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28 commits
1.0.0 ... main

Author SHA1 Message Date
Gerard Gascón
672856770f
Updated version 2022-10-10 23:33:21 +02:00
Gerard Gascón
8857a11038
Added auto-save 2022-10-10 23:32:15 +02:00
Gerard Gascón
09973676e1
Update package.json 2022-09-25 12:07:36 +02:00
Gerard Gascón
629841b912
Update README.md 2022-09-25 12:06:48 +02:00
Gerard Gascón
c6fe332009
Add files via upload 2022-09-25 12:04:28 +02:00
Gerard Gascón
ff9831ed0b
Update README.md 2022-09-23 09:13:16 +02:00
Gerard Gascón
10cccc9b70
Added in-dialogue sounds 2022-09-22 13:52:08 +02:00
Gerard Gascón
1fde00e811 Revert "Add files via upload"
This reverts commit 1df7a33ab0.
2022-09-22 13:50:33 +02:00
Gerard Gascón
5dc6b69d49 Revert "Revert "Update README.md""
This reverts commit 0837786d01.
2022-09-22 13:50:23 +02:00
Gerard Gascón
0837786d01 Revert "Update README.md"
This reverts commit 4151df9226.
2022-09-22 13:49:54 +02:00
Gerard Gascón
5575d911c8
Update README.md 2022-09-22 13:44:49 +02:00
Gerard Gascón
1df7a33ab0
Add files via upload 2022-09-22 13:43:53 +02:00
Gerard Gascón
4151df9226
Update README.md 2022-09-15 17:59:54 +02:00
Gerard Gascón
99892e8b04
Add files via upload 2022-09-15 17:49:28 +02:00
Gerard Gascón
505584b91e
Bugfix
Small bug prevented text from showing without sound
2022-09-15 17:43:49 +02:00
Gerard Gascón
9f9dedba98
Removed old scripts 2022-09-15 17:32:04 +02:00
Gerard Gascón
0e8b8b1835
Reworked the dialogue system
Now the dialogue can use tags to add special effects
Reorganized project structure, updating may require adding some using statements
2022-09-15 17:27:28 +02:00
Gerard Gascón
95bad523b9
Update README.md 2022-03-13 22:23:46 +01:00
Gerard Gascón
91604d3946
Updated README 2021-06-14 09:18:03 +02:00
Gerard Gascón
a076495090
Update Timer.cs 2021-06-14 09:16:23 +02:00
Gerard Gascón
a90a0ab215
Update package.json 2021-06-13 15:52:36 +02:00
Gerard Gascón
d884847548
Probably fixed build errors 2021-06-13 15:52:12 +02:00
Gerard Gascón
ae7d486799
Fixed some timer bugs
Timer now has a mode for unscaled time
FIXED: Countdown now resets properly
2021-06-12 10:40:01 +02:00
Gerard Gascón
a4c26426e5
Fixed some timer bugs
Timer now has a mode for unscaled time
FIXED: Countdown now resets properly
2021-06-12 10:36:38 +02:00
Gerard Gascón
750d7f6b88
Added Timer
New version featuring a timer
2021-06-11 19:34:49 +02:00
Gerard Gascón
f7c4067db4
Updated README file 2021-06-09 17:37:56 +02:00
Gerard Gascón
1e9a1a557c
Update package.json 2021-04-02 16:49:53 +02:00
Gerard Gascón
fe8edbaa89
Add files via upload 2021-04-02 16:48:59 +02:00
37 changed files with 2351 additions and 1393 deletions

View file

@ -2,8 +2,6 @@
This package contains simple tools to use in your project.
This package will be updated once I find another useful tool or someone suggest me one.
## Features
- **AudioManager** with Play, Pause and most of the other basic things, as well as some effects like FadeIn or FadeOut.
@ -12,6 +10,8 @@ This package will be updated once I find another useful tool or someone suggest
- Basic menu with **music and SFX sliders** as well as **resolution and quality dropdowns.**
- An **object pooler** with the ability to create pools with an undetermined size.
- A basic **scene manager** with a loading screen with progress bar.
- A simple **timer** that allows you to easily create clocks, countdowns and stopwatches with TextMeshPro
- An **auto-save** feature to reduce the chances of loosing data on crashes.
All of that comes with some editor menu items for creating all of that as fast as possible.
@ -21,11 +21,11 @@ First install the TextMeshPro and Cinemachine into your Unity project
### Git Installation (Best way to get latest version)
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/Geri8/SimpleTools.git](https://github.com/Geri8/SimpleTools.git)
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/GerardGascon/SimpleTools.git](https://github.com/GerardGascon/SimpleTools.git)
or
Open the manifest.json file of your Unity project. Add "com.geri.simpletools": "[https://github.com/Geri8/SimpleTools.git](https://github.com/Geri8/SimpleTools.git)"
Open the manifest.json file of your Unity project. Add "com.geri.simpletools": "[https://github.com/GerardGascon/SimpleTools.git](https://github.com/GerardGascon/SimpleTools.git)"
### Manual Installation
@ -33,13 +33,16 @@ Download latest package from the Release section Import SimpleTools.unitypackage
## Usage
### AudioManager
### **AudioManager**
```csharp
using SimpleTools.AudioManager;
AudioManager.instance.Play("Name"); //Plays the sound with that name
AudioManager.instance.Play("Name", 1f); //Starts playing the sound "Name" in 1 second
AudioManager.instance.PlayOneShot("Name"); //Plays one shot of that sound (Useful for repeated sounds)
AudioManager.instance.PlayWithIntro("Intro", "Loop"); //Plays the intro and then the loop
AudioManager.instance.PlayRandomSound("Name1", "Name2", "Name3"); // Plays one shot of a random sound
AudioManager.instance.Pause("Name"); //Pauses the sound
AudioManager.instance.UnPause("Name"); //Unpauses the sound
@ -57,11 +60,13 @@ AudioManager.instance.FadeMutedIn("Name", 1f); //Fade In a muted sound with a sp
AudioManager.instance.FadeMutedOut("Name", 1f); //Fade Out a sound without stopping it
```
### ObjectPooler
### **ObjectPooler**
The SpawnFromPool function always return a GameObject
```csharp
using SimpleTools.ObjectPooler;
Pool pool; //The pool scriptable object goes here
Pooler.CreatePools(pool); //Create the pool, without creating it you cannot spawn it
Pool[] pools;
@ -76,29 +81,72 @@ Pooler.SpawnFromPool("Name", Vector3.zero, transform, true); //Spawn into a spec
Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity, transform, true); //Spawn into a specific position, rotation, parent and instantiate in worldSpace or not
```
### Dialogue System
### **Dialogue System**
The Dialogue function returns a bool (true if it's talking, false if it has ended)
```csharp
using SimpleTools.DialogueSystem;
Dialogue dialogue; //The dialogue scriptable object goes here
DialogueSystem.instance.Dialogue(dialogue); //Start/Continue the dialogue
DialogueManager.instance.Dialogue(dialogue); //Start/Continue the dialogue
DialogueManager.instance.Dialogue(dialogue, "Sound1", "Sound2"); //Start/Continue the dialogue with a random set of sounds for the text reveal
```
### SceneManager
Text commands:
```
<color=color></color> --> Sets font color within tags
<size=percentage></size> --> Sets font size within tags
<sprite=index> --> Draws a sprite from the TextMeshPro
<p:[tiny,short,normal,long,read]> --> Pauses during a period of time
<anim:[wobble,wave,rainbow,shake]></anim> --> Reproduces an animation
<sp:number></sp> --> Changes reveal speed
<snd:name> --> Plays a sound effect
<stopmsc:name,time> --> Fades a music out
<playmsc:name,time> --> Fades a music in
```
### **SceneManager**
```csharp
using SimpleTools.SceneManagement;
Loader.Load(0); //Loads a scene with a specific build index
Loader.Load("Scene"); //Loads a scene with a specific name
```
### ScreenShake
### **ScreenShake**
```csharp
using SimpleTools.Cinemachine;
ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration
```
### Editor
### **Timer**
```csharp
using SimpleTools.Timer;
//Setup a stopwatch that updates at an unscaled time
Timer timer = textMeshProText.SetupTimer(TimerType.Stopwatch, TimerUpdate.UnscaledTime);
//Setup a clock
Timer timer = textMeshProText.SetupTimer(TimerType.Clock, TimerUpdate.UnscaledTime);
//Setup a countdown with the default time of 60 seconds
Timer timer = textMeshProText.SetupTimer(TimerType.Countdown, TimerUpdate.UnscaledTime, 60f);
timer.Play(); //Play or resume the timer
timer.Stop(); //Pause the timer
timer.ResetTimer(); //Pause and sets the time to the default one
timer.Restart(); //Restarts the timer
```
### **Auto-save**
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.
### **Editor**
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.

