIndex && charIndex < info.endIndex) {
if (info.type == TextAnimationType.shake) {
float scaleAdjust = fontSize * NOISE_MAGNITUDE_ADJUSTMENT;
x += (Mathf.PerlinNoise((charIndex + time) * NOISE_FREQUENCY_ADJUSTMENT, 0) - 0.5f) * scaleAdjust;
y += (Mathf.PerlinNoise((charIndex + time) * NOISE_FREQUENCY_ADJUSTMENT, 1000) - 0.5f) * scaleAdjust;
} else if (info.type == TextAnimationType.wave) {
y += Mathf.Sin((charIndex * 1.5f) + (time * 6)) * fontSize * WAVE_MAGNITUDE_ADJUSTMENT;
}
}
}
return new Vector3(x, y, 0);
}
Vector3 GetAnimVertexAdjustment(TextAnimInfo[] textAnimInfo, int charIndex, float fontSize, float time) {
float x = 0;
float y = 0;
for (int i = 0; i < textAnimInfo.Length; i++) {
TextAnimInfo info = textAnimInfo[i];
if (charIndex >= info.startIndex && charIndex < info.endIndex) {
if (info.type == TextAnimationType.wobble) {
float scaleAdjust = fontSize * NOISE_MAGNITUDE_ADJUSTMENT;
x = Mathf.Sin(time * 3.3f) * scaleAdjust * WOBBLE_MAGNITUDE_ADJUSTMENT;
y = Mathf.Cos(time * 2.5f) * scaleAdjust * WOBBLE_MAGNITUDE_ADJUSTMENT;
}
}
}
return new Vector3(x, y, 0);
}
Color GetAnimColorAdjustment(TextAnimInfo[] textAnimInfo, int charIndex, float time, Vector3 destinationVertice) {
Color color = Color.white;
for (int i = 0; i < textAnimInfo.Length; i++) {
TextAnimInfo info = textAnimInfo[i];
if (charIndex >= info.startIndex && charIndex < info.endIndex) {
if (info.type == TextAnimationType.rainbow) {
color = Color.HSVToRGB(Mathf.Repeat((time + destinationVertice.x * RAINBOW_LENGTH_ADJUSTMENT), 1f), .6f, 1);
}
}
}
return color;
}
static bool ShouldShowNextCharacter(float secondsPerCharacter, float timeOfLastCharacter) {
return (Time.unscaledTime - timeOfLastCharacter) > secondsPerCharacter;
}
public void SkipToEndOfCurrentMessage() {
if (textAnimating) {
stopAnimating = true;
}
}
public bool IsMessageAnimating() {
return textAnimating;
}
float timeUntilNextDialogueSound = 0;
float lastDialogueSound = 0;
void PlayDialogueSound() {
if (Time.unscaledTime - lastDialogueSound > timeUntilNextDialogueSound) {
timeUntilNextDialogueSound = UnityEngine.Random.Range(0.02f, 0.08f);
lastDialogueSound = Time.unscaledTime;
if (audioSourceGroup != null)
AudioManager.AudioManager.instance.PlayRandomSound(audioSourceGroup);
}
}
TextAnimInfo[] SeparateOutTextAnimInfo(List<DialogueCommand> commands) {
List<TextAnimInfo> tempResult = new List<TextAnimInfo>();
List<DialogueCommand> animStartCommands = new List<DialogueCommand>();
List<DialogueCommand> animEndCommands = new List<DialogueCommand>();
for (int i = 0; i < commands.Count; i++) {
DialogueCommand command = commands[i];
if (command.type == DialogueCommandType.AnimStart) {
animStartCommands.Add(command);
commands.RemoveAt(i);
i--;
} else if (command.type == DialogueCommandType.AnimEnd) {
animEndCommands.Add(command);
commands.RemoveAt(i);
i--;
}
}
if (animStartCommands.Count != animEndCommands.Count) {
Debug.LogError("Unequal number of start and end animation commands. Start Commands: " + animStartCommands.Count + " End Commands: " + animEndCommands.Count);
} else {
for (int i = 0; i < animStartCommands.Count; i++) {
DialogueCommand startCommand = animStartCommands[i];
DialogueCommand endCommand = animEndCommands[i];
tempResult.Add(new TextAnimInfo {
startIndex = startCommand.position,
endIndex = endCommand.position,
type = startCommand.textAnimValue
});
}
}
return tempResult.ToArray();
}
}
public struct TextAnimInfo {
public int startIndex;
public int endIndex;
public TextAnimationType type;
}
}

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View file

@ -11,527 +11,538 @@ using UnityEditor.SceneManagement;
using UnityEngine.EventSystems;
using UnityEditor.Experimental.SceneManagement;
using System;
using SimpleTools.AudioManager;
using SimpleTools.DialogueSystem;
using SimpleTools.Cinemachine;
using SimpleTools.SceneManagement;
using SimpleTools.Menu;
public class ToolsEditor{
[MenuItem("GameObject/Simple Tools/AudioManager", false, 10)]
static void CreateAudioManager(){
GameObject audioManager = new GameObject("AudioManager");
audioManager.AddComponent<AudioManager>();
}
[MenuItem("GameObject/Simple Tools/AudioManager", false, 10)]
static void CreateAudioManager(){
GameObject audioManager = new GameObject("AudioManager");
audioManager.AddComponent<AudioManager>();
}
[MenuItem("GameObject/Simple Tools/Dialogue System", false, 10)]
static void CreateDialogueSystem(){
GameObject dialogueCanvas = new GameObject("DialogueCanvas");
dialogueCanvas.AddComponent<RectTransform>();
Canvas canvas = dialogueCanvas.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
dialogueCanvas.AddComponent<CanvasScaler>();
dialogueCanvas.AddComponent<GraphicRaycaster>();
[MenuItem("GameObject/Simple Tools/Dialogue System", false, 10)]
static void CreateDialogueSystem(){
GameObject dialogueCanvas = new GameObject("DialogueCanvas");
dialogueCanvas.AddComponent<RectTransform>();
Canvas canvas = dialogueCanvas.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
dialogueCanvas.AddComponent<CanvasScaler>();
dialogueCanvas.AddComponent<GraphicRaycaster>();
GameObject text = new GameObject("TMP_Animated");
text.transform.SetParent(dialogueCanvas.transform);
text.AddComponent<TMP_Animated>().text = "New Text";
text.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
GameObject text = new GameObject("DialogueText");
text.transform.SetParent(dialogueCanvas.transform);
text.AddComponent<TextMeshProUGUI>().text = "Dialogue";
text.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
GameObject name = new GameObject("NameText");
name.transform.SetParent(dialogueCanvas.transform);
name.AddComponent<TextMeshProUGUI>().text = "Name";
name.GetComponent<RectTransform>().anchoredPosition = Vector2.up * 50f;
GameObject name = new GameObject("NameText");
name.transform.SetParent(dialogueCanvas.transform);
name.AddComponent<TextMeshProUGUI>().text = "Name";
name.GetComponent<RectTransform>().anchoredPosition = Vector2.up * 50f;
GameObject image = new GameObject("Image");
image.transform.SetParent(dialogueCanvas.transform);
image.AddComponent<Image>();
image.GetComponent<RectTransform>().anchoredPosition = new Vector2(-150f, 25f);
GameObject image = new GameObject("Image");
image.transform.SetParent(dialogueCanvas.transform);
image.AddComponent<Image>();
image.GetComponent<RectTransform>().anchoredPosition = new Vector2(-150f, 25f);
DialogueSystem dialogueSystem = dialogueCanvas.AddComponent<DialogueSystem>();
dialogueSystem.nameText = name.GetComponent<TextMeshProUGUI>();
dialogueSystem.dialogue = text.GetComponent<TMP_Animated>();
dialogueSystem.faceImage = image.GetComponent<Image>();
dialogueSystem.nameField = name;
}
DialogueManager dialogueManager = dialogueCanvas.AddComponent<DialogueManager>();
Debug.Log(dialogueManager.dialogueItems);
dialogueManager.dialogueItems.textBox = text.GetComponent<TextMeshProUGUI>();
dialogueManager.dialogueItems.characterName = name.GetComponent<TextMeshProUGUI>();
dialogueManager.dialogueItems.characterImage = image.GetComponent<Image>();
dialogueManager.dialogueItems.canvas = canvas;
//DialogueSystem dialogueSystem = dialogueCanvas.AddComponent<DialogueSystem>();
//dialogueSystem.nameText = name.GetComponent<TextMeshProUGUI>();
//dialogueSystem.dialogue = text.GetComponent<TMP_Animated>();
//dialogueSystem.faceImage = image.GetComponent<Image>();
//dialogueSystem.nameField = name;
}
[MenuItem("GameObject/Simple Tools/Camera Trigger/2D", false, 10)]
static void CreateCameraTrigger2D(){
GameObject cameraTrigger = new GameObject("CameraTrigger2D");
cameraTrigger.AddComponent<BoxCollider2D>();
cameraTrigger.AddComponent<CMCameraTrigger>();
[MenuItem("GameObject/Simple Tools/Camera Trigger/2D", false, 10)]
static void CreateCameraTrigger2D(){
GameObject cameraTrigger = new GameObject("CameraTrigger2D");
cameraTrigger.AddComponent<BoxCollider2D>();
cameraTrigger.AddComponent<CMCameraTrigger>();
GameObject vCam = new GameObject("CM vcam1");
vCam.transform.SetParent(cameraTrigger.transform);
vCam.SetActive(false);
CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
cam.m_Lens.Orthographic = true;
}
GameObject vCam = new GameObject("CM vcam1");
vCam.transform.SetParent(cameraTrigger.transform);
vCam.SetActive(false);
CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
cam.m_Lens.Orthographic = true;
}
[MenuItem("GameObject/Simple Tools/Camera Trigger/3D", false, 10)]
static void CreateCameraTrigger3D(){
GameObject cameraTrigger = new GameObject("CameraTrigger3D");
cameraTrigger.AddComponent<BoxCollider>();
cameraTrigger.AddComponent<CMCameraTrigger>();
[MenuItem("GameObject/Simple Tools/Camera Trigger/3D", false, 10)]
static void CreateCameraTrigger3D(){
GameObject cameraTrigger = new GameObject("CameraTrigger3D");
cameraTrigger.AddComponent<BoxCollider>();
cameraTrigger.AddComponent<CMCameraTrigger>();
GameObject vCam = new GameObject("CM vcam1");
vCam.transform.SetParent(cameraTrigger.transform);
vCam.SetActive(false);
CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
cam.m_Lens.FieldOfView = 60f;
}
GameObject vCam = new GameObject("CM vcam1");
vCam.transform.SetParent(cameraTrigger.transform);
vCam.SetActive(false);
CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
cam.m_Lens.FieldOfView = 60f;
}
#if CINEMACHINE_271_OR_NEWER
[MenuItem("GameObject/Simple Tools/ScreenShake Camera/2D", false, 10)]
static void CreateScreenShakeCamera2d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Orthographic;
[MenuItem("GameObject/Simple Tools/ScreenShake Camera/2D", false, 10)]
static void CreateScreenShakeCamera2d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Orthographic;
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
shake.m_NoiseProfile = noise;
shake.m_AmplitudeGain = 0f;
shake.m_FrequencyGain = 1f;
}
[MenuItem("GameObject/Simple Tools/ScreenShake Camera/3D", false, 10)]
static void CreateScreenShakeCamera3d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Perspective;
shake.m_NoiseProfile = noise;
shake.m_AmplitudeGain = 0f;
shake.m_FrequencyGain = 1f;
}
[MenuItem("GameObject/Simple Tools/ScreenShake Camera/3D", false, 10)]
static void CreateScreenShakeCamera3d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Perspective;
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
shake.m_NoiseProfile = noise;
shake.m_AmplitudeGain = 0f;
shake.m_FrequencyGain = 1f;
}
shake.m_NoiseProfile = noise;
shake.m_AmplitudeGain = 0f;
shake.m_FrequencyGain = 1f;
}
#else
[MenuItem("GameObject/Simple Tools/ScreenShake Camera", false, 10)]
static void CreateScreenShakeCamera2d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
[MenuItem("GameObject/Simple Tools/ScreenShake Camera", false, 10)]
static void CreateScreenShakeCamera2d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
shake.m_NoiseProfile = noise;
shake.m_AmplitudeGain = 0f;
shake.m_FrequencyGain = 1f;
}
shake.m_NoiseProfile = noise;
shake.m_AmplitudeGain = 0f;
shake.m_FrequencyGain = 1f;
}
#endif
[MenuItem("Assets/Create/Simple Tools/Create Loading Scene")]
[MenuItem("Simple Tools/Create Loading Scene")]
static void CreateLoadingScene(){
EditorSceneManager.SaveOpenScenes();
[MenuItem("Assets/Create/Simple Tools/Create Loading Scene")]
[MenuItem("Simple Tools/Create Loading Scene")]
static void CreateLoadingScene(){
EditorSceneManager.SaveOpenScenes();
Scene loadingScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
loadingScene.name = "Loading";
Scene loadingScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
loadingScene.name = "Loading";
GameObject loaderCallback = new GameObject("LoaderCallback");
loaderCallback.AddComponent<LoaderCallback>();
GameObject loaderCallback = new GameObject("LoaderCallback");
loaderCallback.AddComponent<LoaderCallback>();
GameObject canvasObj = new GameObject("Canvas");
Canvas canvas = canvasObj.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
GameObject canvasObj = new GameObject("Canvas");
Canvas canvas = canvasObj.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2Int(951, 535);
canvasScaler.matchWidthOrHeight = 1f;
canvasObj.AddComponent<GraphicRaycaster>();
CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2Int(951, 535);
canvasScaler.matchWidthOrHeight = 1f;
canvasObj.AddComponent<GraphicRaycaster>();
TextMeshProUGUI loadingText = new GameObject("LoadingText").AddComponent<TextMeshProUGUI>();
loadingText.transform.SetParent(canvasObj.transform);
RectTransform loadingTextTransform = loadingText.GetComponent<RectTransform>();
loadingTextTransform.anchoredPosition = new Vector2Int(-333, -212);
loadingTextTransform.sizeDelta = new Vector2Int(237, 52);
loadingText.text = "LOADING...";
TextMeshProUGUI loadingText = new GameObject("LoadingText").AddComponent<TextMeshProUGUI>();
loadingText.transform.SetParent(canvasObj.transform);
RectTransform loadingTextTransform = loadingText.GetComponent<RectTransform>();
loadingTextTransform.anchoredPosition = new Vector2Int(-333, -212);
loadingTextTransform.sizeDelta = new Vector2Int(237, 52);
loadingText.text = "LOADING...";
Image bg = new GameObject("bg").AddComponent<Image>();
bg.transform.SetParent(canvasObj.transform);
