Commit 91411a2c authored by saad's avatar saad

add explostion effect , camera shake

parent d3b42869
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using UnityEngine;
public class BombClone: MonoBehaviour
{
[Header("Force")]
public float throwForce = 10f;
public float upwardForce = 3f;
[Header("Randomness")]
public float randomSideForce = 2f;
public float randomUpForce = 1f;
[Header("Rotation")]
public float spinForce = 5f;
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
ThrowWithSpin();
}
void ThrowWithSpin()
{
// Backward direction
Vector3 dir = -transform.forward;
// Random direction
dir += transform.right * Random.Range(-randomSideForce, randomSideForce);
dir += transform.up * Random.Range(0f, randomUpForce);
dir.Normalize();
// Throw
rb.AddForce(dir * throwForce + Vector3.up * upwardForce, ForceMode.Impulse);
Vector3 randomSpin = Random.insideUnitSphere * spinForce;
rb.AddTorque(randomSpin, ForceMode.Impulse);
}
}
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......@@ -3,6 +3,9 @@ using UnityEngine;
using TMPro;
using DG.Tweening.Core.Easing;
using ALArcade.ArabicTMP;
using Unity.VisualScripting;
using System.Collections.Generic;
using DG.Tweening;
public class BombController : MonoBehaviour
{
......@@ -16,62 +19,55 @@ public class BombController : MonoBehaviour
[SerializeField] private Wire wireC;
[SerializeField] private Wire wireD;
[Header("Visual Effects")]
[SerializeField] private ParticleSystem correctParticles;
[SerializeField] private ParticleSystem wrongParticles;
private QuestionSO currentQuestion;
private float timeRemaining;
private bool answered = false;
//private GameManager gameManager;
public void Initialize(QuestionSO question, GameManager manager)
[SerializeField] private ParticleSystem explosionEffect;
[SerializeField] private List<GameObject> disableChilds;
[SerializeField] private QuestionSO currentQuestion;
private float _timeRemaining;
private bool _answered = false;
private GameManager _gameManager;
private List<Wire> _wires;
public void Initialize(QuestionSO question , GameManager manager)
{
currentQuestion = question;
timeRemaining = question.timeLimit;
_timeRemaining = question.timeLimit;
// Set question text
questionDisplayText.text = question.questionText;
questionDisplayText.arabicText= question.questionText;
_gameManager = manager;
// Assign answers to wires
wireA.SetAnswer('A', question.optionA, this);
wireB.SetAnswer('B', question.optionB, this);
wireC.SetAnswer('C', question.optionC, this);
wireD.SetAnswer('D', question.optionD, this);
//gameManager = manager;
StartCoroutine(TimerCountdown());
_wires = new List<Wire>();
_wires.Add(wireA);
_wires.Add(wireB);
_wires.Add(wireC);
_wires.Add(wireD);
timerText.text = "00";
}
IEnumerator TimerCountdown()
{
while (timeRemaining > 0 && !answered)
while (_timeRemaining > 0 && !_answered)
{
timeRemaining -= Time.deltaTime;
_timeRemaining -= Time.deltaTime;
int seconds = Mathf.CeilToInt(timeRemaining);
int seconds = Mathf.CeilToInt(_timeRemaining);
timerText.text = seconds.ToString("00");
/*// Change color when time is running out
if (timeRemaining <= 10)
{
timerText.color = Color.Lerp(Color.yellow, Color.red, (10 - timeRemaining) / 10f);
// Tick sound every second in last 5 seconds
if (timeRemaining <= 5 && tickSound != null && seconds != Mathf.CeilToInt(timeRemaining + Time.deltaTime))
{
audioSource?.PlayOneShot(tickSound);
}
}
else
{
timerText.color = Color.white;
}*/
