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3 Commits

Author SHA1 Message Date
Mahamfatimaee 737b50ba25 Squashed commit of the following:
commit 761fe0f0e3
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Thu Oct 17 17:30:04 2024 +0500

    Fixed some spash issues

commit a29c5d792e
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Thu Oct 17 16:57:44 2024 +0500

    Fixed Splash issue

commit 4000ab2511
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Thu Oct 17 16:00:08 2024 +0500

    fixed spalsh issue

commit df377a6825
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Thu Oct 17 00:59:51 2024 +0500

    Reapply "Fixed Splash Animation"

    This reverts commit b13733598e.

commit b13733598e
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Thu Oct 17 00:39:51 2024 +0500

    Revert "Fixed Splash Animation"

    This reverts commit 7ca6548075.

commit 7ca6548075
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Wed Oct 16 17:19:40 2024 +0500

    Fixed Splash Animation

commit ec93b63073
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Wed Oct 16 16:52:15 2024 +0500

    Added New Pipes

commit 47925d7b4d
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Tue Oct 15 18:08:10 2024 +0500

    Some indentation

commit 0c342ac10c
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Tue Oct 15 18:07:14 2024 +0500

    Increased Level Cell Size

commit f3a7e3ed5a
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Tue Oct 15 18:02:58 2024 +0500

    Revert "Increased Cell size"

    This reverts commit 6e4c1672ba.

commit 6e4c1672ba
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Tue Oct 15 17:48:28 2024 +0500

    Increased Cell size

commit dce666657f
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Tue Oct 15 17:36:13 2024 +0500

    Added Ranked Up Screen

commit d488331478
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Tue Oct 15 14:13:54 2024 +0500

    Added new Level Complete Screen

commit 1ef6d7cf34
Author: TG9six <totalgamer.tg.x@gmail.com>
Date:   Mon Oct 14 12:04:04 2024 +0400

    UI improved

    Level selection change
    anchoring improved

commit ea8f9899e8
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Fri Oct 11 21:05:40 2024 +0500

    All UI Done

commit d656fb09a6
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Fri Oct 11 19:15:22 2024 +0500

    Added Level Screen

commit f131e38a6b
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Fri Oct 11 17:13:26 2024 +0500

    Gameplay UI Done

commit a695895c90
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Fri Oct 11 16:36:09 2024 +0500

    Added all gameplay UI

commit ab259bf005
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Fri Oct 11 11:21:47 2024 +0500

    Added Level Type Selection Screen

commit 8cebd78cfe
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Thu Oct 10 21:33:27 2024 +0500

    Added RateUs

commit 901e44afaf
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Thu Oct 10 20:56:50 2024 +0500

    Before addiung unity figma bridge

commit bdc01bcb18
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Thu Oct 10 19:36:39 2024 +0500

    Added Settings menu

commit 85b5348205
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Wed Oct 9 19:13:39 2024 +0500

    Added Main Menu Screen

commit a80c82c82f
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Wed Oct 9 17:26:31 2024 +0500

    Added new main menu UI

commit 833a599da1
Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com>
Date:   Wed Oct 9 13:22:52 2024 +0500

    Added MainMenu Animation
1 month ago
Mahamfatimaee 56c150b0b7 change the names 1 month ago
Mahamfatimaee 273d383c45 Added 4 new achievements 1 month ago

