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SSBookMinigames
Commits
c1d2bd70
Commit
c1d2bd70
authored
Apr 11, 2026
by
Yousef Sameh
Browse files
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Browse Files
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Bug fixes, I don't know a lot of things
parent
d4ba32ba
Changes
47
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Showing
47 changed files
with
4069 additions
and
657 deletions
+4069
-657
SupabaseAuthentication.cs
.../Assets/App/Infrastructure/Auth/SupabaseAuthentication.cs
+3
-0
AppRouter.cs
My project/Assets/App/Infrastructure/Core/AppRouter.cs
+24
-17
LeaderboardService.cs
...sets/App/Infrastructure/Leaderboard/LeaderboardService.cs
+4
-2
UserService.cs
My project/Assets/App/Infrastructure/User/UserService.cs
+24
-28
UserModel.cs
My project/Assets/App/Models/UserModel.cs
+93
-4
HomeController.cs
My project/Assets/App/UI/HomeController.cs
+3
-2
LeaderboardController.cs
My project/Assets/App/UI/LeaderboardController.cs
+91
-33
LoginController.cs
My project/Assets/App/UI/LoginController.cs
+15
-1
ProfileController.cs
My project/Assets/App/UI/ProfileController.cs
+30
-1
Mainmenu.uxml
My project/Assets/AppUI/NewAppUI/Mainmenu.uxml
+11
-11
Boot.unity
My project/Assets/AppUI/NewAppUI/Scene/Boot.unity
+47
-9
LoginPageAnimation.cs
My project/Assets/AppUI/Scripts/LoginPageAnimation.cs
+0
-2
CircleWipeYellow.meta
.../Assets/EasyTransitions/Transitions/CircleWipeYellow.meta
+8
-0
CircleIN.controller
...nsitions/Transitions/CircleWipeYellow/CircleIN.controller
+72
-0
CircleIN.controller.meta
...ons/Transitions/CircleWipeYellow/CircleIN.controller.meta
+8
-0
CircleIN.prefab
...yTransitions/Transitions/CircleWipeYellow/CircleIN.prefab
+235
-0
CircleIN.prefab.meta
...sitions/Transitions/CircleWipeYellow/CircleIN.prefab.meta
+7
-0
CircleIn.anim
...asyTransitions/Transitions/CircleWipeYellow/CircleIn.anim
+215
-0
CircleIn.anim.meta
...ansitions/Transitions/CircleWipeYellow/CircleIn.anim.meta
+8
-0
CircleOUT.controller
...sitions/Transitions/CircleWipeYellow/CircleOUT.controller
+72
-0
CircleOUT.controller.meta
...ns/Transitions/CircleWipeYellow/CircleOUT.controller.meta
+8
-0
CircleOUT.prefab
...Transitions/Transitions/CircleWipeYellow/CircleOUT.prefab
+235
-0
CircleOUT.prefab.meta
...itions/Transitions/CircleWipeYellow/CircleOUT.prefab.meta
+7
-0
CircleOut.anim
...syTransitions/Transitions/CircleWipeYellow/CircleOut.anim
+179
-0
CircleOut.anim.meta
...nsitions/Transitions/CircleWipeYellow/CircleOut.anim.meta
+8
-0
CircleWipeYellow.asset
...tions/Transitions/CircleWipeYellow/CircleWipeYellow.asset
+29
-0
CircleWipeYellow.asset.meta
.../Transitions/CircleWipeYellow/CircleWipeYellow.asset.meta
+8
-0
PolygonScifi_01_A.mat
...t/Assets/PolygonSciFiCity/Materials/PolygonScifi_01_A.mat
+1
-1
Env V2.prefab
My project/Assets/Prefabs/CS/Env V2.prefab
+106
-322
Canvas.prefab
My project/Assets/Prefabs/MCQ/Canvas.prefab
+26
-26
MCQ.unity
My project/Assets/Scenes/MCQ/MCQ.unity
+66
-0
CsGameManager.cs
My project/Assets/ScienceStreet/CS/Scripts/CsGameManager.cs
+2
-4
CsSentence.cs
My project/Assets/ScienceStreet/CS/Scripts/CsSentence.cs
+151
-185
ChallengeManager.cs
...sets/ScienceStreet/Features/Challenge/ChallengeManager.cs
+0
-1
ChallengeManager.prefab
.../ScienceStreet/Features/Challenge/ChallengeManager.prefab
+1
-1
McqGameManager.cs
...roject/Assets/ScienceStreet/MCQ/Scripts/McqGameManager.cs
+1
-1
BaseGameManager.cs
...ct/Assets/ScienceStreet/Shared/Scripts/BaseGameManager.cs
+18
-0
HapticManager.cs
...ject/Assets/ScienceStreet/Shared/Scripts/HapticManager.cs
+51
-0
HapticManager.cs.meta
...Assets/ScienceStreet/Shared/Scripts/HapticManager.cs.meta
+2
-0
0 (1).unity
My project/Assets/_Recovery/0 (1).unity
+719
-0
0 (1).unity.meta
My project/Assets/_Recovery/0 (1).unity.meta
+7
-0
0 (2).unity
My project/Assets/_Recovery/0 (2).unity
+719
-0
0 (2).unity.meta
My project/Assets/_Recovery/0 (2).unity.meta
+7
-0
0.unity
My project/Assets/_Recovery/0.unity
+719
-0
0.unity.meta
My project/Assets/_Recovery/0.unity.meta
+7
-0
spritescience.png.meta
My project/Assets/spritescience.png.meta
+19
-3
ProjectSettings.asset
My project/ProjectSettings/ProjectSettings.asset
+3
-3
No files found.
My project/Assets/App/Infrastructure/Auth/SupabaseAuthentication.cs
View file @
c1d2bd70
...
@@ -30,15 +30,18 @@ public class SupabaseAuthentication
...
@@ -30,15 +30,18 @@ public class SupabaseAuthentication
try
try
{
{
await
client
.
Auth
.
RefreshSession
();
await
client
.
Auth
.
RefreshSession
();
Debug
.
Log
(
"[Auth] Session refreshed successfully"
+
$" (Auth ID at
{
client
.
Auth
.
CurrentUser
.
Id
}
)"
);
return
new
Success
();
return
new
Success
();
}
}
catch
catch
{
{
Debug
.
LogError
(
"[Auth] Session refresh failed, falling back to anonymous"
);
// Refresh failed — fall through to anonymous
// Refresh failed — fall through to anonymous
}
}
}
}
var
session
=
await
client
.
Auth
.
SignInAnonymously
();
var
session
=
await
client
.
Auth
.
SignInAnonymously
();
Debug
.
Log
(
"[Auth] Signed in anonymously"
+
$" (user ID:
{
session
?.
User
.
Id
}
)"
);
return
session
?.
User
!=
null
return
session
?.
User
!=
null
?
new
Success
()
?
new
Success
()
:
"Anonymous sign in failed"
;
:
"Anonymous sign in failed"
;
...
...
My project/Assets/App/Infrastructure/Core/AppRouter.cs
View file @
c1d2bd70
using
System
;
using
System
;
using
Cysharp.Threading.Tasks
;
using
Cysharp.Threading.Tasks
;
using
EasyTransition
;
using
Supabase.Gotrue
;
using
Supabase.Gotrue
;
using
Supabase.Gotrue.Interfaces
;
using
Supabase.Gotrue.Interfaces
;
using
UnityEngine
;
using
UnityEngine
;
...
@@ -13,6 +14,7 @@ public class AppRouter : MonoBehaviour
...
@@ -13,6 +14,7 @@ public class AppRouter : MonoBehaviour
[
Header
(
"Splash UI (Boot Scene Only)"
)]
[
Header
(
"Splash UI (Boot Scene Only)"
)]
[
SerializeField
]
private
GameObject
splashScreen
;
[
SerializeField
]
private
GameObject
splashScreen
;
[
SerializeField
]
private
GameObject
errorPanel
;
[
SerializeField
]
private
GameObject
errorPanel
;
public
TransitionSettings
transitionSettings
;
private
bool
_booted
;
private
bool
_booted
;
...
@@ -26,6 +28,8 @@ public class AppRouter : MonoBehaviour
...
@@ -26,6 +28,8 @@ public class AppRouter : MonoBehaviour
_instance
=
this
;
_instance
=
this
;
DontDestroyOnLoad
(
gameObject
);
DontDestroyOnLoad
(
gameObject
);
Application
.
targetFrameRate
=
Screen
.
currentResolution
.
refreshRate
;
}
}
private
async
void
Start
()
private
async
void
Start
()
...
@@ -38,8 +42,10 @@ public class AppRouter : MonoBehaviour
...
@@ -38,8 +42,10 @@ public class AppRouter : MonoBehaviour
private
async
UniTask
Boot
()
private
async
UniTask
Boot
()
{
{
// 1. Try cache first — instant
// 1. Try cache first — instant
// var cached = UserService.Instance.LoadFromCache();
// var cached = UserService.Instance.LoadFromCache();
TransitionManager
.
Instance
().
onTransitionCutPointReached
+=
HideSplash
;
// 2. Init Supabase
// 2. Init Supabase
bool
ready
=
await
SupabaseManager
.
Instance
.
Initialize
();
bool
ready
=
await
SupabaseManager
.
Instance
.
Initialize
();
...
@@ -61,12 +67,19 @@ public class AppRouter : MonoBehaviour
...
@@ -61,12 +67,19 @@ public class AppRouter : MonoBehaviour
}
}
// 4. Refresh from network
// 4. Refresh from network
var
profileResult
=
await
UserService
.
Instance
.
GetCurrentUser
();
var
profileResult
=
UserService
.
Instance
.
GetCurrentUser
();
profileResult
.
Switch
(
success
=>
GoToHome
(),
var
prof
=
await
profileResult
;
prof
.
Switch
(
async
success
=>
{
TransitionManager
.
Instance
().
Transition
(
"MainMenu"
,
transitionSettings
,
0f
);
UserService
.
Instance
.
StartListening
();
},
error
=>
error
=>
{
{
// if (cached != null) GoToHome(); // stale cache, still usable
Debug
.
LogError
(
$"[Boot] Failed to load user profile:
{
error
}
"
);
GoToLogin
();
GoToLogin
();
}
}
);
);
...
@@ -96,19 +109,13 @@ public class AppRouter : MonoBehaviour
...
@@ -96,19 +109,13 @@ public class AppRouter : MonoBehaviour
// ─── Navigation ──────────────────────────────────────────────────
// ─── Navigation ──────────────────────────────────────────────────
public
async
static
void
GoToLogin
()
public
async
static
void
GoToLogin
()
{
{
if
(
SceneManager
.
GetActiveScene
().
name
!=
"Login"
)
TransitionManager
.
Instance
().
Transition
(
"Login"
,
_instance
.
transitionSettings
,
0f
);
await
SceneManager
.
LoadSceneAsync
(
"Login"
);
HideSplash
();
}
}
public
async
static
void
GoToHome
()
public
async
static
void
GoToHome
()
{
{
if
(
SceneManager
.
GetActiveScene
().
name
!=
"MainMenu"
)
TransitionManager
.
Instance
().
Transition
(
"MainMenu"
,
_instance
.
transitionSettings
,
0f
);
await
SceneManager
.
LoadSceneAsync
(
"MainMenu"
);
UserService
.
Instance
.
StartListening
();
UserService
.
Instance
.
StartListening
();
HideSplash
();
}
}
public
static
async
void
Logout
()
public
static
async
void
Logout
()
...
...
My project/Assets/App/Infrastructure/Leaderboard/LeaderboardService.cs
View file @
c1d2bd70
...
@@ -4,15 +4,17 @@ using Cysharp.Threading.Tasks;
...
@@ -4,15 +4,17 @@ using Cysharp.Threading.Tasks;
using
OneOf
;
using
OneOf
;
using
Supabase
;
using
Supabase
;
public
class
LeaderboardService
:
Singleton
<
LeaderboardService
>
public
class
LeaderboardService
{
{
private
static
LeaderboardService
_instance
;
public
static
LeaderboardService
Instance
=>
_instance
??=
new
LeaderboardService
();
private
Client
supabase
=>
SupabaseManager
.
Instance
.
Supabase
();
private
Client
supabase
=>
SupabaseManager
.
Instance
.
Supabase
();
public
async
UniTask
<
OneOf
<
List
<
LeaderboardPlayerModel
>,
string
>>
LoadTop100Players
()
public
async
UniTask
<
OneOf
<
List
<
LeaderboardPlayerModel
>,
string
>>
LoadTop100Players
()
{
{
try
try
{
{
// Queries the 'leaderboard' view directly
// Queries the 'leaderboard' view directly
var
response
=
await
supabase
var
response
=
await
supabase
.
From
<
LeaderboardPlayerModel
>()
.
From
<
LeaderboardPlayerModel
>()
...
...
My project/Assets/App/Infrastructure/User/UserService.cs
View file @
c1d2bd70
...
@@ -6,6 +6,7 @@ using Newtonsoft.Json;
...
@@ -6,6 +6,7 @@ using Newtonsoft.Json;
using
OneOf
;
using
OneOf
;
using
Supabase.Realtime
;
using
Supabase.Realtime
;
using
Supabase.Realtime.PostgresChanges
;
using
Supabase.Realtime.PostgresChanges
;
using
Unity.VisualScripting
;
using
UnityEngine
;
using
UnityEngine
;
public
class
UserService
public
class
UserService
...
@@ -111,46 +112,47 @@ public class UserService
...
@@ -111,46 +112,47 @@ public class UserService
try
try
{
{
var
client
=
SupabaseManager
.
Instance
.
Supabase
();
var
client
=
SupabaseManager
.
Instance
.
Supabase
();
var
authUser
=
client
?.
Auth
.
CurrentUser
;
if
(
client
==
null
)
return
new
ErrorResult
(
"Supabase client not initialized"
);
var
authUser
=
client
?.
Auth
.
CurrentUser
;
if
(
authUser
==
null
)
if
(
authUser
==
null
)
return
new
ErrorResult
(
"Not authenticated"
);
return
new
ErrorResult
(
"Not authenticated"
);
var
response
=
await
client
var
response
=
await
client
.
From
<
User
>()
.
From
<
User
>()
.
Where
(
x
=>
x
.
Id
==
authUser
.
Id
)
.
Where
(
x
=>
x
.
Id
==
authUser
.
Id
)
.
Get
();
.
Single
();
if
(
response
?.
Models
==
null
||
response
.
Models
.
Count
==
0
)
if
(
response
==
null
)
return
new
ErrorResult
(
"
P
rofile not found"
);
return
new
ErrorResult
(
"
User p
rofile not found"
);
var
oldUser
=
CurrentUser
;
CurrentUser
=
response
;
CurrentUser
=
response
.
Models
[
0
];
IsFromCache
=
false
;
IsFromCache
=
false
;
SaveToCache
(
CurrentUser
);
//
SaveToCache(CurrentUser);
if
(
oldUser
!=
null
&&
oldUser
.
Rank
!=
CurrentUser
.
Rank
)
//
if (oldUser != null && oldUser.Rank != CurrentUser.Rank)
OnRankChanged
?.
Invoke
(
oldUser
.
Rank
,
CurrentUser
.
Rank
);
//
OnRankChanged?.Invoke(oldUser.Rank, CurrentUser.Rank);
if
(
oldUser
!=
null
&&
oldUser
.
Points
!=
CurrentUser
.
Points
)
//
if (oldUser != null && oldUser.Points != CurrentUser.Points)
OnPointsChanged
?.
Invoke
(
oldUser
.
Points
,
CurrentUser
.
Points
);
//
OnPointsChanged?.Invoke(oldUser.Points, CurrentUser.Points);
OnUserChanged
?.
Invoke
(
CurrentUser
);
OnUserChanged
?.
Invoke
(
CurrentUser
);
return
new
UserResult
(
CurrentUser
);
return
new
UserResult
(
CurrentUser
);
}
}
catch
(
Exception
ex
)
catch
(
Exception
ex
)
{
{
Debug
.
LogError
(
$"[UserService] GetCurrentUser failed:
{
ex
.
Message
}
"
);
Debug
.
LogError
(
$"[UserService] GetCurrentUser failed:
{
ex
.
Message
}
+
{
ex
.
StackTrace
}
"
);
return
new
ErrorResult
(
ex
.
Message
);
return
new
ErrorResult
(
ex
.
Message
);
}
}
}
}
public
async
UniTask
<
OneOf
<
UserResult
,
ErrorResult
>>
CreateProfile
(
public
async
UniTask
<
OneOf
<
UserResult
,
ErrorResult
>>
CreateProfile
(
string
username
,
string
username
,
string
grade
=
null
,
int
grade
,
string
sex
=
null
,
string
sex
,
string
curriculum
=
null
,
int
curriculum
,
string
term
=
null
)
int
term
)
{
{
try
try
{
{
...
@@ -180,11 +182,9 @@ public class UserService
...
@@ -180,11 +182,9 @@ public class UserService
}
}
public
async
UniTask
<
OneOf
<
UserResult
,
ErrorResult
>>
UpdateProfile
(
public
async
UniTask
<
OneOf
<
UserResult
,
ErrorResult
>>
UpdateProfile
(
string
username
=
null
,
string
username
,
string
grade
=
null
,
int
grade
,
string
sex
=
null
,
int
term
)
string
curriculum
=
null
,
string
term
=
null
)
{
{
try
try
{
{
...
@@ -193,16 +193,13 @@ public class UserService
...
@@ -193,16 +193,13 @@ public class UserService
if
(
authUser
==
null
)
if
(
authUser
==
null
)
return
new
ErrorResult
(
"Not authenticated"
);
return
new
ErrorResult
(
"Not authenticated"
);
var
update
=
new
User
()
;
var
update
=
CurrentUser
.
Clone
()
as
User
;
if
(
username
!=
null
)
update
.
Username
=
username
;
if
(
username
!=
null
)
update
.
Username
=
username
;
if
(
grade
!=
null
)
update
.
Grade
=
grade
;
update
.
Grade
=
grade
;
if
(
sex
!=
null
)
update
.
Sex
=
sex
;
update
.
Term
=
term
;
if
(
curriculum
!=
null
)
update
.
Curriculum
=
curriculum
;
if
(
term
!=
null
)
update
.
Term
=
term
;
await
client
await
client
.
From
<
User
>()
.
From
<
User
>()
.
Where
(
x
=>
x
.
Id
==
authUser
.
Id
)
.
Update
(
update
);
.
Update
(
update
);
return
await
GetCurrentUser
();
return
await
GetCurrentUser
();
...
@@ -223,6 +220,5 @@ public class UserService
...
@@ -223,6 +220,5 @@ public class UserService
IsFromCache
=
false
;
IsFromCache
=
false
;
PlayerPrefs
.
DeleteKey
(
CACHE_KEY
);
PlayerPrefs
.
DeleteKey
(
CACHE_KEY
);
PlayerPrefs
.
Save
();
PlayerPrefs
.
Save
();
OnUserChanged
?.
Invoke
(
null
);
}
}
}
}
\ No newline at end of file
My project/Assets/App/Models/UserModel.cs
View file @
c1d2bd70
using
System
;
using
System
;
using
Supabase.Postgrest.Attributes
;
using
Supabase.Postgrest.Attributes
;
using
Supabase.Postgrest.Models
;
using
Supabase.Postgrest.Models
;
using
System.Collections.Generic
;
using
System.Linq
;
[Table("users")]
[Table("users")]
public
class
User
:
BaseModel
public
class
User
:
BaseModel
,
ICloneable
{
{
[
PrimaryKey
(
"id"
)]
[
PrimaryKey
(
"id"
)]
public
string
Id
{
get
;
set
;
}
public
string
Id
{
get
;
set
;
}
...
@@ -24,14 +26,101 @@ public class User : BaseModel
...
@@ -24,14 +26,101 @@ public class User : BaseModel
public
DateTime
UpdatedAt
{
get
;
set
;
}
public
DateTime
UpdatedAt
{
get
;
set
;
}
[
Column
(
"grade"
)]
[
Column
(
"grade"
)]
public
string
Grade
{
get
;
set
;
}
public
int
Grade
{
get
;
set
;
}
[
Column
(
"sex"
)]
[
Column
(
"sex"
)]
public
string
Sex
{
get
;
set
;
}
public
string
Sex
{
get
;
set
;
}
[
Column
(
"curriculum"
)]
[
Column
(
"curriculum"
)]
public
string
Curriculum
{
get
;
set
;
}
public
int
Curriculum
{
get
;
set
;
}
[
Column
(
"term"
)]
[
Column
(
"term"
)]
public
string
Term
{
get
;
set
;
}
public
int
Term
{
get
;
set
;
}
/// <summary>
/// Creates a deep copy of the user object.
/// </summary>
public
object
Clone
()
{
// MemberwiseClone works perfectly here as all fields are value types or strings
return
this
.
MemberwiseClone
();
}
/// <summary>
/// Typed helper for Cloning.
/// </summary>
public
User
DeepCopy
()
{
return
(
User
)
this
.
Clone
();
}
/// <summary>
/// Updates this instance with values from another user object.
/// Useful for refreshing the 'CurrentPlayer' after an API update.
/// </summary>
public
void
CopyFrom
(
User
other
)
{
if
(
other
==
null
)
return
;
this
.
Username
=
other
.
Username
;
this
.
Rank
=
other
.
Rank
;
this
.
Points
=
other
.
Points
;
this
.
Grade
=
other
.
Grade
;
this
.
Sex
=
other
.
Sex
;
this
.
Curriculum
=
other
.
Curriculum
;
this
.
Term
=
other
.
Term
;
this
.
UpdatedAt
=
DateTime
.
UtcNow
;
}
}
public
static
class
EducationManager
{
// 1. Grade Mapping (Formal Egyptian)
private
static
readonly
Dictionary
<
int
,
string
>
GradeMap
=
new
Dictionary
<
int
,
string
>
{
{
7
,
"الصف الأول الإعدادي"
},
{
8
,
"الصف الثاني الإعدادي"
},
{
9
,
"الصف الثالث الإعدادي"
},
{
10
,
"الصف الأول الثانوي"
},
{
11
,
"الصف الثاني الثانوي"
},
{
12
,
"الصف الثالث الثانوي"
}
};
// 2. Term Mapping
private
static
readonly
Dictionary
<
int
,
string
>
TermMap
=
new
Dictionary
<
int
,
string
>
{
{
1
,
"الفصل الدراسي الأول"
},
{
2
,
"الفصل الدراسي الثاني"
}
};
// 3. Curriculum Mapping (Egyptian Arabic vs Languages)
private
static
readonly
Dictionary
<
int
,
string
>
CurriculumMap
=
new
Dictionary
<
int
,
string
>
{
{
1
,
"مصري عربي"
},
{
2
,
"مصري لغات"
}
};
// --- Generic Getters ---
public
static
string
GetGradeName
(
int
id
)
=>
GradeMap
.
GetValueOrDefault
(
id
,
"صف غير معروف"
);
public
static
string
GetTermName
(
int
id
)
=>
TermMap
.
GetValueOrDefault
(
id
,
"فصل غير معروف"
);
public
static
string
GetCurriculumName
(
int
id
)
=>
CurriculumMap
.
GetValueOrDefault
(
id
,
"منهج غير معروف"
);
// --- Generic ID Lookups ---
public
static
int
GetGradeId
(
string
name
)
=>
GradeMap
.
FirstOrDefault
(
x
=>
x
.
Value
==
name
.
Trim
()).
Key
;
public
static
int
GetTermId
(
string
name
)
=>
TermMap
.
FirstOrDefault
(
x
=>
x
.
Value
==
name
.
Trim
()).
Key
;
public
static
int
GetCurriculumId
(
string
name
)
=>
CurriculumMap
.
FirstOrDefault
(
x
=>
x
.
Value
==
name
.
Trim
()).
Key
;
// --- Lists for UI Dropdowns ---
public
static
List
<
string
>
GradeList
=>
GradeMap
.
Values
.
ToList
();
public
static
List
<
string
>
TermList
=>
TermMap
.
Values
.
ToList
();
public
static
List
<
string
>
CurriculumList
=>
CurriculumMap
.
Values
.
ToList
();
}
}
\ No newline at end of file
My project/Assets/App/UI/HomeController.cs
View file @
c1d2bd70
...
@@ -39,15 +39,16 @@ public class HomeController : MonoBehaviour
...
@@ -39,15 +39,16 @@ public class HomeController : MonoBehaviour
nextRankProgressBar
=
root
.
Q
<
CustomProgressBar
>(
"NextRankProgressBar"
);
nextRankProgressBar
=
root
.
Q
<
CustomProgressBar
>(
"NextRankProgressBar"
);
UserService
.
Instance
.
OnUserChanged
+=
OnUserChange
;
UserService
.
Instance
.
OnUserChanged
+=
OnUserChange
;
OnUserChange
(
UserService
.
Instance
.
CurrentUser
);
challengeButton
=
root
.
Q
<
Button
>(
"Challenge"
);
challengeButton
=
root
.
Q
<
Button
>(
"Challenge"
);
challengeButton
.
clicked
+=
OnChallengeButtonClicked
;
challengeButton
.
clicked
+=
OnChallengeButtonClicked
;
OnUserChange
(
UserService
.
Instance
.
CurrentUser
);
}
}
private
void
OnUserChange
(
User
user
)
private
void
OnUserChange
(
User
user
)
{
{
print
(
$"[HomeController] Updating user info:
{
user
?.
Username
}
, Rank:
{
user
?.
Rank
}
, Points:
{
user
?.
Points
}
"
)
;
if
(
user
==
null
)
return
;
username
.
text
=
user
.
Username
;
username
.
text
=
user
.
Username
;
xp
.
text
=
user
.
Points
.
ToString
();
xp
.
text
=
user
.
Points
.
ToString
();
...
...
My project/Assets/App/UI/LeaderboardController.cs
View file @
c1d2bd70
using
System
;
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
System.Threading
;
// Required for CancellationTokenSource
using
Cysharp.Threading.Tasks
;
using
Cysharp.Threading.Tasks
;
using
UnityEngine
;
using
UnityEngine
;
using
UnityEngine.UIElements
;
using
UnityEngine.UIElements
;
public
class
LeaderboardController
:
MonoBehaviour
public
class
LeaderboardController
:
MonoBehaviour
,
IDisposable
{
{
[
SerializeField
]
private
UIDocument
leaderboardDocument
;
[
SerializeField
]
private
UIDocument
leaderboardDocument
;
private
ScrollView
leaderboardScrollView
;
private
ScrollView
leaderboardScrollView
;
private
VisualElement
root
;
// Stores the active cancellation token
private
CancellationTokenSource
_loadCts
;
void
Awake
()
void
Awake
()
{
{
var
root
=
leaderboardDocument
.
rootVisualElement
;
root
=
leaderboardDocument
.
rootVisualElement
;
leaderboardScrollView
=
root
.
Q
<
ScrollView
>(
"Leaderboard"
);
leaderboardScrollView
=
root
.
Q
<
ScrollView
>(
"Leaderboard"
);
UserService
.
Instance
.
OnUserChanged
+=
_
=>
LoadLeaderboard
();
// Fixed Event Subscription: Use a named method to avoid memory leaks!
UserService
.
Instance
.
OnUserChanged
+=
OnUserChanged
;
LoadLeaderboard
().
Forget
();
}
private
void
OnUserChanged
(
object
user
)
{
LoadLeaderboard
().
Forget
();
LoadLeaderboard
().
