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Geri 2021-01-08 16:05:34 +01:00 committed by GitHub
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Tools/AudioManager.meta Normal file
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using System.Collections;
using UnityEngine;
using System;
public class AudioManager : MonoBehaviour{
public static AudioManager instance;
[SerializeField] Sounds soundList = default;
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;
}
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;
}
s.source.clip = s.clip;
s.source.volume = s.volume;
s.source.pitch = s.pitch;
s.source.loop = s.loop;
}
}
#region Play
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();
}
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);
}
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);
}
#endregion
#region Pause
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();
}
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
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();
}
public void StopAll(){
foreach (Sounds.List s in soundList.sounds){
if (s.source){
s.source.Stop();
}
}
}
#endregion
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
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;
}
}
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;
while (audioSource.volume > 0){
audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
yield return null;
}
audioSource.Stop();
audioSource.volume = startVolume;
}
}
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();
}
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;
}
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
}

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using UnityEngine;
using UnityEngine.Audio;
[CreateAssetMenu(fileName = "Sounds", menuName = "Tools/Sounds", order = 0)]
public class Sounds : ScriptableObject{
[Tooltip("The music mixer.")]
public AudioMixerGroup mainMixer = default;
[Tooltip("The SFX mixer.")]
public AudioMixerGroup sfxMixer = default;
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;
public AudioClip clip;
[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;
public bool loop;
[HideInInspector] public AudioSource source;
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;
}
}
}
}

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using UnityEngine;
using Cinemachine;
public class CMCameraTrigger : MonoBehaviour{
CinemachineVirtualCamera vcam;
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 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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using Cinemachine;
using UnityEngine;
public static class ScreenShake{
static CinemachineVirtualCamera vCam;
static ScreenShakeUpdate shakeUpdate;
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));
}
}
}
public static void Shake(float intensity, float time){
if(vCam == null || shakeUpdate == null){
vCam = Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
shakeUpdate = new GameObject("ShakeUpdate").AddComponent<ScreenShakeUpdate>();
}
shakeUpdate.startingIntensity = intensity;
shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = time;
}
}

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using UnityEngine;
[CreateAssetMenu(fileName = "New Character", menuName = "Tools/Character", order = 0)]
public class Dialogue : ScriptableObject{
public bool displayName;
public string characterName;
[Space]
public Sprite characterImage;
[TextArea] public string[] sentences;
}

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using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class DialogueSystem : MonoBehaviour{
public static DialogueSystem instance;
public GameObject nameField = default;
public TextMeshProUGUI nameText = default;
public TMP_Animated dialogue = default;
public Image faceImage = default;
Queue<string> sentences;
bool talking;
Animator anim;
void Awake(){
instance = this;
sentences = new Queue<string>();
anim = GetComponent<Animator>();
}
public bool Dialogue(Dialogue dialogue){
if(!talking){
if (dialogue.displayName){
nameText.text = dialogue.characterName;
nameField.SetActive(true);
nameText.gameObject.SetActive(true);
}else{
nameField.SetActive(false);
nameText.gameObject.SetActive(false);
}
if (dialogue.characterImage)
faceImage.sprite = dialogue.characterImage;
else
faceImage.sprite = null;
sentences.Clear();
if(dialogue.sentences.Length != 0){
foreach (string sentence in dialogue.sentences){
sentences.Enqueue(sentence);
}
}else{
sentences.Enqueue("I am error. No text has been added");
}
talking = true;
if(sentences.Count == 0){
talking = false;
return false;
}
string sentenceToShow = sentences.Dequeue();
this.dialogue.ReadText(sentenceToShow);
anim.SetBool("Talking", true);
return true;
}else{
if (sentences.Count == 0){
talking = false;
anim.SetBool("Talking", false);
return false;
}
string sentenceToShow = sentences.Dequeue();
this.dialogue.ReadText(sentenceToShow);
return true;
}
}
}