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@ -196,9 +196,6 @@ public class AchievementManagerEditor : Editor
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressGoal"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("NotificationFrequency"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressSuffix"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("CoinRewards"));
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@ -1,11 +1,7 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
using System.Linq;
using System.Collections;
using TMPro;
using DG.Tweening;
/// <summary>
/// Controls interactions with the Achievement System
@ -44,28 +40,26 @@ public class AchievementManager : MonoBehaviour
public static AchievementManager instance = null; //Singleton Instance
public AchievenmentStack Stack;
public Button ClaimRewardButton;
public AchievenmentListIngame achievementListIngame;
void Awake()
{
if (instance == null)
{
if (instance == null)
{
instance = this;
}
else if (instance != this)
{
}
else if (instance != this)
{
Destroy(gameObject);
}
}
DontDestroyOnLoad(gameObject);
AudioSource = gameObject.GetComponent<AudioSource>();
Stack = GetComponentInChildren<AchievenmentStack>();
LoadAchievementState();
}
private void PlaySound(AudioClip Sound)
private void PlaySound (AudioClip Sound)
{
if (AudioSource != null)
if(AudioSource != null)
{
AudioSource.clip = Sound;
AudioSource.Play();
@ -96,8 +90,8 @@ public class AchievementManager : MonoBehaviour
public int GetAchievedCount()
{
int Count = (from AchievementState i in States
where i.Achieved == true
select i).Count();
where i.Achieved == true
select i).Count();
return Count;
}
/// <summary>
@ -105,7 +99,7 @@ public class AchievementManager : MonoBehaviour
/// </summary>
public float GetAchievedPercentage()
{
if (States.Count == 0)
if(States.Count == 0)
{
return 0;
}
@ -122,39 +116,6 @@ public class AchievementManager : MonoBehaviour
{
Unlock(FindAchievementIndex(Key));
}
public void AddCoins(int toAdd)
{
//int toAdd = coinsRewards[index];
int coins = PlayerPrefs.GetInt("Coin");
Debug.Log(toAdd + " Coins Rewarded");
coins += toAdd;
PlayerPrefs.SetInt("Coin", coins);
StartCoroutine(startCoinShakeEffect(coins - toAdd, coins, .5f));
}
float val;
IEnumerator startCoinShakeEffect(int oldValue, int newValue, float animTime)
{
float ct = 0;
float nt;
float tot = animTime;
Text coinTxt = null;
HomeScene homeScene = FindAnyObjectByType<HomeScene>();
coinTxt = homeScene.coinLbl;
coinTxt.transform.DOShakePosition(1f);
//coinTxt.transform.DOShakePosition(0.5f);
// coinTxt.GetComponent<Animation>().Play("textShake");
while (ct < tot)
{
ct += Time.deltaTime;
nt = ct / tot;
val = Mathf.Lerp(oldValue, newValue, nt);
coinTxt.text = ((int)(val)).ToString();
yield return null;
}
//coinTxt.GetComponent<Animation>().Stop();
}
/// <summary>
/// Fully unlocks a progression or goal achievement.
/// </summary>
@ -164,45 +125,21 @@ public class AchievementManager : MonoBehaviour
if (!States[Index].Achieved)
{