Forget
();
}
}
private
async
UniTask
LoadLeaderboard
()
private
async
UniTask
LoadLeaderboard
()
{
{
if
(
UserService
.
Instance
.
CurrentUser
==
null
)
return
;
// 1. Cancel and dispose the previous task if it is still running
if
(
_loadCts
!=
null
)
{
_loadCts
.
Cancel
();
_loadCts
.
Dispose
();
}
// 2. Create a new cancellation token for this specific run
_loadCts
=
new
CancellationTokenSource
();
var
token
=
_loadCts
.
Token
;
// Clear existing entries
// Clear existing entries
leaderboardScrollView
.
Clear
();
leaderboardScrollView
.
Clear
();
// Load top 100 players
try
await
UniTask
.
WaitUntil
(()
=>
UserService
.
Instance
.
CurrentUser
!=
null
);
{
// Note: If you can edit LeaderboardService, update LoadTop100Players()
// to accept this CancellationToken to cancel the actual web request!
// Example: await LeaderboardService.Instance.LoadTop100Players(token);
var
result
=
await
LeaderboardService
.
Instance
.
LoadTop100Players
();
var
result
=
await
LeaderboardService
.
Instance
.
LoadTop100Players
();
// 3. Check if a newer request cancelled this one while we were waiting
if
(
token
.
IsCancellationRequested
)
return
;
result
.
Switch
(
result
.
Switch
(
(
List
<
LeaderboardPlayerModel
>
players
)
=>
(
List
<
LeaderboardPlayerModel
>
players
)
=>
{
{
...
@@ -55,11 +89,14 @@ public class LeaderboardController : MonoBehaviour
...
@@ -55,11 +89,14 @@ public class LeaderboardController : MonoBehaviour
}
}
);
);
}
}
catch
(
OperationCanceledException
)
{
// Standard UniTask exception when an operation is cancelled. Safe to ignore.
}
}
private
void
ApplyTopThree
(
int
index
,
LeaderboardPlayerModel
player
)
private
void
ApplyTopThree
(
int
index
,
LeaderboardPlayerModel
player
)
{
{
var
root
=
leaderboardDocument
.
rootVisualElement
.
Q
<
VisualElement
>(
"Leaderboard"
);
Label
name
;
Label
name
;
Label
xp
;
Label
xp
;
...
@@ -84,6 +121,27 @@ public class LeaderboardController : MonoBehaviour
...
@@ -84,6 +121,27 @@ public class LeaderboardController : MonoBehaviour
name
.
text
=
player
.
UserName
;
name
.
text
=
player
.
UserName
;
xp
.
text
=
player
.
Points
.
ToString
();
xp
.
text
=
player
.
Points
.
ToString
();
}
}
}
public
void
Dispose
()
{
// Now safely removes the event listener
if
(
UserService
.
Instance
!=
null
)
{
UserService
.
Instance
.
OnUserChanged
-=
OnUserChanged
;
}
// Cancel any pending load when this object is destroyed/disposed
if
(
_loadCts
!=
null
)
{
_loadCts
.
Cancel
();
_loadCts
.
Dispose
();
_loadCts
=
null
;
}
}
// Good practice in Unity to ensure Dispose runs if the GameObject is destroyed
private
void
OnDestroy
()
{
Dispose
();
}
}
\ No newline at end of file
My project/Assets/App/UI/LoginController.cs
View file @
c1d2bd70
...
@@ -42,7 +42,21 @@ public class LoginController : MonoBehaviour
...
@@ -42,7 +42,21 @@ public class LoginController : MonoBehaviour
return
;
return
;
}
}
var
signUp
=
await
UserService
.
Instance
.
CreateProfile
(
username
.
text
,
curriculum
.
value
,
grade
.
value
,
sex
.
value
,
term
.
value
);
// Check if all fields are filled
if
(
string
.
IsNullOrEmpty
(
username
.
text
)
||
grade
.
value
==
null
||
sex
.
value
==
null
||
term
.
value
==
null
||
curriculum
.
value
==
null
)
{
Debug
.
LogError
(
"Please fill in all fields"
);
return
;
}
var
signUp
=
await
UserService
.
Instance
.
CreateProfile
(
username
:
username
.
text
,
grade
:
EducationManager
.
GetGradeId
(
grade
.
value
),
sex
:
sex
.
value
,
term
:
EducationManager
.
GetTermId
(
term
.
value
),
curriculum
:
EducationManager
.
GetCurriculumId
(
curriculum
.
value
)
);
signUp
.
Switch
(
user
=>
signUp
.
Switch
(
user
=>
{
{
AppRouter
.
GoToHome
();
AppRouter
.
GoToHome
();
...
...
My project/Assets/App/UI/ProfileController.cs
View file @
c1d2bd70
...
@@ -7,13 +7,26 @@ public class ProfileController : MonoBehaviour
...
@@ -7,13 +7,26 @@ public class ProfileController : MonoBehaviour
private
Label
name
;
private
Label
name
;
private
Button
logoutButton
;
private
Button
logoutButton
;
private
Button
updateProfileButton
;
private
TextField
UsernameLabel
;
private
DropdownField
Grade
;
private
DropdownField
Term
;
void
Awake
()
void
Awake
()
{
{
var
root
=
profileDocument
.
rootVisualElement
.
Q
(
"Settings"
);
var
root
=
profileDocument
.
rootVisualElement
.
Q
(
"Settings"
);
name
=
root
.
Q
<
Label
>(
"Username"
);
name
=
root
.
Q
<
Label
>(
"Username"
);
logoutButton
=
root
.
Q
<
Button
>(
"LogoutButton"
);
logoutButton
=
root
.
Q
<
Button
>(
"LogoutButton"
);
logoutButton
.
clicked
+=
()
=>
AppRouter
.
Logout
();
logoutButton
.
clicked
+=
AppRouter
.
Logout
;
updateProfileButton
=
root
.
Q
<
Button
>(
"UpdateProfile"
);
updateProfileButton
.
clicked
+=
UpdateProfile
;
UsernameLabel
=
root
.
Q
<
TextField
>(
"Name"
);
Grade
=
root
.
Q
<
DropdownField
>(
"Grade"
);
Term
=
root
.
Q
<
DropdownField
>(
"Term"
);
UserService
.
Instance
.
OnUserChanged
+=
OnUserChange
;
UserService
.
Instance
.
OnUserChanged
+=
OnUserChange
;
OnUserChange
(
UserService
.
Instance
.
CurrentUser
);
OnUserChange
(
UserService
.
Instance
.
CurrentUser
);
...
@@ -21,11 +34,27 @@ public class ProfileController : MonoBehaviour
...
@@ -21,11 +34,27 @@ public class ProfileController : MonoBehaviour
private
void
OnUserChange
(
User
user
)
private
void
OnUserChange
(
User
user
)
{
{
if
(
user
==
null
)
return
;
name
.
text
=
user
.
Username
;
name
.
text
=
user
.
Username
;
UsernameLabel
.
value
=
user
.
Username
;
Grade
.
value
=
EducationManager
.
GetGradeName
(
user
.
Grade
);
Term
.
value
=
EducationManager
.
GetTermName
(
user
.
Term
);
}
private
void
UpdateProfile
()
{
UserService
.
Instance
.
UpdateProfile
(
username
:
UsernameLabel
.
value
,
grade
:
EducationManager
.
GetGradeId
(
Grade
.
value
),
term
:
EducationManager
.
GetTermId
(
Term
.
value
)
);
}
}
private
void
OnDestroy
()
private
void
OnDestroy
()
{
{
UserService
.
Instance
.
OnUserChanged
-=
OnUserChange
;
UserService
.
Instance
.
OnUserChanged
-=
OnUserChange
;
logoutButton
.
clicked
-=
AppRouter
.
Logout
;
updateProfileButton
.
clicked
-=
UpdateProfile
;
}
}
}
}
My project/Assets/AppUI/NewAppUI/Mainmenu.uxml
View file @
c1d2bd70
...
@@ -23,26 +23,26 @@
...
