├── .github
└── workflows
│ └── UnityPackageCreate.yaml
├── .gitignore
├── Assets
├── Scenes.meta
├── Scenes
│ ├── SampleScene.unity
│ └── SampleScene.unity.meta
├── Voiceer.meta
└── Voiceer
│ ├── Editor.meta
│ ├── Editor
│ ├── Res.meta
│ ├── Res
│ │ ├── bg.png
│ │ └── bg.png.meta
│ ├── ScriptableObject.meta
│ ├── ScriptableObject
│ │ ├── VoicePresetSelector.asset
│ │ └── VoicePresetSelector.asset.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── EditorHook.cs
│ │ ├── EditorHook.cs.meta
│ │ ├── ScriptableObject.meta
│ │ ├── ScriptableObject
│ │ ├── VoicePreset.cs
│ │ ├── VoicePreset.cs.meta
│ │ ├── VoicePresetSelector.cs
│ │ └── VoicePresetSelector.cs.meta
│ │ ├── SoundPlayer.cs
│ │ ├── SoundPlayer.cs.meta
│ │ ├── SoundStorageEditor.cs
│ │ ├── SoundStorageEditor.cs.meta
│ │ ├── VoicePresetSelectorEditor.cs
│ │ ├── VoicePresetSelectorEditor.cs.meta
│ │ ├── VoiceerEditorUtility.cs
│ │ └── VoiceerEditorUtility.cs.meta
│ ├── VoiceResources.meta
│ └── VoiceResources
│ ├── MusubimeYuiVoices.meta
│ └── MusubimeYuiVoices
│ ├── ErrorOnPlay.meta
│ ├── ErrorOnPlay
│ ├── 何かエラーがあるよ~.wav
│ └── 何かエラーがあるよ~.wav.meta
│ ├── MusubimeYui.asset
│ ├── MusubimeYui.asset.meta
│ ├── OnBuildFailed.meta
│ ├── OnBuildFailed
│ ├── ビルド失敗!またがんばろ?.wav
│ └── ビルド失敗!またがんばろ?.wav.meta
│ ├── OnBuildSuccess.meta
│ ├── OnBuildSuccess
│ ├── ビルド成功!よくできました!.wav
│ └── ビルド成功!よくできました!.wav.meta
│ ├── OnBuildTargetChanged.meta
│ ├── OnBuildTargetChanged
│ ├── ビルドターゲットを変えたよ.wav
│ └── ビルドターゲットを変えたよ.wav.meta
│ ├── OnCompileEnd.meta
│ ├── OnCompileEnd
│ ├── いっぱい頑張ってえらい!.wav
│ ├── いっぱい頑張ってえらい!.wav.meta
│ ├── おつゆいゆい!.wav
│ ├── おつゆいゆい!.wav.meta
│ ├── ちゃんとテストした?.wav
│ ├── ちゃんとテストした?.wav.meta
│ ├── コンパイル終わり!その調子!明.wav
│ ├── コンパイル終わり!その調子!明.wav.meta
│ ├── 今度はどうかな~?.wav
│ └── 今度はどうかな~?.wav.meta
│ ├── OnPlaySuccess.meta
│ ├── OnPlaySuccess
│ ├── 再生したよ~.wav
│ └── 再生したよ~.wav.meta
│ ├── OnPreprocessBuild.meta
│ ├── OnPreprocessBuild
│ ├── ビルドうまくいくといいねぇ!!.wav
│ └── ビルドうまくいくといいねぇ!!.wav.meta
│ ├── OnProjectSave.meta
│ └── OnProjectSave
│ ├── セーブできてえらいねぇ!.wav
│ └── セーブできてえらいねぇ!.wav.meta
├── LICENSE
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
└── VFXManager.asset
└── README.md
/.github/workflows/UnityPackageCreate.yaml:
--------------------------------------------------------------------------------
1 | # MIT License
2 | # Copyright (c) 2020 pCYSl5EDgo
3 |
4 | # Permission is hereby granted, free of charge, to any person obtaining a copy
5 | # of this software and associated documentation files (the "Software"), to deal
6 | # in the Software without restriction, including without limitation the rights
7 | # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
8 | # copies of the Software, and to permit persons to whom the Software is
9 | # furnished to do so, subject to the following conditions:
10 |
11 | # The above copyright notice and this permission notice shall be included in all
12 | # copies or substantial portions of the Software.
13 |
14 | # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15 | # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 | # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17 | # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18 | # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
19 | # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
20 | # SOFTWARE.
