GenericPlayerManager.cs
14.5 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
//Log Dir http://docs.unity3d.com/Manual/LogFiles.html
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.IO;
using System.Text;
using System.Runtime.InteropServices;
using UnityEngine.UI;
public abstract class GenericPlayerManager : MonoBehaviour {
private class AnimationReference
{
public string name;
public string subtitle;
public AnimationState state;
public short type;
public bool playing;
public AnimationReference(string name, string subtitle, AnimationState state, short type)
{
this.name = name;
this.subtitle = subtitle;
this.state = state;
this.type = type;
this.playing = false;
}
}
protected class DefaultSignSpeed
{
public static float DEFAULT = 1.1F;
public static float DEFAULT_MAX = 2F;
private float speed;
private float max;
// Relação entre a velocidade do tipo representado e a velocidade DEFAULT.
private float unit;
public DefaultSignSpeed()
{
this.speed = DEFAULT;
this.max = DEFAULT_MAX;
this.unit = 1F;
}
public DefaultSignSpeed(float defaultSpeed, float defaultMaxSpeed)
{
this.speed = defaultSpeed;
this.max = defaultMaxSpeed;
this.unit = (this.max - this.speed) / (DEFAULT_MAX - DEFAULT);
}
public float Speed {
get { return this.speed; }
set {
this.speed = value;
this.unit = calculateUnit();
}
}
public float Max {
get { return this.max; }
set {
this.speed = value;
this.unit = calculateUnit();
}
}
public float Unit {
get { return this.unit; }
}
private float calculateUnit()
{
return (this.max - this.speed) / (DEFAULT_MAX - DEFAULT);
}
/*
* Retorna velocidade em relação ao estado do slider.
* @param slider - estado do slider (valor entre DefaultSignSpeed.DEFAULT e DefaultSignSpeed.DEFAULT_MAX)
*/
public float getProporcionalSpeed(float slider)
{
return this.speed + (slider - DEFAULT) * this.unit;
}
}
private const string DEFAULT_ANIMATION = "_default";
private const string NONE_ANIMATION = "_defaultWORD";
protected float fadeLength = 0.6F;
protected DefaultSignSpeed defaultWordSpeed = new DefaultSignSpeed();
protected DefaultSignSpeed defaultFirstLetterSpeed = new DefaultSignSpeed(2.1F, 2.8F);
protected DefaultSignSpeed defaultLetterSpeed = new DefaultSignSpeed(3F, 4.3F);
protected DefaultSignSpeed defaultNumberSpeed = new DefaultSignSpeed(1.5F, 2.9F);
private const short TYPE_NONE = -1;
private const short TYPE_WORD = 0;
private const short TYPE_LETTER = 1;
private const short TYPE_NUMBER = 2;
private float hSlidersecond = DefaultSignSpeed.DEFAULT;
private float wordSpeed = DefaultSignSpeed.DEFAULT;
private float letterSpeed = DefaultSignSpeed.DEFAULT;
private float numberSpeed = DefaultSignSpeed.DEFAULT;
protected string glosa = "";
private static String[] stringPos = { DEFAULT_ANIMATION };//vetor que sera usado para quebrar a glosa
private GameObject AVATAR;
private Animation COMPONENT_ANIMATION;
private BoxCollider AVATAR_COLLIDER;
public Text SUBTITLES;
// Guarda os nomes das palavras ja carregadas.
private HashSet<string> loadedAssetBundles = new HashSet<string>();
// Guarda os nomes das palavras que nao tem assetbundle.
private HashSet<string> nonexistentAssetBundles = new HashSet<string>();
// Lista de animações sendo reproduzidas.