View file

@ -2,23 +2,24 @@
using UnityEngine;
using System;
public class AudioManager : MonoBehaviour{
namespace SimpleTools.AudioManager {
public class AudioManager : MonoBehaviour {
public static AudioManager instance;
[SerializeField] Sounds soundList = default;
void Awake(){
if(instance == null){
void Awake() {
if (instance == null) {
instance = this;
}else{
} else {
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
foreach(Sounds.List s in soundList.sounds){
if(string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)){
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;
}
@ -27,7 +28,7 @@ public class AudioManager : MonoBehaviour{
sound.transform.parent = transform;
s.source = sound.AddComponent<AudioSource>();
if(soundList.mainMixer && soundList.sfxMixer){
if (soundList.mainMixer && soundList.sfxMixer) {
if (s.type == Sounds.List.Type.Music)
s.source.outputAudioMixerGroup = soundList.mainMixer;
else
@ -46,9 +47,10 @@ public class AudioManager : MonoBehaviour{
/// <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>
public void Play(string name){
/// <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){
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
@ -59,9 +61,11 @@ public class AudioManager : MonoBehaviour{
/// <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>
public void Play(string name, float delay){
/// <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){
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
@ -72,9 +76,10 @@ public class AudioManager : MonoBehaviour{
/// <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>
public void PlayOneShot(string name){
/// <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){
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
@ -85,9 +90,11 @@ public class AudioManager : MonoBehaviour{
/// <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>
public void PlayWithIntro(string intro, string song){
/// <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){
if (s == null) {
Debug.LogWarning("Sound: " + intro + " not found!");
return;
}
@ -98,14 +105,23 @@ public class AudioManager : MonoBehaviour{
float introDuration = s.clip.length;
Play(song, introDuration);
}
/// <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]);
}
#endregion
#region Pause
/// <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>
public void Pause(string name){
/// <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){
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
@ -116,9 +132,10 @@ public class AudioManager : MonoBehaviour{
/// <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>
public void UnPause(string name){
/// <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){
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
@ -131,9 +148,10 @@ public class AudioManager : MonoBehaviour{
/// <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>
public void Stop(string name){
/// <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){
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
@ -144,9 +162,9 @@ public class AudioManager : MonoBehaviour{
/// <summary>Use this to stop all the sounds
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
public void StopAll(){
foreach (Sounds.List s in soundList.sounds){
if (s.source){
public void StopAll() {
foreach (Sounds.List s in soundList.sounds) {
if (s.source) {
s.source.Stop();
}
}
@ -155,9 +173,11 @@ public class AudioManager : MonoBehaviour{
/// <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>
public AudioSource GetSource(string name){
/// <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){
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return null;
}
@ -167,16 +187,18 @@ public class AudioManager : MonoBehaviour{
/// <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>
public void FadeIn(string name, float duration){
/// <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));
}
IEnumerator FadeInCoroutine(string name, float fadeTime){
IEnumerator FadeInCoroutine(string name, float fadeTime) {
AudioSource audioSource = GetSource(name);
if (audioSource != null && !audioSource.isPlaying){
if (audioSource != null && !audioSource.isPlaying) {
float volume = audioSource.volume;
audioSource.volume = 0;
audioSource.Play();
while (audioSource.volume < volume){
while (audioSource.volume < volume) {
audioSource.volume += Time.deltaTime / fadeTime;
yield return null;
}
@ -187,16 +209,18 @@ public class AudioManager : MonoBehaviour{
/// <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>
public void FadeOut(string name, float duration){
/// <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));
}
IEnumerator FadeOutCoroutine(string name, float fadeTime){
IEnumerator FadeOutCoroutine(string name, float fadeTime) {
AudioSource audioSource = GetSource(name);
if (audioSource && audioSource.isPlaying){
if (audioSource && audioSource.isPlaying) {
float startVolume = audioSource.volume;
while (audioSource.volume > 0){
while (audioSource.volume > 0) {
audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
yield return null;
}
@ -209,9 +233,10 @@ public class AudioManager : MonoBehaviour{
/// <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>
public void PlayMuted(string name){
/// <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){
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
return;
}
@ -223,17 +248,19 @@ public class AudioManager : MonoBehaviour{
/// <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>
public void FadeMutedIn(string name, float duration){
/// <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));
}
IEnumerator FadeMutedInCoroutine(string name, float fadeTime){
IEnumerator FadeMutedInCoroutine(string name, float fadeTime) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
yield break;
}
while (s.source.volume < s.volume){
while (s.source.volume < s.volume) {
s.source.volume += Time.deltaTime / fadeTime;
yield return null;
}
@ -242,21 +269,24 @@ public class AudioManager : MonoBehaviour{
/// <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>
public void FadeMutedOut(string name, float duration){
/// <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));
}
IEnumerator FadeMutedOutCoroutine(string name, float fadeTime){
IEnumerator FadeMutedOutCoroutine(string name, float fadeTime) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null){
if (s == null) {
Debug.LogWarning("Sound: " + name + " not found!");
yield break;
}
while (s.source.volume > 0){
while (s.source.volume > 0) {
s.source.volume -= Time.deltaTime / fadeTime;
yield return null;
}
s.source.volume = 0;
}
#endregion
}
}

View file

@ -1,8 +1,9 @@
using UnityEngine;
using UnityEngine.Audio;
[CreateAssetMenu(fileName = "Sounds", menuName = "Tools/Sounds", order = 0)]
public class Sounds : ScriptableObject{
namespace SimpleTools.AudioManager {
[CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
public class Sounds : ScriptableObject {
[Tooltip("The music mixer.")]
public AudioMixerGroup mainMixer = default;
@ -11,7 +12,8 @@ public class Sounds : ScriptableObject{
public List[] sounds;
[System.Serializable] public class List{
[System.Serializable]
public class List {
[Tooltip("Name of the sound. Each name has to be different between each other.")]
public string name;
@ -32,19 +34,20 @@ public class Sounds : ScriptableObject{
[HideInInspector] public AudioSource source;
float randomVolume;
public float RandomVolume{
get{
public float RandomVolume {
get {
randomVolume = volume * (1f + Random.Range(-volumeVariance / 2f, volumeVariance / 2f));
return randomVolume;
}
}
float randomPitch;
public float RandomPitch{
get{
public float RandomPitch {
get {
randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f));
return randomPitch;
}
}
}
}
}

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:

View file

@ -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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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: caad12703fd5c3349acc637253734ac9
guid: e3f4095259fcc1f45991636604af9829
MonoImporter:
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serializedVersion: 2

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@ -1,38 +1,41 @@
using UnityEngine;
using Cinemachine;
public class CMCameraTrigger : MonoBehaviour{
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(){
void Awake() {
vcam = GetComponentInChildren<CinemachineVirtualCamera>(true);
vcam.gameObject.SetActive(false);
}
#region 3D
void OnTriggerEnter(Collider col){
if (col.CompareTag("Player")){
void OnTriggerEnter(Collider col) {
if (col.CompareTag(triggerTagName)) {
vcam.gameObject.SetActive(true);
}
}
void OnTriggerExit(Collider col){
if (col.CompareTag("Player")){
void OnTriggerExit(Collider col) {
if (col.CompareTag(triggerTagName)) {
vcam.gameObject.SetActive(true);
}
}
#endregion
#region 2D
void OnTriggerEnter2D(Collider2D col){
if (col.CompareTag("Player")){
void OnTriggerEnter2D(Collider2D col) {
if (col.CompareTag(triggerTagName)) {
vcam.gameObject.SetActive(true);
}
}
void OnTriggerExit2D(Collider2D col){
if (col.CompareTag("Player")){
void OnTriggerExit2D(Collider2D col) {
if (col.CompareTag(triggerTagName)) {
vcam.gameObject.SetActive(false);
}
}
#endregion
}
}