21 |
22 | name: UnityPackageCreate
23 |
24 | on:
25 | push:
26 | tags:
27 | - '**'
28 |
29 | jobs:
30 | Create:
31 | runs-on: ubuntu-latest
32 | steps:
33 | - uses: actions/checkout@v2
34 | - run: |
35 | echo "Assets/Voiceer.meta" > metaList
36 | find Assets/Voiceer/ -name \*.meta >> metaList
37 |
38 | - uses: pCYSl5EDgo/create-unitypackage@master
39 | with:
40 | package-path: Voiceer+sample.unitypackage
41 | include-files: metaList
42 |
43 | - name: Create Release
44 | id: create_release
45 | uses: actions/create-release@v1
46 | env:
47 | GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
48 | with:
49 | tag_name: ${{ github.ref }}
50 | release_name: ${{ github.ref }}
51 | draft: false
52 | prerelease: false
53 |
54 | - name: Upload Release Asset
55 | uses: actions/upload-release-asset@master
56 | env:
57 | GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
58 | with:
59 | upload_url: ${{ steps.create_release.outputs.upload_url }}
60 | asset_path: Voiceer+sample.unitypackage
61 | asset_name: Voiceer+sample.unitypackage
62 | asset_content_type: application/gzip
63 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 |
13 | # Never ignore Asset meta data
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | # Autogenerated Jetbrains Rider plugin
20 | [Aa]ssets/Plugins/Editor/JetBrains*
21 |
22 | # Visual Studio cache directory
23 | .vs/
24 |
25 | # Gradle cache directory
26 | .gradle/
27 |
28 | # Autogenerated VS/MD/Consulo solution and project files
29 | ExportedObj/
30 | .consulo/
31 | *.csproj
32 | *.unityproj
33 | *.sln
34 | *.suo
35 | *.tmp
36 | *.user
37 | *.userprefs
38 | *.pidb
39 | *.booproj
40 | *.svd
41 | *.pdb
42 | *.mdb
43 | *.opendb
44 | *.VC.db
45 |
46 | # Unity3D generated meta files
47 | *.pidb.meta
48 | *.pdb.meta
49 | *.mdb.meta
50 |
51 | # Unity3D generated file on crash reports
52 | sysinfo.txt
53 |
54 | # Builds
55 | *.apk
56 | *.unitypackage
57 |
58 | # Crashlytics generated file
59 | crashlytics-build.properties
60 |
--------------------------------------------------------------------------------
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/Assets/Voiceer/Editor/Scripts/EditorHook.cs:
--------------------------------------------------------------------------------
1 | using System.Reflection;
2 | using UnityEditor;
3 | using UnityEditor.Build;
4 | using UnityEditor.Build.Reporting;
5 | using UnityEditor.SceneManagement;
6 | using UnityEngine;
7 | using UnityEngine.Events;
8 |
9 | namespace Voiceer
10 | {
11 | public class EditorHook
12 | {
13 | [InitializeOnLoadMethod]
14 | private static void InitializeEditorHookMethods()
15 | {
16 | //PlayModeが変わった時
17 | //シーン再生を開始した時
18 | //シーン再生を止めた時
19 | EditorApplication.playModeStateChanged += (mode) =>
20 | {
21 | //再生ボタンを押した時であること
22 | if (!EditorApplication.isPlayingOrWillChangePlaymode
23 | && EditorApplication.isPlaying)
24 | return;
25 |
26 | //SceneView が存在すること
27 | if (SceneView.sceneViews.Count == 0)
28 | return;
29 |
30 | switch (mode)
31 | {
32 | //Playモードに入れた時
33 | case PlayModeStateChange.EnteredPlayMode:
34 | SoundPlayer.PlaySound(Hook.OnEnteredPlayMode);
35 | break;
36 | //Playモードを終了した時
37 | case PlayModeStateChange.EnteredEditMode:
38 | SoundPlayer.PlaySound(Hook.OnExitingPlayMode);
39 | break;
40 | }
41 |
42 | //エラーがあるのにPlayしようとした。
43 | EditorApplication.delayCall += () =>
44 | {
45 | var content = typeof(EditorWindow)
46 | .GetField("m_Notification", BindingFlags.NonPublic | BindingFlags.Instance)
47 | ?.GetValue(SceneView.sceneViews[0]) as GUIContent;
48 |
49 | if (content != null && !string.IsNullOrEmpty(content.text))
