added the metadata and the connector with the gamepad

This commit is contained in:
Jimmy Tremblay-Bernier 2023-11-13 23:32:01 -05:00
parent 9e2fd793c0
commit 5bf259ef33
142 changed files with 77425 additions and 71316 deletions

112
.gitattributes vendored
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@ -1,56 +1,56 @@
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@ -1,74 +1,74 @@
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Copyright (c) 2011, Milena Brandao (milenabbrandao@gmail.com), with Reserved Font Name Fredoka. Copyright (c) 2011, Milena Brandao (milenabbrandao@gmail.com), with Reserved Font Name Fredoka.
This Font Software is licensed under the SIL Open Font License, Version 1.1. This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL http://scripts.sil.org/OFL
----------------------------------------------------------- -----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
----------------------------------------------------------- -----------------------------------------------------------
PREAMBLE PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership open framework in which fonts may be shared and improved in partnership
with others. with others.
The OFL allows the licensed fonts to be used, studied, modified and The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded, fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives, names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives. to any document created using the fonts or their derivatives.
DEFINITIONS DEFINITIONS
"Font Software" refers to the set of files released by the Copyright "Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation. include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the "Reserved Font Name" refers to any names specified as such after the
copyright statement(s). copyright statement(s).
"Original Version" refers to the collection of Font Software components as "Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s). distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, "Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a Original Version, by changing formats or by porting the Font Software to a
new environment. new environment.
"Author" refers to any designer, engineer, programmer, technical "Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software. writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify, a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions: Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, 1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself. in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, 2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user. binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font 3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as Copyright Holder. This restriction only applies to the primary font name as
presented to the users. presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written Copyright Holder(s) and the Author(s) or with their explicit written
permission. permission.
5) The Font Software, modified or unmodified, in part or in whole, 5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created remain under this license does not apply to any document created
using the Font Software. using the Font Software.
TERMINATION TERMINATION
This license becomes null and void if any of the above conditions are This license becomes null and void if any of the above conditions are
not met. not met.
DISCLAIMER DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE. OTHER DEALINGS IN THE FONT SOFTWARE.