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@ -1,7 +1,8 @@
using Cinemachine;
using UnityEngine;
public static class ScreenShake{
namespace SimpleTools.Cinemachine {
public static class ScreenShake {
static CinemachineVirtualCamera vCam;
static ScreenShakeUpdate shakeUpdate;
@ -11,8 +12,8 @@ public static class ScreenShake{
[HideInInspector] public float shakeTimerTotal;
[HideInInspector] public float startingIntensity;
void Update(){
if (shakeTimer > 0){
void Update() {
if (shakeTimer > 0) {
shakeTimer -= Time.deltaTime;
CinemachineBasicMultiChannelPerlin multiChannelPerlin = vCam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(startingIntensity, 0f, 1 - (shakeTimer / shakeTimerTotal));
@ -23,14 +24,15 @@ public static class ScreenShake{
/// <summary>Shake the camera
/// <para>It needs a cinemachine camera with a noise profile in it.</para>
/// </summary>
public static void Shake(float intensity, float time){
if(vCam == null){
public static void Shake(float intensity, float time) {
if (vCam == null) {
vCam = Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
}
if(shakeUpdate == null){
if (shakeUpdate == null) {
shakeUpdate = new GameObject("ShakeUpdate").AddComponent<ScreenShakeUpdate>();
}
shakeUpdate.startingIntensity = intensity;
shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = time;
}
}
}

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@ -1,12 +1,16 @@
using UnityEngine;
[CreateAssetMenu(fileName = "New Character", menuName = "Tools/Character", order = 0)]
public class Dialogue : ScriptableObject{
namespace SimpleTools.DialogueSystem {
[CreateAssetMenu(fileName = "New Dialogue", menuName = "Simple Tools/Dialogue", order = 11)]
public class Dialogue : ScriptableObject {
public DialogueBox[] sentences;
}
[System.Serializable]
public class DialogueBox {
public bool displayName;
public string characterName;
[Space]
public Sprite characterImage;
[TextArea] public string[] sentences;
[TextArea(5, 10)] public string sentence;
}
}

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@ -0,0 +1,126 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace SimpleTools.DialogueSystem {
public class DialogueManager : MonoBehaviour {
DialogueVertexAnimator dialogueVertexAnimator;
Queue<string> sentences;
Queue<bool> displayNames;
Queue<string> characterNames;
Queue<Sprite> characterImages;
bool talking;
public DialogueManagerItems dialogueItems;
public static DialogueManager instance;
void Awake() {
instance = this;
sentences = new Queue<string>();
displayNames = new Queue<bool>();
characterNames = new Queue<string>();
characterImages = new Queue<Sprite>();
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);
if (!talking) {
sentences.Clear();
if (dialogue.sentences.Length != 0) {
foreach (DialogueBox sentence in dialogue.sentences) {
sentences.Enqueue(sentence.sentence);
displayNames.Enqueue(sentence.displayName);
characterNames.Enqueue(sentence.characterName);
characterImages.Enqueue(sentence.characterImage);
}
} else {
sentences.Enqueue("I am error. No text has been added");
}
talking = true;
if (sentences.Count == 0) {
if (dialogueVertexAnimator.IsMessageAnimating())
return true;
talking = false;
return false;
}
string sentenceToShow = sentences.Peek();
bool displayName = displayNames.Peek();
string characterName = characterNames.Peek();
Sprite characterImage = characterImages.Peek();
if (PlayDialogue(sentenceToShow, displayName, characterName, characterImage)) {
sentences.Dequeue();
displayNames.Dequeue();
characterNames.Dequeue();
characterImages.Dequeue();
}
return true;
} else {
if (sentences.Count == 0) {
if (dialogueVertexAnimator.IsMessageAnimating())
return true;
talking = false;
return false;
}
string sentenceToShow = sentences.Peek();
bool displayName = displayNames.Peek();
string characterName = characterNames.Peek();
Sprite characterImage = characterImages.Peek();
if (PlayDialogue(sentenceToShow, displayName, characterName, characterImage)) {
sentences.Dequeue();
displayNames.Dequeue();
characterNames.Dequeue();
characterImages.Dequeue();
}
return true;
}
}
private Coroutine typeRoutine = null;
bool PlayDialogue(string message, bool displayName = false, string characterName = "", Sprite characterImage = null) {
if (dialogueVertexAnimator.IsMessageAnimating()) {
dialogueVertexAnimator.SkipToEndOfCurrentMessage();
return false; //Next message hasn't been shown because the current one is still animating.
}
this.EnsureCoroutineStopped(ref typeRoutine);
dialogueVertexAnimator.textAnimating = false;
List<DialogueCommand> commands = DialogueUtility.ProcessInputString(message, out string totalTextMessage);
typeRoutine = StartCoroutine(dialogueVertexAnimator.AnimateTextIn(commands, totalTextMessage, null));
dialogueItems.characterImage.sprite = characterImage;
dialogueItems.characterName.text = displayName ? characterName : "???";
return true; //Next message shown successfully
}
}
[System.Serializable]
public struct DialogueManagerItems {
public Image characterImage;
public TMP_Text characterName;
public TMP_Text textBox;
public Canvas canvas;
}
}