@@ -23,26 +23,26 @@
<ui:VisualElement style="flex-grow: 0; height: 100px; width: 100px; background-color: rgba(48, 48, 208, 0); align-items: center; justify-content: center; margin-right: 0; margin-left: 30px; border-top-left-radius: 25px; border-top-right-radius: 25px; border-bottom-right-radius: 25px; border-bottom-left-radius: 25px;">
<ui:VisualElement style="flex-grow: 0; height: 100px; width: 100px; background-color: rgba(48, 48, 208, 0); align-items: center; justify-content: center; margin-right: 0; margin-left: 30px; border-top-left-radius: 25px; border-top-right-radius: 25px; border-bottom-right-radius: 25px; border-bottom-left-radius: 25px;">
<ui:Label text="✏️" name="icon" class="emoji" style="padding-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; font-size: 50px;"/>
<ui:Label text="✏️" name="icon" class="emoji" style="padding-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; font-size: 50px;"/>
</ui:VisualElement>
</ui:VisualElement>
<ui:TextField label="" placeholder-text="" name="
TextField" hide-placeholder-on-focus="true" value="" class="text-bold" style="margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; width: auto; flex-grow: 1; -unity-text-align: upper-right; font-size: 40px; color: rgb(66, 66, 66); border-top-width: 0; border-right-width: 0; border-bottom-width: 0; border-left-width: 0; height: 100%; border-top-left-radius: 25px; border-top-right-radius: 25px; border-bottom-right-radius: 25px; border-bottom-left-radius: 25px; flex-direction: column-reverse
;"/>
<ui:TextField label="" placeholder-text="" name="
Name" hide-placeholder-on-focus="true" value="يوسف" class="text-bold" style="margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; width: auto; flex-grow: 1; -unity-text-align: upper-right; font-size: 40px; color: rgb(0, 0, 0); border-top-width: 0; border-right-width: 0; border-bottom-width: 0; border-left-width: 0; height: 100%; border-top-left-radius: 25px; border-top-right-radius: 25px; border-bottom-right-radius: 25px; border-bottom-left-radius: 25px; flex-direction: column-reverse; display: flex
;"/>
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement name="Line" style="flex-grow: 0; width: 100%; background-color: rgba(0, 0, 0, 0.1); height: 2px; margin-top: 25px; margin-bottom: 25px;"/>
<ui:VisualElement name="Line" style="flex-grow: 0; width: 100%; background-color: rgba(0, 0, 0, 0.1); height: 2px; margin-top: 25px; margin-bottom: 25px;"/>
<ui:Button text="" name="
Grade" class="row-btn
">
<ui:Button text="" name="
" class="row-btn" style="display: flex;
">
<ui:VisualElement style="flex-grow: 0; height: 100px; width: 100px; background-color: rgba(0, 137, 107, 0.15); align-items: center; justify-content: center; margin-right: 0; margin-left: 30px; border-top-left-radius: 25px; border-top-right-radius: 25px; border-bottom-right-radius: 25px; border-bottom-left-radius: 25px;">
<ui:VisualElement style="flex-grow: 0; height: 100px; width: 100px; background-color: rgba(0, 137, 107, 0.15); align-items: center; justify-content: center; margin-right: 0; margin-left: 30px; border-top-left-radius: 25px; border-top-right-radius: 25px; border-bottom-right-radius: 25px; border-bottom-left-radius: 25px;">
<ui:Label text="🎓" name="icon" class="emoji" style="padding-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; font-size: 50px;"/>
<ui:Label text="🎓" name="icon" class="emoji" style="padding-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; font-size: 50px;"/>
</ui:VisualElement>
</ui:VisualElement>
<ui:Label text="المرحلة الدراسية" class="text-bold-black" style="color: rgb(66, 66, 66);"/>
<ui:Label text="المرحلة الدراسية"
name=""
class="text-bold-black" style="color: rgb(66, 66, 66);"/>
<ui:DropdownField label="" choices="الصف الأول الإعدادي,الصف الثاني الإعدادي,الصف الثالث الإعدادي,الصف الأول الثانوي,الصف الثاني الثانوي,الصف الثالث الثانوي"
style="margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; position: absolute; flex-grow: 0; height: 100%; width: 100%; font-size: 26px; -unity-font-definition: url("project://database/Assets/ALArcade/Hakwaty%20Font/TSHakwaty-DemiBold.otf?fileID=12800000&guid=566b773a07b3d064aa1f4c6ef7b6f6fa&type=3#TSHakwaty-DemiBold"); -unity-text-generator: advanced; color: rgb(48, 48, 208)
;"/>
<ui:DropdownField label="" choices="الصف الأول الإعدادي,الصف الثاني الإعدادي,الصف الثالث الإعدادي,الصف الأول الثانوي,الصف الثاني الثانوي,الصف الثالث الثانوي"
name="Grade" style="margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; position: absolute; flex-grow: 0; height: 100%; width: 100%; font-size: 26px; -unity-font-definition: url("project://database/Assets/ALArcade/Hakwaty%20Font/TSHakwaty-DemiBold.otf?fileID=12800000&guid=566b773a07b3d064aa1f4c6ef7b6f6fa&type=3#TSHakwaty-DemiBold"); -unity-text-generator: advanced; color: rgb(48, 48, 208); display: flex; opacity: 1
;"/>
</ui:Button>
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My project/Assets/ScienceStreet/CS/Scripts/CsGameManager.cs
View file @
c1d2bd70
...
@@ -414,7 +414,7 @@ namespace com.al_arcade.cs
...
@@ -414,7 +414,7 @@ namespace com.al_arcade.cs
if
(
question
.
words
==
null
||
question
.
words
.
Length
==
0
)
return
;
if
(
question
.
words
==
null
||
question
.
words
.
Length
==
0
)
return
;
ClearWordButtons
();
ClearWordButtons
();
_groupFraming
.
CenterOffset
=
new
Vector2
(
0f
,
-
0.
1
f
);
_groupFraming
.
CenterOffset
=
new
Vector2
(
0f
,
-
0.
2
f
);
var
sentenceObj
=
new
GameObject
(
"FullQuestion"
);
var
sentenceObj
=
new
GameObject
(
"FullQuestion"
);
sentenceObj
.
transform
.
SetParent
(
wordContainer
);
sentenceObj
.
transform
.
SetParent
(
wordContainer
);
...
@@ -444,11 +444,9 @@ namespace com.al_arcade.cs
...
@@ -444,11 +444,9 @@ namespace com.al_arcade.cs
.
OnComplete
(()
=>
Destroy
(
child
.
gameObject
));
.
OnComplete
(()
=>
Destroy
(
child
.
gameObject
));
}
}
if
(
_targetGroup
.
Targets
.
Count
>
2
)
while
(
_targetGroup
.
Targets
.
Count
>
1
)
{
{
_targetGroup
.
RemoveMember
(
_targetGroup
.
Targets
[
1
].
Object
);
_targetGroup
.
RemoveMember
(
_targetGroup
.
Targets
[
1
].
Object
);
_targetGroup
.
RemoveMember
(
_targetGroup
.
Targets
[
1
].
Object
);
_targetGroup
.
RemoveMember
(
_targetGroup
.
Targets
[
1
].
Object
);
}
}
_groupFraming
.
CenterOffset
=
new
Vector2
(
0f
,
-
0.8f
);
_groupFraming
.
CenterOffset
=
new
Vector2
(
0f
,
-
0.8f
);
...
...
My project/Assets/ScienceStreet/CS/Scripts/CsSentence.cs
View file @
c1d2bd70
...
@@ -19,11 +19,17 @@ public class CsSentence : MonoBehaviour
...
@@ -19,11 +19,17 @@ public class CsSentence : MonoBehaviour
private
List
<
UniText
>
_wordTexts
=
new
List
<
UniText
>();
private
List
<
UniText
>
_wordTexts
=
new
List
<
UniText
>();
private
float
roundedCornerRadius
=
16f
;
private
float
roundedCornerRadius
=
16f
;
private
Vector2
eachWordPadding
=
new
Vector2
(
8f
,
4f
);
private
Vector2
eachWordPadding
=
new
Vector2
(
8f
,
4f
);
private
CinemachineTargetGroup
_targetGroup
;
private
CinemachineTargetGroup
_targetGroup
;
private
UniText
widestWord
;
// --- NEW: Line Wrap Configuration ---
public
int
maxWordsPerLine
=
4
;
public
float
maxLineWidthPx
=
800f
;
public
float
horizontalWordGapPx
=
15f
;
// Caches the words grouped into rows for the animations
private
List
<
List
<
UniText
>>
_lines
=
new
List
<
List
<
UniText
>>();
public
void
Initialize
(
CsQuestion
question
)
public
void
Initialize
(
CsQuestion
question
)
{
{
...
@@ -31,7 +37,6 @@ public class CsSentence : MonoBehaviour
...
@@ -31,7 +37,6 @@ public class CsSentence : MonoBehaviour
_mainCamera
=
Camera
.
main
;
_mainCamera
=
Camera
.
main
;
_targetGroup
=
FindFirstObjectByType
<
CinemachineTargetGroup
>();
_targetGroup
=
FindFirstObjectByType
<
CinemachineTargetGroup
>();
StartCoroutine
(
SentenceToWords
());
StartCoroutine
(
SentenceToWords
());
}
}
...
@@ -59,82 +64,6 @@ public class CsSentence : MonoBehaviour
...
@@ -59,82 +64,6 @@ public class CsSentence : MonoBehaviour
yield
return
null
;
yield
return
null
;
}
}
private
void
ShowWords
()
{
var
wordCount
=
_question
.
words
.
Count
();
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
;
}
var
wordGap
=
0.2f
;
float
arcRadius
=
15f
;
float
arcSpanDegrees
=
120f
;
// 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
;
Vector3
arcCenter
=
_mainCamera
.
transform
.
position
+
Vector3
.
up
*
0.5f
;
// Spawn word buttons
for
(
int
i
=
0
;
i
<
_question
.
words
.
Count
();
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
}
"
);
wordObj
.
transform
.
SetParent
(
transform
.
parent
);
wordObj
.
transform
.
position
=
pos
;
}
}
private
GameObject
AddTextWithCanvas
(
Transform
parent
,
float
canvasScale
,
string
text
)
private
GameObject
AddTextWithCanvas
(
Transform
parent
,
float
canvasScale
,
string
text
)
{
{
var
canvasObj
=
new
GameObject
(
"WordCanvas"
);
var
canvasObj
=
new
GameObject
(
"WordCanvas"
);
...
@@ -146,7 +75,6 @@ public class CsSentence : MonoBehaviour
...
