Commit 1b1592b9 authored by saad's avatar saad

add some pliers

parent eb0c27bb
...@@ -5,7 +5,6 @@ using System.Collections.Generic; ...@@ -5,7 +5,6 @@ using System.Collections.Generic;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using static UnityEngine.Windows.WebCam.VideoCapture;
namespace AL_Arcade.DialogueSystem.Scripts namespace AL_Arcade.DialogueSystem.Scripts
{ {
......
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Quick Outline
=============
Developed by Chris Nolet (c) 2018
Instructions
------------
To add an outline to an object, drag-and-drop the Outline.cs
script onto the object. The outline materials will be loaded
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You can also add outlines programmatically with:
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outline.OutlineMode = Outline.Mode.OutlineAll;
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Avoid removing and re-adding the component if possible.
For large meshes, you may also like to enable 'Precompute
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Troubleshooting
---------------
If the outline appears off-center, please try the following:
1. Set 'Read/Write Enabled' on each model's import settings.
2. Disable 'Optimize Mesh Data' in the player settings.
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UNITY_VERTEX_INPUT_INSTANCE_ID
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//
// Outline.cs
// QuickOutline
//
// Created by Chris Nolet on 3/30/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[DisallowMultipleComponent]
public class OutlineRenderer : MonoBehaviour {
private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
public enum Mode {
OutlineAll,
OutlineVisible,
OutlineHidden,
OutlineAndSilhouette,
SilhouetteOnly
}
public Mode OutlineMode {
get { return outlineMode; }
set {
outlineMode = value;
needsUpdate = true;
}
}
public Color OutlineColor {
get { return outlineColor; }
set {
outlineColor = value;
needsUpdate = true;
}
}
public float OutlineWidth {
get { return outlineWidth; }
set {
outlineWidth = value;
needsUpdate = true;
}
}
[Serializable]
private class ListVector3 {
public List<Vector3> data;
}
[SerializeField]
private Mode outlineMode;
[SerializeField]
private Color outlineColor = Color.white;
[SerializeField, Range(0f, 10f)]
private float outlineWidth = 2f;
[Header("Optional")]
[SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
+ "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")]
private bool precomputeOutline;
[SerializeField, HideInInspector]
private List<Mesh> bakeKeys = new List<Mesh>();
[SerializeField, HideInInspector]
private List<ListVector3> bakeValues = new List<ListVector3>();
private Renderer[] renderers;
private Material outlineMaskMaterial;
private Material outlineFillMaterial;
private bool needsUpdate;
void Awake() {
// Cache renderers
renderers = GetComponentsInChildren<Renderer>();
// Instantiate outline materials
outlineMaskMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineMask"));
outlineFillMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineFill"));
outlineMaskMaterial.name = "OutlineMask (Instance)";
outlineFillMaterial.name = "OutlineFill (Instance)";
// Retrieve or generate smooth normals
LoadSmoothNormals();
// Apply material properties immediately
needsUpdate = true;
}
void OnEnable() {
foreach (var renderer in renderers) {
// Append outline shaders
var materials = renderer.sharedMaterials.ToList();
materials.Add(outlineMaskMaterial);
materials.Add(outlineFillMaterial);
renderer.materials = materials.ToArray();
}
}
void OnValidate() {
// Update material properties
needsUpdate = true;
// Clear cache when baking is disabled or corrupted
if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) {
bakeKeys.Clear();
bakeValues.Clear();
}
// Generate smooth normals when baking is enabled
if (precomputeOutline && bakeKeys.Count == 0) {
Bake();
}
}
void Update() {
if (needsUpdate) {
needsUpdate = false;
UpdateMaterialProperties();
}
}
void OnDisable() {
foreach (var renderer in renderers) {
// Remove outline shaders
var materials = renderer.sharedMaterials.ToList();
materials.Remove(outlineMaskMaterial);
materials.Remove(outlineFillMaterial);
renderer.materials = materials.ToArray();
}
}
void OnDestroy() {
// Destroy material instances
Destroy(outlineMaskMaterial);