View File

@ -1,131 +1,131 @@
## [2.2.1] - 2023-09-07 ## [2.2.1] - 2023-09-07
- Revert SerializeField for variable and lists - Revert SerializeField for variable and lists
- Fixed compatibility with Fast Script Reload - Fixed compatibility with Fast Script Reload
- Fixed error when adding component - Fixed error when adding component
- Added compatibility with Odin Inspector - Added compatibility with Odin Inspector
## [2.2.0] - 2023-08-07 ## [2.2.0] - 2023-08-07
- Fixed use SerializeReference instead of SerializeField for variable and lists - Fixed use SerializeReference instead of SerializeField for variable and lists
- Fixed not use Linq for IsEmpty property of lists - Fixed not use Linq for IsEmpty property of lists
## [2.1.0] - 2023-06-18 ## [2.1.0] - 2023-06-18
- Added BindToInputField Component - Added BindToInputField Component
- Fixed error when displaying non serializable classes - Fixed error when displaying non serializable classes
- Fixed overriding all custom property drawers - Fixed overriding all custom property drawers
- Removed PlayModeResetter - Removed PlayModeResetter
- Removed FastPlayMode Scene - Removed FastPlayMode Scene
## [2.0.0] - 2023-05-23 ## [2.0.0] - 2023-05-23
- Added ScriptableVariable Default value field - Added ScriptableVariable Default value field
- Added Icons for Windows - Added Icons for Windows
- Added ScriptableVariables now reset when exiting PlayMode - Added ScriptableVariables now reset when exiting PlayMode
- Fixed SoapSettings created multiple times - Fixed SoapSettings created multiple times
- Fixed cached editor - Fixed cached editor
- Fixed null refs due to repaint logic - Fixed null refs due to repaint logic
- Fixed various colors - Fixed various colors
- Fixed naming standards of EventListeners - Fixed naming standards of EventListeners
- Removed PlayModeResetter logic - Removed PlayModeResetter logic
- Removed ScriptableVariable InitialValue field - Removed ScriptableVariable InitialValue field
## [1.5.3] - 2023-05-10 ## [1.5.3] - 2023-05-10
- Fixed Custom editor performances issues - Fixed Custom editor performances issues
- Fixed expanding ScriptableEvents from EventListeners - Fixed expanding ScriptableEvents from EventListeners
- Added Custom property drawer for each type - Added Custom property drawer for each type
- Added Raise button for ScriptableEvent property drawer - Added Raise button for ScriptableEvent property drawer
- Added Count label for ScriptableList property drawer - Added Count label for ScriptableList property drawer
## [1.5.2] - 2023-05-02 ## [1.5.2] - 2023-05-02
- Fixed Editor namespace compile error - Fixed Editor namespace compile error
- Fixed Editor code preventing builds - Fixed Editor code preventing builds
## [1.5.1] - 2023-04-29 ## [1.5.1] - 2023-04-29
- Fixed create SO at selected folder instead of predefined path - Fixed create SO at selected folder instead of predefined path
- Fixed create new Types at selected folder instead of predefined path - Fixed create new Types at selected folder instead of predefined path
- Fixed settings can only be modified from Soap Window - Fixed settings can only be modified from Soap Window
- Fixed Editor namespace - Fixed Editor namespace
- Fixed naming of variable reference created from inspector button - Fixed naming of variable reference created from inspector button
- Added Soap Window - Added Soap Window
- Added MinMax property for IntVariable and FloatVariable - Added MinMax property for IntVariable and FloatVariable
## [1.5.0] - 2023-04-08 ## [1.5.0] - 2023-04-08
- Fixed null ref debugging events - Fixed null ref debugging events
- Fixed InitialValue is public - Fixed InitialValue is public
- Fixed Modifying the value of a SV by code shows in Version Control - Fixed Modifying the value of a SV by code shows in Version Control
- Added create button from classes (SoapPropertyDrawer) - Added create button from classes (SoapPropertyDrawer)
- Added Embedded inspector for all Soap SO (SoapPropertyDrawer) - Added Embedded inspector for all Soap SO (SoapPropertyDrawer)
- Added SoapSettings - Added SoapSettings
- Added ScriptableVariable Display Mode (Default & Minimal) - Added ScriptableVariable Display Mode (Default & Minimal)
- Added Search bar in SoapWizard - Added Search bar in SoapWizard
- Added debug for ScriptableEventNoParam - Added debug for ScriptableEventNoParam
## [1.4.1] - 2023-02-24 ## [1.4.1] - 2023-02-24
- Added favorite option in Soap Wizard - Added favorite option in Soap Wizard
- Fixed path saving in Soap Wizard - Fixed path saving in Soap Wizard
- Fixed Unit Tests under Editor Folder - Fixed Unit Tests under Editor Folder
- Fixed Events raise button disabled when not in play mode - Fixed Events raise button disabled when not in play mode
## [1.4.0] - 2023-01-30 ## [1.4.0] - 2023-01-30
- Added Soap Wizard - Added Soap Wizard
- Added Events Debug Window visual - Added Events Debug Window visual
- Added file name for ScriptableList and Events - Added file name for ScriptableList and Events
- Fixed base type of ScriptableVariableDrawer - Fixed base type of ScriptableVariableDrawer
- Fixed Rename enum CustomVariableType to follow C# standards - Fixed Rename enum CustomVariableType to follow C# standards
## [1.3.3] - 2023-01-19 ## [1.3.3] - 2023-01-19
- Added AddRange and RemoveRange methods for ScriptableList - Added AddRange and RemoveRange methods for ScriptableList
- Removed parameter of the event OnItemCountChanged - Removed parameter of the event OnItemCountChanged
- Fixed support for multiple instances of PlayModeResetter - Fixed support for multiple instances of PlayModeResetter
- Fixed Debug Logs are now being displayed when subscribing to OnRaised in ScriptableEvents by code. - Fixed Debug Logs are now being displayed when subscribing to OnRaised in ScriptableEvents by code.
## [1.3.2] - 2022-12-17 ## [1.3.2] - 2022-12-17
- Added Implicit operator for ScriptableVariables - Added Implicit operator for ScriptableVariables
- Added Version number on documentation - Added Version number on documentation
- Added ResetToInitialValue Button on ScriptableVariables - Added ResetToInitialValue Button on ScriptableVariables
- Fixed Obstacle prefab structure - Fixed Obstacle prefab structure
- Fixed icons are now being used - Fixed icons are now being used
- Fixed minor bugs and project folders - Fixed minor bugs and project folders
- Fixed OnSceneLoaded is now protected - Fixed OnSceneLoaded is now protected
## [1.3.1] - 2022-11-20 ## [1.3.1] - 2022-11-20
- Added VariableReference base class - Added VariableReference base class
- Added IsEmpty property on ScriptableLists - Added IsEmpty property on ScriptableLists
- Added Undo on Bindings custom inspectors - Added Undo on Bindings custom inspectors
- Added BindRendererColor - Added BindRendererColor
- Added BindGraphicColor - Added BindGraphicColor
- Removed BindImageColor and ColorChanger - Removed BindImageColor and ColorChanger
- Updated documentation - Updated documentation
- Updated BindComparisonToUnityEvent - Updated BindComparisonToUnityEvent
## [1.3.0] - 2022-11-09 ## [1.3.0] - 2022-11-09
- Added custom icons - Added custom icons
- Added option to subscribe to ScriptableEvents by code - Added option to subscribe to ScriptableEvents by code
- Fix error when modifying Bindings component at runtime - Fix error when modifying Bindings component at runtime
## [1.2.1] - 2022-10-29 ## [1.2.1] - 2022-10-29
- Added IsClamped bool to clamping for IntVariables and FloatVariables - Added IsClamped bool to clamping for IntVariables and FloatVariables
- Added IsClamped bool for BindText/TextMeshPro components - Added IsClamped bool for BindText/TextMeshPro components
- Added Discord and Asset store link buttons in Scenes - Added Discord and Asset store link buttons in Scenes
- Fix ScriptableList Drawing GameObjects - Fix ScriptableList Drawing GameObjects
- Fix ScriptableVariable Guid serialization and generation - Fix ScriptableVariable Guid serialization and generation
## [1.2.0] - 2022-10-20 ## [1.2.0] - 2022-10-20
- Added Min & Max clamping for IntVariables and FloatVariables - Added Min & Max clamping for IntVariables and FloatVariables
- Added Min & Max clamping for BindText/TextMeshPro components - Added Min & Max clamping for BindText/TextMeshPro components
- Added Uid as PlayerPrefs key for ScriptableVariables - Added Uid as PlayerPrefs key for ScriptableVariables
- Added warning in PlayModeResetter - Added warning in PlayModeResetter
- Added Discord and Asset store link buttons in Scenes - Added Discord and Asset store link buttons in Scenes
- Updated custom inspector for ScriptableLists - Updated custom inspector for ScriptableLists
- Fixed various custom inspectors - Fixed various custom inspectors
## [1.1.0] - 2022-10-10 ## [1.1.0] - 2022-10-10
- Fixed BindText and BindTextMeshPro when binding to a StringVariable - Fixed BindText and BindTextMeshPro when binding to a StringVariable
- Added default GameObjectScriptableEvent and EventListenerGameObject - Added default GameObjectScriptableEvent and EventListenerGameObject
- Added package.json and changelog - Added package.json and changelog
- Updated custom inspector for SO variables - Updated custom inspector for SO variables
- Fixed various bug - Fixed various bug
- Updated documentation - Updated documentation
- Uploaded with 2019.4 - Uploaded with 2019.4
## [1.0.0] - 2022-09-27 ## [1.0.0] - 2022-09-27
- Initial Release - Initial Release

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@ -1,17 +1,17 @@
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"defineConstraints": [], "defineConstraints": [],
"versionDefines": [], "versionDefines": [],
"noEngineReferences": false "noEngineReferences": false
} }

