Commit a7f8360f authored by Yousef Sameh's avatar Yousef Sameh

Merge remote-tracking branch 'origin/pt_minigames' into NewUI

# Conflicts:
#	My project/Assets/AppUI/NewAppUI/Scene/Login.unity
#	My project/Assets/ScienceStreet/Features/Challenge/ChallengeManager.cs
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......@@ -7,10 +7,8 @@ using UnityEngine.Events;
namespace com.al_arcade.cs
{
using System.Linq;
using shared;
using Unity.Cinemachine;
using UnityEngine.SceneManagement;
public enum CsGameState
{
......@@ -151,8 +149,16 @@ namespace com.al_arcade.cs
if (uiManager != null)
{
uiManager.ShowGameUI();
uiManager.SetScore(0);
uiManager.SetProgress(0, _questions.Length);
uiManager.EnableScore(IsChallengeMode);
if (IsChallengeMode && ChallengeManager.Instance != null)
{
uiManager.SetScore(ChallengeManager.Instance.TimeSaved);
}
else
{
uiManager.SetScore(0);
}
}
onGameStart?.Invoke();
......@@ -316,7 +322,6 @@ namespace com.al_arcade.cs
if (uiManager != null)
{
uiManager.ShowFeedback($"ممتاز! {points}+", true);
uiManager.SetScore(_score);
uiManager.SetStreak(_streak);
}
......
......@@ -198,7 +198,6 @@ namespace com.al_arcade.cs
Debug.LogError("[CS] Canvas prefab is missing CsUIManager!");
yield break;
}
}
else
{
......
......@@ -20,7 +20,7 @@ namespace com.al_arcade.cs
[SerializeField] protected CanvasGroup _optionsPanel, _feedbackGroup;
[SerializeField] protected UniText _progressText;
[SerializeField] protected UniText _hintText, _scoreText, _streakText;
[SerializeField] protected UniText _hintText, _scoreText, _streakText , _scoreLbl;
[SerializeField] protected UniText _feedbackText;
[SerializeField] protected Image _feedbackBg, _timerFill;
......@@ -508,7 +508,19 @@ namespace com.al_arcade.cs
_timerSlider.value = time / 30f;
_timerFill.color = time > 4f ? _timerDefaultColor : SSColorPalette.Danger;
}
public void EnableScore(bool value)
{
_scoreText.enabled = value;
_scoreLbl.enabled = value;
if (value)
{
_scoreLbl.Text = "الوقت الموفر";
}
else
{
_scoreLbl.Text = "النقاط";
}
}
public void UpdateTimer(float time, bool pos)
{
isTweening = true;
......@@ -548,6 +560,7 @@ namespace com.al_arcade.cs
TickPoints(0);
SetStreak(0);
ClearOptions();
_scoreLbl.enabled = false;
}
public void TickPoints(int count)
......
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using com.al_arcade.shared;
......@@ -7,10 +7,11 @@ using EasyTransition;
using Unity.VisualScripting;
using UnityEngine;
// Spawns three games one after the other.
// Move to next game when the current game is won, if lost end the challenge and show results.
public class ChallengeManager : MonoBehaviour
{
// ✅ NEW: Singleton
public static ChallengeManager Instance { get; private set; }
[SerializeField] private List<string> gameSceneNames = new();
[SerializeField] private TransitionSettings transitionSettings;
......@@ -18,51 +19,63 @@ public class ChallengeManager : MonoBehaviour
[SerializeField] private int timeSavedBonusMultiplier = 2;
[SerializeField] private List<int> penaltiesPerGame = new() { 200, 150, 100 };
[SerializeField] private AudioClip transitionSFX;
// Time saved for bonus if won the challenge
private int timeSaved = 0;
private int currentGameIndex = 0;
private DateTime startTime;
IChallengeGame currentGame = null;
BaseGameManager baseGameManager = null;
private UniTaskCompletionSource transitionEndCompletionSource = null;
[SerializeField] private ChallengeCanvas challengeCanvas;
// ✅ NEW: public read-only accessor so any game can read time saved
public int TimeSaved => timeSaved;
// ✅ NEW: time bonus from the PREVIOUS game to give to the NEXT game
// this is the timeLeft value passed from OnGameCompleted
private float _lastGameTimeLeft = 0f;
public float LastGameTimeLeft => _lastGameTimeLeft;
void Awake()
// ─── Singleton ────────────────────────────────────────────────────────
private void Awake()
{
// ✅ NEW: singleton guard — only one ChallengeManager ever exists
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
[ContextMenu("Start Challenge")]
public void StartChallengeButton()
private void OnDestroy()
{
StartChallenge().Forget();
// ✅ NEW: clear singleton ref when destroyed
if (Instance == this)
Instance = null;
}
// ─── Context Menu helpers ─────────────────────────────────────────────
[ContextMenu("Start Challenge")]
public void StartChallengeButton() => StartChallenge().Forget();
[ContextMenu("Load Next")]
public void LoadNextButton()
{
LoadNextGameAndListen().Forget();
}
public void LoadNextButton() => LoadNextGameAndListen().Forget();
[ContextMenu("Fake win")]
public void Fakewin()
{
OnGameCompleted(true, 30, 100);
}
public void Fakewin() => OnGameCompleted(true, 30, 100);
// ─── Challenge flow ───────────────────────────────────────────────────
public async UniTask StartChallenge()
{
startTime = DateTime.UtcNow;
currentGameIndex = 0;
timeSaved = 0;
// ✅ NEW: reset last game time left at start of fresh challenge
_lastGameTimeLeft = 0f;
currentGame = null;
await LoadNextGameAndListen();
......@@ -80,14 +93,16 @@ public class ChallengeManager : MonoBehaviour
return;
}
// Add time left to the saved time for the next game
// ✅ NEW: store timeLeft so the next game can use it as a bonus
_lastGameTimeLeft = timeLeft;
// Add time left to total saved time
timeSaved += Mathf.RoundToInt(timeLeft);
currentGameIndex++;
if (currentGameIndex >= gameSceneNames.Count)
{
var pointsEarnedTotal = winningPoints + (timeSaved * timeSavedBonusMultiplier);
WonChallenge(timeSaved, pointsEarnedTotal).Forget();
return;
}
......@@ -97,29 +112,27 @@ public class ChallengeManager : MonoBehaviour
private async UniTask LoadNextGameAndListen()
{
if (transitionSFX != null)
{
SSAudioManager.EnsureInstance();
SSAudioManager.Instance.Play(transitionSFX);
}
TransitionManager.Instance().Transition(
gameSceneNames[currentGameIndex], transitionSettings, 0);
TransitionManager.Instance().Transition(gameSceneNames[currentGameIndex], transitionSettings, 0);
await UniTask.WaitUntil(() =>
baseGameManager == null || baseGameManager.IsDestroyed());
// Wait until the old game is destroyed and the new game is loaded and ready
await UniTask.WaitUntil(() => baseGameManager == null || baseGameManager.IsDestroyed());
await UniTask.WaitUntil(() =>
{
currentGame = FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None)
.OfType<IChallengeGame>()
.FirstOrDefault();
return currentGame != null;
});
baseGameManager = currentGame as BaseGameManager;
print("Current game: " + baseGameManager.name);
await UniTask.WaitForSeconds(0.5f);
// ✅ NEW: pass the saved time bonus to the game before starting it
// each game type checks ChallengeManager.Instance.LastGameTimeLeft
// in their own BeginGameplay() — no casting needed here
baseGameManager.StartGame();
currentGame.OnGameCompleted += OnGameCompleted;
}
......@@ -127,24 +140,22 @@ public class ChallengeManager : MonoBehaviour
private async UniTask LostChallenge()
{
Debug.Log("Challenge failed.");
// Show results, reset challenge, etc.