Destroy(outlineFillMaterial);
}
void Bake() {
// Generate smooth normals for each mesh
var bakedMeshes = new HashSet<Mesh>();
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
// Skip duplicates
if (!bakedMeshes.Add(meshFilter.sharedMesh)) {
continue;
}
// Serialize smooth normals
var smoothNormals = SmoothNormals(meshFilter.sharedMesh);
bakeKeys.Add(meshFilter.sharedMesh);
bakeValues.Add(new ListVector3() { data = smoothNormals });
}
}
void LoadSmoothNormals() {
// Retrieve or generate smooth normals
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
// Skip if smooth normals have already been adopted
if (!registeredMeshes.Add(meshFilter.sharedMesh)) {
continue;
}
// Retrieve or generate smooth normals
var index = bakeKeys.IndexOf(meshFilter.sharedMesh);
var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh);
// Store smooth normals in UV3
meshFilter.sharedMesh.SetUVs(3, smoothNormals);
// Combine submeshes
var renderer = meshFilter.GetComponent<Renderer>();
if (renderer != null) {
CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials);
}
}
// Clear UV3 on skinned mesh renderers
foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
// Skip if UV3 has already been reset
if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) {
continue;
}
// Clear UV3
skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount];
// Combine submeshes
CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials);
}
}
List<Vector3> SmoothNormals(Mesh mesh) {
// Group vertices by location
var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
// Copy normals to a new list
var smoothNormals = new List<Vector3>(mesh.normals);
// Average normals for grouped vertices
foreach (var group in groups) {
// Skip single vertices
if (group.Count() == 1) {
continue;
}
// Calculate the average normal
var smoothNormal = Vector3.zero;
foreach (var pair in group) {
smoothNormal += smoothNormals[pair.Value];
}
smoothNormal.Normalize();
// Assign smooth normal to each vertex
foreach (var pair in group) {
smoothNormals[pair.Value] = smoothNormal;
}
}
return smoothNormals;
}
void CombineSubmeshes(Mesh mesh, Material[] materials) {
// Skip meshes with a single submesh
if (mesh.subMeshCount == 1) {
return;
}
// Skip if submesh count exceeds material count
if (mesh.subMeshCount > materials.Length) {
return;
}
// Append combined submesh
mesh.subMeshCount++;
mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1);
}
void UpdateMaterialProperties() {
// Apply properties according to mode
outlineFillMaterial.SetColor("_OutlineColor", outlineColor);
switch (outlineMode) {
case Mode.OutlineAll:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineVisible:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineHidden:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineAndSilhouette:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.SilhouetteOnly:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
outlineFillMaterial.SetFloat("_OutlineWidth", 0f);
break;
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questionText: "\u0645\u062A\u0649 \u062A\u0645 \u062A\u0623\u0633\u064A\u0633 \u0642\u0648\u0627\u062A questionText: "\u0645\u062A\u0649 \u062A\u0645 \u062A\u0623\u0633\u064A\u0633 \u0642\u0648\u0627\u062A
\u0627\u0644\u0635\u0627\u0639\u0642\u0629 \u0627\u0644\u0645\u0635\u0631\u064A\u0629\u061F\u0645\u062A\u0649 \u0627\u0644\u0635\u0627\u0639\u0642\u0629 \u0627\u0644\u0645\u0635\u0631\u064A\u0629\u061F"
\u062A\u0645 \u062A\u0623\u0633\u064A\u0633 \u0642\u0648\u0627\u062A \u0627\u0644\u0635\u0627\u0639\u0642\u0629
\u0627\u0644\u0645\u0635\u0631\u064A\u0629\u061F\u0645\u062A\u0649 \u062A\u0645
\u062A\u0623\u0633\u064A\u0633 \u0642\u0648\u0627\u062A \u0627\u0644\u0635\u0627\u0639\u0642\u0629
\u0627\u0644\u0645\u0635\u0631\u064A\u0629\u061F\u0645\u062A\u0649 \u062A\u0645
\u062A\u0623\u0633\u064A\u0633 \u0642\u0648\u0627\u062A \u0627\u0644\u0635\u0627\u0639\u0642\u0629
\u0627\u0644\u0645\u0635\u0631\u064A\u0629\u061F\u0645\u062A\u0649 \u062A\u0645
\u062A\u0623\u0633\u064A\u0633 \u0642\u0648\u0627\u062A \u0627\u0644\u0635\u0627\u0639\u0642\u0629
\u0627\u0644\u0645\u0635\u0631\u064A\u0629\u061F"
optionA: 0591 optionA: 0591
optionB: 5597 optionB: 5591
optionC: 0691 optionC: 0691
optionD: 7691 optionD: 7691
correctAnswer: 66 correctAnswer: 66
......
