diff --git a/README.md b/README.md
index cb0ba62..854060e 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 +12,6 @@ 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.
All of that comes with some editor menu items for creating all of that as fast as possible.
@@ -21,11 +21,11 @@ First install the TextMeshPro and Cinemachine into your Unity project
### Git Installation (Best way to get latest version)
-If you have git in your computer, you can open Package Manager inside Unity, select "Add package from Git url...", and paste link [https://github.com/GerardGascon/SimpleTools.git](https://github.com/GerardGascon/SimpleTools.git)
+If you have git in your computer, you can open Package Manager inside Unity, select "Add package from Git url...", and paste link [https://github.com/Geri8/SimpleTools.git](https://github.com/Geri8/SimpleTools.git)
or
-Open the manifest.json file of your Unity project. Add "com.geri.simpletools": "[https://github.com/GerardGascon/SimpleTools.git](https://github.com/GerardGascon/SimpleTools.git)"
+Open the manifest.json file of your Unity project. Add "com.geri.simpletools": "[https://github.com/Geri8/SimpleTools.git](https://github.com/Geri8/SimpleTools.git)"
### Manual Installation
@@ -33,16 +33,13 @@ Download latest package from the Release section Import SimpleTools.unitypackage
## Usage
-### **AudioManager**
+### AudioManager
```csharp
-using SimpleTools.AudioManager;
-
AudioManager.instance.Play("Name"); //Plays the sound with that name
AudioManager.instance.Play("Name", 1f); //Starts playing the sound "Name" in 1 second
AudioManager.instance.PlayOneShot("Name"); //Plays one shot of that sound (Useful for repeated sounds)
AudioManager.instance.PlayWithIntro("Intro", "Loop"); //Plays the intro and then the loop
-AudioManager.instance.PlayRandomSound("Name1", "Name2", "Name3"); // Plays one shot of a random sound
AudioManager.instance.Pause("Name"); //Pauses the sound
AudioManager.instance.UnPause("Name"); //Unpauses the sound
@@ -60,13 +57,11 @@ AudioManager.instance.FadeMutedIn("Name", 1f); //Fade In a muted sound with a sp
AudioManager.instance.FadeMutedOut("Name", 1f); //Fade Out a sound without stopping it
```
-### **ObjectPooler**
+### ObjectPooler
The SpawnFromPool function always return a GameObject
```csharp
-using SimpleTools.ObjectPooler;
-
Pool pool; //The pool scriptable object goes here
Pooler.CreatePools(pool); //Create the pool, without creating it you cannot spawn it
Pool[] pools;
@@ -81,72 +76,29 @@ Pooler.SpawnFromPool("Name", Vector3.zero, transform, true); //Spawn into a spec
Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity, transform, true); //Spawn into a specific position, rotation, parent and instantiate in worldSpace or not
```
-### **Dialogue System**
+### Dialogue System
The Dialogue function returns a bool (true if it's talking, false if it has ended)
```csharp
-using SimpleTools.DialogueSystem;
-
Dialogue dialogue; //The dialogue scriptable object goes here
-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
```
-Text commands:
-
-```
- --> 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;
-
Loader.Load(0); //Loads a scene with a specific build index
Loader.Load("Scene"); //Loads a scene with a specific name
```
-### **ScreenShake**
+### ScreenShake
```csharp
-using SimpleTools.Cinemachine;
-
ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration
```
-### **Timer**
-
-```csharp
-using SimpleTools.Timer;
-
-//Setup a stopwatch that updates at an unscaled time
-Timer timer = textMeshProText.SetupTimer(TimerType.Stopwatch, TimerUpdate.UnscaledTime);
-//Setup a clock
-Timer timer = textMeshProText.SetupTimer(TimerType.Clock, TimerUpdate.UnscaledTime);
-//Setup a countdown with the default time of 60 seconds
-Timer timer = textMeshProText.SetupTimer(TimerType.Countdown, TimerUpdate.UnscaledTime, 60f);
-
-timer.Play(); //Play or resume the timer
-timer.Stop(); //Pause the timer
-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.
diff --git a/Tools/AudioManager/AudioManager.cs b/Tools/AudioManager/AudioManager.cs
index 56b4dd6..4b6c3f5 100644
--- a/Tools/AudioManager/AudioManager.cs
+++ b/Tools/AudioManager/AudioManager.cs
@@ -2,291 +2,261 @@
using UnityEngine;
using System;
-namespace SimpleTools.AudioManager {
- public class AudioManager : MonoBehaviour {
+public class AudioManager : MonoBehaviour{
- public static AudioManager instance;
+ public static AudioManager instance;
- [SerializeField] Sounds soundList = default;
+ [SerializeField] Sounds soundList = default;
- void Awake() {
- if (instance == null) {
- instance = this;
- } else {
- Destroy(gameObject);
- return;
- }
- DontDestroyOnLoad(gameObject);
+ void Awake(){
+ if(instance == null){
+ instance = this;
+ }else{
+ Destroy(gameObject);
+ return;
+ }
+ DontDestroyOnLoad(gameObject);
- foreach (Sounds.List s in soundList.sounds) {
- if (string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)) {
- Debug.LogWarning("The name one sound is empty");
- continue;
- }
+ foreach(Sounds.List s in soundList.sounds){
+ if(string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)){
+ Debug.LogWarning("The name one sound is empty");
+ continue;
+ }
- GameObject sound = new GameObject(s.name);
- sound.transform.parent = transform;
- s.source = sound.AddComponent();
+ GameObject sound = new GameObject(s.name);
+ sound.transform.parent = transform;
+ s.source = sound.AddComponent();
- if (soundList.mainMixer && soundList.sfxMixer) {
- if (s.type == Sounds.List.Type.Music)
- s.source.outputAudioMixerGroup = soundList.mainMixer;
- else
- s.source.outputAudioMixerGroup = soundList.sfxMixer;
- }
+ if(soundList.mainMixer && soundList.sfxMixer){
+ if (s.type == Sounds.List.Type.Music)
+ s.source.outputAudioMixerGroup = soundList.mainMixer;
+ else
+ s.source.outputAudioMixerGroup = soundList.sfxMixer;
+ }
- s.source.clip = s.clip;
+ s.source.clip = s.clip;
- s.source.volume = s.volume;
- s.source.pitch = s.pitch;
- s.source.loop = s.loop;
- }
- }
+ s.source.volume = s.volume;
+ s.source.pitch = s.pitch;
+ s.source.loop = s.loop;
+ }
+ }
- #region Play
- /// 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) {
- Debug.LogWarning("Sound: " + name + " not found!");
- return;
- }
- s.source.pitch = s.RandomPitch;
- s.source.volume = s.RandomVolume;
- s.source.Play();
- }
- /// 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) {
- Debug.LogWarning("Sound: " + name + " not found!");
- return;
- }
- s.source.pitch = s.RandomPitch;
- s.source.volume = s.RandomVolume;
- s.source.PlayDelayed(delay);
- }
- /// 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) {
- Debug.LogWarning("Sound: " + name + " not found!");
- return;
- }
- s.source.pitch = s.RandomPitch;
- s.source.volume = s.RandomVolume;
- s.source.PlayOneShot(s.clip);
- }
- /// 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) {
- Debug.LogWarning("Sound: " + intro + " not found!");
- return;
- }
- s.source.pitch = s.RandomPitch;
- s.source.volume = s.RandomVolume;
- s.source.Play();
+ #region Play
+ /// Use this to play a sound with a specific name
+ /// It has to be in the Sound asset referenced in the AudioManager instance
+ ///
+ public void Play(string name){
+ Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
+ if(s == null){
+ Debug.LogWarning("Sound: " + name + " not found!");
+ return;
+ }
+ s.source.pitch = s.RandomPitch;
+ s.source.volume = s.RandomVolume;
+ s.source.Play();
+ }
+ /// 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
+ ///
+ public void Play(string name, float delay){
+ Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
+ if (s == null){
+ Debug.LogWarning("Sound: " + name + " not found!");
+ return;
+ }
+ s.source.pitch = s.RandomPitch;
+ s.source.volume = s.RandomVolume;
+ s.source.PlayDelayed(delay);
+ }
+ /// 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
+ ///
+ public void PlayOneShot(string name){
+ Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
+ if (s == null){
+ Debug.LogWarning("Sound: " + name + " not found!");
+ return;
+ }
+ s.source.pitch = s.RandomPitch;
+ s.source.volume = s.RandomVolume;
+ s.source.PlayOneShot(s.clip);
+ }
+ /// 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
+ ///
+ public void PlayWithIntro(string intro, string song){
+ Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
+ if (s == null){
+ Debug.LogWarning("Sound: " + intro + " not found!");
+ return;
+ }
+ s.source.pitch = s.RandomPitch;
+ s.source.volume = s.RandomVolume;
+ s.source.Play();
- float introDuration = s.clip.length;
- Play(song, introDuration);
- }
- /// 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]);
- }
- #endregion
- #region Pause
- /// 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) {
- Debug.LogWarning("Sound: " + name + " not found!");
- return;
- }
- s.source.pitch = s.RandomPitch;
- s.source.volume = s.RandomVolume;
- s.source.Pause();
- }
- /// 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) {
- Debug.LogWarning("Sound: " + name + " not found!");
- return;
- }
- s.source.pitch = s.RandomPitch;
- s.source.volume = s.RandomVolume;
- s.source.UnPause();
- }
- #endregion
- #region Stop
- /// 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) {
- Debug.LogWarning("Sound: " + name + " not found!");
- return;
- }
- s.source.pitch = s.RandomPitch;
- s.source.volume = s.RandomVolume;
- s.source.Stop();
- }
- /// Use this to stop all the sounds
- /// It has to be in the Sound asset referenced in the AudioManager instance
- ///
- public void StopAll() {
- foreach (Sounds.List s in soundList.sounds) {
- if (s.source) {
- s.source.Stop();
- }
- }
- }
- #endregion
- /// 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) {
- Debug.LogWarning("Sound: " + name + " not found!");
- return null;
- }
- return s.source;
- }
- #region Fades
- /// 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));
- }
- IEnumerator FadeInCoroutine(string name, float fadeTime) {
- AudioSource audioSource = GetSource(name);
- if (audioSource != null && !audioSource.isPlaying) {
- float volume = audioSource.volume;
- audioSource.volume = 0;
- audioSource.Play();
- while (audioSource.volume < volume) {
- audioSource.volume += Time.deltaTime / fadeTime;
- yield return null;
- }
+ float introDuration = s.clip.length;
+ Play(song, introDuration);
+ }
+ #endregion
+ #region Pause
+ /// Use this to pause a sound with a specific name
+ /// It has to be in the Sound asset referenced in the AudioManager instance
+ ///
+ public void Pause(string name){
+ Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
+ if (s == null){
+ Debug.LogWarning("Sound: " + name + " not found!");
+ return;
+ }
+ s.source.pitch = s.RandomPitch;
+ s.source.volume = s.RandomVolume;
+ s.source.Pause();
+ }
+ /// Use this to unpause a sound with a specific name
+ /// It has to be in the Sound asset referenced in the AudioManager instance
+ ///
+ public void UnPause(string name){
+ Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
+ if (s == null){
+ Debug.LogWarning("Sound: " + name + " not found!");
+ return;
+ }
+ s.source.pitch = s.RandomPitch;
+ s.source.volume = s.RandomVolume;
+ s.source.UnPause();
+ }
+ #endregion
+ #region Stop
+ /// Use this to stop a sound with a specific name
+ /// It has to be in the Sound asset referenced in the AudioManager instance
+ ///
+ public void Stop(string name){
+ Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
+ if (s == null){
+ Debug.LogWarning("Sound: " + name + " not found!");
+ return;
+ }
+ s.source.pitch = s.RandomPitch;
+ s.source.volume = s.RandomVolume;
+ s.source.Stop();
+ }
+ /// Use this to stop all the sounds
+ /// It has to be in the Sound asset referenced in the AudioManager instance
+ ///
+ public void StopAll(){
+ foreach (Sounds.List s in soundList.sounds){
+ if (s.source){
+ s.source.Stop();
+ }
+ }
+ }
+ #endregion
+ /// This function returns the AudioSource that contains a specific sound
+ /// It has to be in the Sound asset referenced in the AudioManager instance
+ ///
+ public AudioSource GetSource(string name){
+ Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
+ if (s == null){
+ Debug.LogWarning("Sound: " + name + " not found!");
+ return null;
+ }
+ return s.source;
+ }
+ #region Fades
+ /// Use this to start playing a sound with a fade in
+ /// It has to be in the Sound asset referenced in the AudioManager instance
+ ///
+ public void FadeIn(string name, float duration){
+ StartCoroutine(FadeInCoroutine(name, duration));
+ }
+ IEnumerator FadeInCoroutine(string name, float fadeTime){
+ AudioSource audioSource = GetSource(name);
+ if (audioSource != null && !audioSource.isPlaying){
+ float volume = audioSource.volume;
+ audioSource.volume = 0;
+ audioSource.Play();
+ while (audioSource.volume < volume){
+ audioSource.volume += Time.deltaTime / fadeTime;
+ yield return null;
+ }
- audioSource.volume = volume;
- }
- }
- /// 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));
- }
- IEnumerator FadeOutCoroutine(string name, float fadeTime) {
- AudioSource audioSource = GetSource(name);
+ audioSource.volume = volume;
+ }
+ }
+ /// Use this to stop playing a sound with a fade out
+ /// It has to be in the Sound asset referenced in the AudioManager instance
+ ///
+ public void FadeOut(string name, float duration){
+ StartCoroutine(FadeOutCoroutine(name, duration));
+ }
+ IEnumerator FadeOutCoroutine(string name, float fadeTime){
+ AudioSource audioSource = GetSource(name);
- if (audioSource && audioSource.isPlaying) {
- float startVolume = audioSource.volume;
+ if (audioSource && audioSource.isPlaying){
+ float startVolume = audioSource.volume;
- while (audioSource.volume > 0) {
- audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
- yield return null;
- }
+ while (audioSource.volume > 0){
+ audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
+ yield return null;
+ }
- audioSource.Stop();
- audioSource.volume = startVolume;
- }
- }
+ audioSource.Stop();
+ audioSource.volume = startVolume;
+ }
+ }
- /// 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) {
- Debug.LogWarning("Sound: " + name + " not found!");
- return;
- }
- s.source.pitch = s.RandomPitch;
- s.source.volume = 0f;
- s.source.Play();
- }
- /// Use this to fade in a sound that is currently muted
- /// 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));
- }
- IEnumerator FadeMutedInCoroutine(string name, float fadeTime) {
- Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
- if (s == null) {
- Debug.LogWarning("Sound: " + name + " not found!");
- yield break;
- }
+ /// Use this to start playing a sound muted
+ /// It has to be in the Sound asset referenced in the AudioManager instance
+ ///
+ public void PlayMuted(string name){
+ Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
+ if (s == null){
+ Debug.LogWarning("Sound: " + name + " not found!");
+ return;
+ }
+ s.source.pitch = s.RandomPitch;
+ s.source.volume = 0f;
+ s.source.Play();
+ }
+ /// Use this to fade in a sound that is currently muted
+ /// 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
+ ///
+ public void FadeMutedIn(string name, float duration){
+ StartCoroutine(FadeMutedInCoroutine(name, duration));
+ }
+ IEnumerator FadeMutedInCoroutine(string name, float fadeTime){
+ Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
+ if (s == null){
+ Debug.LogWarning("Sound: " + name + " not found!");
+ yield break;
+ }
- while (s.source.volume < s.volume) {
- s.source.volume += Time.deltaTime / fadeTime;
- yield return null;
- }
- s.source.volume = s.volume;
- }
- /// 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));
- }
- IEnumerator FadeMutedOutCoroutine(string name, float fadeTime) {
- Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
- if (s == null) {
- Debug.LogWarning("Sound: " + name + " not found!");
- yield break;
- }
+ while (s.source.volume < s.volume){
+ s.source.volume += Time.deltaTime / fadeTime;
+ yield return null;
+ }
+ s.source.volume = s.volume;
+ }
+ /// 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
+ ///
+ public void FadeMutedOut(string name, float duration){
+ StartCoroutine(FadeMutedOutCoroutine(name, duration));
+ }
+ IEnumerator FadeMutedOutCoroutine(string name, float fadeTime){
+ Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
+ if (s == null){
+ Debug.LogWarning("Sound: " + name + " not found!");
+ yield break;
+ }
- while (s.source.volume > 0) {
- s.source.volume -= Time.deltaTime / fadeTime;
- yield return null;
- }
- s.source.volume = 0;
- }
- #endregion
- }
-}
\ No newline at end of file
+ while (s.source.volume > 0){
+ s.source.volume -= Time.deltaTime / fadeTime;
+ yield return null;
+ }
+ s.source.volume = 0;
+ }
+ #endregion
+}
diff --git a/Tools/AudioManager/Sounds.cs b/Tools/AudioManager/Sounds.cs
index 35e2dd0..366dc67 100644
--- a/Tools/AudioManager/Sounds.cs
+++ b/Tools/AudioManager/Sounds.cs
@@ -1,53 +1,50 @@
using UnityEngine;
using UnityEngine.Audio;
-namespace SimpleTools.AudioManager {
- [CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
- public class Sounds : ScriptableObject {
+[CreateAssetMenu(fileName = "Sounds", menuName = "Tools/Sounds", order = 0)]
+public class Sounds : ScriptableObject{
- [Tooltip("The music mixer.")]
- public AudioMixerGroup mainMixer = default;
- [Tooltip("The SFX mixer.")]
- public AudioMixerGroup sfxMixer = default;
+ [Tooltip("The music mixer.")]
+ public AudioMixerGroup mainMixer = default;
+ [Tooltip("The SFX mixer.")]
+ public AudioMixerGroup sfxMixer = default;
- public List[] sounds;
+ public List[] sounds;
- [System.Serializable]
- public class List {
- [Tooltip("Name of the sound. Each name has to be different between each other.")]
- public string name;
+ [System.Serializable] public class List{
+ [Tooltip("Name of the sound. Each name has to be different between each other.")]
+ public string name;
- public AudioClip clip;
+ public AudioClip clip;
- [System.Serializable] public enum Type { Music, SFX }
- [Space]
- [Tooltip("Is it part of the music or the SFX?")] public Type type;
+ [System.Serializable] public enum Type { Music, SFX }
+ [Space]
+ [Tooltip("Is it part of the music or the SFX?")] public Type type;
- [Space]
- [Tooltip("Default volume of the sound."), Range(0f, 1f)] public float volume;
- [Tooltip("Variance percentage of the volume"), Range(0f, 1f)] public float volumeVariance;
- [Tooltip("Default pitch of the sound."), Range(.1f, 3f)] public float pitch;
- [Tooltip("Variance percentage of the pitch"), Range(0f, 1f)] public float pitchVariance;
+ [Space]
+ [Tooltip("Default volume of the sound."), Range(0f, 1f)] public float volume;
+ [Tooltip("Variance percentage of the volume"), Range(0f, 1f)] public float volumeVariance;
+ [Tooltip("Default pitch of the sound."), Range(.1f, 3f)] public float pitch;
+ [Tooltip("Variance percentage of the pitch"), Range(0f, 1f)] public float pitchVariance;
- public bool loop;
+ public bool loop;
- [HideInInspector] public AudioSource source;
+ [HideInInspector] public AudioSource source;
- float randomVolume;
- public float RandomVolume {
- get {
- randomVolume = volume * (1f + Random.Range(-volumeVariance / 2f, volumeVariance / 2f));
- return randomVolume;
- }
- }
+ float randomVolume;
+ public float RandomVolume{
+ get{
+ randomVolume = volume * (1f + Random.Range(-volumeVariance / 2f, volumeVariance / 2f));
+ return randomVolume;
+ }
+ }
- float randomPitch;
- public float RandomPitch {
- get {
- randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f));
- return randomPitch;
- }
- }
- }
- }
-}
\ No newline at end of file
+ float randomPitch;
+ public float RandomPitch{
+ get{
+ randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f));
+ return randomPitch;
+ }
+ }
+ }
+}
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..b89a5c0 100644
--- a/Tools/Cinemachine/CMCameraTrigger.cs
+++ b/Tools/Cinemachine/CMCameraTrigger.cs
@@ -1,41 +1,38 @@
using UnityEngine;
using Cinemachine;
-namespace SimpleTools.Cinemachine {
- public class CMCameraTrigger : MonoBehaviour {
+public class CMCameraTrigger : MonoBehaviour{
- CinemachineVirtualCamera vcam;
- [SerializeField, Tooltip("Name of the collider's tag that will trigger the camera.")] string triggerTagName;
+ CinemachineVirtualCamera vcam;
- void Awake() {
- vcam = GetComponentInChildren(true);
- vcam.gameObject.SetActive(false);
- }
+ void Awake(){
+ vcam = GetComponentInChildren(true);
+ vcam.gameObject.SetActive(false);
+ }
- #region 3D
- void OnTriggerEnter(Collider col) {
- if (col.CompareTag(triggerTagName)) {
- vcam.gameObject.SetActive(true);
- }
- }
- void OnTriggerExit(Collider col) {
- if (col.CompareTag(triggerTagName)) {
- vcam.gameObject.SetActive(true);
- }
- }
- #endregion
+ #region 3D
+ void OnTriggerEnter(Collider col){
+ if (col.CompareTag("Player")){
+ vcam.gameObject.SetActive(true);
+ }
+ }
+ void OnTriggerExit(Collider col){
+ if (col.CompareTag("Player")){
+ vcam.gameObject.SetActive(true);
+ }
+ }
+ #endregion
- #region 2D
- void OnTriggerEnter2D(Collider2D col) {
- if (col.CompareTag(triggerTagName)) {
- vcam.gameObject.SetActive(true);
- }
- }
- void OnTriggerExit2D(Collider2D col) {
- if (col.CompareTag(triggerTagName)) {
- vcam.gameObject.SetActive(false);
- }
- }
- #endregion
- }
-}
\ No newline at end of file
+ #region 2D
+ void OnTriggerEnter2D(Collider2D col){
+ if (col.CompareTag("Player")){
+ vcam.gameObject.SetActive(true);
+ }
+ }
+ void OnTriggerExit2D(Collider2D col){
+ if (col.CompareTag("Player")){
+ vcam.gameObject.SetActive(false);
+ }
+ }
+ #endregion
+}
diff --git a/Tools/Cinemachine/ScreenShake.cs b/Tools/Cinemachine/ScreenShake.cs
index 5d4aaa5..a9d8143 100644
--- a/Tools/Cinemachine/ScreenShake.cs
+++ b/Tools/Cinemachine/ScreenShake.cs
@@ -1,38 +1,36 @@
using Cinemachine;
using UnityEngine;
-namespace SimpleTools.Cinemachine {
- public static class ScreenShake {
+public static class ScreenShake{
- static CinemachineVirtualCamera vCam;
- static ScreenShakeUpdate shakeUpdate;
+ static CinemachineVirtualCamera vCam;
+ static ScreenShakeUpdate shakeUpdate;
- class ScreenShakeUpdate : MonoBehaviour {
- [HideInInspector] public float shakeTimer;
- [HideInInspector] public float shakeTimerTotal;
- [HideInInspector] public float startingIntensity;
+ class ScreenShakeUpdate : MonoBehaviour {
+ [HideInInspector] public float shakeTimer;
+ [HideInInspector] public float shakeTimerTotal;
+ [HideInInspector] public float startingIntensity;
- void Update() {
- if (shakeTimer > 0) {
- shakeTimer -= Time.deltaTime;
- CinemachineBasicMultiChannelPerlin multiChannelPerlin = vCam.GetCinemachineComponent();
- multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(startingIntensity, 0f, 1 - (shakeTimer / shakeTimerTotal));
- }
- }
- }
+ void Update(){
+ if (shakeTimer > 0){
+ shakeTimer -= Time.deltaTime;
+ CinemachineBasicMultiChannelPerlin multiChannelPerlin = vCam.GetCinemachineComponent();
+ multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(startingIntensity, 0f, 1 - (shakeTimer / shakeTimerTotal));
+ }
+ }
+ }
- /// Shake the camera
- /// It needs a cinemachine camera with a noise profile in it.
- ///
- public static void Shake(float intensity, float time) {
- if (vCam == null) {
- vCam = Camera.main.GetComponent().ActiveVirtualCamera.VirtualCameraGameObject.GetComponent();
- }
- if (shakeUpdate == null) {
- shakeUpdate = new GameObject("ShakeUpdate").AddComponent();
- }
- shakeUpdate.startingIntensity = intensity;
- shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = time;
- }
- }
-}
\ No newline at end of file
+ /// Shake the camera
+ /// It needs a cinemachine camera with a noise profile in it.
+ ///
+ public static void Shake(float intensity, float time){
+ if(vCam == null){
+ vCam = Camera.main.GetComponent().ActiveVirtualCamera.VirtualCameraGameObject.GetComponent();
+ }
+ if(shakeUpdate == null){
+ shakeUpdate = new GameObject("ShakeUpdate").AddComponent();
+ }
+ shakeUpdate.startingIntensity = intensity;
+ shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = time;
+ }
+}
diff --git a/Tools/DialogueSystem/Dialogue.cs b/Tools/DialogueSystem/Dialogue.cs
index 7b9ce5a..6df4ba6 100644
--- a/Tools/DialogueSystem/Dialogue.cs
+++ b/Tools/DialogueSystem/Dialogue.cs
@@ -1,16 +1,12 @@
using UnityEngine;
-namespace SimpleTools.DialogueSystem {
- [CreateAssetMenu(fileName = "New Dialogue", menuName = "Simple Tools/Dialogue", order = 11)]
- public class Dialogue : ScriptableObject {
- public DialogueBox[] sentences;
- }
+[CreateAssetMenu(fileName = "New Character", menuName = "Tools/Character", order = 0)]
+public class Dialogue : ScriptableObject{
- [System.Serializable]
- public class DialogueBox {
- public bool displayName;
- public string characterName;
- public Sprite characterImage;
- [TextArea(5, 10)] public string sentence;
- }
-}
\ No newline at end of file
+ public bool displayName;
+ public string characterName;
+
+ [Space]
+ public Sprite characterImage;
+ [TextArea] public string[] sentences;
+}
diff --git a/Tools/DialogueSystem/DialogueManager.cs b/Tools/DialogueSystem/DialogueManager.cs
deleted file mode 100644
index e69e584..0000000
--- a/Tools/DialogueSystem/DialogueManager.cs
+++ /dev/null
@@ -1,126 +0,0 @@
-using System.Collections.Generic;
-using TMPro;
-using UnityEngine;
-using UnityEngine.UI;
-
-namespace SimpleTools.DialogueSystem {
- public class DialogueManager : MonoBehaviour {
-
- DialogueVertexAnimator dialogueVertexAnimator;
-
- Queue sentences;
- Queue displayNames;
- Queue characterNames;
- Queue characterImages;
- bool talking;
-
- public DialogueManagerItems dialogueItems;
-
- public static DialogueManager instance;
- void Awake() {
- instance = this;
- sentences = new Queue();
- displayNames = new Queue();
- characterNames = new Queue();
- characterImages = new Queue();
-
- 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);
-
- 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 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;
- }
-}
\ No newline at end of file
diff --git a/Tools/DialogueSystem/DialogueSystem.cs b/Tools/DialogueSystem/DialogueSystem.cs
new file mode 100644
index 0000000..5e35cc3
--- /dev/null
+++ b/Tools/DialogueSystem/DialogueSystem.cs
@@ -0,0 +1,75 @@
+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 sentences;
+ bool talking;
+ Animator anim;
+
+ void Awake(){
+ instance = this;
+ sentences = new Queue();
+ anim = GetComponent();
+ }
+
+ /// Start or continue the dialogue
+ /// This function returns false if the dialogue has ended.
