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Expressions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 96f8a37fc4053c6419d8b9c4db043cdb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UOP1_Project/Assets/Scripts/Characters/Character Expressions/ExpressionManager.cs b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/ExpressionManager.cs new file mode 100644 index 0000000000..b09ae7313f --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/ExpressionManager.cs @@ -0,0 +1,917 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Localization; +using UnityEngine.Localization.Settings; +using TMPro; + +// NOTE TO PR-MERGER: I have marked a few sections with the region tags "DELETABLE_DEMO_CODE"...this was code specifically used for the demo that is not +// critical to the operation of the Expression System itself...and, as its name suggests, it can be deleted without any loss of core functionality + +// This class gives the Expression Manager an understanding of what moods and phonemes are available for actors. You MUST define an ActorExpression (on the +// Inspector of a MonoBehaviour object with this script as a component) if you want to use the Expression System to apply expressions to that actor! +// If you fail to do this, you will receive a Debug.LogError() reminding you to appropriately set up expressions for the actors in the scene. +[System.Serializable] +public class ActorExpressions +{ + public ActorSO Actor = default; + public ActorMood CurrentMood = ActorMood.NONE; + public MoodCollectionSO DefaultMoodSet = null; + public List MoodSets = new List(); + public LocalizedAsset LocalizedAsset = new LocalizedAsset(); +} + +// This is just a helper class for indicating how to select from the array of animations in a MoodCollectionSO. +[System.Serializable] +public class ActorAnimationSettings +{ + public ActorSO Actor = default; + public bool PlayRandomAnimation = true; + public int ForcedAnimationIndex = -1; +} + +public class ExpressionManager : MonoBehaviour +{ + // Inspector Assigned + [SerializeField] private List _actorExpressions = new List(); + + [Header("Idle Blink Settings (all actors)")] + // Vector2 used to give min / max range that is used for random selection of float value + [Tooltip("BlinkTimeRange - defines a min / max range for how many seconds should elapse before blinking")] + [SerializeField] private Vector2 _blinkFrequencyRange = new Vector2(0.5f, 2.0f); + [Tooltip("MidBlinkTimeRange - defines a min / max range for how many seconds should elapse with the eye in mid-blink position")] + [SerializeField] private Vector2 _midBlinkDurationRange = new Vector2(0.1f, 0.35f); + [Tooltip("EyeClosedTimeRange - defines a min / max range for how many seconds should elapse with the eye in closed position")] + [SerializeField] private Vector2 _eyeClosedDurationRange = new Vector2(0.2f, 1.5f); + [Tooltip("We want the character to blink less during dialogue...this controls the timing between blinks...eye closed duration and mid-blink duration do not need to be scaled")] + [SerializeField] private float _dialogueBlinkFrequencyMultiplier = 2.0f; + + [Header("Phoneme Settings (all actors)")] + [SerializeField] private float _maxMouthShapeDuration = 0.3f; + + #region DELETABLE_DEMO_CODE + [Header("Temporary UI")] + [SerializeField] private TextMeshProUGUI _goodHamletMoodText; + [SerializeField] private TextMeshProUGUI _evilHamletMoodText; + [SerializeField] private TextMeshProUGUI _townsfolkMoodText; + #endregion + + // Hidden + [HideInInspector] public bool playRandomAnimation = true; + [HideInInspector] public int animationIndex = 0; + + // Only actors in this list can be controlled by ExpressionManager + private List _registeredActors = new List(); + + // Dictionaries - for fast runtime lookup + private Dictionary> _moodDictionary = new Dictionary>(); + private Dictionary _actorAnimationSettingsDictionary = new Dictionary(); + private Dictionary _actorExpressionDictionary = new Dictionary(); + private Dictionary _activeMoodSet = new Dictionary(); + private Dictionary _lastMoodSet = new Dictionary(); + private Dictionary _activePhonemeSet = new Dictionary(); + private Dictionary> _mouthBlendTargets = new Dictionary>(); + private Dictionary _mouthTimer = new Dictionary(); + private Dictionary _blinkTimer = new Dictionary(); + private Dictionary _eye3DTimer = new Dictionary(); + private Dictionary _mouth3DTimer = new Dictionary(); + private Dictionary _startBlinkTime = new Dictionary(); + private Dictionary _closingMidBlinkDuration = new Dictionary(); + private Dictionary _openingMidBlinkDuration = new Dictionary(); + private Dictionary _eyeClosedDuration = new Dictionary(); + private Dictionary _isCharacterTalking = new Dictionary(); + private Dictionary _enableBlinking = new Dictionary(); + private Dictionary _enablePhonemes = new Dictionary(); + private Dictionary _enableAnimations = new Dictionary(); + private bool _dictionariesBuilt = false; + + // METHODS + + #region MAIN FUNCTIONS + + // Builds the main dictionaries needed for this system to work + private void BuildDictionaries() + { + // Start by clearing dictionaries + _actorExpressionDictionary.Clear(); + _moodDictionary.Clear(); + + // All actors must have ActorExpressions set in order to use ExpressionManager on them! + if (_actorExpressions == null) + { + Debug.LogError("You must define expressions for all actors that you intend to use this system for!"); + } + + // Build the dictionaries + foreach (ActorExpressions expression in _actorExpressions) + { + _actorExpressionDictionary.Add(expression.Actor, expression); + + Dictionary _tmp = new Dictionary(); + foreach (MoodCollectionSO moodSet in expression.MoodSets) + { + _tmp.Add(moodSet.Mood, moodSet); + } + + _moodDictionary.Add(expression.Actor, _tmp); + } + + _dictionariesBuilt = true; + } + + // Call the BuildDictionaries function at Start + private void Start() + { + BuildDictionaries(); + } + + private void Update() + { + // Make sure lookup dictionaries have been built! + if (_dictionariesBuilt) + BuildDictionaries(); + + // No point in continuing if we don't have any actors registered to this manager! + if (_registeredActors == null) + return; + + // Loop over all registered actors + foreach (ActorSO actor in _registeredActors) + { + #region (1) Set the Actor Mood + // This system always requires a mood (happy / sad / etc.) to be set, so if no mood set is currently active, set to default + // First, check if we have an entry for this actor in activeMoodSet dictionary + MoodCollectionSO moodSet = null; + if (_activeMoodSet == null || !_activeMoodSet.TryGetValue(actor, out moodSet)) + { + // If we don't, then we need to set the mood set to the default mood set + // Start by tring to get the actor expression set + ActorExpressions actorExpressions; + if (_actorExpressionDictionary.TryGetValue(actor, out actorExpressions)) + { + // If we found an entry, then we can add the default mood set + moodSet = actorExpressions.DefaultMoodSet; + _activeMoodSet.Add(actor, actorExpressions.DefaultMoodSet); + } + else + { + // If we didn't find an entry, then you messed up! + Debug.LogError("Please add an ActorExpression for this ActorSO! : " + actor); + } + } + + // If for some reason we still don't have an active mood set, we can't proceed + if (moodSet == null) + return; + + #endregion + + #region (2) Configure Actor Timers + + if (TypeOfBlinkingEnabled(actor) != ActorEyeType.Undefined) + { + // Blink Timer + float blinkTimerValue; + if (_blinkTimer == null || !