...@@ -4,6 +4,7 @@ using TMPro; ...@@ -4,6 +4,7 @@ using TMPro;
using ALArcade.ArabicTMP; using ALArcade.ArabicTMP;
using System.Collections.Generic; using System.Collections.Generic;
using DG.Tweening; using DG.Tweening;
using System.Net.NetworkInformation;
public class BombController : MonoBehaviour public class BombController : MonoBehaviour
{ {
...@@ -28,6 +29,7 @@ public class BombController : MonoBehaviour ...@@ -28,6 +29,7 @@ public class BombController : MonoBehaviour
[SerializeField] private QuestionSO currentQuestion; [SerializeField] private QuestionSO currentQuestion;
private float _timeRemaining; private float _timeRemaining;
private bool _answered = false; private bool _answered = false;
private Wire currentWireAnswered;
private GameManager _gameManager; private GameManager _gameManager;
private List<Wire> _wires; private List<Wire> _wires;
...@@ -225,6 +227,17 @@ public class BombController : MonoBehaviour ...@@ -225,6 +227,17 @@ public class BombController : MonoBehaviour
yield return new WaitForSeconds(currentInterval * 0.7f); yield return new WaitForSeconds(currentInterval * 0.7f);
} }
} }
private Wire GetAnswerdWire(char answered)
{
foreach (Wire wire in _wires)
{
if(wire.WireAnswer == answered)
{
return wire;
}
}
return null;
}
private void OnDestroy() private void OnDestroy()
{ {
......
...@@ -118,4 +118,15 @@ public class UIPanelTween : MonoBehaviour ...@@ -118,4 +118,15 @@ public class UIPanelTween : MonoBehaviour
.SetDelay(delay) .SetDelay(delay)
.OnComplete(() => panel.gameObject.SetActive(false)); .OnComplete(() => panel.gameObject.SetActive(false));
} }
public void OpenWithDelay(float openDelay)
{
delay = openDelay;
Open();
}
public void CloseWithDelay(float closeDelay)
{
delay = closeDelay;
Close();
}
} }
...@@ -35,6 +35,10 @@ public class GameManager : MonoBehaviour ...@@ -35,6 +35,10 @@ public class GameManager : MonoBehaviour
[SerializeField] UnityEvent EndGameEvent; [SerializeField] UnityEvent EndGameEvent;
[SerializeField] private GameObject _pliers;
[SerializeField] private Transform _pliersStartPos;
[SerializeField] private Transform _currentCutPos;
void Start() void Start()
{ {
if (questionSet == null) if (questionSet == null)
...@@ -80,12 +84,17 @@ public class GameManager : MonoBehaviour ...@@ -80,12 +84,17 @@ public class GameManager : MonoBehaviour
currentBomb.transform.DORotateQuaternion(bombTargetPositoin.rotation, _animDuration) currentBomb.transform.DORotateQuaternion(bombTargetPositoin.rotation, _animDuration)
.SetEase(Ease.InOutSine); .SetEase(Ease.InOutSine);
currentBomb.Initialize(currentQuestions[currentQuestionIndex], this); currentBomb.Initialize(currentQuestions[currentQuestionIndex], this);
} }
void BombReachedTarget() void BombReachedTarget()
{ {
currentBomb.StartVisuals(); currentBomb.StartVisuals();
}
public void MovePlier(Transform cutPos , float duration)
{
_pliers.transform.DOMove(cutPos.position, duration).SetEase(Ease.InOutSine);
_pliers.transform.DORotateQuaternion(cutPos.rotation, duration).SetEase(Ease.InOutSine);
} }
public void OnAnswerSelected(bool isCorrect, bool isTimeout) public void OnAnswerSelected(bool isCorrect, bool isTimeout)
......