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using System.Collections;
using UnityEngine;
using UnityEngine.Events;
namespace TMPro{
[System.Serializable] public class TextRevealEvent : UnityEvent<char> { }
[System.Serializable] public class DialogueEvent : UnityEvent { }
public class TMP_Animated : TextMeshProUGUI{
float speed;
public TextRevealEvent onTextReveal;
public DialogueEvent onDialogueFinish;
public void ReadText(string newText){
text = string.Empty;
string[] subTexts = newText.Split('<', '>');
string displayText = "";
for (int i = 0; i < subTexts.Length; i++){
if (i % 2 == 0)
displayText += subTexts[i];
else if (!isCustomTag(subTexts[i].Replace(" ", "")))
displayText += $"<{subTexts[i]}>";
}
bool isCustomTag(string tag){
return tag.StartsWith("speed=") || tag.StartsWith("pause=");
}
text = displayText;
maxVisibleCharacters = 0;
StartCoroutine(Read());
IEnumerator Read(){
int subCounter = 0;
int visibleCounter = 0;
while(subCounter < subTexts.Length){
if(subCounter % 2 == 1){
yield return EvaluateTag(subTexts[subCounter].Replace(" ", ""));
}else{
while(visibleCounter < subTexts[subCounter].Length){
onTextReveal.Invoke(subTexts[subCounter][visibleCounter]);
visibleCounter++;
maxVisibleCharacters++;
yield return new WaitForSeconds(1f / speed);
}
visibleCounter = 0;
}
subCounter++;
}
yield return null;
WaitForSeconds EvaluateTag(string tag){
if (tag.Length > 0){
if (tag.StartsWith("speed=")){
speed = float.Parse(tag.Split('=')[1]);
}else if (tag.StartsWith("pause=")){
return new WaitForSeconds(float.Parse(tag.Split('=')[1]));
}
}
return null;
}
onDialogueFinish.Invoke();
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using TMPro;
using Cinemachine;
using UnityEngine.SceneManagement;
using UnityEditor.SceneManagement;
using UnityEngine.EventSystems;
using UnityEditor.Experimental.SceneManagement;
using System;
public class ToolsEditor{
[MenuItem("GameObject/Tools/AudioManager", false, 10)]
static void CreateAudioManager(){
GameObject audioManager = new GameObject("AudioManager");
audioManager.AddComponent<AudioManager>();
}
[MenuItem("GameObject/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 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);
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/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;
}
[MenuItem("GameObject/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;
}
#if CINEMACHINE_271_OR_NEWER
[MenuItem("GameObject/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>();
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/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>();
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;
}
#else
[MenuItem("GameObject/Tools/ScreenShake Camera", false, 10)]
static void CreateScreenShakeCamera2d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
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;
}
#endif
[MenuItem("Assets/Create/Tools/Create Loading Scene")]
static void CreateLoadingScene(){
EditorSceneManager.SaveOpenScenes();
Scene loadingScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
loadingScene.name = "Loading";
GameObject loaderCallback = new GameObject("LoaderCallback");
loaderCallback.AddComponent<LoaderCallback>();
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>();
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 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/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>();
}
[MenuItem("Assets/Create/Tools/Create Menu Scene")]
static void CreateMenuScene(){
EditorSceneManager.SaveOpenScenes();
Scene menuScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
menuScene.name = "Menu";
GameObject canvasObj = new GameObject("Canvas");
Canvas canvas = canvasObj.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
CreateEventSystem(false, null);
CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2Int(951, 535);
canvasScaler.matchWidthOrHeight = 1f;
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 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 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 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>();
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);
}
#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";
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;
// 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;
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);
// 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 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);
}
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;
}
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>();
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;
// 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 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;
if (StageUtility.GetStageHandle(canvas.gameObject) != StageUtility.GetCurrentStageHandle())
return false;
return true;
}
class FactorySwapToEditor : IDisposable{
DefaultControls.IFactoryControls factory;
public FactorySwapToEditor(){
factory = DefaultControls.factory;
DefaultControls.factory = DefaultEditorFactory.Default;
}
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";
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;
}
GameObjectUtility.EnsureUniqueNameForSibling(element);
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, "");
// 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;
// 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);
// 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, "");
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();
public GameObject CreateGameObject(string name, params Type[] components){
return ObjectFactory.CreateGameObject(name, components);
}
}
#endregion
}

