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SSBookMinigames
Commits
6245cea9
Commit
6245cea9
authored
Apr 02, 2026
by
Yousef Sameh
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CS Edited for phone layout
parent
b54c2e6e
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[Render Pipeline] Universal (URP).unitypackage.meta
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Canvas.prefab
My project/Assets/Prefabs/CS/Canvas.prefab
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CS.unity
My project/Assets/Scenes/CS/CS.unity
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-28
CsGameManager.cs
My project/Assets/ScienceStreet/CS/Scripts/CsGameManager.cs
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CsPrefabBuilder.cs
...roject/Assets/ScienceStreet/CS/Scripts/CsPrefabBuilder.cs
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CsSentence.cs
My project/Assets/ScienceStreet/CS/Scripts/CsSentence.cs
+111
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My project.slnx
My project/My project.slnx
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ShaderGraphSettings.asset
My project/ProjectSettings/ShaderGraphSettings.asset
+0
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CurrentMaximizeLayout.dwlt
My project/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
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default-6000.dwlt
My project/UserSettings/Layouts/default-6000.dwlt
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My project/Assets/ScienceStreet/CS/Scripts/CsGameManager.cs
View file @
6245cea9
...
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}
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{
yield
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WrongOptionFeedback
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}
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if
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{
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// Win
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...
...
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return
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int
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question
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words
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1f
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totalWidth
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totalWidth
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int
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;
i
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i
++)
wordWidths
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i
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}
// Arc centre = camera position
Camera
cam
=
Camera
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main
;
Vector3
arcCenter
=
cam
!=
null
?
cam
.
transform
.
position
+
Vector3
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up
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0.5f
:
Vector3
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zero
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// Total arc-length consumed by words + gaps between them
float
totalArcLength
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0f
;
for
(
int
i
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0
;
i
<
wordCount
;
i
++)
totalArcLength
+=
wordWidths
[
i
];
totalArcLength
+=
(
wordCount
-
1
)
*
wordGap
;
// Convert arc-length to angle: arcLength = radius * angleInRadians
float
totalAngleRad
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totalArcLength
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arcRadius
;
float
totalAngleDeg
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totalAngleRad
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Mathf
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Rad2Deg
;
// Clamp to the configured arc span
float
usedSpanDeg
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Mathf
.
Min
(
totalAngleDeg
,
arcSpanDegrees
);
float
spanScale
=
usedSpanDeg
/
totalAngleDeg
;
// Start from the right edge, centered on 90° (straight ahead in XZ)
float
startAngleDeg
=
90f
-
usedSpanDeg
*
0.5f
;
// Running arc-length cursor (from the start edge)
float
cursorArcLength
=
0f
;
// Spawn Full Sentence
_groupFraming
.
CenterOffset
=
new
Vector2
(
0f
,
-
0.1f
);
// int wordCount = question.words.Length;
// float padding = 0.1f;
// float charWidth = 0.32f;
// float[] wordWidths = new float[wordCount];
// float totalWidth = 0;
// for (int i = 0; i < wordCount; i++)
// {
// float w = question.words[i].word_text.Length * charWidth + padding;
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// wordWidths[i] = w;
// totalWidth += w;
// }
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// float scaleFactor = 1f;
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// {
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// for (int i = 0; i < wordCount; i++)
// wordWidths[i] *= scaleFactor;
// }
// // Arc centre = camera position
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// Vector3 arcCenter =
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// // Total arc-length consumed by words + gaps between them
// float totalArcLength = 0f;
// for (int i = 0; i < wordCount; i++)
// totalArcLength += wordWidths[i];
// totalArcLength += (wordCount - 1) * wordGap;
// // Convert arc-length to angle: arcLength = radius * angleInRadians
// float totalAngleRad = totalArcLength / arcRadius;
// float totalAngleDeg = totalAngleRad * Mathf.Rad2Deg;
// // Clamp to the configured arc span
// float usedSpanDeg = Mathf.Min(totalAngleDeg, arcSpanDegrees);
// float spanScale = usedSpanDeg / totalAngleDeg;
// // Start from the right edge, centered on 90° (straight ahead in XZ)
// float startAngleDeg = 90f - usedSpanDeg * 0.5f;
// // Running arc-length cursor (from the start edge)
// float cursorArcLength = 0f;
// Spawn Full Sentence
var
sentenceObj
=
new
GameObject
(
"FullQuestion"
);
sentenceObj
.
transform
.