// Utilizada para alterar velocidade e apresentar a legenda.
private volatile Queue<AnimationReference> animQueue = new Queue<AnimationReference>();
private volatile bool loadingSingleAnimation = false;
private volatile bool loading = false;
private volatile bool playing = false;
private volatile bool paused = false;
public virtual void Start()
{
wordSpeed = defaultWordSpeed.Speed;
letterSpeed = defaultLetterSpeed.Speed;
numberSpeed = defaultNumberSpeed.Speed;
AVATAR = GameObject.FindGameObjectWithTag("avatar");//referencia para o avatar
COMPONENT_ANIMATION = AVATAR.GetComponent<Animation>();//referencia para o componente animador do avatar
AVATAR_COLLIDER = GameObject.FindGameObjectWithTag("avatar").GetComponent<BoxCollider>();
}
public bool isLoadingSingleAnimation() { return loadingSingleAnimation; }
public bool isLoading() { return loading; }
public bool isPlaying() { return playing; }
public bool isPaused() { return paused; }
public void SetAvatarCollider(bool isActive)
{
AVATAR_COLLIDER.enabled = isActive;
}
protected virtual void setSubtitle(string text)
{
SUBTITLES.text = text;
}
// Define a velocidade das animacões com base no slider da GUI
public void setSlider(float x)
{
hSlidersecond = x;
wordSpeed = defaultWordSpeed.getProporcionalSpeed(x);
letterSpeed = defaultLetterSpeed.getProporcionalSpeed(x);
numberSpeed = defaultNumberSpeed.getProporcionalSpeed(x);
if ( ! paused)
foreach (AnimationReference reference in animQueue)
if (reference.type != TYPE_NONE && reference.state != null)
reference.state.speed = getSpeedByType(reference.type);
}
private float getSpeedByType(short type)
{
switch (type)
{
case TYPE_WORD: return wordSpeed;
case TYPE_LETTER: return letterSpeed;
case TYPE_NUMBER: return numberSpeed;
}
return 2F;
}
public void stop_animations()
{
StopCoroutine("loadAndPlay");
loading = false;
playing = false;
paused = false;
onPlayingStateChange();
stopAnimations();
}
public void stopAnimations()
{
try {
StopCoroutine("handleStates");
} catch (NullReferenceException nre) { Debug.Log("StopCoroutine handlestates nullreff::"+nre.ToString()); }
setSubtitle("");
try {
animQueue.Clear();
} catch (NullReferenceException nre) { Debug.Log("SetQueueList null reff::"+nre.ToString()); }
COMPONENT_ANIMATION.Stop();
COMPONENT_ANIMATION.CrossFade(DEFAULT_ANIMATION, fadeLength, PlayMode.StopAll);
}
/*
* Manda reproduzir animação e adiciona a file de animações a serem reproduzidas.
*
* Caso não haja SUBTITLE, name será utilizado como SUBTITLE.
* Caso não haja fadeLength, será atribuido fadeLength.
* Caso não haja velocidade, hSlidersecond será atribuída.
*/
private AnimationState playAnimation(short type, string name, string subtitle, float speed)
{
try
{
AnimationState state = COMPONENT_ANIMATION.CrossFadeQueued(name, fadeLength, QueueMode.CompleteOthers);
state.speed = speed;
animQueue.Enqueue(new AnimationReference(name, subtitle, state, type));
return state;
}
catch (NullReferenceException nre)
{
Debug.Log("'" + name + "' não foi encontrado!\n" + nre.ToString());
}
return null;
}
private AnimationState playAnimation(short type, string name, string subtitle) {
return playAnimation(type, name, subtitle, getSpeedByType(type));
}
private AnimationState playAnimation(short type, string name) {
return playAnimation(type, name, name);
}
/**
* Returns the asset bundle named aniName.
*
* @return AssetBundle - se for encontrado.
* null - se ocorrer num erro.
*/
protected abstract WWW loadAssetBundle(string aniName);
/**
* Listen to changes in the playing status.
*/
protected abstract void onPlayingStateChange();
public void switchPauseState(bool paused)
{
if (this.paused != paused)
{
this.paused = paused;
foreach (AnimationReference reference in animQueue)
if (reference.state != null)
reference.state.speed = paused ? 0F : getSpeedByType(reference.type);
onPlayingStateChange();
}
}
public void switchPauseState()
{
switchPauseState( ! paused);
}
public bool play()
{
if (playing)
switchPauseState();
else
play(true, true, true);
return true;
}
public bool play(bool stopLoading, bool stopPlaying, bool forceLoading)
{
try {
if (loading)
{
if (stopLoading)
stop_animations();
else
return false;
}
else if (playing)
{
if (stopPlaying)
stopAnimations();
else if ( ! forceLoading)
return false;
}
} catch (NullReferenceException nre) { nre.ToString(); }
StartCoroutine("loadAndPlay");
return true;
}
/*
* Destaca caractere de uma string.
*/
private string highlight(string word, int index)
{
string subtitle = "";
int last = 0;
if (index == 0)
subtitle += "<b><color=white>" + word[0] + "</color></b>";
else
subtitle += word[0];
for (int i = 1; i < word.Length; i++)
{
if ((word[i] >= 65 && word[i] <= 90) || (word[i] >= 48 && word[i] <= 57))
subtitle += "-";
if (i == index || (last == index && word[i] == word[last]))
{
subtitle += "<b><color=white>" + word[i] + "</color></b>";
if (i == index) last = i;
}
else
{
subtitle += word[i];
last = i;
}
}
return subtitle;
}
/**
* Spells word.
*
* @return last animation's subtitle.
*/
private string spellWord(string word)
{
string lastAnimationSubtitle = "";
bool defaultPlayed = false;
// A reprodução da primeira letra deve ser longa para não ser cortada no fade
letterSpeed = defaultLetterSpeed.getProporcionalSpeed(hSlidersecond);
for (int i = 0; i < word.Length; i++)
{
char second = word[i];
lastAnimationSubtitle = highlight(word, i);
// Se for uma letra
if (second >= 65 && second <= 90)
playAnimation(TYPE_LETTER, second.ToString(), lastAnimationSubtitle, letterSpeed);
// Se for um número
else if (second >= 48 && second <= 57)
playAnimation(TYPE_NUMBER, second.ToString(), lastAnimationSubtitle, numberSpeed);
// Se for uma vírgula
else if (second == 44)
playAnimation(TYPE_WORD, second.ToString(), lastAnimationSubtitle);
// Não há animação
else
{
// Reproduz animação default apenas uma vez
if ( ! defaultPlayed)
{
defaultPlayed = true;
playAnimation(TYPE_NONE, DEFAULT_ANIMATION, lastAnimationSubtitle);
// A reprodução da próxima letra deve ser longa para não ser cortada no fade
letterSpeed = defaultLetterSpeed.getProporcionalSpeed(hSlidersecond);
}
Debug.Log("Animação \"" + second + "\" inexistente.");
continue;
}
defaultPlayed = false;
letterSpeed = defaultLetterSpeed.getProporcionalSpeed(hSlidersecond);
}
return lastAnimationSubtitle;
}
protected IEnumerator loadAnimation(string name)
{
loadingSingleAnimation = true;
// Função loadAssetBundle é definida pela classe filha
WWW www = loadAssetBundle(name);
if (www != null)
{
yield return www;
AssetBundle bundle = null;
if (www.error == null)
bundle = www.assetBundle;
if (bundle != null && ! String.IsNullOrEmpty(bundle.mainAsset.name))
{
AnimationClip aniClip = bundle.mainAsset as AnimationClip;
bundle.Unload(false);
if (aniClip)
{
COMPONENT_ANIMATION.AddClip(aniClip, name);
// Reproduz palavra
loadedAssetBundles.Add(name);
yield break;
}
