Browse Source

Improved button functionality

- Added Button example room
- New AddAutoButton() method to make buttons which automatically
show/hide depending on game context.
- Added a fadeButtonDuration property to Game
- Added a button click sound effect
- Added CC button icon images to example project
master
chrisgregan 11 years ago
parent
commit
ea3573320f
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      Assets/Fungus/Prefabs/Game.prefab
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  3. 58
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  5. 9
      Assets/Fungus/Scripts/Commands.cs
  6. 37
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BIN
Assets/Fungus/Prefabs/Game.prefab

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19
Assets/Fungus/Scripts/Button.cs

@ -13,15 +13,16 @@ namespace Fungus
[RequireComponent (typeof (Collider2D))]
public class Button : MonoBehaviour
{
public Action buttonAction;
public SpriteRenderer spriteRenderer;
public bool autoDisplay;
public Action buttonAction;
/**
* Makes a sprite clickable by attaching a Button component (and BoxCollider2D if required).
* @param _spriteRenderer The sprite to be made clickable
* @param _buttonAction An Action delegate method to call when the player clicks on the sprite
*/
public static void MakeButton(SpriteRenderer _spriteRenderer, Action _buttonAction)
public static void MakeButton(SpriteRenderer _spriteRenderer, bool _autoDisplay, Action _buttonAction)
{
if (_spriteRenderer == null)
{
@ -43,8 +44,17 @@ namespace Fungus
}
Button button = _spriteRenderer.gameObject.AddComponent<Button>();
button.buttonAction = _buttonAction;
button.spriteRenderer = _spriteRenderer;
button.autoDisplay = _autoDisplay;
button.buttonAction = _buttonAction;
if (_autoDisplay)
{
// Use the current global alpha value for auto buttons
Color color = _spriteRenderer.color;
color.a = Game.GetInstance().buttonController.autoButtonAlpha;
_spriteRenderer.color = color;
}
}
void OnMouseUpAsButton()
@ -55,6 +65,9 @@ namespace Fungus
return;
}
// Sound effect
Game.GetInstance().PlayButtonClick();
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.CallCommandMethod(buttonAction);
}

58
Assets/Fungus/Scripts/ButtonController.cs

@ -0,0 +1,58 @@
using UnityEngine;
using System.Collections;
namespace Fungus
{
public class ButtonController : MonoBehaviour
{
public float autoButtonAlpha;
void Update()
{
// Poll if active page has no content and game is not waiting
bool showAutoButtons = false;
Page page = Game.GetInstance().activePage;
if (page != null &&
page.mode == Page.Mode.Idle)
{
showAutoButtons = true;
}
float targetAlpha = 0f;
if (showAutoButtons)
{
targetAlpha = 1f;
}
float fadeSpeed = (1f / Game.GetInstance().buttonFadeDuration);
autoButtonAlpha = Mathf.MoveTowards(autoButtonAlpha, targetAlpha, Time.deltaTime * fadeSpeed);
SetAutoButtonAlpha(autoButtonAlpha);
}
void SetAutoButtonAlpha(float alpha)
{
Room room = Game.GetInstance().activeRoom;
if (room == null)
{
return;
}
Button[] buttons = room.gameObject.GetComponentsInChildren<Button>();
if (buttons == null)
{
return;
}
foreach (Button button in buttons)
{
if (button.autoDisplay)
{
Color color = button.spriteRenderer.color;
color.a = alpha;
button.spriteRenderer.color = color;
}
}
}
}
}

8
Assets/Fungus/Scripts/ButtonController.cs.meta

@ -0,0 +1,8 @@
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9
Assets/Fungus/Scripts/Commands.cs

@ -439,10 +439,12 @@ namespace Fungus
public class AddButtonCommand : CommandQueue.Command
{
SpriteRenderer spriteRenderer;
bool autoDisplay;
Action buttonAction;
public AddButtonCommand(SpriteRenderer _spriteRenderer,
Action _buttonAction)
Action _buttonAction,
bool _autoDisplay)
{
if (_spriteRenderer == null)
{
@ -451,12 +453,13 @@ namespace Fungus
}
spriteRenderer = _spriteRenderer;
autoDisplay = _autoDisplay;
buttonAction = _buttonAction;
}
public override void Execute(CommandQueue commandQueue, Action onComplete)
{
Button.MakeButton(spriteRenderer, buttonAction);
Button.MakeButton(spriteRenderer, autoDisplay, buttonAction);
if (onComplete != null)
{

37
Assets/Fungus/Scripts/Game.cs

@ -53,15 +53,25 @@ namespace Fungus
public float cameraZ = - 10f;
/**
* Time for transition to complete when moving to a different Room.
* Time for fade transition to complete when moving to a different Room.
*/
public float roomFadeDuration = 1f;
/**
* Time for fade transition to complete when hiding/showing buttons
*/
public float buttonFadeDuration = 0.25f;
/**
* Full screen texture used for screen fade effect
*/
public Texture2D fadeTexture;
/**
* Sound effect to play when buttons are clicked
*/
public AudioClip buttonClickClip;
[HideInInspector]
public View activeView;
@ -80,6 +90,9 @@ namespace Fungus
[HideInInspector]
public CameraController cameraController;
[HideInInspector]
public ButtonController buttonController;
static Game instance;
public static Game GetInstance()
@ -98,16 +111,15 @@ namespace Fungus
public virtual void Start()
{
// Add components for additional game functionality
commandQueue = gameObject.AddComponent<CommandQueue>();
cameraController = gameObject.AddComponent<CameraController>();
buttonController = gameObject.AddComponent<ButtonController>();
AudioSource audioSource = gameObject.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
audioSource.loop = true;
// Create a default page style if none exists
if (activeRoom == null)
{
// Pick first room found if none is specified
@ -139,10 +151,25 @@ namespace Fungus
// Notify room script that the Room is being entered
// Calling private method on Room to hide implementation
activeRoom.gameObject.SendMessage("Enter");
// Hide all auto buttons when entering room
buttonController.autoButtonAlpha = 0f;
// Fade in screen
cameraController.Fade(1f, roomFadeDuration / 2f, null);
});
}
/**
* Plays the button clicked sound effect
*/
public void PlayButtonClick()
{
if (buttonClickClip == null)
{
return;
}
audio.PlayOneShot(buttonClickClip);
}
}
}

