Commit d3b42869 authored by saad's avatar saad

add all bomb vis

parent 939924b1
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using UnityEngine;using Timers; [RequireComponent(typeof(Light))]public class BlueLightFlicker : MonoBehaviour{ private Light m_PointLight = null; void Start() { m_PointLight = gameObject.GetComponent<Light>(); // set a timer that calls ChangeIntensity() every 0.1 seconds TimersManager.SetLoopableTimer(this, 0.1f, ChangeIntensity); TimersManager.SetTimer(this, 5f, () => Destroy(this)); } void ChangeIntensity() { m_PointLight.intensity = Random.Range(0f, 3f); } }
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using UnityEngine; [RequireComponent(typeof(Light))]public class RedLightFlicker : MonoBehaviour{ private Light m_PointLight = null; void Start() { m_PointLight = gameObject.GetComponent<Light>(); } public void ChangeIntensity() { m_PointLight.intensity = Random.Range(0f, 3f); }}
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using UnityEngine;using System.Collections.Generic;using Timers; public class GUI_TimersList : MonoBehaviour{ [SerializeField] public List<Timer.Descriptor> Timers = new List<Timer.Descriptor>(); protected virtual void Start() { TimersManager.AddTimers(this, Timers); }}
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using System;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEngine.Events;
[assembly: InternalsVisibleToAttribute("TimersManager")]
namespace Timers
{
public class Timer
{
[Serializable]
public struct Descriptor
{
[SerializeField]
private bool m_InfiniteLoops;
[SerializeField]
private uint m_LoopsCount;
[SerializeField]
private float m_Interval;
[SerializeField]
private bool m_UnscaledTime;
[SerializeField]
private UnityEvent m_Event;
public float Interval => m_Interval;
public bool UnscaledTime => m_UnscaledTime;
public uint LoopsCount => m_InfiniteLoops ? Timer.INFINITE_LOOPS : m_LoopsCount;
public UnityEvent Event => m_Event;
}
public const uint INFINITE_LOOPS = uint.MaxValue;
private float m_Interval = 0;
private uint m_LoopsCount = 1;
private event Action m_Action = null;
private WeakReference m_Owner = null;
private bool m_bIsPaused = false;
private bool m_UnscaledTime = false;
private uint m_CurrentLoopsCount = 0;
private float m_ElapsedTime = 0;
private float m_CurrentCycleElapsedTime = 0;
internal void Update()
{
if (m_bIsPaused || !IsValid(Owner))
return;
if (m_Action == null || m_Interval < 0)
{
m_Interval = 0;
return;
}
if (m_CurrentLoopsCount >= m_LoopsCount && m_LoopsCount != INFINITE_LOOPS)
{
m_ElapsedTime = m_Interval * m_LoopsCount;
m_CurrentCycleElapsedTime = m_Interval;
}
else
{
m_ElapsedTime += m_UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime;
if (m_LoopsCount != INFINITE_LOOPS)
m_ElapsedTime = Mathf.Min(m_ElapsedTime, m_Interval * m_LoopsCount);
m_CurrentCycleElapsedTime = Mathf.Min(m_Interval, m_ElapsedTime - m_CurrentLoopsCount * m_Interval);
if (m_CurrentCycleElapsedTime == m_Interval)
{
m_CurrentLoopsCount++;
m_CurrentCycleElapsedTime = 0f;
m_Action?.Invoke();
}
}
}
public static Timer FromDescriptor(object owner, Timer.Descriptor descriptor)
{
return new Timer(
owner: owner,
interval: descriptor.Interval,
loopsCount: Math.Max(1, descriptor.LoopsCount),
unscaledTime: descriptor.UnscaledTime,
action: () => descriptor.Event?.Invoke()
);
}
public Timer(object owner, float interval, uint loopsCount, bool unscaledTime, Action action)
{
if (owner == null)
{
Debug.LogException(new Exception("Timer requre a valid owner, got null"));
return;
}
if (interval < 0)
interval = 0;
m_UnscaledTime = unscaledTime;
m_Owner = new WeakReference(owner);
m_Interval = interval;
m_LoopsCount = System.Math.Max(loopsCount, 1);
m_Action = action;
}
~Timer()
{
m_Action = null;
}
/// <summary>
/// Timer ID
/// </summary>
public int Id => this.GetHashCode();
/// <summary>
/// Get interval
/// </summary>
public object Owner => m_Owner.Target;
/// <summary>
/// Get interval
/// </summary>
public float Interval => m_Interval;
/// <summary>
/// Get total loops count (INFINITE (which is uint.MaxValue) if is constantly looping)
/// </summary>
public uint LoopsCount => m_LoopsCount;
/// <summary>
/// Get how many loops were completed
/// </summary>
public uint CurrentLoopsCount => m_CurrentLoopsCount;
/// <summary>
/// Get how many loops remained to completion
/// </summary>
public uint RemainingLoopsCount => LoopsCount - CurrentLoopsCount;
/// <summary>
/// Get total duration, (INFINITE if it's constantly looping)
/// </summary>
public float Duration => (LoopsCount == INFINITE_LOOPS) ? Mathf.Infinity : (LoopsCount * Interval);
/// <summary>
/// Get the delegate to execute
/// </summary>
public Action Action => m_Action;
/// <summary>
/// Get total remaining time
/// </summary>
public float RemainingTime => (LoopsCount == INFINITE_LOOPS && Interval > 0f) ? Mathf.Infinity : Mathf.Max(LoopsCount * Interval - ElapsedTime, 0f);
/// <summary>
/// Get total elapsed time
/// </summary>
public float ElapsedTime => m_ElapsedTime;
/// <summary>
/// Get elapsed time in current loop
/// </summary>
public float CurrentCycleElapsedTime => m_CurrentCycleElapsedTime;
/// <summary>
/// Get remaining time in current loop
/// </summary>
public float CurrentCycleRemainingTime => Mathf.Max(Interval - CurrentCycleElapsedTime, 0);
/// <summary>
/// Checks whether this timer is ok to be removed
/// </summary>
public bool ShouldClear => m_Action == null || RemainingTime == 0 || !IsValid(Owner);
/// <summary>
/// Checks if the timer is paused
/// </summary>
public bool IsPaused => m_bIsPaused;
/// <summary>
/// Pause / Inpause timer
/// </summary>
public void SetPaused(bool bPause) { m_bIsPaused = bPause; }
/// <summary>
/// Compare frequency (calls per second)
/// </summary>
public static bool operator >(Timer A, Timer B) { return (A == null || B == null) ? true : A.Interval < B.Interval; }
/// <summary>
/// Compare frequency (calls per second)
/// </summary>
public static bool operator <(Timer A, Timer B) { return (A == null || B == null) ? true : A.Interval > B.Interval; }
/// <summary>
/// Compare frequency (calls per second)
/// </summary>
public static bool operator >=(Timer A, Timer B) { return (A == null || B == null) ? true : A.Interval <= B.Interval; }
/// <summary>
/// Compare frequency (calls per second)
/// </summary>
public static bool operator <=(Timer A, Timer B) { return (A == null || B == null) ? true : A.Interval >= B.Interval; }
static bool IsValid(object obj)
{
return obj is UnityEngine.Object unityObj
? unityObj
: obj != null;
}
}
}
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using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
namespace Timers
{
// The TimerManager manages all scheduled timers. This includes both the regular execution of timers, as well as the cleanup of timers after garbage collection.
[DisallowMultipleComponent]
[DefaultExecutionOrder(-9999999)]
public class TimersManager : MonoBehaviour
{
// Ensure we only have a single instance of the TimersManager loaded (singleton pattern).
private static TimersManager m_instance = null;
// A map of weak references. When an object is garbage collected, all its timers are automatically removed.