...@@ -3,6 +3,7 @@ using TMPro; ...@@ -3,6 +3,7 @@ using TMPro;
using ALArcade.ArabicTMP; using ALArcade.ArabicTMP;
using UnityEngine.UI; using UnityEngine.UI;
using System.Collections; using System.Collections;
using UnityEngine.Rendering.Universal;
public class Wire : MonoBehaviour public class Wire : MonoBehaviour
{ {
...@@ -17,11 +18,7 @@ public class Wire : MonoBehaviour ...@@ -17,11 +18,7 @@ public class Wire : MonoBehaviour
[SerializeField] private Button _button; [SerializeField] private Button _button;
[SerializeField] private FadeCanvasAndLine _fadeCanvasAndLine; [SerializeField] private FadeCanvasAndLine _fadeCanvasAndLine;
[SerializeField] private FloatingObject _floatingObject; [SerializeField] private FloatingObject _floatingObject;
[SerializeField] private OutlineRenderer _outlineRenderer;
/*[Header("Materials")]
[SerializeField] private Material normalMaterial;
[SerializeField] private Material hoverMaterial;
[SerializeField] private Material cutMaterial;*/
[Header("Cut Effect")] [Header("Cut Effect")]
[SerializeField] private ParticleSystem CorrectCutParticles; [SerializeField] private ParticleSystem CorrectCutParticles;
...@@ -31,27 +28,29 @@ public class Wire : MonoBehaviour ...@@ -31,27 +28,29 @@ public class Wire : MonoBehaviour
private BombController _bombController; private BombController _bombController;
private bool _isCut = false; private bool _isCut = false;
private bool _clikable; private bool _clikable;
public char WireAnswer => _wireAnswer;
private void Start() private void Start()
{ {
_meshFilter = GetComponent<MeshFilter>(); _meshFilter = GetComponent<MeshFilter>();
_meshRender = GetComponent<MeshRenderer>(); _meshRender = GetComponent<MeshRenderer>();
_outlineRenderer = GetComponent<OutlineRenderer>();
_meshFilter.mesh = _wireMesh; _meshFilter.mesh = _wireMesh;
_meshRender = _meshRender.GetComponent<MeshRenderer>(); _meshRender = _meshRender.GetComponent<MeshRenderer>();
_meshRender.material.color = _color; _meshRender.material.color = _color;
image.color = _color; image.color = _color;
line.startColor = _color; line.startColor = _color;
line.endColor = _color; line.endColor = _color;
gameObject.AddComponent<MeshCollider>();
_button.onClick.AddListener(CutWire); _button.onClick.AddListener(CutWire);
_clikable = false; _clikable = false;
_cutWire.GetComponent<Renderer>().sharedMaterial = _meshRender.sharedMaterial; _cutWire.GetComponent<Renderer>().sharedMaterial = _meshRender.sharedMaterial;
StartCoroutine(ClikableDelay()); StartCoroutine(ClikableDelay());
_outlineRenderer.OutlineWidth = 0;
} }
IEnumerator ClikableDelay() IEnumerator ClikableDelay()
{ {
yield return new WaitForSeconds(2f); yield return new WaitForSeconds(4f);
_clikable = true; _clikable = true;
} }
public void SetAnswer(char answer, string answerText, BombController controller) public void SetAnswer(char answer, string answerText, BombController controller)
...@@ -60,15 +59,21 @@ public class Wire : MonoBehaviour ...@@ -60,15 +59,21 @@ public class Wire : MonoBehaviour
_answerLabel.arabicText = $"{answerText}"; _answerLabel.arabicText = $"{answerText}";
_bombController = controller; _bombController = controller;
} }
private void OnTriggerEnter(Collider other)
{
Debug.Log(other.name);
}
void OnMouseEnter() void OnMouseEnter()
{ {
CursorController.Instance.SetHoverCursor(); CursorController.Instance.SetHoverCursor();
_outlineRenderer.OutlineWidth = 9f;
} }
void OnMouseExit() void OnMouseExit()
{ {
CursorController.Instance.SetDefaultCursor(); CursorController.Instance.SetDefaultCursor();
_outlineRenderer.OutlineWidth = 0f;
} }
void OnMouseDown() void OnMouseDown()
......