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@ -1,11 +1,11 @@
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@ -1,75 +0,0 @@
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>();
}
/// <summary>Start or continue the dialogue
/// <para>This function returns false if the dialogue has ended.</para>
/// </summary>
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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@ -0,0 +1,206 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System;
namespace SimpleTools.DialogueSystem {
public class DialogueUtility : MonoBehaviour {
// grab the remainder of the text until ">" or end of string
const string REMAINDER_REGEX = "(.*?((?=>)|(/|$)))";
const string PAUSE_REGEX_STRING = "<p:(?<pause>" + REMAINDER_REGEX + ")>";
static readonly Regex pauseRegex = new Regex(PAUSE_REGEX_STRING);
const string SOUND_REGEX_STRING = "<snd:(?<sound>" + REMAINDER_REGEX + ")>";
static readonly Regex soundRegex = new Regex(SOUND_REGEX_STRING);
const string PLAYMUSIC_REGEX_STRING = "<playmsc:(?<playmusic>" + REMAINDER_REGEX + ")>";
static readonly Regex playMusicRegex = new Regex(PLAYMUSIC_REGEX_STRING);
const string STOPMUSIC_REGEX_STRING = "<stopmsc:(?<stopmusic>" + REMAINDER_REGEX + ")>";
static readonly Regex stopMusicRegex = new Regex(STOPMUSIC_REGEX_STRING);
const string SPEED_REGEX_STRING = "<sp:(?<speed>" + REMAINDER_REGEX + ")>";
static readonly Regex speedRegex = new Regex(SPEED_REGEX_STRING);
const string ANIM_START_REGEX_STRING = "<anim:(?<anim>" + REMAINDER_REGEX + ")>";
static readonly Regex animStartRegex = new Regex(ANIM_START_REGEX_STRING);
const string ANIM_END_REGEX_STRING = "</anim>";
static readonly Regex animEndRegex = new Regex(ANIM_END_REGEX_STRING);
static readonly Dictionary<string, float> pauseDictionary = new Dictionary<string, float>{
{ "tiny", .1f },
{ "short", .25f },
{ "normal", 0.666f },
{ "long", 1f },
{ "read", 2f },
};
public static List<DialogueCommand> ProcessInputString(string message, out string processedMessage) {
List<DialogueCommand> result = new List<DialogueCommand>();
processedMessage = message;
processedMessage = HandlePauseTags(processedMessage, result);
processedMessage = HandleSoundTags(processedMessage, result);
processedMessage = HandlePlayMusicTags(processedMessage, result);
processedMessage = HandleStopMusicTags(processedMessage, result);
processedMessage = HandleSpeedTags(processedMessage, result);
processedMessage = HandleAnimStartTags(processedMessage, result);
processedMessage = HandleAnimEndTags(processedMessage, result);
return result;
}
static string HandleAnimEndTags(string processedMessage, List<DialogueCommand> result) {
MatchCollection animEndMatches = animEndRegex.Matches(processedMessage);
foreach (Match match in animEndMatches) {
result.Add(new DialogueCommand {
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
type = DialogueCommandType.AnimEnd,
});
}
processedMessage = Regex.Replace(processedMessage, ANIM_END_REGEX_STRING, "");
return processedMessage;
}
static string HandleAnimStartTags(string processedMessage, List<DialogueCommand> result) {
MatchCollection animStartMatches = animStartRegex.Matches(processedMessage);
foreach (Match match in animStartMatches) {
string stringVal = match.Groups["anim"].Value;
result.Add(new DialogueCommand {
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
type = DialogueCommandType.AnimStart,
textAnimValue = GetTextAnimationType(stringVal)
});
}
processedMessage = Regex.Replace(processedMessage, ANIM_START_REGEX_STRING, "");
return processedMessage;
}
static string HandleSpeedTags(string processedMessage, List<DialogueCommand> result) {
MatchCollection speedMatches = speedRegex.Matches(processedMessage);
foreach (Match match in speedMatches) {
string stringVal = match.Groups["speed"].Value;
if (!float.TryParse(stringVal, out float val)) {
val = 150f;
}
result.Add(new DialogueCommand {
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
type = DialogueCommandType.TextSpeedChange,
floatValue = val
});
}
processedMessage = Regex.Replace(processedMessage, SPEED_REGEX_STRING, "");
return processedMessage;
}
static string HandlePauseTags(string processedMessage, List<DialogueCommand> result) {
MatchCollection pauseMatches = pauseRegex.Matches(processedMessage);
foreach (Match match in pauseMatches) {
string val = match.Groups["pause"].Value;
string pauseName = val;
Debug.Assert(pauseDictionary.ContainsKey(pauseName), "no pause registered for '" + pauseName + "'");
result.Add(new DialogueCommand {
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
type = DialogueCommandType.Pause,
floatValue = pauseDictionary[pauseName]
});
}
processedMessage = Regex.Replace(processedMessage, PAUSE_REGEX_STRING, "");
return processedMessage;
}
static string HandleSoundTags(string processedMessage, List<DialogueCommand> result) {
MatchCollection soundMatches = soundRegex.Matches(processedMessage);
foreach (Match match in soundMatches) {
string val = match.Groups["sound"].Value;
string soundName = val;
result.Add(new DialogueCommand {
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
type = DialogueCommandType.Sound,
stringValue = soundName
});
}
processedMessage = Regex.Replace(processedMessage, SOUND_REGEX_STRING, "");
return processedMessage;
}
static string HandlePlayMusicTags(string processedMessage, List<DialogueCommand> result) {
MatchCollection playMatches = playMusicRegex.Matches(processedMessage);
foreach (Match match in playMatches) {
string val = match.Groups["playmusic"].Value;
string functionName = val;
result.Add(new DialogueCommand {
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
type = DialogueCommandType.PlayMusic,
stringValue = functionName
});
}
processedMessage = Regex.Replace(processedMessage, PLAYMUSIC_REGEX_STRING, "");
return processedMessage;
}
static string HandleStopMusicTags(string processedMessage, List<DialogueCommand> result) {
MatchCollection stopMatches = stopMusicRegex.Matches(processedMessage);
foreach (Match match in stopMatches) {
string val = match.Groups["stopmusic"].Value;
string functionName = val;
result.Add(new DialogueCommand {
position = VisibleCharactersUpToIndex(processedMessage, match.Index),
type = DialogueCommandType.StopMusic,
stringValue = functionName
});
}
processedMessage = Regex.Replace(processedMessage, STOPMUSIC_REGEX_STRING, "");
return processedMessage;
}
static TextAnimationType GetTextAnimationType(string stringVal) {
TextAnimationType result;
try {
result = (TextAnimationType)Enum.Parse(typeof(TextAnimationType), stringVal, true);
} catch (ArgumentException) {
Debug.LogError("Invalid Text Animation Type: " + stringVal);
result = TextAnimationType.none;
}
return result;
}
static int VisibleCharactersUpToIndex(string message, int index) {
int result = 0;
bool insideBrackets = false;
for (int i = 0; i < index; i++) {
if (message[i] == '<') {
insideBrackets = true;
} else if (message[i] == '>') {
insideBrackets = false;
result--;
}
if (!insideBrackets) {
result++;
} else if (i + 6 < index && message.Substring(i, 6) == "sprite") {
result++;
}
}
return result;
}
}
public struct DialogueCommand {
public int position;
public DialogueCommandType type;
public float floatValue;
public string stringValue;
public TextAnimationType textAnimValue;
}
public enum DialogueCommandType {
Pause,
TextSpeedChange,
AnimStart,
AnimEnd,
Sound,
PlayMusic,
StopMusic
}
public enum TextAnimationType {
none,
shake,
wave,
wobble,
rainbow,
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,277 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using TMPro;
using UnityEngine;
namespace SimpleTools.DialogueSystem {
public class DialogueVertexAnimator {
public bool textAnimating = false;
bool stopAnimating = false;
readonly TMP_Text textBox;
string[] audioSourceGroup;
public void SetAudioSourceGroup(params string[] _audioSourceGroup) {
audioSourceGroup = _audioSourceGroup;
}
public DialogueVertexAnimator(TMP_Text _textBox) {
textBox = _textBox;
}
static readonly Color32 clear = new Color32(0, 0, 0, 0);
const float CHAR_ANIM_TIME = 0.07f;
static readonly Vector3 vecZero = Vector3.zero;
public IEnumerator AnimateTextIn(List<DialogueCommand> commands, string processedMessage, Action onFinish) {
textAnimating = true;
float secondsPerCharacter = 1f / 150f;
float timeOfLastCharacter = 0;
TextAnimInfo[] textAnimInfo = SeparateOutTextAnimInfo(commands);
TMP_TextInfo textInfo = textBox.textInfo;
for (int i = 0; i < textInfo.meshInfo.Length; i++) {
TMP_MeshInfo meshInfer = textInfo.meshInfo[i];
if (meshInfer.vertices != null) {
for (int j = 0; j < meshInfer.vertices.Length; j++) {
meshInfer.vertices[j] = vecZero;
}
}
}
textBox.text = processedMessage;
textBox.ForceMeshUpdate();
TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
Color32[][] originalColors = new Color32[textInfo.meshInfo.Length][];
