master
sangta 2024-04-25 18:54:33 +07:00
parent 0b2aa43d89
commit 5867753b75
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@ -19,8 +19,9 @@ namespace GadGame
DontDestroyOnLoad(gameObject);
}
private void Start()
private async void Start()
{
await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(SceneFlowConfig.PassByScene.ScenePath);
SetState<IdleState>();
}

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@ -11,6 +11,7 @@ using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
using Newtonsoft.Json;
namespace GadGame.MiniGame
{
@ -45,6 +46,9 @@ namespace GadGame.MiniGame
[SerializeField] private Pool<Item>[] _itemPools;
[SerializeField] private Pool<Bomb>[] _bombPools;
private Vector2[] receivedData;
public Transform[] Objects;
private GameManager _gameManager;
private Camera _camera;
private float _spawnTimer;
@ -96,9 +100,18 @@ namespace GadGame.MiniGame
public void PlayerControl()
{
//640x480;
var inputData = UdpSocket.Instance.DataReceived.PosPoint;
var inputNormalize = new Vector2((inputData.x - 213.33f)/ 213.33f, inputData.y / 480);
// string inputData = UdpSocket.Instance.DataReceived.PosPoints;
// var inputNormalize = new Vector2((inputData.x - 213.33f)/ 213.33f, inputData.y / 480);
// var inputNormalize = new Vector2(inputData.x/ 200, inputData.y / 480);
receivedData = UdpSocket.Instance.DataReceived.PosPoints;
Debug.Log(receivedData);
for (int i = 0; i < Objects.Length; ++i)
{
var inputNormalize = new Vector2((receivedData[i].x - 213.33f)/ 213.33f, receivedData[i].y / 480);
if (i == 0)
{
var input = new Vector2
{
x = Mathf.Lerp(0, _canvas.pixelRect.width, inputNormalize.x),
@ -120,6 +133,18 @@ namespace GadGame.MiniGame
}
}
// var pos_pose = new Vector2();
// var x = Mathf.Clamp01(receivedData[i].x / 640);
// var y = Mathf.Clamp01(receivedData[i].y / 480);
// pos_pose.x = x;
// pos_pose.y = y;
// Objects[i].localPosition = pos_pose * -1;
}
}
public async void ShowTutorial()
{
_tutorialWrapper.SetActive(true);

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@ -18,6 +18,6 @@ namespace GadGame.Network
public float Gender;
public int AgeMin;
public int AgeMax;
public Vector2 PosPoint;
public Vector2[] PosPoints;
}
}

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@ -1,11 +1,12 @@
using System.Collections;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using GadGame.Network;
using GadGame.Singleton;
using Microsoft.Unity.VisualStudio.Editor;
using Sirenix.OdinInspector;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;
namespace GadGame.State.MainFlowState
{
@ -13,14 +14,35 @@ namespace GadGame.State.MainFlowState
{
public Animator passBy;
[SerializeField] private RectTransform _transform;
[SerializeField] private UnityEngine.UI.Image CircleImg;
// [SerializeField] private RectTransform _videoIdleTransform;
[SerializeField] private Image CircleImg;
[SerializeField] private TextMeshProUGUI txtProgress;
// [SerializeField] [Range(0,1)] float progress = 1f;
[SerializeField] private VideoPlayer videoPlayer;
[Button]
public void Play(bool engage) {
_transform.DOAnchorPosX(engage ? -1000 : 0, 2);
// videoPlayer.gameObject.SetActive(!passBy);
_transform.DOAnchorPosX(engage ? -1000 : 0, 1);
}
public async void SetPlayVideo(bool value){
if(value) {
while (videoPlayer.targetCameraAlpha < 1)
{
videoPlayer.targetCameraAlpha += Time.deltaTime * 3;
await UniTask.Yield();
}
videoPlayer.targetCameraAlpha = 1;
} else {
while (videoPlayer.targetCameraAlpha > 0)
{
videoPlayer.targetCameraAlpha -= Time.deltaTime * 3;
await UniTask.Yield();
}
videoPlayer.targetCameraAlpha = 0;
}
}
public void ReadyCountDown(float progress){

View File

@ -1,6 +1,5 @@
using GadGame.Manager;
using GadGame.Network;
using UnityEngine;
namespace GadGame.State.MainFlowState
{
@ -13,7 +12,7 @@ namespace GadGame.State.MainFlowState
} else if (UdpSocket.Instance.DataReceived.Gender >= 0.7f){
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.CTASceneFemale.ScenePath);
} else {
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.CTASceneBoth.ScenePath);
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.CTASceneFemale.ScenePath);
}
}
@ -23,18 +22,8 @@ namespace GadGame.State.MainFlowState
if (time >= 10)
{
if(!UdpSocket.Instance.DataReceived.PassBy)
{
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.PassByScene.ScenePath);
Runner.SetState<IdleState>();
return;
}
if(!UdpSocket.Instance.DataReceived.Engage)
{
Runner.SetState<ViewedState>();
return;
}
Runner.SetState<PassByState>();
}
}