yield return null;
}
if (!answered)
if (!_answered)
{
OnTimeout();
}
......@@ -79,11 +75,13 @@ public class BombController : MonoBehaviour
public void OnWireClicked(char answer)
{
if (answered) return;
if (_answered) return;
Debug.Log("answered");
answered = true;
_answered = true;
bool isCorrect = (answer == currentQuestion.correctAnswer);
Debug.Log(isCorrect);
// Play particles
if (isCorrect && correctParticles != null)
......@@ -94,31 +92,42 @@ public class BombController : MonoBehaviour
// Visual feedback
//StartCoroutine(ShowAnswerFeedback(isCorrect));
/*gameManager.OnAnswerSelected(isCorrect, false);*/
_gameManager.OnAnswerSelected(isCorrect, false);
}
public bool GetIsAnswerd()
{
return _answered;
}
void OnTimeout()
{
answered = true;
_answered = true;
timerText.text = "00";
timerText.color = Color.red;
/*gameManager.OnAnswerSelected(false, true);*/
_gameManager.OnAnswerSelected(false, true);
}
/*IEnumerator ShowAnswerFeedback(bool isCorrect)
public void StartVisuals()
{
Color originalColor = questionDisplayText.color;
Color feedbackColor = isCorrect ? Color.green : Color.red;
foreach(Wire wire in _wires)
{
wire.StartVisuals();
}
gameObject.GetComponent<FloatingObject>().StartFloating();
StartCoroutine(TimerCountdown());
}
public void EndVisuals()
{
foreach (Wire wire in _wires)
{
wire.EndVisuals();
}
// Flash effect
for (int i = 0; i < 3; i++)
foreach (var child in disableChilds)
{
questionDisplayText.color = feedbackColor;
yield return new WaitForSeconds(0.15f);
questionDisplayText.color = originalColor;
yield return new WaitForSeconds(0.15f);
child.SetActive(false);
}
}*/
if (explosionEffect != null)
explosionEffect.Play();
Destroy(gameObject , 2);
}
}
\ No newline at end of file
using UnityEngine;
using Cinemachine;
using System.Collections;
public class CameraShakeNoise : MonoBehaviour
{
[Header("Shake Settings")]
public float shakeIntensity = 2f;
public float shakeDuration = 0.25f;
public float frequency = 2f;
private CinemachineVirtualCamera vCam;
private CinemachineBasicMultiChannelPerlin noise;
private Coroutine shakeCoroutine;
void Awake()
{
vCam = GetComponent<CinemachineVirtualCamera>();
noise = vCam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
}
public void Shake()
{
if (shakeCoroutine != null)
StopCoroutine(shakeCoroutine);
shakeCoroutine = StartCoroutine(ShakeRoutine());
}
IEnumerator ShakeRoutine()
{
noise.m_AmplitudeGain = shakeIntensity;
noise.m_FrequencyGain = frequency;
yield return new WaitForSeconds(shakeDuration);
noise.m_AmplitudeGain = 0f;
}
}
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......@@ -8,44 +8,37 @@ public class FloatingObject : MonoBehaviour
public float floatHeight = 0.5f;
public float floatDuration = 2f;
public Ease floatEase = Ease.InOutSine;
public bool rotate = false;
public float rotationSpeed = 90f;
private Vector3 startPosition;
private Sequence floatSequence;
void Start()
{
startPosition = transform.position;
StartFloating();
floatHeight = Random.Range(floatHeight, floatHeight * 2);
}
void StartFloating()
public void StartFloating()
{
startPosition = transform.position;
// Create the floating animation sequence
floatSequence = DOTween.Sequence();
// Move up
floatSequence.Append(transform.DOMoveY(startPosition.y + floatHeight, floatDuration)
.SetEase(floatEase));
floatSequence.Append(
transform.DOMoveY(startPosition.y + floatHeight, floatDuration)
.SetEase(floatEase)
);
// Move down