@@ -146,7 +75,6 @@ public class CsSentence : MonoBehaviour
_canvas
.
renderMode
=
RenderMode
.
WorldSpace
;
_canvas
.
renderMode
=
RenderMode
.
WorldSpace
;
canvasObj
.
AddComponent
<
GraphicRaycaster
>();
canvasObj
.
AddComponent
<
GraphicRaycaster
>();
var
rt
=
canvasObj
.
GetComponent
<
RectTransform
>();
var
rt
=
canvasObj
.
GetComponent
<
RectTransform
>();
rt
.
localScale
=
Vector3
.
zero
;
rt
.
localScale
=
Vector3
.
zero
;
...
@@ -167,61 +95,94 @@ public class CsSentence : MonoBehaviour
...
@@ -167,61 +95,94 @@ public class CsSentence : MonoBehaviour
private
IEnumerator
UpdateTextPositions
(
float
gap
=
0.2f
,
float
offsetY
=
0f
)
private
IEnumerator
UpdateTextPositions
(
float
gap
=
0.2f
,
float
offsetY
=
0f
)
{
{
// 1. Calculate total column height (including padding and gaps)
float
worldScale
=
0.02f
;
// 1. Calculate total height of the multi-line block
float
totalHeight
=
0f
;
float
totalHeight
=
0f
;
foreach
(
var
t
in
_wordText
s
)
foreach
(
var
line
in
_line
s
)
{
{
float
baseHeight
=
t
.
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
height
;
float
maxLineHeight
=
0f
;
foreach
(
var
t
in
line
)
{
var
rt
=
t
.
transform
.
parent
.
GetComponent
<
RectTransform
>();
t
.
transform
.
parent
.
GetComponent
<
Image
>().
enabled
=
true
;
t
.
transform
.
parent
.
GetComponent
<
Image
>().
enabled
=
true
;
float
paddedHeight
=
(
baseHeight
+
eachWordPadding
.
y
)
*
0.02f
;
float
paddedHeight
=
(
rt
.
rect
.
height
+
eachWordPadding
.
y
)
*
worldScale
;
totalHeight
+=
paddedHeight
;
if
(
paddedHeight
>
maxLineHeight
)
maxLineHeight
=
paddedHeight
;
}
totalHeight
+=
maxLineHeight
;
}
}
totalHeight
+=
(
_
wordText
s
.
Count
-
1
)
*
gap
;
totalHeight
+=
(
_
line
s
.
Count
-
1
)
*
gap
;
// 2. Start
at top edge (+half total), then go downward
// 2. Start
Y at top
float
currentY
=
(
totalHeight
/
2f
)
+
offsetY
;
float
currentY
=
(
totalHeight
/
2f
)
+
offsetY
;
yield
return
null
;
yield
return
null
;
for
(
int
i
=
0
;
i
<
_wordTexts
.
Count
;
i
++)
int
wordIndex
=
0
;
// 3. Layout each line
for
(
int
l
=
0
;
l
<
_lines
.
Count
;
l
++)
{
{
RectTransform
rect
=
_wordTexts
[
i
].
transform
.
parent
.
GetComponent
<
RectTransform
>();
var
line
=
_lines
[
l
];
float
maxLineHeight
=
0f
;
// Calculate width of this specific line to center it
float
lineWidthWorld
=
0f
;
foreach
(
var
t
in
line
)
{
var
rt
=
t
.
transform
.
parent
.
GetComponent
<
RectTransform
>();
lineWidthWorld
+=
(
rt
.
rect
.
width
+
eachWordPadding
.
x
)
*
worldScale
;
}
lineWidthWorld
+=
(
line
.
Count
-
1
)
*
gap
;
// Apply size immediately for accurate math
// Start X at the right edge of the line for Arabic RTL flow
float
currentX
=
lineWidthWorld
/
2f
;
for
(
int
w
=
0
;
w
<
line
.
Count
;
w
++)
{
var
t
=
line
[
w
];
RectTransform
rect
=
t
.
transform
.
parent
.
GetComponent
<
RectTransform
>();
// Apply size
rect
.
sizeDelta
+=
eachWordPadding
;
rect
.
sizeDelta
+=
eachWordPadding
;
float
elementHeight
=
rect
.
rect
.
height
*
0.02f
;
float
elementHeight
=
rect
.
rect
.
height
*
worldScale
;
float
elementWidth
=
rect
.
rect
.
width
*
0.02f
;
float
elementWidth
=
rect
.
rect
.
width
*
worldScale
;
// Center point for this item in the column
if
(
elementHeight
>
maxLineHeight
)
maxLineHeight
=
elementHeight
;
// Center point for this specific word
float
targetY
=
currentY
-
(
elementHeight
/
2f
);
float
targetY
=
currentY
-
(
elementHeight
/
2f
);
float
targetX
=
currentX
-
(
elementWidth
/
2f
);
// Keep X = 0 so all words are in one vertical column
Vector3
targetPos
=
new
Vector3
(
targetX
,
targetY
,
0f
);
Vector3
targetPos
=
new
Vector3
(
0f
,
targetY
,
0f
);
// Move cursor down for next item
// Move X cursor leftward for the next word
currentY
-=
(
elementHeight
+
gap
);
currentX
-=
(
elementWidth
+
gap
);
// --- Setup & Animation ---
// --- Setup & Animation ---
if
(!
rect
.
gameObject
.
TryGetComponent
<
CsWordButton
>(
out
var
csWord
))
if
(!
rect
.
gameObject
.
TryGetComponent
<
CsWordButton
>(
out
var
csWord
))
{
{
csWord
=
rect
.
gameObject
.
AddComponent
<
CsWordButton
>();
csWord
=
rect
.
gameObject
.
AddComponent
<
CsWordButton
>();
}
}
csWord
.
Setup
(
_question
.
words
[
i
].
word_text
,
_question
.
words
[
i
].
is_distractor
,
i
,
elementWidth
,
1f
);
csWord
.
Setup
(
_question
.
words
[
wordIndex
].
word_text
,
_question
.
words
[
wordIndex
].
is_distractor
,
wordIndex
,
elementWidth
,
1f
);
// Animate to the locally offset position
rect
.
DOLocalMove
(
targetPos
,
0.3f
).
SetEase
(
Ease
.
OutCubic
).
OnComplete
(()
=>
rect
.
DOLocalMove
(
targetPos
,
0.3f
).
SetEase
(
Ease
.
OutCubic
).
OnComplete
(()
=>
{
{
csWord
.
StartIdleAnimation
();
csWord
.
StartIdleAnimation
();
});
});
// Optional: Reset image multiplier for the neon glow effect
var
image
=
rect
.
GetComponent
<
Image
>();
var
image
=
rect
.
GetComponent
<
Image
>();
if
(
image
!=
null
)
if
(
image
!=
null
)
{
{
image
.
pixelsPerUnitMultiplier
=
5f
;
image
.
pixelsPerUnitMultiplier
=
5f
;
DOTween
.
To
(()
=>
image
.
pixelsPerUnitMultiplier
,
x
=>
image
.
pixelsPerUnitMultiplier
=
x
,
3f
,
0.15f
);
DOTween
.
To
(()
=>
image
.
pixelsPerUnitMultiplier
,
x
=>
image
.
pixelsPerUnitMultiplier
=
x
,
3f
,
0.15f
);
}
}
wordIndex
++;
}
// Move Y cursor down for the next line
currentY
-=
(
maxLineHeight
+
gap
);
}
}
if
(
_background
!=
null
)
Destroy
(
_background
);
if
(
_background
!=
null
)
Destroy
(
_background
);
...
@@ -229,64 +190,52 @@ public class CsSentence : MonoBehaviour
...
@@ -229,64 +190,52 @@ public class CsSentence : MonoBehaviour
private
IEnumerator
AnimateTextIn
()
private
IEnumerator
AnimateTextIn
()
{
{
float
totalWidth
=
_wordTexts
.
Sum
(
t
=>
t
.
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
width
*
0.02f
);
// 2. Start at the right-most edge
float
currentX
=
totalWidth
/
2f
;
yield
return
null
;
yield
return
null
;
for
(
int
i
=
0
;
i
<
_wordTexts
.
Count
;
i
++)
for
(
int
i
=
0
;
i
<
_wordTexts
.
Count
;
i
++)
{
{
RectTransform
rect
=
_wordTexts
[
i
].
transform
.
parent
.
GetComponent
<
RectTransform
>();
RectTransform
rect
=
_wordTexts
[
i
].
transform
.
parent
.
GetComponent
<
RectTransform
>();
float
elementWidth
=
rect
.
rect
.
width
*
0.02f
;
// Just pop the scale. Do NOT force X to 0, otherwise it breaks the line layout!