States[Index].Progress = AchievementList[Index].ProgressGoal;
var achievementInfromation = AchievementList[Index];
States[Index].LastProgressGoal = achievementInfromation.ProgressGoal;
States[Index].Achieved = true;
DisplayUnlock(Index);
AutoSaveStates();
#region Ali's Code for Reward
PlayerPrefs.SetInt("UIAchievement" + Index + "Claimable", 1);
int numOfPrevCoins = PlayerPrefs.GetInt("TotalCoinsForReward" + Index, 0);
int subAchievementIndex = PlayerPrefs.GetInt("subAchievementIndex" + Index, 0);
PlayerPrefs.SetInt("TotalCoinsForReward" + Index, numOfPrevCoins + achievementInfromation.CoinRewards[Mathf.Clamp(subAchievementIndex,0, achievementInfromation.CoinRewards.Count-1)]);
subAchievementIndex++;
PlayerPrefs.SetInt("subAchievementIndex" + Index, subAchievementIndex);
#endregion
achievementInfromation.ProgressGoal += 5;
// Check if the new progress goal has reached or exceeded 50
if (AchievementList[Index].ProgressGoal >= 50)
{
// Mark achievement as completed
States[Index].Achieved = true; // Mark as achieved
States[Index].Progress = AchievementList[Index].ProgressGoal; // Set progress to goal
}
AutoSaveStates(); // Save states automatically if enabled
// Check for final achievement
if (UseFinalAchievement)
if(UseFinalAchievement)
{
int Find = States.FindIndex(x => !x.Achieved);
bool CompletedAll = (Find == -1 || AchievementList[Find].Key.Equals(FinalAchievementKey));
if (CompletedAll)
{
//ButtonSetterForUnlockedAcheivement(Index);
Unlock(FinalAchievementKey); // Unlock the final achievement if all others are completed
Unlock(FinalAchievementKey);
}
}
}
}
/// <summary>
/// Set the progress of an achievement to a specific value.
/// </summary>
@ -219,7 +156,7 @@ public class AchievementManager : MonoBehaviour
/// <param name="Progress">Set progress to this value</param>
public void SetAchievementProgress(int Index, float Progress)
{
if (AchievementList[Index].Progression)
if(AchievementList[Index].Progression)
{
if (States[Index].Progress >= AchievementList[Index].ProgressGoal)
{
@ -292,13 +229,8 @@ public class AchievementManager : MonoBehaviour
{
NewState = JsonUtility.FromJson<AchievementState>(PlayerPrefs.GetString("AchievementState_" + i));
States.Add(NewState);
AchievementList[i].ProgressGoal = NewState.LastProgressGoal == 0 ? 5 : NewState.LastProgressGoal;
}
else
{
States.Add(new AchievementState());
AchievementList[i].ProgressGoal = 5;
}
else { States.Add(new AchievementState()); }
}
}
@ -351,14 +283,14 @@ public class AchievementManager : MonoBehaviour
//Loop through all notification point backwards from last possible option
for (int i = Steps; i > States[Index].LastProgressUpdate; i--)
{
//When it finds the largest valid notification point
if (States[Index].Progress >= AchievementList[Index].NotificationFrequency * i)
{
//When it finds the largest valid notification point
if (States[Index].Progress >= AchievementList[Index].NotificationFrequency * i)
{
PlaySound(ProgressMadeSound);
States[Index].LastProgressUpdate = i;
Stack.ScheduleAchievementDisplay(Index);
return;
}
}
}
}
else

@ -1,25 +1,22 @@
using MS;
using UnityEngine;
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System;
/// <summary>
/// Add list of achievements to screen
/// </summary>
public class AchievenmentListIngame : MonoBehaviour
{
public GameObject scrollContent;
public GameObject prefab;
public Popup Menu;
public Dropdown Filter;
public Text CountText;
public Text CompleteText;
public Scrollbar Scrollbar;
private bool MenuOpen = false;
[HideInInspector] public GameObject scrollContent;
[HideInInspector] public GameObject prefab;
[HideInInspector] public GameObject Menu;
[HideInInspector] public Dropdown Filter;
[HideInInspector] public Text CountText;
[HideInInspector] public Text CompleteText;
[HideInInspector] public Scrollbar Scrollbar;
private bool MenuOpen = false;
[Tooltip("Key used to open UI menu. Set to \"None\" to prevent menu from opening with any key press")]
// public KeyCode OpenMenuKey; //Key to open in-game menu
public KeyCode OpenMenuKey; //Key to open in-game menu
/// <summary>
/// Adds all achievements to the UI based on a filter
@ -34,33 +31,29 @@ public class AchievenmentListIngame : MonoBehaviour
AchievementManager AM = AchievementManager.instance;
int AchievedCount = AM.GetAchievedCount();
if (CountText)
CountText.text = "" + AchievedCount + " / " + AM.States.Count;
if (CompleteText)
CompleteText.text = "Complete (" + AM.GetAchievedPercentage() + "%)";
CountText.text = "" + AchievedCount + " / " + AM.States.Count;
CompleteText.text = "Complete (" + AM.GetAchievedPercentage() + "%)";
for (int i = 0; i < AM.AchievementList.Count; i++)
for (int i = 0; i < AM.AchievementList.Count; i ++)
{
if ((Filter.Equals("All")) || (Filter.Equals("Achieved") && AM.States[i].Achieved) || (Filter.Equals("Unachieved") && !AM.States[i].Achieved))
if((Filter.Equals("All")) || (Filter.Equals("Achieved") && AM.States[i].Achieved) || (Filter.Equals("Unachieved") && !AM.States[i].Achieved))
{
AddAchievementToUI(AM.AchievementList[i], AM.States[i]);
}
}
Scrollbar.value = 1;
Scrollbar.value = 2;
}
public List<UIAchievement> Stack;
public void AddAchievementToUI(AchievementInfromation Achievement, AchievementState State)
{
UIAchievement UIAchievement = Instantiate(prefab, new Vector3(0f, 0f, 0f), Quaternion.identity).GetComponent<UIAchievement>();
Stack.Add(UIAchievement);
UIAchievement.Set(Achievement, State);
UIAchievement.transform.SetParent(scrollContent.transform);
UIAchievement.GetComponent<RectTransform>().localScale = Vector3.one;
}
/// <summary>
/// Filter out a set of locked or unlocked achievements
/// </summary>
public void ChangeFilter()
public void ChangeFilter ()
{
AddAchievements(Filter.options[Filter.value].text);
}
@ -68,22 +61,10 @@ public class AchievenmentListIngame : MonoBehaviour
/// <summary>
/// Closes the UI window.
/// </summary>
void Start()
{
AddAchievements("All");
Invoke(nameof(Starter), 0.5f);
}
public void Starter()
{
if (AchievementManager.instance.achievementListIngame == null)
{
AchievementManager.instance.achievementListIngame = this;
}
}
public void CloseWindow()
{
MenuOpen = false;
Menu.Close();
Menu.SetActive(MenuOpen);
}
/// <summary>
/// Opens the UI window.
@ -91,49 +72,27 @@ public class AchievenmentListIngame : MonoBehaviour
public void OpenWindow()
{
MenuOpen = true;
Menu.Open();
Setter();
//AddAchievements("All");
}
void Setter()
{
for (int i = 0; i < Stack.Count; i++)
{
if (PlayerPrefs.GetInt("UIAchievement" + i + "Claimable") == 1)
{
PlayerPrefs.SetInt("UIAchievement" + i + "Claimable", 0);
Stack[i].ClaimButton.gameObject.SetActive(true);
Stack[i].CompleteToClaimButton.SetActive(false);
int numofCoinsToAdd = PlayerPrefs.GetInt("TotalCoinsForReward" + i);
Stack[i].ClaimButton.onClick.RemoveAllListeners();
Stack[i].ClaimButton.onClick.AddListener(() =>
{
AchievementManager.instance.AddCoins(numofCoinsToAdd);
PlayerPrefs.SetInt("TotalCoinsForReward" + i, 0);
});
}
}
Menu.SetActive(MenuOpen);
AddAchievements("All");
}
/// <summary>
/// Toggles the state of the UI window open or closed
/// </summary>
public void ToggleWindow()
{
if (MenuOpen)
{
if (MenuOpen){
CloseWindow();
}
else
{
else{
OpenWindow();
}
}
// private void Update()
// {
// if(Input.GetKeyDown(OpenMenuKey))
// {
// ToggleWindow();
// }
// }
private void Update()
{
if(Input.GetKeyDown(OpenMenuKey))
{
ToggleWindow();
}
}
}

