Commit e97f5ca0 authored by Yousef Sameh's avatar Yousef Sameh

Merge remote-tracking branch 'origin/pt_refactor_managers' into pt_supabase_authentication

# Conflicts:
#	My project/Assets/Scenes/MCQ/OLD MSQ.unity
#	My project/Assets/ScienceStreet/CS/Scripts/CsGameManager.cs
#	My project/UserSettings/EditorUserSettings.asset
#	My project/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
parents 1873ab73 7e083792
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......
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m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
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=======
>>>>>>> origin/pt_refactor_managers
--- !u!1 &1878716305
GameObject:
m_ObjectHideFlags: 0
......
......@@ -227,7 +227,10 @@ namespace com.al_arcade.cs
if (useOfflineTestData)
_gm.StartWithQuestions(GetTestQuestions());
else
_gm.StartGame();
{
if (!_gm.IsChallengeMode)
_gm.StartGame();
}
}
......
using DG.Tweening;
using UnityEngine;
public class FutureCar : MonoBehaviour
{
[Header("Main Settings")]
[Tooltip("Check to float in place, uncheck to move back and forth.")]
public bool isFloatingInPlace = true;
[Header("Floating Options (Only used if checked above)")]
public float floatSpeed = 1f;
public float floatAmplitude = 0.5f;
[Header("Moving Options (Only used if unchecked above)")]
public float moveSpeed = 5f;
public float travelDistance = 20f;
public float rotationSpeed = 3f;
private Vector3 startPosition;
private Vector3 targetPosition;
private bool movingToTarget = true;
private float initialY;
void Start()
{
// Store the starting spot
startPosition = transform.position;
initialY = transform.position.y;
// Calculate the end of the patrol path based on the car's initial forward direction
targetPosition = startPosition + (transform.forward * travelDistance);
ApplyFloatingMotion();
}
// void Update()
// {
// if (isFloatingInPlace)
// {
// ApplyFloatingMotion();
// }
// else
// {
// ApplyPatrolMotion();
// }
// }
private void ApplyFloatingMotion()
{
var randomDelay = Random.Range(0f, 1f);
transform.DOMoveY(initialY + floatAmplitude, floatSpeed)
.SetEase(Ease.InOutSine)
.SetDelay(randomDelay)
.SetLoops(-1, LoopType.Yoyo);
}
private void ApplyPatrolMotion()
{
// Determine which end of the line we are headed to
Vector3 destination = movingToTarget ? targetPosition : startPosition;
// 1. Move the car
transform.position = Vector3.MoveTowards(transform.position, destination, moveSpeed * Time.deltaTime);
// 2. Rotate the car to face the current destination
Vector3 direction = (destination - transform.position).normalized;
if (direction != Vector3.zero)
{
Quaternion lookRotation = Quaternion.LookRotation(direction);
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * rotationSpeed);
}
// 3. If we are very close to the destination, flip the boolean to go the other way
if (Vector3.Distance(transform.position, destination) < 0.1f)
{
movingToTarget = !movingToTarget;
}
}
// This helps you see the path in the Scene View without pressing play
private void OnDrawGizmosSelected()
{
if (!isFloatingInPlace)
{
Gizmos.color = Color.cyan;
Vector3 endPoint = Application.isPlaying ? targetPosition : transform.position + (transform.forward * travelDistance);
Vector3 startPoint = Application.isPlaying ? startPosition : transform.position;
Gizmos.DrawLine(startPoint, endPoint);
Gizmos.DrawWireSphere(endPoint, 0.5f);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reactive;
using com.al_arcade.shared;
using Cysharp.Threading.Tasks;
using EasyTransition;
using UnityEngine;
using UnityEngine.SceneManagement;
// 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.
......@@ -26,6 +25,7 @@ public class ChallengeManager : MonoBehaviour
private DateTime startTime;
IChallengeGame currentGame = null;
BaseGameManager baseGameManager = null;
[SerializeField] private ChallengeCanvas challengeCanvas;
......@@ -50,7 +50,7 @@ public class ChallengeManager : MonoBehaviour
[ContextMenu("Fake win")]
public void Fakewin()
{
OnGameCompleted(true, 30);
OnGameCompleted(true, 30, 100);
}
......@@ -64,8 +64,9 @@ public class ChallengeManager : MonoBehaviour
await LoadNextGameAndListen();
}
private void OnGameCompleted(bool hasWon, float timeLeft)
private void OnGameCompleted(bool hasWon, float timeLeft, float pointsEarned)
{
print("Game completed");
if (currentGame != null)
currentGame.OnGameCompleted -= OnGameCompleted;
......@@ -100,6 +101,12 @@ public class ChallengeManager : MonoBehaviour
return currentGame != null;
});
baseGameManager = currentGame as BaseGameManager;
await UniTask.WaitForSeconds(0.5f);
baseGameManager.ResetGame();
baseGameManager.StartGame();
currentGame.OnGameCompleted += OnGameCompleted;
}
......@@ -108,7 +115,7 @@ public class ChallengeManager : MonoBehaviour
Debug.Log("Challenge failed.");
// Show results, reset challenge, etc.
