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1.2.1 ... main

Author SHA1 Message Date
Gerard Gascón
672856770f
Updated version 2022-10-10 23:33:21 +02:00
Gerard Gascón
8857a11038
Added auto-save 2022-10-10 23:32:15 +02:00
Gerard Gascón
09973676e1
Update package.json 2022-09-25 12:07:36 +02:00
Gerard Gascón
629841b912
Update README.md 2022-09-25 12:06:48 +02:00
Gerard Gascón
c6fe332009
Add files via upload 2022-09-25 12:04:28 +02:00
Gerard Gascón
ff9831ed0b
Update README.md 2022-09-23 09:13:16 +02:00
Gerard Gascón
10cccc9b70
Added in-dialogue sounds 2022-09-22 13:52:08 +02:00
Gerard Gascón
1fde00e811 Revert "Add files via upload"
This reverts commit 1df7a33ab0.
2022-09-22 13:50:33 +02:00
Gerard Gascón
5dc6b69d49 Revert "Revert "Update README.md""
This reverts commit 0837786d01.
2022-09-22 13:50:23 +02:00
Gerard Gascón
0837786d01 Revert "Update README.md"
This reverts commit 4151df9226.
2022-09-22 13:49:54 +02:00
Gerard Gascón
5575d911c8
Update README.md 2022-09-22 13:44:49 +02:00
Gerard Gascón
1df7a33ab0
Add files via upload 2022-09-22 13:43:53 +02:00
10 changed files with 279 additions and 23 deletions

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@ -2,8 +2,6 @@
This package contains simple tools to use in your project.
This package will be updated once I find another useful tool or someone suggest me one.
## Features
- **AudioManager** with Play, Pause and most of the other basic things, as well as some effects like FadeIn or FadeOut.
@ -12,7 +10,8 @@ This package will be updated once I find another useful tool or someone suggest
- Basic menu with **music and SFX sliders** as well as **resolution and quality dropdowns.**
- An **object pooler** with the ability to create pools with an undetermined size.
- A basic **scene manager** with a loading screen with progress bar.
- A simple **timer** that is displayed inside a TextMeshPro object.
- A simple **timer** that allows you to easily create clocks, countdowns and stopwatches with TextMeshPro
- An **auto-save** feature to reduce the chances of loosing data on crashes.
All of that comes with some editor menu items for creating all of that as fast as possible.
@ -34,7 +33,7 @@ Download latest package from the Release section Import SimpleTools.unitypackage
## Usage
### AudioManager
### **AudioManager**
```csharp
using SimpleTools.AudioManager;
@ -43,6 +42,7 @@ AudioManager.instance.Play("Name"); //Plays the sound with that name
AudioManager.instance.Play("Name", 1f); //Starts playing the sound "Name" in 1 second
AudioManager.instance.PlayOneShot("Name"); //Plays one shot of that sound (Useful for repeated sounds)
AudioManager.instance.PlayWithIntro("Intro", "Loop"); //Plays the intro and then the loop
AudioManager.instance.PlayRandomSound("Name1", "Name2", "Name3"); // Plays one shot of a random sound
AudioManager.instance.Pause("Name"); //Pauses the sound
AudioManager.instance.UnPause("Name"); //Unpauses the sound
@ -60,7 +60,7 @@ AudioManager.instance.FadeMutedIn("Name", 1f); //Fade In a muted sound with a sp
AudioManager.instance.FadeMutedOut("Name", 1f); //Fade Out a sound without stopping it
```
### ObjectPooler
### **ObjectPooler**
The SpawnFromPool function always return a GameObject
@ -81,7 +81,7 @@ Pooler.SpawnFromPool("Name", Vector3.zero, transform, true); //Spawn into a spec
Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity, transform, true); //Spawn into a specific position, rotation, parent and instantiate in worldSpace or not
```
### Dialogue System
### **Dialogue System**
The Dialogue function returns a bool (true if it's talking, false if it has ended)
@ -89,22 +89,25 @@ The Dialogue function returns a bool (true if it's talking, false if it has ende
using SimpleTools.DialogueSystem;
Dialogue dialogue; //The dialogue scriptable object goes here
DialogueSystem.instance.Dialogue(dialogue); //Start/Continue the dialogue
DialogueSystem.instance.Dialogue(dialogue, "Sound1", "Sound2"); //Start/Continue the dialogue with a random set of sounds for the text reveal
DialogueManager.instance.Dialogue(dialogue); //Start/Continue the dialogue
DialogueManager.instance.Dialogue(dialogue, "Sound1", "Sound2"); //Start/Continue the dialogue with a random set of sounds for the text reveal
```
Text commands:
```html
```
<color=color></color> --> Sets font color within tags
<size=percentage></size> --> Sets font size within tags
