├── .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 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | 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-------------------------------------------------------------------------------- /Assets/Voiceer/Editor/ScriptableObject/VoicePresetSelector.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: c5faef4f928896e48b3512ed6dd181c3, type: 3} 13 | m_Name: VoicePresetSelector 14 | m_EditorClassIdentifier: 15 | CurrentVoicePreset: {fileID: 11400000, guid: a794767d3d824b64bafbbd20a7703076, type: 2} 16 | -------------------------------------------------------------------------------- /Assets/Voiceer/Editor/ScriptableObject/VoicePresetSelector.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 962d4f917a5beef408e7f1947fc29231 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Voiceer/Editor/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 274c599314bf8034d8e007074c058445 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /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 | } -------------------------------------------------------------------------------- /Assets/Voiceer/Editor/Scripts/EditorHook.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f36400cea997cae4db8afaed74e60bf1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Voiceer/Editor/Scripts/ScriptableObject.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 873092d2979faf14493bf272c311747c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /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 | } -------------------------------------------------------------------------------- /Assets/Voiceer/Editor/Scripts/ScriptableObject/VoicePreset.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 66c234d987ce84d498c0cdd3b7a2d4e7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /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: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c5faef4f928896e48b3512ed6dd181c3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /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 | } -------------------------------------------------------------------------------- /Assets/Voiceer/Editor/Scripts/SoundPlayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4fc8f087d828ebf409c5a5656aebaba1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /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 | } -------------------------------------------------------------------------------- /Assets/Voiceer/Editor/Scripts/SoundStorageEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 39d0079ab49a4c947bde9d0617d53628 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /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 | } -------------------------------------------------------------------------------- /Assets/Voiceer/Editor/Scripts/VoicePresetSelectorEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e249256ed0d29ff4f8dea00de43ac169 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /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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assetBundleVariant: 23 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.2.2", 5 | "com.unity.collab-proxy": "1.2.15", 6 | "com.unity.package-manager-ui": "2.0.8", 7 | "com.unity.purchasing": "2.0.3", 8 | "com.unity.textmeshpro": "1.4.1", 9 | "com.unity.modules.ai": "1.0.0", 10 | "com.unity.modules.animation": "1.0.0", 11 | "com.unity.modules.assetbundle": "1.0.0", 12 | "com.unity.modules.audio": "1.0.0", 13 | "com.unity.modules.cloth": "1.0.0", 14 | "com.unity.modules.director": "1.0.0", 15 | 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{fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ![](https://user-images.githubusercontent.com/31283418/72233590-93c62d00-360b-11ea-91c4-f81e59e6f610.png) 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 | ![](https://user-images.githubusercontent.com/31283418/72231862-08e03500-3601-11ea-9a1b-f9eadd6d99a7.png) 25 | 26 | 2.赤丸の部分をクリックし、Presetを選択します。 27 | ![](https://user-images.githubusercontent.com/31283418/72231936-7ee49c00-3601-11ea-9c0b-b7da798ce87d.png) 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 | ![](https://user-images.githubusercontent.com/31283418/72231861-08479e80-3601-11ea-80f7-62ec8d60b182.png) 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 | ![](https://user-images.githubusercontent.com/31283418/72231859-08479e80-3601-11ea-916c-b9ea6f917a88.png) 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 | ![New](https://user-images.githubusercontent.com/31283418/72231860-08479e80-3601-11ea-84d3-d92deb58e24e.png) 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 | ![](https://user-images.githubusercontent.com/31283418/72231986-bd7a5680-3601-11ea-8f46-fec58664c17f.png) 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 | --------------------------------------------------------------------------------