diff --git a/JAPA/Assembly-CSharp.csproj b/JAPA/Assembly-CSharp.csproj index d5f299f00324b339a05222b2fb663dd98aabf9c8..98bb73d151c1d298a1502402d1591646e35e55a4 100644 --- a/JAPA/Assembly-CSharp.csproj +++ b/JAPA/Assembly-CSharp.csproj @@ -1,4 +1,4 @@ -<?xml version="1.0" encoding="utf-8"?> +<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <PropertyGroup> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> @@ -19,7 +19,7 @@ <DebugType>full</DebugType> <Optimize>false</Optimize> <OutputPath>Temp\bin\Debug\</OutputPath> - 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+ 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+1,9 @@ +fileFormatVersion: 2 +guid: 98865832fb74949b6b684e202a6f32fe +folderAsset: yes +timeCreated: 1566935211 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Tesouro/Debug.meta b/JAPA/Assets/Scripts/Tesouro/Debug.meta new file mode 100644 index 0000000000000000000000000000000000000000..ff347231e333849d868af11f760daf6836436d63 --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/Debug.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2714e1d46cfed4304a530999dacdfec3 +folderAsset: yes +timeCreated: 1568035811 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs b/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs new file mode 100644 index 0000000000000000000000000000000000000000..e33be45b084f022e025f7368daf594a302d1ffd5 --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs @@ -0,0 +1,17 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.UI; + +public class SliderText : MonoBehaviour { + public Slider sliderUI; + private Text textSliderValue; + + void Start (){ + textSliderValue = GetComponent<Text>(); + ShowSliderValue(); + } + + public void ShowSliderValue () { + textSliderValue.text = sliderUI.value.ToString(); + } +} \ No newline at end of file diff --git a/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs.meta b/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..5076aa3f70b30ce2ba51706718bc766a6848d8c9 --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 06692193054554ba3a65408908b0e621 +timeCreated: 1568035820 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Tesouro/Disable.cs b/JAPA/Assets/Scripts/Tesouro/Disable.cs new file mode 100644 index 0000000000000000000000000000000000000000..a9398b43ec831868dd9a58b68cca5f17f40cb7c7 --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/Disable.cs @@ -0,0 +1,16 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Disable : MonoBehaviour { + + public GameObject target; + + void OnEnable(){ + target.SetActive(true); + } + + void OnDisable(){ + target.SetActive(false); + } +} diff --git a/JAPA/Assets/Scripts/Tesouro/Disable.cs.meta b/JAPA/Assets/Scripts/Tesouro/Disable.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..e16dc511a02b698618284861408aea5944dd43f0 --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/Disable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 359a7783c1a9a477993ce4a38626520b +timeCreated: 1581949110 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Tesouro/LevelManager.cs b/JAPA/Assets/Scripts/Tesouro/LevelManager.cs new file mode 100644 index 0000000000000000000000000000000000000000..e4f936d288097aa96570ea0867fa98f1cc5ee2ca --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/LevelManager.cs @@ -0,0 +1,185 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class LevelManager : MonoBehaviour { + + public string restartKeyWord = "Restart"; //Palavra chave para recarregar a cena quando chamar a função 'ChangeScene' (Evite usar o nome de uma cena existente) + + public int maxPoints;//Quantidade maxima de pontos + public GameObject[] pointsSprites; //Vetor que armazena as sprites da pontuação + public float spriteTransparency = 0.5f; //Transparência inicial das sprites da pontuação + public RectTransform pointsDisplay; //Display (objeto pai ou 'root object' das sprites de pontuação), usado para fazer os calculos de alinhamento (se não