Commit 9018ac2a authored by Abdulrahman Mohammed's avatar Abdulrahman Mohammed

Fix errors in collision game and add animation to 3d bio...

parent 2d08cbc0
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...@@ -11,7 +11,8 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -11,7 +11,8 @@ namespace AL_Arcade.DialogueSystem.Scripts
{ {
public class DialogueManager : MonoBehaviour public class DialogueManager : MonoBehaviour
{ {
[Header("UI References")] [SerializeField] [Header("UI References")]
[SerializeField]
private Transform dialogueContainer; private Transform dialogueContainer;
[SerializeField] InGameAIChatPanel InGameAIChatPanel; [SerializeField] InGameAIChatPanel InGameAIChatPanel;
[SerializeField] private GameObject dialoguePrefabEN; [SerializeField] private GameObject dialoguePrefabEN;
...@@ -21,7 +22,7 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -21,7 +22,7 @@ namespace AL_Arcade.DialogueSystem.Scripts
[SerializeField] private Transform replyContainer; [SerializeField] private Transform replyContainer;
[SerializeField] private CanvasGroup dialogueCanvasGroup; [SerializeField] private CanvasGroup dialogueCanvasGroup;
[SerializeField] private RectTransform FreeUseDialogue; [SerializeField] private RectTransform FreeUseDialogue;
[Header("Settings")] [SerializeField] private Language currentLanguage = Language.English; [Header("Settings")][SerializeField] private Language currentLanguage = Language.English;
[SerializeField] private float textSpeed = 0.03f; [SerializeField] private float textSpeed = 0.03f;
[SerializeField] private float fadeInDuration = 0.3f; [SerializeField] private float fadeInDuration = 0.3f;
[SerializeField] private KeyCode advanceKey = KeyCode.Space; [SerializeField] private KeyCode advanceKey = KeyCode.Space;
...@@ -68,7 +69,7 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -68,7 +69,7 @@ namespace AL_Arcade.DialogueSystem.Scripts
instance = this; instance = this;
else if (instance != this) else if (instance != this)
Destroy(gameObject); Destroy(gameObject);
if (replyPanel != null) if (replyPanel != null)
Debug.Log("I hId it start "); Debug.Log("I hId it start ");
replyPanel.SetActive(false); replyPanel.SetActive(false);
...@@ -87,19 +88,19 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -87,19 +88,19 @@ namespace AL_Arcade.DialogueSystem.Scripts
{ {
voiceAudioSource.Stop(); voiceAudioSource.Stop();
Debug.Log("[DialogueManager] Stopped current dialogue audio"); Debug.Log("[DialogueManager] Stopped current dialogue audio");
if(currentDialogueUI != null) LayoutRebuilder.ForceRebuildLayoutImmediate(currentDialogueUI.GetComponent<RectTransform>()); if (currentDialogueUI != null) LayoutRebuilder.ForceRebuildLayoutImmediate(currentDialogueUI.GetComponent<RectTransform>());
} }
} }
/// <summary> /// <summary>
/// Skips current dialogue audio and optionally advances to next message /// Skips current dialogue audio and optionally advances to next message
/// </summary> /// </summary>
public void SkipCurrentDialogue(bool advanceToNext = false) public void SkipCurrentDialogue(bool advanceToNext = false)
{ {
StopCurrentDialogueAudio(); StopCurrentDialogueAudio();
if (advanceToNext && canAdvance && !isTyping) if (advanceToNext && canAdvance && !isTyping)
{ {
if (currentMessage != null && (currentMessage.replies == null || currentMessage.replies.Count == 0)) if (currentMessage != null && (currentMessage.replies == null || currentMessage.replies.Count == 0))
...@@ -121,19 +122,24 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -121,19 +122,24 @@ namespace AL_Arcade.DialogueSystem.Scripts
bool isAudioPlay; bool isAudioPlay;
void Update() void Update()
{ {
if (IsDialogueAudioPlaying() ) if (IsDialogueAudioPlaying())
{ {
if (!isAudioPlay) if (!isAudioPlay)
{ {
currentMessageForEvent.StartEventWhenAudioPlay?.Invoke(); currentMessageForEvent.StartEventWhenAudioPlay?.Invoke();
if (currentMessageForEvent.ObjectActive != null)
currentMessageForEvent.ObjectActive.SetActive(false);
isAudioPlay = true; isAudioPlay = true;
} }
} }
else else
{ {
if (isAudioPlay) if (isAudioPlay)
{ {
currentMessageForEvent.StartEventWhenAudioStop?.Invoke(); currentMessageForEvent.StartEventWhenAudioStop?.Invoke();
if (currentMessageForEvent.ObjectActive != null)
currentMessageForEvent.ObjectActive.SetActive(true);
isAudioPlay = false; isAudioPlay = false;
} }
} }
...@@ -160,14 +166,14 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -160,14 +166,14 @@ namespace AL_Arcade.DialogueSystem.Scripts
StopCurrentDialogueAudio(); StopCurrentDialogueAudio();
return; // Don't advance yet, just stop the audio return; // Don't advance yet, just stop the audio
} }
// If typing, complete the typing // If typing, complete the typing
if (isTyping) if (isTyping)
{ {
CompleteTyping(); CompleteTyping();
return; return;
} }
// Otherwise advance dialogue if possible // Otherwise advance dialogue if possible
if (canAdvance && currentMessage != null && (currentMessage.replies == null || currentMessage.replies.Count == 0)) if (canAdvance && currentMessage != null && (currentMessage.replies == null || currentMessage.replies.Count == 0))
{ {
...@@ -292,7 +298,7 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -292,7 +298,7 @@ namespace AL_Arcade.DialogueSystem.Scripts
canAdvance = false; canAdvance = false;
textComponent.arabicText = ""; textComponent.arabicText = "";
ArabicTextMeshProUGUI arText; ArabicTextMeshProUGUI arText;
arText = textComponent.gameObject.GetComponent<ArabicTextMeshProUGUI>() != null ? textComponent.gameObject.GetComponent<ArabicTextMeshProUGUI>() : null; arText = textComponent.gameObject.GetComponent<ArabicTextMeshProUGUI>() != null ? textComponent.gameObject.GetComponent<ArabicTextMeshProUGUI>() : null;
foreach (char c in fullText) foreach (char c in fullText)
{ {
if (arText != null) arText.arabicText += c; if (arText != null) arText.arabicText += c;
...@@ -341,7 +347,7 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -341,7 +347,7 @@ namespace AL_Arcade.DialogueSystem.Scripts
{ {
replyPanel.SetActive(true); replyPanel.SetActive(true);
replyContainer.gameObject.SetActive(true); replyContainer.gameObject.SetActive(true);
Debug.Log("message.replies.Count"); Debug.Log("message.replies.Count");
// Create reply buttons // Create reply buttons
...@@ -386,7 +392,7 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -386,7 +392,7 @@ namespace AL_Arcade.DialogueSystem.Scripts
// Hide reply panel // Hide reply panel
Debug.Log("I hId it inSelectReply "); Debug.Log("I hId it inSelectReply ");
replyPanel.SetActive(false); replyPanel.SetActive(false);
// Display next message // Display next message
...@@ -402,14 +408,14 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -402,14 +408,14 @@ namespace AL_Arcade.DialogueSystem.Scripts
else else
{ {
EndDialogue(); EndDialogue();
// GameContextBuilder.Instance.InitializeGame("","",""); // GameContextBuilder.Instance.InitializeGame("","","");
} }
} }
private void EndDialogue() private void EndDialogue()
{ {
ShowDialogueUI(false); ShowDialogueUI(false);
if (currentDialogueUI != null) if (currentDialogueUI != null)
Destroy(currentDialogueUI); Destroy(currentDialogueUI);
...@@ -426,7 +432,7 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -426,7 +432,7 @@ namespace AL_Arcade.DialogueSystem.Scripts
if (dialogueCanvasGroup != null) if (dialogueCanvasGroup != null)
{ {
StartCoroutine(FadeCanvas(show)); StartCoroutine(FadeCanvas(show));
} }
} }
public void FadeCanvasGroup() public void FadeCanvasGroup()
......
...@@ -23,6 +23,7 @@ namespace AL_Arcade.DialogueSystem.Scripts ...@@ -23,6 +23,7 @@ namespace AL_Arcade.DialogueSystem.Scripts
[Header("Unity Event")] [Header("Unity Event")]
public GameObject ObjectActive;
public UnityEvent StartEventWhenAudioPlay; public UnityEvent StartEventWhenAudioPlay;
public UnityEvent StartEventWhenAudioStop; public UnityEvent StartEventWhenAudioStop;
void Start() void Start()
......
using System.Linq;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Splines;
[AddComponentMenu("UI/UI Spline Renderer")]
[RequireComponent(typeof(CanvasRenderer))]
public class UISplineRenderer : Graphic
{
[Tooltip("The set of spline to extrude.")]
public SplineContainer container;
[Tooltip("Which spline from the set to render. -1 means render all splines")]
public int splineIndex = -1;
[Tooltip("Enable to regenerate the extruded mesh when the target Spline is modified.")]