50 | {
51 | SoundPlayer.PlaySound(Hook.OnPlayButHasError);
52 | }
53 | };
54 | };
55 |
56 | ///シーンを保存する時
57 | EditorSceneManager.sceneSaved += (scene) => { SoundPlayer.PlaySound(Hook.OnSave); };
58 | }
59 |
60 | ///
61 | /// コンパイル終了時
62 | ///
63 | [InitializeOnLoad]
64 | public class CompileFinishHook
65 | {
66 | static CompileFinishHook()
67 | {
68 | if (EditorApplication.isPlayingOrWillChangePlaymode)
69 | return;
70 |
71 | EditorApplication.delayCall += () => { SoundPlayer.PlaySound(Hook.OnCompileEnd); };
72 | }
73 | }
74 |
75 | ///
76 | /// ビルド前・後
77 | ///
78 | public class ProcessBuildHook : IPreprocessBuildWithReport, IPostprocessBuildWithReport
79 | {
80 | public int callbackOrder
81 | {
82 | get { return 0; }
83 | }
84 |
85 | ///
86 | /// ビルド前
87 | ///
88 | ///
89 | public void OnPreprocessBuild(BuildReport report)
90 | {
91 | SoundPlayer.PlaySound(Hook.OnPreProcessBuild);
92 | }
93 |
94 | ///
95 | /// ビルド後
96 | ///
97 | ///
98 | public void OnPostprocessBuild(BuildReport report)
99 | {
100 | if (report.summary.result == BuildResult.Failed || report.summary.result == BuildResult.Failed)
101 | {
102 | SoundPlayer.PlaySound(Hook.OnPostProcessBuildFailed);
103 | }
104 | else
105 | {
106 | SoundPlayer.PlaySound(Hook.OnPostProcessBuildSuccess);
107 | }
108 | }
109 | }
110 |
111 | ///
112 | /// ビルドターゲット変更時
113 | ///
114 | public class BuildTargetChangeHook : IActiveBuildTargetChanged
115 | {
116 | public int callbackOrder => int.MaxValue;
117 |
118 | public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
119 | {
120 | SoundPlayer.PlaySound(Hook.OnBuildTargetChanged);
121 | }
122 | }
123 | }
124 | }
--------------------------------------------------------------------------------
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/Assets/Voiceer/Editor/Scripts/ScriptableObject/VoicePreset.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace Voiceer
7 | {
8 | public enum Hook
9 | {
10 | OnCompileEnd = 0,
11 | OnEnteredPlayMode,
12 | OnExitingPlayMode,
13 | OnPlayButHasError,
14 | OnPreProcessBuild,
15 | OnPostProcessBuildSuccess,
16 | OnPostProcessBuildFailed,
17 | OnSave,
18 | OnBuildTargetChanged,
19 | }
20 |
21 | [Serializable]
22 | public class Sound
23 | {
24 | public List voiceClips = new List();
25 |
26 | public AudioClip GetRandom()
27 | {
28 | if (voiceClips == null || voiceClips.Count == 0)
29 | {
30 | return null;
31 | }
32 | var rand = UnityEngine.Random.Range(0, voiceClips.Count);
33 | return voiceClips[rand];
34 | }
35 | }
36 |
37 | public class VoicePreset : ScriptableObject
38 | {
39 | [Serializable]
40 | public class Set
41 | {
42 | public Hook trigger;
43 | public Sound sound;
44 |
45 | public Set(Hook t, Sound s)
46 | {
47 | trigger = t;
48 | sound = s;
49 | }
50 | }
51 |
52 | [Serializable]
53 | public class Meta
54 | {
55 | public string memo;
56 | public string url;
57 | }
58 |
59 | public List voiceSetList = new List();
60 | public Meta metaData = new Meta();
61 |
62 | public AudioClip GetRandomClip(Hook trigger)
63 | {
64 | var sound = GetVoiceSet(trigger);
65 | return sound?.GetRandom();
66 | }
67 |
68 | public int ClipCount(Hook trigger)
69 | {
70 | var sound = GetInstanceSafety((int)trigger);
71 | if (sound == null || sound.voiceClips.Count == 0)
72 | {
73 | return 0;
74 | }
75 | return sound.voiceClips.Count;
76 | }
77 |
78 | public Sound GetVoiceSet(Hook trigger)
79 | {
80 | foreach (var set in voiceSetList)
81 | {
82 | if (trigger == set.trigger)
83 | {
84 | return set.sound;
85 | }
86 | }
87 | return null;
88 | }
89 |
90 | private Sound GetInstanceSafety(int index)
91 | {
92 | return voiceSetList[index].sound;
93 | }
94 |
95 | public void CopyFrom(VoicePreset p)
96 | {
97 | this.voiceSetList = new List();
98 |
99 | foreach (Hook trigger in Enum.GetValues(typeof(Hook)))
100 | {
101 | if (GetVoiceSet(trigger) == null)
102 | {
103 | voiceSetList.Add(new Set(trigger, new Sound()));
104 | }
105 |
106 | if (p.GetVoiceSet(trigger) != null)
107 | {
108 |
109 | var sound = new Sound();
110 | foreach (var clip in p.GetVoiceSet(trigger).voiceClips)
111 | {
112 | sound.voiceClips.Add(clip);
113 | }
114 | voiceSetList.Add(new Set(trigger, sound));
115 | }
116 | }
117 |
118 |
119 | this.metaData = new Meta();
120 | this.metaData.memo = p.metaData.memo;
121 | this.metaData.url = p.metaData.url;
122 | }
123 |
124 | public void ClearAll()
125 | {
126 | voiceSetList.Clear();
127 | metaData.memo = "";
128 | metaData.url = "";
129 | }
130 | }
131 | }
--------------------------------------------------------------------------------
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/Assets/Voiceer/Editor/Scripts/ScriptableObject/VoicePresetSelector.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Voiceer
4 | {
5 | [CreateAssetMenu]
6 | public class VoicePresetSelector : ScriptableObject
7 | {
8 | public VoicePreset CurrentVoicePreset;
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/Voiceer/Editor/Scripts/ScriptableObject/VoicePresetSelector.cs.meta:
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/Assets/Voiceer/Editor/Scripts/SoundPlayer.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Reflection;
5 | using UnityEditor;
6 | using UnityEngine;
7 |
8 | namespace Voiceer
9 | {
10 | public static class SoundPlayer
11 | {
12 | private static VoicePreset CurrentVoicePreset => VoiceerEditorUtility.GetStorageSelector()?.CurrentVoicePreset;
13 |
14 | public static void PlaySound(Hook hook)
15 | {
16 | //VoicePresetがあるか
17 | if (CurrentVoicePreset == null)
18 | {
19 | return;
20 | }
21 |
22 | //Clipが存在するか
23 | var clip = CurrentVoicePreset.GetRandomClip(hook);
24 | if (clip == null)
25 | {
26 | return;
27 | }
28 |
29 | var unityEditorAssembly = typeof(AudioImporter).Assembly;
30 | var audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
31 |
32 | var method = audioUtilClass.GetMethod
33 | (
34 | "PlayClip",
35 | BindingFlags.Static | BindingFlags.Public,
36 | null,
37 | #if UNITY_2019_2_OR_NEWER
38 | new System.Type[] { typeof(AudioClip), typeof(int), typeof(bool) },
39 | #else
40 | new Type[] { typeof(AudioClip) },
41 | #endif
42 | null
43 | );
44 |
45 | #if UNITY_2019_2_OR_NEWER
46 | method.Invoke(null, new object[] { clip, 0, false });
47 | #else
48 | method.Invoke(null, new object[] {clip});
49 | #endif
50 |
51 |
52 |
53 | }
54 | }
55 | }
--------------------------------------------------------------------------------
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/Assets/Voiceer/Editor/Scripts/SoundStorageEditor.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.IO;
5 | using UnityEditor;
6 | using UnityEngine;
7 |
8 | namespace Voiceer
9 | {
10 | public class SoundStorageEditor : ScriptableWizard
11 | {
12 | Vector2 _scrollPos = Vector2.zero;
13 | private const string TitleString = "Voiceer - Voice Preset Editor";
14 |
15 | private static string _presetName = "NewPreset";
16 | private static string _outputDirectory = "Assets/Voiceer/ScriptableObject/";
17 | private static readonly string _outputSuffix = ".asset";
18 |
19 | private VoicePreset _loadedPreset;
20 |
21 | [MenuItem("Window/Voiceer/Voice Preset Generator")]
22 | private static void Open()
