A bunch of stuff

master
cblech 1 year ago
parent b4b3155378
commit d1d78adf00

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File diff suppressed because it is too large Load Diff

@ -3,34 +3,41 @@ using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
[RequireComponent(typeof(OutlineFx.OutlineFx))]
public class MyButton : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{
[SerializeField]
private UnityEvent _onClick;
// references
[SerializeField]
private OutlineFx.OutlineFx _outlineFx;
[SerializeField]
public bool isActive = true;
private void OnEnable()
{
if (!TryGetComponent(out Collider2D _))
{
Debug.LogError("MyButton needs a Collider2D to work", gameObject);
}
_outlineFx = GetComponent<OutlineFx.OutlineFx>();
if (!_outlineFx)
{
_outlineFx = GetComponent<OutlineFx.OutlineFx>();
}
_outlineFx.enabled = false;
}
public void OnPointerClick(PointerEventData eventData)
{
_onClick.Invoke();
if(isActive)
_onClick.Invoke();
}
public void OnPointerEnter(PointerEventData eventData)
{
_outlineFx.enabled = true;
_outlineFx.enabled = isActive;
}
public void OnPointerExit(PointerEventData eventData)
{

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using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
[TrackBindingType(typeof(MyButton))]
[TrackClipType(typeof(MyButtonTrackClip))]
public class MyButtonTrack : TrackAsset
{
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
{
return ScriptPlayable<MyButtonTrackMixer>.Create(graph, inputCount);
}
}

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using UnityEngine;
using UnityEngine.Playables;
public class MyButtonTrackBehaviour : PlayableBehaviour
{
}

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using UnityEngine;
using UnityEngine.Playables;
public class MyButtonTrackClip : PlayableAsset
{
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
{
var playable = ScriptPlayable<MyButtonTrackBehaviour>.Create(graph);
return playable;
}
}

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using UnityEngine;
using UnityEngine.Playables;
public class MyButtonTrackMixer : PlayableBehaviour
{
public override void ProcessFrame(Playable playable, FrameData info, object playerData)
{
var myButton = playerData as MyButton;
myButton!.isActive = false;
for (var i = 0; i < playable.GetInputCount(); i++)
{
var inputWeight = playable.GetInputWeight(i);
if (inputWeight > 0)
{
myButton.isActive = true;
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
[RequireComponent(typeof(TextMeshProUGUI))]
[RequireComponent(typeof(AudioSource))]
public class VoiceLinePlayer : MonoBehaviour
{
[Serializable]
public class CloseCaption
{
public string text;
public float timing;
}
// singleton
public static VoiceLinePlayer Instance { get; private set; }
// references
private TextMeshProUGUI _subtitleText;
private AudioSource _audioSource;
private void Awake()
{
SetInstance();
_subtitleText = GetComponent<TextMeshProUGUI>();
_audioSource = GetComponent<AudioSource>();
}
private void OnValidate()
{
SetInstance();
}
private void SetInstance()
{
if (Instance == null)
{
Instance = this;
}
else
{
Debug.LogError("VoiceLinePlayer Instance already exists.");
}
}
private void Update()
{
if (!_audioSource.isPlaying)
{
_subtitleText.text = "";
}
}
public void PlayLine(AudioClip clip, List<CloseCaption> cc)
{
_audioSource.clip = clip;
_audioSource.Play();
foreach (var caption in cc)
{
StartCoroutine(ShowCaption(caption.text, caption.timing));
}
}
private IEnumerator ShowCaption(string text, float timing)
{
yield return new WaitForSeconds(timing);
_subtitleText.text = text;
}
}

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using System.Collections.Generic;
using UnityEngine;
public class VoiceLineTrigger : MonoBehaviour
{
[SerializeField]
private AudioClip _clip;
[SerializeField]
private List<VoiceLinePlayer.CloseCaption> _cc;
[ContextMenu("Trigger")]
public void Trigger()
{
VoiceLinePlayer.Instance.PlayLine(_clip, _cc);
}
}

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