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@ -1,28 +1,28 @@
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
namespace Obvious.Soap namespace Obvious.Soap
{ {
[AddComponentMenu("Soap/EventListeners/EventListener#TYPE#")] [AddComponentMenu("Soap/EventListeners/EventListener#TYPE#")]
public class EventListener#TYPE# : EventListenerGeneric<#TYPE#> public class EventListener#TYPE# : EventListenerGeneric<#TYPE#>
{ {
[SerializeField] private EventResponse[] _eventResponses = null; [SerializeField] private EventResponse[] _eventResponses = null;
protected override EventResponse<#TYPE#>[] EventResponses => _eventResponses; protected override EventResponse<#TYPE#>[] EventResponses => _eventResponses;
[System.Serializable] [System.Serializable]
public class EventResponse : EventResponse<#TYPE#> public class EventResponse : EventResponse<#TYPE#>
{ {
[SerializeField] private ScriptableEvent#TYPE# _scriptableEvent = null; [SerializeField] private ScriptableEvent#TYPE# _scriptableEvent = null;
public override ScriptableEvent<#TYPE#> ScriptableEvent => _scriptableEvent; public override ScriptableEvent<#TYPE#> ScriptableEvent => _scriptableEvent;
[SerializeField] private #TYPE#UnityEvent _response = null; [SerializeField] private #TYPE#UnityEvent _response = null;
public override UnityEvent<#TYPE#> Response => _response; public override UnityEvent<#TYPE#> Response => _response;
} }
[System.Serializable] [System.Serializable]
public class #TYPE#UnityEvent : UnityEvent<#TYPE#> public class #TYPE#UnityEvent : UnityEvent<#TYPE#>
{ {
} }
} }
} }

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@ -1,10 +1,10 @@
using UnityEngine; using UnityEngine;
namespace Obvious.Soap namespace Obvious.Soap
{ {
[CreateAssetMenu(fileName = "scriptable_event_#TYPE#.asset", menuName = "Soap/ScriptableEvents/#TYPE#")] [CreateAssetMenu(fileName = "scriptable_event_#TYPE#.asset", menuName = "Soap/ScriptableEvents/#TYPE#")]
public class ScriptableEvent#TYPE# : ScriptableEvent<#TYPE#> public class ScriptableEvent#TYPE# : ScriptableEvent<#TYPE#>
{ {
} }
} }

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@ -1,10 +1,10 @@
using UnityEngine; using UnityEngine;
namespace Obvious.Soap namespace Obvious.Soap
{ {
[CreateAssetMenu(fileName = "scriptable_list_#TYPE#.asset", menuName = "Soap/ScriptableLists/#TYPE#")] [CreateAssetMenu(fileName = "scriptable_list_#TYPE#.asset", menuName = "Soap/ScriptableLists/#TYPE#")]
public class ScriptableList#TYPE# : ScriptableList<#TYPE#> public class ScriptableList#TYPE# : ScriptableList<#TYPE#>
{ {
} }
} }

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@ -1,10 +1,10 @@
using UnityEngine; using UnityEngine;
namespace Obvious.Soap namespace Obvious.Soap
{ {
[CreateAssetMenu(fileName = "scriptable_variable_#TYPE#.asset", menuName = "Soap/ScriptableVariables/#TYPE#")] [CreateAssetMenu(fileName = "scriptable_variable_#TYPE#.asset", menuName = "Soap/ScriptableVariables/#TYPE#")]
public class #TYPE#Variable : ScriptableVariable<#TYPE#> public class #TYPE#Variable : ScriptableVariable<#TYPE#>
{ {
} }
} }

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@ -1,5 +1,5 @@
In this scene, you will learn more about Scriptable Variables by seeing how they are used. The scene content goes hands in hand with the documentation, discover them together to learn: In this scene, you will learn more about Scriptable Variables by seeing how they are used. The scene content goes hands in hand with the documentation, discover them together to learn:
-how to access these variables directly -how to access these variables directly
-how to register callbacks when their value changes (OnValueChanged event) -how to register callbacks when their value changes (OnValueChanged event)
-how to use variable references -how to use variable references
-learn about their menu context options -learn about their menu context options

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@ -1,10 +1,10 @@
Bindings are components that you attach to GameObjects to bind them to a variable so that they execute a simple behavior when that variable value changes. Bindings are components that you attach to GameObjects to bind them to a variable so that they execute a simple behavior when that variable value changes.
In this scene, you will learn more about Bindings by seeing how they are used. These are all the bindings that are showcased: In this scene, you will learn more about Bindings by seeing how they are used. These are all the bindings that are showcased:
-BindText / BindTextMeshPro -BindText / BindTextMeshPro
-BindFillingImage -BindFillingImage
-BindSlider -BindSlider
-BindToggle -BindToggle
-BindGraphicColor -BindGraphicColor
-BindRendererColor -BindRendererColor
-BindComparisonToUnityEvent -BindComparisonToUnityEvent
-BindInputField -BindInputField

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@ -1,4 +1,4 @@
In this scene, you will learn more about ScriptableLists by seeing how they are used. The scene content goes hands-in-hand with the documentation, discover them together to learn: In this scene, you will learn more about ScriptableLists by seeing how they are used. The scene content goes hands-in-hand with the documentation, discover them together to learn:
-how to add and remove items from a ScriptableList -how to add and remove items from a ScriptableList
-how to subscribe to ScriptableList events -how to subscribe to ScriptableList events
-how to iterate over a ScriptableList -how to iterate over a ScriptableList

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@ -1,6 +1,6 @@
In this scene, you will learn more about ScriptableEvents by seeing how they are used. The scene content goes hands in hand with the documentation, discover them together to learn: In this scene, you will learn more about ScriptableEvents by seeing how they are used. The scene content goes hands in hand with the documentation, discover them together to learn:
-how to fire ScriptableEvents from code -how to fire ScriptableEvents from code
-how to use EventListeners to listen to ScriptableEvents -how to use EventListeners to listen to ScriptableEvents
-how to listen to ScriptableEvents from code -how to listen to ScriptableEvents from code
-how to fire ScriptableEvents from the inspector -how to fire ScriptableEvents from the inspector
-how to debug ScriptableEvents -how to debug ScriptableEvents