public bool rebuildOnSplineChange = true;
[Tooltip("Thickness of the rendered spline.")]
public float thickness = 1;
[Tooltip("The number of edge loops that comprise the length of one unit of the mesh. The " +
"total number of sections per spline is equal to \"Spline.GetLength() * segmentsPerUnit\".")]
public float segmentsPerUnit = 1;
[Tooltip("The section of the Spline to extrude.")]
public Vector2 range = new Vector2(0f, 1f);
public void Rebuild() =>
SetVerticesDirty();
protected override void OnEnable()
{
base.OnEnable();
Spline.Changed += _OnSplineChanged;
}
protected override void OnDisable()
{
base.OnDisable();
Spline.Changed -= _OnSplineChanged;
}
protected override void OnValidate() =>
Rebuild();
private void _OnSplineChanged(Spline spline, int _, SplineModification __)
{
if (container != null && container.Splines.Contains(spline) && rebuildOnSplineChange)
{
Rebuild();
}
}
// Faster than spline.Evaluate because we don't need up vector
private bool _Evaluate(Spline spline, float t, out float3 position, out float3 tangent)
{
if (spline.Count < 1)
{
position = float3.zero;
tangent = new float3(0, 0, 1);
return false;
}
var curveIndex = SplineUtility.SplineToCurveT(spline, t, out var curveT);
var curve = spline.GetCurve(curveIndex);
position = CurveUtility.EvaluatePosition(curve, curveT);
tangent = CurveUtility.EvaluateTangent(curve, curveT);
return true;
}
private void _PopulateMesh(VertexHelper vh, Spline spline)
{
var span = Mathf.Abs(range.x - range.y);
var numSegments = Mathf.RoundToInt(spline.GetLength() * span * segmentsPerUnit);
if (numSegments < 2)
{
return;
}
float norm = 1.0f / (numSegments - 1);
var vert = UIVertex.simpleVert;
vert.color = color;
for (int p = 0; p < numSegments; p++)
{
var t = p * norm;
_Evaluate(spline, t, out var position, out var tangent);
position.z = 0; // Flatten
tangent.z = 0; // Flatten
var tangentLengthSqr = math.lengthsq(tangent);
if (tangentLengthSqr < 1e-9)
{
if (t + norm <= 1.0f)
{
tangent = spline.EvaluatePosition(t + norm) - position;
}
else if (t - norm >= 0.0f)
{
tangent = position - spline.EvaluatePosition(t - norm);
}
tangent.z = 0; // Flatten
tangentLengthSqr = math.lengthsq(tangent);
// If still 0, use the x axis. Should be rare.
if (tangentLengthSqr < 1e-9)
{
tangent = new float3(1, 0, 0);
tangentLengthSqr = 1;
}
}
// Normalize tangent
var tangentLength = math.sqrt(tangentLengthSqr);
tangent /= tangentLength;
// Normal is tangent cross (0, 0, 1)
var normal = new float3(tangent.y, -tangent.x, 0);
var offset = normal * thickness * 0.5f;
vert.position = position + offset;
vert.uv0 = new Vector2(0, t);
vh.AddVert(vert);
vert.position = position - offset;
vert.uv0 = new Vector2(1, t);
vh.AddVert(vert);
}
for (int i = 0; i < numSegments - 1; i++)
{
int j = i * 2;
vh.AddTriangle(j, j + 3, j + 2);
vh.AddTriangle(j, j + 1, j + 3);
}
}
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
if (container == null)
{
return;
}
if (splineIndex >= 0 && splineIndex < container.Splines.Count)
{
_PopulateMesh(vh, container.Splines[splineIndex]);
}
else
{
foreach (var spline in container.Splines)
{
_PopulateMesh(vh, spline);
}
}
}
}
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......