<sprite=index> --> Draws a sprite from the TextMeshPro
<p:[tiny,short,normal,long,read]> --> Pauses during a period of time
<anim:[wobble,wave,rainbow,shake]></anim> --> Reproduces an animation
<sp:number></sp> --> Changes reveal speed
<snd:name> --> Plays a sound effect
<stopmsc:name,time> --> Fades a music out
<playmsc:name,time> --> Fades a music in
```
### SceneManager
### **SceneManager**
```csharp
using SimpleTools.SceneManagement;
@ -113,7 +116,7 @@ Loader.Load(0); //Loads a scene with a specific build index
Loader.Load("Scene"); //Loads a scene with a specific name
```
### ScreenShake
### **ScreenShake**
```csharp
using SimpleTools.Cinemachine;
@ -121,7 +124,7 @@ using SimpleTools.Cinemachine;
ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration
```
### Timer
### **Timer**
```csharp
using SimpleTools.Timer;
@ -139,7 +142,11 @@ timer.ResetTimer(); //Pause and sets the time to the default one
timer.Restart(); //Restarts the timer
```
### Editor
### **Auto-save**
To enable auto-save you have access the menu from the top bar, *Simple Tools>Auto Save Configuration.* You can auto-save every several minutes or auto-save every time you enter play mode.
### **Editor**
You can easily set up some things by right clicking in your Project Tab and then selecting Tools and clicking on the one you want to create.

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@ -47,6 +47,7 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to play a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void Play(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@ -60,6 +61,8 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to play a sound with a specific name and with a certain delay
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
/// <param name="delay" type="float">The delay in seconds</param>
public void Play(string name, float delay) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@ -73,6 +76,7 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to play one shot of a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void PlayOneShot(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@ -86,6 +90,8 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to play an intro song and then start playing the song loop
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="intro" type="string">The name of the intro song</param>
/// <param name="song" type="string">The name of the song loop</param>
public void PlayWithIntro(string intro, string song) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
if (s == null) {
@ -102,6 +108,7 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to play one shot of a random sound within a list
/// <para>They have to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="names" type="string[]">The names of the sounds</param>
public void PlayRandomSound(params string[] names) {
int random = UnityEngine.Random.Range(0, names.Length);
PlayOneShot(names[random]);
@ -111,6 +118,7 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to pause a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void Pause(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@ -124,6 +132,7 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to unpause a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void UnPause(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@ -139,6 +148,7 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to stop a sound with a specific name
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void Stop(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@ -163,6 +173,8 @@ namespace SimpleTools.AudioManager {
/// <summary>This function returns the AudioSource that contains a specific sound
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name">The name of the sound</param>
/// <returns>The AudioSource in the scene</returns>
public AudioSource GetSource(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@ -175,6 +187,8 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to start playing a sound with a fade in
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
/// <param name="duration" type="float">The duration of the fade in</param>
public void FadeIn(string name, float duration) {
StartCoroutine(FadeInCoroutine(name, duration));
}
@ -195,6 +209,8 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to stop playing a sound with a fade out
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
