Merge branch 'main' into feature/falling-floor-trap-integration

This commit is contained in:
Cat Flynn 2021-03-05 16:36:03 +00:00
commit ec8648b67c
248 changed files with 69445 additions and 15037 deletions

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@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -8,6 +9,28 @@ public class DialogueSettings : ScriptableObject
public float HideAfter => _hideAfter;
[SerializeField] private float _hideAfter;
public string FMODPrefix => _fmodKeyPrefix;
[SerializeField] private string _fmodKeyPrefix;
public string RadioDialogueKey => _radioDialogueKey;
[SerializeField] private string _radioDialogueKey;
[SerializeField] private AudioClip[] _dialogueClips;
private readonly Dictionary<string, AudioClip> _keyClips = new Dictionary<string, AudioClip>();
public AudioClip GetDialogueClip(string key)
{
if (!_keyClips.ContainsKey(key))
{
Debug.LogError($"no clip for key {key}");
return null;
}
return _keyClips[key];
}
private void OnEnable()
{
foreach (var dialogueClip in _dialogueClips)
{
_keyClips[dialogueClip.name] = dialogueClip;
}
}
}

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@ -1,8 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using FMOD;
using FMOD.Studio;
using FMODUnity;
using UnityEngine;
using UnityEngine.Animations.Rigging;
using UnityEngine.Networking;
using Debug = UnityEngine.Debug;
#if UNITY_EDITOR
using UnityEditor;
@ -16,20 +22,91 @@ public partial class DialogueSystem : ScriptableObject
// https://stackoverflow.com/questions/2282476/actiont-vs-delegate-event
public event EventHandler<DialogueLine> onDialogueLine;
private readonly Dictionary<string, string> _fmodKeyCache = new Dictionary<string, string>();
// a list of dialogue keys that have already been spoken
private readonly List<string> _usedKeys = new List<string>();
private readonly List<string> _usedClips = new List<string>();
private EVENT_CALLBACK _dialogueCallback;
private void OnEnable()
{
_fmodKeyCache.Clear();
_usedKeys.Clear();
_usedClips.Clear();
// cache all dialogue keys for FMOD at start to avoid allocations later
foreach (var key in DialogueDatabase.Keys)
_dialogueCallback = DialogueEventCallback;
}
[AOT.MonoPInvokeCallback(typeof(EVENT_CALLBACK))]
private static RESULT DialogueEventCallback(EVENT_CALLBACK_TYPE type, IntPtr instancePtr, IntPtr parameterPtr)
{
var instance = new EventInstance(instancePtr);
// retrieve user data
instance.getUserData(out IntPtr stringPtr);
// get string obejct
var stringHandle = GCHandle.FromIntPtr(stringPtr);
var key = stringHandle.Target as string;
switch (type)
{
_fmodKeyCache[key] = $"{_settings.FMODPrefix}{key}";
case EVENT_CALLBACK_TYPE.CREATE_PROGRAMMER_SOUND:
{
MODE soundMode = MODE.LOOP_NORMAL | MODE.CREATECOMPRESSEDSAMPLE | MODE.NONBLOCKING;
var parameter =
(PROGRAMMER_SOUND_PROPERTIES) Marshal.PtrToStructure(parameterPtr,
typeof(PROGRAMMER_SOUND_PROPERTIES));
if (key.Contains("."))
{
Sound dialogueSound;
var soundResult = RuntimeManager.CoreSystem.createSound(Application.streamingAssetsPath + "/" + key,
soundMode, out dialogueSound);
if (soundResult == RESULT.OK)
{
parameter.sound = dialogueSound.handle;
parameter.subsoundIndex = -1;
Marshal.StructureToPtr(parameter, parameterPtr, false);
}
}
else
{
SOUND_INFO dialogueSoundInfo;
var keyResult = RuntimeManager.StudioSystem.getSoundInfo(key, out dialogueSoundInfo);
if (keyResult != RESULT.OK)
{
break;
}
Sound dialogueSound;
var soundResult = RuntimeManager.CoreSystem.createSound(dialogueSoundInfo.name_or_data,
soundMode | dialogueSoundInfo.mode, ref dialogueSoundInfo.exinfo, out dialogueSound);
if (soundResult == RESULT.OK)
{
parameter.sound = dialogueSound.handle;
parameter.subsoundIndex = dialogueSoundInfo.subsoundindex;
Marshal.StructureToPtr(parameter, parameterPtr, false);
}
}
break;
}
case EVENT_CALLBACK_TYPE.DESTROY_PROGRAMMER_SOUND:
{
var parameter =
(PROGRAMMER_SOUND_PROPERTIES) Marshal.PtrToStructure(parameterPtr,
typeof(PROGRAMMER_SOUND_PROPERTIES));
var sound = new Sound(parameter.sound);
sound.release();
break;
}
case EVENT_CALLBACK_TYPE.DESTROYED:
{
stringHandle.Free();
break;
}
}
return RESULT.OK;
}
// noRepeat locks this key off from further use. further attempts to use the key will be discarded
@ -37,50 +114,25 @@ public partial class DialogueSystem : ScriptableObject
{
if (noRepeat)
{
if (_usedKeys.Contains(key)) return;
if (_usedClips.Contains(key)) return;
_usedKeys.Add(key);
_usedClips.Add(key);
}
// retrieve cached key
if (!_fmodKeyCache.ContainsKey(key))
{
Debug.LogError($"{key} not present in dialogue database");
return;
}
var fmodKey = _fmodKeyCache[key];
var dialogueInstance = RuntimeManager.CreateInstance(_settings.RadioDialogueKey);
EventDescription? eventDescription = null;
try
{
eventDescription = FMODUnity.RuntimeManager.GetEventDescription(fmodKey);
}
catch (FMODUnity.EventNotFoundException e)
{
Debug.LogWarning($"no FMOD event {fmodKey}");
}
GCHandle stringHandle = GCHandle.Alloc(key, GCHandleType.Pinned);
dialogueInstance.setUserData(GCHandle.ToIntPtr(stringHandle));
DialogueLine dl;
dl.text = DialogueDatabase.ReadDialogue(key);
// default duration to show ui elements for
dl.duration = _settings.HideAfter;
// read audio data out of FMOD, check if event exists
if (eventDescription.HasValue)
{
// assign values and play audio
var clip = _settings.GetDialogueClip(key);
dl.duration = clip.length;
// get dialogue line duration from FMOD
eventDescription.Value.getLength(out int ms);
// get length gives us a value in milliseconds so it needs to be converted to seconds
// before assignment
dl.duration = ms / 1000f;
// event is valid
FMODUnity.RuntimeManager.PlayOneShot(fmodKey);
}
dialogueInstance.setCallback(_dialogueCallback);
dialogueInstance.start();
dialogueInstance.release();
onDialogueLine?.Invoke(this, dl);
}

