Commit a87476bb authored by saad's avatar saad

fix scaling canvas bug

parent 06934bbe
......@@ -75,10 +75,10 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.CanvasScaler
m_UiScaleMode: 0
m_UiScaleMode: 1
m_ReferencePixelsPerUnit: 100
m_ScaleFactor: 1
m_ReferenceResolution: {x: 800, y: 600}
m_ReferenceResolution: {x: 1920, y: 1080}
m_ScreenMatchMode: 0
m_MatchWidthOrHeight: 0
m_PhysicalUnit: 3
......@@ -415,7 +415,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0}
m_AnchorMax: {x: 0.5, y: 0}
m_AnchoredPosition: {x: 750, y: 175}
m_AnchoredPosition: {x: 600, y: 175}
m_SizeDelta: {x: 200, y: 200}
m_Pivot: {x: 0.5, y: 0.5}
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......@@ -697,7 +697,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0}
m_AnchorMax: {x: 0.5, y: 0}
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m_AnchoredPosition: {x: -600, y: 175}
m_SizeDelta: {x: 200, y: 200}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &7674763745984168837
......
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......@@ -182,7 +184,205 @@ MonoBehaviour:
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musicAudioSource: {fileID: 4745502482891085492}
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......@@ -13,10 +13,27 @@ public class MachineVFXController : MonoBehaviour
[Header("Fire Settings")]
[SerializeField] private float minFireAlpha = 0.1f;
[SerializeField] private float maxFireAlpha = 1f;
[SerializeField] private float minFireSize = 1f;
[SerializeField] private float maxFireSize = 5f;
[Header("Sound References")]
[SerializeField] private AudioSource explosionAudioSource;
[SerializeField] private AudioSource loopNoiseAudioSource;
[Header("Loop Noise Settings")]
[SerializeField] private float minNoiseVolume = 0f;
[SerializeField] private float maxNoiseVolume = 1f;
private void Start()
{
if (loopNoiseAudioSource != null)
{
loopNoiseAudioSource.loop = true;
loopNoiseAudioSource.volume = minNoiseVolume;
if (!loopNoiseAudioSource.isPlaying)
loopNoiseAudioSource.Play();
}
}
private void Update()
{
......@@ -30,7 +47,6 @@ public class MachineVFXController : MonoBehaviour
/// ratio = 0 → calm
/// ratio = 1 → maximum intensity
/// </summary>
///
public void SetIntensityRatio(float ratio)
{
ratio = Mathf.Clamp01(ratio);
......@@ -39,6 +55,7 @@ public class MachineVFXController : MonoBehaviour
scaryMachine.SetIntensity(ratio);
UpdateFire(ratio);
UpdateLoopNoise(ratio);
}
private void UpdateFire(float ratio)
......@@ -46,16 +63,22 @@ public class MachineVFXController : MonoBehaviour
if (fireVFX == null) return;
var main = fireVFX.main;
float alpha = Mathf.Lerp(minFireAlpha, maxFireAlpha, ratio);
float size = Mathf.Lerp(minFireSize, maxFireSize, ratio);
Color c = main.startColor.color;
c.a = alpha;
main.startColor = c;
main.startSize = size;
}
private void UpdateLoopNoise(float ratio)
{
if (loopNoiseAudioSource == null) return;
loopNoiseAudioSource.volume = Mathf.Lerp(minNoiseVolume, maxNoiseVolume, ratio);
}
public void PlayExplosion()
{
StopAllVFX();
......@@ -63,40 +86,32 @@ public class MachineVFXController : MonoBehaviour
// Play explosion VFX
explosionVFX?.Play();
// Play explosion sound (one-shot)
if (explosionAudioSource != null)
explosionAudioSource.Play();
// Reset scary machine intensity
if (scaryMachine != null)
{
scaryMachine.SetIntensity(-1f);
}
// Trigger impacts on all child AutoForceImpact components
AutoForceImpact[] impacts = GetComponentsInChildren<AutoForceImpact>(true);
if (impacts.Length > 0)
{
Vector3 explosionPosition = transform.position;
foreach (var impact in impacts)
{
impact?.TriggerImpact(explosionPosition);
}
}
}
public void StopAllVFX()
{
SetIntensityRatio(0f);
Debug.Log("stop");
if (correctVFX != null)
correctVFX.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (wrongVFX != null)
wrongVFX.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (explosionVFX != null)
explosionVFX.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (fireVFX != null)
fireVFX.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (correctVFX != null) correctVFX.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (wrongVFX != null) wrongVFX.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (explosionVFX != null) explosionVFX.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (fireVFX != null) fireVFX.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
}
}
\ No newline at end of file
......@@ -14220,6 +14220,8 @@ GameObject:
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- component: {fileID: 8189303045537585967}
m_Layer: 0
m_Name: Machn_2
m_TagString: Untagged
......@@ -14372,6 +14374,204 @@ MonoBehaviour:
maxFireAlpha: 1
minFireSize: 1
maxFireSize: 5
explosionAudioSource: {fileID: 8189303045537585967}
loopNoiseAudioSource: {fileID: 6720802054867345570}
minNoiseVolume: 0
maxNoiseVolume: 0.2
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......@@ -365,7 +365,7 @@ MonoBehaviour:
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......