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using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using UnityEngine.UI;
using TMPro;
using UnityEngine.Audio;
[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("Visual")]
public TMP_Dropdown qualityDropdown = default;
int qualitySelected;
public TMP_Dropdown resolutionDropdown = default;
Resolution[] resolutions;
int currentResolutionIndex;
[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;
}
}
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();
}
void OnValidate(){
if (musicSlider) musicSlider.minValue = musicSlider.minValue < .0001f ? .0001f : musicSlider.minValue;
if (sfxSlider) sfxSlider.minValue = sfxSlider.minValue < .0001f ? .0001f : sfxSlider.minValue;
}
void Start(){
musicSlider.value = PlayerPrefs.GetFloat("MusicVolume", defaultMusicValue);
sfxSlider.value = PlayerPrefs.GetFloat("SFXVolume", defaultSfxValue);
}
//Needs a slider between 0.0001 and 1
public void SetMusicVolume(float sliderValue){
mainMixer.SetFloat("Master", Mathf.Log10(sliderValue) * 20);
PlayerPrefs.SetFloat("MusicVolume", sliderValue);
}
//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 SetQuality(int qualityIndex){
QualitySettings.SetQualityLevel(qualityIndex);
PlayerPrefs.SetInt("QualitySelected", qualityIndex);
}
public void SetResolution(int resolutionIndex){
Resolution resolution = resolutions[resolutionIndex];
Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
}
public void Play(){
onPlay.Invoke();
}
public void Quit(){
Application.Quit();
}
}

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public interface IPooledObject{
void OnObjectSpawn();
}

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using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Pool", menuName = "Tools/Pool", order = 0)]
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;
[HideInInspector] public Queue<GameObject> determinedPool;
[HideInInspector] public List<GameObject> undeterminedPool;
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public static class Pooler{
class PoolChecker : MonoBehaviour {
public string poolTag;
}
static Dictionary<string, Pool.PoolPrefab> poolDictionary;
static Scene poolScene;
public static void CreatePools(Pool pool){
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
poolScene = SceneManager.CreateScene("PoolScene");
foreach(Pool.PoolPrefab p in pool.pools){
if (!p.undetermined){
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{
p.undeterminedPool = new List<GameObject>();
}
poolDictionary.Add(p.tag, p);
}
}
public static void CreatePools(Pool[] pools){
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
poolScene = SceneManager.CreateScene("PoolScene");
for (int i = 0; i < pools.Length; i++){
foreach (Pool.PoolPrefab p in pools[i].pools){
if (!p.undetermined){
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{
p.undeterminedPool = new List<GameObject>();
}
poolDictionary.Add(p.tag, p);
}
}
}
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;
}
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);
}
}
}
public static GameObject SpawnFromPool(string tag, Vector3 position){
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.SetActive(true);
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;
}
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];
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;
}
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);
}
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];
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;
}
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];
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;
}
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];
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;
}
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);
}
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];
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;
}
}

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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
public static class Loader{
class LoadingMonoBehaviour : MonoBehaviour { }
static Action onLoaderCallback;
static AsyncOperation loadingAsyncOperation;
public static void Load(int scene){
onLoaderCallback = () => {
GameObject loadingGameObject = new GameObject("LoadingGameObject");
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
};
SceneManager.LoadScene("Loading");
}
public static void Load(string scene){
onLoaderCallback = () => {
GameObject loadingGameObject = new GameObject("LoadingGameObject");
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
};
SceneManager.LoadScene("Loading");
}
static IEnumerator LoadSceneAsync(int scene){
yield return null;
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
while (!loadingAsyncOperation.isDone){
yield return null;
}
}
static IEnumerator LoadSceneAsync(string scene){
yield return null;
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
while (!loadingAsyncOperation.isDone){
yield return null;
}
}
public static float GetLoadingProgress(){
if(loadingAsyncOperation != null){
return loadingAsyncOperation.progress;
}else{
return 0f;
}
}
public static void LoaderCallback(){
if(onLoaderCallback != null){
onLoaderCallback();
onLoaderCallback = null;
}
}
}

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using UnityEngine;
public class LoaderCallback : MonoBehaviour{
bool isFirstUpdate = true;
// Update is called once per frame
void Update(){
if (isFirstUpdate){
isFirstUpdate = false;
Loader.LoaderCallback();
}
}
}

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using UnityEngine;
using UnityEngine.UI;
public class LoadingProgressBar : MonoBehaviour{
Image 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();
}
}

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{
"name": "SimpleTools",
"rootNamespace": "",
"references": [
"Cinemachine",
"TMP_Runtime-CSharp",
"Unity.TextMeshPro"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [
{
"name": "com.unity.cinemachine",
"expression": "2.7.1",
"define": "CINEMACHINE_271_OR_NEWER"
}
],
"noEngineReferences": false
}

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