_blinkTimer.TryGetValue(actor, out blinkTimerValue)) + { + Debug.Log("Resetting blink timer due to null"); + _blinkTimer.Add(actor, 0.0f); + } + else + { + _blinkTimer[actor] += Time.deltaTime; + } + } + + if (TypeOfBlinkingEnabled(actor) == ActorEyeType.ThreeD) + { + // Eye Timer + float eyeTimeValue; + if (_eye3DTimer == null || !_eye3DTimer.TryGetValue(actor, out eyeTimeValue) || _lastMoodSet[actor] == null) + { + Debug.Log("Resetting eye timer due to null"); + _eye3DTimer.Add(actor, 0.0f); + } + else + { + _eye3DTimer[actor] += Time.deltaTime; + } + } + + if (TypeOfPhonemesEnabled(actor) == ActorMouthType.ThreeD) + { + // Mouth Timer + float mouthTimeValue; + if (_mouth3DTimer == null || !_mouth3DTimer.TryGetValue(actor, out mouthTimeValue) || _lastMoodSet[actor] == null) + { + Debug.Log("Resetting mouth 3D timer due to null"); + _mouth3DTimer.Add(actor, 0.0f); + } + else + { + _mouth3DTimer[actor] += Time.deltaTime; + } + } + + if (TypeOfPhonemesEnabled(actor) != ActorMouthType.Undefined) + { + // Mouth Timer + float mouthTimerValue; + if (_mouthTimer == null || !_mouthTimer.TryGetValue(actor, out mouthTimerValue)) + { + Debug.Log("Resetting mouth timer due to null"); + _mouthTimer.Add(actor, 0.0f); + } + else + { + _mouthTimer[actor] += Time.deltaTime; + } + + // Transition to default mouth texture if current mouth shape exceeds max duration + if (_mouthTimer[actor] > _maxMouthShapeDuration) + { + if (TypeOfPhonemesEnabled(actor) == ActorMouthType.TwoD) + { + if (actor != null) + actor.SetDefaultMouthTexture(); + } + else + { + if (actor != null) + actor.SetDefaultMouthBlendShape(); + } + } + } + #endregion + + #region (3) Handle Blinking + if (TypeOfBlinkingEnabled(actor) != ActorEyeType.Undefined) + { + // First, check dictionary values to see if blink values have been populated + float value; + if (!_startBlinkTime.TryGetValue(actor, out value) || + !_closingMidBlinkDuration.TryGetValue(actor, out value) || + !_eyeClosedDuration.TryGetValue(actor, out value) || + !_openingMidBlinkDuration.TryGetValue(actor, out value)) + { + SampleNewBlinkValues(actor); + } + + // 2D (texture) blinking + if (TypeOfBlinkingEnabled(actor) == ActorEyeType.TwoD) + { + // Time to blink + if (_blinkTimer[actor] < _startBlinkTime[actor]) + { + // Even though eyes are probably already open, set them open here just in case + actor.SetEyeTexture(moodSet.EyeState_Open_2D); + } + else if (_blinkTimer[actor] >= _startBlinkTime[actor] && _blinkTimer[actor] < _closingMidBlinkDuration[actor]) + { + // Now transition to the mid-blink eye texture + actor.SetEyeTexture(moodSet.EyeState_MidBlink_2D); + } + else if (_blinkTimer[actor] >= _closingMidBlinkDuration[actor] && _blinkTimer[actor] < _eyeClosedDuration[actor]) + { + // Now transition to the eye-closed texture + actor.SetEyeTexture(moodSet.EyeState_Closed_2D); + } + else if (_blinkTimer[actor] >= _eyeClosedDuration[actor] && _blinkTimer[actor] < _openingMidBlinkDuration[actor]) + { + // On our way back up...transition to the mid-blink texture again + actor.SetEyeTexture(moodSet.EyeState_MidBlink_2D); + } + else if (_blinkTimer[actor] >= _openingMidBlinkDuration[actor]) + { + // Finally, blink is done...set the eye to open texture, sample new random blink values, and + // reset the blink timer + actor.SetEyeTexture(moodSet.EyeState_Open_2D); + + // Sample new blink values for the next blink sequence + SampleNewBlinkValues(actor); + + // Reset the timer for the next blink sequence + _blinkTimer[actor] = 0.0f; + } + } + + // 3D (blendshape) blinking + if (TypeOfBlinkingEnabled(actor) == ActorEyeType.ThreeD) + { + float T = 0.0f; + if (_blinkTimer[actor] >= _startBlinkTime[actor] && _blinkTimer[actor] < _eyeClosedDuration[actor]) + { + T = 100.0f * (_blinkTimer[actor] - _startBlinkTime[actor]) / (_eyeClosedDuration[actor] - _startBlinkTime[actor]); + } + + if (_blinkTimer[actor] >= _eyeClosedDuration[actor] && _blinkTimer[actor] < _openingMidBlinkDuration[actor]) + { + T = 100.0f * (1 - (_blinkTimer[actor] - _eyeClosedDuration[actor]) / (_openingMidBlinkDuration[actor] - _eyeClosedDuration[actor])); + } + + if (_blinkTimer[actor] >= _openingMidBlinkDuration[actor]) + { + T = 0.0f; + + SampleNewBlinkValues(actor); + + _blinkTimer[actor] = 0.0f; + } + + actor.SetBlendTarget(moodSet.Blink_3D, T); + } + } + #endregion + + // Mood blendshapes + #region (4) Handle 3D Mood Blend Targets for Eyes and Mouth + + if (TypeOfBlinkingEnabled(actor) == ActorEyeType.ThreeD) + { + foreach (BlendTarget bt in moodSet.EyeMoodTargets) + { + float T = Mathf.Clamp01(_eye3DTimer[actor] / moodSet.MoodTransitionTime); + + float w = bt.BlendWeight * T; + + // Takes care of returning previously set blend values back to zero + if (bt.BlendWeight == 0.0f && actor.GetBlendWeight(bt.BlendShape) > 0.5f) + { + w = 100.0f * (1 - T); + } + + actor.SetBlendTarget(bt.BlendShape, w); + + if (_eye3DTimer[actor] >= moodSet.MoodTransitionTime && moodSet != _lastMoodSet[actor]) + _eye3DTimer[actor] = 0.0f; + } + } + + if (TypeOfPhonemesEnabled(actor) == ActorMouthType.ThreeD) + { + foreach (BlendTarget bt in moodSet.MouthMoodTargets) + { + float T = Mathf.Clamp01(_mouth3DTimer[actor] / moodSet.MoodTransitionTime); + + float w = bt.BlendWeight * T; + + // Takes care of returning previously set blend values back to zero + if (bt.BlendWeight == 0.0f && actor.GetBlendWeight(bt.BlendShape) > 0.5f) + { + w = 100.0f * (1 - T); + } + + actor.SetBlendTarget(bt.BlendShape, w); + + if (_mouth3DTimer[actor] >= moodSet.MoodTransitionTime && moodSet != _lastMoodSet[actor]) + _mouth3DTimer[actor] = 0.0f; + } + } + + #endregion + + // 3D (blendshape) phonemes + #region (5) Handle 3D Blend Targets for Mouths + + if (TypeOfPhonemesEnabled(actor) == ActorMouthType.ThreeD) + { + List list = null; + if (_mouthBlendTargets.TryGetValue(actor, out list)) + { + if (list != null) + { + foreach(BlendTarget bt in list) + { + float T = Mathf.Clamp01(_mouthTimer[actor] / _maxMouthShapeDuration); + + float w = bt.BlendWeight * T; + float goal = 0.99f * bt.BlendWeight; + + if (bt.BlendWeight == 0.0f && actor.GetBlendWeight(bt.BlendShape) > 0.5f) + { + w = 100.0f * (1 - T); + + goal = 0.01f; + } + + actor.SetBlendTarget(bt.BlendShape, w); + + if (goal == 0.01f) + { + if (w <= goal) + { + actor.SetBlendTarget(bt.BlendShape, 0.0f); + } + } + else + { + if (w >= goal) + { + actor.SetBlendTarget(bt.BlendShape, 0.0f); + } + } + } + } + else + { + actor.SetDefaultMouthBlendShape(); + } + } + else + { + actor.SetDefaultMouthBlendShape(); + } + } + + #endregion + + // Record last mood so that it can be compared next cycle + _lastMoodSet[actor] = moodSet; + } + } + + #endregion + + #region Enable / Check Functions + + public void EnableBlinking(ActorSO actor, ActorEyeType value) + { + ActorEyeType currValue; + if (!_enableBlinking.TryGetValue(actor, out currValue)) + _enableBlinking.Add(actor, value); + else + _enableBlinking[actor] = value; + } + + public void DisableBlinking(ActorSO actor) + { + ActorEyeType currValue; + if (_enableBlinking.TryGetValue(actor, out currValue)) + _enableBlinking[actor] = ActorEyeType.Undefined; + else + _enableBlinking.Add(actor, ActorEyeType.Undefined); + } + + public void EnablePhonemes(ActorSO actor, ActorMouthType value) + { + ActorMouthType currValue; + if (!