First commit (still in process of refactoring so some bugginess)
|
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|
|||
# Visual Studio Cache
|
||||
.vs/
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||||
.vscode/
|
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|
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# Autogenerated VS/MD/Consulo solution and project files
|
||||
ExportedObj/
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.consulo/
|
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.opendb
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*.sublime-*
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# Unity3D generated meta files
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*.pidb.meta
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*.pdb.meta
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*.unitypackage.meta
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# Unity3D Generated File On Crash Reports
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sysinfo.txt
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# Builds
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*.apk
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*.unitypackage
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*.ipa
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# Documentation
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Documentation/api/
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Documentation/scripting/
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_site/
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/**/obj/
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/**/obj.meta
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Documentation/obj*
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UserSettings
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# OS junk
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.DS_Store
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.DS_Store?
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._*
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.Spotlight-V100
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.Trashes
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ehthumbs.db
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Thumbs.db.meta
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# Timeline System
|
||||
|
||||
Package to allow setup of a linear timeline of steps with attached commands.
|
||||
|
||||
# Dependencies
|
||||
|
||||
- TriInspector
|
||||
|
||||
These plugins/packages must be in the project prior to import, or they will throw some errors in the console.
|
|
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timeCreated: 1703175805
|
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@ -0,0 +1,18 @@
|
|||
{
|
||||
"name": "R0bbie.VRSubtitles",
|
||||
"rootNamespace": "R0bbie.VRSubtitles",
|
||||
"references": [
|
||||
"Unity.TextMeshPro",
|
||||
"TriInspector",
|
||||
"com.leantween"
|
||||
],
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|
@ -0,0 +1,19 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace R0bbie.VRSubtitles
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines how a character's subtitles should be displayed
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "CharacterSubtitleData_RENAME", menuName = "VR Subtitles/Character Subtitle Data")]
|
||||
public class CharacterSubtitleData : ScriptableObject
|
||||
{
|
||||
public string subtitleDisplayName;
|
||||
public Sprite avatar;
|
||||
public Color textNameColour;
|
||||
|
||||
public float subtitlePositionOffset;
|
||||
|
||||
// TODO: Allow a fixed arrow direction override here?
|
||||
}
|
||||
}
|
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7eccd0693474f1943bef9505d068fc4d
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userData:
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assetBundleVariant:
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|
@ -0,0 +1,606 @@
|
|||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.UI;
|
||||
using Quaternion = UnityEngine.Quaternion;
|
||||
using Vector3 = UnityEngine.Vector3;
|
||||
using TriInspector;
|
||||
|
||||
namespace R0bbie.VRSubtitles
|
||||
{
|
||||
/// <summary>
|
||||
/// Class to handle dialogue panel UI
