Added MainMenu Animation

TestMerge
Hazim Bin Ijaz 2 weeks ago
parent 8d45695877
commit 833a599da1

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Shader "Custom/WaterWave"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {} // Main texture property
_WaveHeight ("Wave Height", Range(0, 0.2)) = 0.05 // Height of the wave effect
_Speed ("Wave Speed", Range(0, 5.0)) = 2.0 // Speed of the wave movement
_Frequency ("Wave Frequency", Range(0, 20.0)) = 5.0 // Frequency of the waves
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Overlay" }
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION; // Vertex position
float2 uv : TEXCOORD0; // UV coordinates
};
struct v2f
{
float2 uv : TEXCOORD0; // UV coordinates
float4 vertex : SV_POSITION; // Vertex position for rendering
};
sampler2D _MainTex; // The main texture
float _WaveHeight; // Wave height (amplitude)
float _Speed; // Speed of the wave
float _Frequency; // Frequency of the wave
// Vertex function to create wave distortion on top vertices
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex); // Convert vertex position to clip space
o.uv = v.uv;
// Create a wave effect at the top of the image (for uv.y > 0.5)
if (v.uv.y > 0.5)
{
// Calculate wave displacement using the built-in _Time variable
float wave = sin(_Frequency * v.uv.x + _Speed * _Time.y) * _WaveHeight;
o.vertex.y += wave; // Offset the y position to create the wave effect
}
return o;
}
// Fragment shader to render the texture
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv); // Sample the texture
return col; // Return the final color
}
ENDCG
}
}
FallBack "Transparent"
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AntiExplosion : MonoBehaviour
{
// List to store the sprites and their initial/final positions
[System.Serializable]
public class SpriteInfo
{
public GameObject sprite;
public Vector3 initialPosition;
}
public List<SpriteInfo> sprites; // List to store sprites' data
public float animationDuration = 2.0f; // Duration of the reverse explosion animation
public LeanTweenType easingType = LeanTweenType.easeOutBounce; // Easing type for LeanTween
private Vector3 screenCenter; // Center of the screen for quadrant calculations
private void Start()
{
// Calculate the screen center in world space
screenCenter = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2, 0));
screenCenter.z = 0; // Set z to 0 since it's a 2D space
// Store initial positions and move sprites to quadrant-based scattered positions
foreach (var spriteInfo in sprites)
{
spriteInfo.initialPosition = spriteInfo.sprite.transform.position; // Capture initial position
spriteInfo.sprite.transform.position = GetRandomPositionBasedOnQuadrant(spriteInfo.initialPosition); // Move to a random position in its quadrant
}
// Start the reverse explosion animation using LeanTween
AnimateSpritesWithLeanTween();
}
// Function to determine a random position within a specific quadrant
private Vector3 GetRandomPositionBasedOnQuadrant(Vector3 initialPosition)
{
float scatterRange = 5.0f; // Adjust this value to control how far the pieces scatter
float xPos, yPos;
// Determine the quadrant based on the initial position relative to the screen center
if (initialPosition.x < screenCenter.x && initialPosition.y > screenCenter.y) // Top-left quadrant
{
xPos = Random.Range(-scatterRange, -scatterRange / 2);
yPos = Random.Range(scatterRange / 2, scatterRange);
}
else if (initialPosition.x > screenCenter.x && initialPosition.y > screenCenter.y) // Top-right quadrant
{
xPos = Random.Range(scatterRange / 2, scatterRange);
yPos = Random.Range(scatterRange / 2, scatterRange);
}
else if (initialPosition.x < screenCenter.x && initialPosition.y < screenCenter.y) // Bottom-left quadrant
{
xPos = Random.Range(-scatterRange, -scatterRange / 2);
yPos = Random.Range(-scatterRange, -scatterRange / 2);
}
else // Bottom-right quadrant
{
xPos = Random.Range(scatterRange / 2, scatterRange);
yPos = Random.Range(-scatterRange, -scatterRange / 2);
}
return new Vector3(xPos, yPos, 0);
}
// Function to animate all sprites back to their initial positions using LeanTween
private void AnimateSpritesWithLeanTween()
{
foreach (var spriteInfo in sprites)
{
LeanTween.move(spriteInfo.sprite, spriteInfo.initialPosition, animationDuration)
.setEase(easingType); // Apply the chosen easing effect
}
}
}

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using System.Collections.Generic;
using UnityEngine;
public class RandomRotationAnimation : MonoBehaviour
{
public float rotationRange = 30f; // Maximum random rotation angle in degrees
public float rotationDuration = 1.0f; // Duration for each rotation
public LeanTweenType easingType = LeanTweenType.easeInOutBack; // Easing for the animation
private List<GameObject> pieces = new List<GameObject>(); // List to store all child pieces
void Start()
{
// Find all child pieces in the parent object
foreach (Transform child in transform)
{
pieces.Add(child.gameObject);
}
// Start the random rotation animation
AnimatePieces();
}
void AnimatePieces()
{
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{
// Store the original rotation of the piece
Quaternion originalRotation = piece.transform.rotation;
// Calculate a random rotation angle within the specified range
float randomAngle = Random.Range(-rotationRange, rotationRange);
// Rotate the piece to the random angle
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SnapBackAni : MonoBehaviour
{
[System.Serializable]
public class PieceInfo
{
public GameObject piece; // The piece to be animated
public Vector3 originalPosition; // The original position to snap back to
}
public List<PieceInfo> pieces = new List<PieceInfo>(); // List of pieces and their original positions
public float snapDuration = 0.5f; // Duration of each snap animation
public float delayBetweenSnaps = 0.2f; // Delay between each piece snapping
public LeanTweenType ease;
private void Start()
{
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// Wait for the specified delay before snapping the next piece
yield return new WaitForSeconds(delayBetweenSnaps);
}
}
[ContextMenu("Setup Pieces From Children")]
private void SetupPiecesFromChildren()
{
pieces.Clear(); // Clear the list to avoid duplicates
foreach (Transform child in transform) // Loop through all child GameObjects
{
pieces.Add(new PieceInfo
{
piece = child.gameObject, // Set the piece to the child GameObject
originalPosition = child.position // Set the original position to the child's current position
});
}
}
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