_enablePhonemes.TryGetValue(actor, out currValue)) + _enablePhonemes.Add(actor, value); + else + _enablePhonemes[actor] = value; + } + + public void DisablePhonemes(ActorSO actor) + { + ActorMouthType currValue; + if (_enablePhonemes.TryGetValue(actor, out currValue)) + _enablePhonemes[actor] = ActorMouthType.Undefined; + else + _enablePhonemes.Add(actor, ActorMouthType.Undefined); + } + + public void EnableAnimations(ActorSO actor, bool value) + { + bool currValue; + if (!_enableAnimations.TryGetValue(actor, out currValue)) + _enableAnimations.Add(actor, value); + else + _enableAnimations[actor] = value; + } + + private ActorEyeType TypeOfBlinkingEnabled(ActorSO actor) + { + ActorEyeType enableBlinking = ActorEyeType.Undefined; + if (_enableBlinking.TryGetValue(actor, out enableBlinking)) + { + // do nothing + } + + return enableBlinking; + } + + private ActorMouthType TypeOfPhonemesEnabled(ActorSO actor) + { + ActorMouthType enablePhonemes = ActorMouthType.Undefined; + if (_enablePhonemes.TryGetValue(actor, out enablePhonemes)) + { + // do nothing + } + + return enablePhonemes; + } + + private bool AreAnimationsEnabled(ActorSO actor) + { + bool enableAnimations = true; + if (_enableAnimations.TryGetValue(actor, out enableAnimations)) + { + // do nothing + } + + return enableAnimations; + } + + #endregion + + #region Actor Functions + + // Register a new actor to the Expression Manager + public void RegisterActor(ActorSO actor) + { + _registeredActors.Add(actor); + + // Make sure blink and mouth timers exist and are reset + float value; + if (!_blinkTimer.TryGetValue(actor, out value)) + _blinkTimer.Add(actor, 0.0f); + + if (!_mouthTimer.TryGetValue(actor, out value)) + _mouthTimer.Add(actor, 0.0f); + + SampleNewBlinkValues(actor); + + // Call actor.OnStart() so that material and blendshape properties are backed up + actor.OnStart(); + } + + // Unregister an actor from the Expression manager + public void UnregisterActor(ActorSO actor) + { + _registeredActors.Remove(actor); + } + + private void OnDestroy() + { + // Make sure material properties revert to edit mode settings + foreach (ActorSO actor in _registeredActors) + actor.OnReset(); + } + + // Check to see if a particular actor is registered (and therefore, able to have expressions applied) + public bool IsActorRegistered(ActorSO actor) + { + return _registeredActors.Contains(actor); + } + + #endregion + + #region Blinking Functions + + private void SampleNewBlinkValues(ActorSO actor) + { + if (TypeOfBlinkingEnabled(actor) == ActorEyeType.Undefined) + return; + + // Randomly sample values for the blinking system + bool talking; + if (_isCharacterTalking.TryGetValue(actor, out talking)) + { + talking = true; + } + else + { + talking = false; + } + + float currValue; + float newValue = Random.Range(_blinkFrequencyRange.x, _blinkFrequencyRange.y) * (talking ? _dialogueBlinkFrequencyMultiplier : 1.0f); + if (_startBlinkTime != null && _startBlinkTime.TryGetValue(actor, out currValue)) + { + _startBlinkTime[actor] = newValue; + } + else + { + _startBlinkTime.Add(actor, newValue); + } + + newValue = Random.Range(_midBlinkDurationRange.x, _midBlinkDurationRange.y); + if (_closingMidBlinkDuration != null && _closingMidBlinkDuration.TryGetValue(actor, out currValue)) + { + _closingMidBlinkDuration[actor] = newValue; + } + else + { + _closingMidBlinkDuration.Add(actor, newValue); + } + + newValue = Random.Range(_eyeClosedDurationRange.x, _eyeClosedDurationRange.y); + if (_eyeClosedDuration != null && _eyeClosedDuration.TryGetValue(actor, out currValue)) + { + _eyeClosedDuration[actor] = newValue; + } + else + { + _eyeClosedDuration.Add(actor, newValue); + } + + if (_openingMidBlinkDuration != null && _openingMidBlinkDuration.TryGetValue(actor, out currValue)) + { + _openingMidBlinkDuration[actor] = _closingMidBlinkDuration[actor]; + } + else + { + _openingMidBlinkDuration.Add(actor, _closingMidBlinkDuration[actor]); + } + + // Make all of these times cumulative + _closingMidBlinkDuration[actor] += _startBlinkTime[actor]; + _eyeClosedDuration[actor] += _closingMidBlinkDuration[actor]; + _openingMidBlinkDuration[actor] += _eyeClosedDuration[actor]; + + _blinkTimer[actor] = 0.0f; + } + + #endregion + + #region Phoneme / Mouth Functions + + // This function updates the active mood, the phoneme set, and sets the animation in use for the actor, based on their current mood. + // Work for both 2D and 3D characters + public void SetPhonemeLibraryByMood(ActorSO actor, ActorMood mood) + { + // First, make sure our lookup dictionary is initialized! + if (!_dictionariesBuilt) + BuildDictionaries(); + + #region DELETABLE_DEMO_CODE + string moodColor = "white"; + switch (mood) + { + case ActorMood.HAPPY: + moodColor = "blue"; + break; + + case ActorMood.EXPLAINING: + moodColor = "green"; + break; + + case ActorMood.NEUTRAL: + moodColor = "white"; + break; + + case ActorMood.SAD: + moodColor = "black"; + break; + + case ActorMood.SCARED: + moodColor = "yellow"; + break; + + case ActorMood.ANGRY: + moodColor = "red"; + break; + } + + // Extract the localized string + var stringOp = LocalizationSettings.StringDatabase.GetLocalizedStringAsync(actor.ActorName.TableReference, actor.ActorName.TableEntryReference); + + string actorName = null; + actorName = stringOp.Result; + if (stringOp.IsDone) + { + actorName = stringOp.Result; + } + else + { + stringOp.Completed += (op) => actorName = op.Result; + } + + if (actorName == "Hamlet") + { + _goodHamletMoodText.text = "Hamlet's Mood:\n" + mood.ToString().ToUpper(); + } + + if (actorName == "Evil Hamlet") + { + _evilHamletMoodText.text = "Evil Hamlet's Mood:\n" + mood.ToString().ToUpper(); + } + + if (actorName == "Townsfolk") + { + _townsfolkMoodText.text = "Townsfolk_M's Mood:\n" + mood.ToString().ToUpper(); + } + + #endregion + + // Get the corresponding MoodSet for our actor's new mood + Dictionary actorMoodDictionary = new Dictionary(); + if (_moodDictionary.TryGetValue(actor, out actorMoodDictionary)) + { + MoodCollectionSO moodSet = null; + if (actorMoodDictionary.TryGetValue(mood, out moodSet)) + { + // Update active mood set + MoodCollectionSO tmp; + if (_activeMoodSet.TryGetValue(actor, out tmp)) + { + _activeMoodSet[actor] = moodSet; + } + else + { + _activeMoodSet.Add(actor, moodSet); + } + + if (TypeOfPhonemesEnabled(actor) != ActorMouthType.Undefined) + { + // Update the active PhonemeSet based on the mood + if (moodSet.LocalizedPhonemeSet != null) + { + // The only localized part of the MoodSet is the PhonemeSet (i.e., the system responsbile for determining the mouth shape, + // which is meant to match the dialogue text on-screen). This system uses Localization because the phonemes (mouth shape + // texture) are language-specific. + var AsyncAssetOp = LocalizationSettings.AssetDatabase.GetLocalizedAssetAsync(moodSet.LocalizedPhonemeSet.TableReference, + moodSet.LocalizedPhonemeSet.TableEntryReference); + + // We can only get the localized asset (i.e., the underlying PhonemeSet) when the async operation is done + if (AsyncAssetOp.IsDone) + { + // Get the localized asset + PhonemeSetSO localizedPhonemeSet = AsyncAssetOp.Result; + + // Make the localized PhonemeSet the active one + PhonemeSetSO phonemeSet; + if (_activePhonemeSet.TryGetValue(actor, out phonemeSet)) + { + _activePhonemeSet[actor] = localizedPhonemeSet; + } + else + { + _activePhonemeSet.Add(actor, localizedPhonemeSet); + } + + // Make sure to initialize the PhonemeSet