/// <param name="duration" type="float">The duration of the fade out</param>
public void FadeOut(string name, float duration) {
StartCoroutine(FadeOutCoroutine(name, duration));
}
@ -217,6 +233,7 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to start playing a sound muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
public void PlayMuted(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@ -231,6 +248,8 @@ namespace SimpleTools.AudioManager {
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// <para>WARNING: If the PlayMuted hasn't been called before, this function won't work</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
/// <param name="duration">The duration of the fade in</param>
public void FadeMutedIn(string name, float duration) {
StartCoroutine(FadeMutedInCoroutine(name, duration));
}
@ -250,6 +269,8 @@ namespace SimpleTools.AudioManager {
/// <summary>Use this to fade out a sound and keep playing that muted
/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
/// </summary>
/// <param name="name" type="string">The name of the sound</param>
/// <param name="duration">The duration of the fade out</param>
public void FadeMutedOut(string name, float duration) {
StartCoroutine(FadeMutedOutCoroutine(name, duration));
}

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

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@ -0,0 +1,124 @@
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System;
using System.Threading;
using UnityEditor.SceneManagement;
using System.Threading.Tasks;
namespace SimpleTools.AutoSave {
public class AutoSaveConfig : EditorWindow {
[MenuItem("Simple Tools/Auto Save Configuration")]
public static void ShowWindow(){
EditorWindow w = GetWindow<AutoSaveConfig>("Auto-save Configuration");
w.position = new Rect(w.position.position, new Vector2(400, 150));
var data = EditorPrefs.GetString("AutoSave", JsonUtility.ToJson(w, false));
JsonUtility.FromJsonOverwrite(data, w);
}
[InitializeOnLoadMethod]
static void OnInitialize(){
int _index = EditorPrefs.GetInt("Index", 0);
bool _logging = EditorPrefs.GetBool("Logging", false);
ChangeAutoSaveMode(_index, _logging);
}
protected void OnEnable() {
OnInitialize();
}
protected void OnDisable() {
var data = JsonUtility.ToJson(this, false);
EditorPrefs.SetString("AutoSave", data);
EditorPrefs.SetInt("Index", index);
EditorPrefs.SetBool("Logging", logging);
}
readonly static string[] options = new string[] { "Disabled", "On Play", "1 Minute", "10 Minutes", "1 Hour" };
public static int index;
public static bool enabled;
public static bool logging;
void OnGUI() {
GUILayout.Label("Select auto-save mode:", EditorStyles.boldLabel);
int i = EditorGUILayout.Popup(index, options);
if (i != index) ChangeAutoSaveMode(i, logging);
GUILayout.Label("Log a message every time a the scene gets saved.");
if (logging) {
if (GUILayout.Button("Disable Logging")){
logging ^= true;
ChangeAutoSaveMode(i, logging);
}
} else {
if (GUILayout.Button("Enable Logging")) {
logging ^= true;
ChangeAutoSaveMode(i, logging);
}
}
}
static CancellationTokenSource _tokenSource;
static Task _task;
static int frequency;
static void ChangeAutoSaveMode(int mode, bool log){
index = mode;
logging = log;
CancelTask();
enabled = true;
EditorApplication.playModeStateChanged -= AutoSaveWhenPlayModeStarts;
switch(index){
case 0:
enabled = false;
return;
case 1:
EditorApplication.playModeStateChanged += AutoSaveWhenPlayModeStarts;
return;
case 2:
frequency = 1 * 60 * 1000;
break;
case 3:
frequency = 10 * 60 * 1000;
break;
case 4:
frequency = 60 * 60 * 1000;
break;
}
_tokenSource = new CancellationTokenSource();
_task = SaveInterval(_tokenSource.Token);
}
static void AutoSaveWhenPlayModeStarts(PlayModeStateChange state){
if(state == PlayModeStateChange.ExitingEditMode){
EditorSceneManager.SaveOpenScenes();
AssetDatabase.SaveAssets();
if (logging) Debug.Log($"Auto-saved at {DateTime.Now:h:mm:ss tt}");
}
}
static void CancelTask() {
if (_task == null) return;
_tokenSource.Cancel();
}
static async Task SaveInterval(CancellationToken token) {
while (!token.IsCancellationRequested) {
await Task.Delay(frequency, token);
if (token.IsCancellationRequested) break;
if (!enabled || Application.isPlaying || BuildPipeline.isBuildingPlayer || EditorApplication.isCompiling) return;
if (!UnityEditorInternal.InternalEditorUtility.isApplicationActive) return;
EditorSceneManager.SaveOpenScenes();