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@ -0,0 +1,75 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MainMenuUI : MonoBehaviour
{
[Header( "Timing" )]
[SerializeField]
private float _fadeTime;
[Header("References")]
[SerializeField]
private SceneLoader _loader;
[SerializeField]
private CanvasGroup _navigation;
private CanvasGroup _current;
private void Awake()
{
ShowMenu( _navigation );
}
public void StartGame()
{
_loader.LoadScene( SceneType.Gameplay );
}
public void ShowMenu(CanvasGroup newMenu)
{
if ( newMenu == _current )
return;
StartCoroutine( FadeMenu( _current, newMenu ) );
_current = newMenu;
}
private IEnumerator FadeMenu( CanvasGroup from, CanvasGroup to )
{
float a = 1.0f;
if ( from != null )
{
from.interactable = false;
while ( a > 0.0f )
{
from.alpha = a;
a -= Time.unscaledDeltaTime / _fadeTime;
yield return null;
}
from.gameObject.SetActive(false);
from.interactable = true;
from.alpha = 1.0f;
}
to.gameObject.SetActive(true);
to.alpha = 0.0f;
to.interactable = false;
a = 0;
while ( a < 1.0f )
{
to.alpha = a;
a += Time.unscaledDeltaTime / _fadeTime;
yield return null;
}
to.alpha = 1.0f;
to.interactable = true;
}
}

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