Added auto-save

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Gerard Gascón 2022-10-10 23:32:15 +02:00 committed by GitHub
parent 09973676e1
commit 8857a11038
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 206 additions and 21 deletions

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@ -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));
}

8
Tools/AutoSave.meta Normal file
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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 2f2d8faa0dc23b34f9f347dc08bd85be
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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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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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e3f4095259fcc1f45991636604af9829
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -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);
}
}

View file

@ -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;