{ {
"dependencies": { "dependencies": {
"com.bnco.unity-webgl-microphone": "https://github.com/bnco-dev/unity-webgl-microphone.git",
"com.unity.cinemachine": "2.10.5", "com.unity.cinemachine": "2.10.5",
"com.unity.collab-proxy": "2.11.2", "com.unity.collab-proxy": "2.11.2",
"com.unity.feature.2d": "2.0.1", "com.unity.feature.2d": "2.0.1",
......
{ {
"dependencies": { "dependencies": {
"com.bnco.unity-webgl-microphone": {
"version": "https://github.com/bnco-dev/unity-webgl-microphone.git",
"depth": 0,
"source": "git",
"dependencies": {},
"hash": "bad36244303305fcbdfcb764c30d5bc9be480676"
},
"com.unity.2d.animation": { "com.unity.2d.animation": {
"version": "9.2.0", "version": "9.2.0",
"depth": 1, "depth": 1,
......
{ {
"MonoBehaviour": { "MonoBehaviour": {
"Version": 3, "Version": 5,
"DisabledWarnings": "" "DisabledWarnings": ""
} }
} }
...@@ -6,6 +6,6 @@ EditorBuildSettings: ...@@ -6,6 +6,6 @@ EditorBuildSettings:
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 1 - enabled: 1
path: Assets/Scenes/SampleScene.unity path: Assets/Scenes/Game.unity
guid: 99c9720ab356a0642a771bea13969a05 guid: d3bce82ad65f9be4fa022c764f04c45e
m_configObjects: {} m_configObjects: {}
...@@ -534,7 +534,8 @@ PlayerSettings: ...@@ -534,7 +534,8 @@ PlayerSettings:
openGLRequireES31: 0 openGLRequireES31: 0
openGLRequireES31AEP: 0 openGLRequireES31AEP: 0
openGLRequireES32: 0 openGLRequireES32: 0
m_TemplateCustomTags: {} m_TemplateCustomTags:
PRODUCT_DESCRIPTION:
mobileMTRendering: mobileMTRendering:
Android: 1 Android: 1
iPhone: 1 iPhone: 1
...@@ -796,7 +797,7 @@ PlayerSettings: ...@@ -796,7 +797,7 @@ PlayerSettings:
webGLDebugSymbols: 0 webGLDebugSymbols: 0
webGLEmscriptenArgs: webGLEmscriptenArgs:
webGLModulesDirectory: webGLModulesDirectory:
webGLTemplate: APPLICATION:Default webGLTemplate: APPLICATION:PWA
webGLAnalyzeBuildSize: 0 webGLAnalyzeBuildSize: 0
webGLUseEmbeddedResources: 0 webGLUseEmbeddedResources: 0
webGLCompressionFormat: 0 webGLCompressionFormat: 0
...@@ -824,7 +825,7 @@ PlayerSettings: ...@@ -824,7 +825,7 @@ PlayerSettings:
Stadia: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2 Stadia: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2
Standalone: DOTWEEN;LETAI_TRUESHADOW;UNITY_POST_PROCESSING_STACK_V2 Standalone: DOTWEEN;LETAI_TRUESHADOW;UNITY_POST_PROCESSING_STACK_V2
VisionOS: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2 VisionOS: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2
WebGL: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2 WebGL: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2;LETAI_TRUESHADOW
Windows Store Apps: DOTWEEN Windows Store Apps: DOTWEEN
XboxOne: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2 XboxOne: DOTWEEN;UNITY_POST_PROCESSING_STACK_V2
iPhone: DOTWEEN iPhone: DOTWEEN
......
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