so that its internal lookup dictionaries are built + _activePhonemeSet[actor].Initialize(); + } + } + } + } + + if (AreAnimationsEnabled(actor)) + { + int clipIndex = 0; + + // Now deal with the animation... + // Try getting the animation settings for this actor + ActorAnimationSettings animSettings; + if (_actorAnimationSettingsDictionary.TryGetValue(actor, out animSettings)) + { + // Select the animation clip according to the settings + if (animSettings.PlayRandomAnimation) + { + clipIndex = Mathf.RoundToInt(Random.Range(0, moodSet.AnimatorTitleHashes.Count - 1)); + } + else + { + clipIndex = animSettings.ForcedAnimationIndex; + } + + // Make sure it is a valid index + if (clipIndex >= 0 && clipIndex <= moodSet.AnimatorClipTitles.Count - 1) + { + // Then get the hash + int clipTitleHash = moodSet.AnimatorTitleHashes[clipIndex]; + + // And transition to the new animation + actor.TransitionToAnimatorClip(clipTitleHash, 0.0f); + } + + // If no animations are stored in the mood set, just transition to the actor's default animation + if (moodSet.AnimatorTitleHashes.Count == 0) + { + actor.TransitionToDefaultAnimClip(); + } + } + } + } + else + { + Debug.LogWarning("No mood set found for actor : " + actor); + } + } + + // This function takes in a phoneme key, which is meant to represent a base sound - like "CH", as in the word 'cheese.' If the key is + // set to "." or null, that is interpreted as the silent space between two phonemes and the default mouth texture defined on the + // ActorSO is used. Also passes along the final call to the ActorSO object to set the appropriate mouth texture. + // Works for 2D and 3D characters + public void SetActivePhoneme(ActorSO actor, string phonemeKey) + { + if (!_registeredActors.Contains(actor)) + { + Debug.LogError("You are trying to set a mouth texture on an unregistered actor!"); + return; + } + + if (TypeOfPhonemesEnabled(actor) == ActorMouthType.Undefined) + return; + + PhonemeSetSO phonemeSet; + if (!_activePhonemeSet.TryGetValue(actor, out phonemeSet)) + { + Debug.LogError("No phoneme set has been set for this actor!"); + return; + } + + if (TypeOfPhonemesEnabled(actor) != ActorMouthType.Undefined) + { + float value; + if (!_mouthTimer.TryGetValue(actor, out value)) + { + Debug.LogError("No mouth timer present on this actor!"); + return; + } + } + + if (TypeOfPhonemesEnabled(actor) == ActorMouthType.TwoD) + { + if (phonemeKey == "." || _activePhonemeSet == null) + { + actor.SetDefaultMouthTexture(); + } + else + { + // Set the appropriate mouth texture for this phoneme key + actor.SetMouthTexture(_activePhonemeSet[actor].GetMouthShape(phonemeKey) as Texture2D); + + // Reset this actor's mouth timer for this new mouth shape + _mouthTimer[actor] = 0.0f; + } + } + + if (TypeOfPhonemesEnabled(actor) == ActorMouthType.ThreeD) + { + if (phonemeKey == "." || _activePhonemeSet == null) + { + actor.SetDefaultMouthBlendShape(); + } + else + { + List blendTargets = _activePhonemeSet[actor].GetMouthShape(phonemeKey) as List; + + // Clear any previous blend targets + List list; + if (_mouthBlendTargets.TryGetValue(actor, out list)) + _mouthBlendTargets.Clear(); + + // And add new ones + _mouthBlendTargets.Add(actor, blendTargets); + _mouthTimer[actor] = 0.0f; + } + } + } + + public void SetCharacterTalkingState(ActorSO actor, bool talking) + { + bool value; + if (_isCharacterTalking.TryGetValue(actor, out value)) + { + _isCharacterTalking[actor] = talking; + } + else + { + _isCharacterTalking.Add(actor, talking); + } + } + + // Just checks that a phoneme set exists for the given actor + // Works for 2D and 3D characters + public bool IsThereAnActivePhonemeSetForActor(ActorSO actor) + { + bool value; + PhonemeSetSO phonemeSet; + if (_activePhonemeSet.TryGetValue(actor, out phonemeSet)) + { + return true; + } + + return false; + } + + #endregion + + #region Animation Functions + + // Set how we'd like animations to be picked from the MoodCollectionSO AnimationClipTitle array + public void SetActorAnimationSettings(ActorSO actor, ActorAnimationSettings settings) + { + ActorAnimationSettings s; + if (!_actorAnimationSettingsDictionary.TryGetValue(actor, out s)) + { + _actorAnimationSettingsDictionary.Add(actor, settings); + } + else + { + _actorAnimationSettingsDictionary[actor] = settings; + } + } + + // This plays the default animation on the ActorSO object...useful for when the system either has no idea what clip + // to play, or you just want the character to idle about (you can force this by unchecking "Play Random Animation" + // and setting "Animation Index" = -1 (or any index < 0) on the CharacterMoodClip. + public void ForceDefaultAnimation(ActorSO actor) + { + actor.TransitionToDefaultAnimClip(); + } + + #endregion +} diff --git a/UOP1_Project/Assets/Scripts/Characters/Character Expressions/ExpressionManager.cs.meta b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/ExpressionManager.cs.meta new file mode 100644 index 0000000000..6b069433a1 --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/ExpressionManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 43951d5d6c43e5049840abd4ca47e81e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UOP1_Project/Assets/Scripts/Characters/Character Expressions/MoodCollectionSO.cs b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/MoodCollectionSO.cs new file mode 100644 index 0000000000..abb1c911b2 --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/MoodCollectionSO.cs @@ -0,0 +1,76 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Localization; +using UnityEngine.Localization.Settings; + +// The moods that characters can have +public enum ActorMood { NONE, NEUTRAL, HAPPY, SAD, SCARED, ANGRY, BORED, EXPLAINING, RANDOM } + +// Actor eyes / mouths can either be 2D (textures) or 3D (blendshapes) ... can mix and match +// ex: 2D eyes and 3D mouth +public enum ActorEyeType { Undefined, TwoD, ThreeD } +public enum ActorMouthType { Undefined, TwoD, ThreeD } + +[System.Serializable] +public class LocalizedPhonemeSet : LocalizedAsset { } + +// Mood sets should be specific to the Actor +[CreateAssetMenu(menuName = "Actor/New Mood Collection")] +public class MoodCollectionSO : ScriptableObject +{ + [Header("General Settings")] + public ActorSO Actor; + public ActorMood Mood; + public ActorEyeType EyeType; + public ActorMouthType MouthType; + + // TODO: Write an editor script that only displays the appropriate properties for the + // ActorEyeType and ActorMouthType + [Header("Eye and Mouth Settings")] + // 2D Eyes + public Texture2D EyeState_Open_2D; + public Texture2D EyeState_MidBlink_2D; + public Texture2D EyeState_Closed_2D; + + // 3D Eyes + public string Blink_3D; + public float MoodTransitionTime = 1.0f; + public List EyeMoodTargets; + public List MouthMoodTargets; + + // 2D & 3D Mouths + public LocalizedPhonemeSet LocalizedPhonemeSet = default; + + // Animator title applies for both 2D / 3D characters + public List AnimatorClipTitles; + + // Private + private bool _hashesGenerated = false; + private List _animatorTitleHashes; + + // Public Accessor + public List AnimatorTitleHashes + { + get + { + if (!