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(AudioSource))]
|
||||
public class SubtitlePanel : MonoBehaviour
|
||||
{
|
||||
// Exposed Variables
|
||||
[Title("UI Child Refs")]
|
||||
[SerializeField] Image characterAvatar;
|
||||
[SerializeField] TMP_Text characterNameText;
|
||||
[SerializeField] TMP_Text subtitleText;
|
||||
//[SerializeField] TextAnimatorPlayer animatorPlayer;
|
||||
[SerializeField] CanvasGroup panelCanvasGroup;
|
||||
|
||||
[Title("Core Behaviour")]
|
||||
[SerializeField] bool waitForInput;
|
||||
//[SerializeField] bool animateInText; // TODO: Implement
|
||||
|
||||
[Title("Follow Behaviour")]
|
||||
[SerializeField] float posPanelAtCameraDistance = 0.35f; // how far the subtitle panel will be positioned from the camera
|
||||
[SerializeField] float followCameraMovementSpeed = 2f;
|
||||
[SerializeField] float followCameraRotationSpeed = 2f;
|
||||
|
||||
[Title("Direction Arrows")]
|
||||
[SerializeField] Image leftArrow;
|
||||
[SerializeField] Image rightArrow;
|
||||
[SerializeField] Image aboveArrow;
|
||||
[SerializeField] Image belowArrow;
|
||||
|
||||
[Title("Icon Tabs")]
|
||||
[SerializeField] CanvasGroup continueIcons;
|
||||
|
||||
[Title("Panel Size")]
|
||||
[SerializeField] float smlTextScale = 0.18f;
|
||||
[SerializeField] float medTextScale = 0.25f;
|
||||
[SerializeField] float lrgTextScale = 0.35f;
|
||||
|
||||
[Title("Audio Clips")]
|
||||
[SerializeField] AudioClip subPopupSound;
|
||||
[SerializeField] AudioClip subContinuedSound;
|
||||
|
||||
[Title("Fonts")]
|
||||
[SerializeField] TMP_FontAsset defaultFont;
|
||||
[SerializeField] Material defaultFontMat;
|
||||
|
||||
|
||||
// Private Variables
|
||||
|
||||
[System.NonSerialized] string activeLine;
|
||||
|
||||
CharacterSubtitleData activeCharacterData;
|
||||
|
||||
Transform vrCameraTransform;
|
||||
Transform speakingCharTransform;
|
||||
|
||||
//[System.NonSerialized] public bool textAnimatedToEnd;
|
||||
|
||||
Vector3 childCanvasOffscreenDefaultPos;
|
||||
Vector3 childCanvasOffscreenDefaultRot;
|
||||
|
||||
public bool panelActive { get; private set; }
|
||||
|
||||
float timeLastHidden;
|
||||
bool snappedToStartTransform;
|
||||
|
||||
bool dontFollowCharacter;
|
||||
|
||||
|
||||
enum Mode
|
||||
{
|
||||
CameraFollow,
|
||||
FixedToChar
|
||||
}
|
||||
Mode activeMode;
|
||||
|
||||
enum CharScreenPosition
|
||||
{
|
||||
OnScreen,
|
||||
OffToLeft,
|
||||
OffToRight
|
||||
}
|
||||
CharScreenPosition activeCharScreenPosition;
|
||||
|
||||
public enum ArrowDirection
|
||||
{
|
||||
Off,
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right
|
||||
}
|
||||
ArrowDirection activeArrowDir;
|
||||
|
||||
public enum SubtitleCharPlacement
|
||||
{
|
||||
Above,
|
||||
Below
|
||||
}
|
||||
SubtitleCharPlacement activeSubsCharPlacement;
|
||||
|
||||
float followCharacterMinChange;
|
||||
|
||||
// LeanTween settings
|
||||
|
||||
float tabFadeInTime = 0.3f;
|
||||
LeanTweenType tabFadeTweenType = LeanTweenType.easeOutSine;
|
||||
|
||||
int activeTabFadeTweenId;
|
||||
|
||||
Vector3 targetPosition;
|
||||
Vector3 childTargetPosition;
|
||||
Quaternion targetRotation;
|
||||
|
||||
AudioSource attachedAudioSource;
|
||||
|
||||
bool init;
|
||||
|
||||
// Subscribable events
|
||||
public Action onLineDisplayed; // once line has been fully displayed to the player
|
||||
public Action onSubtitleEnded; // when line is ready to be continued, either automatically or via player input
|
||||
|
||||
|
||||
public void Init(Camera _vrCamera)
|
||||
{
|
||||
// Set the player camera position as target position for the parent object
|
||||
vrCameraTransform = _vrCamera.transform;
|
||||
|
||||
// Get attached audio source (for playing some simple effects on interactions)
|
||||
attachedAudioSource = GetComponent<AudioSource>();
|
||||
|
||||
timeLastHidden = Time.timeSinceLevelLoad;
|
||||
|
||||
UpdateArrow(ArrowDirection.Off);
|
||||
|
||||
// Get canvas group child starting / default transform values, for when UI is positioned when char off screen
|
||||
childCanvasOffscreenDefaultPos = panelCanvasGroup.transform.localPosition;
|
||||
childCanvasOffscreenDefaultRot = panelCanvasGroup.transform.localEulerAngles;
|
||||
|
||||
// Initialise canvas element to face camera
|
||||
GetComponentInChildren<FaceCamera>().Init(_vrCamera);
|
||||
|
||||
// TODO: Initialise text animation here if turned on?
