diff --git a/README.md b/README.md
index cb0ba62..a529c25 100644
--- a/README.md
+++ b/README.md
@@ -2,6 +2,8 @@
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.
@@ -10,8 +12,7 @@ This package contains simple tools to use in your project.
- Basic menu with **music and SFX sliders** as well as **resolution and quality dropdowns.**
- An **object pooler** with the ability to create pools with an undetermined size.
- A basic **scene manager** with a loading screen with progress bar.
-- A simple **timer** that allows you to easily create clocks, countdowns and stopwatches with TextMeshPro
-- An **auto-save** feature to reduce the chances of loosing data on crashes.
+- A simple **timer** that is displayed inside a TextMeshPro object.
All of that comes with some editor menu items for creating all of that as fast as possible.
@@ -33,7 +34,7 @@ Download latest package from the Release section Import SimpleTools.unitypackage
## Usage
-### **AudioManager**
+### AudioManager
```csharp
using SimpleTools.AudioManager;
@@ -42,7 +43,6 @@ 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)
@@ -89,25 +89,22 @@ 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
-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
+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
```
Text commands:
-```
+```html
--> Sets font color within tags
--> Sets font size within tags
--> Draws a sprite from the TextMeshPro
--> Pauses during a period of time
--> Reproduces an animation
--> Changes reveal speed
- --> Plays a sound effect
- --> Fades a music out
- --> Fades a music in
```
-### **SceneManager**
+### SceneManager
```csharp
using SimpleTools.SceneManagement;
@@ -116,7 +113,7 @@ 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;
@@ -124,7 +121,7 @@ using SimpleTools.Cinemachine;
ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration
```
-### **Timer**
+### Timer
```csharp
using SimpleTools.Timer;
@@ -142,12 +139,8 @@ timer.ResetTimer(); //Pause and sets the time to the default one
timer.Restart(); //Restarts the timer
```
-### **Auto-save**
-
-To enable auto-save you have access the menu from the top bar, *Simple Tools>Auto Save Configuration.* You can auto-save every several minutes or auto-save every time you enter play mode.
-
-### **Editor**
+### 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.
-Also you can right click in the Hierarchy for easily creating some GameObjects with the Tools in it.
\ No newline at end of file
+Also you can right click in the Hierarchy for easily creating some GameObjects with the Tools in it.
diff --git a/Tools/AudioManager/AudioManager.cs b/Tools/AudioManager/AudioManager.cs
index 56b4dd6..7ce5230 100644
--- a/Tools/AudioManager/AudioManager.cs
+++ b/Tools/AudioManager/AudioManager.cs
@@ -47,7 +47,6 @@ namespace SimpleTools.AudioManager {
/// Use this to play a sound with a specific name
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the sound
public void Play(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@@ -61,8 +60,6 @@ namespace SimpleTools.AudioManager {
/// Use this to play a sound with a specific name and with a certain delay
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the sound
- /// The delay in seconds
public void Play(string name, float delay) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@@ -76,7 +73,6 @@ namespace SimpleTools.AudioManager {
/// Use this to play one shot of a sound with a specific name
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the sound
public void PlayOneShot(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@@ -90,8 +86,6 @@ namespace SimpleTools.AudioManager {
/// Use this to play an intro song and then start playing the song loop
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the intro song
- /// The name of the song loop
public void PlayWithIntro(string intro, string song) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
if (s == null) {
@@ -108,7 +102,6 @@ namespace SimpleTools.AudioManager {
/// Use this to play one shot of a random sound within a list
/// They have to be in the Sound asset referenced in the AudioManager instance
///
- /// The names of the sounds
public void PlayRandomSound(params string[] names) {
int random = UnityEngine.Random.Range(0, names.Length);
PlayOneShot(names[random]);
@@ -118,7 +111,6 @@ namespace SimpleTools.AudioManager {
/// Use this to pause a sound with a specific name
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the sound
public void Pause(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@@ -132,7 +124,6 @@ namespace SimpleTools.AudioManager {
/// Use this to unpause a sound with a specific name
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the sound
public void UnPause(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@@ -148,7 +139,6 @@ namespace SimpleTools.AudioManager {