23 | {
24 | DisplayWizard("Voiceer");
25 | }
26 |
27 | private void OnGUI()
28 | {
29 | VoiceerEditorUtility.UiTitleBox(TitleString, VoiceerEditorUtility.BackGroundImage);
30 |
31 | if (_loadedPreset == null)
32 | {
33 | LoadPresetHeader();
34 | return;
35 | }
36 |
37 | EditPresetHeader();
38 |
39 | _loadedPreset.hideFlags = HideFlags.NotEditable;
40 | _loadedPreset.metaData.url = EditorGUILayout.TextField("URL:", _loadedPreset.metaData.url);
41 | _loadedPreset.metaData.memo = EditorGUILayout.TextField("その他:", _loadedPreset.metaData.memo);
42 |
43 | GUILayout.Space(20);
44 |
45 | _scrollPos = GUILayout.BeginScrollView(_scrollPos);
46 | {
47 | EditorGUI.BeginChangeCheck();
48 | {
49 | foreach (Hook trigger in Enum.GetValues(typeof(Hook)))
50 | {
51 | if (_loadedPreset.GetVoiceSet(trigger) == null)
52 | {
53 | _loadedPreset.voiceSetList.Add(new VoicePreset.Set(trigger, new Sound()));
54 | }
55 |
56 | EditorGUILayout.BeginHorizontal();
57 | EditorGUILayout.LabelField(VoiceerEditorUtility.GetDescriptionLabel(trigger),
58 | VoiceerEditorUtility.Bold);
59 |
60 | var clips = _loadedPreset.GetVoiceSet(trigger).voiceClips;
61 |
62 | if (_loadedPreset.GetVoiceSet(trigger).voiceClips.Count != 0)
63 | {
64 | if (GUILayout.Button("-", GUILayout.Width(30)))
65 | {
66 | clips.RemoveRange(clips.Count - 1, 1);
67 | }
68 | }
69 |
70 | if (GUILayout.Button("+", GUILayout.Width(30)))
71 | {
72 | clips.Add(null);
73 | }
74 |
75 | EditorGUILayout.EndHorizontal();
76 |
77 | EditorGUI.indentLevel++;
78 | for (int i = 0; i < _loadedPreset.GetVoiceSet(trigger).voiceClips.Count; i++)
79 | {
80 | _loadedPreset.GetVoiceSet(trigger).voiceClips[i] =
81 | (AudioClip) EditorGUILayout.ObjectField(
82 | _loadedPreset.GetVoiceSet(trigger).voiceClips[i],
83 | typeof(AudioClip), false);
84 | }
85 |
86 | EditorGUI.indentLevel--;
87 | }
88 | }
89 | if (EditorGUI.EndChangeCheck())
90 | {
91 | EditorUtility.SetDirty(_loadedPreset);
92 | AssetDatabase.SaveAssets();
93 | // エディタを最新の状態にする
94 | AssetDatabase.Refresh();
95 | }
96 | }
97 | GUILayout.EndScrollView();
98 |
99 | GUILayout.Space(10);
100 | VoiceerEditorUtility.Hr(position.width);
101 | if (GUILayout.Button("Preset選択モードに戻る"))
102 | {
103 | _loadedPreset = null;
104 | }
105 | GUILayout.Space(10);
106 | if (GUILayout.Button("パッケージを出力する"))
107 | {
108 | VoiceerEditorUtility.ExportPackage(_loadedPreset);
109 | }
110 | }
111 |
112 | ///
113 | /// Presetが存在する時の編集画面のヘッダー
114 | ///
115 | private void EditPresetHeader()
116 | {
117 | EditorGUILayout.LabelField("各+ボタンを押して、任意のAudioClipを追加してください。", VoiceerEditorUtility.Bold);
118 | EditorGUILayout.LabelField("(変更内容はオートセーブされます。)",VoiceerEditorUtility.Red);
119 | VoiceerEditorUtility.Hr(this.position.width);
120 | _loadedPreset =
121 | (VoicePreset) EditorGUILayout.ObjectField("現在のPreset", _loadedPreset, typeof(VoicePreset), false);
122 | GUILayout.Space(10);
123 | }
124 |
125 | ///
126 | /// Presetが存在しない時のロード画面のヘッダー
127 | ///
128 | void LoadPresetHeader()
129 | {
130 | EditorGUILayout.LabelField("VoicePresetをロード", VoiceerEditorUtility.Bold);
131 | EditorGUI.indentLevel++;
132 | {
133 | _loadedPreset =
134 | (VoicePreset) EditorGUILayout.ObjectField("既存のPresetをロード", _loadedPreset, typeof(VoicePreset),
135 | false);
136 | }
137 | EditorGUI.indentLevel--;
138 | VoiceerEditorUtility.Hr(position.width);
139 | GUILayout.Space(10);
140 | EditorGUILayout.LabelField("または");
141 | GUILayout.Space(10);
142 | VoiceerEditorUtility.Hr(position.width);
143 | EditorGUILayout.LabelField("VoicePresetの新規作成", VoiceerEditorUtility.Bold);
144 |
145 | EditorGUI.indentLevel++;
