update
parent
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commit
5867753b75
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SceneRoots:
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@ -19,8 +19,9 @@ namespace GadGame
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DontDestroyOnLoad(gameObject);
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}
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private void Start()
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private async void Start()
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{
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await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(SceneFlowConfig.PassByScene.ScenePath);
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SetState<IdleState>();
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}
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@ -11,6 +11,7 @@ using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using Random = UnityEngine.Random;
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using Newtonsoft.Json;
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namespace GadGame.MiniGame
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{
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@ -44,6 +45,9 @@ namespace GadGame.MiniGame
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[Header("Pool")]
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[SerializeField] private Pool<Item>[] _itemPools;
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[SerializeField] private Pool<Bomb>[] _bombPools;
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private Vector2[] receivedData;
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public Transform[] Objects;
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||||
private GameManager _gameManager;
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private Camera _camera;
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@ -96,28 +100,49 @@ namespace GadGame.MiniGame
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public void PlayerControl()
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{
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//640x480;
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var inputData = UdpSocket.Instance.DataReceived.PosPoint;
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var inputNormalize = new Vector2((inputData.x - 213.33f)/ 213.33f, inputData.y / 480);
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// string inputData = UdpSocket.Instance.DataReceived.PosPoints;
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// var inputNormalize = new Vector2((inputData.x - 213.33f)/ 213.33f, inputData.y / 480);
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// var inputNormalize = new Vector2(inputData.x/ 200, inputData.y / 480);
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var input = new Vector2
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receivedData = UdpSocket.Instance.DataReceived.PosPoints;
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Debug.Log(receivedData);
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for (int i = 0; i < Objects.Length; ++i)
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{
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x = Mathf.Lerp(0, _canvas.pixelRect.width, inputNormalize.x),
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y = -Mathf.Lerp(0, _canvas.pixelRect.height, inputNormalize.y)
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};
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if (input != Vector2.zero)
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||||
{
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||||
var mousePos = input;
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||||
var pos = _camera.ScreenToWorldPoint(mousePos);
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var currentPosition = _basket.Position;
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pos.x *= -1;
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pos.y = currentPosition.y;
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pos.z = 0;
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currentPosition= Vector3.Lerp(currentPosition, pos, _lerp * Time.deltaTime);
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||||
currentPosition.x = Mathf.Clamp(currentPosition.x, -2.25f, 2.25f);
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||||
var dirMove = (_preFramePosition - currentPosition).normalized;
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_basket.transform.DORotate(new Vector3(0, 0, 10 * dirMove.x), 0.2f);
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_basket.Position = currentPosition;
|
||||
var inputNormalize = new Vector2((receivedData[i].x - 213.33f)/ 213.33f, receivedData[i].y / 480);
|
||||
if (i == 0)
|
||||
{
|
||||
var input = new Vector2
|
||||
{
|
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x = Mathf.Lerp(0, _canvas.pixelRect.width, inputNormalize.x),
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y = -Mathf.Lerp(0, _canvas.pixelRect.height, inputNormalize.y)
|
||||
};
|
||||
if (input != Vector2.zero)
|
||||
{
|
||||
var mousePos = input;
|
||||
var pos = _camera.ScreenToWorldPoint(mousePos);
|
||||
var currentPosition = _basket.Position;
|
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pos.x *= -1;
|
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pos.y = currentPosition.y;
|
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pos.z = 0;
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currentPosition= Vector3.Lerp(currentPosition, pos, _lerp * Time.deltaTime);
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currentPosition.x = Mathf.Clamp(currentPosition.x, -2.25f, 2.25f);
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var dirMove = (_preFramePosition - currentPosition).normalized;
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_basket.transform.DORotate(new Vector3(0, 0, 10 * dirMove.x), 0.2f);
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||||
_basket.Position = currentPosition;
|
||||
}
|
||||
}
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// var pos_pose = new Vector2();
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// var x = Mathf.Clamp01(receivedData[i].x / 640);
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// var y = Mathf.Clamp01(receivedData[i].y / 480);
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// pos_pose.x = x;
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// pos_pose.y = y;
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||||
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// Objects[i].localPosition = pos_pose * -1;
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||||
}
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||||
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||||
}
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||||
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||||
public async void ShowTutorial()
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||||
|
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@ -18,6 +18,6 @@ namespace GadGame.Network
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public float Gender;
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public int AgeMin;
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||||
public int AgeMax;
|
||||
public Vector2 PosPoint;
|
||||
public Vector2[] PosPoints;
|
||||
}
|
||||
}
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@ -1,11 +1,12 @@
|
|||
using System.Collections;
|
||||
using Cysharp.Threading.Tasks;
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||||
using DG.Tweening;
|
||||
using GadGame.Network;
|
||||
using GadGame.Singleton;
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||||
using Microsoft.Unity.VisualStudio.Editor;
|
||||
using Sirenix.OdinInspector;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.Video;
|
||||
|
||||
namespace GadGame.State.MainFlowState
|
||||
{
|
||||
|
@ -13,16 +14,37 @@ namespace GadGame.State.MainFlowState
|
|||
{
|
||||
public Animator passBy;
|
||||
[SerializeField] private RectTransform _transform;
|
||||
[SerializeField] private UnityEngine.UI.Image CircleImg;
|
||||
// [SerializeField] private RectTransform _videoIdleTransform;
|
||||
[SerializeField] private Image CircleImg;
|
||||
[SerializeField] private TextMeshProUGUI txtProgress;
|
||||
// [SerializeField] [Range(0,1)] float progress = 1f;
|
||||
|
||||
[SerializeField] private VideoPlayer videoPlayer;
|
||||
|
||||
[Button]
|
||||
public void Play(bool engage) {
|
||||
_transform.DOAnchorPosX(engage ? -1000 : 0, 2);
|
||||
// videoPlayer.gameObject.SetActive(!passBy);
|
||||
_transform.DOAnchorPosX(engage ? -1000 : 0, 1);
|
||||
}
|
||||
|
||||
public async void SetPlayVideo(bool value){
|
||||
if(value) {
|
||||
while (videoPlayer.targetCameraAlpha < 1)
|
||||
{
|
||||
videoPlayer.targetCameraAlpha += Time.deltaTime * 3;
|
||||
await UniTask.Yield();
|
||||
}
|
||||
|
||||
videoPlayer.targetCameraAlpha = 1;
|
||||
} else {
|
||||
while (videoPlayer.targetCameraAlpha > 0)
|
||||
{
|
||||
videoPlayer.targetCameraAlpha -= Time.deltaTime * 3;
|
||||
await UniTask.Yield();
|
||||
}
|
||||
|
||||
videoPlayer.targetCameraAlpha = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void ReadyCountDown(float progress){
|
||||
CircleImg.fillAmount = progress ;
|
||||
txtProgress.text = Mathf.Floor(progress * 3).ToString();
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
using GadGame.Manager;
|
||||
using GadGame.Network;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GadGame.State.MainFlowState
|
||||
{
|
||||
|
@ -13,7 +12,7 @@ namespace GadGame.State.MainFlowState
|
|||
} else if (UdpSocket.Instance.DataReceived.Gender >= 0.7f){
|
||||
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.CTASceneFemale.ScenePath);
|
||||
} else {
|
||||
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.CTASceneBoth.ScenePath);
|
||||
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.CTASceneFemale.ScenePath);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -23,18 +22,8 @@ namespace GadGame.State.MainFlowState
|
|||
|
||||
if (time >= 10)
|
||||
{
|
||||
if(!UdpSocket.Instance.DataReceived.PassBy)
|
||||
{
|
||||
Runner.SetState<IdleState>();
|
||||
return;
|
||||
}
|
||||
|
||||
if(!UdpSocket.Instance.DataReceived.Engage)
|
||||
{
|
||||
Runner.SetState<ViewedState>();
|
||||
return;
|
||||
}
|
||||
Runner.SetState<PassByState>();
|
||||
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.PassByScene.ScenePath);
|
||||
Runner.SetState<IdleState>();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
using GadGame.Manager;
|
||||
using GadGame.Network;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GadGame.State.MainFlowState
|
||||
|
@ -10,57 +11,36 @@ namespace GadGame.State.MainFlowState
|
|||
private bool _warned;
|
||||
private bool _showCountDown;
|
||||
|
||||
private PassByAnimation passByAnim;
|
||||
|
||||
public override void Enter()
|
||||
{
|
||||
passByAnim = PassByAnimation.Instance;
|
||||
passByAnim.Play(true);
|
||||
// LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.EndGageScene.ScenePath);
|
||||
PassByAnimation.Instance.Play(true);
|
||||
_readyTimer = 5;
|
||||
}
|
||||
|
||||
public override void Update(float time)
|
||||
{
|
||||
if(!UdpSocket.Instance.DataReceived.PassBy) {
|
||||
Runner.SetState<IdleState>();
|
||||
return;
|
||||
}
|
||||
|
||||
if(!UdpSocket.Instance.DataReceived.Engage) {
|
||||
Runner.SetState<PassByState>();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!UdpSocket.Instance.DataReceived.Ready) _readyTimer = 3;
|
||||
PassByAnimation.Instance.ReadyCountDown(_readyTimer / 3);
|
||||
_readyTimer -= Time.deltaTime;
|
||||
if (_readyTimer <= 0)
|
||||
{
|
||||
_readyTimer = 0;
|
||||
Runner.SetState<PlayGameState>();
|
||||
}
|
||||
if (time >= 2)
|
||||
{
|
||||
switch (_warned)
|
||||
{
|
||||
case true when !UdpSocket.Instance.DataReceived.PassBy:
|
||||
Runner.SetState<IdleState>();
|
||||
break;
|
||||
case false when !UdpSocket.Instance.DataReceived.Engage:
|
||||
_warned = true;
|
||||
passByAnim.Play(false);
|
||||
// PopupManager.Instance.Show("Come Back", 5).OnComplete(OnWaringComplete);
|
||||
break;
|
||||
case true when UdpSocket.Instance.DataReceived.Engage:
|
||||
_warned = false;
|
||||
passByAnim.Play(true);
|
||||
// PopupManager.Instance.Hide();
|
||||
break;
|
||||
}
|
||||
|
||||
switch (_showCountDown)
|
||||
{
|
||||
case false when UdpSocket.Instance.DataReceived.Ready:
|
||||
_showCountDown = true;
|
||||
// Runner.Ready(true);
|
||||
break;
|
||||
case true when !UdpSocket.Instance.DataReceived.Ready:
|
||||
_showCountDown = false;
|
||||
// Runner.Ready(false);
|
||||
break;
|
||||
}
|
||||
|
||||
if (!UdpSocket.Instance.DataReceived.Ready) _readyTimer = 3;
|
||||
passByAnim.ReadyCountDown(_readyTimer / 3);
|
||||
_readyTimer -= Time.deltaTime;
|
||||
if (_readyTimer <= 0)
|
||||
{
|
||||
_readyTimer = 0;
|
||||
Runner.SetState<PlayGameState>();
|
||||
}
|
||||
// Runner.ReadyCountDown(_readyTimer);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,19 +1,22 @@
|
|||
using System.Diagnostics;
|
||||
using GadGame.Manager;
|
||||
using GadGame.Network;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace GadGame.State.MainFlowState
|
||||
{
|
||||
public class IdleState : State<MainFlow>
|
||||
{
|
||||
|
||||
|
||||
public override void Enter()
|
||||
{
|
||||
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.IdleScene.ScenePath);
|
||||
PassByAnimation.Instance.Play(false);
|
||||
PassByAnimation.Instance.SetPlayVideo(true);
|
||||
}
|
||||
|
||||
public override void Update(float time)
|
||||
{
|
||||
if(time < 2) return;
|
||||
// if(time < 2) return;
|
||||
|
||||
if (UdpSocket.Instance.DataReceived.PassBy)
|
||||
{
|
||||
|
@ -35,7 +38,7 @@ namespace GadGame.State.MainFlowState
|
|||
|
||||
public override void Exit()
|
||||
{
|
||||
|
||||
PassByAnimation.Instance.SetPlayVideo(false);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -7,35 +7,27 @@ namespace GadGame.State.MainFlowState
|
|||
{
|
||||
public class PassByState : State<MainFlow>
|
||||
{
|
||||
private PassByAnimation passByAnim;
|
||||
public async override void Enter()
|
||||
{
|
||||
await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
|
||||
passByAnim = PassByAnimation.Instance;
|
||||
passByAnim.Play(false);
|
||||
// await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
|
||||
PassByAnimation.Instance.Play(false);
|
||||
}
|
||||
|
||||
public override void Update(float time)
|
||||
{
|
||||
if (time < 2f) return;
|
||||
// if(time < 2) return;
|
||||
if (!UdpSocket.Instance.DataReceived.PassBy)
|
||||
{
|
||||
Runner.SetState<IdleState>();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (UdpSocket.Instance.DataReceived.Engage)
|
||||
{
|
||||
Runner.SetState<EngageState>();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// if (UdpSocket.Instance.DataReceived.OnVision)
|
||||
// {
|
||||
// Runner.SetState<ViewedState>();
|
||||
// return;
|
||||
// }
|
||||
}
|
||||
|
||||
public override void Exit()
|
||||
|
|
|
@ -60,14 +60,10 @@ namespace GadGame.State.MainFlowState
|
|||
_gameManager.Resume();
|
||||
if(!UdpSocket.Instance.DataReceived.PassBy)
|
||||
{
|
||||
Runner.SetState<IdleState>();
|
||||
Runner.SetState<PassByState>();
|
||||
return;
|
||||
}
|
||||
// if(!UdpSocket.Instance.DataReceived.OnVision)
|
||||
// {
|
||||
// Runner.SetState<PassByState>();
|
||||
// return;
|
||||
// }
|
||||
|
||||
if(!UdpSocket.Instance.DataReceived.Engage)
|
||||
{
|
||||
Runner.SetState<ViewedState>();
|
||||
|
|
|
@ -66,8 +66,8 @@ namespace GadGame.State
|
|||
|
||||
var newState = _states.FirstOrDefault(s => s is TSt);
|
||||
if(newState == null) return;
|
||||
newState.Enter();
|
||||
ActiveState = newState;
|
||||
ActiveState.Enter();
|
||||
_timer = 0;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 766a79cc4c72adc929ac7638a34e1b15
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c3c851caa99d03d4a8c8842ded166a7c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: da631c92e6b893e49acea17d69d48252
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 001402f99874ca24780daf2947cf5e14
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,66 @@
|
|||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Febucci.Attributes
|
||||
{
|
||||
[CustomPropertyDrawer(typeof(CharsDisplayTimeAttribute))]
|
||||
public class CharsDisplayTimeAttributeDrawer : PropertyDrawer
|
||||
{
|
||||
const float minWaitTime = 0.0001f;
|
||||
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
//delay in seconds
|
||||
Rect delayValueRect = new Rect(position.x, position.y, 70 + 230 - position.x, position.height);
|
||||
delayValueRect.width = Mathf.Clamp(position.width * 0.6f, 170, position.width);
|
||||
|
||||
Rect delayLabel = new Rect(delayValueRect);
|
||||
delayLabel.x += delayLabel.width - 15;
|
||||
delayLabel.width = 77;
|
||||
|
||||
Rect charPerSecValueRect = new Rect(delayLabel);
|
||||
charPerSecValueRect.x += charPerSecValueRect.width - 15;
|
||||
charPerSecValueRect.width = 65;
|
||||
|
||||
|
||||
Rect charPerSecLabelRect = new Rect(charPerSecValueRect);
|
||||
charPerSecLabelRect.x += charPerSecLabelRect.width - 15;
|
||||
charPerSecLabelRect.width = 120;
|
||||
|
||||
switch (property.propertyType)
|
||||
{
|
||||
case SerializedPropertyType.Float:
|
||||
|
||||
property.floatValue = EditorGUI.FloatField(delayValueRect, label, property.floatValue);
|
||||
|
||||
EditorGUI.LabelField(delayLabel, $"s delay, ≈");
|
||||
|
||||
|
||||
|
||||
int charPerSecond = Mathf.RoundToInt(1 / property.floatValue);
|
||||
|
||||
EditorGUI.LabelField(charPerSecLabelRect, "chars per sec");
|
||||
EditorGUI.BeginChangeCheck();
|
||||
charPerSecond = EditorGUI.IntField(charPerSecValueRect, charPerSecond);
|
||||
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
property.floatValue = 1f/charPerSecond;
|
||||
}
|
||||
|
||||
if (property.floatValue < minWaitTime)
|
||||
property.floatValue = minWaitTime;
|
||||
|
||||
break;
|
||||
|
||||
|
||||
default: //unsupported, fallback to the default OnGUI
|
||||
EditorGUI.PropertyField(position, property, label);
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 06ce1d00801daba44918ac07070012a3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,18 @@
|
|||
{
|
||||
"name": "Febucci.Attributes.Editor",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:448b0b55421917e4784a8f2f7449081f"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fbcceeb83a7197e40b5e481f8eeb8508
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,30 @@
|
|||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Febucci.Attributes
|
||||
{
|
||||
[CustomPropertyDrawer(typeof(MinValueAttribute))]
|
||||
public class MinValueAttributeDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
EditorGUI.PropertyField(position, property, label);
|
||||
switch (property.propertyType)
|
||||
{
|
||||
case SerializedPropertyType.Integer:
|
||||
property.intValue = Mathf.Clamp(property.intValue, (int)(attribute as MinValueAttribute).min, int.MaxValue);
|
||||
break;
|
||||
|
||||
case SerializedPropertyType.Float:
|
||||
property.floatValue = Mathf.Clamp(property.floatValue, (attribute as MinValueAttribute).min, float.MaxValue);
|
||||
break;
|
||||
|
||||
default:
|
||||
base.OnGUI(position, property, label);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d6969374730fb584ea155e370491caf1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,49 @@
|
|||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Febucci.Attributes
|
||||
{
|
||||
[CustomPropertyDrawer(typeof(NotZeroAttribute))]
|
||||
public class NotZeroAttributeDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
|
||||
switch (property.propertyType)
|
||||
{
|
||||
case SerializedPropertyType.Integer:
|
||||
int intValue = property.intValue;
|
||||
intValue = EditorGUI.IntField(position, label, intValue);
|
||||
if (intValue != 0)
|
||||
property.intValue = intValue;
|
||||
break;
|
||||
|
||||
case SerializedPropertyType.Float:
|
||||
float floatValue = property.floatValue;
|
||||
floatValue = EditorGUI.FloatField(position, label, floatValue);
|
||||
|
||||
if (floatValue != 0)
|
||||
property.floatValue = floatValue;
|
||||
|
||||
break;
|
||||
|
||||
case SerializedPropertyType.Vector2:
|
||||
Vector2 vecValue = property.vector2Value;
|
||||
vecValue = EditorGUI.Vector2Field(position, label, vecValue);
|
||||
|
||||
property.vector2Value = new Vector2(
|
||||
(vecValue.x != 0 || vecValue.y!=0) ? vecValue.x : property.vector2Value.x,
|
||||
(vecValue.y != 0 || vecValue.x!=0) ? vecValue.y : property.vector2Value.y);
|
||||
|
||||
break;
|
||||
|
||||
|
||||
default:
|
||||
base.OnGUI(position, property, label);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 319c5abbdd9c94e479d7c58013da0a7a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,47 @@
|
|||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Febucci.Attributes
|
||||
{
|
||||
[CustomPropertyDrawer(typeof(PositiveValueAttribute))]
|
||||
public class PositiveValueAttributeDrawer : PropertyDrawer
|
||||
{
|
||||
const float minValue = .01f;
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
|
||||
switch (property.propertyType)
|
||||
{
|
||||
case SerializedPropertyType.Integer:
|
||||
int intValue = property.intValue;
|
||||
intValue = EditorGUI.IntField(position, label, intValue);
|
||||
if (intValue >= minValue)
|
||||
property.intValue = intValue;
|
||||
break;
|
||||
|
||||
case SerializedPropertyType.Float:
|
||||
float floatValue = property.floatValue;
|
||||
floatValue = EditorGUI.FloatField(position, label, floatValue);
|
||||
|
||||
property.floatValue = Mathf.Clamp(floatValue, minValue, floatValue);
|
||||
break;
|
||||
|
||||
case SerializedPropertyType.Vector2:
|
||||
Vector2 vecValue = property.vector2Value;
|
||||
vecValue = EditorGUI.Vector2Field(position, label, vecValue);
|
||||
|
||||
vecValue.x = Mathf.Clamp(vecValue.x, minValue, vecValue.x);
|
||||
vecValue.y = Mathf.Clamp(vecValue.y, minValue, vecValue.y);
|
||||
|
||||
property.vector2Value = vecValue;
|
||||
break;
|
||||
|
||||
default:
|
||||
base.OnGUI(position, property, label);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
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|
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|
|||
using UnityEngine;
|
||||
|
||||
namespace Febucci.Attributes
|
||||
{
|
||||
public class CharsDisplayTimeAttribute : PropertyAttribute
|
||||
{
|
||||
}
|
||||
|
||||
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|
|
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|
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|
||||
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|
||||
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|
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|
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|
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|
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|
|||
using UnityEngine;
|
||||
|
||||
namespace Febucci.Attributes
|
||||
{
|
||||
public class MinValueAttribute : PropertyAttribute
|
||||
{
|
||||
public float min = 0;
|
||||
public MinValueAttribute(float min)
|
||||
{
|
||||
this.min = min;
|
||||
}
|
||||
}
|
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|
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|||
using UnityEngine;
|
||||
|
||||
namespace Febucci.Attributes
|
||||
{
|
||||
public class NotZeroAttribute : PropertyAttribute
|
||||
{
|
||||
|
||||
}
|
||||
|
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|||
using UnityEngine;
|
||||
|
||||
namespace Febucci.Attributes
|
||||
{
|
||||
public class PositiveValueAttribute : PropertyAttribute
|
||||
{
|
||||
|
||||
}
|
||||
|
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Examples:
|
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|
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<shake>I''m
|
||||
freezing</shake>.
|
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|
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<wiggle>I''m joking</wiggle>.
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|
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It''s a <fade>secret</fade>.
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<bounce>Oh,
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<rot>I''m confused</rot>.
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<swing>So happy right
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|
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|
||||
Head over the next example scenes to discover more!
|
||||
|
||||
|
||||
I''d
|
||||
love to share the projects you create with TextAnimator! Let me know (if you
|
||||
want) aand have a lovely day! ^^
|
||||
|
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<speed=3>Aaaaaaaaaaaaaand please do not
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forget to leave a review, it <speed=.1><incr><rainb>really</rainb></incr> <speed=3>helps
|
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^^<speed=1>'
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--- !u!222 &1911804840
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--- !u!114 &1911804841
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_text: 'Hi! Welcome to TextAnimator; have fun bringing your dialogues to life!
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|
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|
||||
Examples:
|
||||
|
||||
<shake>I''m
|
||||
freezing</shake>.
|
||||
|
||||
<wiggle>I''m joking</wiggle>.
|
||||
|
||||
It''s a <fade>secret</fade>.
|
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|
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<bounce>Oh,
|
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how lucky</bounce>.
|
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|
||||
An<expl> EXPLOSION</expl>.
|
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|
||||
<rot>I''m confused</rot>.
|
||||
|
||||
<swing>So
|
||||
happy right now</swing>.
|
||||
|
||||
Head over the next example scenes to discover more!
|
||||
|
||||
|
||||
<share>I''d
|
||||
love to share the projects you create with TextAnimator! Let me know (if you
|
||||
want) aand have a lovely day! ^^</share>
|
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|
||||
<speed=3>Aaaaaaaaaaaaaand please
|
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do not forget to leave a review, it <speed=.1><incr><rainb>really</rainb></incr>
|
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<speed=3>helps ^^<speed=1>'
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- size
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defaultDisappearancesTags: []
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defaultTagsMode: 0
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--- !u!114 &1911804842
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m_Calls: []
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onMessage:
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m_PersistentCalls:
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m_Calls: []
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waitForNormalChars: 0.02
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waitLong: 0.33333334
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waitMiddle: 0.06666667
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avoidMultiplePunctuactionWait: 0
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waitForNewLines: 1
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waitForLastCharacter: 1
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useTypewriterWaitForDisappearances: 1
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disappearanceWaitTime: 0.015
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disappearanceSpeedMultiplier: 1
|
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Reference in New Issue