+ ///
+ 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;
+ }
+ }
+}
diff --git a/Tools/DialogueSystem/DialogueVertexAnimator.cs.meta b/Tools/DialogueSystem/DialogueSystem.cs.meta
similarity index 83%
rename from Tools/DialogueSystem/DialogueVertexAnimator.cs.meta
rename to Tools/DialogueSystem/DialogueSystem.cs.meta
index 8f15ab6..8211dcb 100644
--- a/Tools/DialogueSystem/DialogueVertexAnimator.cs.meta
+++ b/Tools/DialogueSystem/DialogueSystem.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: dcef7fafd8716284392e9621424bfa6a
+guid: caad12703fd5c3349acc637253734ac9
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Tools/DialogueSystem/DialogueUtility.cs b/Tools/DialogueSystem/DialogueUtility.cs
deleted file mode 100644
index da1fff6..0000000
--- a/Tools/DialogueSystem/DialogueUtility.cs
+++ /dev/null
@@ -1,206 +0,0 @@
-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 = "" + 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 + ")>";
- static readonly Regex animStartRegex = new Regex(ANIM_START_REGEX_STRING);
- const string ANIM_END_REGEX_STRING = "";
- static readonly Regex animEndRegex = new Regex(ANIM_END_REGEX_STRING);
-
- static readonly Dictionary pauseDictionary = new Dictionary{
- { "tiny", .1f },
- { "short", .25f },
- { "normal", 0.666f },
- { "long", 1f },
- { "read", 2f },
- };
-
- public static List ProcessInputString(string message, out string processedMessage) {
- List result = new List();
- 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 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 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 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 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 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;
- 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,
- }
-}
\ No newline at end of file
diff --git a/Tools/DialogueSystem/DialogueUtility.cs.meta b/Tools/DialogueSystem/DialogueUtility.cs.meta
deleted file mode 100644
index a98dbdc..0000000
--- a/Tools/DialogueSystem/DialogueUtility.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: d4649243ed65dff45b7891eed22eb4c6
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Tools/DialogueSystem/DialogueVertexAnimator.cs b/Tools/DialogueSystem/DialogueVertexAnimator.cs
deleted file mode 100644
index 38d6008..0000000
--- a/Tools/DialogueSystem/DialogueVertexAnimator.cs
+++ /dev/null
@@ -1,277 +0,0 @@
-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 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 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 commands) {
- List tempResult = new List();
- List animStartCommands = new List();
- List animEndCommands = new List();
- 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;
- }
-}
\ No newline at end of file
diff --git a/Tools/DialogueSystem/TMP_Animated.cs b/Tools/DialogueSystem/TMP_Animated.cs
new file mode 100644
index 0000000..b85b257
--- /dev/null
+++ b/Tools/DialogueSystem/TMP_Animated.cs
@@ -0,0 +1,71 @@
+using System.Collections;
+using UnityEngine;
+using UnityEngine.Events;
+
+namespace TMPro{
+ [System.Serializable] public class TextRevealEvent : UnityEvent { }
+ [System.Serializable] public class DialogueEvent : UnityEvent { }
+
+ public class TMP_Animated : TextMeshProUGUI{
+
+ float speed;
+
+ public TextRevealEvent onTextReveal;
+ public DialogueEvent onDialogueFinish;
+
+ 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=");
+ }
+
+ 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++;
+ yield return new WaitForSeconds(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();
+ }
+ }
+ }
+}
diff --git a/Tools/DialogueSystem/DialogueManager.cs.meta b/Tools/DialogueSystem/TMP_Animated.cs.meta
similarity index 61%
rename from Tools/DialogueSystem/DialogueManager.cs.meta
rename to Tools/DialogueSystem/TMP_Animated.cs.meta
index 1cc6cbc..8231160 100644
--- a/Tools/DialogueSystem/DialogueManager.cs.meta
+++ b/Tools/DialogueSystem/TMP_Animated.cs.meta
@@ -1,11 +1,11 @@
fileFormatVersion: 2
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+guid: f713d84a3ae882945800780459e26170
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
- icon: {instanceID: 0}
+ icon: {fileID: 2800000, guid: 2fd6421f253b4ef1a19526541f9ffc0c, type: 3}
userData:
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assetBundleVariant:
diff --git a/Tools/Editor/ToolsEditor.cs b/Tools/Editor/ToolsEditor.cs
index c251913..9e6dc73 100644
--- a/Tools/Editor/ToolsEditor.cs
+++ b/Tools/Editor/ToolsEditor.cs
@@ -1,4 +1,3 @@
-#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -11,538 +10,524 @@ 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{
-
- [MenuItem("GameObject/Simple Tools/AudioManager", false, 10)]
- static void CreateAudioManager(){
- GameObject audioManager = new GameObject("AudioManager");
- audioManager.AddComponent();
- }
+
+ [MenuItem("GameObject/Tools/AudioManager", false, 10)]
+ static void CreateAudioManager(){
+ GameObject audioManager = new GameObject("AudioManager");
+ audioManager.AddComponent();
+ }
- [MenuItem("GameObject/Simple Tools/Dialogue System", false, 10)]
- static void CreateDialogueSystem(){
- GameObject dialogueCanvas = new GameObject("DialogueCanvas");
- dialogueCanvas.AddComponent();
- Canvas canvas = dialogueCanvas.AddComponent