Implementing the Flash when taking pictures #37

Merged
damian merged 1 commits from implementingFlash into main 2025-10-20 14:19:33 +00:00
4 changed files with 251 additions and 23 deletions

View File

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View File

@@ -0,0 +1,69 @@
using UnityEngine;
using System.Collections;
public class FlashBehaviour : MonoBehaviour
{
public GameObject square; // Assign in inspector or find in Start
public float flashInDuration = 0.05f;
public float flashOutDuration = 0.2f;
private Color squareColor;
private Coroutine flashCoroutine;
private SpriteRenderer spriteRenderer;
void Start()
{
if (square == null)
square = transform.Find("Square")?.gameObject;
if (square != null)
spriteRenderer = square.GetComponent<SpriteRenderer>();
if (spriteRenderer != null)
{
squareColor = spriteRenderer.color;
squareColor.a = 0;
}
}
public void TriggerFlash()
{
if (flashCoroutine != null)
StopCoroutine(flashCoroutine);
flashCoroutine = StartCoroutine(FlashRoutine());
}
private IEnumerator FlashRoutine()
{
// Fade in
float t = 0;
while (t < flashInDuration)
{
t += Time.deltaTime;
SetAlpha(Mathf.Lerp(0, 1, t / flashInDuration));
yield return null;
}
SetAlpha(1);
// Fade out
t = 0;
while (t < flashOutDuration)
{
t += Time.deltaTime;
SetAlpha(Mathf.Lerp(1, 0, t / flashOutDuration));
yield return null;
}
SetAlpha(0);
}
private void SetAlpha(float alpha)
{
if (spriteRenderer != null)
{
squareColor.a = alpha;
spriteRenderer.color = squareColor;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 194155c0137366c4ea64558d2601e19a

View File

@@ -29,7 +29,12 @@ namespace Minigames.DivingForPictures
[Header("Surfacing Settings")]
[Tooltip("Reference to the PlayableDirector that will play the surfacing timeline")]
[SerializeField] private PlayableDirector surfacingTimeline;
[Header("Flash Effect Reference")]
[Tooltip("Reference to the Flash Effect when the picture is taken")]
[SerializeField] private GameObject flashRef;
private CameraViewfinderManager viewfinderManager;
// Settings reference
@@ -871,7 +876,19 @@ namespace Minigames.DivingForPictures
// Calculate score based on proximity and depth
CalculateScore(_currentPhotoTarget, _capturedProximity);
//Trigger the Flash Effect
if (flashRef != null)
{
var flash = flashRef.GetComponent<FlashBehaviour>();
if (flash != null)
{
flash.TriggerFlash();
}
}
// Complete the sequence
CompletePhotoSequence();
}