@ -5,7 +5,7 @@ using UnityEngine;
/// Storesinformation related to a single achievement
/// </summary>
[System.Serializable]
public class AchievementInfromation
public struct AchievementInfromation
{
[Tooltip("Name used to unlock/set achievement progress")]
[SerializeField] public string Key;
@ -29,9 +29,8 @@ public class AchievementInfromation
[SerializeField] public float NotificationFrequency;
[Tooltip("A string which will be displayed with a progress achievement e.g. $, KM, Miles etc")]
[SerializeField] public string ProgressSuffix;
public List<int> CoinRewards;
public int TotalCoinReward;
public int SubAchievementIndex;
public int AchievementIndex { get; internal set; }
}
/// <summary>
@ -50,7 +49,6 @@ public class AchievementState
[SerializeField] public float Progress; //Progress towards goal
[SerializeField] public int LastProgressUpdate = 0; //Last achievement notification bracket
[SerializeField] public bool Achieved = false; //Is the achievement unlocked
[SerializeField] public float LastProgressGoal;
}
/// <summary>

@ -1,6 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@ -9,14 +8,12 @@ using UnityEngine.UI;
/// </summary>
public class UIAchievement : MonoBehaviour
{
public TMP_Text Title, Description, Percent;
public Text Title, Description, Percent;
public Image Icon, OverlayIcon, ProgressBar;
public GameObject SpoilerOverlay;
public TMP_Text SpoilerText;
public AchievenmentStack AS;
public Text SpoilerText;
[HideInInspector]public AchievenmentStack AS;
public GameObject CompleteToClaimButton;
public Button ClaimButton;
/// <summary>
/// Destroy object after a certain amount of time
/// </summary>
@ -25,51 +22,30 @@ public class UIAchievement : MonoBehaviour
StartCoroutine(Wait());
}
void RewardSetter(AchievementInfromation Information)
{
Debug.Log("Reward Setter");
int index=transform.GetSiblingIndex();
int CurrentTotalReward = Information.TotalCoinReward;
int subAchievementIndex = Information.SubAchievementIndex;
int RewardtoAdd = Information.CoinRewards[subAchievementIndex];
int TotalReward = RewardtoAdd + CurrentTotalReward;
Information.TotalCoinReward = TotalReward;
PlayerPrefs.SetInt("TotalRewards"+index, TotalReward);
}
/// <summary>
/// Add information about an Achievement to the UI elements
/// </summary>
public void Set (AchievementInfromation Information, AchievementState State)
{
if(Information.Spoiler && !State.Achieved)
{
if(SpoilerOverlay)
SpoilerOverlay.SetActive(true);
if(SpoilerText)
SpoilerText.text = AchievementManager.instance.SpoilerAchievementMessage;
SpoilerOverlay.SetActive(true);
SpoilerText.text = AchievementManager.instance.SpoilerAchievementMessage;
}
else
{
// Title.text = Information.DisplayName;
Title.text = Information.DisplayName;
Description.text = Information.Description;
if (Information.LockOverlay && !State.Achieved)
{
if (OverlayIcon)
{
OverlayIcon.gameObject.SetActive(true);
OverlayIcon.sprite = Information.LockedIcon;
}
if(Icon)
Icon.sprite = Information.AchievedIcon;
OverlayIcon.gameObject.SetActive(true);
OverlayIcon.sprite = Information.LockedIcon;
Icon.sprite = Information.AchievedIcon;
}
else
{
if(Icon)
Icon.sprite = State.Achieved ? Information.AchievedIcon : Information.LockedIcon;
Icon.sprite = State.Achieved ? Information.AchievedIcon : Information.LockedIcon;
}
if (Information.Progression)
@ -79,16 +55,11 @@ public class UIAchievement : MonoBehaviour
if (State.Achieved)
{
RewardSetter(Information);
if(Percent)
{
Percent.text = Information.ProgressGoal + Information.ProgressSuffix + " / " + Information.ProgressGoal + Information.ProgressSuffix + " (Achieved)";
}
Percent.text = Information.ProgressGoal + Information.ProgressSuffix + " / " + Information.ProgressGoal + Information.ProgressSuffix + " (Achieved)";
}
else
{
if(Percent)
Percent.text = DisplayProgress + Information.ProgressSuffix + " / " + Information.ProgressGoal + Information.ProgressSuffix;
Percent.text = DisplayProgress + Information.ProgressSuffix + " / " + Information.ProgressGoal + Information.ProgressSuffix;
}
ProgressBar.fillAmount = DisplayProgress / Information.ProgressGoal;

