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30 changed files with 2159 additions and 1430 deletions
50
README.md
50
README.md
|
@ -2,8 +2,6 @@
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|||
|
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This package contains simple tools to use in your project.
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This package will be updated once I find another useful tool or someone suggest me one.
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## Features
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- **AudioManager** with Play, Pause and most of the other basic things, as well as some effects like FadeIn or FadeOut.
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@ -12,6 +10,8 @@ This package will be updated once I find another useful tool or someone suggest
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- Basic menu with **music and SFX sliders** as well as **resolution and quality dropdowns.**
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- An **object pooler** with the ability to create pools with an undetermined size.
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- A basic **scene manager** with a loading screen with progress bar.
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- A simple **timer** that allows you to easily create clocks, countdowns and stopwatches with TextMeshPro
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- An **auto-save** feature to reduce the chances of loosing data on crashes.
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All of that comes with some editor menu items for creating all of that as fast as possible.
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@ -33,13 +33,16 @@ Download latest package from the Release section Import SimpleTools.unitypackage
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## Usage
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### AudioManager
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### **AudioManager**
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```csharp
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using SimpleTools.AudioManager;
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AudioManager.instance.Play("Name"); //Plays the sound with that name
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AudioManager.instance.Play("Name", 1f); //Starts playing the sound "Name" in 1 second
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AudioManager.instance.PlayOneShot("Name"); //Plays one shot of that sound (Useful for repeated sounds)
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AudioManager.instance.PlayWithIntro("Intro", "Loop"); //Plays the intro and then the loop
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AudioManager.instance.PlayRandomSound("Name1", "Name2", "Name3"); // Plays one shot of a random sound
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AudioManager.instance.Pause("Name"); //Pauses the sound
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AudioManager.instance.UnPause("Name"); //Unpauses the sound
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@ -57,11 +60,13 @@ AudioManager.instance.FadeMutedIn("Name", 1f); //Fade In a muted sound with a sp
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AudioManager.instance.FadeMutedOut("Name", 1f); //Fade Out a sound without stopping it
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```
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### ObjectPooler
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### **ObjectPooler**
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The SpawnFromPool function always return a GameObject
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```csharp
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using SimpleTools.ObjectPooler;
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Pool pool; //The pool scriptable object goes here
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Pooler.CreatePools(pool); //Create the pool, without creating it you cannot spawn it
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Pool[] pools;
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@ -76,29 +81,50 @@ Pooler.SpawnFromPool("Name", Vector3.zero, transform, true); //Spawn into a spec
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Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity, transform, true); //Spawn into a specific position, rotation, parent and instantiate in worldSpace or not
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```
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|
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### Dialogue System
|
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### **Dialogue System**
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The Dialogue function returns a bool (true if it's talking, false if it has ended)
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```csharp
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using SimpleTools.DialogueSystem;
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Dialogue dialogue; //The dialogue scriptable object goes here
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DialogueSystem.instance.Dialogue(dialogue); //Start/Continue the dialogue
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DialogueManager.instance.Dialogue(dialogue); //Start/Continue the dialogue
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DialogueManager.instance.Dialogue(dialogue, "Sound1", "Sound2"); //Start/Continue the dialogue with a random set of sounds for the text reveal
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```
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### SceneManager
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Text commands:
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```
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<color=color></color> --> Sets font color within tags
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<size=percentage></size> --> Sets font size within tags
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<sprite=index> --> Draws a sprite from the TextMeshPro
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<p:[tiny,short,normal,long,read]> --> Pauses during a period of time
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<anim:[wobble,wave,rainbow,shake]></anim> --> Reproduces an animation
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<sp:number></sp> --> Changes reveal speed
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<snd:name> --> Plays a sound effect
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<stopmsc:name,time> --> Fades a music out
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<playmsc:name,time> --> Fades a music in
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```
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### **SceneManager**
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|
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```csharp
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using SimpleTools.SceneManagement;
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Loader.Load(0); //Loads a scene with a specific build index
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Loader.Load("Scene"); //Loads a scene with a specific name
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||||
```
|
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|
||||
### ScreenShake
|
||||
### **ScreenShake**
|
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|
||||
```csharp
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using SimpleTools.Cinemachine;
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||||
|
||||
ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration
|
||||
```
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||||
|
||||
### Timer
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||||
### **Timer**
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|
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```csharp
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using SimpleTools.Timer;
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@ -116,7 +142,11 @@ timer.ResetTimer(); //Pause and sets the time to the default one
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timer.Restart(); //Restarts the timer
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```
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### Editor
|
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### **Auto-save**
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To enable auto-save you have access the menu from the top bar, *Simple Tools>Auto Save Configuration.* You can auto-save every several minutes or auto-save every time you enter play mode.
