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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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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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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
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My project.slnx
My project/My project.slnx
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ShaderGraphSettings.asset
My project/ProjectSettings/ShaderGraphSettings.asset
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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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bool
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void
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}
else
{
yield
return
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StartCoroutine
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WrongOptionFeedback
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);
}
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...
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if
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{
// Win
// Win
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yield
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...
...
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return
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int
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words
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w
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1.0f
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}
float
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1f
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totalWidth
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totalWidth
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int
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0
;
i
<
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;
i
++)
wordWidths
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i
]
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scaleFactor
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}
// Arc centre = camera position
Camera
cam
=
Camera
.
main
;
Vector3
arcCenter
=
cam
!=
null
?
cam
.
transform
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position
+
Vector3
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up
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0.5f
:
Vector3
.
zero
;
// Total arc-length consumed by words + gaps between them
float
totalArcLength
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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;
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// {
// scaleFactor = maxAllowedWidth / totalWidth;
// for (int i = 0; i < wordCount; i++)
// wordWidths[i] *= scaleFactor;
// }
// // Arc centre = camera position
// Camera cam = Camera.main;
// 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];
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// // 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
This diff is collapsed.
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My project/My project.slnx
View file @
6245cea9
<Solution>
<Project Path="Assembly-CSharp.csproj" />
<Project Path="LightSide.UniText.csproj" />
<Project Path="Unity.RenderPipelines.Universal.Runtime.csproj" />
<Project Path="FlatKit.Utils.Editor.csproj" />
<Project Path="ExternAttributes.Editor.csproj" />
<Project Path="LightSide.UniText.Editor.csproj" />
<Project Path="Assembly-CSharp-firstpass.csproj" />
<Project Path="Assembly-CSharp-Editor.csproj" />
</Solution>
My project/ProjectSettings/ShaderGraphSettings.asset
deleted
100644 → 0
View file @
b54c2e6e
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!114
&1
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:
m_ObjectHideFlags
:
61
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
0
}
m_Enabled
:
1
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
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,
type
:
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}
m_Name
:
m_EditorClassIdentifier
:
shaderVariantLimit
:
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overrideShaderVariantLimit
:
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customInterpolatorErrorThreshold
:
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customInterpolatorWarningThreshold
:
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customHeatmapValues
:
{
fileID
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My project/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
View file @
6245cea9
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My project/UserSettings/Layouts/default-6000.dwlt
View file @
6245cea9
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