_hashesGenerated) + GenerateHashes(); + + return _animatorTitleHashes; + } + } + + // Generate animator title hashes for efficient runtime lookup + public void GenerateHashes() + { + _animatorTitleHashes.Clear(); + + foreach (string s in AnimatorClipTitles) + { + int hash = Animator.StringToHash(s); + + _animatorTitleHashes.Add(hash); + } + } +} diff --git a/UOP1_Project/Assets/Scripts/Characters/Character Expressions/MoodCollectionSO.cs.meta b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/MoodCollectionSO.cs.meta new file mode 100644 index 0000000000..9be7cb08ba --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/MoodCollectionSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 06b420d86736034438f480afde7aad1a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UOP1_Project/Assets/Scripts/Characters/Character Expressions/Phoneme.cs b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/Phoneme.cs new file mode 100644 index 0000000000..b2772f132d --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/Phoneme.cs @@ -0,0 +1,23 @@ +using System.Collections.Generic; +using UnityEngine; + +// Gives a way of specifying blend shape targets +[System.Serializable] +public class BlendTarget +{ + public string BlendShape; + [Range(0.0f, 100.0f)] public float BlendWeight; +} + +// A Phoneme object associates Phoneme codes (ex. "AH") with its corresponding mouth texture or +// blendshape. We can get away with making far fewer mouth textures or blendshapes than there +// are phonemes, so this class allows assigning mutliple phoneme codes to a single Mouth Texture. +// The "Name" property just allows it to show up nicely in the Inspector =). +[System.Serializable] +public class Phoneme +{ + public string Name; + public List Codes; + public Texture2D MouthShape; + public List BlendTargets; +} diff --git a/UOP1_Project/Assets/Scripts/Characters/Character Expressions/Phoneme.cs.meta b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/Phoneme.cs.meta new file mode 100644 index 0000000000..4fe890aa85 --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/Phoneme.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 36efba28b9c75394abcd52d874e3d2d2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UOP1_Project/Assets/Scripts/Characters/Character Expressions/PhonemeSetSO.cs b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/PhonemeSetSO.cs new file mode 100644 index 0000000000..d21fd19f7c --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/PhonemeSetSO.cs @@ -0,0 +1,58 @@ +using System.Collections.Generic; +using UnityEngine; + +// To specify whether the character uses 2D (textures) or 3D (blendshapes) for mouth expressions +public enum PhonemeType { TwoD, ThreeD } + +// This class is essentially the phoneme "alphabet" in use. In other words, how the sounds the character +// makes are translated into the final mouth texture. It applies to characters whose facial expressions +// are controlled via the mainTexture of a material (2D) or blend shapes (3D). +[CreateAssetMenu(menuName = "Phonemes/New Phoneme Set")] +public class PhonemeSetSO : ScriptableObject +{ + public PhonemeType Type; + public List Phonemes = new List(); // The "alphabet" + + // Dictionary used for efficient runtime lookup + private Dictionary _phonemeDictionary = new Dictionary(); + private bool _init = false; + + // Initialize the phoneme dictionary, which associates phoneme codes with mouth textures or blend targets + public void Initialize() + { + _phonemeDictionary.Clear(); + + foreach (Phoneme p in Phonemes) + { + foreach (string s in p.Codes) + { + if (Type == PhonemeType.TwoD) + { + _phonemeDictionary.Add(s, p.MouthShape); + } + else if (Type == PhonemeType.ThreeD) + { + _phonemeDictionary.Add(s, p.BlendTargets); + } + } + } + + _init = true; + } + + // This function uses the phoneme dictionary to look up and return the corresponding mouth + // texture or blend target for a given phoneme code. + public object GetMouthShape(string phonemeKey) + { + if (!_init) + Initialize(); + + object mouthShape; + if (_phonemeDictionary.TryGetValue(phonemeKey, out mouthShape)) + { + return mouthShape; + } + + return null; + } +} diff --git a/UOP1_Project/Assets/Scripts/Characters/Character Expressions/PhonemeSetSO.cs.meta b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/PhonemeSetSO.cs.meta new file mode 100644 index 0000000000..bbe58ac402 --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/PhonemeSetSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7788d84cbe948a24da99623efa61b463 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UOP1_Project/Assets/Scripts/Characters/Character Expressions/RegisterComponentsToActor.cs b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/RegisterComponentsToActor.cs new file mode 100644 index 0000000000..ec4d1c11d0 --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/RegisterComponentsToActor.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RegisterComponentsToActor : MonoBehaviour +{ + [SerializeField] private ActorSO _actor; + + private void OnEnable() + { + if (_actor) + { + Animator animator = GetComponent(); + SkinnedMeshRenderer smr = GetComponent(); + + if (animator != null) + _actor.RegisterAnimator(animator); + + if (smr != null) + _actor.RegisterSkinnedMeshRenderer(smr); + } + } + + private void OnDisable() + { + if (_actor) + { + Animator animator = GetComponent(); + SkinnedMeshRenderer smr = GetComponent(); + + if (animator != null) + _actor.UnregisterAnimator(animator); + + if (smr != null) + _actor.UnregisterSkinnedMeshRenderer(smr); + } + } +} diff --git a/UOP1_Project/Assets/Scripts/Characters/Character Expressions/RegisterComponentsToActor.cs.meta b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/RegisterComponentsToActor.cs.meta new file mode 100644 index 0000000000..d01ab8afa1 --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/RegisterComponentsToActor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f451bad272b7c9b48b01a29e59d76a8a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UOP1_Project/Assets/Scripts/Characters/ScriptableObjects.meta b/UOP1_Project/Assets/Scripts/Characters/Character Expressions/ScriptableObjects.meta similarity index 100% rename from UOP1_Project/Assets/Scripts/Characters/ScriptableObjects.meta rename to UOP1_Project/Assets/Scripts/Characters/Character Expressions/ScriptableObjects.meta diff --git a/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack.meta b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack.meta new file mode 100644 index 0000000000..6c72b012fe --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1acd2c68dd4959045876b77b818da4f6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodBehaviour.cs b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodBehaviour.cs new file mode 100644 index 0000000000..a50e4589d0 --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodBehaviour.cs @@ -0,0 +1,69 @@ +using System; +using UnityEngine; +using UnityEngine.Playables; + +[Serializable] +public class CharacterMoodBehaviour : PlayableBehaviour +{ + [HideInInspector] public MoodCollectionSO MoodSet = default; + [HideInInspector] public ExpressionManager ExpressionManager; + [HideInInspector] public bool PlayRandomAnimation; + [HideInInspector] public int AnimationIndex; + [HideInInspector] public bool EnableBlinking = true; + [HideInInspector] public bool EnablePhonemes = true; + [HideInInspector] public bool EnableAnimations = true; + + public override void ProcessFrame(Playable playable, FrameData info, object playerData) + { + if (Application.isPlaying) + { + if (playable.GetGraph().IsPlaying()) + { + if (MoodSet != null) + { + // Make sure this actor assigned