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@ -1,5 +1,6 @@
using GadGame.Manager;
using GadGame.Network;
using Unity.Mathematics;
using UnityEngine;
namespace GadGame.State.MainFlowState
@ -10,57 +11,36 @@ namespace GadGame.State.MainFlowState
private bool _warned;
private bool _showCountDown;
private PassByAnimation passByAnim;
public override void Enter()
{
passByAnim = PassByAnimation.Instance;
passByAnim.Play(true);
// LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.EndGageScene.ScenePath);
PassByAnimation.Instance.Play(true);
_readyTimer = 5;
}
public override void Update(float time)
{
if (time >= 2)
{
switch (_warned)
{
case true when !UdpSocket.Instance.DataReceived.PassBy:
if(!UdpSocket.Instance.DataReceived.PassBy) {
Runner.SetState<IdleState>();
break;
case false when !UdpSocket.Instance.DataReceived.Engage:
_warned = true;
passByAnim.Play(false);
// PopupManager.Instance.Show("Come Back", 5).OnComplete(OnWaringComplete);
break;
case true when UdpSocket.Instance.DataReceived.Engage:
_warned = false;
passByAnim.Play(true);
// PopupManager.Instance.Hide();
break;
return;
}
switch (_showCountDown)
{
case false when UdpSocket.Instance.DataReceived.Ready:
_showCountDown = true;
// Runner.Ready(true);
break;
case true when !UdpSocket.Instance.DataReceived.Ready:
_showCountDown = false;
// Runner.Ready(false);
break;
if(!UdpSocket.Instance.DataReceived.Engage) {
Runner.SetState<PassByState>();
return;
}
if (!UdpSocket.Instance.DataReceived.Ready) _readyTimer = 3;
passByAnim.ReadyCountDown(_readyTimer / 3);
PassByAnimation.Instance.ReadyCountDown(_readyTimer / 3);
_readyTimer -= Time.deltaTime;
if (_readyTimer <= 0)
{
_readyTimer = 0;
Runner.SetState<PlayGameState>();
}
if (time >= 2)
{
// Runner.ReadyCountDown(_readyTimer);
}

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@ -1,5 +1,7 @@
using System.Diagnostics;
using GadGame.Manager;
using GadGame.Network;
using UnityEngine.SceneManagement;
namespace GadGame.State.MainFlowState
{
@ -8,12 +10,13 @@ namespace GadGame.State.MainFlowState
public override void Enter()
{
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.IdleScene.ScenePath);
PassByAnimation.Instance.Play(false);
PassByAnimation.Instance.SetPlayVideo(true);
}
public override void Update(float time)
{
if(time < 2) return;
// if(time < 2) return;
if (UdpSocket.Instance.DataReceived.PassBy)
{
@ -35,7 +38,7 @@ namespace GadGame.State.MainFlowState
public override void Exit()
{
PassByAnimation.Instance.SetPlayVideo(false);
}
}
}

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@ -7,17 +7,15 @@ namespace GadGame.State.MainFlowState
{
public class PassByState : State<MainFlow>
{
private PassByAnimation passByAnim;
public async override void Enter()
{
await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
passByAnim = PassByAnimation.Instance;
passByAnim.Play(false);
// await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
PassByAnimation.Instance.Play(false);
}
public override void Update(float time)
{
if (time < 2f) return;
// if(time < 2) return;
if (!UdpSocket.Instance.DataReceived.PassBy)
{
Runner.SetState<IdleState>();
@ -30,12 +28,6 @@ namespace GadGame.State.MainFlowState
return;
}
// if (UdpSocket.Instance.DataReceived.OnVision)
// {
// Runner.SetState<ViewedState>();
// return;
// }
}
public override void Exit()

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@ -60,14 +60,10 @@ namespace GadGame.State.MainFlowState
_gameManager.Resume();
if(!UdpSocket.Instance.DataReceived.PassBy)
{
Runner.SetState<IdleState>();
Runner.SetState<PassByState>();
return;
}
// if(!UdpSocket.Instance.DataReceived.OnVision)
// {
// Runner.SetState<PassByState>();
// return;
// }
if(!UdpSocket.Instance.DataReceived.Engage)
{
Runner.SetState<ViewedState>();

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@ -66,8 +66,8 @@ namespace GadGame.State
var newState = _states.FirstOrDefault(s => s is TSt);
if(newState == null) return;
newState.Enter();
ActiveState = newState;
ActiveState.Enter();
_timer = 0;
}
}