|
||||
|
||||
// Hide continue icons tab by default
|
||||
ContinueIconsOff();
|
||||
|
||||
// Hide panel until first line requested
|
||||
HidePanel();
|
||||
|
||||
init = true;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Display subtitle with requested data
|
||||
/// </summary>
|
||||
/// <param name="_text">Text to show (dialogue being said)</param>
|
||||
/// <param name="_charTransform">Character transform to place the panel arrow</param>
|
||||
/// <param name="_characterDataRef">Speaking character data (name and avatar) to display</param>
|
||||
public void PlaySubtitle(string _text, Transform _charTransform, CharacterSubtitleData _characterDataRef, float _audioDuration, bool _dontAttachSubToCharacter = false)
|
||||
{
|
||||
// Catch not yet initialised
|
||||
if (!init)
|
||||
{
|
||||
Debug.LogError("Tried to show a subtitle without initialising panel first!");
|
||||
return;
|
||||
}
|
||||
|
||||
//textAnimatedToEnd = false;
|
||||
|
||||
// TODO: Ensure font set and size to correct when shown
|
||||
//UpdateFont();
|
||||
//UpdateSize();
|
||||
|
||||
// Hide continue icons tab by default on start of new line
|
||||
ContinueIconsOff();
|
||||
|
||||
// Set character transform to tie sub to
|
||||
speakingCharTransform = _charTransform;
|
||||
|
||||
// Update speaking character name and avatar displayed
|
||||
UpdateCharacterDisplay(_characterDataRef);
|
||||
|
||||
// Set new active line to show
|
||||
activeLine = _text;
|
||||
|
||||
// TODO: Animate text in (if text scrolling on), otherwise snap in immediately
|
||||
//AnimateText(activeLine);
|
||||
UpdateTextImmediate(_text);
|
||||
|
||||
// If we want to have this line not follow the character position
|
||||
dontFollowCharacter = _dontAttachSubToCharacter;
|
||||
|
||||
SnapToFollowTarget();
|
||||
|
||||
// Allow continue after audio finished playing
|
||||
Invoke(nameof(LineAudioFinished), _audioDuration);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Clears current subtitle and hides panel
|
||||
/// </summary>
|
||||
public void EndSubtitle()
|
||||
{
|
||||
// If active line
|
||||
if (string.IsNullOrEmpty(activeLine))
|
||||
{
|
||||
// Manually ended
|
||||
onSubtitleEnded?.Invoke();
|
||||
}
|
||||
|
||||
// Clear active line
|
||||
activeLine = null;
|
||||
activeCharacterData = null;
|
||||
|
||||
// Hide panel
|
||||
HidePanel();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Hide the UI element designed to show the "continue" input button etc
|
||||
/// </summary>
|
||||
void ContinueIconsOff()
|
||||
{
|
||||
// Stop any existing tab fade tween
|
||||
LeanTween.cancel(activeTabFadeTweenId);
|
||||
|
||||
// Hide continue icon tab
|
||||
continueIcons.alpha = 0;
|
||||
continueIcons.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Unity Update function called each frame - we'll make sure subtitle panel positions are up-to-date here
|
||||
/// </summary>
|
||||
void Update()
|
||||
{
|
||||
if (!panelActive || !init || !snappedToStartTransform)
|
||||
return;
|
||||
|
||||
// Get latest target positions for parent and child canvas object
|
||||
CalculateTargetPositions();
|
||||
|
||||
// Lerp both parent and child objects pos to target
|
||||
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * followCameraMovementSpeed);
|
||||
|
||||
panelCanvasGroup.transform.localPosition = Vector3.Lerp(panelCanvasGroup.transform.localPosition, childTargetPosition, Time.fixedDeltaTime * followCameraMovementSpeed);