RectTransform bgTransform = bg.GetComponent<RectTransform>();
bgTransform.anchoredPosition = new Vector2Int(0, -235);
bgTransform.sizeDelta = new Vector2Int(900, 20);
bg.color = new Color(36f / 255f, 36f / 255f, 36f / 255f);
Image bg = new GameObject("bg").AddComponent<Image>();
bg.transform.SetParent(canvasObj.transform);
RectTransform bgTransform = bg.GetComponent<RectTransform>();
bgTransform.anchoredPosition = new Vector2Int(0, -235);
bgTransform.sizeDelta = new Vector2Int(900, 20);
bg.color = new Color(36f / 255f, 36f / 255f, 36f / 255f);
Image progressBar = new GameObject("ProgressBar").AddComponent<Image>();
progressBar.transform.SetParent(bg.transform);
RectTransform progressBarTransform = progressBar.GetComponent<RectTransform>();
progressBarTransform.anchoredPosition = Vector2.zero;
progressBarTransform.sizeDelta = new Vector2Int(900, 20);
Image progressBar = new GameObject("ProgressBar").AddComponent<Image>();
progressBar.transform.SetParent(bg.transform);
RectTransform progressBarTransform = progressBar.GetComponent<RectTransform>();
progressBarTransform.anchoredPosition = Vector2.zero;
progressBarTransform.sizeDelta = new Vector2Int(900, 20);
progressBar.sprite = (Sprite)AssetDatabase.LoadAssetAtPath("Packages/com.geri.simpletools/Simple Tools/Editor/Square.png", typeof(Sprite));
progressBar.type = Image.Type.Filled;
progressBar.fillMethod = Image.FillMethod.Horizontal;
progressBar.fillOrigin = (int)Image.OriginHorizontal.Left;
progressBar.fillAmount = 1f;
progressBar.gameObject.AddComponent<LoadingProgressBar>();
}
progressBar.sprite = (Sprite)AssetDatabase.LoadAssetAtPath("Packages/com.geri.simpletools/Simple Tools/Editor/Square.png", typeof(Sprite));
progressBar.type = Image.Type.Filled;
progressBar.fillMethod = Image.FillMethod.Horizontal;
progressBar.fillOrigin = (int)Image.OriginHorizontal.Left;
progressBar.fillAmount = 1f;
progressBar.gameObject.AddComponent<LoadingProgressBar>();
}
#if UNITY_2019_3_OR_NEWER
[MenuItem("Assets/Create/Simple Tools/Create Menu Scene")]
[MenuItem("Simple Tools/Create Menu Scene")]
static void CreateMenuScene(){
EditorSceneManager.SaveOpenScenes();
[MenuItem("Assets/Create/Simple Tools/Create Menu Scene")]
[MenuItem("Simple Tools/Create Menu Scene")]
static void CreateMenuScene(){
EditorSceneManager.SaveOpenScenes();
Scene menuScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
menuScene.name = "Menu";
Scene menuScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
menuScene.name = "Menu";
GameObject canvasObj = new GameObject("Canvas");
Canvas canvas = canvasObj.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
GameObject canvasObj = new GameObject("Canvas");
Canvas canvas = canvasObj.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
CreateEventSystem(false, null);
CreateEventSystem(false, null);
CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2Int(951, 535);
canvasScaler.matchWidthOrHeight = 1f;
CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2Int(951, 535);
canvasScaler.matchWidthOrHeight = 1f;
canvasObj.AddComponent<GraphicRaycaster>();
canvasObj.AddComponent<GraphicRaycaster>();
GameObject qualityDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
qualityDropdown.transform.SetParent(canvasObj.transform);
RectTransform qualityRectTransform = qualityDropdown.GetComponent<RectTransform>();
qualityRectTransform.anchoredPosition = Vector2.up * 15f;
qualityDropdown.name = "QualityDropdown";
GameObject qualityDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
qualityDropdown.transform.SetParent(canvasObj.transform);
RectTransform qualityRectTransform = qualityDropdown.GetComponent<RectTransform>();
qualityRectTransform.anchoredPosition = Vector2.up * 15f;
qualityDropdown.name = "QualityDropdown";
GameObject resolutionDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
resolutionDropdown.transform.SetParent(canvasObj.transform);
RectTransform resolutionRectTransform = resolutionDropdown.GetComponent<RectTransform>();
resolutionRectTransform.anchoredPosition = Vector2.down * 15f;
resolutionDropdown.name = "ResolutionDropdown";
GameObject resolutionDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
resolutionDropdown.transform.SetParent(canvasObj.transform);
RectTransform resolutionRectTransform = resolutionDropdown.GetComponent<RectTransform>();
resolutionRectTransform.anchoredPosition = Vector2.down * 15f;
resolutionDropdown.name = "ResolutionDropdown";
GameObject musicSlider;
using (new FactorySwapToEditor())
musicSlider = DefaultControls.CreateSlider(GetStandardUIResources());
musicSlider.transform.SetParent(canvasObj.transform);
RectTransform musicRectTransform = musicSlider.GetComponent<RectTransform>();
musicRectTransform.anchoredPosition = Vector2.down * 40f;
musicSlider.name = "MusicSlider";
GameObject musicSlider;
using (new FactorySwapToEditor())
musicSlider = DefaultControls.CreateSlider(GetStandardUIResources());
musicSlider.transform.SetParent(canvasObj.transform);
RectTransform musicRectTransform = musicSlider.GetComponent<RectTransform>();
musicRectTransform.anchoredPosition = Vector2.down * 40f;
musicSlider.name = "MusicSlider";
GameObject sfxSlider;
using (new FactorySwapToEditor())
sfxSlider = DefaultControls.CreateSlider(GetStandardUIResources());
sfxSlider.transform.SetParent(canvasObj.transform);
RectTransform sfxRectTransform = sfxSlider.GetComponent<RectTransform>();
sfxRectTransform.anchoredPosition = Vector2.down * 60;
sfxSlider.name = "MusicSlider";
GameObject sfxSlider;
using (new FactorySwapToEditor())
sfxSlider = DefaultControls.CreateSlider(GetStandardUIResources());
sfxSlider.transform.SetParent(canvasObj.transform);
RectTransform sfxRectTransform = sfxSlider.GetComponent<RectTransform>();
sfxRectTransform.anchoredPosition = Vector2.down * 60;
sfxSlider.name = "MusicSlider";
GameObject playButton = TMP_DefaultControls.CreateButton(GetStandardResources());
playButton.transform.SetParent(canvasObj.transform);
TMP_Text playTextComponent = playButton.GetComponentInChildren<TMP_Text>();
playTextComponent.fontSize = 24;
playTextComponent.text = "PLAY";
RectTransform playRectTransform = playButton.GetComponent<RectTransform>();
playRectTransform.anchoredPosition = Vector2.up * 45f;
playButton.name = "PlayButton";
GameObject playButton = TMP_DefaultControls.CreateButton(GetStandardResources());
playButton.transform.SetParent(canvasObj.transform);
TMP_Text playTextComponent = playButton.GetComponentInChildren<TMP_Text>();
playTextComponent.fontSize = 24;
playTextComponent.text = "PLAY";
RectTransform playRectTransform = playButton.GetComponent<RectTransform>();
playRectTransform.anchoredPosition = Vector2.up * 45f;
playButton.name = "PlayButton";
GameObject quitButton = TMP_DefaultControls.CreateButton(GetStandardResources());
quitButton.transform.SetParent(canvasObj.transform);
TMP_Text quitTextComponent = quitButton.GetComponentInChildren<TMP_Text>();
quitTextComponent.fontSize = 24;
quitTextComponent.text = "QUIT";
RectTransform quitRectTransform = quitButton.GetComponent<RectTransform>();
quitRectTransform.anchoredPosition = Vector2.down * 85f;
quitButton.name = "QuitButton";
GameObject quitButton = TMP_DefaultControls.CreateButton(GetStandardResources());
quitButton.transform.SetParent(canvasObj.transform);
TMP_Text quitTextComponent = quitButton.GetComponentInChildren<TMP_Text>();
quitTextComponent.fontSize = 24;
quitTextComponent.text = "QUIT";
RectTransform quitRectTransform = quitButton.GetComponent<RectTransform>();
quitRectTransform.anchoredPosition = Vector2.down * 85f;
quitButton.name = "QuitButton";
MenuController menuController = canvasObj.AddComponent<MenuController>();
Slider sliderMusic = menuController.musicSlider = musicSlider.GetComponent<Slider>();
Slider sliderSfx = menuController.sfxSlider = sfxSlider.GetComponent<Slider>();
TMP_Dropdown dropdownQuality = menuController.qualityDropdown = qualityDropdown.GetComponent<TMP_Dropdown>();
TMP_Dropdown dropdownResolution = menuController.resolutionDropdown = resolutionDropdown.GetComponent<TMP_Dropdown>();
MenuController menuController = canvasObj.AddComponent<MenuController>();
Slider sliderMusic = menuController.musicSlider = musicSlider.GetComponent<Slider>();
Slider sliderSfx = menuController.sfxSlider = sfxSlider.GetComponent<Slider>();
TMP_Dropdown dropdownQuality = menuController.qualityDropdown = qualityDropdown.GetComponent<TMP_Dropdown>();
TMP_Dropdown dropdownResolution = menuController.resolutionDropdown = resolutionDropdown.GetComponent<TMP_Dropdown>();
sliderMusic.onValueChanged.AddListener(menuController.SetMusicVolume);
sliderSfx.onValueChanged.AddListener(menuController.SetSfxVolume);
dropdownQuality.onValueChanged.AddListener(menuController.SetQuality);
dropdownResolution.onValueChanged.AddListener(menuController.SetResolution);
sliderMusic.onValueChanged.AddListener(menuController.SetMusicVolume);
sliderSfx.onValueChanged.AddListener(menuController.SetSfxVolume);
dropdownQuality.onValueChanged.AddListener(menuController.SetQuality);
dropdownResolution.onValueChanged.AddListener(menuController.SetResolution);
playButton.GetComponent<Button>().onClick.AddListener(menuController.Play);
quitButton.GetComponent<Button>().onClick.AddListener(menuController.Quit);
}
playButton.GetComponent<Button>().onClick.AddListener(menuController.Play);
quitButton.GetComponent<Button>().onClick.AddListener(menuController.Quit);
}
#region CreateUISettings
const string kUILayerName = "UI";
#region CreateUISettings
const string kUILayerName = "UI";
const string kStandardSpritePath = "UI/Skin/UISprite.psd";
const string kBackgroundSpritePath = "UI/Skin/Background.psd";
const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
const string kKnobPath = "UI/Skin/Knob.psd";
const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
const string kMaskPath = "UI/Skin/UIMask.psd";
const string kStandardSpritePath = "UI/Skin/UISprite.psd";
const string kBackgroundSpritePath = "UI/Skin/Background.psd";
const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
const string kKnobPath = "UI/Skin/Knob.psd";
const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
const string kMaskPath = "UI/Skin/UIMask.psd";
static TMP_DefaultControls.Resources s_StandardResources;
static TMP_DefaultControls.Resources s_StandardResources;
static TMP_DefaultControls.Resources GetStandardResources(){
if (s_StandardResources.standard == null){
s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
}
return s_StandardResources;
}
static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform){
// Find the best scene view
SceneView sceneView = SceneView.lastActiveSceneView;
if (sceneView == null && SceneView.sceneViews.Count > 0)
sceneView = SceneView.sceneViews[0] as SceneView;
static TMP_DefaultControls.Resources GetStandardResources(){
if (s_StandardResources.standard == null){
s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
}
return s_StandardResources;
}
static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform){
// Find the best scene view
SceneView sceneView = SceneView.lastActiveSceneView;
if (sceneView == null && SceneView.sceneViews.Count > 0)
sceneView = SceneView.sceneViews[0] as SceneView;
// Couldn't find a SceneView. Don't set position.
if (sceneView == null || sceneView.camera == null)
return;
// Couldn't find a SceneView. Don't set position.
if (sceneView == null || sceneView.camera == null)
return;
// Create world space Plane from canvas position.
Camera camera = sceneView.camera;
Vector3 position = Vector3.zero;
Vector2 localPlanePosition;
// Create world space Plane from canvas position.
Camera camera = sceneView.camera;
Vector3 position = Vector3.zero;
Vector2 localPlanePosition;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition)){
// Adjust for canvas pivot
localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;
localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition)){
// Adjust for canvas pivot
localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;
localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;
localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);
localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);
localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);
localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);
// Adjust for anchoring
position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;
position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;
// Adjust for anchoring
position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;
position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;
Vector3 minLocalPosition;
minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;
minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;
Vector3 minLocalPosition;
minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;
minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;
Vector3 maxLocalPosition;
maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;
maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;
Vector3 maxLocalPosition;
maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;
maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;
position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);
position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);
}
position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);
position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);
}
itemTransform.anchoredPosition = position;
itemTransform.localRotation = Quaternion.identity;
itemTransform.localScale = Vector3.one;
}
static GameObject CreateNewUI(){
// Root for the UI
var root = new GameObject("Canvas");
root.layer = LayerMask.NameToLayer(kUILayerName);
Canvas canvas = root.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
root.AddComponent<CanvasScaler>();
root.AddComponent<GraphicRaycaster>();
itemTransform.anchoredPosition = position;
itemTransform.localRotation = Quaternion.identity;
itemTransform.localScale = Vector3.one;
}
static GameObject CreateNewUI(){
// Root for the UI
var root = new GameObject("Canvas");
root.layer = LayerMask.NameToLayer(kUILayerName);
Canvas canvas = root.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
root.AddComponent<CanvasScaler>();
root.AddComponent<GraphicRaycaster>();
// Works for all stages.
StageUtility.PlaceGameObjectInCurrentStage(root);
bool customScene = false;
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null){
root.transform.SetParent(prefabStage.prefabContentsRoot.transform, false);
customScene = true;
}
// Works for all stages.
StageUtility.PlaceGameObjectInCurrentStage(root);
bool customScene = false;
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null){
root.transform.SetParent(prefabStage.prefabContentsRoot.transform, false);
customScene = true;
}
Undo.RegisterCreatedObjectUndo(root, "Create " + root.name);
Undo.RegisterCreatedObjectUndo(root, "Create " + root.name);
// If there is no event system add one...
// No need to place event system in custom scene as these are temporary anyway.
// It can be argued for or against placing it in the user scenes,
// but let's not modify scene user is not currently looking at.
if (!customScene)
CreateEventSystem(false);
return root;
}
static void CreateEventSystem(bool select){
CreateEventSystem(select, null);
}
static void CreateEventSystem(bool select, GameObject parent){
var esys = UnityEngine.Object.FindObjectOfType<EventSystem>();
if (esys == null){
var eventSystem = new GameObject("EventSystem");
GameObjectUtility.SetParentAndAlign(eventSystem, parent);
esys = eventSystem.AddComponent<EventSystem>();
eventSystem.AddComponent<StandaloneInputModule>();
// If there is no event system add one...
// No need to place event system in custom scene as these are temporary anyway.
// It can be argued for or against placing it in the user scenes,
// but let's not modify scene user is not currently looking at.
if (!customScene)
CreateEventSystem(false);
return root;
}
static void CreateEventSystem(bool select){
CreateEventSystem(select, null);
}
static void CreateEventSystem(bool select, GameObject parent){
var esys = UnityEngine.Object.FindObjectOfType<EventSystem>();
if (esys == null){
var eventSystem = new GameObject("EventSystem");
GameObjectUtility.SetParentAndAlign(eventSystem, parent);
esys = eventSystem.AddComponent<EventSystem>();
eventSystem.AddComponent<StandaloneInputModule>();
Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);
}
Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);
}
if (select && esys != null){
Selection.activeGameObject = esys.gameObject;
}
}
// Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
static GameObject GetOrCreateCanvasGameObject(){
GameObject selectedGo = Selection.activeGameObject;
if (select && esys != null){
Selection.activeGameObject = esys.gameObject;
}
}
// Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
static GameObject GetOrCreateCanvasGameObject(){
GameObject selectedGo = Selection.activeGameObject;
// Try to find a gameobject that is the selected GO or one if its parents.
Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;
if (IsValidCanvas(canvas))
return canvas.gameObject;
// Try to find a gameobject that is the selected GO or one if its parents.
Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;
if (IsValidCanvas(canvas))
return canvas.gameObject;
// No canvas in selection or its parents? Then use any valid canvas.
// We have to find all loaded Canvases, not just the ones in main scenes.
Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>();
for (int i = 0; i < canvasArray.Length; i++)
if (IsValidCanvas(canvasArray[i]))
return canvasArray[i].gameObject;
// No canvas in selection or its parents? Then use any valid canvas.
// We have to find all loaded Canvases, not just the ones in main scenes.
Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>();
for (int i = 0; i < canvasArray.Length; i++)
if (IsValidCanvas(canvasArray[i]))
return canvasArray[i].gameObject;
// No canvas in the scene at all? Then create a new one.
return CreateNewUI();
}
static bool IsValidCanvas(Canvas canvas){
if (canvas == null || !canvas.gameObject.activeInHierarchy)
return false;
// No canvas in the scene at all? Then create a new one.
return CreateNewUI();
}
static bool IsValidCanvas(Canvas canvas){
if (canvas == null || !canvas.gameObject.activeInHierarchy)
return false;
// It's important that the non-editable canvas from a prefab scene won't be rejected,
// but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave.
if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0)
return false;
// It's important that the non-editable canvas from a prefab scene won't be rejected,
// but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave.
if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0)
return false;
if (StageUtility.GetStageHandle(canvas.gameObject) != StageUtility.GetCurrentStageHandle())
return false;
if (StageUtility.GetStageHandle(canvas.gameObject) != StageUtility.GetCurrentStageHandle())
return false;
return true;
}
return true;
}
class FactorySwapToEditor : IDisposable{
DefaultControls.IFactoryControls factory;
class FactorySwapToEditor : IDisposable{
DefaultControls.IFactoryControls factory;
public FactorySwapToEditor(){