to this mood set is registed so that their + // expressions can be modified via ExpressionManager + if (!ExpressionManager.IsActorRegistered(MoodSet.Actor)) + ExpressionManager.RegisterActor(MoodSet.Actor); + + // Eye Stuff + if (EnableBlinking) + { + ExpressionManager.EnableBlinking(MoodSet.Actor, MoodSet.EyeType); + } + else + { + ExpressionManager.DisableBlinking(MoodSet.Actor); + } + + // Mouth Stuff + if (EnablePhonemes) + { + ExpressionManager.EnablePhonemes(MoodSet.Actor, MoodSet.MouthType); + ExpressionManager.SetPhonemeLibraryByMood(MoodSet.Actor, MoodSet.Mood); + } + else + { + ExpressionManager.DisablePhonemes(MoodSet.Actor); + } + + // Animation Stuff + ExpressionManager.EnableAnimations(MoodSet.Actor, EnableAnimations); + ActorAnimationSettings settings = new ActorAnimationSettings(); + settings.PlayRandomAnimation = PlayRandomAnimation; + settings.ForcedAnimationIndex = AnimationIndex; + ExpressionManager.SetActorAnimationSettings(MoodSet.Actor, settings); + } + else + { + Debug.LogWarning("This clip doesn't contain a Mood!"); + } + } + else + { + if (MoodSet != null) + ExpressionManager.ForceDefaultAnimation(MoodSet.Actor); + } + } + } +} diff --git a/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodBehaviour.cs.meta b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodBehaviour.cs.meta new file mode 100644 index 0000000000..7e177395d9 --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodBehaviour.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c41a470e788b57e4793078b5845491e1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodClip.cs b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodClip.cs new file mode 100644 index 0000000000..5db8498566 --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodClip.cs @@ -0,0 +1,38 @@ +using UnityEngine; +using UnityEngine.Playables; +using UnityEngine.Timeline; + +public class CharacterMoodClip : PlayableAsset, ITimelineClipAsset +{ + [HideInInspector] private CharacterMoodBehaviour _behaviour = default; + + [SerializeField] private MoodCollectionSO _moodSet = default; + [SerializeField] private bool _playRandomAnimation = true; + [SerializeField] private int _animationIndex = 0; + [SerializeField] private bool _enableBlinking = true; + [SerializeField] private bool _enablePhonemes = true; + [SerializeField] private bool _enableAnimations = true; + + [HideInInspector] public ExpressionManager ExpressionManager; + + public ClipCaps clipCaps + { + get { return ClipCaps.None; } + } + + public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) + { + // Transfer clip settings over to the behaviour + _behaviour.MoodSet = _moodSet; + _behaviour.ExpressionManager = ExpressionManager; + _behaviour.PlayRandomAnimation = _playRandomAnimation; + _behaviour.AnimationIndex = _animationIndex; + _behaviour.EnableBlinking= _enableBlinking; + _behaviour.EnablePhonemes = _enablePhonemes; + _behaviour.EnableAnimations = _enableAnimations; + + ScriptPlayable playable = ScriptPlayable.Create(graph, _behaviour); + + return playable; + } +} diff --git a/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodClip.cs.meta b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodClip.cs.meta new file mode 100644 index 0000000000..0a578318e5 --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodClip.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4faf2b400b5f610459825009da0a14c2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodTrack.cs b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodTrack.cs new file mode 100644 index 0000000000..cb953b2b2b --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodTrack.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Timeline; +using UnityEngine.Playables; + +[TrackBindingType(typeof(ExpressionManager))] +[TrackClipType(typeof(CharacterMoodClip))] +[TrackColor(0.0f, 0.0f, 0.0f)] +public class CharacterMoodTrack : PlayableTrack +{ + public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount) + { + ExpressionManager em = go.GetComponent().GetGenericBinding(this) as ExpressionManager; + + foreach (TimelineClip clip in GetClips()) + { + CharacterMoodClip moodClip = clip.asset as CharacterMoodClip; + + moodClip.ExpressionManager = em; + } + + return base.CreateTrackMixer(graph, go, inputCount); + } +} diff --git a/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodTrack.cs.meta b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodTrack.cs.meta new file mode 100644 index 0000000000..780e9fe33f --- /dev/null +++ b/UOP1_Project/Assets/Scripts/Cutscenes/CharacterMoodControlTrack/CharacterMoodTrack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a8a3d4949aceea34ba3ea759df09922f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs b/UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs index 1a52a67ee3..9cd06d447e 100644 --- a/UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs +++ b/UOP1_Project/Assets/Scripts/Cutscenes/CutsceneManager.cs @@ -4,13 +4,14 @@ public class CutsceneManager : MonoBehaviour { - [SerializeField] private InputReader _inputReader = default; [SerializeField] private DialogueManager _dialogueManager = default; + [SerializeField] private ExpressionManager _expressionManager = default; private PlayableDirector _activePlayableDirector; private bool _isPaused; + public ExpressionManager ExpressionManager { get => _expressionManager; set => _expressionManager = value; } public bool IsCutscenePlaying => _activePlayableDirector.playableGraph.GetRootPlayable(0).GetSpeed() != 0d; private void OnEnable() diff --git a/UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs b/UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs index 3834601c63..f5084f3c41 100644 --- a/UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs +++ b/UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs @@ -1,6 +1,7 @@ using System; using UnityEngine; using UnityEngine.Playables; +using UnityEngine.Localization.Settings; [Serializable] public class DialogueBehaviour : PlayableBehaviour @@ -17,8 +18,58 @@ public class DialogueBehaviour : PlayableBehaviour /// public override void ProcessFrame(Playable playable, FrameData info, object playerData) { - if (_dialoguePlayed) + // Get the normalized time (0 to 1) of the playhead over the current clip that is playing + float T = (float)(playable.GetTime() / playable.GetDuration()); + + // ExpressionManager sets the blink rate to be slower when the character is speaking...hence + // this block of code + if (_dialoguePlayed && T > 1) + { + cutsceneManager.ExpressionManager.SetCharacterTalkingState(_dialogueLine.Actor, false); return; + } + else + { + cutsceneManager.ExpressionManager.SetCharacterTalkingState(_dialogueLine.Actor, true); + } + + // Extract the localized string + var phonemeOp = LocalizationSettings.StringDatabase.GetLocalizedStringAsync(_dialogueLine.PhonemeSentence.TableReference, + _dialogueLine.PhonemeSentence.TableEntryReference); + + string phonemeLine = null; + phonemeLine = phonemeOp.Result; + if (phonemeOp.IsDone) + { + phonemeLine = phonemeOp.Result; + } + else + { + phonemeOp.Completed += (op) => phonemeLine = op.Result; + } + + string phonemeKey = null; + if (phonemeLine != null) + { + // Add a "." at the start and end of the phoneme line, which will be interpreted as the default phoneme + // mouth shape, so that the mouth starts and ends with the closed phoneme mouth shape + string newPhonemeLine = ". " + phonemeLine + " ."; + + // Now parse out the phonemes using the whitespace as separators + string[] newPhonemes = newPhonemeLine.Split(' '); + + // Now convert that normalized time to a normalized index in the newPhonemes array + int index = Mathf.RoundToInt(T * (newPhonemes.Length - 1)); + + // Save this phoneme key so that it can be sent to the CutsceneManager + phonemeKey = newPhonemes[index]; + + // Debug.Log("ACTIVE PHONEME = " + phonemeKey); + } + else + { + phonemeKey = "."; + } if (Application.isPlaying) //TODO: Find a way to "play" dialogue lines even when scrubbing the Timeline not in Play Mode { @@ -28,7 +79,18 @@ public override void ProcessFrame(Playable playable, FrameData info, object play { if (_dialogueLine != null) { - cutsceneManager.PlayDialogueFromClip(_dialogueLine); + // Send Dialogue line and phoneme key to Cutscene Manager + if (!