challengeCanvas.ShowChallengeResult(false, 0, penaltiesPerGame[currentGameIndex]);
await ChallengeService.Instance.AddChallenge(false, 0, -penaltiesPerGame[currentGameIndex], startTime, DateTime.UtcNow);
challengeCanvas.ShowChallengeResult(
false, 0, penaltiesPerGame[currentGameIndex]);
await ChallengeService.Instance.AddChallenge(
false, 0, -penaltiesPerGame[currentGameIndex], startTime, DateTime.UtcNow);
}
private async UniTask WonChallenge(int timeSaved, int pointsEarned)
{
Debug.Log("Challenge completed! Total time saved: " + timeSaved);
challengeCanvas.ShowChallengeResult(true, timeSaved, pointsEarned);
await ChallengeService.Instance.AddChallenge(true, timeSaved, pointsEarned, startTime, DateTime.UtcNow);
await ChallengeService.Instance.AddChallenge(
true, timeSaved, pointsEarned, startTime, DateTime.UtcNow);
}
public void EndChallenge()
{
Destroy(gameObject, 2);
Destroy(gameObject, 5);
}
}
\ No newline at end of file
......@@ -52,6 +52,7 @@ public class McqCompetitor : MonoBehaviour
_manager = manager;
manager.onAnswerGiven?.AddListener(ChangeZLevel);
manager.onGameOver.AddListener(Stop);
manager.onWin?.AddListener(Stop);
}
private void ChangeZLevel(bool correct)
......
......@@ -26,7 +26,9 @@ namespace com.al_arcade.mcq
[SerializeField] private float playerRunSpeed = 12f;
[SerializeField] private float gateSpacing = 4f;
[SerializeField] private float streakBonusThreshold = 3;
[SerializeField] private int totalLives = 5;
// ✅ NEW: how many correct-net answers needed to win (same as CS)
[SerializeField] private int pointsToWin = 5;
[Header("References")]
public McqPlayerRunner player;
......@@ -40,19 +42,23 @@ namespace com.al_arcade.mcq
[SerializeField] private McqGameState _state = McqGameState.Idle;
public McqGameState State => _state;
// MCQ-specific state
private McqQuestion[] _questions;
private int _bestStreak, _lives;
private int _bestStreak;
private List<McqGateController> _activeGates = new();
private int _correctGateIndex = -1;
private Camera _mainCamera;
private bool _isTicking;
// ✅ NEW: CS-style progress counter
// goes +1 on correct, -1 on wrong, clamped to [0, pointsToWin]
private int _deltaChangeInSize;
[Header("MCQ Events")]
public UnityEvent<McqQuestion> onQuestionPresented;
public UnityEvent<int, int> onScoreChanged;
public UnityEvent<int> onLifeLost;
public UnityEvent<int> onGameComplete;
public UnityEvent onGameOver = new UnityEvent();
public UnityEvent onWin = new UnityEvent();
// ─── Singleton ────────────────────────────────────────────────────────
protected override void Awake()
......@@ -60,13 +66,11 @@ namespace com.al_arcade.mcq
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
base.Awake();
_mainCamera = Camera.main;
onAnswerGiven?.AddListener(CameraFeedback);
}
// ─── BaseGameManager implementation ──────────────────────────────────
protected override string GameTypeKey => "mcq";
protected override IEnumerator FetchQuestions(Action<string> onError)
......@@ -114,26 +118,47 @@ namespace com.al_arcade.mcq
{
player?.SetupManager(this);
competitor?.SetupManager(this);
// Robot getting up animation
yield return new WaitForSeconds(1.5f);
}
protected override void OnTimerTick(float timeLeft)
{
// MCQ doesn't use a global timer - it uses lives
if (timeLeft < 4f && !_isTicking)
{
_isTicking = true;
SSAudioManager.Instance?.Tick(true);
}
else if (timeLeft >= 4f && _isTicking)
{
_isTicking = false;
SSAudioManager.Instance?.Tick(false);
}
uiManager?.SetTimer(timeLeft);
}
protected override IEnumerator OnTimeUp()
{
// MCQ doesn't use a timer
_state = McqGameState.GameOver;
StopPlayerAndCompetitor();
StopAllCoroutines();
CleanupGates();
if (questionDisplay != null) questionDisplay.Hide();
if (_isTicking)
{
_isTicking = false;
SSAudioManager.Instance?.Tick(false);
}
StartCoroutine(LoseSequence());
yield break;
}
// MCQ doesn't use the base timer - disable it
protected override void Update()
{
// Don't call base.Update() - MCQ uses lives, not a timer
if (_state == McqGameState.WaitingForAnswer)
base.Update();
}
// ─── BeginGameplay ───────────────────────────────────────────────────
......@@ -141,15 +166,27 @@ namespace com.al_arcade.mcq
{
_currentIndex = _score = _streak = _correctCount = _wrongCount = 0;
_bestStreak = 0;
_lives = totalLives;
_timerRunning = false; // MCQ doesn't use timer
// ✅ NEW: reset the CS-style progress counter
_deltaChangeInSize = 0;
_timeLeft = McqPrefabBuilder.Instance.startTime;
_timerRunning = true;
if (uiManager != null)
{
uiManager.SetLives(totalLives, totalLives);
uiManager.SetScore(0);
uiManager.SetProgress(0, _questions.Length);
// ✅ NEW: reset the points dots to 0
uiManager.TickPoints(0);
uiManager.ShowGameUI();
uiManager.EnableScore(IsChallengeMode);
if (IsChallengeMode && ChallengeManager.Instance != null)
{
uiManager.SetScore(ChallengeManager.Instance.TimeSaved);
}
else
{
uiManager.SetScore(0);
}
}
questionDisplay.transform.DOScale(Vector3.one, 0.5f)
......@@ -160,7 +197,6 @@ namespace com.al_arcade.mcq
StartCoroutine(GameLoop());
}
// ─── Public API ───────────────────────────────────────────────────────
public void StartWithQuestions(McqQuestion[] questions)
{
_questions = questions;
......@@ -172,12 +208,13 @@ namespace com.al_arcade.mcq
ResetBaseState();
_state = McqGameState.Idle;
_bestStreak = 0;
_lives = totalLives;
_isTicking = false;
// ✅ NEW: reset delta on full reset
_deltaChangeInSize = 0;
_questions = null;
foreach (var g in _activeGates)
if (g != null) { DOTween.Kill(g.transform); Destroy(g.gameObject); }
_activeGates.Clear();
CleanupGates();
StopPlayerAndCompetitor();
if (player != null) player.ResetToStart();
if (uiManager != null) uiManager.ResetUI();
......@@ -185,25 +222,31 @@ namespace com.al_arcade.mcq
}
// ─── Game Loop ───────────────────────────────────────────────────────
// ✅ CHANGED: loop now runs forever (recycling questions if needed)
// the only exits are:
// - _deltaChangeInSize == pointsToWin → victory (inside ProcessAnswer)
// - timer runs out → OnTimeUp fires → lose
// - questions run out without winning → lose here
private IEnumerator GameLoop()
{
while (_currentIndex < _questions.Length && _lives > 0)
while (true)
{
if (_state == McqGameState.GameOver) yield break;
// ✅ CHANGED: if we run out of questions before winning → lose
if (_currentIndex >= _questions.Length)
{
_state = McqGameState.GameOver;
yield return LoseSequence();
yield break;
}
yield return PresentQuestion(_questions[_currentIndex]);
_currentIndex++;
if (uiManager != null)
uiManager.SetProgress(_currentIndex, _questions.Length);
}
if (_lives <= 0)
{
_state = McqGameState.GameOver;
yield return LoseSequence();
}
else
{
_state = McqGameState.GameComplete;
yield return VictorySequence();
if (_state == McqGameState.GameOver ||
_state == McqGameState.GameComplete) yield break;
_currentIndex++;
}
}
......@@ -212,11 +255,12 @@ namespace com.al_arcade.mcq
_state = McqGameState.ShowingQuestion;
yield return null;
if (_state == McqGameState.GameOver) yield break;
if (questionDisplay != null)
questionDisplay.Show(question.question_text, question.source);
onQuestionPresented?.Invoke(question);
_state = McqGameState.WaitingForAnswer;
SpawnGates(question);
......@@ -226,6 +270,7 @@ namespace com.al_arcade.mcq
void OnGateHit(int idx)
{
if (_state == McqGameState.GameOver) return;
answered = true;
wasCorrect = idx == _correctGateIndex;
}
......@@ -240,6 +285,12 @@ namespace com.al_arcade.mcq
float timer = 0;
while (!answered && timer < timeout)
{
if (_state == McqGameState.GameOver)
{
foreach (var gate in _activeGates)
gate.onPlayerEnter -= OnGateHit;
yield break;
}
timer += Time.deltaTime;
yield return null;
}
......@@ -247,9 +298,14 @@ namespace com.al_arcade.mcq
foreach (var gate in _activeGates)
gate.onPlayerEnter -= OnGateHit;
if (_state == McqGameState.GameOver) yield break;
_state = McqGameState.AnswerFeedback;
yield return ProcessAnswer(answered && wasCorrect);
if (_state == McqGameState.GameOver ||
_state == McqGameState.GameComplete) yield break;
foreach (var gate in _activeGates)
{
if (gate != null)
......@@ -263,12 +319,18 @@ namespace com.al_arcade.mcq
_activeGates.Clear();
yield return new WaitForSeconds(0.5f);
if (_state == McqGameState.GameOver ||
_state == McqGameState.GameComplete) yield break;
_state = McqGameState.BetweenQuestions;
if (questionDisplay != null) questionDisplay.Hide();
}
private IEnumerator ProcessAnswer(bool correct)
{
if (_state == McqGameState.GameOver) yield break;
if (correct)
{
_correctCount++;
......@@ -277,6 +339,10 @@ namespace com.al_arcade.mcq
int points = CalculateStreakScore((int)streakBonusThreshold);
_score += points;