/// Use this to stop a sound with a specific name
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the sound
public void Stop(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@@ -173,8 +163,6 @@ namespace SimpleTools.AudioManager {
/// This function returns the AudioSource that contains a specific sound
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the sound
- /// The AudioSource in the scene
public AudioSource GetSource(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@@ -187,8 +175,6 @@ namespace SimpleTools.AudioManager {
/// Use this to start playing a sound with a fade in
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the sound
- /// The duration of the fade in
public void FadeIn(string name, float duration) {
StartCoroutine(FadeInCoroutine(name, duration));
}
@@ -209,8 +195,6 @@ namespace SimpleTools.AudioManager {
/// Use this to stop playing a sound with a fade out
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the sound
- /// The duration of the fade out
public void FadeOut(string name, float duration) {
StartCoroutine(FadeOutCoroutine(name, duration));
}
@@ -233,7 +217,6 @@ namespace SimpleTools.AudioManager {
/// Use this to start playing a sound muted
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the sound
public void PlayMuted(string name) {
Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
if (s == null) {
@@ -248,8 +231,6 @@ namespace SimpleTools.AudioManager {
/// It has to be in the Sound asset referenced in the AudioManager instance
/// WARNING: If the PlayMuted hasn't been called before, this function won't work
///
- /// The name of the sound
- /// The duration of the fade in
public void FadeMutedIn(string name, float duration) {
StartCoroutine(FadeMutedInCoroutine(name, duration));
}
@@ -269,8 +250,6 @@ namespace SimpleTools.AudioManager {
/// Use this to fade out a sound and keep playing that muted
/// It has to be in the Sound asset referenced in the AudioManager instance
///
- /// The name of the sound
- /// The duration of the fade out
public void FadeMutedOut(string name, float duration) {
StartCoroutine(FadeMutedOutCoroutine(name, duration));
}
diff --git a/Tools/AutoSave.meta b/Tools/AutoSave.meta
deleted file mode 100644
index ca4fccd..0000000
--- a/Tools/AutoSave.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 2f2d8faa0dc23b34f9f347dc08bd85be
-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Tools/AutoSave/AutoSaveConfig.cs b/Tools/AutoSave/AutoSaveConfig.cs
deleted file mode 100644
index b0544df..0000000
--- a/Tools/AutoSave/AutoSaveConfig.cs
+++ /dev/null
@@ -1,124 +0,0 @@
-#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("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
\ No newline at end of file
diff --git a/Tools/AutoSave/AutoSaveConfig.cs.meta b/Tools/AutoSave/AutoSaveConfig.cs.meta
deleted file mode 100644
index d4e6164..0000000
--- a/Tools/AutoSave/AutoSaveConfig.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: e3f4095259fcc1f45991636604af9829
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Tools/Cinemachine/CMCameraTrigger.cs b/Tools/Cinemachine/CMCameraTrigger.cs
index 2fbae3a..8afd47a 100644
--- a/Tools/Cinemachine/CMCameraTrigger.cs
+++ b/Tools/Cinemachine/CMCameraTrigger.cs
@@ -5,7 +5,6 @@ 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(true);
@@ -14,12 +13,12 @@ namespace SimpleTools.Cinemachine {
#region 3D
void OnTriggerEnter(Collider col) {
- if (col.CompareTag(triggerTagName)) {
+ if (col.CompareTag("Player")) {
vcam.gameObject.SetActive(true);
}
}
void OnTriggerExit(Collider col) {
- if (col.CompareTag(triggerTagName)) {
+ if (col.CompareTag("Player")) {
vcam.gameObject.SetActive(true);
}
}
@@ -27,12 +26,12 @@ namespace SimpleTools.Cinemachine {
#region 2D
void OnTriggerEnter2D(Collider2D col) {
- if (col.CompareTag(triggerTagName)) {
+ if (col.CompareTag("Player")) {
vcam.gameObject.SetActive(true);
}
}
void OnTriggerExit2D(Collider2D col) {
- if (col.CompareTag(triggerTagName)) {
+ if (col.CompareTag("Player")) {
vcam.gameObject.SetActive(false);
}
}
diff --git a/Tools/DialogueSystem/DialogueManager.cs b/Tools/DialogueSystem/DialogueManager.cs
index e69e584..4b025a9 100644
--- a/Tools/DialogueSystem/DialogueManager.cs
+++ b/Tools/DialogueSystem/DialogueManager.cs
@@ -14,7 +14,7 @@ namespace SimpleTools.DialogueSystem {
Queue characterImages;
bool talking;
- public DialogueManagerItems dialogueItems;
+ public DialogueItems dialogueItems;
public static DialogueManager instance;
void Awake() {
@@ -27,21 +27,10 @@ namespace SimpleTools.DialogueSystem {
dialogueVertexAnimator = new DialogueVertexAnimator(dialogueItems.textBox);
}
- ///
- /// This is the main function to call to start a dialogue.
- ///
- /// The dialogue to start.