factory = DefaultControls.factory;
DefaultControls.factory = DefaultEditorFactory.Default;
}
public FactorySwapToEditor(){
factory = DefaultControls.factory;
DefaultControls.factory = DefaultEditorFactory.Default;
}
public void Dispose(){
DefaultControls.factory = factory;
}
}
public void Dispose(){
DefaultControls.factory = factory;
}
}
const string kStandardSpritePathDefault = "UI/Skin/UISprite.psd";
const string kBackgroundSpritePathDefault = "UI/Skin/Background.psd";
const string kInputFieldBackgroundPathDefault = "UI/Skin/InputFieldBackground.psd";
const string kKnobPathDefault = "UI/Skin/Knob.psd";
const string kCheckmarkPathDefault = "UI/Skin/Checkmark.psd";
const string kDropdownArrowPathDefault = "UI/Skin/DropdownArrow.psd";
const string kMaskPathDefault = "UI/Skin/UIMask.psd";
const string kStandardSpritePathDefault = "UI/Skin/UISprite.psd";
const string kBackgroundSpritePathDefault = "UI/Skin/Background.psd";
const string kInputFieldBackgroundPathDefault = "UI/Skin/InputFieldBackground.psd";
const string kKnobPathDefault = "UI/Skin/Knob.psd";
const string kCheckmarkPathDefault = "UI/Skin/Checkmark.psd";
const string kDropdownArrowPathDefault = "UI/Skin/DropdownArrow.psd";
const string kMaskPathDefault = "UI/Skin/UIMask.psd";
static DefaultControls.Resources s_StandardResourcesDefault;
static DefaultControls.Resources GetStandardUIResources(){
if (s_StandardResourcesDefault.standard == null){
s_StandardResourcesDefault.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePathDefault);
s_StandardResourcesDefault.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePathDefault);
s_StandardResourcesDefault.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPathDefault);
s_StandardResourcesDefault.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPathDefault);
s_StandardResourcesDefault.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPathDefault);
s_StandardResourcesDefault.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPathDefault);
s_StandardResourcesDefault.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPathDefault);
}
return s_StandardResourcesDefault;
}
static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand){
GameObject parent = menuCommand.context as GameObject;
bool explicitParentChoice = true;
if (parent == null){
parent = GetOrCreateCanvasGameObject();
explicitParentChoice = false;
static DefaultControls.Resources s_StandardResourcesDefault;
static DefaultControls.Resources GetStandardUIResources(){
if (s_StandardResourcesDefault.standard == null){
s_StandardResourcesDefault.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePathDefault);
s_StandardResourcesDefault.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePathDefault);
s_StandardResourcesDefault.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPathDefault);
s_StandardResourcesDefault.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPathDefault);
s_StandardResourcesDefault.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPathDefault);
s_StandardResourcesDefault.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPathDefault);
s_StandardResourcesDefault.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPathDefault);
}
return s_StandardResourcesDefault;
}
static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand){
GameObject parent = menuCommand.context as GameObject;
bool explicitParentChoice = true;
if (parent == null){
parent = GetOrCreateCanvasGameObject();
explicitParentChoice = false;
// If in Prefab Mode, Canvas has to be part of Prefab contents,
// otherwise use Prefab root instead.
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent))
parent = prefabStage.prefabContentsRoot;
}
if (parent.GetComponentsInParent<Canvas>(true).Length == 0){
// Create canvas under context GameObject,
// and make that be the parent which UI element is added under.
GameObject canvas = CreateNewUIDefault();
Undo.SetTransformParent(canvas.transform, parent.transform, "");
parent = canvas;
}
// If in Prefab Mode, Canvas has to be part of Prefab contents,
// otherwise use Prefab root instead.
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent))
parent = prefabStage.prefabContentsRoot;
}
if (parent.GetComponentsInParent<Canvas>(true).Length == 0){
// Create canvas under context GameObject,
// and make that be the parent which UI element is added under.
GameObject canvas = CreateNewUIDefault();
Undo.SetTransformParent(canvas.transform, parent.transform, "");
parent = canvas;
}
GameObjectUtility.EnsureUniqueNameForSibling(element);
GameObjectUtility.EnsureUniqueNameForSibling(element);
SetParentAndAlign(element, parent);
if (!explicitParentChoice) // not a context click, so center in sceneview
SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
SetParentAndAlign(element, parent);
if (!explicitParentChoice) // not a context click, so center in sceneview
SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
// This call ensure any change made to created Objects after they where registered will be part of the Undo.
Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, "");
// This call ensure any change made to created Objects after they where registered will be part of the Undo.
Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, "");
// We have to fix up the undo name since the name of the object was only known after reparenting it.
Undo.SetCurrentGroupName("Create " + element.name);
// We have to fix up the undo name since the name of the object was only known after reparenting it.
Undo.SetCurrentGroupName("Create " + element.name);
Selection.activeGameObject = element;
}
static GameObject CreateNewUIDefault(){
// Root for the UI
var root = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
root.layer = LayerMask.NameToLayer(kUILayerName);
Canvas canvas = root.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
Selection.activeGameObject = element;
}
static GameObject CreateNewUIDefault(){
// Root for the UI
var root = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
root.layer = LayerMask.NameToLayer(kUILayerName);
Canvas canvas = root.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
// Works for all stages.
StageUtility.PlaceGameObjectInCurrentStage(root);
bool customScene = false;
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null){
Undo.SetTransformParent(root.transform, prefabStage.prefabContentsRoot.transform, "");
customScene = true;
}
// Works for all stages.
StageUtility.PlaceGameObjectInCurrentStage(root);
bool customScene = false;
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null){
Undo.SetTransformParent(root.transform, prefabStage.prefabContentsRoot.transform, "");
customScene = true;
}
Undo.SetCurrentGroupName("Create " + root.name);
Undo.SetCurrentGroupName("Create " + root.name);
// If there is no event system add one...
// No need to place event system in custom scene as these are temporary anyway.
// It can be argued for or against placing it in the user scenes,
// but let's not modify scene user is not currently looking at.
if (!customScene)
CreateEventSystem(false);
return root;
}
static void SetParentAndAlign(GameObject child, GameObject parent){
if (parent == null)
return;
// If there is no event system add one...
// No need to place event system in custom scene as these are temporary anyway.
// It can be argued for or against placing it in the user scenes,
// but let's not modify scene user is not currently looking at.
if (!customScene)
CreateEventSystem(false);
return root;
}
static void SetParentAndAlign(GameObject child, GameObject parent){
if (parent == null)
return;
Undo.SetTransformParent(child.transform, parent.transform, "");
Undo.SetTransformParent(child.transform, parent.transform, "");
RectTransform rectTransform = child.transform as RectTransform;
if (rectTransform){
rectTransform.anchoredPosition = Vector2.zero;
Vector3 localPosition = rectTransform.localPosition;
localPosition.z = 0;
rectTransform.localPosition = localPosition;
}else{
child.transform.localPosition = Vector3.zero;
}
child.transform.localRotation = Quaternion.identity;
child.transform.localScale = Vector3.one;
RectTransform rectTransform = child.transform as RectTransform;
if (rectTransform){
rectTransform.anchoredPosition = Vector2.zero;
Vector3 localPosition = rectTransform.localPosition;
localPosition.z = 0;
rectTransform.localPosition = localPosition;
}else{
child.transform.localPosition = Vector3.zero;
}
child.transform.localRotation = Quaternion.identity;
child.transform.localScale = Vector3.one;
SetLayerRecursively(child, parent.layer);
}
static void SetLayerRecursively(GameObject go, int layer){
go.layer = layer;
Transform t = go.transform;
for (int i = 0; i < t.childCount; i++)
SetLayerRecursively(t.GetChild(i).gameObject, layer);
}
class DefaultEditorFactory : DefaultControls.IFactoryControls{
public static DefaultEditorFactory Default = new DefaultEditorFactory();
SetLayerRecursively(child, parent.layer);
}
static void SetLayerRecursively(GameObject go, int layer){
go.layer = layer;
Transform t = go.transform;
for (int i = 0; i < t.childCount; i++)
SetLayerRecursively(t.GetChild(i).gameObject, layer);
}
class DefaultEditorFactory : DefaultControls.IFactoryControls{
public static DefaultEditorFactory Default = new DefaultEditorFactory();
public GameObject CreateGameObject(string name, params Type[] components){
return ObjectFactory.CreateGameObject(name, components);
}
}
#endregion
public GameObject CreateGameObject(string name, params Type[] components){
return ObjectFactory.CreateGameObject(name, components);
}
}
#endregion
#endif
}
#endif
#endif

