├── .gitignore
├── ES_msgSystem
├── Assets
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── scene.unity
│ │ └── scene.unity.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── ES_MessageSystem.cs
│ │ ├── ES_MessageSystem.cs.meta
│ │ ├── UsageCase.cs
│ │ └── UsageCase.cs.meta
│ ├── textfile.txt
│ └── textfile.txt.meta
└── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── Physics2DSettings.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ └── UnityConnectSettings.asset
├── LICENSE
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Visual Studio cache directory
9 | .vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 | *.opendb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
35 | *.apk
36 | *.unitypackage
37 |
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/ES_msgSystem/Assets/Scripts/ES_MessageSystem.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using System;
5 |
6 | namespace RemptyTool.ES_MessageSystem
7 | {
8 | /// The messageSystem is made by Rempty EmptyStudio.
9 | /// UserFunction
10 | /// SetText(string) -> Make the system to print or execute the commands.
11 | /// Next() -> If the system is WaitingForNext, then it will continue the remaining contents.
12 | /// AddSpecialCharToFuncMap(string _str, Action _act) -> You can add your customized special-characters into the function map.
13 | /// Parameters
14 | /// IsCompleted -> Is the input text parsing completely by the system.
15 | /// text -> The result, witch you can show on your interface as a dialog.
16 | /// IsWaitingForNext-> Waiting for user input -> The Next() function.
17 | /// textSpeed -> Setting the updating period of text.
18 | ///
19 | public class ES_MessageSystem : MonoBehaviour
20 | {
21 | public bool IsCompleted { get { return IsMsgCompleted; } }
22 | public string text { get { return msgText; } }
23 | public bool IsWaitingForNext { get { return IsWaitingForNextToGo; } }
24 | public float textSpeed = 0.01f; //Updating period of text. The actual period may not less than deltaTime.
25 |
26 | private const char SPECIAL_CHAR_STAR = '[';
27 | private const char SPECIAL_CHAR_END = ']';
28 | private enum SpecialCharType { StartChar, CmdChar, EndChar, NormalChar }
29 | private bool IsMsgCompleted = true;
30 | private bool IsOnSpecialChar = false;
31 | private bool IsWaitingForNextToGo = false;
32 | private bool IsOnCmdEvent = false;
33 | private string specialCmd = "";
34 | private string msgText;
35 | private char lastChar = ' ';
36 | private Dictionary specialCharFuncMap = new Dictionary();
37 |
38 | void Start()
39 | {
40 | //Register the Keywords Function.
41 | specialCharFuncMap.Add("w", () => StartCoroutine(CmdFun_w_Task()));
42 | specialCharFuncMap.Add("r", () => StartCoroutine(CmdFun_r_Task()));
43 | specialCharFuncMap.Add("l", () => StartCoroutine(CmdFun_l_Task()));
44 | specialCharFuncMap.Add("lr", () => StartCoroutine(CmdFun_lr_Task()));
45 | }
46 |
47 | #region Public Function
48 | public void AddSpecialCharToFuncMap(string _str, Action _act)
49 | {
50 | specialCharFuncMap.Add(_str, _act);
51 | }
52 | #endregion
53 |
54 | #region User Function
55 | public void Next()
56 | {
57 | IsWaitingForNextToGo = false;
58 | }
59 | public void SetText(string _text)
60 | {
61 | StartCoroutine(SetTextTask(_text));
62 | }
63 | #endregion
64 |
65 | #region Keywords Function
66 | private IEnumerator CmdFun_l_Task()
67 | {
68 | IsOnCmdEvent = true;
69 | IsWaitingForNextToGo = true;
70 | yield return new WaitUntil(() => IsWaitingForNextToGo == false);
71 | IsOnCmdEvent = false;
72 | yield return null;
73 | }
74 | private IEnumerator CmdFun_r_Task()
75 | {
76 | IsOnCmdEvent = true;
77 | msgText += '\n';
78 | IsOnCmdEvent = false;
79 | yield return null;
80 | }
81 | private IEnumerator CmdFun_w_Task()
82 | {
83 | IsOnCmdEvent = true;
84 | IsWaitingForNextToGo = true;
85 | yield return new WaitUntil(() => IsWaitingForNextToGo == false);
86 | msgText = ""; //Erase the messages.
87 | IsOnCmdEvent = false;
88 | yield return null;
89 | }
90 | private IEnumerator CmdFun_lr_Task()
91 | {
92 | IsOnCmdEvent = true;
93 | IsWaitingForNextToGo = true;
94 | yield return new WaitUntil(() => IsWaitingForNextToGo == false);
95 | msgText += '\n';
96 | IsOnCmdEvent = false;
97 | yield return null;
98 | }
99 | #endregion
100 |
101 | #region Messages Core
102 | private void AddChar(char _char)
103 | {
104 | msgText += _char;
105 | lastChar = _char;
106 | }
107 | private SpecialCharType CheckSpecialChar(char _char)
108 | {
109 | if (_char == SPECIAL_CHAR_STAR)
110 | {
111 | if (lastChar == SPECIAL_CHAR_STAR)
112 | {
113 | specialCmd = "";
114 | IsOnSpecialChar = false;
115 | return SpecialCharType.NormalChar;
116 | }
117 | IsOnSpecialChar = true;
118 | return SpecialCharType.CmdChar;
119 | }
120 | else if (_char == SPECIAL_CHAR_END && IsOnSpecialChar)
121 | {
122 | //exe cmd!
