Commit 6245cea9 authored by Yousef Sameh's avatar Yousef Sameh

CS Edited for phone layout

parent b54c2e6e
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......@@ -589,10 +589,10 @@ RectTransform:
m_Children: []
m_Father: {fileID: 6526277751377335439}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 1650.7, y: -20.6}
m_SizeDelta: {x: 158.7438, y: 46.802}
m_AnchorMin: {x: 1, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5}
m_AnchoredPosition: {x: -183.50012, y: 27.100069}
m_SizeDelta: {x: 133.7, y: 46.802}
m_Pivot: {x: 0, y: 1}
--- !u!222 &8980969202422458305
CanvasRenderer:
......@@ -629,7 +629,7 @@ MonoBehaviour:
baseDirection: 2
wordWrap: 1
horizontalAlignment: 0
verticalAlignment: 0
verticalAlignment: 1
overEdge: 0
underEdge: 0
leadingDistribution: 0
......@@ -685,10 +685,10 @@ RectTransform:
- {fileID: 7338536414205531451}
m_Father: {fileID: 4905701994688567912}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.25, y: 1}
m_AnchorMax: {x: 0.75, y: 1}
m_AnchoredPosition: {x: 0, y: -121}
m_SizeDelta: {x: 719.2881, y: 10}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: -138}
m_SizeDelta: {x: 0, y: 10}
m_Pivot: {x: 0.5, y: 1}
--- !u!222 &1734913730316605427
CanvasRenderer:
......@@ -811,10 +811,10 @@ RectTransform:
m_Children: []
m_Father: {fileID: 6526277751377335439}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 0, y: 0.5}
m_AnchoredPosition: {x: 522.6, y: 25.967}
m_SizeDelta: {x: 197.23248, y: 52.179413}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 92.1, y: 26.0895}
m_SizeDelta: {x: 84.24701, y: 52.179}
m_Pivot: {x: 0.5, y: 1}
--- !u!222 &2030891740133995929
CanvasRenderer:
......@@ -2488,10 +2488,10 @@ RectTransform:
m_Children: []
m_Father: {fileID: 6526277751377335439}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 1520.5, y: -20.599976}
m_SizeDelta: {x: 130.2, y: 46.802}
m_AnchorMin: {x: 1, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5}
m_AnchoredPosition: {x: -288.078, y: 27.1}
m_SizeDelta: {x: 104.577, y: 46.802}
m_Pivot: {x: 0, y: 1}
--- !u!222 &7920660751121994183
CanvasRenderer:
......@@ -2678,8 +2678,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 25.967}
m_SizeDelta: {x: 141.7234, y: 51.934}
m_AnchoredPosition: {x: -6.6, y: 25.967}
m_SizeDelta: {x: 76.011, y: 51.934}
m_Pivot: {x: 0.5, y: 1}
--- !u!222 &4274779150537200741
CanvasRenderer:
......