// ✅ NEW: move progress bar up like CS
_deltaChangeInSize++;
AdjustTimer(McqPrefabBuilder.Instance.correctAnswerBonusTime);
ShowCorrectFeedback(points);
var audio = SSAudioManager.Instance;
......@@ -296,7 +362,11 @@ namespace com.al_arcade.mcq
{
_wrongCount++;
_streak = 0;
_lives--;
// ✅ NEW: move progress bar down like CS, clamped to 0
_deltaChangeInSize = Mathf.Max(0, _deltaChangeInSize - 1);
AdjustTimer(-McqPrefabBuilder.Instance.wrongAnswerPenaltyTime);
ShowWrongFeedback();
var audio = SSAudioManager.Instance;
......@@ -310,16 +380,62 @@ namespace com.al_arcade.mcq
if (particles != null && player != null)
particles.PlayWrongBurst(player.transform.position + Vector3.up * 2f);
if (uiManager != null) uiManager.SetLives(_lives, totalLives);
onLifeLost?.Invoke(_lives);
Camera.main.DOColor(SSColorPalette.WrongWord, 1).SetEase(Ease.Flash, 2);
}
if (uiManager != null) { uiManager.SetScore(_score); uiManager.SetStreak(_streak); }
if (uiManager != null)
{
uiManager.SetStreak(_streak);
// ✅ NEW: update the dots UI like CS
uiManager.TickPoints(_deltaChangeInSize);
}
onAnswerGiven?.Invoke(correct);
onScoreChanged?.Invoke(_score, _streak);
yield return new WaitForSeconds(feedbackDisplayTime);
// ✅ NEW: check win condition AFTER feedback plays
// exactly like CS: if delta hits 5 → victory
if (_deltaChangeInSize >= pointsToWin)
{
_state = McqGameState.GameComplete;
onWin?.Invoke();
onGameOver?.Invoke();
yield return VictorySequence();
}
}
private void AdjustTimer(float delta)
{
UpdateTimerBy(delta);
_timeLeft = Mathf.Clamp(_timeLeft, 0, McqPrefabBuilder.Instance.startTime);
if (_timeLeft < 4f && !_isTicking)
{ _isTicking = true; SSAudioManager.Instance?.Tick(true); }
else if (_timeLeft >= 4f && _isTicking)
{ _isTicking = false; SSAudioManager.Instance?.Tick(false); }
uiManager?.UpdateTimer(_timeLeft, delta > 0);
}
private void StopPlayerAndCompetitor()
{
onWin?.Invoke();
onGameOver?.Invoke();
}
private void CleanupGates()
{
foreach (var g in _activeGates)
{
if (g != null)
{
DOTween.Kill(g.transform);
Destroy(g.gameObject);
}
}
_activeGates.Clear();
}
// ─── Gate Spawning ───────────────────────────────────────────────────
......@@ -436,13 +552,12 @@ namespace com.al_arcade.mcq
private void CameraFeedback(bool correct)
{
_mainCamera.DOFieldOfView(correct ? 85f : 80f, 0.2f).SetEase(Ease.OutQuad);
_mainCamera.DOFieldOfView(correct ? 78f : 76f, 0.2f).SetEase(Ease.OutQuad);
}
// ─── End Sequences ───────────────────────────────────────────────────
protected override IEnumerator SharedVictorySequence()
{
Debug.Log("MCQ victory sequence");
var audio = SSAudioManager.Instance;
if (audio != null)
{
......@@ -467,7 +582,8 @@ namespace com.al_arcade.mcq
protected override IEnumerator SharedLoseSequence()
{
Debug.Log("MCQ game over");
StopPlayerAndCompetitor();
var audio = SSAudioManager.Instance;
if (audio != null)
{
......@@ -487,8 +603,6 @@ namespace com.al_arcade.mcq
onGameOver?.Invoke();
}
// ─── MCQ-specific accessors ──────────────────────────────────────────
public int Lives => _lives;
public int BestStreak => _bestStreak;
public int TotalQuestions => _questions?.Length ?? 0;
}
......
......@@ -60,6 +60,7 @@ namespace com.al_arcade.mcq
_manager = manager;
manager.onAnswerGiven?.AddListener(PlayAnimation);
manager.onGameOver?.AddListener(Stop);
manager.onWin?.AddListener(Stop);
}
private void PlayAnimation(bool correct)
......
......@@ -7,12 +7,14 @@ using TMPro;
namespace com.al_arcade.mcq
{
using com.al_arcade.cs;
using shared;
[AddComponentMenu("Science Street/MCQ Prefab Builder")]
public class McqPrefabBuilder : MonoBehaviour
{
public static McqPrefabBuilder Instance { get; private set; }
[Header("Scene Environment")]
[Tooltip("Your full road/environment prefab. Spawned at origin.")]
......@@ -92,6 +94,11 @@ namespace com.al_arcade.mcq
[SerializeField] private float runSpeed = 12f;
[SerializeField] private int lives = 3;
[Header("Timer Settings")]
public int startTime = 30;
public int correctAnswerBonusTime = 3;
public int wrongAnswerPenaltyTime = 2;
[Header("Debug")]
[SerializeField] private bool useOfflineTestData = false;
......@@ -104,6 +111,7 @@ namespace com.al_arcade.mcq
private void Start()
{
Instance = this;
DOTween.Init();
if (arabicFont != null) SSFontManager.Font = arabicFont;
StartCoroutine(BuildEverything());
......
