Added auto-save
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					 8 changed files with 206 additions and 21 deletions
				
			
		|  | @ -47,6 +47,7 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name" type="string">The name of the sound</param> | ||||
| 		public void Play(string name) { | ||||
| 			Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); | ||||
| 			if (s == null) { | ||||
|  | @ -60,6 +61,8 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name" type="string">The name of the sound</param> | ||||
| 		/// <param name="delay" type="float">The delay in seconds</param> | ||||
| 		public void Play(string name, float delay) { | ||||
| 			Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); | ||||
| 			if (s == null) { | ||||
|  | @ -73,6 +76,7 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name" type="string">The name of the sound</param> | ||||
| 		public void PlayOneShot(string name) { | ||||
| 			Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); | ||||
| 			if (s == null) { | ||||
|  | @ -86,6 +90,8 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="intro" type="string">The name of the intro song</param> | ||||
| 		/// <param name="song" type="string">The name of the song loop</param> | ||||
| 		public void PlayWithIntro(string intro, string song) { | ||||
| 			Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro); | ||||
| 			if (s == null) { | ||||
|  | @ -102,6 +108,7 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="names" type="string[]">The names of the sounds</param> | ||||
| 		public void PlayRandomSound(params string[] names) { | ||||
| 			int random = UnityEngine.Random.Range(0, names.Length); | ||||
| 			PlayOneShot(names[random]); | ||||
|  | @ -111,6 +118,7 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name" type="string">The name of the sound</param> | ||||
| 		public void Pause(string name) { | ||||
| 			Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); | ||||
| 			if (s == null) { | ||||
|  | @ -124,6 +132,7 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name" type="string">The name of the sound</param> | ||||
| 		public void UnPause(string name) { | ||||
| 			Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); | ||||
| 			if (s == null) { | ||||
|  | @ -139,6 +148,7 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name" type="string">The name of the sound</param> | ||||
| 		public void Stop(string name) { | ||||
| 			Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); | ||||
| 			if (s == null) { | ||||
|  | @ -163,6 +173,8 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name">The name of the sound</param> | ||||
| 		/// <returns>The AudioSource in the scene</returns> | ||||
| 		public AudioSource GetSource(string name) { | ||||
| 			Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); | ||||
| 			if (s == null) { | ||||
|  | @ -175,6 +187,8 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name" type="string">The name of the sound</param> | ||||
| 		/// <param name="duration" type="float">The duration of the fade in</param> | ||||
| 		public void FadeIn(string name, float duration) { | ||||
| 			StartCoroutine(FadeInCoroutine(name, duration)); | ||||
| 		} | ||||
|  | @ -195,6 +209,8 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name" type="string">The name of the sound</param> | ||||
| 		/// <param name="duration" type="float">The duration of the fade out</param> | ||||
| 		public void FadeOut(string name, float duration) { | ||||
| 			StartCoroutine(FadeOutCoroutine(name, duration)); | ||||
| 		} | ||||
|  | @ -217,6 +233,7 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name" type="string">The name of the sound</param> | ||||
| 		public void PlayMuted(string name) { | ||||
| 			Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name); | ||||
| 			if (s == null) { | ||||
|  | @ -231,6 +248,8 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name" type="string">The name of the sound</param> | ||||
| 		/// <param name="duration">The duration of the fade in</param> | ||||
| 		public void FadeMutedIn(string name, float duration) { | ||||
| 			StartCoroutine(FadeMutedInCoroutine(name, duration)); | ||||
| 		} | ||||
|  | @ -250,6 +269,8 @@ namespace SimpleTools.AudioManager { | |||
| 		/// <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> | ||||
| 		/// <param name="name" type="string">The name of the sound</param> | ||||
| 		/// <param name="duration">The duration of the fade out</param> | ||||
| 		public void FadeMutedOut(string name, float duration) { | ||||
| 			StartCoroutine(FadeMutedOutCoroutine(name, duration)); | ||||
| 		} | ||||
|  |  | |||
							