146 | {
147 | _outputDirectory = EditorGUILayout.TextField("出力フォルダ:", _outputDirectory);
148 | _presetName = EditorGUILayout.TextField("ファイル名:", _presetName);
149 |
150 | EditorGUILayout.LabelField("出力先:" + Path.Combine(_outputDirectory, _presetName + _outputSuffix),
151 | VoiceerEditorUtility.Bold);
152 |
153 | if (GUILayout.Button("新規作成"))
154 | {
155 | var exportedPath = CreateNewPreset();
156 | _loadedPreset = AssetDatabase.LoadAssetAtPath(exportedPath, typeof(VoicePreset)) as VoicePreset;
157 | }
158 | }
159 | EditorGUI.indentLevel--;
160 | VoiceerEditorUtility.Hr(position.width);
161 |
162 | }
163 |
164 | ///
165 | /// Presetを作成する。出力先Pathを返す
166 | ///
167 | ///
168 | private string CreateNewPreset()
169 | {
170 | VoiceerEditorUtility.SafeCreateDirectory(_outputDirectory);
171 | var createdObject = CreateInstance(nameof(VoicePreset));
172 | var outputPath = Path.Combine(_outputDirectory, _presetName + _outputSuffix);
173 | var uniqueOutputPath = AssetDatabase.GenerateUniqueAssetPath(outputPath);
174 | AssetDatabase.CreateAsset(createdObject, uniqueOutputPath);
175 | AssetDatabase.Refresh();
176 | return uniqueOutputPath;
177 | }
178 | }
179 | }
--------------------------------------------------------------------------------
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/Assets/Voiceer/Editor/Scripts/VoicePresetSelectorEditor.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEditor;
4 | using UnityEngine;
5 |
6 | namespace Voiceer
7 | {
8 | public class VoicePresetSelectorEditor : EditorWindow
9 | {
10 |
11 | private const string TitleString = "Voiceer - Voice Preset Selector";
12 |
13 | private static VoicePresetSelector _selector = null;
14 |
15 | [MenuItem("Window/Voiceer/Voice Preset Selector")]
16 | private static void Open()
17 | {
18 | GetWindow("Voiceer");
19 | }
20 |
21 | private void OnGUI()
22 | {
23 | VoiceerEditorUtility.UiTitleBox(TitleString, VoiceerEditorUtility.BackGroundImage);
24 |
25 | if (_selector == null)
26 | {
27 | _selector = VoiceerEditorUtility.GetStorageSelector();
28 | }
29 | EditorGUI.BeginChangeCheck();
30 | {
31 | _selector.CurrentVoicePreset = EditorGUILayout.ObjectField("現在のボイスPreset:",
32 | _selector.CurrentVoicePreset, typeof(VoicePreset), false) as VoicePreset;
33 | }
34 | if (EditorGUI.EndChangeCheck())
35 | {
36 | EditorUtility.SetDirty(_selector);
37 | AssetDatabase.SaveAssets();
38 | // エディタを最新の状態にする
39 | AssetDatabase.Refresh();
40 | }
41 | VoiceerEditorUtility.Hr(position.width);
42 |
43 | if (_selector.CurrentVoicePreset == null)
44 | {
45 | EditorGUILayout.LabelField("デフォルトボイスが設定されていません。");
46 | return;
47 | }
48 |
49 | EditorGUI.indentLevel++;
50 | {
51 | EditorGUILayout.LabelField("URL:", VoiceerEditorUtility.Bold);
52 | var url = _selector.CurrentVoicePreset.metaData.url;
53 | if (VoiceerEditorUtility.IsUrl(url))
54 | {
55 | GUILayout.BeginHorizontal();
56 | GUILayout.Space (EditorGUI.indentLevel * 20);
57 | if (GUILayout.Button(url, VoiceerEditorUtility.LinkStyle))
58 | {
59 | Application.OpenURL(url);
60 | }
61 | GUILayout.EndHorizontal();
62 | }
63 | else
64 | {
65 | EditorGUILayout.LabelField(url);
66 | }
67 | }
68 | EditorGUI.indentLevel--;
69 |
70 |
71 | EditorGUILayout.Space();
72 | EditorGUI.indentLevel++;
73 | {
74 | EditorGUILayout.LabelField("備考:", VoiceerEditorUtility.Bold);
75 | EditorGUILayout.LabelField(_selector.CurrentVoicePreset.metaData.memo);
76 | }
77 | EditorGUI.indentLevel--;
78 | }
79 | }
80 | }
--------------------------------------------------------------------------------
