Added auto-save
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31
README.md
31
README.md
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This package contains simple tools to use in your project.
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This package will be updated once I find another useful tool or someone suggest me one.
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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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- 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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- A simple **timer** that allows you to easily create clocks, countdowns and stopwatches with TextMeshPro
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- An **auto-save** feature to reduce the chances of loosing data on crashes.
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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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@ -33,7 +33,7 @@ Download latest package from the Release section Import SimpleTools.unitypackage
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## Usage
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### AudioManager
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### **AudioManager**
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```csharp
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using SimpleTools.AudioManager;
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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.PlayWithIntro("Intro", "Loop"); //Plays the intro and then the loop
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AudioManager.instance.PlayRandomSound("Name1", "Name2", "Name3"); // Plays one shot of a random sound
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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.FadeMutedOut("Name", 1f); //Fade Out a sound without stopping it
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```
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### ObjectPooler
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### **ObjectPooler**
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The SpawnFromPool function always return a GameObject
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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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### **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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using SimpleTools.DialogueSystem;
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Dialogue dialogue; //The dialogue scriptable object goes here
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DialogueSystem.instance.Dialogue(dialogue); //Start/Continue the dialogue
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DialogueSystem.instance.Dialogue(dialogue, "Sound1", "Sound2"); //Start/Continue the dialogue with a random set of sounds for the text reveal
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DialogueManager.instance.Dialogue(dialogue); //Start/Continue the dialogue
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DialogueManager.instance.Dialogue(dialogue, "Sound1", "Sound2"); //Start/Continue the dialogue with a random set of sounds for the text reveal
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```
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Text commands:
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```html
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```
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<color=color></color> --> Sets font color within tags
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<size=percentage></size> --> Sets font size within tags
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<sprite=index> --> Draws a sprite from the TextMeshPro
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<playmsc:name,time> --> Fades a music in
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```
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### SceneManager
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### **SceneManager**
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```csharp
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using SimpleTools.SceneManagement;
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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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### **ScreenShake**
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```csharp
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using SimpleTools.Cinemachine;
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ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration
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```
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### Timer
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### **Timer**
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```csharp
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using SimpleTools.Timer;
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timer.Restart(); //Restarts the timer
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```
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### Editor
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### **Auto-save**
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To enable auto-save you have access the menu from the top bar, *Simple Tools>Auto Save Configuration.* You can auto-save every several minutes or auto-save every time you enter play mode.
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### **Editor**
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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.
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Also you can right click in the Hierarchy for easily creating some GameObjects with the Tools in it.
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Also you can right click in the Hierarchy for easily creating some GameObjects with the Tools in it.
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