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18 commits
1.1.2 ... 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
30 changed files with 2159 additions and 1430 deletions

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@ -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.
@ -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 +81,50 @@ 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
```
### Timer
### **Timer**
```csharp
using SimpleTools.Timer;
@ -116,7 +142,11 @@ timer.ResetTimer(); //Pause and sets the time to the default one
timer.Restart(); //Restarts the timer
```
### Editor
### **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.

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@ -2,6 +2,7 @@
using UnityEngine;
using System;
namespace SimpleTools.AudioManager {
public class AudioManager : MonoBehaviour {
public static AudioManager instance;
@ -46,6 +47,7 @@ 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>
/// <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) {
@ -59,6 +61,8 @@ 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>
/// <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) {
@ -72,6 +76,7 @@ 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>
/// <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) {
@ -85,6 +90,8 @@ 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>
/// <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) {
@ -98,11 +105,20 @@ 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>
/// <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) {
@ -116,6 +132,7 @@ 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>
/// <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) {
@ -131,6 +148,7 @@ 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>
/// <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) {
@ -155,6 +173,8 @@ 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>
/// <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) {
@ -167,6 +187,8 @@ 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>
/// <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));
}
@ -187,6 +209,8 @@ 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>
/// <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));
}
@ -209,6 +233,7 @@ 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>
/// <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) {
@ -223,6 +248,8 @@ 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>
/// <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));
}
@ -242,6 +269,8 @@ 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>
/// <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));
}
@ -260,3 +289,4 @@ public class AudioManager : MonoBehaviour{
}
#endregion
}
}

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@ -1,6 +1,7 @@
using UnityEngine;
using UnityEngine.Audio;
namespace SimpleTools.AudioManager {
[CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
public class Sounds : ScriptableObject {
@ -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;
@ -48,3 +50,4 @@ public class Sounds : ScriptableObject{
}
}
}
}

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

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@ -1,9 +1,11 @@
using UnityEngine;
using Cinemachine;
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);
@ -12,12 +14,12 @@ public class CMCameraTrigger : MonoBehaviour{
#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);
}
}
@ -25,14 +27,15 @@ public class CMCameraTrigger : MonoBehaviour{
#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);
}
}
#endregion
}
}

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@ -1,6 +1,7 @@
using Cinemachine;
using UnityEngine;
namespace SimpleTools.Cinemachine {
public static class ScreenShake {
static CinemachineVirtualCamera vCam;
@ -34,3 +35,4 @@ public static class ScreenShake{
shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = time;
}
}
}

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@ -1,12 +1,16 @@
using UnityEngine;
[CreateAssetMenu(fileName = "New Character", menuName = "Simple Tools/Character", order = 11)]
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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defaultReferences: []
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icon: {instanceID: 0}
userData:
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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;
}
}
}

View file

@ -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,
}
}

View file

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

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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 @@
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View file

@ -1,78 +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 = 20;
public TextRevealEvent onTextReveal;
public DialogueEvent onDialogueFinish;
void Update(){
/*if(Application.isPlaying)
this.Animate();*/
}
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=") || tag.StartsWith("wave") || tag.StartsWith("rainbow") || tag.StartsWith("shake");
}
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++;
//this.Animate();
yield return new WaitForSeconds(text[maxVisibleCharacters - 1] == ' ' ? 0 : (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

@ -11,6 +11,11 @@ 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{
@ -29,9 +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");
@ -44,11 +49,17 @@ 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/Simple Tools/Camera Trigger/2D", false, 10)]

View file

@ -5,6 +5,7 @@ using UnityEngine.UI;
using TMPro;
using UnityEngine.Audio;
namespace SimpleTools.Menu {
[System.Serializable] public class OnPlay : UnityEngine.Events.UnityEvent { }
public class MenuController : MonoBehaviour {
@ -42,8 +43,7 @@ public class MenuController : MonoBehaviour{
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;
}
}
@ -107,3 +107,4 @@ public class MenuController : MonoBehaviour{
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;
}
}
}
}

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@ -0,0 +1,11 @@
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executionOrder: 0
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userData:
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@ -1,3 +1,5 @@
public interface IPooledObject{
namespace SimpleTools.ObjectPooler {
public interface IPooledObject {
void OnObjectSpawn();
}
}

View file

@ -1,6 +1,7 @@
using System.Collections.Generic;
using UnityEngine;
namespace SimpleTools.ObjectPooler {
[CreateAssetMenu(fileName = "New Pool", menuName = "Simple Tools/Pool", order = 11)]
public class Pool : ScriptableObject {
@ -16,3 +17,4 @@ public class Pool : ScriptableObject{
[HideInInspector] public List<GameObject> undeterminedPool;
}
}
}

View file

@ -2,6 +2,7 @@
using UnityEngine;
using UnityEngine.SceneManagement;
namespace SimpleTools.ObjectPooler {
public static class Pooler {
class PoolChecker : MonoBehaviour {
@ -367,3 +368,4 @@ public static class Pooler{
return objectToSpawn;
}
}
}

View file

@ -3,6 +3,7 @@ using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace SimpleTools.SceneManagement {
public static class Loader {
class LoadingMonoBehaviour : MonoBehaviour { }
@ -67,3 +68,4 @@ public static class Loader{
}
}
}
}

View file

@ -1,5 +1,6 @@
using UnityEngine;
namespace SimpleTools.SceneManagement {
public class LoaderCallback : MonoBehaviour {
bool isFirstUpdate = true;
@ -12,3 +13,4 @@ public class LoaderCallback : MonoBehaviour{
}
}
}
}

View file

@ -1,6 +1,7 @@
using UnityEngine;
using UnityEngine.UI;
namespace SimpleTools.SceneManagement {
public class LoadingProgressBar : MonoBehaviour {
Image image;
@ -15,3 +16,4 @@ public class LoadingProgressBar : MonoBehaviour{
image.fillAmount = Loader.GetLoadingProgress();
}
}
}

View file

@ -75,7 +75,7 @@ namespace SimpleTools.Timer{
}
/// <summary>
/// Pause and sets the time to the default one
/// Pause and sets the time to the defaultOne
/// </summary>
public void ResetTimer(){
isPaused = true;

View file

@ -1,6 +1,6 @@
{
"name": "com.geri.simpletools",
"version": "1.1.2",
"version": "1.3.0",
"displayName": "Simple Tools",
"description": "This package contains simple tools to use in your project.",
"unity": "2018.4",