private static IDictionary<int, Timer> m_Timers = new Dictionary<int, Timer>();
// Whether the game is paused
private static bool m_bPaused = false;
private List<int> cachedKeys = new List<int>(500);
private static void Init()
{
if (!m_instance)
{
m_instance = new GameObject("TimersManager").AddComponent<TimersManager>();
DontDestroyOnLoad(m_instance.gameObject);
}
}
private void Start()
{
if (m_instance != this)
DestroyImmediate(gameObject);
}
private void Update()
{
if (m_bPaused)
return;
int count = -1;
foreach (int id in m_Timers.Keys)
{
if (++count < cachedKeys.Count)
cachedKeys[count] = id;
else
cachedKeys.Add(id);
}
for (int i = 0; i <= count; ++i)
{
var id = cachedKeys[i];
if (m_Timers.TryGetValue(id, out var timer))
{
timer.Update();
if (timer.ShouldClear)
m_Timers.Remove(id);
}
}
}
private void OnApplicationPause(bool pauseStatus)
{
m_bPaused = pauseStatus;
}
/// <summary>
/// Set timer
/// </summary>owner
/// <param name="timer">Timer to add</param>
/// <param name="overrideOld">If true(default), then it overrides the previously set timer that points to the same action. Timers with the same ID (HashCode) will be overriden regardless.</param>
/// <return>The id of the timer</return>
public static int SetTimer(Timer timer, bool overrideOld = true)
{
Init();
if (timer == null)
{
Debug.LogException(new Exception("Trying to set an invalid null target"));
return 0;
}
if (timer.Action != null && timer.Interval > 0f && timer.LoopsCount > 0)
{
ClearTimer(timer.Id);
if (overrideOld)
ClearTimer(timer.Action);
m_Timers.Add(timer.Id, timer);
return timer.Id;
}
return 0;
}
/// <summary>
/// Set a timer that loops LoopCount times
/// </summary>
/// <param name="owner">The object that contains the timer. Required in order to remove the timer if the object is destroyed.</param>
/// <param name="interval">Interval(in seconds) between loops</param>
/// <param name="loopsCount">How many times to loop</param>
/// <param name="action">Delegate</param>
/// <param name="overrideOld">If true(default), then it overrides the previously set timer that points to the same action.</param>
/// <return>The id of the timer</return>
public static int SetTimer(object owner, float interval, uint loopsCount, Action action, bool unscaledTime = false, bool overrideOld = true)
{
loopsCount = System.Math.Max(loopsCount, 1);
var timer = new Timer(owner, interval, loopsCount, unscaledTime, action);
return SetTimer(timer, overrideOld);
}
/// <summary>
/// Set a timer that activates only once.
/// </summary>
/// <param name="owner">The object that contains the timer. Required in order to remove the timer if the object is destroyed.</param>
/// <param name="interval">Interval(in seconds) between loops</param>
/// <param name="action">Delegate</param>
/// <param name="overrideOld">If true(default), then it overrides the previously set timer that points to the same action.</param>
/// <return>The id of the timer</return>
public static int SetTimer(object owner, float interval, Action action, bool unscaledTime = false, bool overrideOld = true)
{
var timer = new Timer(owner, interval, 1, unscaledTime, action);
return SetTimer(timer, overrideOld);
}
/// <summary>
/// Set an infinitely loopable timer
/// </summary>
/// <param name="owner">The object that contains the timer. Required in order to remove the timer if the object is destroyed.</param>
/// <param name="interval">Interval(in seconds)</param>
/// <param name="unityAction">Delegate</param>
/// <param name="overrideOld">If true(default), then it overrides the previously set timer that points to the same action.</param>
/// <return>The id of the timer</return>
public static int SetLoopableTimer(object owner, float interval, Action action, bool unscaledTime = false, bool overrideOld = true)
{
var timer = new Timer(owner, interval, Timer.INFINITE_LOOPS, unscaledTime, action);
return SetTimer(timer, overrideOld: overrideOld);
}
/// <summary>
/// Add a list of timers. Works great with List<Timer> in inspector. See 'TimersList.cs' for an example.
/// </summary>
/// <param name="owner">Owner of timers. This should be the object that have these timers. Required in order to remove the timers if the object is destroyed.</param>
/// <param name="timers">Timers list</param>
/// <param name="overrideOld">If true(default), then it overrides the previously set timers that point to the same action. Timers with the same ID will be overriden regardless.</param>
/// <return>The ids of the timers</return>
public static IEnumerable<int> AddTimers(object owner, IEnumerable<Timer.Descriptor> timers, bool overrideOld = true)
{
foreach (var timerDescriptor in timers)
{
var timer = Timer.FromDescriptor(owner, timerDescriptor);
yield return SetTimer(timer, overrideOld);
}
}
/// <summary>
/// Add a list of timers. Works great with List<Timer> in inspector. See 'TimersList.cs' for an example.