|
||||
|
||||
// If character is off-screen then also lerp rotation to target
|
||||
if (activeCharScreenPosition != CharScreenPosition.OnScreen || dontFollowCharacter)
|
||||
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation,Time.fixedDeltaTime * followCameraRotationSpeed);
|
||||
|
||||
// TODO: Only lerp / update positions if they've actually changed
|
||||
// Also add small deadzone at edges
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Get latest target positions for the panel objects, based on character being followed, where they are in relation to the player and camera, etc
|
||||
/// </summary>
|
||||
void CalculateTargetPositions()
|
||||
{
|
||||
// Get camera forward vector, projected onto horizontal plane
|
||||
Vector3 cameraForwardProjection = Vector3.ProjectOnPlane(vrCameraTransform.forward, Vector3.up);
|
||||
|
||||
// Get directional vector from camera to currently speaking character, then project onto horizontal plane
|
||||
Vector3 directionFromCameraToChar = (speakingCharTransform.position - vrCameraTransform.position).normalized;
|
||||
Vector3 cameraToCharProjection = Vector3.ProjectOnPlane(directionFromCameraToChar, Vector3.up);
|
||||
|
||||
// Calculate angle between two vectors (projected onto a horizontal plane)
|
||||
float angleBetweenVectors = Math.SignedAngleBetween(cameraForwardProjection, cameraToCharProjection, Vector3.up);
|
||||
|
||||
// Determine if character is on screen
|
||||
if (angleBetweenVectors is >= -45 and <= 45)
|
||||
activeCharScreenPosition = CharScreenPosition.OnScreen;
|
||||
else if (angleBetweenVectors is > 45)
|
||||
activeCharScreenPosition = CharScreenPosition.OffToRight;
|
||||
else if (angleBetweenVectors is < -45)
|
||||
activeCharScreenPosition = CharScreenPosition.OffToLeft;
|
||||
|
||||
// Update active camera follow mode (if needed based on character position on screen)
|
||||
// unless dontFollowCharacter is set!
|
||||
if (activeCharScreenPosition == CharScreenPosition.OnScreen && !dontFollowCharacter)
|
||||
{
|
||||
if (activeMode != Mode.FixedToChar)
|
||||
UpdateFollowMode(Mode.FixedToChar);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (activeMode != Mode.CameraFollow)
|
||||
UpdateFollowMode(Mode.CameraFollow);
|
||||
}
|
||||
|
||||
// If character is off-screen then subtitle will follow camera facing direction
|
||||
if (activeCharScreenPosition != CharScreenPosition.OnScreen || dontFollowCharacter)
|
||||
{
|
||||
// Set target position. Will then Lerp parent object to camera position (smooths slightly, with child object at offset in front of camera)
|
||||
targetPosition = vrCameraTransform.position;
|
||||
|
||||
// Get target rotation, following camera in y axis, but not moving in x or z
|
||||
Vector3 curEulerAngles = transform.eulerAngles;
|
||||
targetRotation = Quaternion.Euler(curEulerAngles.x, vrCameraTransform.eulerAngles.y, curEulerAngles.z);
|
||||
|
||||
// Reset child pos/rot
|
||||
childTargetPosition = childCanvasOffscreenDefaultPos;
|
||||
panelCanvasGroup.transform.localEulerAngles = childCanvasOffscreenDefaultRot;
|
||||
|
||||
// Show left/right arrows
|
||||
if (activeCharScreenPosition == CharScreenPosition.OffToLeft)
|
||||
UpdateArrow(ArrowDirection.Left);
|
||||
else
|
||||
UpdateArrow(ArrowDirection.Right);
|
||||
}
|
||||
