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m_text: Do you wish to restart the level?
m_text: VIL DU STARTE BANEN FORFRA?
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"OptimizedRope",
"Unity.Cinemachine",
"AudioSourceEvents",
"NewAssembly",
"SkiaSharp.Unity",
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"SkiaSharp"
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],
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View File

@@ -0,0 +1,84 @@
using Unity.Cinemachine;
using UnityEngine;
using System.Collections;
public class EagleEyeBehaviour : MonoBehaviour
{
[SerializeField] private CinemachineCamera virtualCamera;
[SerializeField] private CinemachineConfiner2D confiner2D;
[SerializeField] private float zoomOutOrthoSize = 30f;
[SerializeField] private float normalOrthoSize = 15f;
private float currentOrthoSize;
[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
[SerializeField] private float eagleEyeDuration = 3f; // Duration to stay zoomed out
[SerializeField] private bool disablePlayerInputDuringEagleEye = true; // Gate input disable
[SerializeField] private UnityEngine.UI.Button eagleEyeButton; // Reference to the UI button
private Coroutine zoomCoroutine;
public void ActivateEagleEye()
{
//Assigns the Virtual Camera and Confiner if not already assigned
if (virtualCamera == null)
{
virtualCamera = FindAnyObjectByType<CinemachineCamera>();
}
if (confiner2D == null)
{
confiner2D = virtualCamera.GetComponent<CinemachineConfiner2D>();
}
// Implementation for activating eagle eye behaviour
if (disablePlayerInputDuringEagleEye)
{
currentOrthoSize = virtualCamera.Lens.OrthographicSize;
}
if (eagleEyeButton != null)
{
eagleEyeButton.interactable = false;
}
if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
zoomCoroutine = StartCoroutine(EagleEyeSequence());
}
private IEnumerator EagleEyeSequence()
{
if (disablePlayerInputDuringEagleEye)
{
Core.GameManager.Instance.RequestPause(this); // Disable player input
}
yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomOutOrthoSize, transitionDuration));
yield return new WaitForSeconds(eagleEyeDuration);
float zoomInTarget = disablePlayerInputDuringEagleEye ? currentOrthoSize : normalOrthoSize;
yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomInTarget, transitionDuration));
if (disablePlayerInputDuringEagleEye)
{
Core.GameManager.Instance.ReleasePause(this); // Re-enable player input
}
if (eagleEyeButton != null)
{
eagleEyeButton.interactable = true;
}
}
private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
{
float startSize = cam.Lens.OrthographicSize;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
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{
confiner2D.InvalidateBoundingShapeCache();
}
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}
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View File

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{
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cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
if (confiner2D != null)
{
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}
yield return null;
}
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View File

@@ -49,6 +49,10 @@ public class cameraSwitcherNailBird : MonoBehaviour
{
elapsed += Time.deltaTime;
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}
yield return null;
}
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View File

@@ -1,82 +0,0 @@
using UnityEngine;
using SkiaSharp.Unity;
using Input;
using AppleHills.Core;
using UnityEngine.Events;
public class AppSwitcher : MonoBehaviour
{
public TextAsset iconIdle;
public TextAsset iconEstablish;
public TextAsset rainbowEstablish;
public TextAsset rainbowRemove;
public GameObject rainbow;
public GameObject icon;
public GameObject gameLayoutContainer;
public GameObject exitButton;
private SkottiePlayerV2 iconPlayer;
private SkottiePlayerV2 rainbowPlayer;
private Animator animator;
private void OnEnable()
{
iconPlayer = icon.GetComponentInChildren<SkottiePlayerV2>();
rainbowPlayer = rainbow.GetComponentInChildren<SkottiePlayerV2>();
animator = GetComponent<Animator>();
}
public void OpenAppSwitcher()
{
//Activate players
rainbow.SetActive(true);
gameLayoutContainer.SetActive(true);
// Play establishing animations
rainbowPlayer.LoadAnimation(rainbowEstablish.text);
rainbowPlayer.PlayAnimation(false);
rainbowPlayer.loop = false;
gameLayoutContainer.SetActive(true);
animator.Play("GamesReveal");
// Show the exit button
exitButton.SetActive(true);
// Set input mode to UI
QuickAccess.Instance.PlayerController.InterruptMoveTo();
InputManager.Instance.SetInputMode(InputMode.UI);
rainbowPlayer.OnAnimationFinished += AnimFinished;
}
public void CloseAppSwitcher()
{
rainbowPlayer.resetAfterFinished = true;
rainbowPlayer.LoadAnimation(rainbowRemove.text);
rainbowPlayer.PlayAnimation(false);
rainbowPlayer.loop = false;
animator.Play("GamesHide");
// Set input mode to game and ui
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
// Hide the exit button
exitButton.SetActive(false);
}
public void GamesHiddenAnimationEvent()
{
rainbow.SetActive(false);
gameLayoutContainer.SetActive(false);
}
private void AnimFinished(string str)
{
}
}

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{
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"com.coplaydev.unity-mcp": "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity",
"com.moolt.packages.net": "git+https://github.com/Moolt/UnityAudioSourceEvents?path=Packages/AudioSourceEvents",
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View File

@@ -1,14 +1,5 @@
{
"dependencies": {
"com.ammariqais.skiaforunity": {
"version": "https://github.com/ammariqais/SkiaForUnity.git?path=SkiaUnity/Assets/SkiaSharp",
"depth": 0,
"source": "git",
"dependencies": {
"com.unity.nuget.newtonsoft-json": "3.2.0"
},
"hash": "11e82b71012bf8b4f68172080d6e4969d42120ef"
},
"com.coplaydev.unity-mcp": {
"version": "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity",
"depth": 0,

View File

@@ -566,9 +566,6 @@ PlayerSettings:
- serializedVersion: 3
m_BuildTarget: WebGL
m_Formats: 03000000
- serializedVersion: 3
m_BuildTarget: iOS
m_Formats: 03000000
playModeTestRunnerEnabled: 0
runPlayModeTestAsEditModeTest: 0
actionOnDotNetUnhandledException: 1
@@ -836,7 +833,6 @@ PlayerSettings:
webEnableSubmoduleStrippingCompatibility: 0
scriptingDefineSymbols:
Android: ENABLE_LOG
iPhone: __UNIFIED__;__IOS__
additionalCompilerArguments: {}
platformArchitecture: {}
scriptingBackend: