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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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public class ACAnnouncer : MonoBehaviour { | ||
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public static ACAnnouncer Instance { get; private set; } | ||
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public Text text; | ||
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public class tickerMessage | ||
{ | ||
public string message; | ||
public float timeShown; | ||
public float timeVisible; | ||
} | ||
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Queue<tickerMessage> messages; | ||
tickerMessage currentMessage; | ||
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void Awake() { | ||
currentMessage = null; | ||
messages = new Queue<tickerMessage> (); | ||
Instance = this; | ||
} | ||
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public void pushMessage( tickerMessage message ) { | ||
messages.Enqueue (message); | ||
} | ||
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// Update is called once per frame | ||
void Update () { | ||
if (currentMessage != null) { | ||
if (currentMessage.timeVisible >= currentMessage.timeShown) { | ||
currentMessage = null; | ||
text.text = ""; | ||
} else { | ||
currentMessage.timeVisible += Time.deltaTime; | ||
} | ||
} else { | ||
if(messages.Count <= 0 ) | ||
return; | ||
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currentMessage = messages.Dequeue (); | ||
text.text = currentMessage.message; | ||
currentMessage.timeVisible = 0.0f; | ||
} | ||
} | ||
} |
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using UnityEngine; | ||
using System.Collections; | ||
using System.Collections.Generic; | ||
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[RequireComponent(typeof(TextMesh))] | ||
public class Announcer : MonoBehaviour { | ||
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public float messageShowTime; | ||
float messageTime; | ||
static Announcer instance; | ||
TextMesh mesh; | ||
Queue<string> messageQueue; | ||
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public static Announcer Instance | ||
{ | ||
get | ||
{ | ||
return instance; | ||
} | ||
} | ||
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void Awake() | ||
{ | ||
if (instance != null) | ||
{ | ||
Debug.LogWarning("Announcer instance already created."); | ||
Destroy(gameObject); | ||
} | ||
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instance = this; | ||
mesh = GetComponent<TextMesh>(); | ||
messageQueue = new Queue<string>(); | ||
} | ||
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public void ShowMessage(string message) | ||
{ | ||
messageQueue.Enqueue( message ); | ||
} | ||
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void Update() | ||
{ | ||
if (messageTime <= Time.time) | ||
{ | ||
if (messageQueue.Count > 0) | ||
{ | ||
messageTime = Time.time + messageShowTime; | ||
mesh.text = messageQueue.Dequeue(); | ||
} | ||
else | ||
mesh.text = ""; | ||
} | ||
} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
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public class CombatText : MonoBehaviour | ||
{ | ||
private Camera uiCamera; | ||
private Canvas uiCanvas; | ||
private RectTransform uiCanvasRectTransform; | ||
private Vector3 spawnPos; | ||
private string textShown; | ||
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public void SetInitialValues(Vector3 position, string textToShow) | ||
{ | ||
spawnPos = position; | ||
textShown = textToShow; | ||
} | ||
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/// <summary> | ||
/// Initiate | ||
/// </summary> | ||
void Start () | ||
{ | ||
uiCamera = GameObject.Find("UICamera").GetComponent<Camera>(); | ||
uiCanvas = GameObject.Find("CombatTextCanvas").GetComponent<Canvas>(); | ||
uiCanvasRectTransform = GameObject.Find("CombatTextCanvas").GetComponent<RectTransform>(); | ||
GetComponent<RectTransform>().SetParent(uiCanvasRectTransform, false); | ||
GetComponent<Text>().text = textShown; | ||
} | ||
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/// <summary> | ||
/// Move the UI element to the world position | ||
/// </summary> | ||
/// <param name="objectTransformPosition"></param> | ||
void LateUpdate() | ||
{ | ||
Vector3 viewPos = uiCamera.WorldToViewportPoint(spawnPos); | ||
GetComponent<RectTransform>().anchoredPosition = new Vector2(viewPos.x * uiCanvas.pixelRect.width, viewPos.y * uiCanvas.pixelRect.height); | ||
spawnPos.y += Time.deltaTime; | ||
var a = GetComponent<Text>().color; | ||
a.a -= Time.deltaTime; | ||
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if(a.a <= 0.0f) | ||
Destroy(gameObject); | ||
else | ||
GetComponent<Text>().color = a; | ||
} | ||
} |
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using UnityEngine; | ||
using System.Collections; | ||
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public class MenuFloat : MonoBehaviour { | ||
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public float yDifference; | ||
public float ySpeed; | ||
Transform myTransform; | ||
float yStart; | ||
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void Start() | ||
