Added MainMenu Animation
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Shader "Custom/WaterWave"
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{
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Properties
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_MainTex ("Texture", 2D) = "white" {} // Main texture property
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_WaveHeight ("Wave Height", Range(0, 0.2)) = 0.05 // Height of the wave effect
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_Speed ("Wave Speed", Range(0, 5.0)) = 2.0 // Speed of the wave movement
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_Frequency ("Wave Frequency", Range(0, 20.0)) = 5.0 // Frequency of the waves
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}
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CGPROGRAM
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struct appdata
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float4 vertex : SV_POSITION; // Vertex position for rendering
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sampler2D _MainTex; // The main texture
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float _WaveHeight; // Wave height (amplitude)
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float _Speed; // Speed of the wave
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float _Frequency; // Frequency of the wave
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// Vertex function to create wave distortion on top vertices
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v2f vert (appdata v)
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// Create a wave effect at the top of the image (for uv.y > 0.5)
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if (v.uv.y > 0.5)
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{
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// Calculate wave displacement using the built-in _Time variable
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float wave = sin(_Frequency * v.uv.x + _Speed * _Time.y) * _WaveHeight;
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o.vertex.y += wave; // Offset the y position to create the wave effect
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}
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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ENDCG
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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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}
|
||||
}
|
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}
|
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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()
|
||||
{
|
||||
foreach (GameObject piece in pieces)
|
||||
{
|
||||
// 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);
|
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|
||||
// Rotate the piece to the random angle
|
||||
LeanTween.rotateZ(piece, randomAngle, rotationDuration / 2)
|
||||
.setEase(easingType)
|
||||
.setOnComplete(() =>
|
||||
{
|
||||
// Rotate back to the original rotation
|
||||
LeanTween.rotate(piece, originalRotation.eulerAngles, rotationDuration / 2)
|
||||
.setEase(easingType);
|
||||
});
|
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}
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}
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using System.Collections;
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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
|
||||
}
|
||||
|
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public List<PieceInfo> pieces = new List<PieceInfo>(); // List of pieces and their original positions
|
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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()
|
||||
{
|
||||
// Start the snapping animation
|
||||
StartCoroutine(SnapPiecesBack());
|
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}
|
||||
|
||||
private IEnumerator SnapPiecesBack()
|
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{
|
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// Loop through each piece in the list
|
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foreach (var pieceInfo in pieces)
|
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{
|
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CanvasGroup canvasGroup = pieceInfo.piece.GetComponent<CanvasGroup>();
|
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|
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if (canvasGroup != null)
|
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{
|
||||
LeanTween.alphaCanvas(canvasGroup, 1f, 0.1f);
|
||||
}
|
||||
// Snap the piece to its original position using LeanTween
|
||||
LeanTween.move(pieceInfo.piece, pieceInfo.originalPosition, snapDuration)
|
||||
.setEase(ease); // Add a smooth ease-out effect
|
||||
|
||||
// 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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}
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}
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