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{ {
public float walkSpeed = 5f; [SerializeField] float WalkSpeed = 5f;
public float runSpeed = 10f; [SerializeField] float RunSpeed = 10f;
public float rotationSmoothSpeed = 10f; [SerializeField] float RotationSmoothSpeed = 10f;
public Transform cameraTransform; [SerializeField] Transform CameraTransform;
[SerializeField] ParticleSystem RunParticleSystem;
Rigidbody rb; Rigidbody rb;
Vector3 moveInput;
void Start() void Start()
{ {
rb = GetComponent<Rigidbody>(); rb = GetComponent<Rigidbody>();
} }
void FixedUpdate() void Update()
{ {
float h = Input.GetAxis("Horizontal"); float horizontal = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical"); float vertical = Input.GetAxis("Vertical");
Vector3 forward = cameraTransform.forward;
Vector3 right = cameraTransform.right;
Vector3 moveDirection = forward * v + right * h; moveInput = new Vector3(horizontal, 0f, vertical);
}
if (moveDirection.magnitude > 0.1f) void FixedUpdate()
{
if (moveInput.sqrMagnitude > 0.01f)
{ {
float currentSpeed = Input.GetKey(KeyCode.LeftShift) ? runSpeed : walkSpeed; float currentSpeed;
if (Input.GetKey(KeyCode.LeftShift))
Quaternion targetRotation = Quaternion.LookRotation(moveDirection,transform.up); {
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSmoothSpeed * Time.deltaTime); currentSpeed = RunSpeed;
if(!RunParticleSystem.isPlaying) RunParticleSystem.Play();
} else
{
currentSpeed = WalkSpeed;
RunParticleSystem.Stop();
}
Vector3 moveDirection = CameraTransform.forward * moveInput.z + CameraTransform.right * moveInput.x;
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(CameraTransform.eulerAngles.x, CameraTransform.eulerAngles.y, 0), RotationSmoothSpeed * Time.deltaTime);
rb.MovePosition(rb.position + moveDirection.normalized * currentSpeed * Time.fixedDeltaTime); rb.MovePosition(rb.position + moveDirection.normalized * currentSpeed * Time.fixedDeltaTime);
} }
} }
} }
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public class OrbitCamera : MonoBehaviour public class OrbitCamera : MonoBehaviour
{ {
public Transform target; [SerializeField] Transform Target;
public Camera Camera; [SerializeField] float Distance = 5;
public float distance = 6f; [SerializeField] Vector3 Offset;
public Vector3 offset = Vector3.zero; [SerializeField] float Sensitivity = 300;
public float sensitivity = 120f; [SerializeField] float HitDistance = 5;
public LayerMask ObstacleMask;
float rotationY = 0f; public LayerMask ObstacleMask;
float rotationX = 20f;
void Start() float _rotationX;
float _rotationY;
float _currentDistance;
private void Start()
{ {
if (target == null || Camera == null)
{
Debug.LogError("OrbitCamera: target or Camera not set.");
enabled = false;
return;
}
Vector3 e = transform.eulerAngles;
rotationY = e.y;
rotationX = e.x;
Cursor.lockState = CursorLockMode.Locked; Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false; Cursor.visible = false;
} }
void LateUpdate() void LateUpdate()
{ {
float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
rotationY += mouseX; if (Input.GetKeyDown(KeyCode.Escape))
rotationX -= mouseY; {
if (rotationX > 180f) rotationX -= 360f; Cursor.lockState = Cursor.lockState == CursorLockMode.Locked ? CursorLockMode.None : CursorLockMode.Locked;
if (rotationX < -180f) rotationX += 360f; Cursor.visible = !Cursor.visible;
}
Quaternion cameraRotation = Quaternion.Euler(rotationX, rotationY, 0f); float mouseX = Input.GetAxis("Mouse X") * Sensitivity * Time.deltaTime;
Vector3 targetPosition = target.position + offset - (cameraRotation * Vector3.forward * distance); float mouseY = Input.GetAxis("Mouse Y") * Sensitivity * Time.deltaTime;
RaycastHit hit; _rotationY += mouseX;
Vector3 directionToCamera = targetPosition - (target.position + offset); _rotationX -= mouseY;
if (Physics.Raycast(target.position + offset, directionToCamera.normalized, out hit, directionToCamera.magnitude, ObstacleMask)) if (_rotationX > 180f) _rotationX -= 360f;
{ if (_rotationX < -180f) _rotationX += 360f;
targetPosition = hit.point - directionToCamera.normalized * 0.3f;
}
if (_rotationX > 90)
_rotationX = 90;
else if (_rotationX < -90)
_rotationX = -90;
Camera.transform.position = targetPosition;
Camera.transform.rotation = cameraRotation; //if (_rotationX > 90f || _rotationX < -90f)
//{
// _rotationY -= mouseX * 2f;
//}
transform.rotation = Quaternion.Euler(_rotationX, _rotationY, 0);
Vector3 dir = transform.position - Target.position;
if (Physics.Raycast(Target.position, dir.normalized, out RaycastHit hit, Distance, ObstacleMask))
_currentDistance = hit.distance - 0.5f;
else
_currentDistance = Distance;
transform.position = Target.position + Offset - transform.forward * _currentDistance;
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MonoBehaviour: MonoBehaviour:
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