for (int i = 0; i < originalColors.Length; i++) {
Color32[] theColors = textInfo.meshInfo[i].colors32;
originalColors[i] = new Color32[theColors.Length];
Array.Copy(theColors, originalColors[i], theColors.Length);
}
int charCount = textInfo.characterCount;
float[] charAnimStartTimes = new float[charCount];
for (int i = 0; i < charCount; i++) {
charAnimStartTimes[i] = -1;
}
int visableCharacterIndex = 0;
while (true) {
if (stopAnimating) {
for (int i = visableCharacterIndex; i < charCount; i++) {
charAnimStartTimes[i] = Time.unscaledTime;
}
visableCharacterIndex = charCount;
FinishAnimating(onFinish);
}
if (ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter)) {
if (visableCharacterIndex <= charCount) {
ExecuteCommandsForCurrentIndex(commands, visableCharacterIndex, ref secondsPerCharacter, ref timeOfLastCharacter);
if (visableCharacterIndex < charCount && ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter)) {
charAnimStartTimes[visableCharacterIndex] = Time.unscaledTime;
PlayDialogueSound();
visableCharacterIndex++;
timeOfLastCharacter = Time.unscaledTime;
if (visableCharacterIndex == charCount) {
FinishAnimating(onFinish);
}
}
}
}
for (int j = 0; j < charCount; j++) {
TMP_CharacterInfo charInfo = textInfo.characterInfo[j];
if (charInfo.isVisible) {
int vertexIndex = charInfo.vertexIndex;
int materialIndex = charInfo.materialReferenceIndex;
Color32[] destinationColors = textInfo.meshInfo[materialIndex].colors32;
Color32 theColor = j < visableCharacterIndex ? originalColors[materialIndex][vertexIndex] : clear;
destinationColors[vertexIndex + 0] = theColor;
destinationColors[vertexIndex + 1] = theColor;
destinationColors[vertexIndex + 2] = theColor;
destinationColors[vertexIndex + 3] = theColor;
Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
float charSize = 0;
float charAnimStartTime = charAnimStartTimes[j];
if (charAnimStartTime >= 0) {
float timeSinceAnimStart = Time.unscaledTime - charAnimStartTime;
charSize = Mathf.Min(1, timeSinceAnimStart / CHAR_ANIM_TIME);
}
Vector3 animPosAdjustment = GetAnimPosAdjustment(textAnimInfo, j, textBox.fontSize, Time.unscaledTime);
Vector3 offset = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
destinationVertices[vertexIndex + 0] = ((sourceVertices[vertexIndex + 0] - offset) * charSize) + offset + animPosAdjustment;
destinationVertices[vertexIndex + 1] = ((sourceVertices[vertexIndex + 1] - offset) * charSize) + offset + animPosAdjustment;
destinationVertices[vertexIndex + 2] = ((sourceVertices[vertexIndex + 2] - offset) * charSize) + offset + animPosAdjustment;
destinationVertices[vertexIndex + 3] = ((sourceVertices[vertexIndex + 3] - offset) * charSize) + offset + animPosAdjustment;
for (int i = 0; i < 4; i++) {
Vector3 animVertexAdjustment = GetAnimVertexAdjustment(textAnimInfo, j, textBox.fontSize, Time.unscaledTime + i);
destinationVertices[vertexIndex + i] += animVertexAdjustment;
Color animColorAdjustment = GetAnimColorAdjustment(textAnimInfo, j, Time.unscaledTime + i, destinationVertices[vertexIndex + i]);
if (animColorAdjustment == Color.white)
continue;
destinationColors[vertexIndex + i] += animColorAdjustment;
}
}
}
textBox.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
for (int i = 0; i < textInfo.meshInfo.Length; i++) {
TMP_MeshInfo theInfo = textInfo.meshInfo[i];
theInfo.mesh.vertices = theInfo.vertices;
textBox.UpdateGeometry(theInfo.mesh, i);
}
yield return null;
}
}
void ExecuteCommandsForCurrentIndex(List<DialogueCommand> commands, int visableCharacterIndex, ref float secondsPerCharacter, ref float timeOfLastCharacter) {
for (int i = 0; i < commands.Count; i++) {
DialogueCommand command = commands[i];
if (command.position == visableCharacterIndex) {
switch (command.type) {
case DialogueCommandType.Pause:
timeOfLastCharacter = Time.unscaledTime + command.floatValue;
break;
case DialogueCommandType.TextSpeedChange:
secondsPerCharacter = 1f / command.floatValue;
break;
case DialogueCommandType.Sound:
AudioManager.AudioManager.instance.PlayOneShot(command.stringValue);
break;
case DialogueCommandType.PlayMusic:
string[] split0 = command.stringValue.Split(',');
AudioManager.AudioManager.instance.FadeIn(split0[0], float.Parse(split0[1], CultureInfo.InvariantCulture));
break;
case DialogueCommandType.StopMusic:
string[] split1 = command.stringValue.Split(',');
for (int j = 0; j < split1.Length; j++) {
Debug.Log(split1[j]);
}
AudioManager.AudioManager.instance.FadeOut(split1[0], float.Parse(split1[1], CultureInfo.InvariantCulture));
break;
}
commands.RemoveAt(i);
i--;
}
}
}
void FinishAnimating(Action onFinish) {
textAnimating = false;
stopAnimating = false;
onFinish?.Invoke();
}
const float NOISE_MAGNITUDE_ADJUSTMENT = 0.06f;
const float NOISE_FREQUENCY_ADJUSTMENT = 15f;
const float WAVE_MAGNITUDE_ADJUSTMENT = 0.06f;
const float WOBBLE_MAGNITUDE_ADJUSTMENT = 0.5f;
const float RAINBOW_LENGTH_ADJUSTMENT = .001f;
Vector3 GetAnimPosAdjustment(TextAnimInfo[] textAnimInfo, int charIndex, float fontSize, float time) {
float x = 0;
float y = 0;
for (int i = 0; i < textAnimInfo.Length; i++) {
TextAnimInfo info = textAnimInfo[i];
if (charIndex >= info.startIndex && charIndex < info.endIndex) {
if (info.type == TextAnimationType.shake) {
float scaleAdjust = fontSize * NOISE_MAGNITUDE_ADJUSTMENT;
x += (Mathf.PerlinNoise((charIndex + time) * NOISE_FREQUENCY_ADJUSTMENT, 0) - 0.5f) * scaleAdjust;
y += (Mathf.PerlinNoise((charIndex + time) * NOISE_FREQUENCY_ADJUSTMENT, 1000) - 0.5f) * scaleAdjust;
} else if (info.type == TextAnimationType.wave) {
y += Mathf.Sin((charIndex * 1.5f) + (time * 6)) * fontSize * WAVE_MAGNITUDE_ADJUSTMENT;
}
}
}
return new Vector3(x, y, 0);
}
Vector3 GetAnimVertexAdjustment(TextAnimInfo[] textAnimInfo, int charIndex, float fontSize, float time) {
float x = 0;
float y = 0;
for (int i = 0; i < textAnimInfo.Length; i++) {
TextAnimInfo info = textAnimInfo[i];
if (charIndex >= info.startIndex && charIndex < info.endIndex) {
if (info.type == TextAnimationType.wobble) {
float scaleAdjust = fontSize * NOISE_MAGNITUDE_ADJUSTMENT;
x = Mathf.Sin(time * 3.3f) * scaleAdjust * WOBBLE_MAGNITUDE_ADJUSTMENT;
y = Mathf.Cos(time * 2.5f) * scaleAdjust * WOBBLE_MAGNITUDE_ADJUSTMENT;
}
}
}
return new Vector3(x, y, 0);
}
Color GetAnimColorAdjustment(TextAnimInfo[] textAnimInfo, int charIndex, float time, Vector3 destinationVertice) {
Color color = Color.white;
for (int i = 0; i < textAnimInfo.Length; i++) {
TextAnimInfo info = textAnimInfo[i];
if (charIndex >= info.startIndex && charIndex < info.endIndex) {
if (info.type == TextAnimationType.rainbow) {
color = Color.HSVToRGB(Mathf.Repeat((time + destinationVertice.x * RAINBOW_LENGTH_ADJUSTMENT), 1f), .75f, 1);
}
}
}
return color;
}
static bool ShouldShowNextCharacter(float secondsPerCharacter, float timeOfLastCharacter) {
return (Time.unscaledTime - timeOfLastCharacter) > secondsPerCharacter;
}
public void SkipToEndOfCurrentMessage() {
if (textAnimating) {
stopAnimating = true;
}
}
public bool IsMessageAnimating() {
return textAnimating;
}
float timeUntilNextDialogueSound = 0;
float lastDialogueSound = 0;
void PlayDialogueSound() {
if (Time.unscaledTime - lastDialogueSound > timeUntilNextDialogueSound) {
timeUntilNextDialogueSound = UnityEngine.Random.Range(0.02f, 0.08f);
lastDialogueSound = Time.unscaledTime;
if (audioSourceGroup[0] != string.Empty)
AudioManager.AudioManager.instance.PlayRandomSound(audioSourceGroup);
}
}
TextAnimInfo[] SeparateOutTextAnimInfo(List<DialogueCommand> commands) {
List<TextAnimInfo> tempResult = new List<TextAnimInfo>();
List<DialogueCommand> animStartCommands = new List<DialogueCommand>();
List<DialogueCommand> animEndCommands = new List<DialogueCommand>();
for (int i = 0; i < commands.Count; i++) {
DialogueCommand command = commands[i];
if (command.type == DialogueCommandType.AnimStart) {
animStartCommands.Add(command);
commands.RemoveAt(i);
i--;
} else if (command.type == DialogueCommandType.AnimEnd) {
animEndCommands.Add(command);
commands.RemoveAt(i);
i--;
}
}
if (animStartCommands.Count != animEndCommands.Count) {
Debug.LogError("Unequal number of start and end animation commands. Start Commands: " + animStartCommands.Count + " End Commands: " + animEndCommands.Count);
} else {
for (int i = 0; i < animStartCommands.Count; i++) {
DialogueCommand startCommand = animStartCommands[i];
DialogueCommand endCommand = animEndCommands[i];
tempResult.Add(new TextAnimInfo {
startIndex = startCommand.position,
endIndex = endCommand.position,
type = startCommand.textAnimValue
});
}
}
return tempResult.ToArray();
}
}
public struct TextAnimInfo {
public int startIndex;
public int endIndex;
public TextAnimationType type;
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: dcef7fafd8716284392e9621424bfa6a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -1,71 +0,0 @@
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();
}
}
}
}