challengeCanvas.ShowChallengeResult(false, timeSaved, -penaltiesPerGame[currentGameIndex]);
challengeCanvas.ShowChallengeResult(false, 0, -penaltiesPerGame[currentGameIndex]);
await ChallengeService.Instance.AddChallenge(false, 0, startTime, DateTime.UtcNow);
}
......
......@@ -3,5 +3,5 @@ using System;
public interface IChallengeGame
{
bool IsChallengeMode { get; }
event Action<bool, float> OnGameCompleted; // hasWon, timeLeft
event Action<bool, float, float> OnGameCompleted; // hasWon, timeLeft
}
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<!DOCTYPE html>
<html lang="en">
<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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<meta http-equiv="Pragma" content="no-cache">
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<link rel="dns-prefetch" href="https://your-peertube-instance.com">
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<link rel="preload" href="https://cdn.jsdelivr.net/npm/hls.js@1.5.17/dist/hls.min.js" as="script" crossorigin>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
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background: #000;
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touch-action: none;
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width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
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background: #000;
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image-rendering: crisp-edges;
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position: fixed;
top: 0; left: 0;
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background: #000;
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z-index: 1000;
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pointer-events: none;
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width: 280px;
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background: #FED700;
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box-shadow: 0 0 10px rgba(254, 215, 0, 0.4);
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<div id="unity-container">
<canvas id="unity-canvas" tabindex="-1"></canvas>
</div>
<div id="loading-screen">
<img id="loading-logo" src="logo.png" alt="Loading">
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canvas.style.width = canvasW + 'px';
canvas.style.height = canvasH + 'px';
canvas.width = canvasW;
canvas.height = canvasH;
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window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// ═══ PRELOAD HLS.js INTO CACHE BEFORE UNITY BOOTS ═══
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hlsScript.src = 'https://cdn.jsdelivr.net/npm/hls.js@1.5.17/dist/hls.min.js';
hlsScript.async = true;
document.head.appendChild(hlsScript);
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var loadingBar = document.getElementById('loading-bar');
var loadingText = document.getElementById('loading-text');
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// Remove the timestamp parameter for production
var buildUrl = "Build";
var cacheBust = ""; // Set to "?t=" + Date.now() during development
var loaderUrl = buildUrl + "/CS Build.loader.js" + cacheBust;
var config = {
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frameworkUrl: buildUrl + "/CS Build.framework.js",
codeUrl: buildUrl + "/CS Build.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "Correct The Sentence",
productVersion: "0.1.0",
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// These override if present
};
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = function () {
createUnityInstance(
document.getElementById("unity-canvas"),
config,
function (progress) {
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loadingBar.style.background = '#ff3333';
console.error(message);
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};
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document.addEventListener('click', function() {
document.getElementById('unity-canvas').focus();
});
</script>
</body>
</html>
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<title>Correct The Sentence</title>
<!-- ═══ ANTI-CACHE ═══ -->
<meta http-equiv="Cache-Control" content="no-cache, no-store, must-revalidate">
<meta http-equiv="Pragma" content="no-cache">
<meta http-equiv="Expires" content="0">
<!-- ═══ PRECONNECT TO CDN — speeds up HLS chunk fetching ═══ -->
<!-- Replace with your actual PeerTube domain -->
<link rel="preconnect" href="https://your-peertube-instance.com" crossorigin>
<link rel="dns-prefetch" href="https://your-peertube-instance.com">
<!-- ═══ PRELOAD HLS.js — starts downloading before Unity even loads ═══ -->
<link rel="preload" href="https://cdn.jsdelivr.net/npm/hls.js@1.5.17/dist/hls.min.js" as="script" crossorigin>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html, body {
width: 100%;
height: 100%;
overflow: hidden;
background: #000;
font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', sans-serif;