/// </summary>
/// <param name="owner">Owner of timers. This should be the object that have these timers. Required in order to remove the timers if the object is destroyed.</param>
/// <param name="timers">Timers list</param>
/// <param name="overrideOld">If true(default), then it overrides the previously set timers that point to the same action. Timers with the same ID (HashCode) will be overriden regardless.</param>
public static void AddTimers(IEnumerable<Timer> timers, bool overrideOld = true)
{
foreach (Timer timer in timers)
SetTimer(timer, overrideOld);
}
/// <summary>
/// Remove a certain timer
/// </summary>
/// <param name="action">Action</param>
public static void ClearTimer(Action action)
{
Init();
KeyValuePair<int, Timer> item;
while ((item = m_Timers.FirstOrDefault(x => x.Value.Action == action)).Value != null)
m_Timers.Remove(item.Key);
}
/// <summary>
/// Remove a certain timer
/// </summary>
/// <param name="action">Action</param>
public static void ClearTimer(int id)
{
Init();
m_Timers.Remove(id);
}
/// <summary>
/// Get all timers that have the referenced owner
/// </summary>owner
/// <param name="owner">Owner reference</param>
public static IEnumerable<Timer> GetTimersByOwner(object owner)
{
Init();
foreach (var item in m_Timers.Where(x => x.Value.Owner == owner))
yield return item.Value;
}
/// <summary>
/// Get timer by name (which is the delegate's name)
/// </summary>
/// <param name="action">Action</param>
public static IEnumerable<Timer> GetTimersByAction(Action action)
{
Init();
foreach (var item in m_Timers.Where(x => x.Value.Action == action))
yield return item.Value;
}
/// <summary>
/// Get timer by name (which is the delegate's name)
/// </summary>
/// <param name="id">Timer id</param>
public static Timer GetTimer(int id)
{
Init();
if (m_Timers.ContainsKey(id))
return m_Timers[id];
return null;
}
/// <summary>
/// Get timer interval. Returns 0 if not found.
/// </summary>
/// <param name="id">Timer id</param>
public static float Interval(int id) { Init(); Timer timer = GetTimer(id); return timer == null ? 0f : timer.Interval; }
/// <summary>
/// Get total loops count (INFINITE (which is uint.MaxValue) if is constantly looping)
/// </summary>
/// <param name="id">Timer id</param>
public static uint LoopsCount(int id) { Init(); Timer timer = GetTimer(id); return timer == null ? 0 : timer.LoopsCount; }
/// <summary>
/// Get how many loops were completed
/// </summary>
/// <param name="id">Timer id</param>
public static uint CurrentLoopsCount(int id) { Init(); Timer timer = GetTimer(id); return timer == null ? 0 : timer.CurrentLoopsCount; }
/// <summary>
/// Get how many loops remained to completion
/// </summary>
/// <param name="id">Timer id</param>
public static uint RemainingLoopsCount(int id) { Init(); Timer timer = GetTimer(id); return timer == null ? 0 : timer.RemainingLoopsCount; }
/// <summary>
/// Get total remaining time
/// </summary>
/// <param name="id">Timer id</param>
public static float RemainingTime(int id) { Init(); Timer timer = GetTimer(id); return timer == null ? -1f : timer.RemainingTime; }
/// <summary>
/// Get total elapsed time
/// </summary>
/// <param name="id">Timer id</param>
public static float ElapsedTime(int id) { Init(); Timer timer = GetTimer(id); return timer == null ? -1f : timer.ElapsedTime; }
/// <summary>
/// Get elapsed time in current loop
/// </summary>
/// <param name="id">Timer id</param>
public static float CurrentCycleElapsedTime(int id) { Init(); Timer timer = GetTimer(id); return timer == null ? -1f : timer.CurrentCycleElapsedTime; }
/// <summary>
/// Get remaining time in current loop
/// </summary>
/// <param name="id">Timer id</param>
public static float CurrentCycleRemainingTime(int id) { Init(); Timer timer = GetTimer(id); return timer == null ? -1f : timer.CurrentCycleRemainingTime; }
/// <summary>
/// Verifies whether the timer exits
/// </summary>
/// <param name="id">Timer id</param>
public static bool IsTimerActive(int id) { Init(); Timer timer = GetTimer(id); return timer != null; }
/// <summary>
/// Checks if the timer is paused
/// </summary>
/// <param name="id">Timer id</param>
public static bool IsTimerPaused(int id) { Init(); Timer timer = GetTimer(id); return timer == null ? false : timer.IsPaused; }
/// <summary>
/// Pause / Unpause timer
/// </summary>
/// <param name="id">Timer id</param>
/// <param name="bPause">true - pause, false - unpause</param>
public static void SetPaused(int id, bool bPause) { Init(); Timer timer = GetTimer(id); if (timer != null) timer.SetPaused(bPause); }
/// <summary>
/// Get total duration, (INFINITE if it's constantly looping)
/// </summary>
/// <param name="id">Timer id</param>
public static float Duration(int id) { Init(); Timer timer = GetTimer(id); return timer == null ? 0f : timer.Duration; }
