Commit 0a10504d authored by Yousef Sameh's avatar Yousef Sameh

Challenge Mode Basis

parent 5bf877b7
......@@ -76,7 +76,6 @@ public class HomeController : MonoBehaviour
{
await UniTask.Delay(2000);
var ran = Random.Range(0, 100);
print($"Fake Activity: حصلت على {ran} نقطة خبرة!");
OnNewActivityReceived(new Activity { Message = $"لقد حصلت على {ran} نقطة خبرة!" });
}
}
......
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using UnityEngine;
namespace EasyTransition
{
public class DemoLoadScene : MonoBehaviour
{
public TransitionSettings transition;
public float startDelay;
public void LoadScene(string _sceneName)
{
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using UnityEditor;
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using UnityEditor;
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{
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SerializedProperty transitionsList;
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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering;
namespace EasyTransition
{
public class CutoutMaskUI : Image
{
public override Material materialForRendering {
get
{
Material material = new Material(base.materialForRendering);
material.SetInt("_StencilComp", (int)CompareFunction.NotEqual);
return material;
}
}
}
}
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uploadId: 587727
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace EasyTransition
{
public class Transition : MonoBehaviour
{
public TransitionSettings transitionSettings;
public Transform transitionPanelIN;
public Transform transitionPanelOUT;
public CanvasScaler transitionCanvas;
public Material multiplyColorMaterial;
public Material additiveColorMaterial;
bool hasTransitionTriggeredOnce;
private void Start()
{
//Making sure not to destroy the transition when a new scene gets load
DontDestroyOnLoad(gameObject);
//Setting the resolution of the transition canvas
transitionCanvas.referenceResolution = transitionSettings.refrenceResolution;
transitionPanelIN.gameObject.SetActive(false);
transitionPanelOUT.gameObject.SetActive(false);
//Setting up the transition objects
transitionPanelIN.gameObject.SetActive(true);
GameObject transitionIn = Instantiate(transitionSettings.transitionIn, transitionPanelIN);
transitionIn.AddComponent<CanvasGroup>().blocksRaycasts = transitionSettings.blockRaycasts;
//Setting the materials
multiplyColorMaterial = transitionSettings.multiplyColorMaterial;
additiveColorMaterial = transitionSettings.addColorMaterial;
//Checking if the materials were correctly set
if (multiplyColorMaterial == null || additiveColorMaterial == null)
Debug.LogWarning("There are no color tint materials set for the transition. Changing the color tint will not affect the transition anymore!");
//Changing the color of the transition
if (!transitionSettings.isCutoutTransition)
{
if (transitionIn.TryGetComponent<Image>(out Image parentImage))
{
if (transitionSettings.colorTintMode == ColorTintMode.Multiply)
{
parentImage.material = multiplyColorMaterial;
parentImage.material.SetColor("_Color", transitionSettings.colorTint);
}
else if (transitionSettings.colorTintMode == ColorTintMode.Add)
{
parentImage.material = additiveColorMaterial;
parentImage.material.SetColor("_Color", transitionSettings.colorTint);
}
}
for (int i = 0; i < transitionIn.transform.childCount; i++)
{
if (transitionIn.transform.GetChild(i).TryGetComponent<Image>(out Image childImage))
{
if (transitionSettings.colorTintMode == ColorTintMode.Multiply)
{
childImage.material = multiplyColorMaterial;
childImage.material.SetColor("_Color", transitionSettings.colorTint);
}
else if (transitionSettings.colorTintMode == ColorTintMode.Add)
{
childImage.material = additiveColorMaterial;
childImage.material.SetColor("_Color", transitionSettings.colorTint);
}
}
}
}
//Flipping the scale if needed
if (transitionSettings.flipX)
transitionIn.transform.localScale = new Vector3(-transitionIn.transform.localScale.x, transitionIn.transform.localScale.y, transitionIn.transform.localScale.z);
if (transitionSettings.flipY)
transitionIn.transform.localScale = new Vector3(transitionIn.transform.localScale.x, -transitionIn.transform.localScale.y, transitionIn.transform.localScale.z);
//Changing the animator speed
if (transitionIn.TryGetComponent<Animator>(out Animator parentAnim) && transitionSettings.transitionSpeed != 0)
parentAnim.speed = transitionSettings.transitionSpeed;
else
{
for (int c = 0; c < transitionIn.transform.childCount; c++)
{
if(transitionIn.transform.GetChild(c).TryGetComponent<Animator>(out Animator childAnim) && transitionSettings.transitionSpeed != 0)
childAnim.speed = transitionSettings.transitionSpeed;
}
}
//Adding the funcion OnSceneLoad() to the sceneLoaded action
SceneManager.sceneLoaded += OnSceneLoad;
}
public void OnSceneLoad(Scene scene, LoadSceneMode mode)
{
//Checking if this transition instance has allready played
if (hasTransitionTriggeredOnce) return;
transitionPanelIN.gameObject.SetActive(false);