View file

@ -5,105 +5,106 @@ using UnityEngine.UI;
using TMPro;
using UnityEngine.Audio;
[System.Serializable] public class OnPlay : UnityEngine.Events.UnityEvent { }
public class MenuController : MonoBehaviour{
namespace SimpleTools.Menu {
[System.Serializable] public class OnPlay : UnityEngine.Events.UnityEvent { }
public class MenuController : MonoBehaviour {
[Header("Audio")]
[SerializeField] AudioMixer mainMixer = default;
[Tooltip("The music volume the first time you start the game")] [SerializeField, Range(0, 1)] float defaultMusicValue = .75f;
[Tooltip("The SFX volume the first time you start the game")] [SerializeField, Range(0, 1)] float defaultSfxValue = .75f;
public Slider musicSlider = default;
public Slider sfxSlider = default;
[Header("Audio")]
[SerializeField] AudioMixer mainMixer = default;
[Tooltip("The music volume the first time you start the game")][SerializeField, Range(0, 1)] float defaultMusicValue = .75f;
[Tooltip("The SFX volume the first time you start the game")][SerializeField, Range(0, 1)] float defaultSfxValue = .75f;
public Slider musicSlider = default;
public Slider sfxSlider = default;
[Header("Visual")]
public TMP_Dropdown qualityDropdown = default;
int qualitySelected;
[Header("Visual")]
public TMP_Dropdown qualityDropdown = default;
int qualitySelected;
public TMP_Dropdown resolutionDropdown = default;
Resolution[] resolutions;
int currentResolutionIndex;
public TMP_Dropdown resolutionDropdown = default;
Resolution[] resolutions;
int currentResolutionIndex;
[Space]
[SerializeField] OnPlay onPlay = default;
[Space]
[SerializeField] OnPlay onPlay = default;
void Awake(){
if (mainMixer){
float musicVolume = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue);
float sfxVolume = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue);
mainMixer.SetFloat("Master", Mathf.Log10(musicVolume <= .0001f ? .0001f : musicVolume) * 20);
mainMixer.SetFloat("SFX", Mathf.Log10(sfxVolume <= .0001f ? .0001f : sfxVolume) * 20);
}
resolutions = Screen.resolutions.Select(resolution => new Resolution { width = resolution.width, height = resolution.height }).Distinct().ToArray();
resolutionDropdown.ClearOptions();
List<string> options = new List<string>();
for (int i = 0; i < resolutions.Length; i++){
string option = resolutions[i].width + "x" + resolutions[i].height;
options.Add(option);
if (resolutions[i].width == Screen.currentResolution.width && resolutions[i].height == Screen.currentResolution.height)
{
currentResolutionIndex = i;
void Awake() {
if (mainMixer) {
float musicVolume = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue);
float sfxVolume = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue);
mainMixer.SetFloat("Master", Mathf.Log10(musicVolume <= .0001f ? .0001f : musicVolume) * 20);
mainMixer.SetFloat("SFX", Mathf.Log10(sfxVolume <= .0001f ? .0001f : sfxVolume) * 20);
}
resolutions = Screen.resolutions.Select(resolution => new Resolution { width = resolution.width, height = resolution.height }).Distinct().ToArray();
resolutionDropdown.ClearOptions();
List<string> options = new List<string>();
for (int i = 0; i < resolutions.Length; i++) {
string option = resolutions[i].width + "x" + resolutions[i].height;
options.Add(option);
if (resolutions[i].width == Screen.currentResolution.width && resolutions[i].height == Screen.currentResolution.height) {
currentResolutionIndex = i;
}
}
resolutions.Reverse();
resolutionDropdown.AddOptions(options);
resolutionDropdown.value = currentResolutionIndex;
resolutionDropdown.RefreshShownValue();
qualityDropdown.ClearOptions();
List<string> qualityNames = new List<string>();
for (int i = 0; i < QualitySettings.names.Length; i++) {
qualityNames.Add(QualitySettings.names[i]);
}
qualityDropdown.AddOptions(qualityNames);
qualitySelected = PlayerPrefs.HasKey("QualitySelected") ? PlayerPrefs.GetInt("QualitySelected") : QualitySettings.GetQualityLevel();
qualityDropdown.value = qualitySelected;
QualitySettings.SetQualityLevel(qualitySelected);
qualityDropdown.RefreshShownValue();
}
resolutions.Reverse();
resolutionDropdown.AddOptions(options);
resolutionDropdown.value = currentResolutionIndex;
resolutionDropdown.RefreshShownValue();
qualityDropdown.ClearOptions();
List<string> qualityNames = new List<string>();
for (int i = 0; i < QualitySettings.names.Length; i++){
qualityNames.Add(QualitySettings.names[i]);
void OnValidate() {
if (musicSlider) musicSlider.minValue = musicSlider.minValue < .0001f ? .0001f : musicSlider.minValue;
if (sfxSlider) sfxSlider.minValue = sfxSlider.minValue < .0001f ? .0001f : sfxSlider.minValue;
}
qualityDropdown.AddOptions(qualityNames);
qualitySelected = PlayerPrefs.HasKey("QualitySelected") ? PlayerPrefs.GetInt("QualitySelected") : QualitySettings.GetQualityLevel();
qualityDropdown.value = qualitySelected;
QualitySettings.SetQualityLevel(qualitySelected);
qualityDropdown.RefreshShownValue();
}
void Start() {
musicSlider.value = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue);
sfxSlider.value = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue);
}
void OnValidate(){
if (musicSlider) musicSlider.minValue = musicSlider.minValue < .0001f ? .0001f : musicSlider.minValue;
if (sfxSlider) sfxSlider.minValue = sfxSlider.minValue < .0001f ? .0001f : sfxSlider.minValue;
}
//Needs a slider between 0.0001 and 1
public void SetMusicVolume(float sliderValue) {
mainMixer.SetFloat("Master", Mathf.Log10(sliderValue) * 20);
PlayerPrefs.SetFloat("MusicVolume", sliderValue);
}
void Start(){
musicSlider.value = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue);
sfxSlider.value = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue);
}
//Needs a slider between 0.0001 and 1
public void SetSfxVolume(float sliderValue) {
mainMixer.SetFloat("SFX", Mathf.Log10(sliderValue) * 20);
PlayerPrefs.SetFloat("SFXVolume", sliderValue);
}
//Needs a slider between 0.0001 and 1
public void SetMusicVolume(float sliderValue){
mainMixer.SetFloat("Master", Mathf.Log10(sliderValue) * 20);
PlayerPrefs.SetFloat("MusicVolume", sliderValue);
}
public void SetQuality(int qualityIndex) {
QualitySettings.SetQualityLevel(qualityIndex);
PlayerPrefs.SetInt("QualitySelected", qualityIndex);
}
//Needs a slider between 0.0001 and 1
public void SetSfxVolume(float sliderValue){
mainMixer.SetFloat("SFX", Mathf.Log10(sliderValue) * 20);
PlayerPrefs.SetFloat("SFXVolume", sliderValue);
}
public void SetResolution(int resolutionIndex) {
Resolution resolution = resolutions[resolutionIndex];
Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
}
public void SetQuality(int qualityIndex){
QualitySettings.SetQualityLevel(qualityIndex);
PlayerPrefs.SetInt("QualitySelected", qualityIndex);
}
public void Play() {
onPlay.Invoke();
}
public void SetResolution(int resolutionIndex){
Resolution resolution = resolutions[resolutionIndex];
Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
public void Quit() {
Application.Quit();
}
}
public void Play(){
onPlay.Invoke();
}
public void Quit(){
Application.Quit();
}
}
}

View file

@ -0,0 +1,12 @@
using UnityEngine;
namespace SimpleTools {
public static class MonobehaviourExtensions {
public static void EnsureCoroutineStopped(this MonoBehaviour value, ref Coroutine routine) {
if (routine != null) {
value.StopCoroutine(routine);
routine = null;
}
}
}
}

View file

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

View file

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

View file

@ -1,18 +1,20 @@
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Pool", menuName = "Simple Tools/Pool", order = 11)]
public class Pool : ScriptableObject{
namespace SimpleTools.ObjectPooler {
[CreateAssetMenu(fileName = "New Pool", menuName = "Simple Tools/Pool", order = 11)]
public class Pool : ScriptableObject {
public List<PoolPrefab> pools;
[System.Serializable]
public class PoolPrefab{
public string tag;
public GameObject prefab;
public bool undetermined;
public int size;
public List<PoolPrefab> pools;
[System.Serializable]
public class PoolPrefab {
public string tag;
public GameObject prefab;
public bool undetermined;
public int size;
[HideInInspector] public Queue<GameObject> determinedPool;
[HideInInspector] public List<GameObject> undeterminedPool;
[HideInInspector] public Queue<GameObject> determinedPool;
[HideInInspector] public List<GameObject> undeterminedPool;
}
}
}
}

