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README.md
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README.md
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# Simple Tools
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## Features
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- **AudioManager** with Play, Pause and most of the other basic things, as well as some effects like FadeIn or FadeOut.
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- Some Cinemachine tools for making a **camera trigger** and an easy way for creating a **screen shake camera.**
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- Basic **dialogue system** that works with TextMeshPro.
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- Basic menu with **music and SFX sliders** as well as **resolution and quality dropdowns.**
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- An **object pooler** with the ability to create pools with an undetermined size.
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- A basic **scene manager** with a loading screen with progress bar.
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All of that comes with some editor menu items for creating all of that as fast as possible.
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## How to install
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First install the TextMeshPro and Cinemachine into your Unity project
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### Git Installation (Best way to get latest version)
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If you have git in your computer, you can open Package Manager inside Unity, select "Add package from Git url...", and paste link [https://github.com/IntoTheDev/Save-System-for-Unity.git](https://github.com/IntoTheDev/Save-System-for-Unity.git)
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or
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Open the manifest.json file of your Unity project. Add "com.geri.simpletools": "[https://github.com/IntoTheDev/Save-System-for-Unity.git](https://github.com/IntoTheDev/Save-System-for-Unity.git)"
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### Manual Installation
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Download latest package from the Release section Import SimpleTools.unitypackage to your Unity Project
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## Usage
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### AudioManager
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```csharp
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AudioManager.instance.Play("Name"); //Plays the sound with that name
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AudioManager.instance.Play("Name", 1f); //Starts playing the sound "Name" in 1 second
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AudioManager.instance.PlayOneShot("Name"); //Plays one shot of that sound (Useful for repeated sounds)
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AudioManager.instance.Pause("Name"); //Pauses the sound
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AudioManager.instance.UnPause("Name"); //Unpauses the sound
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AudioManager.instance.Stop("Name"); //Stops the sound
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AudioManager.instance.StopAll(); //Stops all the sounds that are being played
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AudioManager.instance.GetSource("Name"); //Gets the AudioSource with that name
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AudioManager.instance.FadeIn("Name", 1f); //Fade In the source with a specific duration
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AudioManager.instance.FadeOut("Name", 1f); //Fade Out the source with a specific duration
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AudioManager.instance.PlayMuted("Name"); //Play a sound muted
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AudioManager.instance.FadeMutedIn("Name", 1f); //Fade In a muted sound with a specific duration
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AudioManager.instance.FadeMutedOut("Name", 1f); //Fade Out a sound without stopping it
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```
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### ObjectPooler
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The SpawnFromPool function always return a GameObject
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```csharp
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Pool pool; //The pool scriptable object goes here
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Pooler.CreatePools(pool); //Create the pool, without creating it you cannot spawn it
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Pool[] pools;
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Pooler.CreatePools(pools); //Create multiple pools
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Pooler.SpawnFromPool("Name", Vector3.zero); //Spawns an object into a specific position
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Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity); //Spawn into a specific position and rotation
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Pooler.SpawnFromPool("Name", Vector3.zero, transform); //Spawn into a specific position and parent
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Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity, transform); //Spawn into a specific position, rotation and parent
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Pooler.SpawnFromPool("Name", Vector3.zero, transform, true); //Spawn into a specific position, parent and instantiate in worldSpace or not
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Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity, transform, true); //Spawn into a specific position, rotation, parent and instantiate in worldSpace or not
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```
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### Dialogue System
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The Dialogue function returns a bool (true if it's talking, false if it has ended)
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```csharp
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Dialogue dialogue; //The dialogue scriptable object goes here
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DialogueSystem.instance.Dialogue(dialogue); //Start/Continue the dialogue
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```
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### SceneManager
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```csharp
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Loader.Load(0); //Loads a scene with a specific build index
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Loader.Load("Scene"); //Loads a scene with a specific name
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```
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### ScreenShake
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```csharp
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ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration
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```
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