123 | if (specialCharFuncMap.ContainsKey(specialCmd))
124 | {
125 | specialCharFuncMap[specialCmd]();
126 | //Debug.Log("The keyword : [" + specialCmd + "] execute!");
127 | }
128 | else
129 | Debug.LogError("The keyword : [" + specialCmd + "] is not exist!");
130 | specialCmd = "";
131 | IsOnSpecialChar = false;
132 | return SpecialCharType.EndChar;
133 | }
134 | else if (IsOnSpecialChar)
135 | {
136 | specialCmd += _char;
137 | return SpecialCharType.CmdChar;
138 | }
139 | return SpecialCharType.NormalChar;
140 | }
141 | private IEnumerator SetTextTask(string _text)
142 | {
143 | IsOnSpecialChar = false;
144 | IsMsgCompleted = false;
145 | specialCmd = "";
146 | for (int i = 0; i < _text.Length; i++)
147 | {
148 | switch (CheckSpecialChar(_text[i]))
149 | {
150 | case SpecialCharType.NormalChar:
151 | AddChar(_text[i]);
152 | lastChar = _text[i];
153 | yield return new WaitForSeconds(textSpeed);
154 | break;
155 | }
156 | lastChar = _text[i];
157 | yield return new WaitUntil(() => IsOnCmdEvent == false);
158 | }
159 | IsMsgCompleted = true;
160 | yield return null;
161 | }
162 | #endregion
163 | }
164 | }
165 |
166 |
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/ES_msgSystem/Assets/Scripts/UsageCase.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using RemptyTool.ES_MessageSystem;
5 |
6 | [RequireComponent(typeof(ES_MessageSystem))]
7 | public class UsageCase : MonoBehaviour
8 | {
9 | private ES_MessageSystem msgSys;
10 | public UnityEngine.UI.Text uiText;
11 | public TextAsset textAsset;
12 | private List textList = new List();
13 | private int textIndex = 0;
14 |
15 | void Start()
16 | {
17 | msgSys = this.GetComponent();
18 | if (uiText == null)
19 | {
20 | Debug.LogError("UIText Component not assign.");
21 | }
22 | else
23 | ReadTextDataFromAsset(textAsset);
24 |
25 | //add special chars and functions in other component.
26 | msgSys.AddSpecialCharToFuncMap("UsageCase", CustomizedFunction);
27 | }
28 |
29 | private void CustomizedFunction()
30 | {
31 | Debug.Log("Hi! This is called by CustomizedFunction!");
32 | }
33 |
34 | private void ReadTextDataFromAsset(TextAsset _textAsset)
35 | {
36 | textList.Clear();
37 | textList = new List();
38 | textIndex = 0;
39 | var lineTextData = _textAsset.text.Split('\n');
40 | foreach (string line in lineTextData)
41 | {
42 | textList.Add(line);
43 | }
44 | }
45 |
46 | void Update()
47 | {
48 | if (Input.GetKeyDown(KeyCode.S))
49 | {
50 | //You can sending the messages from strings or text-based files.
51 | if (msgSys.IsCompleted)
52 | {
53 | msgSys.SetText("Send the messages![lr] HelloWorld![w]");
54 | }
55 | }
56 |
57 | if (Input.GetKeyDown(KeyCode.Space))
58 | {
59 | //Continue the messages, stoping by [w] or [lr] keywords.
60 | msgSys.Next();
61 | }
62 |
63 | //If the message is complete, stop updating text.
64 | if (msgSys.IsCompleted == false)
65 | {
66 | uiText.text = msgSys.text;
67 | }
68 |
69 | //Auto update from textList.
70 | if (msgSys.IsCompleted == true && textIndex < textList.Count)
71 | {
72 | msgSys.SetText(textList[textIndex]);
73 | textIndex++;
74 | }
75 | }
76 | }
77 |
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9 | - TransparentFX
10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
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18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
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29 | -
30 | -
31 | -
32 | -
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44 |
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6 | Fixed Timestep: 0.02
7 | Maximum Allowed Timestep: 0.33333334
8 | m_TimeScale: 1
9 | Maximum Particle Timestep: 0.03
10 |
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/ES_msgSystem/ProjectSettings/UnityConnectSettings.asset:
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33 |
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/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2018 EmptyStudio
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | # ES_MsgSystem-for-Unity
2 | ### A dialog system which supported the keywords in KrKr engine in **Unity**.
3 |
4 | - ## **Supported keywords in texts**
5 | |Keywords|Commands|
6 | |-----------|--------|
7 | |l|Wait for press.|
8 | |r|Change the line.|
9 | |lr|Wait for press, and change the line.|
10 | |w|Wait for press, and erase the text.|
11 | - ## **Call keywords commands**
12 | ### **Use brackets (by defult) to set the keywords commands.**
13 | - The brackets can be changed to another characters.
14 | - If you want to print the brackets (or the special start command character), just repeat it to make the words not a command.
15 | - ex : ( [[w] -> print "[w]" )
16 | - ## **Use cases**
17 | ```
18 | 1. text: Hello![l]World![w]
19 | result: Hello!(wait for press)
20 | result: Hello!World!(wait for press)
21 |
22 | 2. text: Hello![r]World![w]
23 | result: Hello!
24 | World!(wait for press)
25 |
26 | 3. text: Hello![lr]World![w]
27 | result: Hello!(wait for press)
28 | result: Hello!
29 | World!(wait for press)
30 |
31 | 4. text: Hello![w]World![w]
32 | result: Hello!(wait for press)
33 | result: World!(wait for press)
34 | ```
35 |
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