......@@ -208,7 +208,6 @@ GameObject:
m_Component:
- component: {fileID: 1049087476}
- component: {fileID: 1049087475}
- component: {fileID: 1049087477}
- component: {fileID: 1049087472}
m_Layer: 0
m_Name: CinemachineCamera
......@@ -229,15 +228,15 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 4eb4843bae7d24943842ea23130dcd55, type: 3}
m_Name:
m_EditorClassIdentifier: Unity.Cinemachine::Unity.Cinemachine.CinemachineGroupFraming
FramingMode: 0
FramingSize: 0.2
CenterOffset: {x: 0, y: -0.5}
FramingMode: 2
FramingSize: 0.9
CenterOffset: {x: 0, y: -0.7}
Damping: 1
SizeAdjustment: 2
LateralAdjustment: 0
FovRange: {x: 1, y: 100}
DollyRange: {x: -100, y: 100}
OrthoSizeRange: {x: 5, y: 11.82}
OrthoSizeRange: {x: 7, y: 15}
--- !u!114 &1049087475
MonoBehaviour:
m_ObjectHideFlags: 0
......@@ -290,31 +289,12 @@ Transform:
m_GameObject: {fileID: 1049087471}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 3, z: -15}
m_LocalPosition: {x: 0, y: 0, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1049087477
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1049087471}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b617507da6d07e749b7efdb34e1173e1, type: 3}
m_Name:
m_EditorClassIdentifier: Unity.Cinemachine::Unity.Cinemachine.CinemachineFollow
TrackerSettings:
BindingMode: 4
PositionDamping: {x: 1, y: 1, z: 1}
AngularDampingMode: 0
RotationDamping: {x: 1, y: 1, z: 1}
QuaternionDamping: 1
FollowOffset: {x: 0, y: 3, z: -15}
--- !u!1 &1145369046
GameObject:
m_ObjectHideFlags: 0
......@@ -385,6 +365,7 @@ MonoBehaviour:
arabicTextAppearance: {fileID: 11400000, guid: 3a559cf5d653f05ea807e1be5655df92, type: 2}
arabicFontStack: {fileID: 11400000, guid: 0029e5efb4c7a12f1ac9136de794e6dc, type: 2}
arabicTextPrefab: {fileID: 4670452904442138041, guid: d8881dd8fc8b73a2f9fac60499ce92bc, type: 3}
RoundedRect: {fileID: 21300000, guid: b94ad4425888548039a8c69d289a39d6, type: 3}
buildType: scistreet
gradeId: 0
questionCount: 8
......@@ -407,7 +388,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 3.99733, y: 0}
m_AnchoredPosition: {x: 2.19, y: -0.49}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1145369049
......@@ -540,7 +521,7 @@ Camera:
far clip plane: 1000
field of view: 60
orthographic: 1
orthographic size: 5
orthographic size: 7
m_Depth: -1
m_CullingMask:
serializedVersion: 2
......@@ -565,7 +546,7 @@ Transform:
m_GameObject: {fileID: 1677846864}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 2.5, z: -15}
m_LocalPosition: {x: 0, y: 4.9, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
......
......@@ -79,6 +79,7 @@ namespace com.al_arcade.cs
bool showHint = true;
CinemachineTargetGroup _targetGroup;
CinemachineGroupFraming _groupFraming;
private void Awake()
{
......@@ -90,6 +91,7 @@ namespace com.al_arcade.cs
Instance = this;
_targetGroup = FindFirstObjectByType<CinemachineTargetGroup>();
_groupFraming = FindFirstObjectByType<CinemachineGroupFraming>();
}
private void Update()
......@@ -323,7 +325,7 @@ namespace com.al_arcade.cs
}
else
{
yield return WrongOptionFeedback();
StartCoroutine(WrongOptionFeedback());
}
}
else
......@@ -380,7 +382,7 @@ namespace com.al_arcade.cs
if (_deltaChangeInSize == 5)
{
// Win
// Win
_state = CsGameState.Complete;
yield return VictorySequence();
yield break;
......@@ -430,56 +432,58 @@ namespace com.al_arcade.cs
return;
ClearWordButtons();
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;
w = Mathf.Max(w, 1.0f);
wordWidths[i] = w;
totalWidth += w;
}
float maxAllowedWidth = 14f;
float scaleFactor = 1f;
if (totalWidth > maxAllowedWidth)
{
scaleFactor = maxAllowedWidth / totalWidth;
for (int i = 0; i < wordCount; i++)
wordWidths[i] *= scaleFactor;
}
// Arc centre = camera position
Camera cam = Camera.main;
Vector3 arcCenter =
cam != null ? cam.transform.position + Vector3.up * 0.5f : Vector3.zero;
// 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
_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;
// w = Mathf.Max(w, 1.0f);
// wordWidths[i] = w;
// totalWidth += w;
// }
// float maxAllowedWidth = 14f;
// float scaleFactor = 1f;
// if (totalWidth > maxAllowedWidth)
// {
// scaleFactor = maxAllowedWidth / totalWidth;
// for (int i = 0; i < wordCount; i++)
// wordWidths[i] *= scaleFactor;
// }
// // Arc centre = camera position
// Camera cam = Camera.main;
// Vector3 arcCenter =
// cam != null ? cam.transform.position + Vector3.up * 0.5f : Vector3.zero;
// // 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);
......@@ -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()
......
......@@ -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";
......
......@@ -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(0.35f);
yield return UpdateTextPositions(0.2f, 0f);
}
private IEnumerator ShowSentence()
{
Vector3 arcCenter = Vector3.up * 5f;
transform.position = arcCenter + new Vector3(0f, 0f, 15f);
Vector3 arcCenter = Vector3.up * 7f;
transform.position = arcCenter + new Vector3(0f, 0f, -2f);
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 the REAL total width (including padding and gaps)
float totalWidth = 0;
// 1. Calculate total column height (including padding and gaps)
float totalHeight = 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;
}
totalWidth += (_wordTexts.Count - 1) * gap;
totalHeight += (_wordTexts.Count - 1) * gap;
// 2. Start at the Right Edge (+Half Total) and apply the manual offsetX
float currentX = (totalWidth / 2f) + offsetX;
// 2. Start at top edge (+half total), then go downward
float currentY = (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)
currentX -= (elementWidth + gap);
// Move cursor down for next item
currentY -= (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.OutBack);
// rect.DOScale(0.02f, 0.3f).SetEase(Ease.OutCubic);
}
// _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 = 3;
_backgroundImage.color = SSColorPalette.NeutralWord;
_canvas.transform.SetSiblingIndex(0);
var oldCanvasY = cnvRt.anchoredPosition.y;
cnvRt.anchoredPosition = new Vector2(cnvRt.anchoredPosition.x, oldCanvasY - 4f);
cnvRt.DOAnchorPosY(oldCanvasY, 0.3f).SetEase(Ease.OutCubic);
cnvRt.localPosition = new Vector3(0f, cnvRt.localPosition.y - 0.08f, cnvRt.localPosition.z);
cnvRt.DOLocalMoveY(0f, 0.3f).SetEase(Ease.OutCubic);
_backgroundImage.DOFade(1f, 0.3f).SetEase(Ease.OutCubic).From(0f);
StartCoroutine(AnimateTextIn());
......
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......@@ -516,25 +583,25 @@ MonoBehaviour:
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id: Scene View/Open Tile Palette
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......@@ -547,9 +614,9 @@ MonoBehaviour:
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containerId: overlay-container--right
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id: Scene View/Obstacle Display
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contents:
id: Scene View/Light Settings
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......@@ -561,8 +628,8 @@ MonoBehaviour:
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id: Scene View/PBR Validation Settings
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......@@ -575,8 +642,8 @@ MonoBehaviour:
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......@@ -603,12 +670,12 @@ MonoBehaviour:
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......@@ -617,9 +684,9 @@ MonoBehaviour:
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......@@ -631,9 +698,9 @@ MonoBehaviour:
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contents:
id: APV Overlay
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......@@ -642,29 +709,29 @@ MonoBehaviour:
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......@@ -673,12 +740,12 @@ MonoBehaviour:
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......@@ -687,12 +754,12 @@ MonoBehaviour:
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id: SceneView/CamerasOverlay
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......@@ -701,12 +768,12 @@ MonoBehaviour:
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......@@ -716,11 +783,11 @@ MonoBehaviour:
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......@@ -729,36 +796,8 @@ MonoBehaviour:
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......@@ -855,8 +838,8 @@ MonoBehaviour:
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......@@ -869,8 +852,8 @@ MonoBehaviour:
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......@@ -880,25 +863,25 @@ MonoBehaviour:
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id: Scene View/Visual Effect Event Tester
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......@@ -924,13 +907,13 @@ MonoBehaviour:
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......@@ -939,8 +922,8 @@ MonoBehaviour:
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......@@ -987,15 +970,15 @@ MonoBehaviour:
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......@@ -1004,14 +987,14 @@ MonoBehaviour:
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......@@ -1020,12 +1003,12 @@ MonoBehaviour:
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......@@ -1037,21 +1020,21 @@ MonoBehaviour:
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......@@ -1065,7 +1048,7 @@ MonoBehaviour:
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