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@ -1,4 +1,4 @@
In this scene, you will learn more about how to save ScriptableVariables. The scene content goes hands in hand with the documentation, discover them together to learn: In this scene, you will learn more about how to save ScriptableVariables. The scene content goes hands in hand with the documentation, discover them together to learn:
-how to save variables in one click -how to save variables in one click
-how to clear the save -how to clear the save
-a practical exercise for you to test -a practical exercise for you to test

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@ -1,23 +1,23 @@
{ {
"name": "Obvious.Soap.Editor.Tests", "name": "Obvious.Soap.Editor.Tests",
"references": [ "references": [
"UnityEngine.TestRunner", "UnityEngine.TestRunner",
"UnityEditor.TestRunner", "UnityEditor.TestRunner",
"Obvious.Soap" "Obvious.Soap"
], ],
"includePlatforms": [ "includePlatforms": [
"Editor" "Editor"
], ],
"excludePlatforms": [], "excludePlatforms": [],
"allowUnsafeCode": false, "allowUnsafeCode": false,
"overrideReferences": true, "overrideReferences": true,
"precompiledReferences": [ "precompiledReferences": [
"nunit.framework.dll" "nunit.framework.dll"
], ],
"autoReferenced": false, "autoReferenced": false,
"defineConstraints": [ "defineConstraints": [
"UNITY_INCLUDE_TESTS" "UNITY_INCLUDE_TESTS"
], ],
"versionDefines": [], "versionDefines": [],
"noEngineReferences": false "noEngineReferences": false
} }

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@ -1,16 +1,16 @@
{ {
"name": "Obvious.Soap", "name": "Obvious.Soap",
"references": [ "references": [
"GUID:6546d7765b4165b40850b3667f981c26", "GUID:6546d7765b4165b40850b3667f981c26",
"GUID:6055be8ebefd69e48b49212b09b47b2f" "GUID:6055be8ebefd69e48b49212b09b47b2f"
], ],
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} }

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@ -1,14 +1,14 @@
Readme Readme
===================================== =====================================
Soap helps you gain speed and keep a clean architecture in your game development by leveraging the power of ScriptableObject. Soap helps you gain speed and keep a clean architecture in your game development by leveraging the power of ScriptableObject.
It is recommended to read the user guide, to test the examples scenes (and their documentation) and/or to watch the video tutorials to best understand this framework. It is recommended to read the user guide, to test the examples scenes (and their documentation) and/or to watch the video tutorials to best understand this framework.
Examples were chosen to showcase basic and simple situations that are common in games. Examples were chosen to showcase basic and simple situations that are common in games.
If you have questions, issues or a feature proposal, please write an email to : If you have questions, issues or a feature proposal, please write an email to :
obviousgame.contact@gmail.com obviousgame.contact@gmail.com
Or join the discord server: Or join the discord server:
https://discord.gg/CVhCNDbxF5 https://discord.gg/CVhCNDbxF5
Thanks for purchasing Soap :). Thanks for purchasing Soap :).

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@ -1,18 +1,18 @@
{ {
"name": "Obious.Soap.Example", "name": "Obious.Soap.Example",
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"GUID:6546d7765b4165b40850b3667f981c26", "GUID:6546d7765b4165b40850b3667f981c26",
"GUID:ee6baafdecd94804a8714654c4bd097f", "GUID:ee6baafdecd94804a8714654c4bd097f",
"GUID:d077ff18d774b9d479c2ce4c35deb3a1" "GUID:d077ff18d774b9d479c2ce4c35deb3a1"
], ],
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} }

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@ -1,17 +1,17 @@
{ {
"name": "com.obvious.soap", "name": "com.obvious.soap",
"version": "2.2.1", "version": "2.2.1",
"displayName": "Soap - ScriptableObject Architecture", "displayName": "Soap - ScriptableObject Architecture",
"description": "Soap helps you gain speed and keep a clean architecture in your game development by leveraging the power of ScriptableObject.", "description": "Soap helps you gain speed and keep a clean architecture in your game development by leveraging the power of ScriptableObject.",
"unity": "2019.4", "unity": "2019.4",
"keywords": [ "keywords": [
"ScriptableObject","Architecture","Dependencies" "ScriptableObject","Architecture","Dependencies"
], ],
"author": { "author": {
"name": "Obvious Games", "name": "Obvious Games",
"email": "obviousgame.contact@gmail.com", "email": "obviousgame.contact@gmail.com",
"url": "https://sites.google.com/view/obviousgame" "url": "https://sites.google.com/view/obviousgame"
}, },
"documentationUrl": "https://drive.google.com/file/d/15quBiCzdHTZEV1e1JMIXQV1hLOHs0xg7/view?usp=sharing", "documentationUrl": "https://drive.google.com/file/d/15quBiCzdHTZEV1e1JMIXQV1hLOHs0xg7/view?usp=sharing",
"hideInEditor" : "false" "hideInEditor" : "false"
} }