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/Assets/Voiceer/Editor/Scripts/VoiceerEditorUtility.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System.IO;
4 | using System.Linq;
5 | using System.Text.RegularExpressions;
6 | using UnityEngine;
7 | using UnityEditor;
8 | using UnityEditor.VersionControl;
9 |
10 | namespace Voiceer
11 | {
12 | ///
13 | /// VoiceerEditor拡張の便利メソッド、プロパティ
14 | ///
15 | public static class VoiceerEditorUtility
16 | {
17 | ///
18 | /// HorizontalLine
19 | ///
20 | ///
21 | public static void Hr(float width)
22 | {
23 | GUILayout.Box("", GUILayout.Width(width), GUILayout.Height(1));
24 | }
25 |
26 | ///
27 | /// 背景画像付きのタイトルボックス
28 | ///
29 | ///
30 | ///
31 | public static void UiTitleBox(string title, Texture2D bgIcon)
32 | {
33 | var bgStyle = new GUIStyle(GUI.skin.GetStyle("Label"))
34 | {
35 | normal = {background = bgIcon}, fontSize = 22, fontStyle = FontStyle.Bold
36 | };
37 |
38 | EditorGUILayout.BeginHorizontal();
39 | GUILayout.FlexibleSpace();
40 | EditorGUILayout.EndHorizontal();
41 | var scale = GUILayoutUtility.GetLastRect();
42 | scale.height = 30;
43 |
44 | GUI.Label(scale, title, bgStyle);
45 | GUILayout.Space(scale.height + 5);
46 | }
47 |
48 |
49 | private static GUIStyle _bold;
50 |
51 | ///
52 | /// 太字にするGUIStyle
53 | ///
54 | public static GUIStyle Bold => _bold != null
55 | ? _bold
56 | : _bold = new GUIStyle(GUI.skin.GetStyle("Label"))
57 | {
58 | fontStyle = FontStyle.Bold
59 | };
60 |
61 |
62 | private static GUIStyle _red;
63 |
64 | ///
65 | /// 赤文字にするGUIStyle
66 | ///
67 | public static GUIStyle Red => _red != null
68 | ? _red
69 | : _red = new GUIStyle
70 | {
71 | normal = {textColor = Color.red}
72 | };
73 |
74 | private static GUIStyle _linkStyle;
75 |
76 | ///
77 | /// リンクっぽい見た目にするGUIStyle
78 | ///
79 | public static GUIStyle LinkStyle => _linkStyle != null
80 | ? _linkStyle
81 | : _linkStyle = new GUIStyle
82 | {
83 | wordWrap = false,
84 | normal = {textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f)},
85 | stretchWidth = false
86 | };
87 |
88 |
89 | ///
90 | /// 指定されている文字列がURLかチェック
91 | ///
92 | ///
93 | ///
94 | public static bool IsUrl(string line)
95 | {
96 | if (string.IsNullOrEmpty(line))
97 | {
98 | return false;
99 | }
100 |
101 | return Regex.IsMatch(
102 | line,
103 | @"^s?https?://[-_.!~*'()a-zA-Z0-9;/?:@&=+$,%#]+$"
104 | );
105 | }
106 |
107 | private static Texture2D _backgroundImage { get; set; }
108 |
109 | ///
110 | /// 背景画像のロード
111 | ///
112 | public static Texture2D BackGroundImage => _backgroundImage
113 | ? _backgroundImage
114 | : (_backgroundImage =
115 | AssetDatabase.LoadAssetAtPath("Assets/Voiceer/Editor/Res/bg.png",
116 | typeof(Texture2D)) as Texture2D);
117 |
118 |
119 | ///
120 | /// Triggerに合わせて正しいラベルを取得する
121 | ///
122 | ///
123 | ///
124 | public static string GetDescriptionLabel(Hook trigger)
125 | {
126 | switch (trigger)
127 | {
128 | case Hook.OnCompileEnd:
129 | return "コンパイルが終了した時";
130 | case Hook.OnEnteredPlayMode:
131 | return "正常に再生できた時";
132 | case Hook.OnExitingPlayMode:
133 | return "再生モードを終了した時";
134 | case Hook.OnPlayButHasError:
135 | return "再生しようとしたがエラーがあって再生できなかった時";
136 | case Hook.OnPreProcessBuild:
137 | return "ビルドプロセスに入る直前";
138 | case Hook.OnPostProcessBuildSuccess:
139 | return "正常にビルドが完了した時";
140 | case Hook.OnPostProcessBuildFailed:
141 | return "ビルドが失敗した時";
142 | case Hook.OnSave:
143 | return "プロジェクトをセーブした時";
144 | case Hook.OnBuildTargetChanged:
145 | return "ビルドターゲットを変更した時";
146 | default:
147 | //上記で未定義なTriggerはそのまま出力
148 | return trigger.ToString();
149 | }
150 | }
151 |
152 | ///
153 | /// 直接パス指定で開いてダメなら検索して開く
