diff --git a/README.md b/README.md
index c45a3ab..cb0ba62 100644
--- a/README.md
+++ b/README.md
@@ -2,8 +2,6 @@
This package contains simple tools to use in your project.
-This package will be updated once I find another useful tool or someone suggest me one.
-
## Features
- **AudioManager** with Play, Pause and most of the other basic things, as well as some effects like FadeIn or FadeOut.
@@ -12,6 +10,8 @@ This package will be updated once I find another useful tool or someone suggest
- Basic menu with **music and SFX sliders** as well as **resolution and quality dropdowns.**
- An **object pooler** with the ability to create pools with an undetermined size.
- A basic **scene manager** with a loading screen with progress bar.
+- A simple **timer** that 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.
@@ -33,13 +33,16 @@ 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
@@ -57,11 +60,13 @@ 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;
@@ -76,29 +81,50 @@ 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
-DialogueSystem.instance.Dialogue(dialogue); //Start/Continue the dialogue
+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
```
-### SceneManager
+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**
```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
+### **Timer**
```csharp
using SimpleTools.Timer;
@@ -116,7 +142,11 @@ timer.ResetTimer(); //Pause and sets the time to the default one
timer.Restart(); //Restarts the timer
```
-### Editor
+### **Auto-save**
+
+To enable auto-save you have access the menu from the top bar, *Simple Tools>Auto Save Configuration.* You can auto-save every several minutes or auto-save every time you enter play mode.
+
+### **Editor**
You can easily set up some things by right clicking in your Project Tab and then selecting Tools and clicking on the one you want to create.
diff --git a/Tools/AudioManager/AudioManager.cs b/Tools/AudioManager/AudioManager.cs
index 4b6c3f5..56b4dd6 100644
--- a/Tools/AudioManager/AudioManager.cs
+++ b/Tools/AudioManager/AudioManager.cs
@@ -2,261 +2,291 @@
using UnityEngine;
using System;
-public class AudioManager : MonoBehaviour{
+namespace SimpleTools.AudioManager {
+ 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
- ///
- 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();
+ #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();
- 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;
- }
+ 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;
+ }
- 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);
+ 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);
- 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
- ///
- 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;
- }
+ /// 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;
+ }
- 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 < 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 > 0){
- s.source.volume -= Time.deltaTime / fadeTime;
- yield return null;
- }
- s.source.volume = 0;
- }
- #endregion
-}
+ 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
diff --git a/Tools/AudioManager/Sounds.cs b/Tools/AudioManager/Sounds.cs
index 9f9a5e4..35e2dd0 100644
--- a/Tools/AudioManager/Sounds.cs
+++ b/Tools/AudioManager/Sounds.cs
@@ -1,50 +1,53 @@
using UnityEngine;
using UnityEngine.Audio;
-[CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
-public class Sounds : ScriptableObject{
+namespace SimpleTools.AudioManager {
+ [CreateAssetMenu(fileName = "Sounds", menuName = "Simple Tools/Sounds", order = 11)]
+ public class Sounds : ScriptableObject {
- [Tooltip("The music mixer.")]
- public AudioMixerGroup mainMixer = default;
- [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;
- }
- }
- }
-}
+ float randomPitch;
+ public float RandomPitch {
+ get {
+ randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f));
+ return randomPitch;
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Tools/AutoSave.meta b/Tools/AutoSave.meta
new file mode 100644
index 0000000..ca4fccd
--- /dev/null
+++ b/Tools/AutoSave.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 2f2d8faa0dc23b34f9f347dc08bd85be
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Tools/AutoSave/AutoSaveConfig.cs b/Tools/AutoSave/AutoSaveConfig.cs
new file mode 100644
index 0000000..b0544df
--- /dev/null
+++ b/Tools/AutoSave/AutoSaveConfig.cs
@@ -0,0 +1,124 @@
+#if UNITY_EDITOR
+using UnityEngine;
+using UnityEditor;
+using System;
+using System.Threading;
+using UnityEditor.SceneManagement;
+using System.Threading.Tasks;
+
+namespace SimpleTools.AutoSave {
+ public class AutoSaveConfig : EditorWindow {
+
+ [MenuItem("Simple Tools/Auto Save Configuration")]
+ public static void ShowWindow(){
+ EditorWindow w = GetWindow("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/DialogueSystem/DialogueSystem.cs.meta b/Tools/AutoSave/AutoSaveConfig.cs.meta
similarity index 83%
rename from Tools/DialogueSystem/DialogueSystem.cs.meta
rename to Tools/AutoSave/AutoSaveConfig.cs.meta
index 8211dcb..d4e6164 100644
--- a/Tools/DialogueSystem/DialogueSystem.cs.meta
+++ b/Tools/AutoSave/AutoSaveConfig.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: caad12703fd5c3349acc637253734ac9
+guid: e3f4095259fcc1f45991636604af9829
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Tools/Cinemachine/CMCameraTrigger.cs b/Tools/Cinemachine/CMCameraTrigger.cs
index b89a5c0..2fbae3a 100644
--- a/Tools/Cinemachine/CMCameraTrigger.cs
+++ b/Tools/Cinemachine/CMCameraTrigger.cs
@@ -1,38 +1,41 @@
using UnityEngine;
using Cinemachine;
-public class CMCameraTrigger : MonoBehaviour{
+namespace SimpleTools.Cinemachine {
+ public class CMCameraTrigger : MonoBehaviour {
- CinemachineVirtualCamera vcam;
+ CinemachineVirtualCamera vcam;
+ [SerializeField, Tooltip("Name of the collider's tag that will trigger the camera.")] string triggerTagName;
- 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("Player")){
- vcam.gameObject.SetActive(true);
- }
- }
- void OnTriggerExit(Collider col){
- if (col.CompareTag("Player")){
- vcam.gameObject.SetActive(true);
- }
- }
- #endregion
+ #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 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
-}
+ #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
diff --git a/Tools/Cinemachine/ScreenShake.cs b/Tools/Cinemachine/ScreenShake.cs
index a9d8143..5d4aaa5 100644
--- a/Tools/Cinemachine/ScreenShake.cs
+++ b/Tools/Cinemachine/ScreenShake.cs
@@ -1,36 +1,38 @@
using Cinemachine;
using UnityEngine;
-public static class ScreenShake{
+namespace SimpleTools.Cinemachine {
+ 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;
- }
-}
+ /// 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
diff --git a/Tools/DialogueSystem/Dialogue.cs b/Tools/DialogueSystem/Dialogue.cs
index b7674d0..7b9ce5a 100644
--- a/Tools/DialogueSystem/Dialogue.cs
+++ b/Tools/DialogueSystem/Dialogue.cs
@@ -1,12 +1,16 @@
using UnityEngine;
-[CreateAssetMenu(fileName = "New Character", menuName = "Simple Tools/Character", order = 11)]
-public class Dialogue : ScriptableObject{
+namespace SimpleTools.DialogueSystem {
+ [CreateAssetMenu(fileName = "New Dialogue", menuName = "Simple Tools/Dialogue", order = 11)]
+ public class Dialogue : ScriptableObject {
+ public DialogueBox[] sentences;
+ }
- public bool displayName;
- public string characterName;
-
- [Space]
- public Sprite characterImage;
- [TextArea] public string[] sentences;
-}
+ [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
diff --git a/Tools/DialogueSystem/DialogueManager.cs b/Tools/DialogueSystem/DialogueManager.cs
new file mode 100644
index 0000000..e69e584
--- /dev/null
+++ b/Tools/DialogueSystem/DialogueManager.cs
@@ -0,0 +1,126 @@
+using System.Collections.Generic;
+using TMPro;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace SimpleTools.DialogueSystem {
+ public class DialogueManager : MonoBehaviour {
+
+ DialogueVertexAnimator dialogueVertexAnimator;
+
+ Queue 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/TMP_Animated.cs.meta b/Tools/DialogueSystem/DialogueManager.cs.meta
similarity index 61%
rename from Tools/DialogueSystem/TMP_Animated.cs.meta
rename to Tools/DialogueSystem/DialogueManager.cs.meta
index 8231160..1cc6cbc 100644
--- a/Tools/DialogueSystem/TMP_Animated.cs.meta
+++ b/Tools/DialogueSystem/DialogueManager.cs.meta
@@ -1,11 +1,11 @@
fileFormatVersion: 2
-guid: f713d84a3ae882945800780459e26170
+guid: 23d6a059fd2bc464a9cba3a5ced1724d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
- icon: {fileID: 2800000, guid: 2fd6421f253b4ef1a19526541f9ffc0c, type: 3}
+ icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
diff --git a/Tools/DialogueSystem/DialogueSystem.cs b/Tools/DialogueSystem/DialogueSystem.cs
deleted file mode 100644
index 5e35cc3..0000000
--- a/Tools/DialogueSystem/DialogueSystem.cs
+++ /dev/null
@@ -1,75 +0,0 @@
-using System.Collections.Generic;
-using TMPro;
-using UnityEngine;
-using UnityEngine.UI;
-
-public class DialogueSystem : MonoBehaviour{
-
- public static DialogueSystem instance;
-
- public GameObject nameField = default;
- public TextMeshProUGUI nameText = default;
- public TMP_Animated dialogue = default;
- public Image faceImage = default;
-
- Queue 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/DialogueUtility.cs b/Tools/DialogueSystem/DialogueUtility.cs
new file mode 100644
index 0000000..da1fff6
--- /dev/null
+++ b/Tools/DialogueSystem/DialogueUtility.cs
@@ -0,0 +1,206 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using System.Text.RegularExpressions;
+using System;
+
+namespace SimpleTools.DialogueSystem {
+ public class DialogueUtility : MonoBehaviour {
+
+ // grab the remainder of the text until ">" or end of string
+ const string REMAINDER_REGEX = "(.*?((?=>)|(/|$)))";
+ const string PAUSE_REGEX_STRING = "" + 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
new file mode 100644
index 0000000..a98dbdc
--- /dev/null
+++ b/Tools/DialogueSystem/DialogueUtility.cs.meta
@@ -0,0 +1,11 @@
+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
new file mode 100644
index 0000000..38d6008
--- /dev/null
+++ b/Tools/DialogueSystem/DialogueVertexAnimator.cs
@@ -0,0 +1,277 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Globalization;
+using TMPro;
+using UnityEngine;
+
+namespace SimpleTools.DialogueSystem {
+ public class DialogueVertexAnimator {
+ public bool textAnimating = false;
+ bool stopAnimating = false;
+
+ readonly TMP_Text textBox;
+ string[] audioSourceGroup;
+ public void SetAudioSourceGroup(params string[] _audioSourceGroup) {
+ audioSourceGroup = _audioSourceGroup;
+ }
+ public DialogueVertexAnimator(TMP_Text _textBox) {
+ textBox = _textBox;
+ }
+
+ static readonly Color32 clear = new Color32(0, 0, 0, 0);
+ const float CHAR_ANIM_TIME = 0.07f;
+ static readonly Vector3 vecZero = Vector3.zero;
+ public IEnumerator AnimateTextIn(List 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/DialogueVertexAnimator.cs.meta b/Tools/DialogueSystem/DialogueVertexAnimator.cs.meta
new file mode 100644
index 0000000..8f15ab6
--- /dev/null
+++ b/Tools/DialogueSystem/DialogueVertexAnimator.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: dcef7fafd8716284392e9621424bfa6a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Tools/DialogueSystem/TMP_Animated.cs b/Tools/DialogueSystem/TMP_Animated.cs
deleted file mode 100644
index 904041b..0000000
--- a/Tools/DialogueSystem/TMP_Animated.cs
+++ /dev/null
@@ -1,78 +0,0 @@
-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 = 20;
-
- public TextRevealEvent onTextReveal;
- public DialogueEvent onDialogueFinish;
-
- void Update(){
- /*if(Application.isPlaying)
- this.Animate();*/
- }
-
- public void ReadText(string newText){
- text = string.Empty;
-
- string[] subTexts = newText.Split('<', '>');
-
- string displayText = "";
- for (int i = 0; i < subTexts.Length; i++){
- if (i % 2 == 0)
- displayText += subTexts[i];
- else if (!isCustomTag(subTexts[i].Replace(" ", "")))
- displayText += $"<{subTexts[i]}>";
- }
-
- bool isCustomTag(string tag){
- return tag.StartsWith("speed=") || tag.StartsWith("pause=") || tag.StartsWith("wave") || tag.StartsWith("rainbow") || tag.StartsWith("shake");
- }
-
- text = displayText;
- maxVisibleCharacters = 0;
- StartCoroutine(Read());
-
- IEnumerator Read(){
- int subCounter = 0;
- int visibleCounter = 0;
- while(subCounter < subTexts.Length){
- if(subCounter % 2 == 1){
- yield return EvaluateTag(subTexts[subCounter].Replace(" ", ""));
- }else{
- while(visibleCounter < subTexts[subCounter].Length){
- onTextReveal.Invoke(subTexts[subCounter][visibleCounter]);
- visibleCounter++;
- maxVisibleCharacters++;
- //this.Animate();
-
- yield return new WaitForSeconds(text[maxVisibleCharacters - 1] == ' ' ? 0 : (1f / speed));
- }
- visibleCounter = 0;
- }
- subCounter++;
- }
- yield return null;
-
- WaitForSeconds EvaluateTag(string tag){
- if (tag.Length > 0){
- if (tag.StartsWith("speed=")){
- speed = float.Parse(tag.Split('=')[1]);
- }else if (tag.StartsWith("pause=")){
- return new WaitForSeconds(float.Parse(tag.Split('=')[1]));
- }
- }
- return null;
- }
-
- onDialogueFinish.Invoke();
- }
- }
- }
-}
diff --git a/Tools/Editor/ToolsEditor.cs b/Tools/Editor/ToolsEditor.cs
index acadbd3..c251913 100644
--- a/Tools/Editor/ToolsEditor.cs
+++ b/Tools/Editor/ToolsEditor.cs
@@ -11,527 +11,538 @@ 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/Simple 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