// 3. Center Pivot Math: Position = Right Edge - half of the card's width
// float targetX = currentX - (elementWidth / 2f);
rect
.
position
=
new
Vector3
(
0
,
rect
.
position
.
y
,
rect
.
position
.
z
);
// 4. Move currentX by the card's width AND the gap for the next element
currentX
-=
elementWidth
;
rect
.
localScale
=
Vector3
.
one
*
0.02f
;
rect
.
localScale
=
Vector3
.
one
*
0.02f
;
// rect.DOScale(0.02f, 0.3f).SetEase(Ease.OutCubic);
}
}
// _background.transform.DOScale(0.02f, 0.3f).SetEase(Ease.OutBack);
yield
return
new
WaitForSeconds
(
0.3f
);
yield
return
new
WaitForSeconds
(
0.3f
);
}
}
private
void
SentenceCallbackAfterCanvasRender
()
private
void
SentenceCallbackAfterCanvasRender
()
{
{
Canvas
.
willRenderCanvases
-=
SentenceCallbackAfterCanvasRender
;
Canvas
.
willRenderCanvases
-=
SentenceCallbackAfterCanvasRender
;
float
worldScale
=
0.02f
;
float
worldScale
=
0.02f
;
float
connectedGap
World
=
0.02f
;
// tight connected sentence look in world units
float
connectedGap
Px
=
2f
;
// Slight visual gap between words in the "sentence" phase
float
maxWidthPx
=
0f
;
// --- LINE WRAPPING ALGORITHM ---
float
totalHeightWorld
=
0f
;
_lines
.
Clear
();
List
<
UniText
>
currentLine
=
new
List
<
UniText
>();
float
currentLinePxWidth
=
0f
;
float
maxLinePxWidth
=
0f
;
//
First pass: size cards, anchor text, and measure using world-scaled height
s
//
1. Group words into line
s
foreach
(
var
uniText
in
_wordTexts
)
foreach
(
var
uniText
in
_wordTexts
)
{
{
Vector2
padding
=
new
Vector2
(
8f
,
4f
);
Vector2
padding
=
new
Vector2
(
8f
,
4f
);
var
rt
=
uniText
.
transform
.
parent
.
GetComponent
<
RectTransform
>();
var
rt
=
uniText
.
transform
.
parent
.
GetComponent
<
RectTransform
>();
rt
.
sizeDelta
=
new
Vector2
(
uniText
.
preferredWidth
+
padding
.
x
,
uniText
.
preferredHeight
+
padding
.
y
);
rt
.
sizeDelta
=
new
Vector2
(
uniText
.
preferredWidth
+
padding
.
x
,
uniText
.
preferredHeight
+
padding
.
y
);
if
(
rt
.
sizeDelta
.
x
>
maxWidthPx
)
float
wordPx
=
rt
.
sizeDelta
.
x
;
if
(
currentLine
.
Count
>
0
&&
(
currentLine
.
Count
>=
maxWordsPerLine
||
(
currentLinePxWidth
+
wordPx
+
horizontalWordGapPx
>
maxLineWidthPx
)))
{
{
widestWord
=
uniText
;
_lines
.
Add
(
currentLine
);
if
(
currentLinePxWidth
>
maxLinePxWidth
)
maxLinePxWidth
=
currentLinePxWidth
;
currentLine
=
new
List
<
UniText
>();
currentLinePxWidth
=
0f
;
}
}
maxWidthPx
=
Mathf
.
Max
(
maxWidthPx
,
rt
.
sizeDelta
.
x
);
currentLine
.
Add
(
uniText
);
totalHeightWorld
+=
rt
.
rect
.
height
*
worldScale
;
currentLinePxWidth
+=
wordPx
+
connectedGapPx
;
// Reset Anchors
var
uniTextRect
=
uniText
.
GetComponent
<
RectTransform
>();
var
uniTextRect
=
uniText
.
GetComponent
<
RectTransform
>();
uniTextRect
.
anchorMin
=
new
Vector2
(
0
,
0
);
uniTextRect
.
anchorMin
=
new
Vector2
(
0
,
0
);
uniTextRect
.
anchorMax
=
new
Vector2
(
1
,
1
);
uniTextRect
.
anchorMax
=
new
Vector2
(
1
,
1
);
...
@@ -294,38 +243,65 @@ public class CsSentence : MonoBehaviour
...
@@ -294,38 +243,65 @@ public class CsSentence : MonoBehaviour
uniTextRect
.
offsetMax
=
Vector2
.
zero
;
uniTextRect
.
offsetMax
=
Vector2
.
zero
;
}
}
if
(
_wordTexts
.
Count
>
1
)
if
(
currentLine
.
Count
>
0
)
totalHeightWorld
+=
(
_wordTexts
.
Count
-
1
)
*
connectedGapWorld
;
{
_lines
.
Add
(
currentLine
);
if
(
currentLinePxWidth
>
maxLinePxWidth
)
maxLinePxWidth
=
currentLinePxWidth
;
}
// 2. Position lines (Sentence compact state)
float
totalHeightWorld
=
0f
;
foreach
(
var
line
in
_lines
)
{
float
maxH
=
line
.
Max
(
w
=>
w
.
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
height
);
totalHeightWorld
+=
maxH
*
worldScale
;
}
float
connectedGapWorld
=
connectedGapPx
*
worldScale
;
totalHeightWorld
+=
(
_lines
.
Count
-
1
)
*
connectedGapWorld
;
// Second pass: place cards as one connected vertical sentence in world-space local positions
float
currentY
=
totalHeightWorld
*
0.5f
;
float
currentY
=
totalHeightWorld
*
0.5f
;
foreach
(
var
uniText
in
_wordTexts
)
foreach
(
var
line
in
_lines
)
{
float
lineH
=
line
.
Max
(
w
=>
w
.
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
height
)
*
worldScale
;
float
targetY
=
currentY
-
(
lineH
*
0.5f
);
// Total physical width of this specific line
float
lineTotalWidthPx
=
line
.
Sum
(
w
=>
w
.
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
width
)
+
(
line
.
Count
-
1
)
*
connectedGapPx
;
float
lineTotalWidthWorld
=
lineTotalWidthPx
*
worldScale
;
// Arabic Flow (RTL): Start layout cursor on the Right side
float
currentX
=
lineTotalWidthWorld
*
0.5f
;
foreach
(
var
uniText
in
line
)
{
{
var
rt
=
uniText
.
transform
.
parent
.
GetComponent
<
RectTransform
>();
var
rt
=
uniText
.
transform
.
parent
.
GetComponent
<
RectTransform
>();
float
elementHeightWorld
=
rt
.
rect
.
height
*
worldScale
;
float
wordWidthWorld
=
rt
.
rect
.
width
*
worldScale
;
float
targetY
=
currentY
-
(
elementHeight
World
*
0.5f
);
float
targetX
=
currentX
-
(
wordWidth
World
*
0.5f
);
rt
.
localPosition
=
new
Vector3
(
0f
,
targetY
-
0.08f
,
0f
);
rt
.
localPosition
=
new
Vector3
(
targetX
,
targetY
-
0.08f
,
0f
);
rt
.
DOLocalMoveY
(
targetY
,
0.3f
).
SetEase
(
Ease
.
OutCubic
);
rt
.
DOLocalMoveY
(
targetY
,
0.3f
).
SetEase
(
Ease
.
OutCubic
);
rt
.
GetComponent
<
Image
>().
DOFade
(
1f
,
0.3f
).
SetEase
(
Ease
.
OutCubic
).
From
(
0f
);
rt
.
GetComponent
<
Image
>().
DOFade
(
1f
,
0.3f
).
SetEase
(
Ease
.
OutCubic
).
From
(
0f
);
currentY
-=
(
elementHeightWorld
+
connectedGapWorld
);
// Move cursor left
currentX
-=
(
wordWidthWorld
+
connectedGapWorld
);
}
currentY
-=
(
lineH
+
connectedGapWorld
);
}
}
// 3. Build Background
var
canvasObj
=
new
GameObject
(
"BackgroundCanvas"
);
var
canvasObj
=
new
GameObject
(
"BackgroundCanvas"
);
_background
=
canvasObj
;
_background
=
canvasObj
;
canvasObj
.
transform
.
SetParent
(
transform
);
canvasObj
.
transform
.
SetParent
(
transform
);
canvasObj
.
transform
.
localScale
=
Vector3
.
one
*
0.02f
;
canvasObj
.
transform
.
localScale
=
Vector3
.
one
*
0.02f
;
var
_canvas
=
canvasObj
.
AddComponent
<
Canvas
>();
var
_canvas
=
canvasObj
.
AddComponent
<
Canvas
>();
_canvas
.
renderMode
=
RenderMode
.
WorldSpace
;
_canvas
.
renderMode
=
RenderMode
.
WorldSpace
;
_canvas
.
sortingOrder
=
-
1
;
_canvas
.
sortingOrder
=
-
1
;
var
backgroundPadding
=
new
Vector2
(
4f
,
6f
);
var
backgroundPadding
=
new
Vector2
(
16f
,
16f
);
// A bit more padding for a multi-line block
canvasObj
.
GetComponent
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
max
WidthPx
+
backgroundPadding
.
x
,
(
totalHeightWorld
/
worldScale
)
+
backgroundPadding
.
y
);
canvasObj
.
GetComponent
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
max
LinePxWidth
+
backgroundPadding
.
x
,
(
totalHeightWorld
/
worldScale
)
+
backgroundPadding
.
y
);
var
backGO
=
new
GameObject
(
"Background"
);
var
backGO
=
new
GameObject
(
"Background"
);
backGO
.
transform
.
SetParent
(
_canvas
.
transform
);
backGO
.
transform
.
SetParent
(
_canvas
.
transform
);
...
@@ -350,31 +326,21 @@ public class CsSentence : MonoBehaviour
...
@@ -350,31 +326,21 @@ public class CsSentence : MonoBehaviour
cnvRt
.