154 | ///
155 | ///
156 | public static VoicePresetSelector GetStorageSelector()
157 | {
158 | var selector = AssetDatabase.LoadAssetAtPath(
159 | "Assets/Voiceer/ScriptableObject/VoicePresetSeledctor.asset");
160 | if (selector == null)
161 | {
162 | var guid = AssetDatabase.FindAssets($"t:VoicePresetSelector").FirstOrDefault();
163 | var path = AssetDatabase.GUIDToAssetPath(guid);
164 | selector = AssetDatabase.LoadAssetAtPath(path);
165 | }
166 |
167 | return selector;
168 | }
169 |
170 | ///
171 | /// 安全にフォルダを作成する
172 | ///
173 | ///
174 | public static void SafeCreateDirectory(string path)
175 | {
176 | var currentPath = "";
177 | var splitChar = new char[] {Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar};
178 |
179 | foreach (var dir in path.Split(splitChar))
180 | {
181 | var parent = currentPath;
182 | currentPath = Path.Combine(currentPath, dir);
183 | if (!AssetDatabase.IsValidFolder(currentPath))
184 | {
185 | AssetDatabase.CreateFolder(parent, dir);
186 | }
187 | }
188 | }
189 |
190 | public static void ExportPackage(VoicePreset preset)
191 | {
192 | var assetList = new List();
193 | assetList.Add(AssetDatabase.GetAssetPath(preset));
194 |
195 | foreach (var voiceClip in preset.voiceSetList.SelectMany(set => set.sound.voiceClips))
196 | {
197 | if (voiceClip != null)
198 | {
199 | assetList.Add(AssetDatabase.GetAssetPath(voiceClip));
200 | }
201 | }
202 |
203 | AssetDatabase.ExportPackage(
204 | assetList.ToArray()
205 | , $"{preset.name}.unitypackage"
206 | , ExportPackageOptions.Interactive );
207 | }
208 | }
209 | }
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31 | - trigger: 3
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35 | - trigger: 4
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51 | - trigger: 8
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58 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2020 negipoyoc
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 | 
2 | # Voiceer
3 | Voice+Cheer=Voiceer(ぼいしあ)
4 |
5 | Unityで
6 | * セーブしたとき
7 | * 再生したとき
8 | * 再生を終了した時
9 | * ビルドした時
10 | …など、あらゆる状態変化をフックし、事前に登録した音声を再生するEditor拡張です。
11 |
12 | デモ動画:
13 | https://twitter.com/CST_negi/status/1214500926326628352
14 |
15 | 開発協力:[結目ユイ様](https://twitter.com/musubimeyui)
16 |
17 | ## 使い方
18 | 1. [Release](https://github.com/negipoyoc/Voiceer/releases)より、Voiceer+Sample.unitypackageをダウンロードします。
19 | 2. プロジェクトにインポートします。
20 | 3. 終わりです。これでボイスが再生されます。
21 |
22 | ## 違うボイスPresetを試したい時
23 | 1.Window->Voiceer->Voice Preset Selectorを選択します。
24 | 
25 |
26 | 2.赤丸の部分をクリックし、Presetを選択します。
27 | 
28 |
29 | 3.終わりです。
30 |
31 | ## ボイスの種類を自分で編集したい時
32 | Window->Voiceer->Voice Preset Generatorを選択します。
33 | 
34 |
35 | ここでは、既存のファイルをロード、または、新規作成を選べます。
36 | 
37 |
38 | ### 新規作成
39 | 1. 新規作成を押します。
40 |
41 | 2. 画面が開きます。
42 |
43 | 
44 |
45 | 3. [+][-]ボタンで、任意のフックでボイスを追加したり消したりします。
46 |
47 | 
48 |
49 | 4. 終わりです。(自動セーブされているので注意)
50 |
51 | ### 既存ファイルのロード
52 | 1. 一番上行の○をクリックして選択します。
53 |
54 | 2. 新規作成のとき同様、[+][-]ボタンで、任意のフックでボイスを追加したり消したりします。
55 |
56 | 3. 終わりです。(自動セーブされているので注意)
57 |
58 | ## その他
59 | ### Preset選択モードに戻る
60 | Presetの選択モードに戻ります。(編集画面が初期化されます。)
61 |
62 | # ボイスのパッケージを出力する場合(ボイス製作者さまへ)
63 | 1. Window->Voiceer->Voice Preset Generatorを選択します。
64 | 2. Presetを選択します。
65 | 3. Windowの一番下に[パッケージを出力する]というボタンがあるのでこれをクリックします。
66 | 4. 終わりです。
67 |
68 | ## ボイスファイルについて
69 | * ボイスはAssets/Voiceer/VoiceResources/{プリセット名}以下に置いておくと、みんなが幸せになれます。
70 | * wavファイルを推奨しています。
71 |
72 | # 動作環境
73 | Unity2018.4 2019.1 2019.2 2019.3
74 | で動作することを確認しています。
75 |
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