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
// using ALArcade.ArabicTMP;
namespace com.al_arcade.mcq
{
using DG.Tweening;
using LightSide;
using shared;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
public class McqUIManager : MonoBehaviour
{
private Canvas _canvas;
[Header("CanvasGroups")]
[SerializeField] private CanvasGroup _gameUI;
[SerializeField] private CanvasGroup _loadingUI;
......@@ -22,13 +23,26 @@ namespace com.al_arcade.mcq
[Header("Game UI")]
[SerializeField] private UniText _scoreText;
[SerializeField] private UniText _scoreLbl;
[SerializeField] private UniText _streakText;
[SerializeField] private UniText _progressText;
[SerializeField] private UniText _loadingText;
[SerializeField] private UniText _errorText;
[SerializeField] private UniText _feedbackText;
[SerializeField] private Image _feedbackBg;
[SerializeField] private Image[] _heartIcons;
// ❌ REMOVED: Image[] _heartIcons — replaced by points dots
[Header("Timer UI")]
[SerializeField] private Slider _timerSlider;
[SerializeField] private Image _timerFill;
[SerializeField] private UniText _timerText;
// ✅ NEW: CS-style points dots (same as CsUIManager)
[Header("Points UI")]
[SerializeField] private Transform _pointsContainer;
[SerializeField] private Color _activePointColor;
[SerializeField] private Color _inactivePointColor;
[Header("Results UI")]
[SerializeField] private UniText _resultTitle;
......@@ -45,233 +59,48 @@ namespace com.al_arcade.mcq
[Header("Events")]
public UnityEvent onRestartClicked;
[SerializeField] CanvasGroup redImage;
[SerializeField] private CanvasGroup redImage;
// ✅ NEW: cached from CsUIManager pattern
private Color _timerDefaultColor;
private bool _isTweening;
// ✅ NEW: points images list — built from _pointsContainer children
private List<Image> _pointImages = new();
private void Awake()
{
if (_gameUI != null)
{
_gameUI.alpha = 0; _gameUI.gameObject.SetActive(false);
}
if (_loadingUI != null)
{
_loadingUI.alpha = 0; _loadingUI.gameObject.SetActive(false);
}
if (_errorUI != null)
{
_errorUI.alpha = 0; _errorUI.gameObject.SetActive(false);
}
if (_resultsUI != null)
{
_resultsUI.alpha = 0; _resultsUI.gameObject.SetActive(false);
}
if (_feedbackUI != null)
{
_feedbackUI.alpha = 0; _feedbackUI.gameObject.SetActive(true);
}
if (_gameUI != null) { _gameUI.alpha = 0; _gameUI.gameObject.SetActive(false); }
if (_loadingUI != null) { _loadingUI.alpha = 0; _loadingUI.gameObject.SetActive(false); }
if (_errorUI != null) { _errorUI.alpha = 0; _errorUI.gameObject.SetActive(false); }
if (_resultsUI != null) { _resultsUI.alpha = 0; _resultsUI.gameObject.SetActive(false); }
if (_feedbackUI != null) { _feedbackUI.alpha = 0; _feedbackUI.gameObject.SetActive(true); }
if (_winIcon != null) _winIcon.SetActive(false);
if (_loseIcon != null) _loseIcon.SetActive(false);
// ✅ NEW: cache timer default color
if (_timerFill != null)
_timerDefaultColor = _timerFill.color;
}
public void BuildUI()
{
// var canvasObj = new GameObject("McqCanvas");
// canvasObj.transform.SetParent(transform);
// _canvas = canvasObj.AddComponent<Canvas>();
// _canvas.renderMode = RenderMode.ScreenSpaceOverlay;
// _canvas.sortingOrder = 100;
//
// var scaler = canvasObj.AddComponent<CanvasScaler>();
// scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
// scaler.referenceResolution = new Vector2(1920, 1080);
// scaler.matchWidthOrHeight = 0.5f;
// canvasObj.AddComponent<GraphicRaycaster>();
//
// BuildGameUI(canvasObj.transform);
// BuildFeedbackUI(canvasObj.transform);
// BuildLoadingUI(canvasObj.transform);
// BuildErrorUI(canvasObj.transform);
// BuildResultsUI(canvasObj.transform);
//
// _gameUI.alpha = 0; _gameUI.gameObject.SetActive(false);
// _loadingUI.alpha = 0; _loadingUI.gameObject.SetActive(false);
// _errorUI.alpha = 0; _errorUI.gameObject.SetActive(false);
// _resultsUI.alpha = 0; _resultsUI.gameObject.SetActive(false);
// _feedbackUI.alpha = 0;
}
/*
private void BuildGameUI(Transform parent)
{
var go = MakePanel(parent, "GameUI", Vector2.zero, Vector2.one);
_gameUI = go.AddComponent<CanvasGroup>();
var topBar = MakeImg(go.transform, "TopBar",
new Vector2(0, 1), new Vector2(1, 1),
SSColorPalette.WithAlpha(SSColorPalette.PrimaryDark, 0.85f));
topBar.rectTransform.pivot = new Vector2(0.5f, 1);
topBar.rectTransform.sizeDelta = new Vector2(0, 80);
// _scoreText = MakeTxt(topBar.transform, "Score", "0",
// new Vector2(30, -15), 36, TMPro.TextAlignmentOptions.TopLeft);
// _scoreText.color = SSColorPalette.Accent;
// _scoreText.fontStyle = TMPro.FontStyles.Bold;
// MakeTxt(topBar.transform, "ScoreLabel", "النقاط",
// new Vector2(30, -50), 16, TMPro.TextAlignmentOptions.TopLeft)
// .color = SSColorPalette.WithAlpha(Color.white, 0.6f);
//
// _streakText = MakeTxt(topBar.transform, "Streak", "",
// new Vector2(200, -15), 24, TMPro.TextAlignmentOptions.TopLeft);
// _streakText.color = SSColorPalette.Warning;
_heartIcons = new Image[5];
for (int i = 0; i < 5; i++)
{
var h = new GameObject($"Heart_{i}");
h.transform.SetParent(topBar.transform, false);
var r = h.AddComponent<RectTransform>();
r.anchorMin = r.anchorMax = new Vector2(1, 0.5f);
r.pivot = new Vector2(1, 0.5f);
r.anchoredPosition = new Vector2(-30 - i * 45, 0);
r.sizeDelta = new Vector2(36, 36);
_heartIcons[i] = h.AddComponent<Image>();
_heartIcons[i].color = SSColorPalette.Danger;
h.SetActive(false);
}
var progBg = MakeImg(go.transform, "ProgressBg",
new Vector2(0, 0), new Vector2(1, 0),
SSColorPalette.WithAlpha(Color.white, 0.1f));