								
								
									
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								Tools/AutoSave.meta
									
										
									
									
									
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								Tools/AutoSave.meta
									
										
									
									
									
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							|  | @ -0,0 +1,8 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 2f2d8faa0dc23b34f9f347dc08bd85be | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										124
									
								
								Tools/AutoSave/AutoSaveConfig.cs
									
										
									
									
									
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								Tools/AutoSave/AutoSaveConfig.cs
									
										
									
									
									
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							|  | @ -0,0 +1,124 @@ | |||
| #if UNITY_EDITOR | ||||
| using UnityEngine; | ||||
| using UnityEditor; | ||||
| using System; | ||||
| using System.Threading; | ||||
| using UnityEditor.SceneManagement; | ||||
| using System.Threading.Tasks; | ||||
| 
 | ||||
| namespace SimpleTools.AutoSave { | ||||
| 	public class AutoSaveConfig : EditorWindow { | ||||
| 
 | ||||
| 		[MenuItem("Simple Tools/Auto Save Configuration")] | ||||
| 		public static void ShowWindow(){ | ||||
| 			EditorWindow w = GetWindow<AutoSaveConfig>("Auto-save Configuration"); | ||||
| 			w.position = new Rect(w.position.position, new Vector2(400, 150)); | ||||
| 			var data = EditorPrefs.GetString("AutoSave", JsonUtility.ToJson(w, false)); | ||||
| 			JsonUtility.FromJsonOverwrite(data, w); | ||||
| 		} | ||||
| 
 | ||||
| 		[InitializeOnLoadMethod] | ||||
| 		static void OnInitialize(){ | ||||
| 			int _index = EditorPrefs.GetInt("Index", 0); | ||||
| 			bool _logging = EditorPrefs.GetBool("Logging", false); | ||||
| 			ChangeAutoSaveMode(_index, _logging); | ||||
| 		} | ||||
| 
 | ||||
| 		protected void OnEnable() { | ||||
| 			OnInitialize(); | ||||
| 		} | ||||
| 
 | ||||
| 		protected void OnDisable() { | ||||
| 			var data = JsonUtility.ToJson(this, false); | ||||
| 			EditorPrefs.SetString("AutoSave", data); | ||||
| 			EditorPrefs.SetInt("Index", index); | ||||
| 			EditorPrefs.SetBool("Logging", logging); | ||||
| 		} | ||||
| 
 | ||||
| 		readonly static string[] options = new string[] { "Disabled", "On Play", "1 Minute", "10 Minutes", "1 Hour" }; | ||||
| 		public static int index; | ||||
| 		public static bool enabled; | ||||
| 		public static bool logging; | ||||
| 
 | ||||
| 		void OnGUI() { | ||||
| 			GUILayout.Label("Select auto-save mode:", EditorStyles.boldLabel); | ||||
| 			int i = EditorGUILayout.Popup(index, options); | ||||
| 			if (i != index) ChangeAutoSaveMode(i, logging); | ||||