SetParent
(
wordContainer
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...
...
@@ -488,41 +492,40 @@ namespace com.al_arcade.cs
return
;
for
(
int
i
=
0
;
i
<
wordCount
;
i
++)
{
// Center of this word along the arc
float
wordCenterArc
=
cursorArcLength
+
wordWidths
[
i
]
*
0.5f
;
// Scale arc-length to fit within the allowed span
float
arcFraction
=
totalArcLength
>
0
?
wordCenterArc
/
totalArcLength
:
0.5f
;
float
angleDeg
=
startAngleDeg
+
arcFraction
*
usedSpanDeg
;
float
angleRad
=
angleDeg
*
Mathf
.
Deg2Rad
;
Vector3
pos
=
arcCenter
+
new
Vector3
(
Mathf
.
Cos
(
angleRad
)
*
arcRadius
,
0f
,
Mathf
.
Sin
(
angleRad
)
*
arcRadius
);
var
word
=
question
.
words
[
i
];
var
wordObj
=
new
GameObject
(
$"Word_
{
i
}
_
{
word
.
word_text
}
"
);
if
(
wordContainer
!=
null
)
wordObj
.
transform
.
SetParent
(
wordContainer
);
wordObj
.
transform
.
position
=
pos
;
var
wb
=
wordObj
.
AddComponent
<
CsWordButton
>();
wb
.
Setup
(
word
.
word_text
,
word
.
is_wrong
,
i
,
wordWidths
[
i
],
scaleFactor
);
_wordButtons
.
Add
(
wb
);
wordObj
.
transform
.
localScale
=
Vector3
.
zero
;
wordObj
.
transform
.
DOScale
(
Vector3
.
one
,
0.4f
)
.
SetDelay
(
i
*
0.08f
)
.
SetEase
(
Ease
.
OutBack
);
cursorArcLength
+=
wordWidths
[
i
]
+
wordGap
;
}
// for (int i = 0; i < wordCount; i++) {
// // Center of this word along the arc
// float wordCenterArc = cursorArcLength + wordWidths[i] * 0.5f;
// // Scale arc-length to fit within the allowed span
// float arcFraction = totalArcLength > 0 ? wordCenterArc / totalArcLength : 0.5f;
// float angleDeg = startAngleDeg + arcFraction * usedSpanDeg;
// float angleRad = angleDeg * Mathf.Deg2Rad;
// Vector3 pos =
// arcCenter
// + new Vector3(
// Mathf.Cos(angleRad) * arcRadius,
// 0f,
// Mathf.Sin(angleRad) * arcRadius
// );
// var word = question.words[i];
// var wordObj = new GameObject($"Word_{i}_{word.word_text}");
// if (wordContainer != null)
// wordObj.transform.SetParent(wordContainer);
// wordObj.transform.position = pos;
// var wb = wordObj.AddComponent<CsWordButton>();
// wb.Setup(word.word_text, word.is_wrong, i, wordWidths[i], scaleFactor);
// _wordButtons.Add(wb);
// wordObj.transform.localScale = Vector3.zero;
// wordObj
// .transform.DOScale(Vector3.one, 0.4f)
// .SetDelay(i * 0.08f)
// .SetEase(Ease.OutBack);
// cursorArcLength += wordWidths[i] + wordGap;
// }
}
private
void
ShowOptions
()
...
...
@@ -553,7 +556,10 @@ namespace com.al_arcade.cs
{
_targetGroup
.
RemoveMember
(
_targetGroup
.
Targets
[
1
].
Object
);
_targetGroup
.
RemoveMember
(
_targetGroup
.
Targets
[
1
].
Object
);
_targetGroup
.
RemoveMember
(
_targetGroup
.