progBg.rectTransform.anchoredPosition = new Vector2(0, 15);
progBg.rectTransform.sizeDelta = new Vector2(-80, 8);
progBg.rectTransform.pivot = new Vector2(0.5f, 0);
var fillObj = new GameObject("ProgressFill");
fillObj.transform.SetParent(progBg.transform, false);
var fr = fillObj.AddComponent<RectTransform>();
fr.anchorMin = Vector2.zero;
fr.anchorMax = new Vector2(0, 1);
fr.pivot = new Vector2(0, 0.5f);
fr.offsetMin = fr.offsetMax = Vector2.zero;
_progressFill = fillObj.AddComponent<Image>();
_progressFill.color = SSColorPalette.Accent;
// _progressText = MakeTxt(go.transform, "ProgressText", "0 / 0",
// new Vector2(0, 35), 16, TMPro.TextAlignmentOptions.Bottom);
_progressText.rectTransform.anchorMin = _progressText.rectTransform.anchorMax =
new Vector2(0.5f, 0);
_progressText.color = SSColorPalette.WithAlpha(Color.white, 0.5f);
}
private void BuildFeedbackUI(Transform parent)
{
var go = MakePanel(parent, "FeedbackUI", Vector2.zero, Vector2.one);
_feedbackUI = go.AddComponent<CanvasGroup>();
_feedbackUI.blocksRaycasts = false;
_feedbackUI.interactable = false;
var bgObj = new GameObject("FeedbackBg");
bgObj.transform.SetParent(go.transform, false);
var bgRect = bgObj.AddComponent<RectTransform>();
bgRect.anchorMin = new Vector2(0.2f, 0.4f);
bgRect.anchorMax = new Vector2(0.8f, 0.6f);
bgRect.offsetMin = bgRect.offsetMax = Vector2.zero;
_feedbackBg = bgObj.AddComponent<Image>();
_feedbackBg.color = SSColorPalette.WithAlpha(SSColorPalette.Success, 0.9f);
// _feedbackText = MakeTxt(bgObj.transform, "FeedbackText", "",
// Vector2.zero, 36, TMPro.TextAlignmentOptions.Center);
// _feedbackText.rectTransform.anchorMin = Vector2.zero;
// _feedbackText.rectTransform.anchorMax = Vector2.one;
// _feedbackText.rectTransform.sizeDelta = Vector2.zero;
// _feedbackText.color = Color.white;
}
private void BuildLoadingUI(Transform parent)
{
var go = MakePanel(parent, "LoadingUI", Vector2.zero, Vector2.one);
_loadingUI = go.AddComponent<CanvasGroup>();
go.AddComponent<Image>().color =
SSColorPalette.WithAlpha(SSColorPalette.PrimaryDark, 0.9f);
// _loadingText = MakeTxt(go.transform, "LoadingText", "جاري التحميل...",
// Vector2.zero, 28, TMPro.TextAlignmentOptions.Center);
// _loadingText.rectTransform.anchorMin = new Vector2(0.2f, 0.4f);
// _loadingText.rectTransform.anchorMax = new Vector2(0.8f, 0.6f);
// _loadingText.rectTransform.sizeDelta = Vector2.zero;
// _loadingText.color = Color.white;
}
private void BuildErrorUI(Transform parent)
private void Start()
{
// ✅ NEW: build points images list from container children
// same as CsUIManager.Start()
if (_pointsContainer != null)
{
_pointImages.Clear();
foreach (Transform child in _pointsContainer)
{
var go = MakePanel(parent, "ErrorUI", Vector2.zero, Vector2.one);
_errorUI = go.AddComponent<CanvasGroup>();
go.AddComponent<Image>().color =
SSColorPalette.WithAlpha(SSColorPalette.Danger, 0.92f);
_errorText = MakeTxt(go.transform, "ErrorText", "خطأ",
Vector2.zero, 24, TMPro.TextAlignmentOptions.Center);
_errorText.rectTransform.anchorMin = new Vector2(0.15f, 0.35f);
_errorText.rectTransform.anchorMax = new Vector2(0.85f, 0.65f);
_errorText.rectTransform.sizeDelta = Vector2.zero;
_errorText.color = Color.white;
_errorText.enableWordWrapping = true;
var img = child.GetComponent<Image>();
if (img != null) _pointImages.Add(img);
}
}
}
private void BuildResultsUI(Transform parent)
{
var go = MakePanel(parent, "ResultsUI", Vector2.zero, Vector2.one);
_resultsUI = go.AddComponent<CanvasGroup>();
go.AddComponent<Image>().color =
SSColorPalette.WithAlpha(SSColorPalette.PrimaryDark, 0.95f);
_resultTitle = MakeAnchoredTxt(go.transform, "Title", "أحسنت! 🎉",
new Vector2(0, 200), 48);
_resultTitle.color = SSColorPalette.Accent;
_resultTitle.fontStyle = TMPro.FontStyles.Bold;
_resultScore = MakeAnchoredTxt(go.transform, "Score", "0",
new Vector2(0, 120), 64);
_resultScore.color = Color.white;
_resultScore.fontStyle = TMPro.FontStyles.Bold;
_resultCorrect = MakeAnchoredTxt(go.transform, "Correct", "",
new Vector2(-200, 0), 24);
_resultCorrect.color = SSColorPalette.Success;
_resultWrong = MakeAnchoredTxt(go.transform, "Wrong", "",
new Vector2(0, 0), 24);
_resultWrong.color = SSColorPalette.Danger;
_resultStreak = MakeAnchoredTxt(go.transform, "Streak", "",
new Vector2(200, 0), 24);
_resultStreak.color = SSColorPalette.Accent;
var btnObj = new GameObject("RestartBtn");
btnObj.transform.SetParent(go.transform, false);
var br = btnObj.AddComponent<RectTransform>();
br.anchorMin = br.anchorMax = new Vector2(0.5f, 0.5f);
br.anchoredPosition = new Vector2(0, -120);
br.sizeDelta = new Vector2(300, 60);
btnObj.AddComponent<Image>().color = SSColorPalette.Accent;
_resultRestartBtn = btnObj.AddComponent<Button>();
_resultRestartBtn.onClick.AddListener(() =>
{ HideResults(); onRestartClicked?.Invoke(); });
var btnTxt = MakeTxt(btnObj.transform, "BtnText", "إعادة اللعب 🔄",
Vector2.zero, 24, TMPro.TextAlignmentOptions.Center);
btnTxt.rectTransform.anchorMin = Vector2.zero;
btnTxt.rectTransform.anchorMax = Vector2.one;
btnTxt.rectTransform.sizeDelta = Vector2.zero;
btnTxt.color = SSColorPalette.TextDark;
btnTxt.fontStyle = TMPro.FontStyles.Bold;
}
*/
public void BuildUI() { }
// ─── Game UI ──────────────────────────────────────────────────────────
public void ShowGameUI()
{
......@@ -287,11 +116,24 @@ namespace com.al_arcade.mcq
_scoreText.transform.DOPunchScale(Vector3.one * 0.2f, 0.3f, 6, 0.3f)
.SetId("scorePunch");
}
public void EnableScore(bool value)