quiser alinhamento deixe a variável vazia) + public bool alignPointsSprite = true; //CheckBox para alinhar (true) ou não (false) as sprites de pontuação + public Vector2 miniatureAlignmentOffset; //Valores para ajustar a distância entre as miniaturas, tanto no eixo "x" como no "y" + public Vector2[] miniatureAlignment; //Numero de linhas e colunas desejadas para as miniaturas + public GameObject[] disableOnEnd;//Objetos que serão desativados ao fim + public GameObject winObj; + public GameObject loseObj; + + private Color spriteColor; //Variável auxiliar para armazenar a cor da sprite de pontuação + private int points;//Variável que armazena os pontos + + private PinchZoom pinchZoom;//Referência ao script 'PinchZoom' + + void Awake(){ + //GameManager.GetInstance().ShortOrientation("portrait","only"); --> Usaremos isso quando o GameManager estiver implementado + //Enquanto não está, usaremos isso para restringir a rotação da tela: + Screen.autorotateToPortrait = false; + Screen.autorotateToPortraitUpsideDown = false; + Screen.autorotateToLandscapeLeft = true; + Screen.autorotateToLandscapeRight = true; + Screen.orientation = ScreenOrientation.AutoRotation; + } + + void Start () { + //Recebe o script 'PinchZoom' para usarmos suas funções sem precisar usar 'GetComponent' toda vez + pinchZoom = GetComponent<PinchZoom>(); + + //Se a quantidade máxima de pontos for maior que a quantidade de elementos, a quantidade máxima recebrá o numero de elementos (como usaremos 'maxPoints' para acessar o vetor, não podemos acessar uma posição que não existe no vetor). + if(maxPoints > pointsSprites.Length){ + maxPoints = pointsSprites.Length; + } + + //Pontuação começa zerada + points = 0; + + //Recebe a cor inicial de um elemento qualquer (nesse caso irá pegar do elemento 0, pois esse elemento é o minimo que o vetor precisa ter) + spriteColor = pointsSprites[0].GetComponent<Image>().color; + + //Atribui o valor da transparência (spriteTransparency) no canal de cor alpha da variável 'spriteColor' + spriteColor.a = spriteTransparency; + + //Se a opção de alinhar (alignPointsSprite) for "true" e houver algum holder para as sprites (pointsDisplay): + if(alignPointsSprite && (pointsDisplay != null)){ + + //A função de alinhar será chamada + AlignSprites(maxPoints); + } + //Caso contrário as sprites apenas terão a cor trocada e serão ativadas/desativadas de acordo com o número máximo de pontos que está sendo exibido (maxPoints) + else{ + for (int i = 0; i < pointsSprites.Length; i++){ + if(i < maxPoints){ + pointsSprites[i].SetActive(true); + pointsSprites[i].GetComponent<Image>().color = spriteColor; + } + else{ + pointsSprites[i].SetActive(false); + } + } + } + + //Chama a função para alinhar, e distribuir os pontos nas miniaturas, de acordo com a primeira posição do vetor de valores "linha e coluna", atribuído no painel 'Inspector', e o vetor de "offsets" para ajustar as distâncias entre as miniaturas + pinchZoom.InicializeMiniatures(miniatureAlignment[points], miniatureAlignmentOffset); + } + + //Função para alinhar as sprites no centro do holder das sprites de pontos (pointsDisplay) + void AlignSprites(int maxNum){ + + //Guardamos a altura + float displayHeight = pointsDisplay.rect.height; + //Como a posição 0 é o centro da imagem iremos subtrair esse valor (offset) para que a posição zero seja o lado esquerdo da imagem + float offset = (displayHeight / -2); + + //O calculo da posição é feito dessa forma: divide a largura pelo número de elementos+1 '(displayHeight) / (maxPoints + 1)' para obter as posições centralizadas e igualmente espaçadas; depois multiplicamos pela posião do elemento, somando 1, pois a primeira posição do vetor é 0 '* (i+1)'; ao final somamos o offset para ajustar as posições ao lado esquerdo do display ' + offset'. + //Pode paracer dificil de entender, mas fazer os passos no papel ajuda :D + for (int i = 0; i < pointsSprites.Length; i++){ + if(i < maxNum){ + pointsSprites[i].SetActive(true); + pointsSprites[i].transform.localPosition = new Vector3( pointsSprites[i].transform.localPosition.x, (((displayHeight) / (maxPoints + 1)) * (i+1) + offset) , pointsSprites[i].transform.localPosition.z ); + pointsSprites[i].GetComponent<Image>().color = spriteColor; + } + else{//Aqui desativamos os resto das sprites que não serão usadas + pointsSprites[i].SetActive(false); + } + } + } + + //Como a variável 'points' é privada usamos essa função para ver seu valor fora da classe + public int GetPoints(){ + return points; + } + + //Função que adiciona pontos e faz o resto das operação que precisam ser feitas quando o jogador achar o baú + public void AddPoint(){ + //Variável temporária que armazena a cor da sprite, mas com o Alpha = 1 + Color tempColor = spriteColor; + tempColor.a = 1; + + points ++; + + //Se a quantidade de pontos for menor que o máximo então a sprite correspondente ('points-1' porque o vetor começa em 0) terá a cor mudada para ficar preenchida + if(points < maxPoints){ + pointsSprites[points-1].GetComponent<Image>().color = tempColor; + } + //Caso contrário o jogador venceu, então mudamos a cor da ultima sprite e chamamos a função 'Win()' + else{ + pointsSprites[maxPoints-1].GetComponent<Image>().color = tempColor; + End(true); + } + + //Chama a função para retornar da imagem grande para as miniaturas + pinchZoom.BackToMiniature(true); + + //'miniatureAlignment' é um vetor que armazena as linhas e colunas desejadas para o alinhamento. Usaremos 'points' para pegar a posição do vetor + //Mas não podemos acessar uma posição maior que o tamanho do vetor para evitar erros + if(points < miniatureAlignment.Length){ + pinchZoom.InicializeMiniatures(miniatureAlignment[points], miniatureAlignmentOffset); + } + //Se 'points' for maior que o tamanho do vetor 'miniatureAlignment', então usaremos a última posição do vetor + else{ + pinchZoom.InicializeMiniatures(miniatureAlignment[miniatureAlignment.Length - 1], miniatureAlignmentOffset); + } + } + + //Função para finalizar o jogo, tanto ganhar como perder + public void End(bool win){//usamos o parâmetro 'win' para especificar se o jogador ganhou ou perdeu + + //Desativamos o 'Timer' porque não queremos que o tempo continue contando + GetComponent<Timer>().enabled = false; + + //Desativa todos os GameObjects em 'disableOnEnd' + foreach (GameObject obj in disableOnEnd) + { + obj.SetActive(false); + } + + //Se 'win' é true então o jogador ganhou + if(win){ + //Ativamos o objeto de vitória + winObj.SetActive(true); + } + else{ + //Ativamos o objeto de derrota + loseObj.SetActive(true); + } + } + + + //Muda a cena de acordo com o nome que foi passado + public void ChangeScene(string sceneName){ + + if(sceneName == restartKeyWord){ + //GameManager.GetInstance().ReloadScene(); --> Vamos usar isso quando o Game Manager estiver implementado + Pause(false);//Despausamos antes de carregar outra cena + SceneManager.LoadScene(SceneManager.GetActiveScene().name); + } + else{ + //GameManager.GetInstance().ChangeScene(sceneName); --> Vamos usar isso quando o Game Manager estiver implementado + Pause(false); + SceneManager.LoadScene(sceneName); + } + } + + //Função para pausar o jogo + public void Pause(bool isPaused){ + if(isPaused){ + Time.timeScale = 0.0f; + } + else{ + Time.timeScale = 1.0f; + } + } +} diff --git a/JAPA/Assets/Scripts/Tesouro/LevelManager.cs.meta b/JAPA/Assets/Scripts/Tesouro/LevelManager.