else // otherwise we'll position the subtitle UI next to the character, locked in pos
|
||||
{
|
||||
// Get distance from camera to char (directional vector previously calculated above)
|
||||
float distanceFromCameraToChar = Vector3.Distance(vrCameraTransform.position, speakingCharTransform.position);
|
||||
|
||||
// If distance < a minimum (onscreenCharDistance)
|
||||
if (distanceFromCameraToChar < posPanelAtCameraDistance)
|
||||
{
|
||||
// panel parent at char position
|
||||
targetPosition = speakingCharTransform.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
// panel parent onscreenCharDistance along vector from camera to char
|
||||
targetPosition = vrCameraTransform.position + directionFromCameraToChar * Mathf.Sqrt(posPanelAtCameraDistance);
|
||||
}
|
||||
|
||||
|
||||
// Position child object at offset from character pos (above or below)
|
||||
childTargetPosition = Vector3.zero;
|
||||
|
||||
// Set arrow pointing direction
|
||||
// If no character offset
|
||||
if (activeCharacterData && activeCharacterData.subtitlePositionOffset == 0)
|
||||
{
|
||||
UpdateArrow(ArrowDirection.Up);
|
||||
}
|
||||
else // has offset
|
||||
{
|
||||
childTargetPosition = new Vector3(0, activeCharacterData.subtitlePositionOffset, 0);
|
||||
if (activeCharacterData.subtitlePositionOffset <= 0)
|
||||
UpdateArrow(ArrowDirection.Up);
|
||||
else
|
||||
UpdateArrow(ArrowDirection.Down);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Update current subtitle panel follow mode
|
||||
/// </summary>
|
||||
/// <param name="_newMode">Whether subtitle panel is following camera or locked to character in view</param>
|
||||
void UpdateFollowMode(Mode _newMode)
|
||||
{
|
||||
activeMode = _newMode;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Immediately snap panel position to the target position
|
||||
/// </summary>
|
||||
public void SnapToFollowTarget()
|
||||
{
|
||||
if (!panelActive)
|
||||
return;
|
||||
|
||||
CalculateTargetPositions();
|
||||
|
||||
// Immediately update both parent and child objects pos to target
|
||||
transform.position = targetPosition;
|
||||
panelCanvasGroup.transform.localPosition = childTargetPosition;
|
||||
|
||||
// If character is off-screen then also snap rotation to target
|
||||
if (activeCharScreenPosition != CharScreenPosition.OnScreen)
|
||||
transform.rotation = targetRotation;
|
||||
|
||||
snappedToStartTransform = true;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Update the arrow to face correct direction (towards speaking character)
|
||||
/// </summary>
|
||||
/// <param name="_updateTo"></param>
|
||||
void UpdateArrow(ArrowDirection _updateTo)
|
||||
{
|
||||
if (activeArrowDir == _updateTo)
|
||||
return;
|
||||
|
||||
activeArrowDir = _updateTo;
|
||||
|
||||
// If we don't want to show an arrow (i.e. if no character is being pointed to, maybe an off-screen narrator etc)
|
||||
if (activeArrowDir == ArrowDirection.Off)
|
||||
{
|
||||
belowArrow.gameObject.SetActive(false);
|
||||
aboveArrow.gameObject.SetActive(false);
|
||||
leftArrow.gameObject.SetActive(false);
|
||||
rightArrow.gameObject.SetActive(false);
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise update active UI element for the desired arrow
|
||||
|
||||
if (activeArrowDir == ArrowDirection.Down)
|
||||
belowArrow.gameObject.SetActive(true);
|
||||
else
|
||||
belowArrow.gameObject.SetActive(false);
|
||||
|
||||
