Commit 6276bf04 authored by saad's avatar saad

add all feedbacks on bomb

parent 91411a2c
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using UnityEngine; using UnityEngine;
public class BombClone: MonoBehaviour public class BombClone : MonoBehaviour
{ {
[Header("Force")] [Header("Force")]
public float throwForce = 10f; public float throwForce = 10f;
...@@ -15,23 +15,23 @@ public class BombClone: MonoBehaviour ...@@ -15,23 +15,23 @@ public class BombClone: MonoBehaviour
private Rigidbody rb; private Rigidbody rb;
void Start() void Awake()
{ {
rb = GetComponent<Rigidbody>(); rb = GetComponent<Rigidbody>();
}
private void OnEnable()
{
ThrowWithSpin(); ThrowWithSpin();
} }
void ThrowWithSpin() public void ThrowWithSpin()
{ {
// Backward direction
Vector3 dir = -transform.forward; Vector3 dir = -transform.forward;
// Random direction
dir += transform.right * Random.Range(-randomSideForce, randomSideForce); dir += transform.right * Random.Range(-randomSideForce, randomSideForce);
dir += transform.up * Random.Range(0f, randomUpForce); dir += transform.up * Random.Range(0f, randomUpForce);
dir.Normalize(); dir.Normalize();
// Throw
rb.AddForce(dir * throwForce + Vector3.up * upwardForce, ForceMode.Impulse); rb.AddForce(dir * throwForce + Vector3.up * upwardForce, ForceMode.Impulse);
Vector3 randomSpin = Random.insideUnitSphere * spinForce; Vector3 randomSpin = Random.insideUnitSphere * spinForce;
......
using System.Collections; using System.Collections;
using UnityEngine; using UnityEngine;
using TMPro; using TMPro;
using DG.Tweening.Core.Easing;
using ALArcade.ArabicTMP; using ALArcade.ArabicTMP;
using Unity.VisualScripting;
using System.Collections.Generic; using System.Collections.Generic;
using DG.Tweening; using DG.Tweening;
...@@ -25,19 +23,48 @@ public class BombController : MonoBehaviour ...@@ -25,19 +23,48 @@ public class BombController : MonoBehaviour
[SerializeField] private ParticleSystem wrongParticles; [SerializeField] private ParticleSystem wrongParticles;
[SerializeField] private ParticleSystem explosionEffect; [SerializeField] private ParticleSystem explosionEffect;
[SerializeField] private List<GameObject> disableChilds; [SerializeField] private List<GameObject> disableChilds;
[SerializeField] private BombClone bombClone;
[SerializeField] private QuestionSO currentQuestion; [SerializeField] private QuestionSO currentQuestion;
private float _timeRemaining; private float _timeRemaining;
private bool _answered = false; private bool _answered = false;
private GameManager _gameManager; private GameManager _gameManager;
private List<Wire> _wires; private List<Wire> _wires;
const string EXPLOSION = "Explosion";
const string BOMB_START = "Bomb_Start";
const string BOMB_END = "Bomb_End";
const string BEEP = "Beep";
const string BOMB_END_CORRECT = "Bomb_End_Correct";
const string BOMB_DEFUSE = "Bomb_Defuse";
[Header("Beep Sound")]
[SerializeField] private float maxBeepInterval = 1.2f;
[SerializeField] private float minBeepInterval = 0.15f;
private Coroutine _beepCoroutine;
[Header("Red LED Emission")]
[SerializeField] private Renderer _redLedRenderer;
[SerializeField] private Color _redLedColor = Color.red;
[SerializeField] private Renderer _greenLedRenderer;
[SerializeField] private Color _greeLedColor = Color.green;
[SerializeField] private float maxEmission = 4f;
[SerializeField] private float minEmission = 0.5f;
private Material _redLedMat;
private Material _greenLedMat;
private void Start()
{
_redLedMat = _redLedRenderer.material;
_greenLedMat = _greenLedRenderer.material;
}
public void Initialize(QuestionSO question , GameManager manager) public void Initialize(QuestionSO question , GameManager manager)
{ {
currentQuestion = question; currentQuestion = question;
_timeRemaining = question.timeLimit; _timeRemaining = question.timeLimit;
// Set question text
questionDisplayText.arabicText= question.questionText;
_gameManager = manager; _gameManager = manager;
// Assign answers to wires // Assign answers to wires
...@@ -57,13 +84,13 @@ public class BombController : MonoBehaviour ...@@ -57,13 +84,13 @@ public class BombController : MonoBehaviour
IEnumerator TimerCountdown() IEnumerator TimerCountdown()
{ {
_beepCoroutine = StartCoroutine(BeepRoutine());
while (_timeRemaining > 0 && !_answered) while (_timeRemaining > 0 && !_answered)
{ {
_timeRemaining -= Time.deltaTime; _timeRemaining -= Time.deltaTime;
//SoundManager.Instance.PlaySound3D(BEEP, transform.position);
int seconds = Mathf.CeilToInt(_timeRemaining); int seconds = Mathf.CeilToInt(_timeRemaining);
timerText.text = seconds.ToString("00"); timerText.text = seconds.ToString("00");
yield return null; yield return null;
} }
...@@ -84,13 +111,14 @@ public class BombController : MonoBehaviour ...@@ -84,13 +111,14 @@ public class BombController : MonoBehaviour