17
Assets/Fungus/Scripts/GameController.cs

@ -357,9 +357,24 @@ namespace Fungus
public void AddButton(SpriteRenderer spriteRenderer, Action buttonAction)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new AddButtonCommand(spriteRenderer, buttonAction));
commandQueue.AddCommand(new AddButtonCommand(spriteRenderer, buttonAction, false));
}
/**
* Makes a sprite behave as a clickable button.
* Same behaviour as AddButton(), except the button will be automatically hidden/shown by the game depending on the context.
* All auto buttons are automatically displayed when there is no page content and the player taps on the screen.
* If the player does not interact for a period, then all auto buttons are hidden again.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param spriteRenderer The sprite to be made clickable
* @param buttonAction The Action delegate method to be called when the player clicks on the button
*/
public void AddAutoButton(SpriteRenderer spriteRenderer, Action buttonAction)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new AddButtonCommand(spriteRenderer, buttonAction, true));
}
/**
* Makes a sprite stop behaving as a clickable button.
* Removes the Button component from the sprite object.

2
Assets/Fungus/Scripts/Page.cs

@ -42,7 +42,7 @@ namespace Fungus
Choose
};
Mode mode = Mode.Idle;
public Mode mode = Mode.Idle;
class Option
{

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Assets/FungusExample/Audio/click.wav

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Assets/FungusExample/Scenes/Example.unity

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46
Assets/FungusExample/Scripts/ButtonRoom.cs

@ -0,0 +1,46 @@
using UnityEngine;
using System.Collections;
using Fungus;
public class ButtonRoom : Room
{
public Room menuRoom;
public AudioClip effectClip;
public SpriteRenderer homeSprite;
public SpriteRenderer musicSprite;
public SpriteRenderer questionSprite;
void OnEnter()
{
// Normal button, always visible
AddButton(homeSprite, OnHomeClicked);
// Auto buttons, hidden when story/options are being displayed
AddAutoButton(musicSprite, OnMusicClicked);
AddAutoButton(questionSprite, OnQuestionClicked);
// NOTE: Add auto buttons before first Say() command to ensure they start hidden
Say("The Mushroom read his book with great interest.");
Say("After turning the last page, he considered his options.");
}
void OnHomeClicked()
{
MoveToRoom(menuRoom);
}
void OnMusicClicked()
{
PlaySound(effectClip);
}
void OnQuestionClicked()
{
Say("What book was he reading?");
Say("Perhaps we will never know for sure.");
}
}

8
Assets/FungusExample/Scripts/ButtonRoom.cs.meta

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23
Assets/FungusExample/Scripts/MenuRoom.cs

@ -7,33 +7,40 @@ public class MenuRoom : Room
public Room pageRoom;
public Room viewRoom;
public Room spriteRoom;
public Room buttonRoom;
public Room audioRoom;
void OnEnter()
{
AddOption("Writing a story with Pages", MoveToWriting);
AddOption("Controlling the camera with Views", MoveToViews);
AddOption("Using Sprites and Animations", MoveToAnimations);
AddOption("Playing music and sound effects", MoveToAudio);
AddOption("Writing a story with Pages", MoveToWritingRoom);
AddOption("Controlling the camera with Views", MoveToViewRoom);
AddOption("Sprites and Animations", MoveToSpriteRoom);
AddOption("Using Buttons", MoveToButtonsRoom);
AddOption("Playing music and sound effects", MoveToAudioRoom);
Choose("Choose an example");
}
void MoveToWriting()
void MoveToWritingRoom()
{
MoveToRoom(pageRoom);
}
void MoveToViews()
void MoveToViewRoom()
{
MoveToRoom(viewRoom);
}
void MoveToAnimations()
void MoveToSpriteRoom()
{
MoveToRoom(spriteRoom);
}
void MoveToAudio()
void MoveToButtonsRoom()
{
MoveToRoom(buttonRoom);
}
void MoveToAudioRoom()
{
MoveToRoom(audioRoom);
}

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15
Assets/FungusExample/Sprites/GreenCons/MouseRunnerDotComGraphicsLicense.txt

@ -0,0 +1,15 @@
Thanks for downloading ColoCons. While I want you to enjoy these icons for free, I ask that you please abide by the terms that they are licensed under.
Enjoy and come back to MouseRunner.com for all free content and resources.
The graphics contained in these files are licensed under the Creative Commons Attribution-ShareAlike 2.5 License
Furthermore,
You may not claim the works as your own.
You must provide a link back to www.MouseRunner.com when using on a website, for commercial purposes, and for applications.
Visit the address below to learn more about the Creative Commons license.
http://creativecommons.org/licenses/by-nc-sa/2.5/legalcode

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