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..7480be8d35c631e27de3c324f3c9eeb1a5906b2a --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/LevelManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 57c701c6bd35f49ca84ad9c8dd48ac29 +timeCreated: 1559304432 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Tesouro/Map.cs b/JAPA/Assets/Scripts/Tesouro/Map.cs new file mode 100644 index 0000000000000000000000000000000000000000..c60b7fdf28bc9384211f15174b05fbce369687ed --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/Map.cs @@ -0,0 +1,67 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Map : MonoBehaviour {//Esse Script é usado para iniciar a animação do baú e verificar quando a animação terminou + + public string animationName; //Nome da animação que iremos acionar + + public GameObject treasure; + + private Animator animator;//Armazena o componente de animação para conseguirmos acessá-lo por script + + private LevelManager levelManager;//Referência ao 'LevelManager' para usarmos suas funções + + private bool hasFinished = false;//Variável de controle que será usada para detectar se a ação final (no caso adicionar pontos) foi executada + + //Função Awake é chamada antes da função 'Start' + private void Awake(){ + + //Recebe o LevelManager + levelManager = FindObjectOfType(typeof(LevelManager)) as LevelManager; + + //Recebe o Animator do Bau + animator = treasure.GetComponent<Animator>(); + } + + void Update(){ + //Verifica se a animação já terminou e se a função de terminar ainda não foi chamada + //Isso porque só queremos executar a função 'Finish()' uma vez + if(!hasFinished && AnimationHasEnded()){ + Finish(); + } + } + + //Ativa ou Desativa o baú de tesouro + public void SetMap(bool set){ + treasure.SetActive(set); + } + + //Função publica que pode ser usada de fora da classe, inicia a animação + public void TreasureFound(){ + animator.SetTrigger("Play"); + } + + //Função que retorna true se a animação terminou + private bool AnimationHasEnded(){ + //Se a animação que esta "rodando" for a mesma animação que queremos (ou pelo menos tem o mesmo nome) + //E ela ja chegou no final + //O retorno da função será 'true' + return ((animator.GetCurrentAnimatorStateInfo(0).IsName(animationName)) && (animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1)); + //O Manual da Unity explica bem como funciona essas funções do Animator, caso ainda haja duvidas + } + + //Função para finalizar + private void Finish(){ + //Coloca 'hasFinished' como 'true' para dizer que a função ja foi chamada uma vez e não precisa ser chamada de novo + hasFinished = true; + + //Se houver algum LevelManager na cena, então chamamos a função de adicinar pontos + if(levelManager != null){ + levelManager.AddPoint(); + } + else{ + Debug.LogWarning("Level Manager script had to be attached to an object"); + } + } +} diff --git a/JAPA/Assets/Scripts/Tesouro/Map.cs.meta b/JAPA/Assets/Scripts/Tesouro/Map.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..c671c8ad099c386011f34cb836d0fb8476f3c5bc --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/Map.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 60598aeb7ae124a069d3c6dc66b21de8 +timeCreated: 1561379560 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Tesouro/Miniature.cs b/JAPA/Assets/Scripts/Tesouro/Miniature.cs new file mode 100644 index 0000000000000000000000000000000000000000..d61b5ee5389a65f202e7d1897216a4fb26350d77 --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/Miniature.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Miniature : MonoBehaviour { + + [SerializeField] private GameObject treasureMap;//Armazena a Imagem com bau da miniatura + + [SerializeField] private bool hasTreasure;//Usamos para dizer se a miniatura tem o bau escondido ou não + + //Função publica para mudarmos o valor de 'hasTreasure' de acordo com o parâmetro 'set' + public void SetTreasure(bool set){ + hasTreasure = set; + } + + //Função publica que retorna se o miniatura tem ou não um bau escondido ('hasTreasure') + public bool GetTreasure(){ + return hasTreasure; + } + + //Função que retorna o objeto com a Imagem da miniatura de acordo com o valor de 'hasTreasure' + public GameObject GetMap(){ + return treasureMap; + } +} diff --git a/JAPA/Assets/Scripts/Tesouro/Miniature.cs.meta b/JAPA/Assets/Scripts/Tesouro/Miniature.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..f3d0c6d057d0591471be240b8088031a780e1f9e --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/Miniature.