//Setting up the transition
transitionPanelOUT.gameObject.SetActive(true);
GameObject transitionOut = Instantiate(transitionSettings.transitionOut, transitionPanelOUT);
transitionOut.AddComponent<CanvasGroup>().blocksRaycasts = transitionSettings.blockRaycasts;
//Changing the color of the transition
if (!transitionSettings.isCutoutTransition)
{
if (transitionOut.TryGetComponent<Image>(out Image parentImage))
{
if (transitionSettings.colorTintMode == ColorTintMode.Multiply)
{
parentImage.material = multiplyColorMaterial;
parentImage.material.SetColor("_Color", transitionSettings.colorTint);
}
else if (transitionSettings.colorTintMode == ColorTintMode.Add)
{
parentImage.material = additiveColorMaterial;
parentImage.material.SetColor("_Color", transitionSettings.colorTint);
}
}
for (int i = 0; i < transitionOut.transform.childCount; i++)
{
if (transitionOut.transform.GetChild(i).TryGetComponent<Image>(out Image childImage))
{
if (transitionSettings.colorTintMode == ColorTintMode.Multiply)
{
childImage.material = multiplyColorMaterial;
childImage.material.SetColor("_Color", transitionSettings.colorTint);
}
else if (transitionSettings.colorTintMode == ColorTintMode.Add)
{
childImage.material = additiveColorMaterial;
childImage.material.SetColor("_Color", transitionSettings.colorTint);
}
}
}
}
//Flipping the scale if needed
if (transitionSettings.flipX)
transitionOut.transform.localScale = new Vector3(-transitionOut.transform.localScale.x, transitionOut.transform.localScale.y, transitionOut.transform.localScale.z);
if (transitionSettings.flipY)
transitionOut.transform.localScale = new Vector3(transitionOut.transform.localScale.x, -transitionOut.transform.localScale.y, transitionOut.transform.localScale.z);
//Changeing the animator speed
if (transitionOut.TryGetComponent<Animator>(out Animator parentAnim) && transitionSettings.transitionSpeed != 0)
parentAnim.speed = transitionSettings.transitionSpeed;
else
{
for (int c = 0; c < transitionOut.transform.childCount; c++)
{
if (transitionOut.transform.GetChild(c).TryGetComponent<Animator>(out Animator childAnim) && transitionSettings.transitionSpeed != 0)
childAnim.speed = transitionSettings.transitionSpeed;
}
}
//Turning on a safety switch so this transition instance cannot be triggered more than once
hasTransitionTriggeredOnce = true;
//Adjusting the destroy time if needed
float destroyTime = transitionSettings.destroyTime;
if (transitionSettings.autoAdjustTransitionTime)
destroyTime = destroyTime / transitionSettings.transitionSpeed;
//Destroying the transition
Destroy(gameObject, destroyTime);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Events;
namespace EasyTransition
{
public class TransitionManager : MonoBehaviour
{
[SerializeField] private GameObject transitionTemplate;
private bool runningTransition;
public UnityAction onTransitionBegin;
public UnityAction onTransitionCutPointReached;
public UnityAction onTransitionEnd;
private static TransitionManager instance;
private void Awake()
{
instance = this;
}
public static TransitionManager Instance()
{
if (instance == null)
Debug.LogError("You tried to access the instance before it exists.");
return instance;
}
/// <summary>
/// Starts a transition without loading a new level.
/// </summary>
/// <param name="transition">The settings of the transition you want to use.</param>
/// <param name="startDelay">The delay before the transition starts.</param>
public void Transition(TransitionSettings transition, float startDelay)
{
if (transition == null || runningTransition)
{
Debug.LogError("You have to assing a transition.");
return;
}
runningTransition = true;
StartCoroutine(Timer(startDelay, transition));
}
/// <summary>
/// Loads the new Scene with a transition.
/// </summary>
/// <param name="sceneName">The name of the scene you want to load.</param>
/// <param name="transition">The settings of the transition you want to use to load you new scene.</param>
/// <param name="startDelay">The delay before the transition starts.</param>
public void Transition(string sceneName, TransitionSettings transition, float startDelay)
{
if (transition == null || runningTransition)
{
Debug.LogError("You have to assing a transition.");
return;
}
runningTransition = true;
StartCoroutine(Timer(sceneName, startDelay, transition));
}
/// <summary>
/// Loads the new Scene with a transition.
/// </summary>
/// <param name="sceneIndex">The index of the scene you want to load.</param>
/// <param name="transition">The settings of the transition you want to use to load you new scene.</param>
/// <param name="startDelay">The delay before the transition starts.</param>
public void Transition(int sceneIndex, TransitionSettings transition, float startDelay)
{
if (transition == null || runningTransition)
{
Debug.LogError("You have to assing a transition.");
return;
}
runningTransition = true;
StartCoroutine(Timer(sceneIndex, startDelay, transition));
}
/// <summary>
/// Gets the index of a scene from its name.