......@@ -18,22 +18,62 @@ namespace com.al_arcade.tf
[SerializeField] public GameObject machine;
[SerializeField] public Transform machineContainer;
[Header("Audio")]
[SerializeField] private AudioClip moveSound;
[SerializeField] private AudioClip backgroundMusic;
[SerializeField] private AudioSource moveAudioSource;
[SerializeField] private AudioSource musicAudioSource;
private GameObject _spawnedMachine;
private float currentDistance;
private float stepDistance;
private float _lastIntensity = -1f;
private bool _start = false;
public MachineVFXController machineVFXController;
private void Awake()
{
StartCoroutine(DelayStart());
if (materialOffsetController == null && product != null)
materialOffsetController = product.GetComponent<MaterialOffsetController>();
SetupAudio();
machineVFXController?.SetIntensityRatio(0f);
}
private void SetupAudio()
{
// Move Audio Source
if (moveAudioSource == null)
moveAudioSource = gameObject.AddComponent<AudioSource>();
moveAudioSource.playOnAwake = false;
moveAudioSource.loop = false;
// Music Audio Source
if (musicAudioSource == null)
musicAudioSource = gameObject.AddComponent<AudioSource>();
if (backgroundMusic != null)
{
musicAudioSource.clip = backgroundMusic;
musicAudioSource.loop = true;
musicAudioSource.volume = 0.5f;
musicAudioSource.playOnAwake = true;
musicAudioSource.Play();
}
}
private void PlayMoveSound()
{
if (moveSound == null) return;
moveAudioSource.pitch = 1.2f;
moveAudioSource.PlayOneShot(moveSound);
}
public void Build(int stepsToWin, float stepSize, Vector3 cameraPos)
{
if (startPoint == null || endPoint == null || stepsToWin <= 0)
......@@ -79,6 +119,8 @@ namespace com.al_arcade.tf
if (product == null || startPoint == null || endPoint == null)
yield break;
PlayMoveSound();
materialOffsetController?.AddOffset(new Vector2(0f, 1f), 0.2f);
currentDistance = Mathf.Clamp(
......@@ -108,6 +150,7 @@ namespace com.al_arcade.tf
float previousDistance = currentDistance;
currentDistance = Mathf.Clamp(
currentDistance - stepDistance,
0,
......@@ -129,6 +172,7 @@ namespace com.al_arcade.tf
{
materialOffsetController?.AddOffset(new Vector2(0f, -1f), 0.2f);
});
PlayMoveSound();
}
seq.Append(
......@@ -163,7 +207,6 @@ namespace com.al_arcade.tf
currentDistance = 0f;
// Reset product
if (product != null && startPoint != null)
{
product.localPosition = startPoint.localPosition;
......@@ -171,7 +214,6 @@ namespace com.al_arcade.tf
product.localScale = Vector3.one * 2f;
}
// Reset door
if (door != null)
{
Vector3 pos = door.localPosition;
......@@ -184,19 +226,17 @@ namespace com.al_arcade.tf
_lastIntensity = -1f;
_start = false;
// ✅ Destroy old machine FIRST
if (_spawnedMachine != null)
{
Destroy(_spawnedMachine);
_spawnedMachine = null;
}
// ✅ Spawn new machine
if (machine != null && machineContainer != null)
{
_spawnedMachine = Instantiate(
machine,
machineContainer.position ,
machineContainer.position,
Quaternion.Euler(0f, 90f, 0f)
);
......
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