if (activeArrowDir == ArrowDirection.Up)
|
||||
aboveArrow.gameObject.SetActive(true);
|
||||
else
|
||||
aboveArrow.gameObject.SetActive(false);
|
||||
|
||||
if (activeArrowDir == ArrowDirection.Left)
|
||||
leftArrow.gameObject.SetActive(true);
|
||||
else
|
||||
leftArrow.gameObject.SetActive(false);
|
||||
|
||||
if (activeArrowDir == ArrowDirection.Right)
|
||||
rightArrow.gameObject.SetActive(true);
|
||||
else
|
||||
rightArrow.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Invoked once the audio associated with this line of dialogue has ended, allowing the subtitle to be continued / ended
|
||||
/// </summary>
|
||||
void LineAudioFinished()
|
||||
{
|
||||
// Show continue input tab, if turned on
|
||||
if (waitForInput)
|
||||
{
|
||||
ShowContinueInputsTab();
|
||||
}
|
||||
else
|
||||
{
|
||||
LineContinued();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void LineContinued()
|
||||
{
|
||||
// Play continued sound if set
|
||||
if (subContinuedSound)
|
||||
attachedAudioSource.PlayOneShot(subContinuedSound);
|
||||
|
||||
onSubtitleEnded?.Invoke();
|
||||
|
||||
activeLine = null;
|
||||
activeCharacterData = null;
|
||||
HidePanel();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Activate and show panel
|
||||
/// </summary>
|
||||
void ShowPanel()
|
||||
{
|
||||
// If panel is being shown, and wasn't already showing
|
||||
|
||||
// Add a slight delay for playing sound in case toggled quickly off and on again
|
||||
if (!panelActive && (Time.timeSinceLevelLoad > (timeLastHidden + 0.5f)))
|
||||
{
|
||||
// Play popup sound event
|
||||
if (subPopupSound)
|
||||
attachedAudioSource.PlayOneShot(subPopupSound);
|
||||
}
|
||||
|
||||
// Show panel
|
||||
panelCanvasGroup.alpha = 1f;
|
||||
panelActive = true;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Hide the panel and set it as inactive for now
|
||||
/// </summary>
|
||||
void HidePanel()
|
||||
{
|
||||
panelActive = false;
|
||||
snappedToStartTransform = false;
|
||||
panelCanvasGroup.alpha = 0f;
|
||||
timeLastHidden = Time.timeSinceLevelLoad;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Show the tab UI element which displays the "continue" input for subtitle line
|
||||
/// </summary>
|
||||
void ShowContinueInputsTab()
|
||||
{
|
||||
// Stop any existing tab fade tween
|
||||
LeanTween.cancel(activeTabFadeTweenId);
|
||||
|
||||
// TODO: Get correct continue buttons from button mappings / active controller and change sprites accordingly before showing?
|
||||
|
||||
// Start alpha at 0, then we'll fade in
|
||||
continueIcons.alpha = 0;
|
||||
continueIcons.gameObject.SetActive(true);
|
||||
|
||||
// Fade in
|
||||
activeTabFadeTweenId = LeanTween.alphaCanvas(continueIcons, 1f, tabFadeInTime).setEase(tabFadeTweenType).uniqueId;
|
||||
|
||||
// Listen for continue input
|
||||
//if (continueInputEvent != null)
|
||||
//continueInputEvent.RegisterListener(this);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Update the character avatar and name shown in the dialogue panel
|
||||
/// </summary>
|
||||
/// <param name="_characterData">Character whose avatar to use</param>
|
||||
void UpdateCharacterDisplay(CharacterSubtitleData _characterData)
|
||||
{
|
||||
if (!_characterData)
|
||||
return;
|
||||
|
||||
activeCharacterData = _characterData;
|
||||
|
||||
// TODO: If no character provided, use a default / anonymous avatar?