{ | ||
myTransform = transform; | ||
yStart = myTransform.position.y; | ||
} | ||
void Update() | ||
{ | ||
Vector3 position = myTransform.position; | ||
position.y = yStart + Mathf.Sin(Time.time * ySpeed * yDifference); | ||
myTransform.position = position; | ||
} | ||
} |
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using UnityEngine; | ||
using System.Collections; | ||
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public class SpeechBubble : MonoBehaviour | ||
{ | ||
Transform myTransform; | ||
Vector3 screenPos; | ||
Vector3 viewportPos; | ||
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public int bubbleWidth = 200; | ||
public int bubbleHeight = 100; | ||
public float padding = 10; | ||
public float offsetX = 0; | ||
public float offsetY = 150; | ||
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int centerOffsetX; | ||
int centerOffsetY; | ||
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public Material mat; | ||
public GUISkin guiSkin; | ||
public Camera cameraToUse; | ||
public string shownText; | ||
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void Awake() | ||
{ | ||
myTransform = transform; | ||
} | ||
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//use this for initialization | ||
void Start() | ||
{ | ||
//Calculate the X and Y offsets to center the speech balloon exactly on the center of the game object | ||
centerOffsetX = bubbleWidth / 2; | ||
centerOffsetY = bubbleHeight / 2; | ||
} | ||
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void LateUpdate() | ||
{ | ||
screenPos = cameraToUse.WorldToScreenPoint(myTransform.position); | ||
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viewportPos.x = screenPos.x / (float)Screen.width; | ||
viewportPos.y = screenPos.y / (float)Screen.height; | ||
} | ||
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void OnGUI() | ||
{ | ||
//Begin the GUI group centering the speech bubble at the same position of this game object. After that, apply the offset | ||
GUI.BeginGroup(new Rect(screenPos.x - centerOffsetX - offsetX, Screen.height - screenPos.y - centerOffsetY - offsetY, bubbleWidth, bubbleHeight)); | ||
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//Render the round part of the bubble | ||
GUI.Label(new Rect(0, 0, bubbleWidth, bubbleHeight), "", guiSkin.customStyles[0]); | ||
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//Render the text | ||
GUI.Label(new Rect(padding, padding, bubbleWidth - padding, bubbleHeight - padding), shownText, guiSkin.label); | ||
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GUI.EndGroup(); | ||
} | ||
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void OnRenderObject() | ||
{ | ||
GL.PushMatrix(); | ||
mat.SetPass(0); | ||
GL.LoadOrtho(); | ||
GL.Begin(GL.TRIANGLES); | ||
GL.Color(Color.white); | ||
GL.Vertex3(viewportPos.x, viewportPos.y + (offsetY / 3) / Screen.height, 0.1f); | ||
GL.Vertex3(viewportPos.x - (bubbleWidth / 3) / (float)Screen.width, viewportPos.y + offsetY / Screen.height, 0.1f); | ||
GL.Vertex3(viewportPos.x - (bubbleWidth / 8) / (float)Screen.width, viewportPos.y + offsetY / Screen.height, 0.1f); | ||
GL.End(); | ||
GL.PopMatrix(); | ||
} | ||
} |
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using UnityEngine; | ||
using System.Collections; | ||
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public class UIScaler : MonoBehaviour { | ||
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public static float uiScaleWidth { get; private set; } | ||
public static float uiScaleHeight { get; private set; } | ||
public static float uiScale { get; private set; } | ||
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void Awake() | ||
{ | ||
uiScaleWidth = Screen.width / 800.0f; | ||
uiScaleHeight = Screen.height / 480.0f; | ||
uiScale = uiScaleWidth / uiScaleHeight; | ||
transform.localScale = new Vector3(uiScaleWidth, uiScaleHeight, uiScale); | ||
} | ||
} |
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@@ -0,0 +1,36 @@ | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
using System.Collections; | ||
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public class fbt : MonoBehaviour { | ||
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public float duration; | ||
public float speed; | ||
public Text textmessage; | ||
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float startY; | ||
float playingtime; | ||
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void Start() { | ||
startY = transform.position.y; | ||
} | ||
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public void Play(string message) { | ||
textmessage.text = message; | ||
playingtime = duration; | ||
Vector3 oldpos = transform.position; | ||
oldpos.y = startY; | ||
transform.position = oldpos; | ||
} | ||
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void Update () { | ||
if (playingtime > 0.0f) { | ||
Vector3 oldpos = transform.position; | ||
oldpos.y += speed * Time.deltaTime; | ||
transform.position = oldpos; | ||
playingtime -= Time.deltaTime; | ||
if (playingtime <= 0.0f) | ||
textmessage.text = ""; | ||
} | ||
} | ||
} |
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