initial commit

This commit is contained in:
cblech
2025-01-04 13:29:07 +01:00
commit 22f67f4347
124 changed files with 12157 additions and 0 deletions
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using System;
using UnityEngine;
public class AnimationStarter : MonoBehaviour
{
[SerializeField]
private Animation _animation;
private void OnValidate()
{
if (!_animation && TryGetComponent<Animation>(out var animation))
{
_animation = animation;
}
}
public void Play()
{
_animation.Play();
}
}
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using JetBrains.Annotations;
// ReSharper disable once CheckNamespace
namespace EasySharp.ReSharperCustomSourceTemplates
{
public static class ReSharperHelper
{
[SourceTemplate]
public static void log(this object source)
{
//$Debug.Log($"$source$: {source}");$END$
}
[SourceTemplate]
public static void elog(this object source)
{
//$Debug.LogError($"$source$: {source}");$END$
}
[SourceTemplate]
public static void wlog(this object source)
{
//$Debug.LogWarning($"$source$: {source}");$END$
}
}
}
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fileFormatVersion: 2
guid: c725f486e96d413bae1be99be3daf6ba
timeCreated: 1735946217
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using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
public class SceneSwitcherEditorWindow : EditorWindow
{
[MenuItem("Examples/My Editor Window")]
public static void ShowExample()
{
var editorWindow = GetWindow<SceneSwitcherEditorWindow>();
editorWindow.titleContent = new GUIContent("SceneSwitcherEditor");
}
public void CreateGUI()
{
// Each editor window contains a root VisualElement object
VisualElement root = rootVisualElement;
root.Clear();
// Create a ScrollView
ScrollView scrollView = new ScrollView();
root.Add(scrollView);
// reload button
Button reloadButton = new Button();
reloadButton.text = "Reload";
reloadButton.clicked += () => CreateGUI();
scrollView.Add(reloadButton);
// space
scrollView.Add(new Label(""));
// Get the SceneSwitcher component
if (SceneSwitcher.Instance == null)
{
Debug.LogError("SceneSwitcher component not found in the scene.");
return;
}
// Get the list of scenes
List<(string name, int index)> scenes = SceneSwitcher.Instance.GetScenes();
// Create a button for each scene
foreach (var scene in scenes)
{
Button button = new Button();
button.text = scene.name;
int sceneIndex = scene.index; // Capture the index in a local variable
button.clicked += () => SceneSwitcher.Instance.SwitchScene(sceneIndex);
scrollView.Add(button);
}
}
}
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using System;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
[RequireComponent(typeof(OutlineFx.OutlineFx))]
public class MyButton : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{
[SerializeField]
private UnityEvent _onClick;
// references
private OutlineFx.OutlineFx _outlineFx;
private void Awake()
{
_outlineFx = GetComponent<OutlineFx.OutlineFx>();
}
public void OnPointerClick(PointerEventData eventData)
{
_onClick.Invoke();
}
public void OnPointerEnter(PointerEventData eventData)
{
_outlineFx.enabled = true;
}
public void OnPointerExit(PointerEventData eventData)
{
_outlineFx.enabled = false;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SceneSwitcher : MonoBehaviour
{
// make singleton
public static SceneSwitcher Instance { get; private set; }
private void Awake()
{
SetInstance();
}
private void OnValidate()
{
SetInstance();
}
private void SetInstance()
{
if (Instance == null)
{
Instance = this;
}
else
{
Debug.LogError("SceneSwitcher Instance already exists.");
}
}
public void SwitchScene(int sceneIndex)
{
for (var i = 0; i < transform.childCount; i++)
{
transform.GetChild(i).gameObject.SetActive(i == sceneIndex);
}
}
public List<(string name, int index)> GetScenes()
{
var scenes = new List<(string name, int index)>();
for (var i = 0; i < transform.childCount; i++)
{
var child = transform.GetChild(i);
scenes.Add((child.name, i));
}
return scenes;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class SwitchToScene : MonoBehaviour, IPointerClickHandler
{
[SerializeField]
private SwitchableScene _scene;
[SerializeField]
private bool _triggerOnClick;
public void Switch()
{
SceneSwitcher.Instance.SwitchScene(_scene.index);
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("Click");
if (_triggerOnClick)
Switch();
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using UnityEditor;
#endif
[Serializable]
public class SwitchableScene
{
public int index;
}
#if UNITY_EDITOR
// custom property drawer
[CustomPropertyDrawer(typeof(SwitchableScene))]
public class SwitchableSceneDrawer : PropertyDrawer
{
public override VisualElement CreatePropertyGUI(SerializedProperty property)
{
// Get the SceneSwitcher component
if (SceneSwitcher.Instance == null)
{
return new Label("SceneSwitcher component not found in the scene.");
}
// create dropdown based on the SceneSwitcher options
var root = new VisualElement();
// Get the list of scenes
List<(string name, int index)> scenes = SceneSwitcher.Instance.GetScenes();
// create dropdown
var indexProperty = property.FindPropertyRelative("index");
var dropdown = new PopupField<string>("Scene", scenes.ConvertAll(t => t.name), scenes[indexProperty.intValue].name);
dropdown.RegisterValueChangedCallback(evt =>
{
indexProperty.intValue = scenes.FindIndex(t => t.name == evt.newValue);
indexProperty.serializedObject.ApplyModifiedProperties();
});
root.Add(dropdown);
return root;
}
}
#endif
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class Timeline : MonoBehaviour
{
[Serializable]
public class TimelineEvent
{
public float waitSeconds;
public UnityEvent unityEvent;
}
[SerializeField]
private List<TimelineEvent> _events;
private void Start()
{
StartCoroutine(PlayTimeline());
}
private IEnumerator PlayTimeline()
{
foreach (var timelineEvent in _events)
{
yield return new WaitForSeconds(timelineEvent.waitSeconds);
timelineEvent.unityEvent.Invoke();
}
}
}
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