DOLocalMoveY
(
0f
,
0.3f
).
SetEase
(
Ease
.
OutCubic
);
cnvRt
.
DOLocalMoveY
(
0f
,
0.3f
).
SetEase
(
Ease
.
OutCubic
);
_backgroundImage
.
DOFade
(
1f
,
0.3f
).
SetEase
(
Ease
.
OutCubic
).
From
(
0f
);
_backgroundImage
.
DOFade
(
1f
,
0.3f
).
SetEase
(
Ease
.
OutCubic
).
From
(
0f
);
StartCoroutine
(
AnimateTextIn
());
StartCoroutine
(
AnimateTextIn
());
// Update Camera Group (top + left + right)
// 4. Update Camera Group (Target boundary objects instead of widest word)
var
offsetFromCenter
=
Vector3
.
right
*
(
maxLinePxWidth
*
worldScale
*
0.5f
);
// Top
float
cameraTargetHeight
=
_wordTexts
[
0
].
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
height
*
0.02f
;
_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
right
=
new
GameObject
(
"RightBoundary"
);
var
rightRect
=
right
.
AddComponent
<
RectTransform
>();
right
.
transform
.
SetParent
(
transform
);
rightRect
.
SetParent
(
widestRect
);
right
.
transform
.
localPosition
=
offsetFromCenter
;
rightRect
.
localPosition
=
offsetFromCenter
;
rightRect
.
SetParent
(
widestRect
.
parent
);
var
left
=
new
GameObject
(
"left"
);
var
left
=
new
GameObject
(
"LeftBoundary"
);
var
leftRect
=
left
.
AddComponent
<
RectTransform
>();
left
.
transform
.
SetParent
(
transform
);
leftRect
.
SetParent
(
widestRect
);
left
.
transform
.
localPosition
=
-
offsetFromCenter
;
leftRect
.
localPosition
=
-
offsetFromCenter
;
leftRect
.
SetParent
(
widestRect
.
parent
);
_targetGroup
.
AddMember
(
right
Rect
,
1f
,
_wordTexts
[
0
].
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
height
*
0.02f
);
_targetGroup
.
AddMember
(
right
.
transform
,
1f
,
cameraTargetHeight
);
_targetGroup
.
AddMember
(
left
Rect
,
1f
,
_wordTexts
[
0
].
transform
.
parent
.
GetComponent
<
RectTransform
>().
rect
.
height
*
0.02f
);
_targetGroup
.
AddMember
(
left
.
transform
,
1f
,
cameraTargetHeight
);
}
}
}
}
\ No newline at end of file
My project/Assets/ScienceStreet/Features/Challenge/ChallengeManager.cs
View file @
c1d2bd70
...
@@ -113,7 +113,6 @@ public class ChallengeManager : MonoBehaviour
...
@@ -113,7 +113,6 @@ public class ChallengeManager : MonoBehaviour
await
UniTask
.
WaitForSeconds
(
0.5f
);
await
UniTask
.
WaitForSeconds
(
0.5f
);
baseGameManager
.
StartGame
();
baseGameManager
.
StartGame
();
currentGame
.
OnGameCompleted
+=
OnGameCompleted
;
currentGame
.
OnGameCompleted
+=
OnGameCompleted
;
}
}
...
...
My project/Assets/ScienceStreet/Features/Challenge/ChallengeManager.prefab
View file @
c1d2bd70
...
@@ -605,7 +605,7 @@ MonoBehaviour:
...
@@ -605,7 +605,7 @@ MonoBehaviour:
-
tf
-
tf
-
mcq
-
mcq
transitionSettings
:
{
fileID
:
11400000
,
guid
:
057babd6f13132c449650d99e3c4e99c
,
type
:
2
}
transitionSettings
:
{
fileID
:
11400000
,
guid
:
057babd6f13132c449650d99e3c4e99c
,
type
:
2
}
winningPoints
:
1
00
winningPoints
:
5
00
timeSavedBonusMultiplier
:
2
timeSavedBonusMultiplier
:
2
penaltiesPerGame
:
c80000009600000064000000
penaltiesPerGame
:
c80000009600000064000000
challengeCanvas
:
{
fileID
:
3214242843135042761
}
challengeCanvas
:
{
fileID
:
3214242843135042761
}
...
...
My project/Assets/ScienceStreet/MCQ/Scripts/McqGameManager.cs
View file @
c1d2bd70
...
@@ -76,7 +76,7 @@ namespace com.al_arcade.mcq
...
@@ -76,7 +76,7 @@ namespace com.al_arcade.mcq
var
filter
=
new
QuestionFilter
()
var
filter
=
new
QuestionFilter
()
.
CurriculumId
(
0
)
.
CurriculumId
(
0
)
.
SubjectId
(
0
)
.
SubjectId
(
0
)
.
GradeId
(
session
.
gradeId
)
.
GradeId
(
0
)
.
Count
(
session
.
questionCount
)
.
Count
(
session
.
questionCount
)
.
Shuffle
(
true
);
.
Shuffle
(
true
);
...
...
My project/Assets/ScienceStreet/Shared/Scripts/BaseGameManager.cs
View file @
c1d2bd70
...
@@ -73,6 +73,8 @@ namespace com.al_arcade.shared
...
@@ -73,6 +73,8 @@ namespace com.al_arcade.shared
// ─────────────────────────────────────────────────────────────────────
// ─────────────────────────────────────────────────────────────────────
protected
virtual
void
Awake
()
protected
virtual
void
Awake
()
{
{
onAnswerGiven
.
AddListener
(
HapticFeedback
);
// Subclasses that need extra Awake logic should call base.Awake()
// Subclasses that need extra Awake logic should call base.Awake()
// THEN do their own work.
// THEN do their own work.
}
}
...
@@ -283,6 +285,16 @@ namespace com.al_arcade.shared
...
@@ -283,6 +285,16 @@ namespace com.al_arcade.shared
}
}
protected
void
HapticFeedback
(
bool
correct
)
{
#if UNITY_ANDROID || UNITY_IOS
if
(
correct
)
HapticManager
.
LightTap
();
else
HapticManager
.
HeavyError
();
#endif
}
protected
virtual
IEnumerator
SharedVictorySequence
()
{
yield
break
;
}
protected
virtual
IEnumerator
SharedVictorySequence
()
{
yield
break
;
}
protected
virtual
IEnumerator
SharedLoseSequence
()
{
yield
break
;
}
protected
virtual
IEnumerator
SharedLoseSequence
()
{
yield
break
;
}
...
@@ -290,5 +302,11 @@ namespace com.al_arcade.shared
...
@@ -290,5 +302,11 @@ namespace com.al_arcade.shared
protected
virtual
IEnumerator
NoChallengeVictorySequence
()
{
yield
break
;
}
protected
virtual
IEnumerator
NoChallengeVictorySequence
()
{
yield
break
;
}
protected
virtual
IEnumerator
NoChallengeLoseSequence
()
{
yield
break
;
}
protected
virtual
IEnumerator
NoChallengeLoseSequence
()
{
yield
break
;
}
protected
void
Oestroy
()
{
onAnswerGiven
.
RemoveListener
(
HapticFeedback
);
}
}
}
}
}
My project/Assets/ScienceStreet/Shared/Scripts/HapticManager.cs
0 → 100644
View file @
c1d2bd70
using
UnityEngine
;
public
static
class
HapticManager
{
public
static
void
LightTap
()
{
// Only execute on actual mobile hardware
if
(
Application
.
isEditor
)
return
;
#if UNITY_ANDROID
VibrateAndroid
(
50
);
#elif UNITY_IOS
// Handheld.Vibrate is the only built-in option without a native plugin
Handheld
.
Vibrate
();
#endif
}
public
static
void
HeavyError
()
{
if
(
Application
.
isEditor
)
return
;
#if UNITY_ANDROID
VibrateAndroid
(
500
);
#elif UNITY_IOS
Handheld
.
Vibrate
();
#endif
}
private
static
void
VibrateAndroid
(
long
milliseconds
)
{
// CRITICAL: This preprocessor ensures the Editor never touches this block
#if UNITY_ANDROID && !UNITY_EDITOR
try
{
using
(
AndroidJavaClass
unityPlayer
=
new
AndroidJavaClass
(
"com.unity3d.player.UnityPlayer"
))
using
(
AndroidJavaObject
currentActivity
=
unityPlayer
.
GetStatic
<
AndroidJavaObject
>(
"currentActivity"
))
using
(
AndroidJavaObject
vibrator
=
currentActivity
.
Call
<
AndroidJavaObject
>(
"getSystemService"
,
"vibrator"
))
{
if
(
vibrator
!=
null
)
{
vibrator
.
Call
(
"vibrate"
,
milliseconds
);
}
}
}
catch
(
System
.
Exception
ex
)
{
Debug
.
LogWarning
(
$"Android Haptic Failed:
{
ex
.
Message
}
"
);
}
#endif
}
}
\ No newline at end of file
My project/Assets/ScienceStreet/Shared/Scripts/HapticManager.cs.meta
0 → 100644
View file @
c1d2bd70
fileFormatVersion: 2
guid: 275b09c0cab1fe9468d3006fe44f0cd9
\ No newline at end of file
My project/Assets/_Recovery/0 (1).unity
0 → 100644
View file @
c1d2bd70
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