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10 changed files with 279 additions and 23 deletions
33
README.md
33
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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@ -12,7 +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 is displayed inside a TextMeshPro object.
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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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@ -34,7 +33,7 @@ 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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@ -43,6 +42,7 @@ 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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@ -60,7 +60,7 @@ 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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@ -81,7 +81,7 @@ 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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### 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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@ -89,22 +89,25 @@ The Dialogue function returns a bool (true if it's talking, false if it has ende
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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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DialogueSystem.instance.Dialogue(dialogue, "Sound1", "Sound2"); //Start/Continue the dialogue with a random set of sounds for the text reveal
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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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Text commands:
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```html
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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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### **SceneManager**
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```csharp
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using SimpleTools.SceneManagement;
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@ -113,7 +116,7 @@ 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
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### **ScreenShake**
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```csharp
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using SimpleTools.Cinemachine;
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@ -121,7 +124,7 @@ using SimpleTools.Cinemachine;
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ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration
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```
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### Timer
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### **Timer**
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```csharp
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using SimpleTools.Timer;
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@ -139,7 +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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@ -47,6 +47,7 @@ namespace SimpleTools.AudioManager {
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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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/// <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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|
@ -60,6 +61,8 @@ namespace SimpleTools.AudioManager {
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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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/// <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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@ -73,6 +76,7 @@ namespace SimpleTools.AudioManager {
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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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/// <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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@ -86,6 +90,8 @@ namespace SimpleTools.AudioManager {
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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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/// <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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@ -102,6 +108,7 @@ namespace SimpleTools.AudioManager {
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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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@ -111,6 +118,7 @@ namespace SimpleTools.AudioManager {
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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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/// <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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|
@ -124,6 +132,7 @@ namespace SimpleTools.AudioManager {
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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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/// <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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@ -139,6 +148,7 @@ namespace SimpleTools.AudioManager {
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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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/// <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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@ -163,6 +173,8 @@ namespace SimpleTools.AudioManager {
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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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/// <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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@ -175,6 +187,8 @@ namespace SimpleTools.AudioManager {
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/// <summary>Use this to start playing a sound with a fade in
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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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/// <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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}
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@ -195,6 +209,8 @@ namespace SimpleTools.AudioManager {
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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>
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/// </summary>
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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 out</param>
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public void FadeOut(string name, float duration) {
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StartCoroutine(FadeOutCoroutine(name, duration));
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}
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@ -217,6 +233,7 @@ namespace SimpleTools.AudioManager {
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/// <summary>Use this to start playing a sound muted
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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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/// <param name="name" type="string">The name of the sound</param>
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public void PlayMuted(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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|
@ -231,6 +248,8 @@ namespace SimpleTools.AudioManager {
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// <para>WARNING: If the PlayMuted hasn't been called before, this function won't work</para>
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/// </summary>
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/// <param name="name" type="string">The name of the sound</param>
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/// <param name="duration">The duration of the fade in</param>
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public void FadeMutedIn(string name, float duration) {
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StartCoroutine(FadeMutedInCoroutine(name, duration));
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}
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|
@ -250,6 +269,8 @@ namespace SimpleTools.AudioManager {
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/// <summary>Use this to fade out a sound and keep playing that muted
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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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/// <param name="name" type="string">The name of the sound</param>
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/// <param name="duration">The duration of the fade out</param>
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public void FadeMutedOut(string name, float duration) {
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StartCoroutine(FadeMutedOutCoroutine(name, duration));
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}
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|
|
8
Tools/AutoSave.meta
Normal file
8
Tools/AutoSave.meta
Normal file
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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||||
guid: 2f2d8faa0dc23b34f9f347dc08bd85be
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folderAsset: yes
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||||
DefaultImporter:
|
||||
externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
124
Tools/AutoSave/AutoSaveConfig.cs
Normal file
124
Tools/AutoSave/AutoSaveConfig.cs
Normal file
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@ -0,0 +1,124 @@
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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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using System;
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using System.Threading;
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using UnityEditor.SceneManagement;
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using System.Threading.Tasks;
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namespace SimpleTools.AutoSave {
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public class AutoSaveConfig : EditorWindow {
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[MenuItem("Simple Tools/Auto Save Configuration")]
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public static void ShowWindow(){
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EditorWindow w = GetWindow<AutoSaveConfig>("Auto-save Configuration");
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w.position = new Rect(w.position.position, new Vector2(400, 150));
|
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var data = EditorPrefs.GetString("AutoSave", JsonUtility.ToJson(w, false));
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JsonUtility.FromJsonOverwrite(data, w);
|
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}
|
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|
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[InitializeOnLoadMethod]
|
||||
static void OnInitialize(){
|
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int _index = EditorPrefs.GetInt("Index", 0);
|
||||
bool _logging = EditorPrefs.GetBool("Logging", false);
|
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ChangeAutoSaveMode(_index, _logging);
|
||||
}
|
||||
|
||||
protected void OnEnable() {
|
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OnInitialize();
|
||||
}
|
||||
|
||||
protected void OnDisable() {
|
||||
var data = JsonUtility.ToJson(this, false);
|
||||
EditorPrefs.SetString("AutoSave", data);
|
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EditorPrefs.SetInt("Index", index);
|
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EditorPrefs.SetBool("Logging", logging);
|
||||
}
|
||||
|
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readonly static string[] options = new string[] { "Disabled", "On Play", "1 Minute", "10 Minutes", "1 Hour" };
|
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public static int index;
|
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public static bool enabled;
|
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public static bool logging;
|
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|
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void OnGUI() {
|
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GUILayout.Label("Select auto-save mode:", EditorStyles.boldLabel);
|
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int i = EditorGUILayout.Popup(index, options);
|
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if (i != index) ChangeAutoSaveMode(i, logging);
|
||||
|
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GUILayout.Label("Log a message every time a the scene gets saved.");
|
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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;
|
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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
|
11
Tools/AutoSave/AutoSaveConfig.cs.meta
Normal file
11
Tools/AutoSave/AutoSaveConfig.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e3f4095259fcc1f45991636604af9829
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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",
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue