DEG-118 [Remove] 안쓰는 에셋 정리

This commit is contained in:
Sehyeon 2025-04-30 09:27:39 +09:00
parent 28c72be3b8
commit 57419f5c01
95 changed files with 277616 additions and 2727 deletions

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Thank you for purchasing a sound asset.\
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3000+ Sound Effects With Free Future Updates! JBoB Sound Studio "JBoB Sound Pack" Pack contain royalty-free stock sound effects at a very affordable price delivered by professional sound designer with 10+ years of experierences.\
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Doublsb.Dialog;
public class TestMessage : MonoBehaviour
{
public DialogManager DialogManager;
public GameObject[] Example;
private void Awake()
{
var dialogTexts = new List<DialogData>();
dialogTexts.Add(new DialogData("/size:up/Hi, /size:init/my name is Li.", "Li"));
dialogTexts.Add(new DialogData("I am Sa. Popped out to let you know Asset can show other characters.", "Sa"));
dialogTexts.Add(new DialogData("This Asset, The D'Dialog System has many features.", "Li"));
dialogTexts.Add(new DialogData("You can easily change text /color:red/color, /color:white/and /size:up//size:up/size/size:init/ like this.", "Li", () => Show_Example(0)));
dialogTexts.Add(new DialogData("Just put the command in the string!", "Li", () => Show_Example(1)));
dialogTexts.Add(new DialogData("You can also change the character's sprite /emote:Sad/like this, /click//emote:Happy/Smile.", "Li", () => Show_Example(2)));
dialogTexts.Add(new DialogData("If you need an emphasis effect, /wait:0.5/wait... /click/or click command.", "Li", () => Show_Example(3)));
dialogTexts.Add(new DialogData("Text can be /speed:down/slow... /speed:init//speed:up/or fast.", "Li", () => Show_Example(4)));
dialogTexts.Add(new DialogData("You don't even need to click on the window like this.../speed:0.1/ tada!/close/", "Li", () => Show_Example(5)));
dialogTexts.Add(new DialogData("/speed:0.1/AND YOU CAN'T SKIP THIS SENTENCE.", "Li", () => Show_Example(6), false));
dialogTexts.Add(new DialogData("And here we go, the haha sound! /click//sound:haha/haha.", "Li", null, false));
dialogTexts.Add(new DialogData("That's it! Please check the documents. Good luck to you.", "Sa"));
DialogManager.Show(dialogTexts);
}
private void Show_Example(int index)
{
Example[index].SetActive(true);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Doublsb.Dialog;
public class TestMessage_Selection : MonoBehaviour
{
public DialogManager DialogManager;
private void Awake()
{
var dialogTexts = new List<DialogData>();
var Text1 = new DialogData("What is 2 times 5?");
Text1.SelectList.Add("Correct", "10");
Text1.SelectList.Add("Wrong", "7");
Text1.SelectList.Add("Whatever", "Why should I care?");
Text1.Callback = () => Check_Correct();
dialogTexts.Add(Text1);
DialogManager.Show(dialogTexts);
}
private void Check_Correct()
{
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{
var dialogTexts = new List<DialogData>();
dialogTexts.Add(new DialogData("You are right."));
DialogManager.Show(dialogTexts);
}
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{
var dialogTexts = new List<DialogData>();
dialogTexts.Add(new DialogData("You are wrong."));
DialogManager.Show(dialogTexts);
}
else
{
var dialogTexts = new List<DialogData>();
dialogTexts.Add(new DialogData("Right. You don't have to get the answer."));
DialogManager.Show(dialogTexts);
}
}
}

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Copyright (c) 2010, NAVER Corporation (https://www.navercorp.com/),
with Reserved Font Name Nanum, Naver Nanum, NanumGothic, Naver NanumGothic, NanumMyeongjo, Naver NanumMyeongjo, NanumBrush, Naver NanumBrush, NanumPen, Naver NanumPen, Naver NanumGothicEco, NanumGothicEco, Naver NanumMyeongjoEco, NanumMyeongjoEco, Naver NanumGothicLight, NanumGothicLight, NanumBarunGothic, Naver NanumBarunGothic, NanumSquareRound, NanumBarunPen
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
SIL OPEN FONT LICENSE
Version 1.1 - 26 February 2007
[DEFINITIONS]
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting in part or in whole any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.¡®
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
[PREAMBLE]
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects,
to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold
by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works.
The fonts and derivatives, however, cannot be released under any other type of license.
The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
[PERMISSION & CONDITIONS]
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written
permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
[TERMINATION]
This license becomes null and void if any of the above conditions are not met.
[DISCLAIMER]
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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using UnityEngine;
using UnityEngine.UI;
namespace Doublsb.Dialog
{
[RequireComponent(typeof(Image))]
public class Character : MonoBehaviour
{
public Emotion Emotion;
public AudioClip[] ChatSE;
public AudioClip[] CallSE;
}
}

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/*
The MIT License
Copyright (c) 2020 DoublSB
https://github.com/DoublSB/UnityDialogAsset
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Text.RegularExpressions;
using UnityEngine.Events;
using System.Linq;
namespace Doublsb.Dialog
{
#region Enum
public enum State
{
Active,
Wait,
Deactivate
}
public enum Command
{
print,
color,
emote,
size,
sound,
speed,
click,
close,
wait
}
public enum TextColor
{
aqua,
black,
blue,
brown,
cyan,
darkblue,
fuchsia,
green,
grey,
lightblue,
lime,
magenta,
maroon,
navy,
olive,
orange,
purple,
red,
silver,
teal,
white,
yellow
}
#endregion
#region Emotion
[Serializable]
public class Emotion
{
//================================================
//Public Variable
//================================================
private Dictionary<string, Sprite> _data;
public Dictionary<string, Sprite> Data
{
get
{
if (_data == null) _init_emotionList();
return _data;
}
}
public string[] _emotion = new string[] { "Normal" };
public Sprite[] _sprite;
//================================================
//Private Method
//================================================
private void _init_emotionList()
{
_data = new Dictionary<string, Sprite>();
if (_emotion.Length != _sprite.Length)
Debug.LogError("Emotion and Sprite have different lengths");
for (int i = 0; i < _emotion.Length; i++)
_data.Add(_emotion[i], _sprite[i]);
}
}
#endregion
/// <summary>
/// Convert string to Data. Contains List of DialogCommand and DialogFormat.
/// </summary>
public class DialogData
{
//================================================
//Public Variable
//================================================
public string Character;
public List<DialogCommand> Commands = new List<DialogCommand>();
public DialogSelect SelectList = new DialogSelect();
public DialogFormat Format = new DialogFormat();
public string PrintText = string.Empty;
public bool isSkippable = true;
public UnityAction Callback = null;
//================================================
//Public Method
//================================================
public DialogData(string originalString, string character = "", UnityAction callback = null, bool isSkipable = true)
{
_convert(originalString);
this.isSkippable = isSkipable;
this.Callback = callback;
this.Character = character;
}
//================================================
//Private Method
//================================================
private void _convert(string originalString)
{
string printText = string.Empty;
for (int i = 0; i < originalString.Length; i++)
{
if (originalString[i] != '/') printText += originalString[i];
else // If find '/'
{
// Convert last printText to command
if (printText != string.Empty)
{
Commands.Add(new DialogCommand(Command.print, printText));
printText = string.Empty;
}
// Substring /CommandSyntex/
var nextSlashIndex = originalString.IndexOf('/', i + 1);
string commandSyntex = originalString.Substring(i + 1, nextSlashIndex - i - 1);
// Add converted command
var com = _convert_Syntex_To_Command(commandSyntex);
if (com != null) Commands.Add(com);
// Move i
i = nextSlashIndex;
}
}
if (printText != string.Empty) Commands.Add(new DialogCommand(Command.print, printText));
}
private DialogCommand _convert_Syntex_To_Command(string text)
{
var spliter = text.Split(':');
Command command;
if (Enum.TryParse(spliter[0], out command))
{
if (spliter.Length >= 2) return new DialogCommand(command, spliter[1]);
else return new DialogCommand(command);
}
else
Debug.LogError("Cannot parse to commands");
return null;
}
}
/// <summary>
/// You can get RichText tagger of size and color.
/// </summary>
public class DialogFormat
{
//================================================
//Private Variable
//================================================
public string DefaultSize = "60";
private string _defaultColor = "white";
private string _color;
private string _size;
//================================================
//Public Method
//================================================
public DialogFormat(string defaultSize = "", string defaultColor = "")
{
_color = string.Empty;
_size = string.Empty;
if (defaultSize != string.Empty) DefaultSize = defaultSize;
if (defaultColor != string.Empty) _defaultColor = defaultColor;
}
public string Color
{
set
{
if (isColorValid(value))
{
_color = value;
if (_size == string.Empty) _size = DefaultSize;
}
}
get => _color;
}
public string Size
{
set
{
if (isSizeValid(value))
{
_size = value;
if (_color == string.Empty) _color = _defaultColor;
}
}
get => _size;
}
public string OpenTagger
{
get
{
if (isValid) return $"<color={Color}><size={Size}>";
else return string.Empty;
}
}
public string CloseTagger
{
get
{
if (isValid) return "</size></color>";
else return string.Empty;
}
}
public void Resize(string command)
{
if (_size == string.Empty) Size = DefaultSize;
switch (command)
{
case "up":
_size = (int.Parse(_size) + 10).ToString();
break;
case "down":
_size = (int.Parse(_size) - 10).ToString();
break;
case "init":
_size = DefaultSize;
break;
default:
_size = command;
break;
}
}
//================================================
//Private Method
//================================================
private bool isValid
{
get => _color != string.Empty && _size != string.Empty;
}
private bool isColorValid(string Color)
{
TextColor textColor;
Regex hexColor = new Regex("^#(?:[0-9a-fA-F]{3}){1,2}$");
return Enum.TryParse(Color, out textColor) || hexColor.Match(Color).Success;
}
private bool isSizeValid(string Size)
{
float size;
return float.TryParse(Size, out size);
}
}
public class DialogCommand
{
public Command Command;
public string Context;
public DialogCommand(Command command, string context = "")
{
Command = command;
Context = context;
}
}
public class DialogSelect
{
private List<DialogSelectItem> ItemList;
public DialogSelect()
{
ItemList = new List<DialogSelectItem>();
}
public int Count
{
get => ItemList.Count;
}
public DialogSelectItem GetByIndex(int index)
{
return ItemList[index];
}
public List<DialogSelectItem> Get_List()
{
return ItemList;
}
public string Get_Value(string Key)
{
return ItemList.Find((var) => var.isSameKey(Key)).Value;
}
public void Clear()
{
ItemList.Clear();
}
public void Add(string Key, string Value)
{
ItemList.Add(new DialogSelectItem(Key, Value));
}
public void Remove(string Key)
{
var item = ItemList.Find((var) => var.isSameKey(Key));
if (item != null) ItemList.Remove(item);
}
}
public class DialogSelectItem
{
public string Key;
public string Value;
public bool isSameKey(string key)
{
return Key == key;
}
public DialogSelectItem(string key, string value)
{
this.Key = key;
this.Value = value;
}
}
}

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/*
The MIT License
Copyright (c) 2020 DoublSB
https://github.com/DoublSB/UnityDialogAsset
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
namespace Doublsb.Dialog
{
public class DialogManager : MonoBehaviour
{
//================================================
//Public Variable
//================================================
[Header("Game Objects")]
public GameObject Printer;
public GameObject Characters;
[Header("UI Objects")]
public Text Printer_Text;
[Header("Audio Objects")]
public AudioSource SEAudio;
public AudioSource CallAudio;
[Header("Preference")]
public float Delay = 0.1f;
[Header("Selector")]
public GameObject Selector;
public GameObject SelectorItem;
public Text SelectorItemText;
[HideInInspector]
public State state;
[HideInInspector]
public string Result;
//================================================
//Private Method
//================================================
private Character _current_Character;
private DialogData _current_Data;
private float _currentDelay;
private float _lastDelay;
private Coroutine _textingRoutine;
private Coroutine _printingRoutine;
//================================================
//Public Method
//================================================
#region Show & Hide
public void Show(DialogData Data)
{
_current_Data = Data;
_find_character(Data.Character);
if(_current_Character != null)
_emote("Normal");
_textingRoutine = StartCoroutine(Activate());
}
public void Show(List<DialogData> Data)
{
StartCoroutine(Activate_List(Data));
}
public void Click_Window()
{
switch (state)
{
case State.Active:
StartCoroutine(_skip()); break;
case State.Wait:
if(_current_Data.SelectList.Count <= 0) Hide(); break;
}
}
public void Hide()
{
if(_textingRoutine != null)
StopCoroutine(_textingRoutine);
if(_printingRoutine != null)
StopCoroutine(_printingRoutine);
Printer.SetActive(false);
Characters.SetActive(false);
Selector.SetActive(false);
state = State.Deactivate;
if (_current_Data.Callback != null)
{
_current_Data.Callback.Invoke();
_current_Data.Callback = null;
}
}
#endregion
#region Selector
public void Select(int index)
{
Result = _current_Data.SelectList.GetByIndex(index).Key;
Hide();
}
#endregion
#region Sound
public void Play_ChatSE()
{
if (_current_Character != null)
{
SEAudio.clip = _current_Character.ChatSE[UnityEngine.Random.Range(0, _current_Character.ChatSE.Length)];
SEAudio.Play();
}
}
public void Play_CallSE(string SEname)
{
if (_current_Character != null)
{
var FindSE
= Array.Find(_current_Character.CallSE, (SE) => SE.name == SEname);
CallAudio.clip = FindSE;
CallAudio.Play();
}
}
#endregion
#region Speed
public void Set_Speed(string speed)
{
switch (speed)
{
case "up":
_currentDelay -= 0.25f;
if (_currentDelay <= 0) _currentDelay = 0.001f;
break;
case "down":
_currentDelay += 0.25f;
break;
case "init":
_currentDelay = Delay;
break;
default:
_currentDelay = float.Parse(speed);
break;
}
_lastDelay = _currentDelay;
}
#endregion
//================================================
//Private Method
//================================================
private void _find_character(string name)
{
if (name != string.Empty)
{
Transform Child = Characters.transform.Find(name);
if (Child != null) _current_Character = Child.GetComponent<Character>();
}
}
private void _initialize()
{
_currentDelay = Delay;
_lastDelay = 0.1f;
Printer_Text.text = string.Empty;
Printer.SetActive(true);
Characters.SetActive(_current_Character != null);
foreach (Transform item in Characters.transform) item.gameObject.SetActive(false);
if(_current_Character != null) _current_Character.gameObject.SetActive(true);
}
private void _init_selector()
{
_clear_selector();
if (_current_Data.SelectList.Count > 0)
{
Selector.SetActive(true);
for (int i = 0; i < _current_Data.SelectList.Count; i++)
{
_add_selectorItem(i);
}
}
else Selector.SetActive(false);
}
private void _clear_selector()
{
for (int i = 1; i < Selector.transform.childCount; i++)
{
Destroy(Selector.transform.GetChild(i).gameObject);
}
}
private void _add_selectorItem(int index)
{
SelectorItemText.text = _current_Data.SelectList.GetByIndex(index).Value;
var NewItem = Instantiate(SelectorItem, Selector.transform);
NewItem.GetComponent<Button>().onClick.AddListener(() => Select(index));
NewItem.SetActive(true);
}
#region Show Text
private IEnumerator Activate_List(List<DialogData> DataList)
{
state = State.Active;
foreach (var Data in DataList)
{
Show(Data);
_init_selector();
while (state != State.Deactivate) { yield return null; }
}
}
private IEnumerator Activate()
{
_initialize();
state = State.Active;
foreach (var item in _current_Data.Commands)
{
switch (item.Command)
{
case Command.print:
yield return _printingRoutine = StartCoroutine(_print(item.Context));
break;
case Command.color:
_current_Data.Format.Color = item.Context;
break;
case Command.emote:
_emote(item.Context);
break;
case Command.size:
_current_Data.Format.Resize(item.Context);
break;
case Command.sound:
Play_CallSE(item.Context);
break;
case Command.speed:
Set_Speed(item.Context);
break;
case Command.click:
yield return _waitInput();
break;
case Command.close:
Hide();
yield break;
case Command.wait:
yield return new WaitForSeconds(float.Parse(item.Context));
break;
}
}
state = State.Wait;
}
private IEnumerator _waitInput()
{
while (!Input.GetMouseButtonDown(0)) yield return null;
_currentDelay = _lastDelay;
}
private IEnumerator _print(string Text)
{
_current_Data.PrintText += _current_Data.Format.OpenTagger;
for (int i = 0; i < Text.Length; i++)
{
_current_Data.PrintText += Text[i];
Printer_Text.text = _current_Data.PrintText + _current_Data.Format.CloseTagger;
if (Text[i] != ' ') Play_ChatSE();
if (_currentDelay != 0) yield return new WaitForSeconds(_currentDelay);
}
_current_Data.PrintText += _current_Data.Format.CloseTagger;
}
public void _emote(string Text)
{
_current_Character.GetComponent<Image>().sprite = _current_Character.Emotion.Data[Text];
}