/// </summary>
/// <param name="sceneName">The name of the scene you want to get the index of.</param>
int GetSceneIndex(string sceneName)
{
return SceneManager.GetSceneByName(sceneName).buildIndex;
}
IEnumerator Timer(string sceneName, float startDelay, TransitionSettings transitionSettings)
{
yield return new WaitForSecondsRealtime(startDelay);
onTransitionBegin?.Invoke();
GameObject template = Instantiate(transitionTemplate) as GameObject;
template.GetComponent<Transition>().transitionSettings = transitionSettings;
float transitionTime = transitionSettings.transitionTime;
if (transitionSettings.autoAdjustTransitionTime)
transitionTime = transitionTime / transitionSettings.transitionSpeed;
yield return new WaitForSecondsRealtime(transitionTime);
onTransitionCutPointReached?.Invoke();
SceneManager.LoadScene(sceneName);
yield return new WaitForSecondsRealtime(transitionSettings.destroyTime);
onTransitionEnd?.Invoke();
}
IEnumerator Timer(int sceneIndex, float startDelay, TransitionSettings transitionSettings)
{
yield return new WaitForSecondsRealtime(startDelay);
onTransitionBegin?.Invoke();
GameObject template = Instantiate(transitionTemplate) as GameObject;
template.GetComponent<Transition>().transitionSettings = transitionSettings;
float transitionTime = transitionSettings.transitionTime;
if (transitionSettings.autoAdjustTransitionTime)
transitionTime = transitionTime / transitionSettings.transitionSpeed;
yield return new WaitForSecondsRealtime(transitionTime);
onTransitionCutPointReached?.Invoke();
SceneManager.LoadScene(sceneIndex);
yield return new WaitForSecondsRealtime(transitionSettings.destroyTime);
onTransitionEnd?.Invoke();
}
IEnumerator Timer(float delay, TransitionSettings transitionSettings)
{
yield return new WaitForSecondsRealtime(delay);
onTransitionBegin?.Invoke();
GameObject template = Instantiate(transitionTemplate) as GameObject;
template.GetComponent<Transition>().transitionSettings = transitionSettings;
float transitionTime = transitionSettings.transitionTime;
if (transitionSettings.autoAdjustTransitionTime)
transitionTime = transitionTime / transitionSettings.transitionSpeed;
yield return new WaitForSecondsRealtime(transitionTime);
onTransitionCutPointReached?.Invoke();
template.GetComponent<Transition>().OnSceneLoad(SceneManager.GetActiveScene(), LoadSceneMode.Single);
yield return new WaitForSecondsRealtime(transitionSettings.destroyTime);
onTransitionEnd?.Invoke();
runningTransition = false;
}
private IEnumerator Start()
{
while (this.gameObject.activeInHierarchy)
{
//Check for multiple instances of the Transition Manager component
var managerCount = GameObject.FindObjectsOfType<TransitionManager>(true).Length;
if (managerCount > 1)
Debug.LogError($"There are {managerCount.ToString()} Transition Managers in your scene. Please ensure there is only one Transition Manager in your scene or overlapping transitions may occur.");
yield return new WaitForSecondsRealtime(1f);
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace EasyTransition
{
[CreateAssetMenu(fileName = "TransitionSettings", menuName = "Florian Butz/New Transition Settings", order = 0)]
public class TransitionSettings : ScriptableObject
{
[HideInInspector] public Material multiplyColorMaterial;
[HideInInspector] public Material addColorMaterial;
[Header("Transition Settings")]
[Tooltip("The resolution of the canvas the transition was made in. For some transitions this might change.")]
public Vector2 refrenceResolution = new Vector2(1920, 1080);
[Tooltip("If set to true you can't interact with any UI until the transition is over.")]
public bool blockRaycasts = true;
[Space(10)]
[Tooltip("Changes the color tint mode. Multiply just tints the color and Add adds the color to the transition.")]
public ColorTintMode colorTintMode = ColorTintMode.Multiply;
[Tooltip("Changes the color of the transition based on the color tint mode.")]
public Color colorTint = Color.white;
[Tooltip("If the transition uses the UICutoutMask component.")]
public bool isCutoutTransition = false;
[Space(10)]
[Tooltip("Changes the animation speed of the transition. Only works when theres 1 Animator component somewhere on the transition prefab.")]
[Range(0.5f, 2f)]
public float transitionSpeed = 1;
[Tooltip("If you change the transition speed value and set autoAdjustTransitionTime it will automatically change the transition times to fit the new speed.")]
public bool autoAdjustTransitionTime = true;
[Space(10)]
[Tooltip("Sets the size of the transition on the x axis to -1.")]
public bool flipX = false;
[Tooltip("Sets the size of the transition on the y axis to -1.")]
public bool flipY = false;
[Space(10)]
[Tooltip("Time between transition start and scene load in seconds.")]
public float transitionTime = 1.5f;
[Tooltip("Time after scene load within the transition gets destroyed.")]
public float destroyTime = 3f;
[Header("Transition Prefabs")]
[Space(10)]
public GameObject transitionIn;
public GameObject transitionOut;
}
public enum ColorTintMode { Multiply, Add }
}
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}
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float4 color : COLOR;
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