Timer Mode

dev-ali
Ali Sharoz 2 days ago
parent 761fe0f0e3
commit c128924706

@ -0,0 +1,5 @@
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@ -214,6 +214,7 @@ public class _2dxFX_GrayScale : MonoBehaviour
CanvasImage.material = ForceMaterial; CanvasImage.material = ForceMaterial;
} }
} }
Start();
} }
} }

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@ -37,7 +37,7 @@ AnimatorStateMachine:
m_ChildStates: m_ChildStates:
- serializedVersion: 1 - serializedVersion: 1
m_State: {fileID: 20000} m_State: {fileID: 20000}
m_Position: {x: 0, y: 0, z: 0} m_Position: {x: 110, y: -50, z: 0}
m_ChildStateMachines: [] m_ChildStateMachines: []
m_AnyStateTransitions: [] m_AnyStateTransitions: []
m_EntryTransitions: [] m_EntryTransitions: []

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

@ -19,9 +19,21 @@ public class GameManager
{ {
PlayerPrefs.SetInt("currentLevelNo", value); PlayerPrefs.SetInt("currentLevelNo", value);
} }
}
public static int CurrentLevelGroupIndex }
public static int CurrentLevelNo_Timer
{
get
{
return PlayerPrefs.GetInt("currentLevelNo_Timer", 1);
}
set
{
PlayerPrefs.SetInt("currentLevelNo_Timer", value);
}
}
public static int CurrentLevelGroupIndex
{ {
get get
{ {

File diff suppressed because it is too large Load Diff

@ -16,6 +16,7 @@ using MS;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.UI; using UnityEngine.UI;
@ -67,7 +68,7 @@ public class HomeScene : MonoBehaviour
public Popup[] popups; public Popup[] popups;
public static HomeScene instance; public static HomeScene instance;
public UnityEvent OnPlayButtonPressed=new UnityEvent();
private List<int> ReverseNumbers = new List<int>{4, 6, 10, 12, 16, 18,22,24,28,30,34,36,40,42,46,48}; private List<int> ReverseNumbers = new List<int>{4, 6, 10, 12, 16, 18,22,24,28,30,34,36,40,42,46,48};
private void Start() private void Start()
{ {
@ -113,7 +114,15 @@ public class HomeScene : MonoBehaviour
public void ShowDetailLevel(LevelGroupButton lb) public void ShowDetailLevel(LevelGroupButton lb)
{ {
int completedLevel = lb.levelGroup.CompletedLevel; int completedLevel = 0;
if(!GamePlayManager.isTimerLevel)
{
completedLevel = lb.levelGroup.CompletedLevel;
}
else
{
completedLevel = lb.levelGroup.CompletedLevel_Timer;
}
LD_TitleLbl.text = lb.levelGroup.LevelGroupName.ToUpper(); LD_TitleLbl.text = lb.levelGroup.LevelGroupName.ToUpper();
LD_LevelCompletdLbl.text = completedLevel + " / " + lb.levelGroup.TotalLevel; LD_LevelCompletdLbl.text = completedLevel + " / " + lb.levelGroup.TotalLevel;
// LD_AwardGoldImage.SetActive(completedLevel >= lb.levelGroup.TotalLevel); // LD_AwardGoldImage.SetActive(completedLevel >= lb.levelGroup.TotalLevel);
@ -281,6 +290,7 @@ public class HomeScene : MonoBehaviour
public void PlayButton() public void PlayButton()
{ {
OnPlayButtonPressed.Invoke();
Sound.instance.PlayButton(); Sound.instance.PlayButton();
} }

