Commit 8eb54e3f authored by saad's avatar saad

merge

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// Copyright (c) 2023 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
// available at: https://syntystore.com/pages/end-user-licence-agreement
//
// Sample scripts are included only as examples and are not intended as production-ready.
using UnityEngine;
using UnityEngine.UI;
namespace Synty.Interface.Samples
{
/// <summary>
/// Animates the UVs of a raw image for a scrolling background effect.
/// </summary>
public class SampleScrollUV : MonoBehaviour
{
[Header("References")]
public RawImage rawImage;
[Header("Parameters")]
public Vector2 speed = new Vector2(1, 0);
public Vector2 size = new Vector2(256, 256);
private void Awake()
{
if (rawImage == null)
{
rawImage = GetComponent<RawImage>();
}
}
private void Reset()
{
rawImage = GetComponent<RawImage>();
}
private void Update()
{
Vector2 calculatedSizeBasedOnScreen = new Vector2(
rawImage.rectTransform.rect.width / size.x,
rawImage.rectTransform.rect.height / size.y
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using UnityEngine;
using DG.Tweening;
public class MaterialOffsetController : MonoBehaviour
{
[SerializeField] private Renderer targetRenderer;
[SerializeField] private string textureProperty = "_BaseMap";
private Material _material;
private Vector2 _currentOffset;
private void Awake()
{
if (targetRenderer == null)
targetRenderer = GetComponent<Renderer>();
if (targetRenderer == null) return;
_material = targetRenderer.material;
_currentOffset = _material.GetTextureOffset(textureProperty);
}
private void Update()
{
// Test keys
if (Input.GetKeyDown(KeyCode.R))
{
AddOffset(new Vector2(0, 1f), 1f);
}
if (Input.GetKeyDown(KeyCode.T))
{
AddOffset(new Vector2(0, -1f), 1f);
}
}
// Add or subtract offset (ACCUMULATIVE)
public void AddOffset(Vector2 offsetDelta, float duration)
{
_currentOffset += offsetDelta;
_material.DOKill();
DOTween.To(
() => _material.GetTextureOffset(textureProperty),
x => _material.SetTextureOffset(textureProperty, x),
_currentOffset,
duration
).SetEase(Ease.Linear);
}
public void ResetOffset()
{
var mat = targetRenderer.material;
mat.SetTextureOffset(textureProperty, Vector2.zero);
}
}
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fileFormatVersion: 2
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\ No newline at end of file
using UnityEngine;
using DG.Tweening;
using System.Collections;
/// <summary>
/// Cartoonish faulty-machine animation driven by a single 0→1 intensity slider.
/// 0 = perfectly calm · 1 = maximum volatile meltdown.
/// Layers: Position Shake ◆ Rotation Wobble ◆ Squash-&-Stretch ◆ Pressure Pulse ◆ Explosive Bursts ◆ Seizure Freezes
/// Requires DOTween (free or Pro).
/// </summary>
public class ScaryFaultyMachineScript : MonoBehaviour
{
// ╔═══════════════════════════════════════════════╗
// ║ MASTER INTENSITY SLIDER ║
// ╚═══════════════════════════════════════════════╝
[Header("【 MASTER CONTROL 】")]
[Range(0f, 1f)]
[Tooltip("0 = Machine is fine ───► 1 = ABOUT TO EXPLODE")]
public float faultIntensity = 0f;
// ── Base ──────────────────────────────────────────
[Header("【 Base Settings 】")]
public Vector3 baseScale = new Vector3(1.5f, 1.5f, 1.5f);
[Tooltip("Sensitivity for detecting slider changes")]
[Range(0.005f, 0.05f)] public float changeThreshold = 0.01f;
// ── Position Shake ────────────────────────────────
[Header("【 Position Shake 】")]
[Tooltip("Max displacement at full intensity")]
[Range(0.005f, 0.5f)] public float maxShakeStrength = 0.12f;
[Tooltip("Vibrations at max intensity")]
[Range(1, 50)] public int maxShakeVibrato = 30;
[Tooltip("0 = uniform 90 = chaotic")]
[Range(0f, 90f)] public float shakeRandomness = 50f;
[Tooltip("Vertical shake relative to horizontal")]
[Range(0f, 1f)] public float verticalShakeRatio = 0.6f;
// ── Rotation Wobble ───────────────────────────────
[Header("【 Rotation Wobble 】")]
[Tooltip("Max wobble angle (degrees)")]
[Range(0f, 30f)] public float maxWobbleAngle = 6f;
[Range(1, 40)] public int maxWobbleVibrato = 18;
[Tooltip("Per-axis weight (X = pitch, Y = yaw, Z = roll)")]
public Vector3 wobbleAxisWeights = new Vector3(0.3f, 0.2f, 1f);
// ── Squash & Stretch ──────────────────────────────
[Header("【 Squash & Stretch 】")]
[Tooltip("How dramatically the machine deforms")]
[Range(0f, 0.6f)] public float maxSquashAmount = 0.28f;
[Tooltip("Fastest cycle duration (high intensity)")]
[Range(0.03f, 0.5f)] public float fastSquashTime = 0.07f;
[Tooltip("Slowest cycle duration (low intensity)")]
[Range(0.1f, 1.5f)] public float slowSquashTime = 0.30f;
public Ease squashEase = Ease.InOutSine;
public Ease stretchEase = Ease.InOutBack;
public Ease settleEase = Ease.OutElastic;
[Tooltip("Lopsided asymmetry for cartoon wonkiness")]
[Range(0f, 1f)] public float wonkiness = 0.35f;
// ── Pressure Pulse ────────────────────────────────
[Header("【 Pressure Pulse 】")]
[Tooltip("Swell / breathing magnitude")]
[Range(0f, 0.4f)] public float maxPulseAmount = 0.15f;
[Range(0.08f, 1f)] public float fastPulseTime = 0.12f;
[Range(0.3f, 3f)] public float slowPulseTime = 0.60f;
// ── Explosive Bursts ──────────────────────────────
[Header("【 Explosive Bursts 】")]
[Tooltip("Magnitude of sudden violent squish")]
[Range(0f, 0.8f)] public float maxBurstMagnitude = 0.45f;
[Range(0.02f, 0.15f)] public float burstSnapTime = 0.04f;
[Range(0.05f, 0.6f)] public float burstRecoverTime = 0.25f;
[Tooltip("Per-cycle probability multiplier")]
[Range(0f, 1f)] public float burstChance = 0.40f;
[Tooltip("Bursts only fire above this intensity")]
[Range(0f, 1f)] public float burstMinIntensity = 0.30f;
// ── Seizure Freeze ────────────────────────────────
[Header("【 Seizure Freeze (high intensity) 】")]
[Tooltip("Machine briefly locks up then jerks violently")]
[Range(0f, 1f)] public float seizureChance = 0.20f;
[Tooltip("Seizures only above this intensity")]
[Range(0f, 1f)] public float seizureMinIntensity = 0.70f;
[Range(0.05f, 0.6f)] public float freezeDuration = 0.18f;
[Range(0.02f, 0.2f)] public float jerkDuration = 0.06f;
// ═══════════════════════════════════════════════════
// PRIVATE STATE
// ═══════════════════════════════════════════════════
private Vector3 _origPos;
private Quaternion _origRot;
private Tween _shakeTween;
private Tween _wobbleTween;
private Coroutine _scaleRoutine;
private float _appliedIntensity = -1f;
private bool _alive = true;
// ═══════════════════════════════════════════════════
// LIFECYCLE
// ═══════════════════════════════════════════════════
private void Awake()
{
_origPos = transform.localPosition;
_origRot = transform.localRotation;
transform.localScale = baseScale;
}
private void OnEnable()
{
_alive = true;
_appliedIntensity = -1f; // force rebuild on next Update
}
private void OnDisable() { _alive = false; Shutdown(); }
private void OnDestroy() { _alive = false; Shutdown(); }
private void Update()
{
float t = Mathf.Clamp01(faultIntensity);
if (Mathf.Abs(t - _appliedIntensity) > changeThreshold)
{
_appliedIntensity = t;
RebuildAnimation(t);
}
}
// ═══════════════════════════════════════════════════
// MASTER REBUILD
// ═══════════════════════════════════════════════════
private void RebuildAnimation(float t)
{
Shutdown();
if (t < 0.005f) return;
// intensity curves — ramp up drama at the high end
float tQ = t * t; // quadratic
float tC = tQ * t; // cubic
// ── Layer 1 : Position Shake ──
float str = Mathf.Lerp(0f, maxShakeStrength, tQ);
int vib = (int)Mathf.Lerp(4, maxShakeVibrato, t);
var sVec = new Vector3(str, str * verticalShakeRatio, str);
_shakeTween = transform
.DOShakePosition(1f, sVec, vib, shakeRandomness, false, false)
.SetLoops(-1, LoopType.Restart)
.SetLink(gameObject);
// ── Layer 2 : Rotation Wobble ──
float ang = Mathf.Lerp(0f, maxWobbleAngle, tQ);
int wVib = (int)Mathf.Lerp(3, maxWobbleVibrato, t);
var wVec = new Vector3(
ang * wobbleAxisWeights.x,
ang * wobbleAxisWeights.y,
ang * wobbleAxisWeights.z);
_wobbleTween = transform
.DOShakeRotation(1f, wVec, wVib, 50f, false)
.SetLoops(-1, LoopType.Restart)
.SetLink(gameObject);
// ── Layer 3 : Scale (squash / stretch / pulse / burst / seizure) ──
_scaleRoutine = StartCoroutine(ScaleLoop(t, tQ, tC));
}
// ═══════════════════════════════════════════════════
// SCALE ANIMATION COROUTINE
// Each phase is a single DOScale tween — no conflicts.
// ═══════════════════════════════════════════════════
private IEnumerator ScaleLoop(float t, float tQ, float tC)
{
float sq = Mathf.Lerp(0f, maxSquashAmount, tQ);
float pulse = Mathf.Lerp(0f, maxPulseAmount, tQ);
float burst = Mathf.Lerp(0f, maxBurstMagnitude, tC);
float sqTime = Mathf.Lerp(slowSquashTime, fastSquashTime, t);
float plTime = Mathf.Lerp(slowPulseTime, fastPulseTime, t);
float wonk = wonkiness * sq;
while (_alive)
{
// ─── SQUASH DOWN ─────────────────────────
float wx = Random.Range(-wonk, wonk);
float wz = Random.Range(-wonk, wonk);
Vector3 squashed = baseScale + new Vector3(
sq * 0.65f + wx, -sq, sq * 0.65f + wz);
yield return Scale(squashed, sqTime, squashEase);
if (!_alive) yield break;
// ─── STRETCH UP ──────────────────────────
Vector3 stretched = baseScale + new Vector3(
-sq * 0.4f + wx * 0.5f, sq * 0.8f, -sq * 0.4f + wz * 0.5f);
yield return Scale(stretched, sqTime, stretchEase);
if (!_alive) yield break;
// ─── SETTLE ──────────────────────────────
yield return Scale(baseScale, sqTime * 0.7f, settleEase);
if (!_alive) yield break;
// ─── EXPLOSIVE BURST (random) ────────────
if (t >= burstMinIntensity && Random.value < burstChance * t)
{
yield return Burst(burst);
if (!_alive) yield break;
}
// ─── PRESSURE PULSE ──────────────────────
yield return Scale(baseScale + Vector3.one * pulse,
plTime, Ease.InOutQuad);
if (!_alive) yield break;
yield return Scale(baseScale - Vector3.one * (pulse * 0.35f),
plTime * 0.5f, Ease.InOutSine);
if (!_alive) yield break;
yield return Scale(baseScale, sqTime * 0.4f, Ease.OutSine);
if (!_alive) yield break;
// ─── SEIZURE (random, high intensity) ────
if (t >= seizureMinIntensity && Random.value < seizureChance * t)
{
yield return Seizure(sq);
if (!_alive) yield break;
}
// micro-pause (shorter at higher intensity)
float gap = Random.Range(0f, Mathf.Lerp(0.10f, 0f, t));
if (gap > 0.005f) yield return new WaitForSeconds(gap);
}
}
// ── Burst sub-routine ─────────────────────────────
private IEnumerator Burst(float mag)
{
// violent snap-squeeze
Vector3 bSq = baseScale + new Vector3(
mag * 0.9f, -mag * 1.3f, mag * 0.9f);
yield return Scale(bSq, burstSnapTime, Ease.OutExpo);
if (!_alive) yield break;
// overshoot expand
float ov = mag * 0.3f;
yield return Scale(baseScale + Vector3.one * ov,
burstRecoverTime * 0.35f, Ease.OutQuad);
if (!_alive) yield break;
// mini recoil
yield return Scale(baseScale - Vector3.one * (ov * 0.2f),
burstRecoverTime * 0.25f, Ease.InOutSine);
if (!_alive) yield break;
// elastic settle
yield return Scale(baseScale, burstRecoverTime * 0.4f, Ease.OutElastic);
}
// ── Seizure sub-routine ───────────────────────────
private IEnumerator Seizure(float sq)
{
// snap to a weird off-centre pose
Vector3 offset = new Vector3(
Random.Range(-1f, 1f),
Random.Range(-1f, 1f),
Random.Range(-1f, 1f)).normalized * sq * 0.5f;
yield return Scale(baseScale + offset, jerkDuration, Ease.OutQuad);
if (!_alive) yield break;
// eerie freeze
yield return new WaitForSeconds(freezeDuration);
if (!_alive) yield break;
// violent jerk opposite direction
yield return Scale(baseScale - offset * 0.7f,
jerkDuration, Ease.OutExpo);
if (!_alive) yield break;
// elastic recovery
yield return Scale(baseScale, jerkDuration * 3f, Ease.OutElastic);
}
// ═══════════════════════════════════════════════════
// HELPERS
// ═══════════════════════════════════════════════════
private YieldInstruction Scale(Vector3 target, float dur, Ease ease)
{