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7e5d8aa03d9c44c07864bd3b2f003419 +timeCreated: 1560780846 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs b/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs new file mode 100644 index 0000000000000000000000000000000000000000..2f7d5d674574dfcb6650dd2985502fae2c24adf4 --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs @@ -0,0 +1,249 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PinchZoom : MonoBehaviour { + + public GameObject canvas; //Armazena o Canvas + public GameObject holder; //Objeto pai ou root de todas as miniaturas + public Transform[] miniatures; //Vetor com as miniaturas + public float zoomSpeed; //Velocidade base que as miniaturas aumentam e diminuem + public float divZoomIn; //Valor usado para normalizar a velocidade que as miniaturas aumentam + public float backToMiniatureDelay; //Tempo minimo para volta da Imagem para as miniaturas + public float miniatureMaxScale; //Tamanho máximo que a Miniatura terá antes de trocar para a Imagem + + private Transform currentMiniature; //Armazena a miniatura da vez (que está sendo aumentada) + private Vector3 defaultScale; //Armazena o tamanho inicial da Miniatura + private float defaultScaleSqrMag; //Armazena a magnitude ao quadrado (para fins de comparação) inicial do vetor de escala da Miniatura + private GameObject map; //Armazena a Imagem que está aberta + private float lastChange; // Armazena quando a Imagem foi aberta por último + private Miniature miniatureScript; //Armazena o script da miniatura para usarmos as funções + + + void Start () { + + //Se o canvas não for atribuido no painel Inspector (se o valor for vazio), 'canvas' recebe o objeto com o nome "Canvas" + if(canvas == null){ + canvas = GameObject.Find("Canvas"); + } + + //Armazena os valores iniciais do tamanho + defaultScale = miniatures[0].localScale; + + //Usaremos uma variável para armazenar a magnitude ao quadrado. Isso é mais rápido que usar a função ".Magnitude" todo frame, por conta de desempenho da função raiz quadrada usada no cálculo da magnitude + defaultScaleSqrMag = defaultScale.sqrMagnitude; + + //Como a magnitude do tamanho está ao quadrado, usaremos o valor máximo ao quadrado também + miniatureMaxScale *= miniatureMaxScale; + + //coloca um valor em 'lasChange' para que quando ocorra a primeira comparação com 'lastChange' a variável tenha um valor definido + lastChange = Time.time; + } + + // Usaremos aqui o FixedUpdate pois é o mais apropriado para fazer várias contas a todo momento sem comprometer o desempenho. Caso haja dúvida quanto ao funcionamento da FixedUpdate recomendo procurar nos manuais da Unity + void FixedUpdate () { + + //Para o movimento de pinça é preciso ter dois dedos tocando a tela ao mesmo tempo + if(Input.touchCount == 2){ + + //Armazena as informações dos toques em variáveis temporárias + Touch touchZero = Input.GetTouch(0); + Touch touchOne = Input.GetTouch(1); + + //Se ainda não tem nenhuma miniatura, então usamos a função 'GetMiniature' para pegar a miniatura correspondente as duas posições do toque + if(currentMiniature == null){ + currentMiniature = GetMiniature(touchZero.position, touchOne.position); + } + + //Pegamos a posição atual (position) de cada toque menos a variação da posição (deltaPosition) para saber a posição anterior dos toques + Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition; + Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition; + + //Pegamos a diferença entre o touchZero e o touchOne para saber a distância entre eles. Como esses valores são vetores, pegamos a magnitude do vetor para ter um valor escalar usado na comparação + //Estamos usando 'sqrMagnitude' ao invés de 'magnitude', pois a função 'magnitude' usa raiz quadrada, que é uma função um tanto quanto lenta. Para uma comparação simples, se os dois valores estiverem elevado ao quadrado não há diferença logica + float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).sqrMagnitude; + float