floatSequence.Append(transform.DOMoveY(startPosition.y, floatDuration)
.SetEase(floatEase));
floatSequence.Append(
transform.DOMoveY(startPosition.y, floatDuration)
.SetEase(floatEase)
);
// Loop forever
floatSequence.SetLoops(-1);
}
void Update()
{
// Add rotation if enabled
if (rotate)
{
transform.Rotate(Vector3.up, rotationSpeed * Time.deltaTime);
}
}
void OnDestroy()
{
......@@ -56,15 +49,6 @@ public class FloatingObject : MonoBehaviour
}
}
// Public method to restart floating animation
public void RestartFloating()
{
if (floatSequence != null && floatSequence.IsActive())
{
floatSequence.Kill();
}
StartFloating();
}
// Public method to pause floating animation
public void PauseFloating()
......@@ -83,4 +67,4 @@ public class FloatingObject : MonoBehaviour
floatSequence.Play();
}
}
}
\ No newline at end of file
}
using UnityEngine;
using DG.Tweening;
public class FadeCanvasAndLine : MonoBehaviour
{
[Header("Canvas")]
public CanvasGroup canvasGroup;
public float canvasFadeDuration = 1f;
[Header("Line Renderer")]
public LineRenderer lineRenderer;
public float lineFadeDuration = 1f;
private Tween canvasTween;
private Tween lineTween;
private void Start()
{
canvasGroup.alpha = 0;
Color c = lineRenderer.material.color;
c.a = 0f;
lineRenderer.material.color = c;
}
// ---------------- CANVAS ----------------
public void FadeCanvasIn()
{
if (canvasGroup == null) return;
canvasTween?.Kill();
canvasTween = canvasGroup
.DOFade(1f, canvasFadeDuration)
.SetEase(Ease.InOutSine);
}
public void FadeCanvasOut()
{
if (canvasGroup == null) return;
canvasTween?.Kill();
canvasTween = canvasGroup
.DOFade(0f, canvasFadeDuration)
.SetEase(Ease.InOutSine);
}
// ---------------- LINE RENDERER ----------------
public void FadeLineIn()
{
if (lineRenderer == null) return;
lineTween?.Kill();
lineTween = DOTween.To(
() => lineRenderer.material.color.a,
a =>
{
Color c = lineRenderer.material.color;
c.a = a;
lineRenderer.material.color = c;
},
1f,
lineFadeDuration
).SetEase(Ease.InOutSine);
}
public void FadeLineOut()
{
if (lineRenderer == null) return;
lineTween?.Kill();
lineTween = DOTween.To(
() => lineRenderer.material.color.a,
a =>
{
Color c = lineRenderer.material.color;
c.a = a;
lineRenderer.material.color = c;
},
0f,
lineFadeDuration
).SetEase(Ease.InOutSine);
}
}
fileFormatVersion: 2
guid: dbab21db37b44c443848f498dbcd770c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using DG.Tweening;
public class GameManager : MonoBehaviour
{
// Start is called before the first frame update
[Header("Question Data")]
[SerializeField] private QuestionSetSO questionSet;
[Header("Prefabs & Spawn")]
[SerializeField] private BombController bombPrefab;
[SerializeField] private BombClone bombClone;
[SerializeField] private Transform bombSpawnPoint;
[SerializeField] private Transform bombTargetPositoin;
[SerializeField] private CameraShakeNoise cameraShakeNoise;
// Private variables
private List<QuestionSO> currentQuestions;
private int currentQuestionIndex = 0;
private BombController currentBomb;
private Vector3 cameraStartPosition;
// Score tracking
private int correctAnswers = 0;
private int wrongAnswers = 0;
private int timeoutAnswers = 0;
[SerializeField] private float _animDuration;
void Start()
{
if (questionSet == null)
{
Debug.LogError("Question Set is not assigned!");
return;
}
StartGame();
}
void StartGame()
{
currentQuestionIndex = 0;
correctAnswers = 0;
wrongAnswers = 0;
timeoutAnswers = 0;
// Get questions from the scriptable object