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@ -0,0 +1,66 @@
using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(CharsDisplayTimeAttribute))]
public class CharsDisplayTimeAttributeDrawer : PropertyDrawer
{
const float minWaitTime = 0.0001f;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
//delay in seconds
Rect delayValueRect = new Rect(position.x, position.y, 70 + 230 - position.x, position.height);
delayValueRect.width = Mathf.Clamp(position.width * 0.6f, 170, position.width);
Rect delayLabel = new Rect(delayValueRect);
delayLabel.x += delayLabel.width - 15;
delayLabel.width = 77;
Rect charPerSecValueRect = new Rect(delayLabel);
charPerSecValueRect.x += charPerSecValueRect.width - 15;
charPerSecValueRect.width = 65;
Rect charPerSecLabelRect = new Rect(charPerSecValueRect);
charPerSecLabelRect.x += charPerSecLabelRect.width - 15;
charPerSecLabelRect.width = 120;
switch (property.propertyType)
{
case SerializedPropertyType.Float:
property.floatValue = EditorGUI.FloatField(delayValueRect, label, property.floatValue);
EditorGUI.LabelField(delayLabel, $"s delay, ≈");
int charPerSecond = Mathf.RoundToInt(1 / property.floatValue);
EditorGUI.LabelField(charPerSecLabelRect, "chars per sec");
EditorGUI.BeginChangeCheck();
charPerSecond = EditorGUI.IntField(charPerSecValueRect, charPerSecond);
if (EditorGUI.EndChangeCheck())
{
property.floatValue = 1f/charPerSecond;
}
if (property.floatValue < minWaitTime)
property.floatValue = minWaitTime;
break;
default: //unsupported, fallback to the default OnGUI
EditorGUI.PropertyField(position, property, label);
return;
}
}
}
}

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],
"includePlatforms": [
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using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(MinValueAttribute))]
public class MinValueAttributeDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.PropertyField(position, property, label);
switch (property.propertyType)
{
case SerializedPropertyType.Integer:
property.intValue = Mathf.Clamp(property.intValue, (int)(attribute as MinValueAttribute).min, int.MaxValue);
break;
case SerializedPropertyType.Float:
property.floatValue = Mathf.Clamp(property.floatValue, (attribute as MinValueAttribute).min, float.MaxValue);
break;
default:
base.OnGUI(position, property, label);
break;
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(NotZeroAttribute))]
public class NotZeroAttributeDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
switch (property.propertyType)
{
case SerializedPropertyType.Integer:
int intValue = property.intValue;
intValue = EditorGUI.IntField(position, label, intValue);
if (intValue != 0)
property.intValue = intValue;
break;
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(vecValue.y != 0 || vecValue.x!=0) ? vecValue.y : property.vector2Value.y);
break;
default:
base.OnGUI(position, property, label);
break;
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(PositiveValueAttribute))]
public class PositiveValueAttributeDrawer : PropertyDrawer
{
const float minValue = .01f;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
switch (property.propertyType)
{
case SerializedPropertyType.Integer:
int intValue = property.intValue;
intValue = EditorGUI.IntField(position, label, intValue);
if (intValue >= minValue)
property.intValue = intValue;
break;
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float floatValue = property.floatValue;
floatValue = EditorGUI.FloatField(position, label, floatValue);
property.floatValue = Mathf.Clamp(floatValue, minValue, floatValue);
break;
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vecValue.y = Mathf.Clamp(vecValue.y, minValue, vecValue.y);
property.vector2Value = vecValue;
break;
default:
base.OnGUI(position, property, label);
break;
}
}
}
}

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using UnityEngine;
namespace Febucci.Attributes
{
public class CharsDisplayTimeAttribute : PropertyAttribute
{
}
}

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{
"name": "Febucci.Attributes.Runtime",
"rootNamespace": "",
"references": [],
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"allowUnsafeCode": false,
"overrideReferences": false,
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using UnityEngine;
namespace Febucci.Attributes
{
public class MinValueAttribute : PropertyAttribute
{
public float min = 0;
public MinValueAttribute(float min)
{
this.min = min;
}
}
}

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using UnityEngine;
namespace Febucci.Attributes
{
public class NotZeroAttribute : PropertyAttribute
{
}
}

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using UnityEngine;
namespace Febucci.Attributes
{
public class PositiveValueAttribute : PropertyAttribute
{
}
}

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m_text: 'Hi! Welcome to TextAnimator; have fun bringing your dialogues to life!
Examples:
<shake>I''m
freezing</shake>.
<wiggle>I''m joking</wiggle>.
It''s a <fade>secret</fade>.
<bounce>Oh,
how lucky</bounce>.
<rot>I''m confused</rot>.
<swing>So happy right
now</swing>.
Head over the next example scenes to discover more!
I''d
love to share the projects you create with TextAnimator! Let me know (if you
want) aand have a lovely day! ^^
<speed=3>Aaaaaaaaaaaaaand please do not
forget to leave a review, it <speed=.1><incr><rainb>really</rainb></incr> <speed=3>helps
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Examples:
<shake>I''m
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<wiggle>I''m joking</wiggle>.
It''s a <fade>secret</fade>.
<bounce>Oh,
how lucky</bounce>.
An<expl> EXPLOSION</expl>.
<rot>I''m confused</rot>.
<swing>So
happy right now</swing>.
Head over the next example scenes to discover more!
<share>I''d
love to share the projects you create with TextAnimator! Let me know (if you
want) aand have a lovely day! ^^</share>
<speed=3>Aaaaaaaaaaaaaand please
do not forget to leave a review, it <speed=.1><incr><rainb>really</rainb></incr>
<speed=3>helps ^^<speed=1>'
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