Debug.Log(isCorrect); Debug.Log(isCorrect);
// Play particles // Play particles
if (isCorrect && correctParticles != null) if (isCorrect)
correctParticles.Play(); {
else if (!isCorrect && wrongParticles != null) StartCoroutine(CorrectVisuals());
wrongParticles.Play(); }
else if (!isCorrect)
// Visual feedback {
//StartCoroutine(ShowAnswerFeedback(isCorrect)); StartCoroutine(WrongVisuals());
}
_gameManager.OnAnswerSelected(isCorrect, false); _gameManager.OnAnswerSelected(isCorrect, false);
} }
...@@ -102,32 +130,104 @@ public class BombController : MonoBehaviour ...@@ -102,32 +130,104 @@ public class BombController : MonoBehaviour
{ {
_answered = true; _answered = true;
timerText.text = "00"; timerText.text = "00";
StartCoroutine(WrongVisuals());
_gameManager.OnAnswerSelected(false, true); _gameManager.OnAnswerSelected(false, true);
} }
public void StartVisuals() public void StartVisuals()
{ {
foreach(Wire wire in _wires) StartCoroutine(StartVisualsSeq());
}
IEnumerator StartVisualsSeq()
{
SoundManager.Instance.PlaySound3D(BOMB_START, transform.position);
yield return new WaitForSeconds(1f);
questionDisplayText.arabicText = currentQuestion.questionText;
foreach (Wire wire in _wires)
{ {
wire.StartVisuals(); wire.StartVisuals();
} }
yield return new WaitForSeconds(2f);
gameObject.GetComponent<FloatingObject>().StartFloating(); gameObject.GetComponent<FloatingObject>().StartFloating();
StartCoroutine(TimerCountdown()); StartCoroutine(TimerCountdown());
} }
public void EndVisuals() IEnumerator CorrectVisuals()
{ {
questionDisplayText.arabicText = "تم تعطيل القنبلة";
_greenLedMat.SetColor("_EmissionColor", _greeLedColor * maxEmission);
_redLedMat.SetColor("_EmissionColor", Color.black);
if (_beepCoroutine != null)
StopCoroutine(_beepCoroutine);
foreach (Wire wire in _wires) foreach (Wire wire in _wires)
{ {
wire.EndVisuals(); wire.EndVisuals();
} }
SoundManager.Instance.PlaySound3D(BOMB_DEFUSE, transform.position);
yield return new WaitForSeconds(1.75f);
Debug.Log("Correct");
gameObject.GetComponent<FloatingObject>().PauseFloating();
yield return new WaitForSeconds(0.1f);
transform.DOMoveX(2, 20f);
Debug.Log("Congrats");
yield return new WaitForSeconds(2f);
Destroy(gameObject, 10f);
}
IEnumerator WrongVisuals()
{
questionDisplayText.arabicText = "فشلت المحاولة";
_redLedMat.SetColor("_EmissionColor", _redLedColor * maxEmission);
if (_beepCoroutine != null)
StopCoroutine(_beepCoroutine);
foreach (Wire wire in _wires)
{
wire.EndVisuals();
}
Debug.Log("fade the ui");
SoundManager.Instance.PlaySound3D(BOMB_END, transform.position);
yield return new WaitForSeconds(2f);
foreach (var child in disableChilds) foreach (var child in disableChilds)
{ {
child.SetActive(false); child.SetActive(false);
} }
bombClone.transform.SetParent(null);
bombClone.gameObject.SetActive(true);
if (explosionEffect != null) if (explosionEffect != null)
explosionEffect.Play(); explosionEffect.Play();
Destroy(gameObject , 2); Destroy(gameObject, 10);
CameraShakeNoise.instance.Shake();
SoundManager.Instance.PlaySound3D(EXPLOSION, transform.position);
Debug.Log("explosion");
}
IEnumerator BeepRoutine()
{
while (!_answered && _timeRemaining > 0)
{
// Progress of countdown (0 → 1)
float progress = 1f - (_timeRemaining / currentQuestion.timeLimit);
// Beep speed
float currentInterval = Mathf.Lerp(maxBeepInterval, minBeepInterval, progress);
// PLAY BEEP
SoundManager.Instance.PlaySound3D(BEEP, transform.position);
// LED ON (sync with beep)
_redLedMat.SetColor("_EmissionColor", _redLedColor * maxEmission);
// LED stays on briefly
yield return new WaitForSeconds(currentInterval * 0.3f);
// LED OFF
_redLedMat.SetColor("_EmissionColor", Color.black);
// Wait remaining time
yield return new WaitForSeconds(currentInterval * 0.7f);
}
}
private void OnDestroy()
{
DOTween.Kill(transform);
} }
} }
\ No newline at end of file
...@@ -13,12 +13,22 @@ public class CameraShakeNoise : MonoBehaviour ...@@ -13,12 +13,22 @@ public class CameraShakeNoise : MonoBehaviour
private CinemachineBasicMultiChannelPerlin noise; private CinemachineBasicMultiChannelPerlin noise;
private Coroutine shakeCoroutine; private Coroutine shakeCoroutine;
public static CameraShakeNoise instance;
void Awake() void Awake()
{
if (instance != null) return;
instance = this;
}
private void Start()
{ {
vCam = GetComponent<CinemachineVirtualCamera>(); vCam = GetComponent<CinemachineVirtualCamera>();
noise = vCam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>(); noise = vCam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
} }
public void Shake() public void Shake()
{ {
if (shakeCoroutine != null) if (shakeCoroutine != null)
......
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MusicLibrary : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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