currentQuestions = questionSet.GetQuestions();
SpawnNextBomb();
}
void SpawnNextBomb()
{
if (currentQuestionIndex >= currentQuestions.Count)
{
EndGame();
return;
}
// Spawn bomb at spawn point
currentBomb = Instantiate(bombPrefab, bombSpawnPoint.position, bombSpawnPoint.rotation);
currentBomb.transform.DOMove(bombTargetPositoin.position, _animDuration)
.SetEase(Ease.InOutSine)
.OnComplete(BombReachedTarget);
currentBomb.transform.DORotateQuaternion(bombTargetPositoin.rotation, _animDuration)
.SetEase(Ease.InOutSine);
currentBomb.Initialize(currentQuestions[currentQuestionIndex], this);
// Update UI
// Move camera to bomb
}
void BombReachedTarget()
{
currentBomb.StartVisuals();
}
public void OnAnswerSelected(bool isCorrect, bool isTimeout)
{
if (isTimeout)
timeoutAnswers++;
else if (isCorrect)
correctAnswers++;
else
wrongAnswers++;
StartCoroutine(HandleAnswerSequence());
}
IEnumerator HandleAnswerSequence()
{
// Wait a moment to show feedback
yield return new WaitForSeconds(1f);
if (currentBomb != null)
currentBomb.EndVisuals();
// Move BOMB away
Instantiate(bombClone, currentBomb.transform.position, Quaternion.identity);
cameraShakeNoise.Shake();
yield return new WaitForSeconds(1f);
// Destroy current bomb
// Wait before next bomb
yield return new WaitForSeconds(0.5f);
// Next question
currentQuestionIndex++;
SpawnNextBomb();
}
void EndGame()
{
float percentage = (correctAnswers / (float)currentQuestions.Count) * 100f;
string grade = GetGrade(percentage);
}
string GetGrade(float percentage)
{
if (percentage >= 90) return "S";
if (percentage >= 80) return "A";
if (percentage >= 70) return "B";
if (percentage >= 60) return "C";
if (percentage >= 50) return "D";
return "F";
}
// Update is called once per frame
void Update()
public void RestartGame()
{
// Move camera back to start
StartGame();
}
}
}
\ No newline at end of file
......@@ -2,6 +2,8 @@ using UnityEngine;
using TMPro;
using ALArcade.ArabicTMP;
using UnityEngine.UI;
using System.Data.Common;
using System.Net.NetworkInformation;
public class Wire : MonoBehaviour
{
......@@ -14,6 +16,8 @@ public class Wire : MonoBehaviour
[SerializeField] private LineRenderer line;
[SerializeField] private Color _color;
[SerializeField] private Button _button;
[SerializeField] private FadeCanvasAndLine _fadeCanvasAndLine;
[SerializeField] private FloatingObject _floatingObject;
/*[Header("Materials")]
[SerializeField] private Material normalMaterial;
......@@ -45,7 +49,7 @@ public class Wire : MonoBehaviour
public void SetAnswer(char answer, string answerText, BombController controller)
{
_wireAnswer = answer;
_answerLabel.text = $"{answerText}: {answer}";
_answerLabel.arabicText = $"{answerText}";
_bombController = controller;
}
......@@ -67,9 +71,23 @@ public class Wire : MonoBehaviour
}
}
public void StartVisuals()
{
_fadeCanvasAndLine.FadeCanvasIn();
_fadeCanvasAndLine.FadeLineIn();
_floatingObject.StartFloating();
_floatingObject.ResumeFloating();
}
public void EndVisuals()
{
_fadeCanvasAndLine.FadeCanvasOut();
_fadeCanvasAndLine.FadeLineOut();
_floatingObject.PauseFloating();
}
void CutWire()
{
_bombController.GetIsAnswerd();
Debug.Log("Cut");
_isCut = true;
......@@ -81,6 +99,6 @@ public class Wire : MonoBehaviour
cutParticles.Play();*/
// Notify bomb controller
// _bombController.OnWireClicked(_wireAnswer);
_bombController.OnWireClicked(_wireAnswer);
}
}
\ No newline at end of file
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