Commit 939924b1 authored by saad's avatar saad

add scene setup and add screen visuals

parent 5324d612
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Copyright 2018 The Handjet Project Authors (https://github.com/rosettatype/Handjet/)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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Handjet Variable Font
=====================
This download contains Handjet as both a variable font and static fonts.
Handjet is a variable font with these axes:
ELGR
ELSH
wght
This means all the styles are contained in a single file:
Handjet-VariableFont_ELGR,ELSH,wght.ttf
If your app fully supports variable fonts, you can now pick intermediate styles
that aren’t available as static fonts. Not all apps support variable fonts, and
in those cases you can use the static font files for Handjet:
static/Handjet-Thin.ttf
static/Handjet-ExtraLight.ttf
static/Handjet-Light.ttf
static/Handjet-Regular.ttf
static/Handjet-Medium.ttf
static/Handjet-SemiBold.ttf
static/Handjet-Bold.ttf
static/Handjet-ExtraBold.ttf
static/Handjet-Black.ttf
Get started
-----------
1. Install the font files you want to use
2. Use your app's font picker to view the font family and all the
available styles
Learn more about variable fonts
-------------------------------
https://developers.google.com/web/fundamentals/design-and-ux/typography/variable-fonts
https://variablefonts.typenetwork.com
https://medium.com/variable-fonts
In desktop apps
https://theblog.adobe.com/can-variable-fonts-illustrator-cc
https://helpx.adobe.com/nz/photoshop/using/fonts.html#variable_fonts
Online
https://developers.google.com/fonts/docs/getting_started
https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Fonts/Variable_Fonts_Guide
https://developer.microsoft.com/en-us/microsoft-edge/testdrive/demos/variable-fonts
Installing fonts
MacOS: https://support.apple.com/en-us/HT201749
Linux: https://www.google.com/search?q=how+to+install+a+font+on+gnu%2Blinux
Windows: https://support.microsoft.com/en-us/help/314960/how-to-install-or-remove-a-font-in-windows
Android Apps
https://developers.google.com/fonts/docs/android
https://developer.android.com/guide/topics/ui/look-and-feel/downloadable-fonts
License
-------
Please read the full license text (OFL.txt) to understand the permissions,
restrictions and requirements for usage, redistribution, and modification.
You can use them in your products & projects – print or digital,
commercial or otherwise.
This isn't legal advice, please consider consulting a lawyer and see the full
license for all details.
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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
);
rawImage.uvRect = new Rect(
rawImage.uvRect.position + (speed * Time.deltaTime),
calculatedSizeBasedOnScreen
);
}
}
}
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using System.Collections;
using UnityEngine;
using TMPro;
using DG.Tweening.Core.Easing;
public class BombController : MonoBehaviour
{
[Header("Display")]
[SerializeField] private TextMeshPro questionDisplayText;
[SerializeField] private TextMeshPro timerText;
[Header("Wires")]
[SerializeField] private Wire wireA;
[SerializeField] private Wire wireB;
[SerializeField] private Wire wireC;
[SerializeField] private Wire wireD;
[Header("Visual Effects")]
[SerializeField] private ParticleSystem correctParticles;
[SerializeField] private ParticleSystem wrongParticles;
private QuestionSO currentQuestion;
private GameManager gameManager;
private float timeRemaining;
private bool answered = false;
public void Initialize(QuestionSO question, GameManager manager)
{
currentQuestion = question;
gameManager = manager;
timeRemaining = question.timeLimit;
// Set question text
questionDisplayText.text = question.questionText;
// 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);*/
StartCoroutine(TimerCountdown());
}
IEnumerator TimerCountdown()
{
while (timeRemaining > 0 && !answered)
{
timeRemaining -= Time.deltaTime;
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)
{
OnTimeout();
}
}
public void OnWireClicked(char answer)
{
if (answered) return;
answered = true;
bool isCorrect = (answer == currentQuestion.correctAnswer);
// Play particles
if (isCorrect && correctParticles != null)
correctParticles.Play();
else if (!isCorrect && wrongParticles != null)
wrongParticles.Play();
// Visual feedback
//StartCoroutine(ShowAnswerFeedback(isCorrect));
/*gameManager.OnAnswerSelected(isCorrect, false);*/
}
void OnTimeout()
{
answered = true;
timerText.text = "00";
timerText.color = Color.red;
/*gameManager.OnAnswerSelected(false, true);*/
}
/*IEnumerator ShowAnswerFeedback(bool isCorrect)
{
Color originalColor = questionDisplayText.color;
Color feedbackColor = isCorrect ? Color.green : Color.red;
// Flash effect
for (int i = 0; i < 3; i++)
{
questionDisplayText.color = feedbackColor;
yield return new WaitForSeconds(0.15f);
questionDisplayText.color = originalColor;
yield return new WaitForSeconds(0.15f);
}
}*/
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Wire : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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