|
||||
|
||||
characterAvatar.sprite = activeCharacterData.avatar;
|
||||
characterNameText.text = activeCharacterData.subtitleDisplayName + ":";
|
||||
characterNameText.color = activeCharacterData.textNameColour;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Used internally to update the panel text, and ensure it's displayed
|
||||
/// </summary>
|
||||
/// <param name="_textToShow">Subtitle text to update to</param>
|
||||
void UpdateTextImmediate(string _textToShow)
|
||||
{
|
||||
// Update text setting
|
||||
subtitleText.text = _textToShow;
|
||||
|
||||
// Show the dialogue panel
|
||||
ShowPanel();
|
||||
//textAnimatedToEnd = true;
|
||||
|
||||
// Line now displayed
|
||||
onLineDisplayed?.Invoke();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Updates the font used to display subtitles
|
||||
/// </summary>
|
||||
/// <param name="_newFont">TextMeshPro font to use</param>
|
||||
/// <param name="_fontMaterial">Font material to use (if wish to override)</param>
|
||||
public void UpdateFont(TMP_FontAsset _newFont, Material _fontMaterial = null)
|
||||
{
|
||||
characterNameText.font = _newFont;
|
||||
subtitleText.font = _newFont;
|
||||
|
||||
if (_fontMaterial)
|
||||
{
|
||||
characterNameText.fontMaterial = _fontMaterial;
|
||||
subtitleText.fontMaterial = _fontMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void UpdateSize(int _newScale)
|
||||
{
|
||||
// TODO: Handle scaling better here!
|
||||
|
||||
switch (_newScale)
|
||||
{
|
||||
case 1:
|
||||
gameObject.transform.localScale = new Vector3(smlTextScale, smlTextScale, smlTextScale);
|
||||
break;
|
||||
case 2:
|
||||
gameObject.transform.localScale = new Vector3(medTextScale, medTextScale, medTextScale);
|
||||
break;
|
||||
case 3:
|
||||
gameObject.transform.localScale = new Vector3(lrgTextScale, lrgTextScale, lrgTextScale);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 28210b801bf4495888187e4b2100b580
|
||||
timeCreated: 1704466334
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b423ac5f87774225a11ade83f827ccb0
|
||||
timeCreated: 1704468148
|
|
@ -0,0 +1,30 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace R0bbie.VRSubtitles
|
||||
{
|
||||
public class FaceCamera : MonoBehaviour
|
||||
{
|
||||
Transform cameraToFace;
|
||||
|
||||
bool init;
|
||||
|
||||
|
||||
public void Init(Camera _cameraToFace)
|
||||
{
|
||||
cameraToFace = _cameraToFace.transform;
|
||||
|
||||
init = true;
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
transform.LookAt(cameraToFace);
|
||||
transform.Rotate(0, 180, 0);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4ac2d9c3cd7269f4ea6e999c8d290673
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,32 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace R0bbie.VRSubtitles
|
||||
{
|
||||
/// <summary>
|
||||
/// Some useful Math functions
|
||||
/// </summary>
|
||||
public class Math
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="a"></param>
|
||||
/// <param name="b"></param>
|
||||
/// <param name="n"></param>
|
||||
/// <returns></returns>
|
||||
public static float SignedAngleBetween(Vector3 a, Vector3 b, Vector3 n)
|
||||
{
|
||||
// angle in [0,180]
|
||||
float angle = Vector3.Angle(a,b);
|
||||
float sign = Mathf.Sign(Vector3.Dot(n,Vector3.Cross(a,b)));
|
||||
|
||||
// angle in [-179,180]
|
||||
float signed_angle = angle * sign;
|
||||
|
||||
return signed_angle;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0676a805b18c4a6c86534b11364fbff6
|
||||
timeCreated: 1704468154
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d2cc663b895ed5c4190842ff87a958a8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,117 @@
|
|||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
Shader "UI/AlwaysOnTop"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest Off // was [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Default"
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
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UNITY_VERTEX_OUTPUT_STEREO
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UNITY_SETUP_INSTANCE_ID(v);
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