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@ -1,86 +1,86 @@
Simple Fantasy Simple Fantasy
//Weapons Animation usage //Weapons Animation usage
To animate the weapons you will need to set mechanim parameters in the character Animator and parent the weapon mesh under the right hand jnt To animate the weapons you will need to set mechanim parameters in the character Animator and parent the weapon mesh under the right hand jnt
Parent weapon meshlocation - Parent weapon meshlocation -
/Simple_Characters /Simple_Characters
/Root_jnt /Root_jnt
/Hips_jnt /Hips_jnt
/Body_jnt /Body_jnt
/Spine_jnt /Spine_jnt
/UpperArm_Right_jnt /UpperArm_Right_jnt
/LowerArm_Right_jnt /LowerArm_Right_jnt
/Hand_Right_jnt /Hand_Right_jnt
//Mechanim parameters //Mechanim parameters
Shoot_b - Activates shoot Shoot_b - Activates shoot
FullAuto_b - Enables full auto if avaliable (AssultRiffle01,02 and subMachineGun) FullAuto_b - Enables full auto if avaliable (AssultRiffle01,02 and subMachineGun)
Reload_b - Reloads the current gun Reload_b - Reloads the current gun
Jump_b - will make the character jump Jump_b - will make the character jump
Death_b - will kill the character Death_b - will kill the character
DeathType_int - Will select the type of death animation DeathType_int - Will select the type of death animation
1 = Back death 1 = Back death
2 = Front death 2 = Front death
Static_b - Will turn root motion on and off Static_b - Will turn root motion on and off
Grounded_b - will play a falling animation when not grounded Grounded_b - will play a falling animation when not grounded
Animation_int - selects an idle animation to play Animation_int - selects an idle animation to play
0 = normal idle 0 = normal idle
1 = Crossed Arms 1 = Crossed Arms
2 = HandsOnHips 2 = HandsOnHips
3 = Check Watch 3 = Check Watch
4 = Sexy Dance 4 = Sexy Dance
5 = Smoking 5 = Smoking
6 = Salute 6 = Salute
7 = Wipe Mount 7 = Wipe Mount
8 = Leaning against wall 8 = Leaning against wall
9 = Sitting on Ground 9 = Sitting on Ground
WeaponType_int - Sets the type of weapon animation to play WeaponType_int - Sets the type of weapon animation to play
0 = No weapon 0 = No weapon
1 = Pistol 1 = Pistol
2 = AssultRifle01 2 = AssultRifle01
3 = AssultRifle02 3 = AssultRifle02
4 = Shotgun 4 = Shotgun
5 = SniperRifle 5 = SniperRifle
6 = Rifle 6 = Rifle
7 = SubMachineGun 7 = SubMachineGun
8 = RPG 8 = RPG
9 = MiniGun 9 = MiniGun
10 = Grenades 10 = Grenades
11 = Bow 11 = Bow
12 = Melee 12 = Melee
MeleeType MeleeType
0 = Stab 0 = Stab
1 = One Handed 1 = One Handed
2 = Two Handed 2 = Two Handed
Head_Horizontal_f and Head_Vertical_f - Control the head direction Head_Horizontal_f and Head_Vertical_f - Control the head direction
Each weapon animation will require a new Body_Horivontal_f and Body_Vertical_f value for Idle, Walk and Run Each weapon animation will require a new Body_Horivontal_f and Body_Vertical_f value for Idle, Walk and Run
No weapon Idle = 0 , 0 No weapon Idle = 0 , 0
No weapon Walk = 0 , 0 No weapon Walk = 0 , 0
No weapon Run = 0 , 0 No weapon Run = 0 , 0
Pistol Idle = 0 , 0 Pistol Idle = 0 , 0
Pistol Walk = 0 , 0 Pistol Walk = 0 , 0
Pistol Run = 0 , 0.2 Pistol Run = 0 , 0.2
Grenades Idle = 0 , 0 Grenades Idle = 0 , 0
(set speed to 0 when throwing a grenade) (set speed to 0 when throwing a grenade)
All other weapons Idle = 0 , 0.6 All other weapons Idle = 0 , 0.6
All other weapons Walk = 0 , 0.6 All other weapons Walk = 0 , 0.6
All other weapons Run = 0.3 , 0.6 All other weapons Run = 0.3 , 0.6

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Custom/Conjure/ScrollingTexture"
{
Properties
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Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
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Cull Off
Lighting Off
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Pass
{
Name "Default"
CGPROGRAM
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#pragma fragment frag
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _ScrollXSpeed;
float _ScrollYSpeed;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
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float2 worldXY = mul(unity_ObjectToWorld, v.vertex).xy;
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{
float time = _Time.y;
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float2 uv = IN.texcoord + float2(scrollX, scrollY);
half4 color = (tex2D(_MainTex, uv) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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clip (color.a - 0.001);
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}
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using UnityEngine;
namespace ConjureOS.ArcadeMenu
{
public class ConjureArcadeExitButton : ConjureArcadeMenuButton
{
public override void Execute()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
Application.Quit();
}
}
}

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fileFormatVersion: 2
guid: ee7248b59806412eae91e89a093977eb
timeCreated: 1699483308

View File

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using UnityEngine;
namespace ConjureOS.ArcadeMenu
{
public class ConjureArcadeLeaderboardButton : ConjureArcadeMenuButton
{
public override void Execute()
{
Debug.Log("Open leaderboard for this game - This is not yet implemented");
}
}
}

View File

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fileFormatVersion: 2
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timeCreated: 1699483256