}
}
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......@@ -2,12 +2,13 @@ using System.Collections;
using UnityEngine;
using TMPro;
using DG.Tweening.Core.Easing;
using ALArcade.ArabicTMP;
public class BombController : MonoBehaviour
{
[Header("Display")]
[SerializeField] private TextMeshPro questionDisplayText;
[SerializeField] private TextMeshPro timerText;
[SerializeField] private ArabicTextMeshProUGUI questionDisplayText;
[SerializeField] private TextMeshProUGUI timerText;
[Header("Wires")]
[SerializeField] private Wire wireA;
......@@ -20,24 +21,24 @@ public class BombController : MonoBehaviour
[SerializeField] private ParticleSystem wrongParticles;
private QuestionSO currentQuestion;
private GameManager gameManager;
private float timeRemaining;
private bool answered = false;
//private GameManager gameManager;
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);
wireA.SetAnswer('A', question.optionA, this);
wireB.SetAnswer('B', question.optionB, this);
wireC.SetAnswer('C', question.optionC, this);
wireD.SetAnswer('D', question.optionD, this);*/
wireD.SetAnswer('D', question.optionD, this);
//gameManager = manager;
StartCoroutine(TimerCountdown());
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
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()
{
// Create the floating animation sequence
floatSequence = DOTween.Sequence();
// Move up
floatSequence.Append(transform.DOMoveY(startPosition.y + floatHeight, floatDuration)
.SetEase(floatEase));
// Move down
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()
{
// Clean up tweens when object is destroyed
if (floatSequence != null && floatSequence.IsActive())
{
floatSequence.Kill();
}
}
// 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()
{
if (floatSequence != null && floatSequence.IsActive())
{
floatSequence.Pause();
}
}
// Public method to resume floating animation
public void ResumeFloating()
{
if (floatSequence != null && floatSequence.IsActive())
{
floatSequence.Play();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class TwoPointsLine : MonoBehaviour
{
public Transform pointA;
public Transform pointB;
private LineRenderer line;
// Start is called before the first frame update
public void Start()
{
line = GetComponent<LineRenderer>();
}
// Update is called once per frame
public void Update()
{
if (pointA != null && pointB != null && line != null)
{
line.positionCount = 2;
line.SetPosition(0, pointA.position);
line.SetPosition(1, pointB.position);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VerticalBillboard : MonoBehaviour
{
public Transform target;
private void Start()
{
target = Camera.main.transform;
}
void Update()
{
if (target != null)
{
transform.LookAt(target, Vector3.up);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using ALArcade.ArabicTMP;
using UnityEngine.UI;
public class Wire : MonoBehaviour
{
// Start is called before the first frame update
void Start()
[SerializeField] private ArabicTextMeshProUGUI _answerLabel;
[SerializeField] private Mesh _wireMesh;
[SerializeField] private Mesh _cutWireMesh;
[SerializeField] private MeshFilter _meshFilter;
[SerializeField] private MeshRenderer _meshRender;
[SerializeField] private Image image;
[SerializeField] private LineRenderer line;
[SerializeField] private Color _color;
[SerializeField] private Button _button;
/*[Header("Materials")]
[SerializeField] private Material normalMaterial;
[SerializeField] private Material hoverMaterial;
[SerializeField] private Material cutMaterial;
[Header("Cut Effect")]
[SerializeField] private ParticleSystem cutParticles;*/
private char _wireAnswer;
private BombController _bombController;
private bool _isCut = false;
private void Start()
{
_meshFilter = GetComponent<MeshFilter>();
_meshRender = GetComponent<MeshRenderer>();
_meshFilter.mesh = _wireMesh;
_meshRender = _meshRender.GetComponent<MeshRenderer>();
_meshRender.material.color = _color;
image.color = _color;
line.startColor = _color;
line.endColor = _color;
gameObject.AddComponent<MeshCollider>();
_button.onClick.AddListener(CutWire);
}
public void SetAnswer(char answer, string answerText, BombController controller)
{
_wireAnswer = answer;
_answerLabel.text = $"{answerText}: {answer}";
_bombController = controller;
}
void OnMouseEnter()
{
Debug.Log("Enter");
}
void OnMouseExit()
{
Debug.Log("Exit");
}
// Update is called once per frame
void Update()
void OnMouseDown()
{
if (!_isCut)
{
CutWire();
}
}
void CutWire()
{
Debug.Log("Cut");
_isCut = true;
// Visual feedback - change material
// Play cut particles
/*if (cutParticles != null)
cutParticles.Play();*/
// Notify bomb controller
// _bombController.OnWireClicked(_wireAnswer);
}
}
\ No newline at end of file
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