private IEnumerator _skip()
{
if (_current_Data.isSkippable)
{
_currentDelay = 0;
while (state != State.Wait) yield return null;
_currentDelay = Delay;
}
}
#endregion
}
}

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/*
The MIT License
Copyright (c) 2020 DoublSB
https://github.com/DoublSB/UnityDialogAsset
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
namespace Doublsb.Dialog
{
[CustomPropertyDrawer(typeof(Emotion))]
public class EmotionDrawer : PropertyDrawer
{
#region variables
//================================================
//Private Variable
//================================================
private int ArraySize = 0;
private string EmotionName = "Input the emotion name";
private SerializedProperty _emotion = null;
private SerializedProperty _sprite = null;
#endregion
#region override
//================================================
//Public Method
//================================================
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
_initialize(position, property);
_display_Header(position);
_display_EmotionList(position);
_display_AddArea(position);
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return 18 * (ArraySize + 2);
}
#endregion
#region init
//================================================
//Private Method : init
//================================================
private void _initialize(Rect pos, SerializedProperty property)
{
_emotion = property.FindPropertyRelative("_emotion");
_sprite = property.FindPropertyRelative("_sprite");
ArraySize = _emotion.arraySize;
}
#endregion
#region display
//================================================
//Private Method : display
//================================================
private void _display_Header(Rect startPos)
{
EditorGUI.LabelField(startPos, "Emotion");
EditorGUI.indentLevel++;
}
private void _display_Array(Rect startPos, SerializedProperty array)
{
for (int i = 0; i < array.arraySize; i++)
{
startPos = new Rect(startPos.position + new Vector2(0, 18), startPos.size);
EditorGUI.PropertyField(startPos, array.GetArrayElementAtIndex(i), GUIContent.none);
}
}
private void _display_DeleteButton(Rect startPos)
{
for (int i = 0; i < _sprite.arraySize; i++)
{
startPos = new Rect(startPos.position + new Vector2(0, 18), startPos.size);
if(_emotion.GetArrayElementAtIndex(i).stringValue != "Normal" && GUI.Button(startPos, "-"))
{
int j = i;
_delete_Raw(j);
}
}
}
private void _display_EmotionList(Rect startPos)
{
Rect NewRect = new Rect(startPos.position, new Vector2(startPos.width / 3, 16));
_display_Array(NewRect, _emotion);
_display_Array(_get_Rect(NewRect, NewRect.width, NewRect.width), _sprite);
_display_DeleteButton(_get_Rect(NewRect, NewRect.width * 2 + 10, 30));
}
private void _display_AddButton(Rect rect)
{
if (GUI.Button(rect, "create"))
{
_add_Raw();
EmotionName = "";
}
}
private void _display_TextArea(Rect rect)
{
EmotionName = EditorGUI.TextField(rect, EmotionName);
}
private void _display_AddArea(Rect startPos)
{
Rect InputRect = _get_Rect(startPos, 0, startPos.width / 3 * 2, (_emotion.arraySize + 1) * 18);
_display_TextArea(InputRect);
_display_AddButton(_get_Rect(InputRect, InputRect.width + 20, 70));
}
#endregion
#region methods
//================================================
//Private Method : methods
//================================================
private void _delete_ArrayElement(SerializedProperty array, int index, bool isObject = false)
{
if (isObject && array.GetArrayElementAtIndex(index) != null) array.DeleteArrayElementAtIndex(index);
array.DeleteArrayElementAtIndex(index);
}
private void _delete_Raw(int index)
{
_delete_ArrayElement(_emotion, index);
_delete_ArrayElement(_sprite, index, true);
}
private void _add_Raw()
{
if (!_is_duplicated_emotion_name(EmotionName))
{
_emotion.InsertArrayElementAtIndex(_emotion.arraySize);
_emotion.GetArrayElementAtIndex(_emotion.arraySize - 1).stringValue = EmotionName;
_sprite.InsertArrayElementAtIndex(_sprite.arraySize);
}
}
private bool _is_duplicated_emotion_name(string name)
{
for (int i = 0; i < _emotion.arraySize; i++)
{
if (_emotion.GetArrayElementAtIndex(i).stringValue == name) return true;
}
return false;
}
private Rect _get_Rect(Rect From, float x, float width)
{
return new Rect(From.position + new Vector2(x, 0), new Vector2(width, 16));
}
private Rect _get_Rect(Rect From, float x, float width, float y)
{
return new Rect(From.position + new Vector2(x, y), new Vector2(width, 16));
}
#endregion
}
}
#endif

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