View File

@ -1,93 +1,255 @@
using System; using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using ConjureOS.Input; using UnityEngine.UI;
namespace ConjureOS.ArcadeMenu namespace ConjureOS.ArcadeMenu
{ {
[RequireComponent(typeof(Animator))]
public class ConjureArcadeMenu : MonoBehaviour public class ConjureArcadeMenu : MonoBehaviour
{ {
public event Action OnOpen; public static event Action OnOpen;
public static event Action OnClose;
public static event Action<bool> OnStatusChanged;
private static ConjureArcadeMenu Instance { get; set; }
public static bool HasInstance => (bool) Instance;
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER private bool isOpened;
[SerializeField]
private string homeButton = "Home";
#endif
public bool IsOpened { get; private set; } = false; public static bool IsOpened => HasInstance && Instance.IsOpenedOnInstance;
private void Start()
{
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
if (!IsButtonAvailable(homeButton))
{
Debug.LogWarning(
$"ConjureOS: {nameof(homeButton)} in {nameof(ConjureArcadeMenu)} must be a valid action name ('{homeButton}' is not set up). " +
"To modify actions, go to 'Edit > Project Settings > Input Manager'.");
}
#endif
}
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
private bool IsButtonAvailable(string buttonName)
{
try
{
UnityEngine.Input.GetButton(buttonName);
return true;
}
catch (ArgumentException)
{
return false;
}
}
private bool WasButtonPressedThisFrame(string buttonName)
{
try
{
return UnityEngine.Input.GetButtonDown(buttonName);
}
catch (ArgumentException)
{
return false;
}
}
#endif
private void Update() private bool IsOpenedOnInstance
{ {
#if ENABLE_INPUT_SYSTEM get => isOpened;
foreach (ConjureArcadeController arcadeController in ConjureArcadeController.allControllers) set
{ {
if (arcadeController.home.wasPressedThisFrame) if (value != isOpened)
{ {
OpenArcadeMenu(); if (value)
{
OnOpen?.Invoke();
}
else
{
OnClose?.Invoke();
}
OnStatusChanged?.Invoke(value);
} }
isOpened = value;
} }
#elif ENABLE_LEGACY_INPUT_MANAGER
if (WasButtonPressedThisFrame(homeButton))
{
OpenArcadeMenu();
}
#endif
} }
private void OpenArcadeMenu() private ConjureArcadeMenuButton SelectedButton
{ {
if (IsOpened) get
{
if (currentSelectedButtonIndex < 0 || currentSelectedButtonIndex >= menuButtons.Count)
{
return null;
}
return menuButtons[currentSelectedButtonIndex];
}
}
[SerializeField]
private List<ConjureArcadeMenuButton> menuButtons;
[SerializeField]
private ConjureArcadeMenuButton firstMenuButton;
private bool IsAnimatingOpen => openAnimationCoroutine != null;
private bool IsAnimatingClose => closeAnimationCoroutine != null;
private Coroutine openAnimationCoroutine;
private Coroutine closeAnimationCoroutine;
private Animator animator;
private int currentSelectedButtonIndex = -1;
public static void Open()
{
if (HasInstance)
{
Instance.OpenOnInstance();
}
}
public static void Close()
{
if (HasInstance)
{
Instance.CloseOnInstance();
}
}
public static void MovePrevious()
{
if (HasInstance)
{
Instance.MovePreviousOnInstance();
}
}
public static void MoveNext()
{
if (HasInstance)
{
Instance.MoveNextOnInstance();
}
}
public static void Select()
{
if (HasInstance)
{
Instance.SelectOnInstance();
}
}
private void OpenOnInstance()
{
if (IsOpenedOnInstance)
{ {
return; return;
} }
IsOpened = true;
// This will eventually open the arcade menu. int indexOnOpen = menuButtons.IndexOf(firstMenuButton);
// However, for now, it will only close the game. if (indexOnOpen == -1)
OnOpen?.Invoke(); {
indexOnOpen = 0;
}
UpdateSelectedButtonIndex(indexOnOpen);
#if UNITY_EDITOR IsOpenedOnInstance = true;
UnityEditor.EditorApplication.isPlaying = false; openAnimationCoroutine = StartCoroutine(AnimateOpenRoutine());
#endif }
Application.Quit();
private void CloseOnInstance()
{
if (!IsOpenedOnInstance)
{
return;
}
IsOpenedOnInstance = false;
closeAnimationCoroutine = StartCoroutine(AnimateCloseRoutine());
}
private void MovePreviousOnInstance()
{
if (!IsOpenedOnInstance || menuButtons.Count == 0)
{
return;
}
UpdateSelectedButtonIndex(currentSelectedButtonIndex - 1 < 0 ? menuButtons.Count - 1 : currentSelectedButtonIndex - 1);
}
private void MoveNextOnInstance()
{
if (!IsOpenedOnInstance || menuButtons.Count == 0)
{
return;
}
UpdateSelectedButtonIndex((currentSelectedButtonIndex + 1) % menuButtons.Count);
}
private void UpdateSelectedButtonIndex(int newButtonIndex)
{
if (SelectedButton != null)
{
SelectedButton.IsSelected = false;
}
currentSelectedButtonIndex = newButtonIndex;
if (SelectedButton != null)
{
SelectedButton.IsSelected = true;
}
}
private void SelectOnInstance()
{
if (!IsOpenedOnInstance)
{
return;
}
if (currentSelectedButtonIndex < 0 || currentSelectedButtonIndex >= menuButtons.Count)
{
return;
}
ConjureArcadeMenuButton buttonToSelect = menuButtons[currentSelectedButtonIndex];
if (!buttonToSelect)
{
return;
}
buttonToSelect.Execute();
}
private IEnumerator AnimateOpenRoutine()
{
if (animator && !IsAnimatingOpen)
{
float normalizedTimeToStart = 0.0f;
if (IsAnimatingClose)
{
normalizedTimeToStart = 1.0f - animator.GetCurrentAnimatorStateInfo(0).normalizedTime;
StopCoroutine(AnimateCloseRoutine());
closeAnimationCoroutine = null;
}
animator.Play("Open", 0, normalizedTimeToStart);
yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.99f);
}
openAnimationCoroutine = null;
}
private IEnumerator AnimateCloseRoutine()
{
if (animator && !IsAnimatingClose)
{
float normalizedTimeToStart = 0.0f;
if (IsAnimatingOpen)
{
normalizedTimeToStart = 1.0f - animator.GetCurrentAnimatorStateInfo(0).normalizedTime;
StopCoroutine(AnimateOpenRoutine());
openAnimationCoroutine = null;
}
animator.Play("Close", 0, normalizedTimeToStart);
yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.99f);
}
closeAnimationCoroutine = null;
}
private void Awake()
{
animator = GetComponent<Animator>();
}
private void Start()
{
if (HasInstance)
{
Destroy(gameObject);
return;
}
Instance = this;
// To adjust the layout groups at the start when the window hasn't had time to resize yet.
// If this is not called, the layout might not work correctly.
LayoutRebuilder.ForceRebuildLayoutImmediate(GetComponent<RectTransform>());
} }
} }
} }

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timeCreated: 1697466858 timeCreated: 1699454405

View File

@ -0,0 +1,30 @@
using UnityEngine;
namespace ConjureOS.ArcadeMenu
{
public abstract class ConjureArcadeMenuButton : MonoBehaviour
{
private bool isSelected;
private ConjureArcadeMenuButtonSelectionBorder selectionBorder;
public bool IsSelected
{
get => isSelected;
set
{
if (selectionBorder)
{
selectionBorder.IsSelected = value;
}
isSelected = value;
}
}
public abstract void Execute();
private void Awake()
{
selectionBorder = GetComponentInChildren<ConjureArcadeMenuButtonSelectionBorder>();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 245338149bdc45efa3a982dc7ffece05
timeCreated: 1699483171