_dialoguePlayed) + cutsceneManager.PlayDialogueFromClip(_dialogueLine); + + // Make sure this actor is registered with the ExpressionManager so that it can control the actor's expressions + if (!cutsceneManager.ExpressionManager.IsActorRegistered(_dialogueLine.Actor)) + cutsceneManager.ExpressionManager.RegisterActor(_dialogueLine.Actor); + + // Set the currently parsed phoneme as the active one + if (cutsceneManager.ExpressionManager.IsThereAnActivePhonemeSetForActor(_dialogueLine.Actor)) + cutsceneManager.ExpressionManager.SetActivePhoneme(_dialogueLine.Actor, phonemeKey); + _dialoguePlayed = true; } else diff --git a/UOP1_Project/Assets/Scripts/Dialogues/ActorSO.cs b/UOP1_Project/Assets/Scripts/Dialogues/ActorSO.cs index bb802c6afe..3a47a0a2ee 100644 --- a/UOP1_Project/Assets/Scripts/Dialogues/ActorSO.cs +++ b/UOP1_Project/Assets/Scripts/Dialogues/ActorSO.cs @@ -1,4 +1,5 @@ -using UnityEngine; +using System.Collections.Generic; +using UnityEngine; using UnityEngine.Localization; /// /// Scriptable Object that represents an "Actor", that is the protagonist of a Dialogue @@ -7,7 +8,247 @@ [CreateAssetMenu(fileName = "newActor", menuName = "Dialogues/Actor")] public class ActorSO : ScriptableObject { + // Public Accessors public LocalizedString ActorName { get => _actorName; } - [SerializeField] private LocalizedString _actorName = default; + // Inspector Assigned + [SerializeField] private LocalizedString _actorName = default; + [SerializeField] private Texture2D _defaultEyeTexture = default; + [SerializeField] private Texture2D _defaultMouthShape = default; + [SerializeField] private string _defaultAnimClipTitle = default; + [SerializeField] private List _defaultEyeTargets = default; + [SerializeField] private List _defaultMouthTargets = default; + [SerializeField] private Material _eyeMaterial = default; + [SerializeField] private Material _mouthMaterial = default; + + // Private + private Material _backupEyeMaterial; + private Material _backupMouthMaterial; + private List _backupBlendShapes; + private HashSet _animator = new HashSet(); + private SkinnedMeshRenderer _smr = null; + private Dictionary _blendShapeDictionary = new Dictionary(); + + // Record textures and blend shapes before pressing play so that they can be restored when out of play mode + public void OnStart() + { + _backupEyeMaterial = new Material(Shader.Find("Unlit/Transparent")); + _backupMouthMaterial = new Material(Shader.Find("Unlit/Transparent")); + + if (_eyeMaterial) + _backupEyeMaterial.mainTexture = _eyeMaterial.mainTexture; + + if (_mouthMaterial) + _backupMouthMaterial.mainTexture = _mouthMaterial.mainTexture; + + if (_smr) + { + Mesh mesh = _smr.sharedMesh; + + for (int i = 0; i < mesh.blendShapeCount; i++) + { + _backupBlendShapes.Add(_smr.GetBlendShapeWeight(i)); + } + } + } + + // Restore texture and blend shapes as they were before play was pressed + public void OnReset() + { + if (_eyeMaterial) + _eyeMaterial.mainTexture = _backupEyeMaterial.mainTexture; + + if (_mouthMaterial) + _mouthMaterial.mainTexture = _backupMouthMaterial.mainTexture; + + if (_smr) + { + Mesh mesh = _smr.sharedMesh; + + for (int i = 0; i < mesh.blendShapeCount; i++) + { + _smr.SetBlendShapeWeight(i, _backupBlendShapes[i]); + } + } + } + + // ---- ANIMATION CONTROL ---- + // This will register an animator to the hash set so that this script will have + // override authority on what clip is playing ... via Animator.CrossFade() + public void RegisterAnimator(Animator animator) + { + _animator.Add(animator); + } + + // This will remove an animator from our control + public void UnregisterAnimator(Animator animator) + { + _animator.Remove(animator); + } + + // Tell the registered animators to transition into the default clip + public void TransitionToDefaultAnimClip(float transitionTime = 0.0f) + { + foreach (Animator anim in _animator) + { + if (anim && _defaultAnimClipTitle != null) + anim.CrossFade(_defaultAnimClipTitle, transitionTime); + } + } + + // Tell the registered animators to transition into a specified clip, within + // the transitionTime specified + public void TransitionToAnimatorClip(int hash, float transitionTime = 0.0f) + { + foreach (Animator anim in _animator) + { + if (anim) + anim.CrossFade(hash, transitionTime); + } + } + + // ---- MATERIAL MAINTEXTURE CONTROL ---- + // Sets the default mouth texture on the mouthMaterial + public void SetDefaultMouthTexture() + { + _mouthMaterial.mainTexture = _defaultMouthShape; + } + + // Sets the default eye texture on the eyeMaterial + public void SetDefaultEyeTexture() + { + _eyeMaterial.mainTexture = _defaultEyeTexture; + } + + // Sets a specific mouth texture on the mouthMaterial + public void SetMouthTexture(Texture2D mouthShape) + { + _mouthMaterial.mainTexture = mouthShape; + } + + // Sets a specific eye texture on the eyeMaterial + public void SetEyeTexture(Texture2D eyeShape) + { + _eyeMaterial.mainTexture = eyeShape; + } + + // ---- BLEND SHAPE CONTROL ---- + // This will add a skinned mesh renderer that will give this script authority over + // the registered skinned mesh renderers blend shapes + public void RegisterSkinnedMeshRenderer(SkinnedMeshRenderer smr) + { + _smr = smr; + } + + // This will remove a skinned mesh renderer from our control + public void UnregisterSkinnedMeshRenderer(SkinnedMeshRenderer smr) + { + _smr = null; + } + + // Applies the default blend shapes for the eyes + public void SetDefaultEyeBlendShape() + { + foreach (BlendTarget bt in _defaultEyeTargets) + { + SetBlendTarget(bt.BlendShape, bt.BlendWeight); + } + } + + // Applies the default blend shapes for the mouth + public void SetDefaultMouthBlendShape() + { + foreach (BlendTarget bt in _defaultMouthTargets) + { + SetBlendTarget(bt.BlendShape, bt.BlendWeight); + } + } + + private void BuildBlendShapeDictionary() + { + // Start off by adding entries for the default blend shapes + foreach (BlendTarget bt in _defaultEyeTargets) + { + // We need to reference blend shapes by the indexes that the skinned mesh renderer + // knows them by... + int result; + if (!_blendShapeDictionary.TryGetValue(bt.BlendShape, out result)) + { + _blendShapeDictionary.Add(bt.BlendShape, GetBlendIndex(bt.BlendShape)); + } + } + + // Do the same for the default mouth shapes + foreach (BlendTarget bt in _defaultMouthTargets) + { + int result; + if (!