/* Prevent pull-to-refresh on mobile */
overscroll-behavior: none;
touch-action: none;
}
#unity-container {
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
background: #000;
}
#unity-canvas {
background: #000;
/* Prevent blurry scaling */
image-rendering: -webkit-optimize-contrast;
image-rendering: crisp-edges;
}
/* ═══ LOADING SCREEN ═══ */
#loading-screen {
position: fixed;
top: 0; left: 0;
width: 100%; height: 100%;
background: #000;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
z-index: 1000;
transition: opacity 0.5s ease;
}
#loading-screen.fade-out {
opacity: 0;
pointer-events: none;
}
#loading-logo {
max-width: 200px;
max-height: 200px;
margin-bottom: 40px;
animation: logoPulse 2s ease-in-out infinite;
}
@keyframes logoPulse {
0%, 100% { transform: scale(1); opacity: 0.9; }
50% { transform: scale(1.05); opacity: 1; }
}
#loading-bar-container {
width: 280px;
height: 6px;
background: rgba(255, 255, 255, 0.1);
border-radius: 3px;
overflow: hidden;
margin-bottom: 16px;
}
#loading-bar {
width: 0%;
height: 100%;
background: #FED700;
border-radius: 3px;
transition: width 0.3s ease;
box-shadow: 0 0 10px rgba(254, 215, 0, 0.4);
}
#loading-text {
color: rgba(255, 255, 255, 0.5);
font-size: 13px;
letter-spacing: 0.5px;
}
</style>
</head>
<body>
<div id="unity-container">
<canvas id="unity-canvas" tabindex="-1"></canvas>
</div>
<div id="loading-screen">
<img id="loading-logo" src="logo.png" alt="Loading">
<div id="loading-bar-container">
<div id="loading-bar"></div>
</div>
<div id="loading-text">Loading...</div>
</div>
<script>
// ═══ 16:9 ASPECT RATIO LOCK ═══
function resizeCanvas() {
var container = document.getElementById('unity-container');
var canvas = document.getElementById('unity-canvas');
var windowW = window.innerWidth;
var windowH = window.innerHeight;
var targetAspect = 16 / 9;
var windowAspect = windowW / windowH;
var canvasW, canvasH;
if (windowAspect > targetAspect) {
canvasH = windowH;
canvasW = Math.floor(windowH * targetAspect);
} else {
canvasW = windowW;
canvasH = Math.floor(windowW / targetAspect);
}
canvas.style.width = canvasW + 'px';
canvas.style.height = canvasH + 'px';
canvas.width = canvasW;
canvas.height = canvasH;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// ═══ PRELOAD HLS.js INTO CACHE BEFORE UNITY BOOTS ═══
// This way when the jslib calls ensureHls(), it's already loaded
(function() {
var hlsScript = document.createElement('script');
hlsScript.src = 'https://cdn.jsdelivr.net/npm/hls.js@1.5.17/dist/hls.min.js';
hlsScript.async = true;
document.head.appendChild(hlsScript);
})();
// ═══ UNITY LOADER ═══
var loadingBar = document.getElementById('loading-bar');
var loadingText = document.getElementById('loading-text');
var loadingScreen = document.getElementById('loading-screen');
// Cache-bust the loader URL in development
// Remove the timestamp parameter for production
var buildUrl = "Build";
var cacheBust = ""; // Set to "?t=" + Date.now() during development
var loaderUrl = buildUrl + "/CS Build.loader.js" + cacheBust;
var config = {
dataUrl: buildUrl + "/CS Build.data",
frameworkUrl: buildUrl + "/CS Build.framework.js",
codeUrl: buildUrl + "/CS Build.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "Correct The Sentence",
productVersion: "0.1.0",
// ═══ MEMORY SETTINGS ═══
// Match what you set in Player Settings
// These override if present
};
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = function () {
createUnityInstance(
document.getElementById("unity-canvas"),
config,
function (progress) {
var pct = Math.round(progress * 100);
loadingBar.style.width = pct + '%';
loadingText.textContent = pct < 100 ? 'Loading... ' + pct + '%' : 'Starting...';
}
).then(function (instance) {
loadingScreen.classList.add('fade-out');
setTimeout(function () {
loadingScreen.style.display = 'none';
}, 600);
resizeCanvas();
// ═══ PREVENT ACCIDENTAL NAVIGATION ═══
window.addEventListener('beforeunload', function(e) {
e.preventDefault();
e.returnValue = '';
});
}).catch(function (message) {
loadingText.textContent = 'Error: ' + message;
loadingBar.style.background = '#ff3333';
console.error(message);
});
};
document.body.appendChild(script);
// ═══ PREVENT CONTEXT MENU ON CANVAS ═══
document.getElementById('unity-canvas').addEventListener('contextmenu', function(e) {
e.preventDefault();
});
// ═══ FOCUS CANVAS ON CLICK (fixes keyboard input) ═══
document.addEventListener('click', function() {
document.getElementById('unity-canvas').focus();
});
</script>
</body>
</html>
......@@ -840,7 +840,7 @@ PlayerSettings:
webWasm2023: 0
webEnableSubmoduleStrippingCompatibility: 0
scriptingDefineSymbols:
Android: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2
Android: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2;UNITEXT
EmbeddedLinux: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2
GameCoreScarlett: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2
GameCoreXboxOne: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2
......