AssetDatabase.SaveAssets();
if (logging) Debug.Log($"Auto-saved at {DateTime.Now:h:mm:ss tt}");
}
}
}
}
#endif

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

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@ -5,6 +5,7 @@ namespace SimpleTools.Cinemachine {
public class CMCameraTrigger : MonoBehaviour {
CinemachineVirtualCamera vcam;
[SerializeField, Tooltip("Name of the collider's tag that will trigger the camera.")] string triggerTagName;
void Awake() {
vcam = GetComponentInChildren<CinemachineVirtualCamera>(true);
@ -13,12 +14,12 @@ namespace SimpleTools.Cinemachine {
#region 3D
void OnTriggerEnter(Collider col) {
if (col.CompareTag("Player")) {
if (col.CompareTag(triggerTagName)) {
vcam.gameObject.SetActive(true);
}
}
void OnTriggerExit(Collider col) {
if (col.CompareTag("Player")) {
if (col.CompareTag(triggerTagName)) {
vcam.gameObject.SetActive(true);
}
}
@ -26,12 +27,12 @@ namespace SimpleTools.Cinemachine {
#region 2D
void OnTriggerEnter2D(Collider2D col) {
if (col.CompareTag("Player")) {
if (col.CompareTag(triggerTagName)) {
vcam.gameObject.SetActive(true);
}
}
void OnTriggerExit2D(Collider2D col) {
if (col.CompareTag("Player")) {
if (col.CompareTag(triggerTagName)) {
vcam.gameObject.SetActive(false);
}
}

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@ -14,7 +14,7 @@ namespace SimpleTools.DialogueSystem {
Queue<Sprite> characterImages;
bool talking;
public DialogueItems dialogueItems;
public DialogueManagerItems dialogueItems;
public static DialogueManager instance;
void Awake() {
@ -27,10 +27,21 @@ namespace SimpleTools.DialogueSystem {
dialogueVertexAnimator = new DialogueVertexAnimator(dialogueItems.textBox);
}
/// <summary>
/// This is the main function to call to start a dialogue.
/// </summary>
/// <param name="dialogue">The dialogue to start.</param>
/// <returns>A bool that is false if the dialogue has finished and true if it hasn't.</returns>
public bool Dialogue(Dialogue dialogue) {
return Dialogue(dialogue, string.Empty);
}
/// <summary>
/// This is the main function to call to start a dialogue.
/// </summary>
/// <param name="dialogue">The dialogue to start.</param>
/// <param name="sounds">The sounds from the AudioManager that will be played on character reveal.</param>
/// <returns>A bool that is false if the dialogue has finished and true if it hasn't.</returns>
public bool Dialogue(Dialogue dialogue, params string[] sounds) {
dialogueVertexAnimator.SetAudioSourceGroup(sounds);
@ -49,6 +60,8 @@ namespace SimpleTools.DialogueSystem {
talking = true;
if (sentences.Count == 0) {
if (dialogueVertexAnimator.IsMessageAnimating())
return true;
talking = false;
return false;
}
@ -66,6 +79,8 @@ namespace SimpleTools.DialogueSystem {
return true;
} else {
if (sentences.Count == 0) {
if (dialogueVertexAnimator.IsMessageAnimating())
return true;
talking = false;
return false;
}
@ -102,7 +117,7 @@ namespace SimpleTools.DialogueSystem {
}
[System.Serializable]
public struct DialogueItems {
public struct DialogueManagerItems {
public Image characterImage;
public TMP_Text characterName;
public TMP_Text textBox;

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@ -11,6 +11,12 @@ namespace SimpleTools.DialogueSystem {
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 + ")>";
@ -31,6 +37,9 @@ namespace SimpleTools.DialogueSystem {
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);
@ -96,6 +105,48 @@ namespace SimpleTools.DialogueSystem {
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;
@ -139,7 +190,10 @@ namespace SimpleTools.DialogueSystem {
Pause,
TextSpeedChange,
AnimStart,
AnimEnd
AnimEnd,
Sound,
PlayMusic,
StopMusic
}
public enum TextAnimationType {

View file

@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using TMPro;
using UnityEngine;
@ -134,6 +135,20 @@ namespace SimpleTools.DialogueSystem {
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--;
@ -191,7 +206,7 @@ namespace SimpleTools.DialogueSystem {
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), .6f, 1);
color = Color.HSVToRGB(Mathf.Repeat((time + destinationVertice.x * RAINBOW_LENGTH_ADJUSTMENT), 1f), .75f, 1);
}
}
}

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@ -1,6 +1,6 @@
{
"name": "com.geri.simpletools",
"version": "1.2.1",
"version": "1.3.0",
"displayName": "Simple Tools",
"description": "This package contains simple tools to use in your project.",
"unity": "2018.4",