View File

@ -0,0 +1,85 @@
using System.Collections;
using UnityEngine;
namespace ConjureOS.ArcadeMenu
{
public class ConjureArcadeMenuButtonSelectionBorder : MonoBehaviour
{
[SerializeField]
private AnimationCurve scaleCurve;
[SerializeField]
private float scaleSpeed = 1.0f;
[SerializeField]
private float scaleFactor = 1.0f;
private bool isSelected;
private CanvasGroup canvasGroup;
private float scaleTimer;
private Coroutine scaleCoroutine;
public bool IsSelected
{
get => isSelected;
set
{
if (value && !isSelected)
{
scaleTimer = 0;
scaleCoroutine = StartCoroutine(ScaleRoutine());
}
else if (!value)
{
StopScaleRoutine();
}
if (canvasGroup)
{
canvasGroup.alpha = value ? 1f : 0f;
}
isSelected = value;
}
}
private void Awake()
{
canvasGroup = GetComponent<CanvasGroup>();
}
private void OnDestroy()
{
StopScaleRoutine();
}
private IEnumerator ScaleRoutine()
{
while (true)
{
float currentScale = scaleCurve.Evaluate(scaleTimer);
transform.localScale = Vector3.one + new Vector3(currentScale, currentScale, currentScale) * scaleFactor;
yield return null;
scaleTimer += Time.deltaTime * scaleSpeed;
if (scaleTimer > 1.0f)
{
scaleTimer -= 1.0f;
}
}
// ReSharper disable once IteratorNeverReturns
// Reason: This coroutine ends when the border is no longer connected.
}
private void StopScaleRoutine()
{
if (scaleCoroutine != null)
{
StopCoroutine(scaleCoroutine);
scaleCoroutine = null;
}
}
}
}

View File

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View File

@ -0,0 +1,265 @@
using ConjureOS.Input;
using UnityEngine;
using ConjureOS.ResourcesLoader;
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
using System;
#endif
namespace ConjureOS.ArcadeMenu
{
public class ConjureArcadeMenuController : MonoBehaviour
{
public const string ArcadeMenuObjectName = "ConjureArcadeMenu";
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
private enum ConjureHorizontalAxisPressedDirection { Middle, Left, Right }
[SerializeField]
private string homeButton = "Home";
[SerializeField]
private string selectButton = "Select";
[SerializeField]
private string backButton = "Back";
[SerializeField]
private string horizontalAxis = "Horizontal";
private bool isHorizontalAxisPressed;
#endif
public bool IsOpened { get; private set; } = false;
private void Start()
{
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
if (!IsButtonAvailable(homeButton))
{
Debug.LogWarning(
$"ConjureOS: {nameof(homeButton)} in {nameof(ConjureArcadeMenu)} must be a valid action name ('{homeButton}' is not set up). " +
"To modify actions, go to 'Edit > Project Settings > Input Manager'.");
}
if (!IsButtonAvailable(selectButton))
{
Debug.LogWarning(
$"ConjureOS: {nameof(selectButton)} in {nameof(ConjureArcadeMenu)} must be a valid action name ('{selectButton}' is not set up). " +
"To modify actions, go to 'Edit > Project Settings > Input Manager'.");
}
if (!IsButtonAvailable(backButton))
{
Debug.LogWarning(
$"ConjureOS: {nameof(backButton)} in {nameof(ConjureArcadeMenu)} must be a valid action name ('{backButton}' is not set up). " +
"To modify actions, go to 'Edit > Project Settings > Input Manager'.");
}
if (!IsAxisAvailable(horizontalAxis))
{
Debug.LogWarning(
$"ConjureOS: {nameof(horizontalAxis)} in {nameof(ConjureArcadeMenu)} must be a valid action name ('{horizontalAxis}' is not set up). " +
"To modify actions, go to 'Edit > Project Settings > Input Manager'.");
}
#endif
CreateArcadeMenu();
}
private void CreateArcadeMenu()
{
if (ConjureArcadeMenu.HasInstance)
{
return;
}
ConjureResources resource = ConjureResourceLoader.Resource;
if (!resource)
{
Debug.LogError($"ConjureOS: Could not create the arcade menu because no {nameof(ConjureResources)} was found using the {nameof(ConjureResourceLoader)}.");
return;
}
if (!resource.ConjureMenuPrefab)
{
Debug.LogError($"ConjureOS: Could not create the arcade menu because no {nameof(resource.ConjureMenuPrefab)} in the {nameof(ConjureResources)}.");
return;
}
GameObject arcadeMenuGameObject = Instantiate(resource.ConjureMenuPrefab, new Vector3(0, 0, 0), Quaternion.identity);
if (!arcadeMenuGameObject)
{
Debug.LogError($"ConjureOS: There was a problem creating the {nameof(arcadeMenuGameObject)}");
return;
}
arcadeMenuGameObject.name = ArcadeMenuObjectName;
if (!arcadeMenuGameObject.GetComponent<ConjureArcadeMenu>())
{
ConjureArcadeMenu arcadeMenu = arcadeMenuGameObject.AddComponent<ConjureArcadeMenu>();
if (!arcadeMenu)
{
Debug.LogError($"ConjureOS: There was a problem creating the {nameof(arcadeMenu)}");
return;
}
}
DontDestroyOnLoad(arcadeMenuGameObject);
}
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
private bool IsButtonAvailable(string buttonName)
{
try
{
UnityEngine.Input.GetButton(buttonName);
return true;
}
catch (ArgumentException)
{
return false;
}
}
private bool WasButtonPressedThisFrame(string buttonName)
{
try
{
return UnityEngine.Input.GetButtonDown(buttonName);
}
catch (ArgumentException)
{
return false;
}
}
private bool IsAxisAvailable(string axisName)
{
try
{
UnityEngine.Input.GetAxis(axisName);
return true;
}
catch (ArgumentException)
{
return false;
}
}
private bool WasAxisPressed(string axisName)
{
try
{
return UnityEngine.Input.GetAxisRaw(axisName) != 0;
}
catch (ArgumentException)
{
return false;
}
}
private ConjureHorizontalAxisPressedDirection GetAxisValue(string axisName)
{
try
{
float axisValue = UnityEngine.Input.GetAxisRaw(axisName);
if (axisValue > 0)
{
return ConjureHorizontalAxisPressedDirection.Right;
}
else if (axisValue < 0)
{
return ConjureHorizontalAxisPressedDirection.Left;
}
else
{
return ConjureHorizontalAxisPressedDirection.Middle;
}
}
catch (ArgumentException)
{
return ConjureHorizontalAxisPressedDirection.Middle;
}
}
#endif
private void Update()
{
#if ENABLE_INPUT_SYSTEM
foreach (ConjureArcadeController arcadeController in ConjureArcadeController.allControllers)
{
if (arcadeController.home.wasPressedThisFrame)
{
OpenCloseArcadeMenu();
}
else if (arcadeController.stick.left.wasPressedThisFrame)
{
ConjureArcadeMenu.MovePrevious();
}
else if (arcadeController.stick.right.wasPressedThisFrame)
{
ConjureArcadeMenu.MoveNext();
}
else if (arcadeController.button1.wasPressedThisFrame ||
arcadeController.buttonA.wasPressedThisFrame ||
arcadeController.start.wasPressedThisFrame)
{
ConjureArcadeMenu.Select();
}
else if (arcadeController.button2.wasPressedThisFrame ||
arcadeController.buttonB.wasPressedThisFrame)
{
ConjureArcadeMenu.Close();
}
}
#elif ENABLE_LEGACY_INPUT_MANAGER
if (WasButtonPressedThisFrame(homeButton))
{
OpenCloseArcadeMenu();
}
else if (WasButtonPressedThisFrame(selectButton))
{
ConjureArcadeMenu.Select();
}
else if (WasButtonPressedThisFrame(backButton))
{
ConjureArcadeMenu.Close();
}
if (WasAxisPressed(horizontalAxis))
{
if (!isHorizontalAxisPressed)
{
isHorizontalAxisPressed = true;
switch (GetAxisValue(horizontalAxis))
{
case ConjureHorizontalAxisPressedDirection.Left:
ConjureArcadeMenu.MovePrevious();
break;
case ConjureHorizontalAxisPressedDirection.Right:
ConjureArcadeMenu.MoveNext();
break;
}
}
}
else
{
isHorizontalAxisPressed = false;
}
#endif
}
private void OpenCloseArcadeMenu()
{
if (ConjureArcadeMenu.IsOpened)
{
ConjureArcadeMenu.Close();
}
else
{
ConjureArcadeMenu.Open();
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 42abcca807f2495aa5d59ff8d0570ed6
timeCreated: 1697466858