| 
 | ||||
| 			GUILayout.Label("Log a message every time a the scene gets saved."); | ||||
| 			if (logging) { | ||||
| 				if (GUILayout.Button("Disable Logging")){ | ||||
| 					logging ^= true; | ||||
| 					ChangeAutoSaveMode(i, logging); | ||||
| 				} | ||||
| 				 | ||||
| 			} else { | ||||
| 				if (GUILayout.Button("Enable Logging")) { | ||||
| 					logging ^= true; | ||||
| 					ChangeAutoSaveMode(i, logging); | ||||
| 				} | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		static CancellationTokenSource _tokenSource; | ||||
| 		static Task _task; | ||||
| 		static int frequency; | ||||
| 		static void ChangeAutoSaveMode(int mode, bool log){ | ||||
| 			index = mode; | ||||
| 			logging = log; | ||||
| 			CancelTask(); | ||||
| 			enabled = true; | ||||
| 			EditorApplication.playModeStateChanged -= AutoSaveWhenPlayModeStarts; | ||||
| 
 | ||||
| 			switch(index){ | ||||
| 				case 0: | ||||
| 					enabled = false; | ||||
| 					return; | ||||
| 				case 1: | ||||
| 					EditorApplication.playModeStateChanged += AutoSaveWhenPlayModeStarts; | ||||
| 					return; | ||||
| 				case 2: | ||||
| 					frequency = 1 * 60 * 1000; | ||||
| 					break; | ||||
| 				case 3: | ||||
| 					frequency = 10 * 60 * 1000; | ||||
| 					break; | ||||
| 				case 4: | ||||
| 					frequency = 60 * 60 * 1000; | ||||
| 					break; | ||||
| 			} | ||||
| 
 | ||||
| 			_tokenSource = new CancellationTokenSource(); | ||||
| 			_task = SaveInterval(_tokenSource.Token); | ||||
| 		} | ||||
| 
 | ||||
| 		static void AutoSaveWhenPlayModeStarts(PlayModeStateChange state){ | ||||
| 			if(state == PlayModeStateChange.ExitingEditMode){ | ||||
| 				EditorSceneManager.SaveOpenScenes(); | ||||
| 				AssetDatabase.SaveAssets(); | ||||
| 				if (logging) Debug.Log($"Auto-saved at {DateTime.Now:h:mm:ss tt}"); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		static void CancelTask() { | ||||
| 			if (_task == null) return; | ||||
| 			_tokenSource.Cancel(); | ||||
| 		} | ||||
| 
 | ||||
| 		static async Task SaveInterval(CancellationToken token) { | ||||
| 			while (!token.IsCancellationRequested) { | ||||
| 				await Task.Delay(frequency, token); | ||||
| 
 | ||||
| 				if (token.IsCancellationRequested) break; | ||||
| 
 | ||||
| 				if (!enabled || Application.isPlaying || BuildPipeline.isBuildingPlayer || EditorApplication.isCompiling) return; | ||||
| 				if (!UnityEditorInternal.InternalEditorUtility.isApplicationActive) return; | ||||
| 
 | ||||
| 				EditorSceneManager.SaveOpenScenes(); | ||||
| 				AssetDatabase.SaveAssets(); | ||||
| 				if (logging) Debug.Log($"Auto-saved at {DateTime.Now:h:mm:ss tt}"); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| #endif | ||||
							