View file

@ -2,368 +2,370 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public static class Pooler{
namespace SimpleTools.ObjectPooler {
public static class Pooler {
class PoolChecker : MonoBehaviour {
public string poolTag;
}
static Dictionary<string, Pool.PoolPrefab> poolDictionary;
static Scene poolScene;
/// <summary>Generate a scene with the objects of the pools in it
/// <para>If this isn't called, the pooler won't work</para>
/// </summary>
public static void CreatePools(Pool pool){
if(pool == null){
Debug.LogWarning("You have to provide a pool.");
return;
class PoolChecker : MonoBehaviour {
public string poolTag;
}
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
if (SceneManager.GetSceneByName("PoolScene").IsValid()){
poolScene = SceneManager.GetSceneByName("PoolScene");
}else{
poolScene = SceneManager.CreateScene("PoolScene");
}
static Dictionary<string, Pool.PoolPrefab> poolDictionary;
static Scene poolScene;
foreach (Pool.PoolPrefab p in pool.pools){
if (!p.undetermined){
if(p.determinedPool == null){
p.determinedPool = new Queue<GameObject>();
}
for (int i = 0; i < p.size; i++){
GameObject obj = Object.Instantiate(p.prefab);
obj.SetActive(false);
obj.AddComponent<PoolChecker>().poolTag = p.tag;
SceneManager.MoveGameObjectToScene(obj, poolScene);
p.determinedPool.Enqueue(obj);
}
}else{
if(p.undeterminedPool == null){
p.undeterminedPool = new List<GameObject>();
}
/// <summary>Generate a scene with the objects of the pools in it
/// <para>If this isn't called, the pooler won't work</para>
/// </summary>
public static void CreatePools(Pool pool) {
if (pool == null) {
Debug.LogWarning("You have to provide a pool.");
return;
}
poolDictionary.Add(p.tag, p);
}
}
/// <summary>Generate a scene with the objects of the pools in it
/// <para>If this isn't called, the pooler won't work</para>
/// </summary>
public static void CreatePools(Pool[] pools){
if (pools == null){
Debug.LogWarning("You have to provide a pool.");
return;
}
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
if (SceneManager.GetSceneByName("PoolScene").IsValid()){
poolScene = SceneManager.GetSceneByName("PoolScene");
}else{
poolScene = SceneManager.CreateScene("PoolScene");
}
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
if (SceneManager.GetSceneByName("PoolScene").IsValid()) {
poolScene = SceneManager.GetSceneByName("PoolScene");
} else {
poolScene = SceneManager.CreateScene("PoolScene");
}
for (int i = 0; i < pools.Length; i++){
foreach (Pool.PoolPrefab p in pools[i].pools){
if (!p.undetermined){
if (p.determinedPool == null){
foreach (Pool.PoolPrefab p in pool.pools) {
if (!p.undetermined) {
if (p.determinedPool == null) {
p.determinedPool = new Queue<GameObject>();
}
for (int j = 0; j < p.size; j++){
for (int i = 0; i < p.size; i++) {
GameObject obj = Object.Instantiate(p.prefab);
obj.SetActive(false);
obj.AddComponent<PoolChecker>().poolTag = p.tag;
SceneManager.MoveGameObjectToScene(obj, poolScene);
p.determinedPool.Enqueue(obj);
}
}else{
if (p.undeterminedPool == null){
} else {
if (p.undeterminedPool == null) {
p.undeterminedPool = new List<GameObject>();
}
}
poolDictionary.Add(p.tag, p);
}
}
}
/// <summary>Destroy an object and return it to the pool scene
/// </summary>
public static void Destroy(GameObject gameObject){
PoolChecker poolChecker = gameObject.GetComponent<PoolChecker>();
if (poolChecker == null){
Debug.LogWarning("GameObject: " + gameObject + " isn't from a pool", gameObject);
return;
}
/// <summary>Generate a scene with the objects of the pools in it
/// <para>If this isn't called, the pooler won't work</para>
/// </summary>
public static void CreatePools(Pool[] pools) {
if (pools == null) {
Debug.LogWarning("You have to provide a pool.");
return;
}
gameObject.transform.SetParent(null);
SceneManager.MoveGameObjectToScene(gameObject, poolScene);
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
if (SceneManager.GetSceneByName("PoolScene").IsValid()) {
poolScene = SceneManager.GetSceneByName("PoolScene");
} else {
poolScene = SceneManager.CreateScene("PoolScene");
}
if (poolDictionary.ContainsKey(poolChecker.poolTag)){
Pool.PoolPrefab pool = poolDictionary[poolChecker.poolTag];
if (pool.undetermined){
gameObject.SetActive(false);
pool.undeterminedPool.Remove(gameObject);
}else{
gameObject.SetActive(false);
for (int i = 0; i < pools.Length; i++) {
foreach (Pool.PoolPrefab p in pools[i].pools) {
if (!p.undetermined) {
if (p.determinedPool == null) {
p.determinedPool = new Queue<GameObject>();
}
for (int j = 0; j < p.size; j++) {
GameObject obj = Object.Instantiate(p.prefab);
obj.SetActive(false);
obj.AddComponent<PoolChecker>().poolTag = p.tag;
SceneManager.MoveGameObjectToScene(obj, poolScene);
p.determinedPool.Enqueue(obj);
}
} else {
if (p.undeterminedPool == null) {
p.undeterminedPool = new List<GameObject>();
}
}
poolDictionary.Add(p.tag, p);
}
}
}
}
/// <summary>Destroy an object and return it to the pool scene
/// </summary>
public static void Destroy(GameObject gameObject) {
PoolChecker poolChecker = gameObject.GetComponent<PoolChecker>();
if (poolChecker == null) {
Debug.LogWarning("GameObject: " + gameObject + " isn't from a pool", gameObject);
return;
}
/// <summary>Spawn an object into a specific position
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position){
if (!poolDictionary.ContainsKey(tag)){
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
gameObject.transform.SetParent(null);
SceneManager.MoveGameObjectToScene(gameObject, poolScene);
if (poolDictionary.ContainsKey(poolChecker.poolTag)) {
Pool.PoolPrefab pool = poolDictionary[poolChecker.poolTag];
if (pool.undetermined) {
gameObject.SetActive(false);
pool.undeterminedPool.Remove(gameObject);
} else {
gameObject.SetActive(false);
}
}
}
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined){
objectToSpawn = pool.determinedPool.Dequeue();
/// <summary>Spawn an object into a specific position
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position) {
if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
}
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = Quaternion.identity;
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if(pool.undeterminedPool.Count != 0){
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = Quaternion.identity;
objectToSpawn.SetActive(true);
}else{
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity);
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
pool.determinedPool.Enqueue(objectToSpawn);
} else {
if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = Quaternion.identity;
objectToSpawn.SetActive(true);
} else {
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity);
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
}
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
/// <summary>Spawn an object into a specific position and parent
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent) {
if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if(pooledObj != null){
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
/// <summary>Spawn an object into a specific position and parent
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent){
if (!poolDictionary.ContainsKey(tag)){
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
}
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined){
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if (pool.undeterminedPool.Count != 0){
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
}else{
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity, parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
pool.determinedPool.Enqueue(objectToSpawn);
} else {
if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
} else {
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity, parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
}
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
/// <summary>Spawn an object into a specific position, parent and set if it's in world space or not
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent, bool instantiateInWorldSpace) {
if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
/// <summary>Spawn an object into a specific position, parent and set if it's in world space or not
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent, bool instantiateInWorldSpace){
if (!poolDictionary.ContainsKey(tag)){
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
}
if (!instantiateInWorldSpace) {
SpawnFromPool(tag, position, parent);
}
if (!instantiateInWorldSpace){
SpawnFromPool(tag, position, parent);
}
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined){
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if (pool.undeterminedPool.Count != 0){
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
}else{
objectToSpawn = Object.Instantiate(pool.prefab);
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
pool.determinedPool.Enqueue(objectToSpawn);
} else {
if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
} else {
objectToSpawn = Object.Instantiate(pool.prefab);
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
}
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
/// <summary>Spawn an object into a specific position and rotation
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation) {
if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
/// <summary>Spawn an object into a specific position and rotation
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation){
if (!poolDictionary.ContainsKey(tag)){
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
}
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined){
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = rotation;
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if (pool.undeterminedPool.Count != 0){
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = rotation;
objectToSpawn.SetActive(true);
}else{
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation);
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
pool.determinedPool.Enqueue(objectToSpawn);
} else {
if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = rotation;
objectToSpawn.SetActive(true);
} else {
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation);
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
}
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
/// <summary>Spawn an object into a specific position, rotation and parent
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent) {
if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
/// <summary>Spawn an object into a specific position, rotation and parent
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent){
if (!poolDictionary.ContainsKey(tag)){
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
}
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined){
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = rotation;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if (pool.undeterminedPool.Count != 0){
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = rotation;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
}else{
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation, parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
pool.determinedPool.Enqueue(objectToSpawn);
} else {
if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = rotation;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
} else {
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation, parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
}
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
/// <summary>Spawn an object into a specific position, rotation, parent and set if it's in world space or not
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent, bool instantiateInWorldSpace) {
if (!poolDictionary.ContainsKey(tag)) {
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
/// <summary>Spawn an object into a specific position, rotation, parent and set if it's in world space or not
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent, bool instantiateInWorldSpace){
if (!poolDictionary.ContainsKey(tag)){
Debug.Log("Pool with tag " + tag + " doesn't exist.");
return null;
}
if (!instantiateInWorldSpace) {
SpawnFromPool(tag, position, rotation, parent);
}
if (!instantiateInWorldSpace){
SpawnFromPool(tag, position, rotation, parent);
}
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined){
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = rotation;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if (pool.undeterminedPool.Count != 0){
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = rotation;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
}else{
objectToSpawn = Object.Instantiate(pool.prefab);
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = rotation;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
}
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){
pooledObj.OnObjectSpawn();
pool.determinedPool.Enqueue(objectToSpawn);
} else {
if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = rotation;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
} else {
objectToSpawn = Object.Instantiate(pool.prefab);
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = rotation;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
}
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
return objectToSpawn;
}
}
}