View file

@ -1,3 +1,4 @@
#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -10,16 +11,21 @@ using UnityEditor.SceneManagement;
using UnityEngine.EventSystems;
using UnityEditor.Experimental.SceneManagement;
using System;
using SimpleTools.AudioManager;
using SimpleTools.DialogueSystem;
using SimpleTools.Cinemachine;
using SimpleTools.SceneManagement;
using SimpleTools.Menu;
public class ToolsEditor{
[MenuItem("GameObject/Tools/AudioManager", false, 10)]
[MenuItem("GameObject/Simple Tools/AudioManager", false, 10)]
static void CreateAudioManager(){
GameObject audioManager = new GameObject("AudioManager");
audioManager.AddComponent<AudioManager>();
}
[MenuItem("GameObject/Tools/Dialogue System", false, 10)]
[MenuItem("GameObject/Simple Tools/Dialogue System", false, 10)]
static void CreateDialogueSystem(){
GameObject dialogueCanvas = new GameObject("DialogueCanvas");
dialogueCanvas.AddComponent<RectTransform>();
@ -28,9 +34,9 @@ public class ToolsEditor{
dialogueCanvas.AddComponent<CanvasScaler>();
dialogueCanvas.AddComponent<GraphicRaycaster>();
GameObject text = new GameObject("TMP_Animated");
GameObject text = new GameObject("DialogueText");
text.transform.SetParent(dialogueCanvas.transform);
text.AddComponent<TMP_Animated>().text = "New Text";
text.AddComponent<TextMeshProUGUI>().text = "Dialogue";
text.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
GameObject name = new GameObject("NameText");
@ -43,14 +49,20 @@ public class ToolsEditor{
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;
DialogueManager dialogueManager = dialogueCanvas.AddComponent<DialogueManager>();
Debug.Log(dialogueManager.dialogueItems);
dialogueManager.dialogueItems.textBox = text.GetComponent<TextMeshProUGUI>();
dialogueManager.dialogueItems.characterName = name.GetComponent<TextMeshProUGUI>();
dialogueManager.dialogueItems.characterImage = image.GetComponent<Image>();
dialogueManager.dialogueItems.canvas = canvas;
//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)]
[MenuItem("GameObject/Simple Tools/Camera Trigger/2D", false, 10)]
static void CreateCameraTrigger2D(){
GameObject cameraTrigger = new GameObject("CameraTrigger2D");
cameraTrigger.AddComponent<BoxCollider2D>();
@ -63,7 +75,7 @@ public class ToolsEditor{
cam.m_Lens.Orthographic = true;
}
[MenuItem("GameObject/Tools/Camera Trigger/3D", false, 10)]
[MenuItem("GameObject/Simple Tools/Camera Trigger/3D", false, 10)]
static void CreateCameraTrigger3D(){
GameObject cameraTrigger = new GameObject("CameraTrigger3D");
cameraTrigger.AddComponent<BoxCollider>();
@ -77,7 +89,7 @@ public class ToolsEditor{
}
#if CINEMACHINE_271_OR_NEWER
[MenuItem("GameObject/Tools/ScreenShake Camera/2D", false, 10)]
[MenuItem("GameObject/Simple Tools/ScreenShake Camera/2D", false, 10)]
static void CreateScreenShakeCamera2d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
@ -91,7 +103,7 @@ public class ToolsEditor{
shake.m_AmplitudeGain = 0f;
shake.m_FrequencyGain = 1f;
}
[MenuItem("GameObject/Tools/ScreenShake Camera/3D", false, 10)]
[MenuItem("GameObject/Simple Tools/ScreenShake Camera/3D", false, 10)]
static void CreateScreenShakeCamera3d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
@ -106,7 +118,7 @@ public class ToolsEditor{
shake.m_FrequencyGain = 1f;
}
#else
[MenuItem("GameObject/Tools/ScreenShake Camera", false, 10)]
[MenuItem("GameObject/Simple Tools/ScreenShake Camera", false, 10)]
static void CreateScreenShakeCamera2d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
@ -121,7 +133,8 @@ public class ToolsEditor{
}
#endif
[MenuItem("Assets/Create/Tools/Create Loading Scene")]
[MenuItem("Assets/Create/Simple Tools/Create Loading Scene")]
[MenuItem("Simple Tools/Create Loading Scene")]
static void CreateLoadingScene(){
EditorSceneManager.SaveOpenScenes();
@ -162,7 +175,7 @@ public class ToolsEditor{
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.sprite = (Sprite)AssetDatabase.LoadAssetAtPath("Packages/com.geri.simpletools/Simple Tools/Editor/Square.png", typeof(Sprite));
progressBar.type = Image.Type.Filled;
progressBar.fillMethod = Image.FillMethod.Horizontal;
progressBar.fillOrigin = (int)Image.OriginHorizontal.Left;
@ -171,7 +184,8 @@ public class ToolsEditor{
}
#if UNITY_2019_3_OR_NEWER
[MenuItem("Assets/Create/Tools/Create Menu Scene")]
[MenuItem("Assets/Create/Simple Tools/Create Menu Scene")]
[MenuItem("Simple Tools/Create Menu Scene")]
static void CreateMenuScene(){
EditorSceneManager.SaveOpenScenes();
@ -531,3 +545,4 @@ public class ToolsEditor{
#endregion
#endif
}
#endif

View file

@ -5,13 +5,14 @@ using UnityEngine.UI;
using TMPro;
using UnityEngine.Audio;
[System.Serializable] public class OnPlay : UnityEngine.Events.UnityEvent { }
public class MenuController : MonoBehaviour{
namespace SimpleTools.Menu {
[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;
[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;
@ -26,8 +27,8 @@ public class MenuController : MonoBehaviour{
[Space]
[SerializeField] OnPlay onPlay = default;
void Awake(){
if (mainMixer){
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);
@ -38,12 +39,11 @@ public class MenuController : MonoBehaviour{
resolutionDropdown.ClearOptions();
List<string> options = new List<string>();
for (int i = 0; i < resolutions.Length; i++){
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)
{
if (resolutions[i].width == Screen.currentResolution.width && resolutions[i].height == Screen.currentResolution.height) {
currentResolutionIndex = i;
}
}
@ -56,7 +56,7 @@ public class MenuController : MonoBehaviour{
qualityDropdown.ClearOptions();
List<string> qualityNames = new List<string>();
for (int i = 0; i < QualitySettings.names.Length; i++){
for (int i = 0; i < QualitySettings.names.Length; i++) {
qualityNames.Add(QualitySettings.names[i]);
}
qualityDropdown.AddOptions(qualityNames);
@ -67,43 +67,44 @@ public class MenuController : MonoBehaviour{
qualityDropdown.RefreshShownValue();
}
void OnValidate(){
void OnValidate() {
if (musicSlider) musicSlider.minValue = musicSlider.minValue < .0001f ? .0001f : musicSlider.minValue;
if (sfxSlider) sfxSlider.minValue = sfxSlider.minValue < .0001f ? .0001f : sfxSlider.minValue;
}
void Start(){
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){
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){
public void SetSfxVolume(float sliderValue) {
mainMixer.SetFloat("SFX", Mathf.Log10(sliderValue) * 20);
PlayerPrefs.SetFloat("SFXVolume", sliderValue);
}
public void SetQuality(int qualityIndex){
public void SetQuality(int qualityIndex) {
QualitySettings.SetQualityLevel(qualityIndex);
PlayerPrefs.SetInt("QualitySelected", qualityIndex);
}
public void SetResolution(int resolutionIndex){
public void SetResolution(int resolutionIndex) {
Resolution resolution = resolutions[resolutionIndex];
Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
}
public void Play(){
public void Play() {
onPlay.Invoke();
}
public void Quit(){
public void Quit() {
Application.Quit();
}
}
}

View file

@ -0,0 +1,12 @@
using UnityEngine;
namespace SimpleTools {
public static class MonobehaviourExtensions {
public static void EnsureCoroutineStopped(this MonoBehaviour value, ref Coroutine routine) {
if (routine != null) {
value.StopCoroutine(routine);
routine = null;
}
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 384cb39f98d5ca74f832bd42e32b3613
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -1,3 +1,5 @@
public interface IPooledObject{
namespace SimpleTools.ObjectPooler {
public interface IPooledObject {
void OnObjectSpawn();
}
}