- /// A bool that is false if the dialogue has finished and true if it hasn't.
public bool Dialogue(Dialogue dialogue) {
return Dialogue(dialogue, string.Empty);
}
- ///
- /// This is the main function to call to start a dialogue.
- ///
- /// The dialogue to start.
- /// The sounds from the AudioManager that will be played on character reveal.
- /// A bool that is false if the dialogue has finished and true if it hasn't.
public bool Dialogue(Dialogue dialogue, params string[] sounds) {
dialogueVertexAnimator.SetAudioSourceGroup(sounds);
@@ -60,8 +49,6 @@ namespace SimpleTools.DialogueSystem {
talking = true;
if (sentences.Count == 0) {
- if (dialogueVertexAnimator.IsMessageAnimating())
- return true;
talking = false;
return false;
}
@@ -79,8 +66,6 @@ namespace SimpleTools.DialogueSystem {
return true;
} else {
if (sentences.Count == 0) {
- if (dialogueVertexAnimator.IsMessageAnimating())
- return true;
talking = false;
return false;
}
@@ -117,7 +102,7 @@ namespace SimpleTools.DialogueSystem {
}
[System.Serializable]
- public struct DialogueManagerItems {
+ public struct DialogueItems {
public Image characterImage;
public TMP_Text characterName;
public TMP_Text textBox;
diff --git a/Tools/DialogueSystem/DialogueUtility.cs b/Tools/DialogueSystem/DialogueUtility.cs
index da1fff6..0483a00 100644
--- a/Tools/DialogueSystem/DialogueUtility.cs
+++ b/Tools/DialogueSystem/DialogueUtility.cs
@@ -11,12 +11,6 @@ namespace SimpleTools.DialogueSystem {
const string REMAINDER_REGEX = "(.*?((?=>)|(/|$)))";
const string PAUSE_REGEX_STRING = "" + REMAINDER_REGEX + ")>";
static readonly Regex pauseRegex = new Regex(PAUSE_REGEX_STRING);
- const string SOUND_REGEX_STRING = "" + REMAINDER_REGEX + ")>";
- static readonly Regex soundRegex = new Regex(SOUND_REGEX_STRING);
- const string PLAYMUSIC_REGEX_STRING = "" + REMAINDER_REGEX + ")>";
- static readonly Regex playMusicRegex = new Regex(PLAYMUSIC_REGEX_STRING);
- const string STOPMUSIC_REGEX_STRING = "" + REMAINDER_REGEX + ")>";
- static readonly Regex stopMusicRegex = new Regex(STOPMUSIC_REGEX_STRING);
const string SPEED_REGEX_STRING = "" + REMAINDER_REGEX + ")>";
static readonly Regex speedRegex = new Regex(SPEED_REGEX_STRING);
const string ANIM_START_REGEX_STRING = "" + REMAINDER_REGEX + ")>";
@@ -37,9 +31,6 @@ 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);
@@ -105,48 +96,6 @@ namespace SimpleTools.DialogueSystem {
processedMessage = Regex.Replace(processedMessage, PAUSE_REGEX_STRING, "");
return processedMessage;
}
- static string HandleSoundTags(string processedMessage, List 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 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 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;
@@ -190,10 +139,7 @@ namespace SimpleTools.DialogueSystem {
Pause,
TextSpeedChange,
AnimStart,
- AnimEnd,
- Sound,
- PlayMusic,
- StopMusic
+ AnimEnd
}
public enum TextAnimationType {
diff --git a/Tools/DialogueSystem/DialogueVertexAnimator.cs b/Tools/DialogueSystem/DialogueVertexAnimator.cs
index 38d6008..bb20fc1 100644
--- a/Tools/DialogueSystem/DialogueVertexAnimator.cs
+++ b/Tools/DialogueSystem/DialogueVertexAnimator.cs
@@ -1,7 +1,6 @@
using System;
using System.Collections;
using System.Collections.Generic;
-using System.Globalization;
using TMPro;
using UnityEngine;
@@ -135,20 +134,6 @@ 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--;
@@ -206,7 +191,7 @@ 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), .75f, 1);
+ color = Color.HSVToRGB(Mathf.Repeat((time + destinationVertice.x * RAINBOW_LENGTH_ADJUSTMENT), 1f), .6f, 1);
}
}
}
diff --git a/package.json b/package.json
index c5d02de..e8cfdfd 100644
--- a/package.json
+++ b/package.json
@@ -1,6 +1,6 @@
{
"name": "com.geri.simpletools",
- "version": "1.3.0",
+ "version": "1.2.1",
"displayName": "Simple Tools",
"description": "This package contains simple tools to use in your project.",
"unity": "2018.4",