{
_scoreText.enabled = value;
_scoreLbl.enabled = value;
if (value)
{
_scoreLbl.Text = "الوقت الموفر";
}
else
{
_scoreLbl.Text = "النقاط";
}
}
public void SetStreak(int streak)
{
if (_streakText == null) return;
_streakText.Text = streak > 1 ? $"🔥 ×{streak}" : "";
_streakText.Text = streak > 1 ? $"×{streak}" : "";
if (streak > 1)
{
DOTween.Kill(_streakText.transform, "streakPop");
......@@ -301,26 +143,7 @@ namespace com.al_arcade.mcq
}
}
public void SetLives(int lives, int maxLives)
{
for (int i = 0; i < _heartIcons.Length; i++)
{
bool active = i < maxLives;
_heartIcons[i].gameObject.SetActive(active);
if (active)
{
bool alive = i < lives;
_heartIcons[i].color = alive
? SSColorPalette.Danger
: SSColorPalette.WithAlpha(SSColorPalette.Danger, 0.2f);
if (!alive && i == lives)
{
DOTween.Kill(_heartIcons[i].transform);
_heartIcons[i].transform.DOPunchScale(Vector3.one * 0.5f, 0.3f);
}
}
}
}
// ❌ REMOVED: SetLives() — no longer needed
public void SetProgress(int current, int total)
{
......@@ -335,19 +158,18 @@ namespace com.al_arcade.mcq
if (_progressSlider != null)
{
DOTween.Kill("progSlider");
DOVirtual.Float(_progressSlider.value, (float)current, 0.5f, score =>
DOVirtual.Float(_progressSlider.value, (float)current, 0.5f, val =>
{
_progressSlider.value = score;
_progressSlider.value = val;
}).SetEase(Ease.OutQuad).SetId("progSlider");
}
}
public void ShowFeedback(string message, bool isCorrect)
{
if (!isCorrect)
{
if (!isCorrect && redImage != null)
redImage.DOFade(.7f, .2f).SetLoops(4, LoopType.Yoyo);
}
if (_feedbackText != null) _feedbackText.Text = message;
if (_feedbackBg != null)
_feedbackBg.color = SSColorPalette.WithAlpha(
......@@ -358,7 +180,6 @@ namespace com.al_arcade.mcq
var bgRect = _feedbackBg?.rectTransform;
if (bgRect != null)
{
print("Showing Feedback");
bgRect.localScale = new Vector3(0.5f, 0f, 1f);
var seq = DOTween.Sequence();
seq.Append(_feedbackUI.DOFade(1f, 0.15f));
......@@ -369,6 +190,83 @@ namespace com.al_arcade.mcq
}
}
// ─── Timer UI ─────────────────────────────────────────────────────────
// ✅ NEW: called every frame from OnTimerTick
public void SetTimer(float time)
{
if (_isTweening) return;
if (_timerSlider != null)
_timerSlider.value = time / McqPrefabBuilder.Instance.startTime;
if (_timerFill != null)
_timerFill.color = time > 4f ? _timerDefaultColor : SSColorPalette.Danger;
if (_timerText != null)
_timerText.Text = Mathf.CeilToInt(time).ToString();
}
// ✅ NEW: called on bonus/penalty — flashes and animates the slider
public void UpdateTimer(float time, bool positive)
{
_isTweening = true;
var flashColor = positive ? SSColorPalette.CorrectWord : SSColorPalette.Danger;
if (_timerSlider != null)
_timerSlider.transform.DOPunchScale(Vector3.one * 0.1f, 0.3f, 8, 0.3f);
if (_timerFill != null)
{
_timerFill.DOColor(flashColor, 0.2f).SetEase(Ease.OutQuad)
.OnComplete(() =>
_timerFill.DOColor(_timerDefaultColor, 0.2f).SetEase(Ease.OutQuad));
}
float targetTime = positive ? time : time - 0.3f;
if (_timerSlider != null)
{
_timerSlider.DOValue(targetTime / McqPrefabBuilder.Instance.startTime, 0.3f)
.SetEase(Ease.OutQuad)
.OnComplete(() => _isTweening = false);
}
else
{
_isTweening = false;
}
}
// ─── Points dots UI ───────────────────────────────────────────────────
// ✅ NEW: CS-style dots that fill up as player gets correct answers
// count = current _deltaChangeInSize value from game manager
public void TickPoints(int count)
{
for (int i = 0; i < _pointImages.Count; i++)
{
var img = _pointImages[i];
if (i < count)
{
// dot is active — color it and punch scale it
img.color = _activePointColor;
img.transform.DOPunchScale(
Vector3.one * 0.4f, 0.4f)
.SetEase(Ease.OutElastic)
.SetDelay(0.1f * i);
}
else
{
// dot is inactive — dim it and reset scale
img.color = SSColorPalette.WithAlpha(_inactivePointColor, 0.3f);
img.transform.localScale = Vector3.one;
}
}
}
// ─── Loading / Error ──────────────────────────────────────────────────
public void ShowLoading(string msg)
{
_loadingUI.gameObject.SetActive(true);
......@@ -389,6 +287,8 @@ namespace com.al_arcade.mcq
_errorUI.DOFade(1f, 0.3f);
}
// ─── Results ──────────────────────────────────────────────────────────
public void ShowResults(int score, int correct, int wrong,
int bestStreak, int total, bool won)
{
......@@ -425,6 +325,14 @@ namespace com.al_arcade.mcq
{
_resultScore.transform.localScale = Vector3.zero;
seq.Append(_resultScore.transform.DOScale(1f, 0.4f).SetEase(Ease.OutBack));
// ✅ NEW: animate score counting up like CS
int ds = 0;
DOTween.To(() => ds, x =>
{
ds = x;
if (_resultScore != null) _resultScore.Text = x.ToString("N0");
}, score, 1.2f).SetEase(Ease.OutQuad).SetDelay(0.8f);
}
}
......@@ -434,6 +342,31 @@ namespace com.al_arcade.mcq
.OnComplete(() => _resultsUI.gameObject.SetActive(false));
}
// ─── Reset ────────────────────────────────────────────────────────────
public void ResetUI()
{
if (_gameUI != null) { _gameUI.alpha = 0; _gameUI.gameObject.SetActive(false); }
if (_loadingUI != null) { _loadingUI.alpha = 0; _loadingUI.gameObject.SetActive(false); }
if (_errorUI != null) { _errorUI.alpha = 0; _errorUI.gameObject.SetActive(false); }
if (_resultsUI != null) { _resultsUI.alpha = 0; _resultsUI.gameObject.SetActive(false); }
if (_feedbackUI != null) _feedbackUI.alpha = 0;
// ✅ NEW: reset timer bar
if (_timerSlider != null) _timerSlider.value = 1f;
if (_timerFill != null) _timerFill.color = _timerDefaultColor;
if (_timerText != null) _timerText.Text = "";