View file

@ -1,12 +1,13 @@
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Pool", menuName = "Tools/Pool", order = 0)]
public class Pool : ScriptableObject{
namespace SimpleTools.ObjectPooler {
[CreateAssetMenu(fileName = "New Pool", menuName = "Simple Tools/Pool", order = 11)]
public class Pool : ScriptableObject {
public List<PoolPrefab> pools;
[System.Serializable]
public class PoolPrefab{
public class PoolPrefab {
public string tag;
public GameObject prefab;
public bool undetermined;
@ -15,4 +16,5 @@ public class Pool : ScriptableObject{
[HideInInspector] public Queue<GameObject> determinedPool;
[HideInInspector] public List<GameObject> undeterminedPool;
}
}
}

View file

@ -2,7 +2,8 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public static class Pooler{
namespace SimpleTools.ObjectPooler {
public static class Pooler {
class PoolChecker : MonoBehaviour {
public string poolTag;
@ -14,33 +15,33 @@ public static class Pooler{
/// <summary>Generate a scene with the objects of the pools in it
/// <para>If this isn't called, the pooler won't work</para>
/// </summary>
public static void CreatePools(Pool pool){
if(pool == null){
public static void CreatePools(Pool pool) {
if (pool == null) {
Debug.LogWarning("You have to provide a pool.");
return;
}
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
if (SceneManager.GetSceneByName("PoolScene").IsValid()){
if (SceneManager.GetSceneByName("PoolScene").IsValid()) {
poolScene = SceneManager.GetSceneByName("PoolScene");
}else{
} else {
poolScene = SceneManager.CreateScene("PoolScene");
}
foreach (Pool.PoolPrefab p in pool.pools){
if (!p.undetermined){
if(p.determinedPool == null){
foreach (Pool.PoolPrefab p in pool.pools) {
if (!p.undetermined) {
if (p.determinedPool == null) {
p.determinedPool = new Queue<GameObject>();
}
for (int i = 0; i < p.size; i++){
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{
if(p.undeterminedPool == null){
} else {
if (p.undeterminedPool == null) {
p.undeterminedPool = new List<GameObject>();
}
}
@ -50,34 +51,34 @@ public static class Pooler{
/// <summary>Generate a scene with the objects of the pools in it
/// <para>If this isn't called, the pooler won't work</para>
/// </summary>
public static void CreatePools(Pool[] pools){
if (pools == null){
public static void CreatePools(Pool[] pools) {
if (pools == null) {
Debug.LogWarning("You have to provide a pool.");
return;
}
poolDictionary = new Dictionary<string, Pool.PoolPrefab>();
if (SceneManager.GetSceneByName("PoolScene").IsValid()){
if (SceneManager.GetSceneByName("PoolScene").IsValid()) {
poolScene = SceneManager.GetSceneByName("PoolScene");
}else{
} else {
poolScene = SceneManager.CreateScene("PoolScene");
}
for (int i = 0; i < pools.Length; i++){
foreach (Pool.PoolPrefab p in pools[i].pools){
if (!p.undetermined){
if (p.determinedPool == null){
for (int i = 0; i < pools.Length; i++) {
foreach (Pool.PoolPrefab p in pools[i].pools) {
if (!p.undetermined) {
if (p.determinedPool == null) {
p.determinedPool = new Queue<GameObject>();
}
for (int j = 0; j < p.size; j++){
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{
if (p.undeterminedPool == null){
} else {
if (p.undeterminedPool == null) {
p.undeterminedPool = new List<GameObject>();
}
}
@ -87,9 +88,9 @@ public static class Pooler{
}
/// <summary>Destroy an object and return it to the pool scene
/// </summary>
public static void Destroy(GameObject gameObject){
public static void Destroy(GameObject gameObject) {
PoolChecker poolChecker = gameObject.GetComponent<PoolChecker>();
if (poolChecker == null){
if (poolChecker == null) {
Debug.LogWarning("GameObject: " + gameObject + " isn't from a pool", gameObject);
return;
}
@ -97,12 +98,12 @@ public static class Pooler{
gameObject.transform.SetParent(null);
SceneManager.MoveGameObjectToScene(gameObject, poolScene);
if (poolDictionary.ContainsKey(poolChecker.poolTag)){
if (poolDictionary.ContainsKey(poolChecker.poolTag)) {
Pool.PoolPrefab pool = poolDictionary[poolChecker.poolTag];
if (pool.undetermined){
if (pool.undetermined) {
gameObject.SetActive(false);
pool.undeterminedPool.Remove(gameObject);
}else{
} else {
gameObject.SetActive(false);
}
}
@ -111,15 +112,15 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position){
if (!poolDictionary.ContainsKey(tag)){
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){
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position;
@ -127,15 +128,15 @@ public static class Pooler{
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if(pool.undeterminedPool.Count != 0){
} 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{
} else {
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity);
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
@ -143,7 +144,7 @@ public static class Pooler{
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if(pooledObj != null){
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
@ -151,15 +152,15 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position and parent
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent){
if (!poolDictionary.ContainsKey(tag)){
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){
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position;
@ -168,8 +169,8 @@ public static class Pooler{
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if (pool.undeterminedPool.Count != 0){
} else {
if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
@ -177,14 +178,14 @@ public static class Pooler{
objectToSpawn.transform.rotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
}else{
} else {
objectToSpawn = Object.Instantiate(pool.prefab, position, Quaternion.identity, parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
}
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
@ -192,19 +193,19 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position, parent and set if it's in world space or not
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Transform parent, bool instantiateInWorldSpace){
if (!poolDictionary.ContainsKey(tag)){
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){
if (!instantiateInWorldSpace) {
SpawnFromPool(tag, position, parent);
}
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined){
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.localPosition = position;
@ -213,8 +214,8 @@ public static class Pooler{
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if (pool.undeterminedPool.Count != 0){
} else {
if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
@ -222,7 +223,7 @@ public static class Pooler{
objectToSpawn.transform.localRotation = Quaternion.identity;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
}else{
} else {
objectToSpawn = Object.Instantiate(pool.prefab);
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = Quaternion.identity;
@ -232,7 +233,7 @@ public static class Pooler{
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
@ -240,15 +241,15 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position and rotation
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation){
if (!poolDictionary.ContainsKey(tag)){
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){
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position;
@ -256,15 +257,15 @@ public static class Pooler{
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if (pool.undeterminedPool.Count != 0){
} 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{
} else {
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation);
SceneManager.MoveGameObjectToScene(objectToSpawn, poolScene);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
@ -272,7 +273,7 @@ public static class Pooler{
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
@ -280,15 +281,15 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position, rotation and parent
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent){
if (!poolDictionary.ContainsKey(tag)){
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){
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.position = position;
@ -297,8 +298,8 @@ public static class Pooler{
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if (pool.undeterminedPool.Count != 0){
} else {
if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
@ -306,14 +307,14 @@ public static class Pooler{
objectToSpawn.transform.rotation = rotation;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
}else{
} else {
objectToSpawn = Object.Instantiate(pool.prefab, position, rotation, parent);
objectToSpawn.AddComponent<PoolChecker>().poolTag = tag;
}
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
@ -321,19 +322,19 @@ public static class Pooler{
/// <summary>Spawn an object into a specific position, rotation, parent and set if it's in world space or not
/// <para>The CreatePools function must have been called before.</para>
/// </summary>
public static GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation, Transform parent, bool instantiateInWorldSpace){
if (!poolDictionary.ContainsKey(tag)){
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){
if (!instantiateInWorldSpace) {
SpawnFromPool(tag, position, rotation, parent);
}
Pool.PoolPrefab pool = poolDictionary[tag];
GameObject objectToSpawn;
if (!pool.undetermined){
if (!pool.undetermined) {
objectToSpawn = pool.determinedPool.Dequeue();
objectToSpawn.transform.localPosition = position;
@ -342,8 +343,8 @@ public static class Pooler{
objectToSpawn.SetActive(true);
pool.determinedPool.Enqueue(objectToSpawn);
}else{
if (pool.undeterminedPool.Count != 0){
} else {
if (pool.undeterminedPool.Count != 0) {
int lastIndex = pool.undeterminedPool.Count - 1;
objectToSpawn = pool.undeterminedPool[lastIndex];
@ -351,7 +352,7 @@ public static class Pooler{
objectToSpawn.transform.localRotation = rotation;
objectToSpawn.transform.SetParent(parent);
objectToSpawn.SetActive(true);
}else{
} else {
objectToSpawn = Object.Instantiate(pool.prefab);
objectToSpawn.transform.localPosition = position;
objectToSpawn.transform.localRotation = rotation;
@ -361,9 +362,10 @@ public static class Pooler{
}
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null){
if (pooledObj != null) {
pooledObj.OnObjectSpawn();
}
return objectToSpawn;
}
}
}