touchDeltaMag = (touchZero.position - touchOne.position).sqrMagnitude; + + + if(currentMiniature != null){ + //Se a distancia anterior entre os toques for menor que a distancia atual, quer dizer que o usuário esta fazendo movimento para aumentar + //Usamos o holder como um controle. Se ele estiver ativado, então as miniaturas também estão + if((prevTouchDeltaMag < touchDeltaMag) && holder.activeSelf){ + + //Aumentaremos o tamanho da miniatura até que ela seja maior ou igual ao tamnho máximo + if(currentMiniature.localScale.sqrMagnitude < miniatureMaxScale){ + + //'temp' é uma variável temporária que terá um valor maior quanto maior a distância entre o toque anterior e o atual + //Fazemos isso para aumentar o tamanho da miniatura mais rápido se o usuário fizer o movimento de pinça mais rapidamente + //Dividimos o valor da diferença por 'divZoomIn' para normalizar 'temp' (Se adicionamarmos 'temp' sem dividir por um número grande a miniatura aumentará MUITO rápido) + float temp = (Mathf.Sqrt(touchDeltaMag) - Mathf.Sqrt(prevTouchDeltaMag))/divZoomIn; + currentMiniature.localScale += new Vector3 (zoomSpeed + temp, zoomSpeed + temp, 0.0f); + } + //Se a miniatura chegar no tamanho máximo então mudamos para a Imagem usando a função 'ChangeToBigSize' + else{ + ChangeToBigSize(currentMiniature.gameObject); + } + } + //Se a distancia entre os toques anteriores for maior que a atual, quer dizer que o usuário está fazendo o movimento para diminuir + else if(prevTouchDeltaMag > touchDeltaMag){ + + //Se o holder das miniaturas estiver ativo, quer dizer que estamos na tela de miniaturas e não na tela da Imagem + if(holder.activeSelf){ + + //Se a miniatura não pode ter um valor menor que o inicial + if(currentMiniature.localScale.sqrMagnitude < defaultScaleSqrMag){ + currentMiniature.localScale = defaultScale; + } + + //Diminuímos o tamanho da miniatura + else if(currentMiniature.localScale.sqrMagnitude > defaultScaleSqrMag){ + currentMiniature.localScale -= new Vector3 (zoomSpeed, zoomSpeed, 0.0f); + } + } + } + } + + //Se 'currentMiniature' é null e o usuário faz o movimento para diminuir, quer dizer que ele está na tela de Imagem e quer voltar para a tela de miniatura + else{ + if(prevTouchDeltaMag > touchDeltaMag){ + BackToMiniatureTimed(Time.time); + } + } + } + //Se não houve a quantidade certa de toques (2), atribuimos 'currentMiniature' como null para impedir que ela seja usada por outra parte do programa + else{ + currentMiniature = null; + } + + //Esse for serve para garantir que todas as miniaturas estão do tamanho certo + for (int i = 0; i < miniatures.Length; i++){ + if(miniatures[i].localScale.sqrMagnitude > defaultScaleSqrMag){ + miniatures[i].localScale -= new Vector3 (zoomSpeed, zoomSpeed, 0.0f); + } + else if(miniatures[i].localScale.sqrMagnitude < defaultScaleSqrMag){ + miniatures[i].localScale = defaultScale; + } + } + } + + + //Função usada para detectar se os dois toques estão dentro do mesmo 'Collider2D', retornando o 'Transform' desse collider + private Transform GetMiniature(Vector2 posZero, Vector2 posOne){ //Recebe duas posições + + //Usamos a função OverlapPoint para armazenar o collider que estiver nas posições informadas + Collider2D hitZero = Physics2D.OverlapPoint(posZero); + Collider2D hitOne = Physics2D.OverlapPoint(posOne); + + //Verifica se nas duas posições há algum collider + if((hitZero != null) && (hitOne != null)){ + //Verifica se os dois collider são iguais, ou seja, as duas posições estão dentro do mesmo collider + if(hitZero.gameObject == hitOne.gameObject){ + //Retorna o 'Transform' do collider + return hitZero.transform; + } + } + //Caso nenhuma verificação for verdadeira, a função retorna null + return null; + } + + //Função usada para mostrar a imagem de determinada miniatura + private void ChangeToBigSize(GameObject miniature){//Cada minitura armazena a sua própria Imagem, por isso passamos ela como parâmetro + + //Pega o script 