else Debug.Log ("Sinal \"" + name + "\" não carregado corretamente.");
}
}
// Soletra palavra
nonexistentAssetBundles.Add(name);
loadingSingleAnimation = false;
}
private IEnumerator loadAndPlay()
{
loading = true;
onPlayingStateChange();
string lastAnimationSubtitle = "";
bool spelled = false;
// Default
playAnimation(TYPE_NONE, DEFAULT_ANIMATION, "", 2F);
if ( ! playing)
{
playing = true;
StartCoroutine("handleStates");
}
stringPos = glosa.Split(' ');
foreach (string aniName in stringPos)
{
try {
if (String.IsNullOrEmpty(aniName)) continue;
} catch (Exception e) {
Debug.Log(e + " :: NotNullNotEmpty");
}
bool nonexistent = nonexistentAssetBundles.Contains(aniName);
bool loaded = loadedAssetBundles.Contains(aniName);
if ( ! nonexistent && ! loaded)
{
// Função loadAssetBundle é definida pela classe filha
WWW www = loadAssetBundle(aniName);
if (www != null)
{
yield return www;
AssetBundle bundle = null;
if (www.error == null)
bundle = www.assetBundle;
if (bundle != null && ! String.IsNullOrEmpty(bundle.mainAsset.name))
{
AnimationClip aniClip = bundle.mainAsset as AnimationClip;
bundle.Unload(false);
if (aniClip)
{
COMPONENT_ANIMATION.AddClip(aniClip, aniName);
loadedAssetBundles.Add(aniName);
loaded = true;
}
else Debug.Log ("Sinal \"" + aniName + "\" não carregado corretamente.");
}
}
}
// Reproduz palavra
if (loaded)
{
if (spelled)
{
// Default
playAnimation(TYPE_NONE, DEFAULT_ANIMATION, lastAnimationSubtitle);
spelled = false;
}
bool isPunctuation = false;
if (aniName[0] == '[')
{
if (aniName.Equals("[PONTO]"))
{
isPunctuation = true;
lastAnimationSubtitle = ".";
}
else if (aniName.Equals("[INTERROGACAO]"))
{
isPunctuation = true;
lastAnimationSubtitle = "?";
}
else if (aniName.Equals("[EXCLAMACAO]"))
{
isPunctuation = true;
lastAnimationSubtitle = "!";
}
else
{
lastAnimationSubtitle = aniName;
}
}
if (isPunctuation)
playAnimation(TYPE_WORD, aniName, lastAnimationSubtitle);
else
playAnimation(TYPE_WORD, aniName);
}
// Soletra palavra
else
{
// Se a animação não foi carregada e nem está marcada como não existente,
// adiciona ao set de animações não existentes
if ( ! nonexistent)
nonexistentAssetBundles.Add(aniName);
Debug.Log("~~ To spell: " + aniName);
if (aniName.Equals("[PONTO]") || aniName.Equals("[INTERROGACAO]") || aniName.Equals("[EXCLAMACAO]"))
{
playAnimation(TYPE_NONE, DEFAULT_ANIMATION, "", 1.6F);
continue;
}
// Se já houve o soletramento de alguma palavra, reproduz animação default
if (spelled)
playAnimation(TYPE_NONE, DEFAULT_ANIMATION, lastAnimationSubtitle, 1.6F);
else
spelled = true;
lastAnimationSubtitle = spellWord(aniName);
}
}
// Default
playAnimation(TYPE_NONE, DEFAULT_ANIMATION, "");
loading = false;
onPlayingStateChange();
}
//int _id = 0;
/*
* Sincroniza as legendas com as animações.
*/
IEnumerator handleStates()
{
// Enquanto estiver executando a rotina "loadAndPlay"
// ou existir animações na fila de reprodução
while (loading || animQueue.Count > 0)
{
if (animQueue.Count > 0)
{
AnimationReference reference = animQueue.Peek();
setSubtitle(reference.subtitle);
while (COMPONENT_ANIMATION.IsPlaying(reference.name))
{
reference.playing = true;
yield return null;
}
if (reference.state == null)
animQueue.Dequeue();
else
yield return null;
}
else yield return null;
setSubtitle("");
}
playing = false;
paused = false;
onPlayingStateChange();
}
}