View file

@ -3,7 +3,8 @@ using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
public static class Loader{
namespace SimpleTools.SceneManagement {
public static class Loader {
class LoadingMonoBehaviour : MonoBehaviour { }
@ -13,7 +14,7 @@ public static class Loader{
/// <summary>Load a scene with a loading scene
/// <para>It requires a scene called "Loading" where the loading screen is located.</para>
/// </summary>
public static void Load(int scene){
public static void Load(int scene) {
onLoaderCallback = () => {
GameObject loadingGameObject = new GameObject("LoadingGameObject");
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
@ -24,7 +25,7 @@ public static class Loader{
/// <summary>Load a scene with a loading scene
/// <para>It requires a scene called "Loading" where the loading screen is located.</para>
/// </summary>
public static void Load(string scene){
public static void Load(string scene) {
onLoaderCallback = () => {
GameObject loadingGameObject = new GameObject("LoadingGameObject");
loadingGameObject.AddComponent<LoadingMonoBehaviour>().StartCoroutine(LoadSceneAsync(scene));
@ -33,37 +34,38 @@ public static class Loader{
SceneManager.LoadScene("Loading");
}
static IEnumerator LoadSceneAsync(int scene){
static IEnumerator LoadSceneAsync(int scene) {
yield return null;
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
while (!loadingAsyncOperation.isDone){
while (!loadingAsyncOperation.isDone) {
yield return null;
}
}
static IEnumerator LoadSceneAsync(string scene){
static IEnumerator LoadSceneAsync(string scene) {
yield return null;
loadingAsyncOperation = SceneManager.LoadSceneAsync(scene);
while (!loadingAsyncOperation.isDone){
while (!loadingAsyncOperation.isDone) {
yield return null;
}
}
/// <summary>Returns the loading progress
/// </summary>
public static float GetLoadingProgress(){
if(loadingAsyncOperation != null){
public static float GetLoadingProgress() {
if (loadingAsyncOperation != null) {
return loadingAsyncOperation.progress;
}else{
} else {
return 0f;
}
}
public static void LoaderCallback(){
if(onLoaderCallback != null){
public static void LoaderCallback() {
if (onLoaderCallback != null) {
onLoaderCallback();
onLoaderCallback = null;
}
}
}
}

View file

@ -1,14 +1,16 @@
using UnityEngine;
public class LoaderCallback : MonoBehaviour{
namespace SimpleTools.SceneManagement {
public class LoaderCallback : MonoBehaviour {
bool isFirstUpdate = true;
// Update is called once per frame
void Update(){
if (isFirstUpdate){
void Update() {
if (isFirstUpdate) {
isFirstUpdate = false;
Loader.LoaderCallback();
}
}
}
}

View file

@ -1,17 +1,19 @@
using UnityEngine;
using UnityEngine.UI;
public class LoadingProgressBar : MonoBehaviour{
namespace SimpleTools.SceneManagement {
public class LoadingProgressBar : MonoBehaviour {
Image image;
// Start is called before the first frame update
void Awake(){
void Awake() {
image = transform.GetComponent<Image>();
}
// Update is called once per frame
void Update(){
void Update() {
image.fillAmount = Loader.GetLoadingProgress();
}
}
}

8
Tools/Timer.meta Normal file
View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b904c9938b1a3df4e83b1103e3085400
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

99
Tools/Timer/Timer.cs Normal file
View file

@ -0,0 +1,99 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using TMPro;
namespace SimpleTools.Timer{
public class Timer : MonoBehaviour{
float elapsedTime;
public float ElapsedTime { get { return elapsedTime; } }
bool isPaused;
public bool IsPaused { get { return isPaused; } }
TimeSpan timePlaying;
public TimeSpan TimePlaying { get { return timePlaying; } }
TMP_Text timer;
public TMP_Text TimerText { get { return timer; } }
TimerType timerType;
public TimerType TimerType { get { return timerType; } }
TimerUpdate timerUpdate;
public TimerUpdate TimerUpdate { get { return timerUpdate; } }
float defaultTime;
/// <summary>
/// Setup the timer
/// </summary>
public void Setup(float elapsedTime, bool isPaused, TimeSpan timePlaying, TMP_Text timer, TimerType timerType, TimerUpdate timerUpdate, string text){
this.elapsedTime = defaultTime = elapsedTime;
this.isPaused = isPaused;
this.timePlaying = timePlaying;
this.timer = timer;
this.timerType = timerType;
this.timerUpdate = timerUpdate;
timer.text = text;
}
IEnumerator UpdateTimer(){
while (!isPaused){
if(timerType == TimerType.Clock){
timer.text = DateTime.Now.ToString("HH:mm:ss");
}else{
switch (timerType){
case TimerType.Countdown:
elapsedTime -= timerUpdate == TimerUpdate.UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime;
if(elapsedTime < 0f){
elapsedTime = 0f;
isPaused = true;
}
break;
case TimerType.Stopwatch:
elapsedTime += timerUpdate == TimerUpdate.UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime;
break;
}
timePlaying = TimeSpan.FromSeconds(elapsedTime);
timer.text = timePlaying.ToString("m':'ss'.'ff");
}
yield return null;
}
}
/// <summary>
/// Play or resume the timer
/// </summary>
public void Play(){
isPaused = false;
StartCoroutine(UpdateTimer());
}
/// <summary>
/// Pause the timer
/// </summary>
public void Stop(){
isPaused = true;
}
/// <summary>
/// Pause and sets the time to the defaultOne
/// </summary>
public void ResetTimer(){
isPaused = true;
elapsedTime = defaultTime;
timePlaying = TimeSpan.FromSeconds(elapsedTime);
timer.text = timePlaying.ToString("m':'ss'.'ff");
}
/// <summary>
/// Restarts the timer
/// </summary>
public void Restart(){
isPaused = false;
elapsedTime = defaultTime;
timePlaying = TimeSpan.FromSeconds(elapsedTime);
timer.text = timePlaying.ToString("m':'ss'.'ff");
StopAllCoroutines();
StartCoroutine(UpdateTimer());
}
}
}

11
Tools/Timer/Timer.cs.meta Normal file
View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6daeed0a6935f484f85fc0ec1871344f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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7
Tools/Timer/TimerType.cs Normal file
View file

@ -0,0 +1,7 @@
namespace SimpleTools.Timer{
public enum TimerType{
Countdown,
Stopwatch,
Clock
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f285456223780f946b49c6131d493c01
MonoImporter:
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serializedVersion: 2
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executionOrder: 0
icon: {instanceID: 0}
userData:
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View file

@ -0,0 +1,6 @@
namespace SimpleTools.Timer{
public enum TimerUpdate{
ScaledTime,
UnscaledTime,
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 977b7b3a05b17c04da63124856e9ff6f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View file

@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using TMPro;
namespace SimpleTools.Timer{
public static class TimerUtility {
/// <summary>
/// Setup the timer
/// </summary>
/// <param name="container">TMPro object that will contain the timer</param>
/// <param name="timerType">What type of timer will it be (Countdown, Stopwatch, Clock)</param>
/// <param name="countdownTime">The time that will have in case it is a countdown timer</param>
/// <returns></returns>
public static Timer SetupTimer(this TMP_Text container, TimerType timerType, TimerUpdate timerUpdate, float countdownTime = 60f){
Timer t = container.gameObject.AddComponent<Timer>();
float elapsedTime = 0f;
string text = string.Empty;
TimeSpan timePlaying = TimeSpan.Zero;
switch (timerType){
case TimerType.Countdown:
elapsedTime = countdownTime;
timePlaying = TimeSpan.FromSeconds(elapsedTime);
text = timePlaying.ToString("m':'ss'.'ff");
break;
case TimerType.Clock:
text = DateTime.Now.ToString("HH:mm:ss");
break;
}
t.Setup(elapsedTime, true, timePlaying, container, timerType, timerUpdate, text);
return t;
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 38076483429281e438cee653b26bb03d
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View file

@ -1,6 +1,6 @@
{
"name": "com.geri.simpletools",
"version": "1.0.1",
"version": "1.3.0",
"displayName": "Simple Tools",
"description": "This package contains simple tools to use in your project.",
"unity": "2018.4",