'Miniature' para conseguirmos acessar a Imagem + miniatureScript = miniature.GetComponent<Miniature>(); + + if(miniatureScript == null){ + Debug.LogError("Game Object must have a 'Miniature' script to work ", miniature); + } + else{ + //Desativar o holder desativa todas as miniaturas + holder.SetActive(false); + + //Pegamos a Imagem usando a função 'GetMap' para instacia-la no meio da tela + map = Instantiate(miniatureScript.GetMap(), Vector3.zero, Quaternion.identity, canvas.transform); + map.transform.localPosition = Vector3.zero; + map.GetComponent<Map>().SetMap(miniatureScript.GetTreasure()); + + //Armazenamos o tempo da ultima modificação em 'lastChange' para sabermos por quanto a Imagem ficou ativa + lastChange = Time.time; + } + } + + //Desativa a Imagem e volta para a tela de miniaturas + private void BackToMiniatureTimed(float currentTime){ + + //Se a Imagem ficou tempo suficiente podemos destrui-la e ativar as miniaturas de novo + if((currentTime - lastChange) >= backToMiniatureDelay){ + Destroy(map); + holder.SetActive(true); + } + } + + //Desativa a Imagem sem levar em conta o tempo que ela ficou ativa + public void BackToMiniature(bool hasTreasure){ + if(!holder.activeSelf){ + Destroy(map); + holder.SetActive(true); + if(hasTreasure){ + miniatureScript.SetTreasure(false); + } + } + } + + //Reseta todas as miniaturas (Deixa elas ativadas e tira todos os pontos) + public void ClearMiniatures(){ + for(int i = 0; i < miniatures.Length; i ++){ + miniatures[i].gameObject.SetActive(true); + miniatures[i].GetComponent<Miniature>().SetTreasure(false); + } + } + + //Função para alinhar as miniaturas de acordo com os parâmetros passados, e retorna a quantidade de miniaturas ativas + public int AlignMiniatures(int line, int column, Vector2 offset){ + + //Se o valor de linha ou coluna for 0 quer dizer que não existe linha ou coluna(?), também temos que evitar acessar uma posição que não existe no vetor 'miniatures[]' + //Por isso fazemos essas verificações antes de começar a alinhar + if(((line * column) == 0) || (( line * column) > miniatures.Length)){ + Debug.LogError("The given values can not be align by function"); + return 0; + } + else{ + + RectTransform parent = miniatures[0].parent.GetComponent<RectTransform>(); + + //A conta para alinhar as miniaturas é um pouco complicada, mas o importante é saber que 'line' e 'column' é a quantidade de miniaturas no eixo x e eixo y, e 'offset' é o valor para ajustar a distancia entre elas + //Se ainda ficar com duvida quanto ao porquê desse trambolho ou como ele funciona, fazer os passos desenhando no papel ajuda :D + for(int i = 0; i < line; i++){ + for(int j = 0; j < column; j++){ + int count = i * column + j; + float x = (((parent.rect.width + offset.x) / (line + 1)) * (i + 1)) - ((parent.rect.width + offset.x)/2.0f); + float y = (((parent.rect.height + offset.y) / (column + 1)) * (j + 1)) - ((parent.rect.height + offset.y)/2.0f); + miniatures[count].localPosition = new Vector3( x, y, miniatures[count].localPosition.z); + } + } + } + + //Retorna a quantidade de miniaturas alinhadas + return line * column; + } + + //Inicializa todas as miniaturas + public void InicializeMiniatures(Vector2 alignment, Vector2 offset){ + + //Reseta + ClearMiniatures(); + + //Alinha + int miniatureNum = AlignMiniatures((int)alignment.x,(int)alignment.y,offset); + + //Uma miniatura entre as que estão ativas terá o tesouro + //Aqui selecionamos uma miniatura aleatória para ter o tesouro + int rand = (int)Mathf.Round(Random.Range(0,miniatureNum - 1)); + miniatures[rand].GetComponent<Miniature>().SetTreasure(true); + + //As outras miniaturas são desativadas + for(int i = miniatureNum; i < miniatures.Length; i ++){ + miniatures[i].gameObject.SetActive(false); + } + } +} \ No newline at end of file diff --git a/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs.meta b/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..fab95689504b66663f49d2e34ae09675266b6f7f --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 771223f5d1ca747fea817c8fb3780c13 +timeCreated: 1559755253 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs b/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs new file mode 100644 index 0000000000000000000000000000000000000000..e688a673b09ebe95142c81824e12bf81c17ddaa7 --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.SceneManagement; + + public class TesouroTimer : MonoBehaviour + { + public float timeLeft = 20;//Tempo restante + //public Text TextTiming;//Texto + public Text textTimeCounter;//Contador do tempo + + private LevelManager levelManager;//Referência para usarmos o script 'LevelManager' + private bool gameOver = false;//Variável de controle + + void Start(){ + //Procucuramos o objeto que contém o 'LevelManager' e atribuimos o script à variável 'levelManager' + levelManager = FindObjectOfType(typeof(LevelManager)) as LevelManager; + } + + void Update(){ + + if(timeLeft > 1){ + + // Aqui ele vai decrementando o tempo restante (quanto tempo passou entre os frames) + timeLeft -= Time.deltaTime; + + // Aqui ele converte nosso tempo em texto, esse parâmetro "0" indica que não queremos casas decimais + textTimeCounter.text = timeLeft.ToString("0"); + } + else if (!gameOver){//Se a função ainda não foi chamada + //Se o tempo restante for menor que 1, então vai para o Game Over + levelManager.End(false); + //atribuimos valor verdadeiro para 'gameOver' para não chamar a função 'Lose()' novamente + gameOver = true; + } + } + } \ No newline at end of file diff --git a/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs.meta b/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..3db42d28c5601fb5dbda665dd1ec11dd9e97e235 --- /dev/null +++ b/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs.meta @@ -0,0 +1,12 @@ 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Animator animationHolder;//Objeto com o componente 'Animator' + public string animationName;//Animação que será iniciada + public int animCounter;//Valor de quando devemos mudar a animação + + private int actionCounter = 0;//variável auxiliar para percorrer o vetor de falas 'falas[]' + private int maxAction;//Numero de falas + + void Awake(){ + //GameManager.GetInstance().ShortOrientation("portrait","only"); --> Usaremos isso quando o GameManager estiver implementado + //Enquanto não está, usaremos isso para restringir a rotação da tela: + Screen.autorotateToPortrait = false; + Screen.autorotateToPortraitUpsideDown = false; + Screen.autorotateToLandscapeLeft = true; + Screen.autorotateToLandscapeRight = true; + Screen.orientation = ScreenOrientation.AutoRotation; + } + + void Start(){ + //Numero de falas é o tamanho do vetor de falas + maxAction = falas.Length; + + //Atribui a primeira fala para o objeto com texto + textHolder.text = falas[0]; + } + + //Função publica que passa para a 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a/JAPA/Library/CurrentLayout.dwlt b/JAPA/Library/CurrentLayout.dwlt index 34e9e957201b016082973c09f0d7233b4e8fa156..276f5c3975f6844515786568833edf94e04314a3 100644 Binary files a/JAPA/Library/CurrentLayout.dwlt and b/JAPA/Library/CurrentLayout.dwlt differ diff --git a/JAPA/Library/InspectorExpandedItems.asset b/JAPA/Library/InspectorExpandedItems.asset index 95b0aa1eb0f098a84367a464d7942f1d1bdfff15..42b0237fa722a544f691db65655457a5882f941d 100644 Binary files a/JAPA/Library/InspectorExpandedItems.asset and b/JAPA/Library/InspectorExpandedItems.asset differ diff --git a/JAPA/Library/LastSceneManagerSetup.txt b/JAPA/Library/LastSceneManagerSetup.txt index 9282092f3cdce8f0216a477feaf15f1c78674208..723122a53dc13b1a096c37ae8439b56e39925ccb 100644 --- a/JAPA/Library/LastSceneManagerSetup.txt +++ b/JAPA/Library/LastSceneManagerSetup.txt @@ -1,4 +1,4 @@ sceneSetups: -- path: Assets/Scenes/MoveBarco.unity +- path: Assets/Scenes/MainMenu.unity isLoaded: 1 isActive: 1 diff --git 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