return transform.DOScale(target, dur)
.SetEase(ease)
.SetLink(gameObject)
.WaitForCompletion();
}
private void Shutdown()
{
if (_scaleRoutine != null)
{
StopCoroutine(_scaleRoutine);
_scaleRoutine = null;
}
_shakeTween?.Kill(); _shakeTween = null;
_wobbleTween?.Kill(); _wobbleTween = null;
transform.DOKill();
transform.localPosition = _origPos;
transform.localRotation = _origRot;
transform.localScale = baseScale;
}
// ═══════════════════════════════════════════════════
// PUBLIC API (call from gameplay code)
// ═══════════════════════════════════════════════════
/// <summary>Instant intensity change.</summary>
public void SetIntensity(float value)
{
if (value == 0) faultIntensity = 0;
if (value <= 0.1f) return;
faultIntensity = Mathf.Clamp01(value);
}
/// <summary>Smooth intensity ramp over <paramref name="duration"/> seconds.</summary>
public Tween TransitionIntensity(float target, float duration,
Ease ease = Ease.InOutQuad)
{
return DOTween.To(
() => faultIntensity,
x => faultIntensity = x,
Mathf.Clamp01(target),
duration)
.SetEase(ease)
.SetLink(gameObject);
}
}
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using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
public class ScreenFeedback : MonoBehaviour
{
[SerializeField] private Image screen;
[SerializeField] Color backgroundColor1;
[SerializeField] Color backgroundColor2;
public void ScreenFlash(bool isCorrect)
{
if (screen == null) return;
Color flashColor = isCorrect ? Color.green : Color.red;
screen.color = flashColor;
screen.DOColor(backgroundColor1, 0.4f)
.SetEase(Ease.OutQuad);
}
}
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...@@ -148,19 +148,27 @@ namespace com.al_arcade.tf ...@@ -148,19 +148,27 @@ namespace com.al_arcade.tf
{ {
var lineObj = Instantiate(productionLinePrefab, var lineObj = Instantiate(productionLinePrefab,
productionLinePosition, Quaternion.identity); productionLinePosition, Quaternion.identity);
lineObj.name = "ProductionLine"; lineObj.name = "ProductionLine";
_productionLine = lineObj.GetComponent<TfProductionLine>(); _productionLine = lineObj.GetComponent<TfProductionLine>();
if (_productionLine == null) if (_productionLine == null)
{ {
Debug.LogError("[TF] ProductionLine prefab missing TfProductionLine!"); Debug.LogError("[TF] ProductionLine prefab missing TfProductionLine!");
yield break; yield break;
} }
Debug.Log("ProductionLine prefab instantiated — calling Build()");
_productionLine.Build(stepsToWin, stepDistance, cameraPosition);
} }
else else
{ {
var lineObj = new GameObject("ProductionLine"); var lineObj = new GameObject("ProductionLine");
lineObj.transform.position = productionLinePosition; lineObj.transform.position = productionLinePosition;
_productionLine = lineObj.AddComponent<TfProductionLine>(); _productionLine = lineObj.AddComponent<TfProductionLine>();
Debug.Log("ProductionLine created procedurally — calling Build()");
_productionLine.Build(stepsToWin, stepDistance, cameraPosition); _productionLine.Build(stepsToWin, stepDistance, cameraPosition);
} }
yield return null; yield return null;
......
...@@ -166,7 +166,7 @@ namespace com.al_arcade.tf ...@@ -166,7 +166,7 @@ namespace com.al_arcade.tf
seq.Append(product.DOShakePosition(0.3f, 0.08f, 15)); seq.Append(product.DOShakePosition(0.3f, 0.08f, 15));
if (previousDistance > 0f) if (previousDistance > 1f)
{ {
seq.AppendCallback(() => seq.AppendCallback(() =>
{ {
......
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