// ✅ NEW: reset points dots to all inactive
TickPoints(0);
_isTweening = false;
SetStreak(0);
_scoreLbl.enabled = false;
}
// ─── Button functions ─────────────────────────────────────────────────
public void RestartButtonFunction()
{
HideResults();
......@@ -446,60 +379,5 @@ namespace com.al_arcade.mcq
{
SceneManager.LoadScene("MainMenu");
}
public void ResetUI()
{
_gameUI.gameObject.SetActive(false);
_loadingUI.gameObject.SetActive(false);
_errorUI.gameObject.SetActive(false);
_resultsUI.gameObject.SetActive(false);
_feedbackUI.alpha = 0;
}
/*
private GameObject MakePanel(Transform p, string n, Vector2 amin, Vector2 amax)
{
var go = new GameObject(n);
go.transform.SetParent(p, false);
var r = go.AddComponent<RectTransform>();
r.anchorMin = amin; r.anchorMax = amax;
r.sizeDelta = Vector2.zero; r.anchoredPosition = Vector2.zero;
return go;
}
private Image MakeImg(Transform p, string n, Vector2 amin, Vector2 amax, Color c)
{
var go = new GameObject(n);
go.transform.SetParent(p, false);
var r = go.AddComponent<RectTransform>();
r.anchorMin = amin; r.anchorMax = amax; r.sizeDelta = Vector2.zero;
var img = go.AddComponent<Image>();
img.color = c;
return img;
}
private UniText MakeTxt(Transform p, string n, string text,
Vector2 pos, float size, TMPro.TextAlignmentOptions align)
{
var go = new GameObject(n);
go.transform.SetParent(p, false);
var r = go.AddComponent<RectTransform>();
r.anchoredPosition = pos; r.sizeDelta = new Vector2(400, 60);
var tmp = go.AddComponent<UniText>();
tmp.Text = text; tmp.fontSize = size; tmp.alignment = align;
tmp.enableWordWrapping = true;
SSFontManager.Apply(tmp);
return tmp;
}
private UniText MakeAnchoredTxt(Transform p, string n, string text,
Vector2 pos, float size)
{
var t = MakeTxt(p, n, text, pos, size, TMPro.TextAlignmentOptions.Center);
t.rectTransform.anchorMin = t.rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
return t;
}
*/
}
}
}
\ No newline at end of file
......@@ -102,7 +102,15 @@ namespace com.al_arcade.tf
{
uiManager.ShowGameUI();
uiManager.SetProgress(0, stepsToWin);
uiManager.SetScore(0);
uiManager.EnableScore(IsChallengeMode);
if (IsChallengeMode && ChallengeManager.Instance != null)
{
uiManager.SetScore(ChallengeManager.Instance.TimeSaved);
}
else
{
uiManager.SetScore(0);
}
}
onGameStart?.Invoke();
......@@ -226,7 +234,6 @@ namespace com.al_arcade.tf
if (uiManager != null)
{
uiManager.SetProgress(_progress, stepsToWin);
uiManager.SetScore(_score);
uiManager.SetStreak(_streak);
}
......
......@@ -15,7 +15,7 @@ namespace com.al_arcade.tf
{
[SerializeField] private Canvas _canvas;
[SerializeField] private CanvasGroup _gameUI, _loadingUI, _errorUI, _resultsUI;
[SerializeField] private UniText _scoreText, _streakText;
[SerializeField] private UniText _scoreText, _streakText , _scoreLbl;
[SerializeField] private ArabicTextMeshProUGUI _loadingText, _errorText;
[SerializeField] private UniText _progressLabel;
[SerializeField] private UniText _resultTitle, _resultScore, _resultStats;
......@@ -338,7 +338,19 @@ namespace com.al_arcade.tf
.DOPunchScale(Vector3.one * 0.12f, 0.2f, 4, 0.2f)
.SetId("sp");
}
public void EnableScore(bool value)
{
_scoreText.enabled = value;
_scoreLbl.enabled = value;
if (value)
{
_scoreLbl.Text = "الوقت الموفر";
}
else
{
_scoreLbl.Text = "النقاط";
}
}
public void SetStreak(int s)
{
if (_streakText == null) return;
......@@ -415,6 +427,7 @@ namespace com.al_arcade.tf
if (_loadingUI != null) _loadingUI.gameObject.SetActive(false);
if (_errorUI != null) _errorUI.gameObject.SetActive(false);
if (_resultsUI != null) _resultsUI.gameObject.SetActive(false);
// --- ADDED: Reset timer UI ---
if (_timerSlider != null)
_timerSlider.value = 1f;
......@@ -423,6 +436,7 @@ namespace com.al_arcade.tf
_timerFill.color = _timerDefaultColor;
_isTweening = false;
_scoreLbl.enabled = false;
}
private GameObject MkPanel(Transform p, string n)
......
......@@ -14,8 +14,8 @@ OcclusionCullingSettings:
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 10
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_Fog: 1
m_FogColor: {r: 0.4, g: 0.4, b: 0.4, a: 1}
m_FogMode: 3
m_FogDensity: 0.01
m_LinearFogStart: 0
......@@ -26,7 +26,7 @@ RenderSettings:
m_AmbientIntensity: 1
m_AmbientMode: 0
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0}
m_SkyboxMaterial: {fileID: 0}
m_HaloStrength: 0.5
m_FlareStrength: 1
m_FlareFadeSpeed: 3
......@@ -119,7 +119,7 @@ NavMeshSettings:
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
--- !u!1 &284121875
--- !u!1 &603037695
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
......@@ -127,192 +127,12 @@ GameObject:
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 284121876}
- component: {fileID: 284121877}
m_Layer: 0
m_Name: AppRouter
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &284121876
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 284121875}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 13.2669, y: 15.48521, z: -4.57864}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 3875778254585832864}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &284121877
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 284121875}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 4f2682cf8a6c26b4bb2d0ce6b08c6ec9, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::AppRouter
splashScreen: {fileID: 90795484556287063}
errorPanel: {fileID: 0}
--- !u!1 &787965442
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
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