@ -17,63 +17,87 @@ using UnityEngine;
[CreateAssetMenu(fileName = "LevelGroup", menuName = "PipeOut/Create LevelGroup", order = 1)] [CreateAssetMenu(fileName = "LevelGroup", menuName = "PipeOut/Create LevelGroup", order = 1)]
public class LevelGroup : ScriptableObject public class LevelGroup : ScriptableObject
{ {
public string LevelGroupName = "Easy"; public string LevelGroupName = "Easy";
public int TotalLevel = 50; public int TotalLevel = 50;
public string ResourcesFolderPath = "Easy\\"; public string ResourcesFolderPath = "Easy\\";
public Color bgColor; public Color bgColor;
public int StarXPReward = 1; public int StarXPReward = 1;
public int NoOfHint = 4; public int NoOfHint = 4;
public Sprite LevelDetailBG; public Sprite LevelDetailBG;
public Sprite LevelHeaderBG; public Sprite LevelHeaderBG;
public int CompletedLevel
public int CompletedLevel {
{ get
get {
{ return PlayerPrefs.GetInt("Completed_" + LevelGroupName.ToUpper(), 0);
return PlayerPrefs.GetInt("Completed_" + LevelGroupName.ToUpper(), 0); }
} set
set {
{ PlayerPrefs.SetInt("Completed_" + LevelGroupName.ToUpper(), value);
PlayerPrefs.SetInt("Completed_" + LevelGroupName.ToUpper(), value); }
} }
} public int CompletedLevel_Timer
{
public float AverageCompletedTime get
{ {
get return PlayerPrefs.GetInt("Completed_" + LevelGroupName.ToUpper() + "_Timer", 0);
{ }
return PlayerPrefs.GetFloat("AverageTime_" + LevelGroupName.ToUpper(), 0f); set
} {
set PlayerPrefs.SetInt("Completed_" + LevelGroupName.ToUpper() + "_Timer", value);
{ }
PlayerPrefs.SetFloat("AverageTime_" + LevelGroupName.ToUpper(), value); }
}
} public float AverageCompletedTime
{
public string AverageCompletedTimeString get
{ {
get return PlayerPrefs.GetFloat("AverageTime_" + LevelGroupName.ToUpper(), 0f);
{ }
int num = Mathf.FloorToInt(AverageCompletedTime); set
return (num / 60).ToString("00") + " : " + (num % 60).ToString("00"); {
} PlayerPrefs.SetFloat("AverageTime_" + LevelGroupName.ToUpper(), value);
} }
}
public void SetLevelCompleted(int LevelNo, float TimeToComplete)
{ public string AverageCompletedTimeString
if (CompletedLevel <= LevelNo) {
{ get
CompletedLevel = LevelNo; {
} int num = Mathf.FloorToInt(AverageCompletedTime);
float averageCompletedTime = AverageCompletedTime; return (num / 60).ToString("00") + " : " + (num % 60).ToString("00");
averageCompletedTime = Mathf.Abs(averageCompletedTime * (float)(CompletedLevel - 1) + TimeToComplete); }
averageCompletedTime = (AverageCompletedTime = averageCompletedTime / (float)CompletedLevel); }
}
public void SetLevelCompleted(int LevelNo, float TimeToComplete)
{
if (!GamePlayManager.isTimerLevel)
{
if (CompletedLevel <= LevelNo)
{
CompletedLevel = LevelNo;
}
float averageCompletedTime = AverageCompletedTime;
averageCompletedTime = Mathf.Abs(averageCompletedTime * (float)(CompletedLevel - 1) + TimeToComplete);
averageCompletedTime = (AverageCompletedTime = averageCompletedTime / (float)CompletedLevel);
}
else
{
if (CompletedLevel_Timer <= LevelNo)
{
CompletedLevel_Timer = LevelNo;
}
float averageCompletedTime = AverageCompletedTime;
averageCompletedTime = Mathf.Abs(averageCompletedTime * (float)(CompletedLevel_Timer - 1) + TimeToComplete);
averageCompletedTime = (AverageCompletedTime = averageCompletedTime / (float)CompletedLevel_Timer);
}
}
} }

@ -20,35 +20,50 @@ using UnityEngine.UI;
[ExecuteInEditMode] [ExecuteInEditMode]
public class LevelGroupButton : MonoBehaviour public class LevelGroupButton : MonoBehaviour
{ {
public LevelGroup levelGroup; public LevelGroup levelGroup;
public TMP_Text TitleLbl; public TMP_Text TitleLbl;
public TMP_Text LevelCompletdLbl; public TMP_Text LevelCompletdLbl;
public GameObject AwardGoldImage; public GameObject AwardGoldImage;
private void Start() public void Start()
{ {
UpdateUI(); UpdateUI();
GetComponent<Button>().onClick.AddListener(delegate GetComponent<Button>().onClick.AddListener(delegate
{ {
HomeScene.instance.ShowDetailLevel(this); HomeScene.instance.ShowDetailLevel(this);
HomeScene.instance.PlayButton(); HomeScene.instance.PlayButton();
GameObject.FindWithTag("LevelGroupPopup").GetComponent<Popup>().Close(); GameObject.FindWithTag("LevelGroupPopup").GetComponent<Popup>().Close();
}); });
} HomeScene.instance.OnPlayButtonPressed.AddListener(() =>
{
private void Update() UpdateUI();
{ });
} }
[ContextMenu("UpdateUI")] private void Update()
public void UpdateUI() {
{ }
base.name = levelGroup.LevelGroupName;
TitleLbl.text = base.name.ToUpper(); [ContextMenu("UpdateUI")]
LevelCompletdLbl.text = levelGroup.CompletedLevel + " / " + levelGroup.TotalLevel; public void UpdateUI()
AwardGoldImage.GetComponent<_2dxFX_GrayScale>().enabled = !(levelGroup.CompletedLevel >= levelGroup.TotalLevel); {
} base.name = levelGroup.LevelGroupName;
TitleLbl.text = base.name.ToUpper();
if (!GamePlayManager.isTimerLevel)
{
LevelCompletdLbl.text = levelGroup.CompletedLevel + " / " + levelGroup.TotalLevel;
AwardGoldImage.GetComponent<_2dxFX_GrayScale>().enabled = !(levelGroup.CompletedLevel >= levelGroup.TotalLevel);
}
else
{
LevelCompletdLbl.text = levelGroup.CompletedLevel_Timer + " / " + levelGroup.TotalLevel;
AwardGoldImage.GetComponent<_2dxFX_GrayScale>().enabled = !(levelGroup.CompletedLevel_Timer >= levelGroup.TotalLevel);
}
}
} }