@ -1,5 +1,5 @@
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@ -1,23 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ButtonSoundAdder : MonoBehaviour
{
public Button[] AllButtons;
void Start()
{
if (AllButtons.Length == 0)
{
AllButtons = FindObjectsOfType<Button>();
for (int i = 0; i < AllButtons.Length; i++)
{
AllButtons[i].onClick.AddListener(() =>
{
Sound.instance.PlayButton(Sound.Button.Back);
});
}
}
}
}

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// using System.Collections;
// using System.Collections.Generic;
// using UnityEngine;
//
// public class DeviceSafeArea : MonoBehaviour
// {
// [SerializeField] private RectTransform Panel;
// public Vector4 offsetFromDevice;
// Rect LastSafeArea = new Rect(0, 0, 0, 0);
//
// void Awake()
// {
// Panel ??= GetComponent<RectTransform>();
// Refresh();
// }
//
// void Update()
//
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DeviceSafeArea : MonoBehaviour
{
[SerializeField] private RectTransform Panel;
public Vector4 offsetFromDevice = new Vector4(0, 47, 34, 0); // iphone 14 safe area offset
public Vector4 lastOffsetFromDevice;
[Space(5)] public Vector4 offsetFromDeviceLog;
Rect LastSafeArea = new Rect(0, 0, 0, 0);
void Awake()
{
Panel ??= GetComponent<RectTransform>();
lastOffsetFromDevice = offsetFromDevice;
Refresh();
}
void Update()
{
Refresh();
}
[ContextMenu("Refresh")]
public void Refresh()
{
Rect safeArea = GetSafeArea();
if (safeArea != LastSafeArea || (offsetFromDevice != lastOffsetFromDevice))
ApplySafeArea(safeArea);
}
Rect GetSafeArea()
{
return Screen.safeArea;
}
void ApplySafeArea(Rect r)
{
LastSafeArea = r;
#if UNITY_EDITOR
{
lastOffsetFromDevice = offsetFromDevice;
// Add manual offsets
r.x += offsetFromDevice.w; // Left offset
r.width -= offsetFromDevice.w + offsetFromDevice.x; // Right offset
r.y += offsetFromDevice.z; // Bottom offset
r.height -= offsetFromDevice.z + offsetFromDevice.y; // Top offset
}
#endif
// Convert safe area rectangle from absolute pixels to normalized anchor coordinates
Vector2 anchorMin = r.position;
Vector2 anchorMax = r.position + r.size;
anchorMin.x /= Screen.width;
anchorMin.y /= Screen.height;
anchorMax.x /= Screen.width;
anchorMax.y /= Screen.height;
Panel.anchorMin = anchorMin;
Panel.anchorMax = anchorMax;
CalculateMargin(r);
}
void CalculateMargin(Rect safeAreas)
{
float screenWidth = Screen.width;
float screenHeight = Screen.height;
var safeArea = safeAreas;
// Calculate the difference between safe area and screen size
float leftMargin = safeArea.x;
float rightMargin = screenWidth - (safeArea.x + safeArea.width);
float topMargin = screenHeight - (safeArea.y + safeArea.height);
float bottomMargin = safeArea.y;
offsetFromDeviceLog.w = leftMargin;
offsetFromDeviceLog.x = rightMargin;
offsetFromDeviceLog.y = topMargin;
offsetFromDeviceLog.z = bottomMargin;
}
}

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For using the effects, just drag and drop prefab on
scene.
Ratings and reviews are much appreciated!
If you have questions or suggestions,
send them to my email: Glowinghuman@gmail.com

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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
m_BuildTextureStacks: []

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