View File

@ -0,0 +1,10 @@
namespace ConjureOS.ArcadeMenu
{
public class ConjureArcadeResumeButton : ConjureArcadeMenuButton
{
public override void Execute()
{
ConjureArcadeMenu.Close();
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 67d601cd746440768b42a3096b1070ed
timeCreated: 1699483345

View File

@ -1,5 +1,6 @@
using ConjureOS.ArcadeMenu; using ConjureOS.ArcadeMenu;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
#if UNITY_EDITOR #if UNITY_EDITOR
using UnityEditor; using UnityEditor;
#endif #endif
@ -14,13 +15,16 @@ namespace ConjureOS.GlobalObject
public const string GlobalObjectName = "ConjureGlobalObject"; public const string GlobalObjectName = "ConjureGlobalObject";
public static readonly System.Type[] GlobalObjectComponentTypes = public static readonly System.Type[] GlobalObjectComponentTypes =
{ {
typeof(ConjureArcadeMenu) typeof(ConjureArcadeMenuController)
}; };
#if UNITY_EDITOR #if UNITY_EDITOR
static ConjureGlobalObjectInitializer() static ConjureGlobalObjectInitializer()
{ {
InitializeGlobalObject(); if (!EditorApplication.isPlayingOrWillChangePlaymode)
{
InitializeGlobalObject();
}
} }
#endif #endif
@ -49,7 +53,7 @@ namespace ConjureOS.GlobalObject
Debug.LogError($"ConjureOS: Cannot add component '{nameof(globalObjectComponentType.FullName)}' to global object because it is not a component."); Debug.LogError($"ConjureOS: Cannot add component '{nameof(globalObjectComponentType.FullName)}' to global object because it is not a component.");
continue; continue;
} }
globalObject.AddComponent(globalObjectComponentType); globalObject.AddComponent(globalObjectComponentType);
} }
} }

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6274d67b99e5402b8bbfe5079bee6f87
timeCreated: 1699455947

View File

@ -0,0 +1,13 @@
using UnityEngine;
namespace ConjureOS.ResourcesLoader
{
[CreateAssetMenu(menuName = "My Assets/Terrain Data")]
public class ConjureResources : ScriptableObject
{
[SerializeField]
private GameObject conjureMenuPrefab;
public GameObject ConjureMenuPrefab => conjureMenuPrefab;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e02ea37123864fcdabacc23e4dd5fa0f
timeCreated: 1699455962

View File

@ -0,0 +1,34 @@
using UnityEngine;
namespace ConjureOS.ResourcesLoader
{
public class ConjureResourceLoader
{
private const string ConjureResourcePath = "Conjure/ConjureResources";
private static ConjureResourceLoader instance;
public static ConjureResources Resource
{
get
{
if (instance == null)
{
instance = new ConjureResourceLoader();
}
return instance.resources;
}
}
private readonly ConjureResources resources;
public ConjureResourceLoader()
{
resources = Resources.Load<ConjureResources>(ConjureResourcePath);
if (!resources)
{
Debug.LogError($"ConjureOS: Could not load {resources} from the path {ConjureResourcePath}");
}
}
}
}

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