@ -19,37 +19,47 @@ using UnityEngine.UI;
[ExecuteInEditMode] [ExecuteInEditMode]
public class LevelGroupState : MonoBehaviour public class LevelGroupState : MonoBehaviour
{ {
public LevelGroup levelGroup; public LevelGroup levelGroup;
[Header("Show Detail")] [Header("Show Detail")]
[SerializeField] [SerializeField]
private TMP_Text TitleLbl; private TMP_Text TitleLbl;
[SerializeField] [SerializeField]
private TMP_Text LevelCompletdLbl; private TMP_Text LevelCompletdLbl;
[SerializeField] [SerializeField]
private TMP_Text AvarageTimeLbl; private TMP_Text AvarageTimeLbl;
[SerializeField] [SerializeField]
private GameObject AwardGoldImage; private GameObject AwardGoldImage;
private void Start() private void Start()
{ {
UpdateUI(); UpdateUI();
} }
private void Update() private void Update()
{ {
} }
[ContextMenu("UpdateUI")] [ContextMenu("UpdateUI")]
public void UpdateUI() public void UpdateUI()
{ {
base.name = levelGroup.LevelGroupName; base.name = levelGroup.LevelGroupName;
TitleLbl.text = base.name.ToUpper(); TitleLbl.text = base.name.ToUpper();
LevelCompletdLbl.text = levelGroup.CompletedLevel + " / " + levelGroup.TotalLevel; if (!GamePlayManager.isTimerLevel)
AvarageTimeLbl.text = levelGroup.AverageCompletedTimeString; {
AwardGoldImage.GetComponent<_2dxFX_GrayScale>().enabled = !(levelGroup.CompletedLevel >= levelGroup.TotalLevel); LevelCompletdLbl.text = levelGroup.CompletedLevel + " / " + levelGroup.TotalLevel;
} AwardGoldImage.GetComponent<_2dxFX_GrayScale>().enabled = !(levelGroup.CompletedLevel >= levelGroup.TotalLevel);
}
else
{
LevelCompletdLbl.text = levelGroup.CompletedLevel_Timer + " / " + levelGroup.TotalLevel;
AwardGoldImage.GetComponent<_2dxFX_GrayScale>().enabled = !(levelGroup.CompletedLevel_Timer >= levelGroup.TotalLevel);
}
AvarageTimeLbl.text = levelGroup.AverageCompletedTimeString;
}
} }

@ -38,6 +38,11 @@ namespace MS
public UnityEvent onClose; public UnityEvent onClose;
public UnityEvent onOpen; public UnityEvent onOpen;
public GameObject ChooseModePanel;
public void isTimerSetter(bool isTimer)
{
GamePlayManager.isTimerLevel = isTimer;
}
private void Start() private void Start()
{ {

@ -0,0 +1,87 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
public class TimerManager : MonoBehaviour
{
private TimeSpan _remainingTime;
private TimeSpan _initialTime;
private bool _isTimerRunning;
// Event triggered when the timer starts
public event Action TimerStarted;
// Event triggered when the timer ends
//public event Action TimerEnded;
public UnityEvent TimerEnded = new UnityEvent();
public TextMeshProUGUI timer;
public GameObject timerObj;
public GameObject gameoverPanelObj;
//public Textmeshprougui timertext;
private void Start()
{
if (GamePlayManager.isTimerLevel)
{
timerObj.SetActive(true);
InitializeTimer(0, 2, 0);
}
}
// Initialize the timer with hours, minutes, and seconds
public void InitializeTimer(int hours, int minutes, int seconds)
{
_initialTime = new TimeSpan(hours, minutes, seconds);
_remainingTime = _initialTime;
StartTimer();
}
// Start the timer
public void StartTimer()
{
if (_remainingTime.TotalSeconds > 0 && !_isTimerRunning)
{
_isTimerRunning = true;
TimerStarted?.Invoke(); // Trigger the TimerStarted event
}
}
// Stop the timer
public void StopTimer()
{
_isTimerRunning = false;
}
// Reset the timer to its initial value
public void ResetTimer()
{
StopTimer();
_remainingTime = _initialTime;
}
// Get the remaining time
public TimeSpan GetRemainingTime()
{
return _remainingTime;
}
// Update is called once per frame
void Update()
{
if (_isTimerRunning)
{
// Subtract deltaTime from the remaining time
_remainingTime = _remainingTime.Subtract(TimeSpan.FromSeconds(Time.deltaTime));
timer.text = _remainingTime.ToString("m\\:ss");
// If the timer has reached 0 or less, stop it
if (_remainingTime.TotalSeconds <= 0)
{
_remainingTime = TimeSpan.Zero;
_isTimerRunning = false;
TimerEnded?.Invoke(); // Trigger the TimerEnded event
}
}
}
}

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