								
								
									
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								Tools/AutoSave/AutoSaveConfig.cs.meta
									
										
									
									
									
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										11
									
								
								Tools/AutoSave/AutoSaveConfig.cs.meta
									
										
									
									
									
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							|  | @ -0,0 +1,11 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: e3f4095259fcc1f45991636604af9829 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -5,6 +5,7 @@ namespace SimpleTools.Cinemachine { | |||
| 	public class CMCameraTrigger : MonoBehaviour { | ||||
| 
 | ||||
| 		CinemachineVirtualCamera vcam; | ||||
| 		[SerializeField, Tooltip("Name of the collider's tag that will trigger the camera.")] string triggerTagName; | ||||
| 
 | ||||
| 		void Awake() { | ||||
| 			vcam = GetComponentInChildren<CinemachineVirtualCamera>(true); | ||||
|  | @ -13,12 +14,12 @@ namespace SimpleTools.Cinemachine { | |||
| 
 | ||||
| 		#region 3D | ||||
| 		void OnTriggerEnter(Collider col) { | ||||
| 			if (col.CompareTag("Player")) { | ||||
| 			if (col.CompareTag(triggerTagName)) { | ||||
| 				vcam.gameObject.SetActive(true); | ||||
| 			} | ||||
| 		} | ||||
| 		void OnTriggerExit(Collider col) { | ||||
| 			if (col.CompareTag("Player")) { | ||||
| 			if (col.CompareTag(triggerTagName)) { | ||||
| 				vcam.gameObject.SetActive(true); | ||||
| 			} | ||||
| 		} | ||||
|  | @ -26,12 +27,12 @@ namespace SimpleTools.Cinemachine { | |||
| 
 | ||||
| 		#region 2D | ||||
| 		void OnTriggerEnter2D(Collider2D col) { | ||||
| 			if (col.CompareTag("Player")) { | ||||
| 			if (col.CompareTag(triggerTagName)) { | ||||
| 				vcam.gameObject.SetActive(true); | ||||
| 			} | ||||
| 		} | ||||
| 		void OnTriggerExit2D(Collider2D col) { | ||||
| 			if (col.CompareTag("Player")) { | ||||
| 			if (col.CompareTag(triggerTagName)) { | ||||
| 				vcam.gameObject.SetActive(false); | ||||
| 			} | ||||
| 		} | ||||
|  |  | |||
|  | @ -14,7 +14,7 @@ namespace SimpleTools.DialogueSystem { | |||
| 		Queue<Sprite> characterImages; | ||||
| 		bool talking; | ||||
| 
 | ||||
| 		public DialogueItems dialogueItems; | ||||
| 		public DialogueManagerItems dialogueItems; | ||||
| 
 | ||||
| 		public static DialogueManager instance; | ||||
| 		void Awake() { | ||||
|  | @ -27,10 +27,21 @@ namespace SimpleTools.DialogueSystem { | |||
| 			dialogueVertexAnimator = new DialogueVertexAnimator(dialogueItems.textBox); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// This is the main function to call to start a dialogue. | ||||
| 		/// </summary> | ||||
| 		/// <param name="dialogue">The dialogue to start.</param> | ||||
| 		/// <returns>A bool that is false if the dialogue has finished and true if it hasn't.</returns> | ||||
| 		public bool Dialogue(Dialogue dialogue) { | ||||
| 			return Dialogue(dialogue, string.Empty); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// This is the main function to call to start a dialogue. | ||||
| 		/// </summary> | ||||
| 		/// <param name="dialogue">The dialogue to start.</param> | ||||
| 		/// <param name="sounds">The sounds from the AudioManager that will be played on character reveal.</param> | ||||
| 		/// <returns>A bool that is false if the dialogue has finished and true if it hasn't.</returns> | ||||
| 		public bool Dialogue(Dialogue dialogue, params string[] sounds) { | ||||
| 			dialogueVertexAnimator.SetAudioSourceGroup(sounds); | ||||
| 
 | ||||
|  | @ -49,6 +60,8 @@ namespace SimpleTools.DialogueSystem { | |||
| 				talking = true; | ||||
| 
 | ||||
| 				if (sentences.Count == 0) { | ||||
| 					if (dialogueVertexAnimator.IsMessageAnimating()) | ||||
| 						return true; | ||||
| 					talking = false; | ||||
| 					return false; | ||||
| 				} | ||||
|  | @ -66,6 +79,8 @@ namespace SimpleTools.DialogueSystem { | |||
| 				return true; | ||||
| 			} else { | ||||
| 				if (sentences.Count == 0) { | ||||
| 					if (dialogueVertexAnimator.IsMessageAnimating()) | ||||
| 						return true; | ||||
| 					talking = false; | ||||
| 					return false; | ||||
| 				} | ||||
|  | @ -102,7 +117,7 @@ namespace SimpleTools.DialogueSystem { | |||
| 	} | ||||
| 
 | ||||
| 	[System.Serializable] | ||||
| 	public struct DialogueItems { | ||||
| 	public struct DialogueManagerItems { | ||||
| 		public Image characterImage; | ||||
| 		public TMP_Text characterName; | ||||
| 		public TMP_Text textBox; | ||||
|  |  | |||
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	 Gerard Gascón
						Gerard Gascón