Targets
[
1
].
Object
);
}
_groupFraming
.
CenterOffset
=
new
Vector2
(
0f
,
-
0.7f
);
}
private
IEnumerator
UnlockAfterCooldown
()
...
...
My project/Assets/ScienceStreet/CS/Scripts/CsPrefabBuilder.cs
View file @
6245cea9
...
...
@@ -92,6 +92,7 @@ namespace com.al_arcade.cs
[
SerializeField
]
public
UniTextAppearance
arabicTextAppearance
;
[
SerializeField
]
public
UniTextFontStack
arabicFontStack
;
[
SerializeField
]
public
GameObject
arabicTextPrefab
;
[
SerializeField
]
public
Sprite
RoundedRect
;
[
Header
(
"Game Settings"
)]
[
SerializeField
]
private
string
buildType
=
"scistreet"
;
...
...
My project/Assets/ScienceStreet/CS/Scripts/CsSentence.cs
View file @
6245cea9
...
...
@@ -23,6 +23,7 @@ public class CsSentence : MonoBehaviour
private
Vector2
eachWordPadding
=
new
Vector2
(
8f
,
4f
);
private
CinemachineTargetGroup
_targetGroup
;
private
UniText
widestWord
;
public
void
Initialize
(
CsQuestion
question
)
{
...
...
@@ -38,30 +39,23 @@ public class CsSentence : MonoBehaviour
{
yield
return
ShowSentence
();
yield
return
new
WaitForSeconds
(
1f
);
yield
return
UpdateTextPositions
(
0.
35
f
);
yield
return
UpdateTextPositions
(
0.
2f
,
0
f
);
}
private
IEnumerator
ShowSentence
()
{
Vector3
arcCenter
=
Vector3
.
up
*
5
f
;
transform
.
position
=
arcCenter
+
new
Vector3
(
0f
,
0f
,
15
f
);
Vector3
arcCenter
=
Vector3
.
up
*
7
f
;
transform
.
position
=
arcCenter
+
new
Vector3
(
0f
,
0f
,
-
2
f
);
var
words
=
_question
.
words
;
int
wordCount
=
words
.
Count
();
for
(
int
i
=
0
;
i
<
wordCount
;
i
++)
{
var
leftOrRight
=
0
;
if
(
i
==
0
)
leftOrRight
=
-
1
;
else
if
(
i
==
wordCount
-
1
)
leftOrRight
=
1
;
GameObject
wordObj
=
AddTextWithCanvas
(
transform
,
0.02f
,
words
[
i
].
word_text
,
leftOrRight
);
GameObject
wordObj
=
AddTextWithCanvas
(
transform
,
0.02f
,
words
[
i
].
word_text
);
}
// Add background
Canvas
.
willRenderCanvases
+=
EditLayout
;
Canvas
.
willRenderCanvases
+=
SentenceCallbackAfterCanvasRender
;
yield
return
null
;
}
...
...
@@ -141,7 +135,7 @@ public class CsSentence : MonoBehaviour
}
}
private
GameObject
AddTextWithCanvas
(
Transform
parent
,
float
canvasScale
,
string
text
,
int
rightOrLeft
)
private
GameObject
AddTextWithCanvas
(
Transform
parent
,
float
canvasScale
,
string
text
)
{
var
canvasObj
=
new
GameObject
(
"WordCanvas"
);
canvasObj
.
transform
.
SetParent
(
parent
);
...
...
@@ -162,6 +156,8 @@ public class CsSentence : MonoBehaviour
_backgroundImage
.
sprite
=
CsPrefabBuilder
.
Instance
.
wordSprite
;
_backgroundImage
.
color
=
SSColorPalette
.
NeutralWord
;
_backgroundImage
.
enabled
=
false
;
var
_uniText
=
Instantiate
(
CsPrefabBuilder
.
Instance
.
arabicTextPrefab
,
canvasObj
.
transform
).
GetComponent
<
UniText
>();
_uniText
.
Text
=
text
;
_wordTexts
.
Add
(
_uniText
);
...
...
@@ -169,21 +165,22 @@ public class CsSentence : MonoBehaviour
return
canvasObj
;
}
private
IEnumerator
UpdateTextPositions
(
float
gap
=
0.
5f
,
float
offsetX
=
0f
)
private
IEnumerator
UpdateTextPositions
(
float
gap
=
0.
2f
,
float
offsetY
=
0f
)
{
// 1. Calculate t
he REAL total width
(including padding and gaps)
float
total
Width
=
0
;
// 1. Calculate t
otal column height
(including padding and gaps)
float
total
Height
=
0f
;
foreach
(
var
t
in
_wordTexts
)
{
float
baseWidth
=
t
.
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
width
;
// Padded width in world units (0.02 scale)
float
paddedWidth
=
(
baseWidth
+
eachWordPadding
.
x
)
*
0.02f
;
totalWidth
+=
paddedWidth
;
float
baseHeight
=
t
.
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
height
;
t
.
transform
.
parent
.
GetComponent
<
Image
>().
enabled
=
true
;
float
paddedHeight
=
(
baseHeight
+
eachWordPadding
.
y
)
*
0.02f
;
totalHeight
+=
paddedHeight
;
}
total
Width
+=
(
_wordTexts
.
Count
-
1
)
*
gap
;
total
Height
+=
(
_wordTexts
.
Count
-
1
)
*
gap
;
// 2. Start at t
he Right Edge (+Half Total) and apply the manual offsetX
float
current
X
=
(
totalWidth
/
2f
)
+
offsetX
;
// 2. Start at t
op edge (+half total), then go downward
float
current
Y
=
(
totalHeight
/
2f
)
+
offsetY
;
yield
return
null
;
...
...
@@ -193,17 +190,17 @@ public class CsSentence : MonoBehaviour
// Apply size immediately for accurate math
rect
.
sizeDelta
+=
eachWordPadding
;
float
elementHeight
=
rect
.
rect
.
height
*
0.02f
;
float
elementWidth
=
rect
.
rect
.
width
*
0.02f
;
// 3. Right-to-Left Math:
// Subtract half the element width to find the center point
float
targetX
=
currentX
-
(
elementWidth
/
2f
);
// Center point for this item in the column
float
targetY
=
currentY
-
(
elementHeight
/
2f
);
//
Final Position (0 on Y and Z to keep it on the 'floor' of your lab)
Vector3
targetPos
=
new
Vector3
(
targetX
,
0
,
0
);
//
Keep X = 0 so all words are in one vertical column
Vector3
targetPos
=
new
Vector3
(
0f
,
targetY
,
0f
);
//
4. Update the "cursor" for the next card (Move Left)
current
X
-=
(
elementWidth
+
gap
);
//
Move cursor down for next item
current
Y
-=
(
elementHeight
+
gap
);
// --- Setup & Animation ---
if
(!
rect
.
gameObject
.
TryGetComponent
<
CsWordButton
>(
out
var
csWord
))
...
...
@@ -227,9 +224,31 @@ public class CsSentence : MonoBehaviour
}
}
// Update Camera Group
_targetGroup
.
AddMember
(
_wordTexts
[
0
].
transform
.
parent
,
0.2f
,
_wordTexts
[
0
].
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
width
*
0.5f
*
0.02f
);
_targetGroup
.
AddMember
(
_wordTexts
[
_wordTexts
.
Count
-
1
].
transform
.
parent
,
0.2f
,
_wordTexts
[
_wordTexts
.
Count
-
1
].
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
width
*
0.5f
*
0.02f
);
_targetGroup
.
RemoveMember
(
_targetGroup
.
Targets
[
1
].
Object
);
// Update Camera Group (top + left + right)
// Top
_targetGroup
.
AddMember
(
_wordTexts
[
0
].
transform
.
parent
,
1f
,
_wordTexts
[
0
].
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
height
*
0.02f
);
var
widestRect
=
widestWord
.
transform
.
parent
.
GetComponent
<
RectTransform
>();
var
offsetFromCenter
=
Vector3
.
right
*
(
widestRect
.
sizeDelta
.
x
/
2
);
var
right
=
new
GameObject
(
"Right"
);
var
rightRect
=
right
.
AddComponent
<
RectTransform
>();
rightRect
.
SetParent
(
widestRect
);
rightRect
.
localPosition
=
offsetFromCenter
;
rightRect
.
SetParent
(
widestRect
.
parent
);
var
left
=
new
GameObject
(
"left"
);
var
leftRect
=
left
.
AddComponent
<
RectTransform
>();
leftRect
.
SetParent
(
widestRect
);
leftRect
.
localPosition
=
-
offsetFromCenter
;
leftRect
.
SetParent
(
widestRect
.
parent
);
_targetGroup
.
AddMember
(
rightRect
,
1f
,
_wordTexts
[
0
].
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
height
*
0.02f
);
_targetGroup
.
AddMember
(
leftRect
,
1f
,
_wordTexts
[
0
].
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
height
*
0.02f
);
if
(
_background
!=
null
)
Destroy
(
_background
);
}
...
...
@@ -248,10 +267,10 @@ public class CsSentence : MonoBehaviour
float
elementWidth
=
rect
.
rect
.
width
*
0.02f
;
// 3. Center Pivot Math: Position = Right Edge - half of the card's width
float
targetX
=
currentX
-
(
elementWidth
/
2f
);
//
float targetX = currentX - (elementWidth / 2f);
rect
.
position
=
new
Vector3
(
targetX
,
0
,
rect
.
position
.
y
,
rect
.
position
.
z
);
...
...
@@ -259,7 +278,7 @@ public class CsSentence : MonoBehaviour
// 4. Move currentX by the card's width AND the gap for the next element
currentX
-=
elementWidth
;
rect
.
localScale
=
Vector3
.
one
*
0.02f
;
// rect.DOScale(0.02f, 0.3f).SetEase(Ease.Out
Back
);
// rect.DOScale(0.02f, 0.3f).SetEase(Ease.Out
Cubic
);
}
// _background.transform.DOScale(0.02f, 0.3f).SetEase(Ease.OutBack);
...
...
@@ -268,13 +287,17 @@ public class CsSentence : MonoBehaviour
}
private
void
EditLayout
()
private
void
SentenceCallbackAfterCanvasRender
()
{
Canvas
.
willRenderCanvases
-=
EditLayout
;
Canvas
.
willRenderCanvases
-=
SentenceCallbackAfterCanvasRender
;
float
worldScale
=
0.02f
;
float
connectedGapWorld
=
0.02f
;
// tight connected sentence look in world units
var
totalWidth
=
0f
;
var
neededHeight
=
0f
;
float
maxWidthPx
=
0f
;
float
totalHeightWorld
=
0f
;
// First pass: size cards, anchor text, and measure using world-scaled heights
foreach
(
var
uniText
in
_wordTexts
)
{
Vector2
padding
=
new
Vector2
(
8f
,
4f
);
...
...
@@ -282,45 +305,77 @@ public class CsSentence : MonoBehaviour
var
rt
=
uniText
.
transform
.
parent
.
GetComponent
<
RectTransform
>();
rt
.
sizeDelta
=
new
Vector2
(
uniText
.
preferredWidth
+
padding
.
x
,
uniText
.
preferredHeight
+
padding
.
y
);
neededHeight
=
uniText
.
preferredHeight
+
padding
.
y
;
totalWidth
+=
uniText
.
preferredWidth
+
padding
.
x
;
if
(
rt
.
sizeDelta
.
x
>
maxWidthPx
)
{
widestWord
=
uniText
;
}
maxWidthPx
=
Mathf
.
Max
(
maxWidthPx
,
rt
.
sizeDelta
.
x
);
totalHeightWorld
+=
rt
.
rect
.
height
*
worldScale
;
var
uniTextRect
=
uniText
.
GetComponent
<
RectTransform
>();
uniTextRect
.
anchorMin
=
new
Vector2
(
0
,
0
);
uniTextRect
.
anchorMax
=
new
Vector2
(
1
,
1
);
uniTextRect
.
offsetMin
=
Vector2
.
zero
;
uniTextRect
.
offsetMax
=
Vector2
.
zero
;
}
if
(
_wordTexts
.
Count
>
1
)
totalHeightWorld
+=
(
_wordTexts
.
Count
-
1
)
*
connectedGapWorld
;
// Slide and fade in rt
var
oldY
=
rt
.
anchoredPosition
.
y
;
rt
.
anchoredPosition
=
new
Vector2
(
rt
.
anchoredPosition
.
x
,
oldY
-
4f
);
rt
.
DOAnchorPosY
(
oldY
,
0.3f
).
SetEase
(
Ease
.
OutCubic
);
// Second pass: place cards as one connected vertical sentence in world-space local positions
float
currentY
=
totalHeightWorld
*
0.5f
;
foreach
(
var
uniText
in
_wordTexts
)
{
var
rt
=
uniText
.
transform
.
parent
.
GetComponent
<
RectTransform
>();
float
elementHeightWorld
=
rt
.
rect
.
height
*
worldScale
;
float
targetY
=
currentY
-
(
elementHeightWorld
*
0.5f
);
rt
.
localPosition
=
new
Vector3
(
0f
,
targetY
-
0.08f
,
0f
);
rt
.
DOLocalMoveY
(
targetY
,
0.3f
).
SetEase
(
Ease
.
OutCubic
);
rt
.
GetComponent
<
Image
>().
DOFade
(
1f
,
0.3f
).
SetEase
(
Ease
.
OutCubic
).
From
(
0f
);
currentY
-=
(
elementHeightWorld
+
connectedGapWorld
);
}
var
canvasObj
=
new
GameObject
(
"BackgroundCanvas"
);
_background
=
canvasObj
;
canvasObj
.
transform
.
SetParent
(
transform
);
canvasObj
.
transform
.
localScale
=
Vector3
.
one
*
0.02f
;
var
_canvas
=
canvasObj
.
AddComponent
<
Canvas
>();
_canvas
.
renderMode
=
RenderMode
.
WorldSpace
;
_canvas
.
sortingOrder
=
-
1
;
canvasObj
.
AddComponent
<
GraphicRaycaster
>();
var
cnvRt
=
canvasObj
.
GetComponent
<
RectTransform
>();
cnvRt
.
localScale
=
Vector3
.
one
*
0.02f
;
cnvRt
.
sizeDelta
=
new
Vector2
(
totalWidth
-
30f
,
neededHeight
);
var
backgroundPadding
=
new
Vector2
(
4f
,
6f
);
canvasObj
.
GetComponent
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
maxWidthPx
+
backgroundPadding
.
x
,
(
totalHeightWorld
/
worldScale
)
+
backgroundPadding
.
y
);
var
backGO
=
new
GameObject
(
"Background"
);
backGO
.
transform
.
SetParent
(
_canvas
.
transform
);
backGO
.
AddComponent
<
RectTransform
>();
_canvas
.
transform
.
SetSiblingIndex
(
0
);
var
cnvRt
=
backGO
.
GetComponent
<
RectTransform
>();
cnvRt
.
localScale
=
Vector3
.
one
;
cnvRt
.
anchorMin
=
new
Vector2
(
0
,
0
);
cnvRt
.
anchorMax
=
new
Vector2
(
1
,
1
);
cnvRt
.
offsetMax
=
Vector2
.
zero
;
cnvRt
.
offsetMin
=
Vector2
.
zero
;
_targetGroup
.
AddMember
(
cnvRt
,
1f
,
2f
);
canvasObj
.
transform
.
SetLocalPositionAndRotation
(
Vector3
.
zero
,
Quaternion
.
identity
);
var
_backgroundImage
=
canvasObj
.
AddComponent
<
Image
>();
var
_backgroundImage
=
backGO
.
AddComponent
<
Image
>();
_backgroundImage
.
type
=
Image
.
Type
.
Sliced
;
_backgroundImage
.
sprite
=
CsPrefabBuilder
.
Instance
.
RoundedRect
;
_backgroundImage
.
pixelsPerUnitMultiplier
=
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