View file

@ -3,67 +3,69 @@ using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
public static class Loader{
namespace SimpleTools.SceneManagement {
public static class Loader {
class LoadingMonoBehaviour : MonoBehaviour { }
class LoadingMonoBehaviour : MonoBehaviour { }
static Action onLoaderCallback;
static AsyncOperation loadingAsyncOperation;
static Action onLoaderCallback;
static AsyncOperation loadingAsyncOperation;
/// <summary>Load a scene with a loading scene
/// <para>It requires a scene called "Loading" where the loading screen is located.</para>
/// </summary>
public static void Load(int scene){
onLoaderCallback = () => {
GameObject loadingGameObject = new GameObject("LoadingGameObject");
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
};
/// <summary>Load a scene with a loading scene
/// <para>It requires a scene called "Loading" where the loading screen is located.</para>
/// </summary>
public static void Load(int scene) {
onLoaderCallback = () => {
GameObject loadingGameObject = new GameObject("LoadingGameObject");
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
};
SceneManager.LoadScene("Loading");
}
/// <summary>Load a scene with a loading scene
/// <para>It requires a scene called "Loading" where the loading screen is located.</para>
/// </summary>
public static void Load(string scene){
onLoaderCallback = () => {
GameObject loadingGameObject = new GameObject("LoadingGameObject");
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
};
SceneManager.LoadScene("Loading");
}
/// <summary>Load a scene with a loading scene
/// <para>It requires a scene called "Loading" where the loading screen is located.</para>
/// </summary>
public static void Load(string scene) {
onLoaderCallback = () => {
GameObject loadingGameObject = new GameObject("LoadingGameObject");
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
};
SceneManager.LoadScene("Loading");
}
SceneManager.LoadScene("Loading");
}
static IEnumerator LoadSceneAsync(int scene){
yield return null;
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
while (!loadingAsyncOperation.isDone){
static IEnumerator LoadSceneAsync(int scene) {
yield return null;
}
}
static IEnumerator LoadSceneAsync(string scene){
yield return null;
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
while (!loadingAsyncOperation.isDone){
while (!loadingAsyncOperation.isDone) {
yield return null;
}
}
static IEnumerator LoadSceneAsync(string scene) {
yield return null;
}
}
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
/// <summary>Returns the loading progress
/// </summary>
public static float GetLoadingProgress(){
if(loadingAsyncOperation != null){
return loadingAsyncOperation.progress;
}else{
return 0f;
while (!loadingAsyncOperation.isDone) {
yield return null;
}
}
}
public static void LoaderCallback(){
if(onLoaderCallback != null){
onLoaderCallback();
onLoaderCallback = null;
/// <summary>Returns the loading progress
/// </summary>
public static float GetLoadingProgress() {
if (loadingAsyncOperation != null) {
return loadingAsyncOperation.progress;
} else {
return 0f;
}
}
public static void LoaderCallback() {
if (onLoaderCallback != null) {
onLoaderCallback();
onLoaderCallback = null;
}
}
}
}
}

View file

@ -1,14 +1,16 @@
using UnityEngine;
public class LoaderCallback : MonoBehaviour{
namespace SimpleTools.SceneManagement {
public class LoaderCallback : MonoBehaviour {
bool isFirstUpdate = true;
bool isFirstUpdate = true;
// Update is called once per frame
void Update(){
if (isFirstUpdate){
isFirstUpdate = false;
Loader.LoaderCallback();
// Update is called once per frame
void Update() {
if (isFirstUpdate) {
isFirstUpdate = false;
Loader.LoaderCallback();
}
}
}
}
}

View file

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

View file

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

View file

@ -5,32 +5,32 @@ using System;
using TMPro;
namespace SimpleTools.Timer{
public static class TimerUtility {
/// <summary>
/// Setup the timer
/// </summary>
/// <param name="container">TMPro object that will contain the timer</param>
/// <param name="timerType">What type of timer will it be (Countdown, Stopwatch, Clock)</param>
/// <param name="countdownTime">The time that will have in case it is a countdown timer</param>
/// <returns></returns>
public static Timer SetupTimer(this TMP_Text container, TimerType timerType, TimerUpdate timerUpdate, float countdownTime = 60f){
Timer t = container.gameObject.AddComponent<Timer>();
float elapsedTime = 0f;
string text = string.Empty;
TimeSpan timePlaying = TimeSpan.Zero;
public static class TimerUtility {
/// <summary>
/// Setup the timer
/// </summary>
/// <param name="container">TMPro object that will contain the timer</param>
/// <param name="timerType">What type of timer will it be (Countdown, Stopwatch, Clock)</param>
/// <param name="countdownTime">The time that will have in case it is a countdown timer</param>
/// <returns></returns>
public static Timer SetupTimer(this TMP_Text container, TimerType timerType, TimerUpdate timerUpdate, float countdownTime = 60f){
Timer t = container.gameObject.AddComponent<Timer>();
float elapsedTime = 0f;
string text = string.Empty;
TimeSpan timePlaying = TimeSpan.Zero;
switch (timerType){
case TimerType.Countdown:
elapsedTime = countdownTime;
timePlaying = TimeSpan.FromSeconds(elapsedTime);
text = timePlaying.ToString("m':'ss'.'ff");
break;
case TimerType.Clock:
text = DateTime.Now.ToString("HH:mm:ss");
break;
}
t.Setup(elapsedTime, true, timePlaying, container, timerType, timerUpdate, text);
case TimerType.Countdown:
elapsedTime = countdownTime;
timePlaying = TimeSpan.FromSeconds(elapsedTime);
text = timePlaying.ToString("m':'ss'.'ff");
break;
case TimerType.Clock:
text = DateTime.Now.ToString("HH:mm:ss");
break;
}
t.Setup(elapsedTime, true, timePlaying, container, timerType, timerUpdate, text);
return t;
}
}
return t;
}
}
}

View file

@ -1,6 +1,6 @@
{
"name": "com.geri.simpletools",
"version": "1.1.2",
"version": "1.2.0",
"displayName": "Simple Tools",
"description": "This package contains simple tools to use in your project.",
"unity": "2018.4",
@ -20,4 +20,4 @@
"url": "https://geri8.itch.io/"
},
"type": "commonjs"
}
}