......@@ -33,13 +33,13 @@ EditorUserSettings:
value: 5155075f06575f0a0f080e7a47270e444116497f782b7e367c7e4d6abbb9656a
flags: 0
RecentlyUsedSceneGuid-6:
value: 0752035101010f0c54595b2046760e44134e4e7a7f7d71677c2c4836b7b4633e
value: 5701055506000a030f5c542744260844404f4d73797975367c2c1e6ab7e2653d
flags: 0
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value: 52080c51560d5f03580b5e7242700c4446164f7d2e7f77612c281f32e0b8603d
flags: 0
RecentlyUsedSceneGuid-8:
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value: 0752035101010f0c54595b2046760e44134e4e7a7f7d71677c2c4836b7b4633e
flags: 0
RecentlyUsedSceneGuid-9:
value: 060203560401505a595d0a7345200d44404e1b7e2d707e617b7f4d63e7b6606b
......
......@@ -19,12 +19,12 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 36
width: 1918
height: 932
width: 1920
height: 941
m_MinSize: {x: 300, y: 112}
m_MaxSize: {x: 24288, y: 16192}
vertical: 0
controlID: 2275
controlID: 39
draggingID: 0
--- !u!114 &2
MonoBehaviour:
......@@ -47,10 +47,10 @@ MonoBehaviour:
m_TextWithWhitespace: "Game\u200B"
m_Pos:
serializedVersion: 2
x: 357
y: 87
width: 1105
height: 573
x: 356
y: 79
width: 1107
height: 579
m_SerializedDataModeController:
m_DataMode: 0
m_PreferredDataMode: 0
......@@ -78,8 +78,8 @@ MonoBehaviour:
m_UseMipMap: 0
m_VSyncEnabled: 0
m_Gizmos: 0
m_Stats: 1
m_SelectedSizes: 07000000000000000000000000000000000000000000000000000000000000000000000000000000
m_Stats: 0
m_SelectedSizes: 07000000000000000000000012000000000000000000000000000000000000000000000000000000
m_ZoomArea:
m_HRangeLocked: 0
m_VRangeLocked: 0
......@@ -106,26 +106,26 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 21
width: 1105
height: 552
m_Scale: {x: 0.23, y: 0.23}
m_Translation: {x: 552.5, y: 276}
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m_MarginLeft: 0
m_MarginRight: 0
m_MarginTop: 0
m_MarginBottom: 0
m_LastShownAreaInsideMargins:
serializedVersion: 2
x: -2402.1738
x: -2380.6453
y: -1200
width: 4804.3477
width: 4761.2905
height: 2400
m_MinimalGUI: 1
m_defaultScale: 0.23
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m_defaultScale: 0.2325
m_LastWindowPixelSize: {x: 1107, y: 579}
m_ClearInEditMode: 1
m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 01000000000000000000
m_LowResolutionForAspectRatios: 01000001000000000000
m_XRRenderMode: 0
m_RenderTexture: {fileID: 0}
m_showToolbar: 1
......@@ -148,12 +148,12 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 0
width: 1463
height: 932
width: 1465
height: 941
m_MinSize: {x: 200, y: 112}
m_MaxSize: {x: 16192, y: 16192}
vertical: 1
controlID: 2276
controlID: 40
draggingID: 0
--- !u!114 &4
MonoBehaviour:
......@@ -174,12 +174,12 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 0
width: 1463
height: 599
width: 1465
height: 605
m_MinSize: {x: 200, y: 56}
m_MaxSize: {x: 16192, y: 8096}
vertical: 0
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