_blendShapeDictionary.TryGetValue(bt.BlendShape, out result)) + { + _blendShapeDictionary.Add(bt.BlendShape, GetBlendIndex(bt.BlendShape)); + } + } + } + + private int GetBlendIndex(string blendName) + { + if (_smr == null) + return -1; + + Mesh mesh = _smr.sharedMesh; + + int blendIndex = -1; + for (int i = 0; i < mesh.blendShapeCount; i++) + { + if (mesh.GetBlendShapeName(i) == blendName) + { + blendIndex = i; + break; + } + } + + return blendIndex; + } + + // Returns the blend weight for a given blend shape name + public float GetBlendWeight(string blendName) + { + if (_smr == null) + return -1.0f; + + // If we don't have a key for this entry yet, add one + int blendIndex; + if (!_blendShapeDictionary.TryGetValue(blendName, out blendIndex)) + { + blendIndex = GetBlendIndex(blendName); + _blendShapeDictionary.Add(blendName, blendIndex); + } + + if (blendIndex == -1) + return -1.0f; + + // Now ask the skinned mesh render what the blend shape weight is for this index + float blendWeight = _smr.GetBlendShapeWeight(blendIndex); + return blendWeight; + } + + // Sets a specific blend shape weight + public void SetBlendTarget(string blendName, float blendWeight) + { + if (_smr == null) + return; + + // If we don't have a key for this entry yet, add one + int blendIndex; + if (!_blendShapeDictionary.TryGetValue(blendName, out blendIndex)) + { + blendIndex = GetBlendIndex(blendName); + _blendShapeDictionary.Add(blendName, blendIndex); + } + + if (blendIndex == -1) + return; + + // Now set the set this blend index with the target blend weight + _smr.SetBlendShapeWeight(blendIndex, blendWeight); + } } diff --git a/UOP1_Project/Assets/Scripts/Dialogues/DialogueLineSO.cs b/UOP1_Project/Assets/Scripts/Dialogues/DialogueLineSO.cs index 8b85432f69..a0e075cfcc 100644 --- a/UOP1_Project/Assets/Scripts/Dialogues/DialogueLineSO.cs +++ b/UOP1_Project/Assets/Scripts/Dialogues/DialogueLineSO.cs @@ -11,7 +11,9 @@ public class DialogueLineSO : ScriptableObject { public ActorSO Actor { get => _actor; } public LocalizedString Sentence { get => _sentence; } + public LocalizedString PhonemeSentence { get => _phonemeSentence; } [SerializeField] private ActorSO _actor = default; [SerializeField] private LocalizedString _sentence = default; //TODO: Connect this with localisation + [SerializeField] private LocalizedString _phonemeSentence = default; } diff --git a/UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs b/UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs index 53852c4206..838305a7e2 100644 --- a/UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs +++ b/UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs @@ -31,6 +31,5 @@ public void DisplayDialogueLine(DialogueLineSO dialogueLine) //Debug.Log("A line of dialogue has been spoken: \"" + dialogueLine.Sentence + "\" by " + dialogueLine.Actor.ActorName); if (dialogueLineEvent != null) dialogueLineEvent.OnEventRaised(dialogueLine); - } } diff --git a/UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs b/UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs index 6d566372b1..a9e987e0f1 100644 --- a/UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs +++ b/UOP1_Project/Assets/Scripts/UI/UIDialogueManager.cs @@ -3,17 +3,72 @@ using UnityEngine; using TMPro; using UnityEngine.Localization.Components; +using UnityEngine.Localization.Settings; +using UnityEngine.UI; + +// NOTE TO PR-MERGER: I have marked a few sections with the region tags "DELETABLE_DEMO_CODE"...this was code specifically used for the demo that is not +// critical to the operation of the Expression System itself...and, as its name suggests, it can be deleted without any loss of core functionality + public class UIDialogueManager : MonoBehaviour { [SerializeField] LocalizeStringEvent lineText = default; - [SerializeField] LocalizeStringEvent actorNameText = default; + + #region DELETABLE_DEMO_CODE + [SerializeField] LocalizeStringEvent secondActorNameText = default; + [SerializeField] LocalizeStringEvent thirdActorNameText = default; + [SerializeField] GameObject backgroundPanel; + #endregion + public void SetDialogue(DialogueLineSO dialogueLine) { - lineText.StringReference = dialogueLine.Sentence; actorNameText.StringReference = dialogueLine.Actor.ActorName; + secondActorNameText.StringReference = dialogueLine.Actor.ActorName; + thirdActorNameText.StringReference = dialogueLine.Actor.ActorName; + + #region DELETABLE_DEMO_CODE + // Extract the localized string + var stringOp = LocalizationSettings.StringDatabase.GetLocalizedStringAsync(dialogueLine.Actor.ActorName.TableReference, dialogueLine.Actor.ActorName.TableEntryReference); + + string actorName = null; + actorName = stringOp.Result; + if (stringOp.IsDone) + { + actorName = stringOp.Result; + } + else + { + stringOp.Completed += (op) => actorName = op.Result; + } + + if (actorName == "Hamlet") + { + backgroundPanel.GetComponent().color = Color.white; + lineText.gameObject.GetComponent().color = Color.black; + + secondActorNameText.gameObject.GetComponent().text = ""; + thirdActorNameText.gameObject.GetComponent().text = ""; + } + + if (actorName == "Evil Hamlet") + { + backgroundPanel.GetComponent().color = Color.black; + lineText.gameObject.GetComponent().color = Color.white; + + actorNameText.gameObject.GetComponent().text = ""; + thirdActorNameText.gameObject.GetComponent().text = ""; + } + + if (actorName == "Townsfolk") + { + backgroundPanel.GetComponent().color = Color.blue; + lineText.gameObject.GetComponent().color = Color.white; + actorNameText.gameObject.GetComponent().text = ""; + secondActorNameText.gameObject.GetComponent().text = ""; + } + #endregion } } diff --git a/UOP1_Project/Assets/Scripts/UI/UIManager.cs b/UOP1_Project/Assets/Scripts/UI/UIManager.cs index 7d2b4b9939..571d419d09 100644 --- a/UOP1_Project/Assets/Scripts/UI/UIManager.cs +++ b/UOP1_Project/Assets/Scripts/UI/UIManager.cs @@ -4,7 +4,6 @@ public class UIManager : MonoBehaviour { - public DialogueLineChannelSO OpenUIDialogueEvent; public VoidEventChannelSO CloseUIDialogueEvent; @@ -65,6 +64,7 @@ public void OpenUIDialogue(DialogueLineSO dialogueLine) dialogueController.SetDialogue(dialogueLine); dialogueController.gameObject.SetActive(true); } + public void CloseUIDialogue() { dialogueController.gameObject.SetActive(false); diff --git a/UOP1_Project/Assets/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF.asset b/UOP1_Project/Assets/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF.asset index c7b0771e68..f8e99fcac7 100644 --- a/UOP1_Project/Assets/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF.asset +++ b/UOP1_Project/Assets/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF.asset @@ -9,7 +9,7 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: LiberationSans SDF Material m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} - m_ShaderKeywords: + m_ShaderKeywords: OUTLINE_ON m_LightmapFlags: 1 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -25,16 +25,16 @@ Material: m_Offset: {x: 0, y: 0} m_Floats: - _ColorMask: 15 - - _FaceDilate: 0 + - _FaceDilate: 0.12 - _GradientScale: 10 - _MaskSoftnessX: 0 - _MaskSoftnessY: 0 - _OutlineSoftness: 0 - - _OutlineWidth: 0 + - _OutlineWidth: 0.275 - _PerspectiveFilter: 0.875 - _ScaleRatioA: 0.9 - _ScaleRatioB: 1 - - _ScaleRatioC: 0.73125 + - _ScaleRatioC: 0.62325 - _ScaleX: 1 - _ScaleY: 1 - _ShaderFlags: 0 @@ -73,7 +73,7 @@ MonoBehaviour: m_EditorClassIdentifier: hashCode: 231247347 material: {fileID: 2180264} - materialHashCode: -1183942120 + materialHashCode: 198912371 m_Version: 1.1.0 m_SourceFontFileGUID: 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