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### **Editor**
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You can easily set up some things by right clicking in your Project Tab and then selecting Tools and clicking on the one you want to create.
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|
|
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@ -2,23 +2,24 @@
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using UnityEngine;
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using System;
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public class AudioManager : MonoBehaviour{
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namespace SimpleTools.AudioManager {
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public class AudioManager : MonoBehaviour {
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public static AudioManager instance;
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[SerializeField] Sounds soundList = default;
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void Awake(){
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if(instance == null){
|
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void Awake() {
|
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if (instance == null) {
|
||||
instance = this;
|
||||
}else{
|
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} else {
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Destroy(gameObject);
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return;
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}
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DontDestroyOnLoad(gameObject);
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foreach(Sounds.List s in soundList.sounds){
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if(string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)){
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foreach (Sounds.List s in soundList.sounds) {
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if (string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)) {
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Debug.LogWarning("The name one sound is empty");
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continue;
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}
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@ -27,7 +28,7 @@ public class AudioManager : MonoBehaviour{
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sound.transform.parent = transform;
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s.source = sound.AddComponent<AudioSource>();
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if(soundList.mainMixer && soundList.sfxMixer){
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if (soundList.mainMixer && soundList.sfxMixer) {
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if (s.type == Sounds.List.Type.Music)
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s.source.outputAudioMixerGroup = soundList.mainMixer;
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else
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@ -46,9 +47,10 @@ public class AudioManager : MonoBehaviour{
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/// <summary>Use this to play a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void Play(string name){
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/// <param name="name" type="string">The name of the sound</param>
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public void Play(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if(s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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@ -59,9 +61,11 @@ public class AudioManager : MonoBehaviour{
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/// <summary>Use this to play a sound with a specific name and with a certain delay
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void Play(string name, float delay){
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/// <param name="name" type="string">The name of the sound</param>
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/// <param name="delay" type="float">The delay in seconds</param>
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public void Play(string name, float delay) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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@ -72,9 +76,10 @@ public class AudioManager : MonoBehaviour{
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/// <summary>Use this to play one shot of a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void PlayOneShot(string name){
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/// <param name="name" type="string">The name of the sound</param>
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public void PlayOneShot(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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@ -85,9 +90,11 @@ public class AudioManager : MonoBehaviour{
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/// <summary>Use this to play an intro song and then start playing the song loop
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void PlayWithIntro(string intro, string song){
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/// <param name="intro" type="string">The name of the intro song</param>
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/// <param name="song" type="string">The name of the song loop</param>
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public void PlayWithIntro(string intro, string song) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + intro + " not found!");
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return;
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}
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@ -98,14 +105,23 @@ public class AudioManager : MonoBehaviour{
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float introDuration = s.clip.length;
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Play(song, introDuration);
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}
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/// <summary>Use this to play one shot of a random sound within a list
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/// <para>They have to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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/// <param name="names" type="string[]">The names of the sounds</param>
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public void PlayRandomSound(params string[] names) {
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int random = UnityEngine.Random.Range(0, names.Length);
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PlayOneShot(names[random]);
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}
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#endregion
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#region Pause
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/// <summary>Use this to pause a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void Pause(string name){
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/// <param name="name" type="string">The name of the sound</param>
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public void Pause(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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||||
}
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|
@ -116,9 +132,10 @@ public class AudioManager : MonoBehaviour{
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/// <summary>Use this to unpause a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void UnPause(string name){
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/// <param name="name" type="string">The name of the sound</param>
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public void UnPause(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
|
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if (s == null) {
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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|
@ -131,9 +148,10 @@ public class AudioManager : MonoBehaviour{
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/// <summary>Use this to stop a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
|
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/// </summary>
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public void Stop(string name){
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/// <param name="name" type="string">The name of the sound</param>
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public void Stop(string name) {
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
|
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if (s == null) {
|
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Debug.LogWarning("Sound: " + name + " not found!");
|
||||
return;
|
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}
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|
@ -144,9 +162,9 @@ public class AudioManager : MonoBehaviour{
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/// <summary>Use this to stop all the sounds
|
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
|
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public void StopAll(){
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foreach (Sounds.List s in soundList.sounds){
|
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if (s.source){
|
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public void StopAll() {
|
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foreach (Sounds.List s in soundList.sounds) {
|
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if (s.source) {
|
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s.source.Stop();
|
||||
}
|
||||
}
|
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|
@ -155,9 +173,11 @@ public class AudioManager : MonoBehaviour{
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/// <summary>This function returns the AudioSource that contains a specific sound
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public AudioSource GetSource(string name){
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/// <param name="name">The name of the sound</param>
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/// <returns>The AudioSource in the scene</returns>
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public AudioSource GetSource(string name) {
|
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
|
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if (s == null){
|
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if (s == null) {
|
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Debug.LogWarning("Sound: " + name + " not found!");
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return null;
|
||||
}
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|
@ -167,16 +187,18 @@ public class AudioManager : MonoBehaviour{
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/// <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>
|
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/// </summary>
|
||||
public void FadeIn(string name, float duration){
|
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/// <param name="name" type="string">The name of the sound</param>
|
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/// <param name="duration" type="float">The duration of the fade in</param>
|
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public void FadeIn(string name, float duration) {
|
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StartCoroutine(FadeInCoroutine(name, duration));
|
||||
}
|
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IEnumerator FadeInCoroutine(string name, float fadeTime){
|
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IEnumerator FadeInCoroutine(string name, float fadeTime) {
|
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AudioSource audioSource = GetSource(name);
|
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if (audioSource != null && !audioSource.isPlaying){
|
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if (audioSource != null && !audioSource.isPlaying) {
|
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float volume = audioSource.volume;
|
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audioSource.volume = 0;
|
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audioSource.Play();
|
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while (audioSource.volume < volume){
|
||||
while (audioSource.volume < volume) {
|
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audioSource.volume += Time.deltaTime / fadeTime;
|
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yield return null;
|
||||
}
|
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|
@ -187,16 +209,18 @@ public class AudioManager : MonoBehaviour{
|
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/// <summary>Use this to stop playing a sound with a fade out
|
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/// <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
|
||||
}
|
||||
}
|
|
@ -1,8 +1,9 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
[CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
|
||||
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
8
Tools/AutoSave.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2f2d8faa0dc23b34f9f347dc08bd85be
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
124
Tools/AutoSave/AutoSaveConfig.cs
Normal file
124
Tools/AutoSave/AutoSaveConfig.cs
Normal 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
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: caad12703fd5c3349acc637253734ac9
|
||||
guid: e3f4095259fcc1f45991636604af9829
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
|
@ -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
|
||||
}
|
||||
}
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,12 +1,16 @@
|
|||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "New Character", menuName = "Simple Tools/Character", order = 11)]
|
||||
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;
|
||||
}
|
||||
}
|
126
Tools/DialogueSystem/DialogueManager.cs
Normal file
126
Tools/DialogueSystem/DialogueManager.cs
Normal file
|
@ -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;
|
||||
}
|
||||
}
|
|
@ -1,11 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f713d84a3ae882945800780459e26170
|
||||
guid: 23d6a059fd2bc464a9cba3a5ced1724d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 2fd6421f253b4ef1a19526541f9ffc0c, type: 3}
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
206
Tools/DialogueSystem/DialogueUtility.cs
Normal file
206
Tools/DialogueSystem/DialogueUtility.cs
Normal 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,
|
||||
}
|
||||
}
|
11
Tools/DialogueSystem/DialogueUtility.cs.meta
Normal file
11
Tools/DialogueSystem/DialogueUtility.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d4649243ed65dff45b7891eed22eb4c6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
277
Tools/DialogueSystem/DialogueVertexAnimator.cs
Normal file
277
Tools/DialogueSystem/DialogueVertexAnimator.cs
Normal file
|
@ -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;
|
||||
}
|
||||
}
|
11
Tools/DialogueSystem/DialogueVertexAnimator.cs.meta
Normal file
11
Tools/DialogueSystem/DialogueVertexAnimator.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dcef7fafd8716284392e9621424bfa6a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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)]
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
12
Tools/MonobehaviourExtensions.cs
Normal file
12
Tools/MonobehaviourExtensions.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Tools/MonobehaviourExtensions.cs.meta
Normal file
11
Tools/MonobehaviourExtensions.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 384cb39f98d5ca74f832bd42e32b3613
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,3 +1,5 @@
|
|||
public interface IPooledObject{
|
||||
namespace SimpleTools.ObjectPooler {
|
||||
public interface IPooledObject {
|
||||
void OnObjectSpawn();
|
||||
}
|
||||
}
|
|
@ -1,12 +1,13 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "New Pool", menuName = "Simple Tools/Pool", order = 11)]
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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;
|
||||
|
|
|
@ -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",
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue