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single wheel section

combinedRaceAndNameDropper
Josh 2 years ago
parent
commit
043c01b1e6
  1. 3846
      namedropper/Assets/Scenes/Wheel Scene.unity
  2. 5
      namedropper/Assets/Scenes/Wheel Scene.unity.meta
  3. 8
      namedropper/Assets/_FortuneWheel.meta
  4. 9
      namedropper/Assets/_FortuneWheel/Graphics.meta
  5. 9
      namedropper/Assets/_FortuneWheel/Graphics/Font.meta
  6. BIN
      namedropper/Assets/_FortuneWheel/Graphics/Font/font.ttf
  7. 21
      namedropper/Assets/_FortuneWheel/Graphics/Font/font.ttf.meta
  8. BIN
      namedropper/Assets/_FortuneWheel/Graphics/wheel-assets.png
  9. 472
      namedropper/Assets/_FortuneWheel/Graphics/wheel-assets.png.meta
  10. BIN
      namedropper/Assets/_FortuneWheel/Graphics/wheel-bg.png
  11. 147
      namedropper/Assets/_FortuneWheel/Graphics/wheel-bg.png.meta
  12. 9
      namedropper/Assets/_FortuneWheel/Prefabs.meta
  13. 132
      namedropper/Assets/_FortuneWheel/Prefabs/DotLight.prefab
  14. 9
      namedropper/Assets/_FortuneWheel/Prefabs/DotLight.prefab.meta
  15. 9
      namedropper/Assets/_FortuneWheel/Prefabs/Particle.meta
  16. 31
      namedropper/Assets/_FortuneWheel/Prefabs/Particle/CoinMat.mat
  17. 8
      namedropper/Assets/_FortuneWheel/Prefabs/Particle/CoinMat.mat.meta
  18. BIN
      namedropper/Assets/_FortuneWheel/Prefabs/Particle/CoinTexture.png
  19. 73
      namedropper/Assets/_FortuneWheel/Prefabs/Particle/CoinTexture.png.meta
  20. 4821
      namedropper/Assets/_FortuneWheel/Prefabs/Particle/CollectCoin.prefab
  21. 9
      namedropper/Assets/_FortuneWheel/Prefabs/Particle/CollectCoin.prefab.meta
  22. 7504
      namedropper/Assets/_FortuneWheel/Prefabs/SpinWheelSystem.prefab
  23. 8
      namedropper/Assets/_FortuneWheel/Prefabs/SpinWheelSystem.prefab.meta
  24. 559
      namedropper/Assets/_FortuneWheel/Prefabs/WheelPart.prefab
  25. 8
      namedropper/Assets/_FortuneWheel/Prefabs/WheelPart.prefab.meta
  26. 9
      namedropper/Assets/_FortuneWheel/SFX.meta
  27. BIN
      namedropper/Assets/_FortuneWheel/SFX/casinoBg.MP3
  28. 23
      namedropper/Assets/_FortuneWheel/SFX/casinoBg.MP3.meta
  29. BIN
      namedropper/Assets/_FortuneWheel/SFX/coinDrop.MP3
  30. 23
      namedropper/Assets/_FortuneWheel/SFX/coinDrop.MP3.meta
  31. BIN
      namedropper/Assets/_FortuneWheel/SFX/coinDrop1.mp3
  32. 23
      namedropper/Assets/_FortuneWheel/SFX/coinDrop1.mp3.meta
  33. BIN
      namedropper/Assets/_FortuneWheel/SFX/ting.wav
  34. 23
      namedropper/Assets/_FortuneWheel/SFX/ting.wav.meta
  35. 9
      namedropper/Assets/_FortuneWheel/Scripts.meta
  36. 17
      namedropper/Assets/_FortuneWheel/Scripts/DotForSound.cs
  37. 12
      namedropper/Assets/_FortuneWheel/Scripts/DotForSound.cs.meta
  38. 8
      namedropper/Assets/_FortuneWheel/Scripts/DotLight.cs
  39. 12
      namedropper/Assets/_FortuneWheel/Scripts/DotLight.cs.meta
  40. 272
      namedropper/Assets/_FortuneWheel/Scripts/FortuneWheel.cs
  41. 12
      namedropper/Assets/_FortuneWheel/Scripts/FortuneWheel.cs.meta
  42. 25
      namedropper/Assets/_FortuneWheel/Scripts/FortuneWheelConfig.cs
  43. 12
      namedropper/Assets/_FortuneWheel/Scripts/FortuneWheelConfig.cs.meta
  44. 13
      namedropper/Assets/_FortuneWheel/Scripts/SetSortOrder.cs
  45. 12
      namedropper/Assets/_FortuneWheel/Scripts/SetSortOrder.cs.meta
  46. 52
      namedropper/Assets/_FortuneWheel/Scripts/TimerForSpin.cs
  47. 12
      namedropper/Assets/_FortuneWheel/Scripts/TimerForSpin.cs.meta
  48. 20
      namedropper/Assets/_FortuneWheel/Scripts/WheelPart.cs
  49. 12
      namedropper/Assets/_FortuneWheel/Scripts/WheelPart.cs.meta
  50. BIN
      namedropper/Assets/_FortuneWheel/readme.pdf
  51. 8
      namedropper/Assets/_FortuneWheel/readme.pdf.meta
  52. 4452
      namedropper/Assets/_FortuneWheel/scene.unity
  53. 8
      namedropper/Assets/_FortuneWheel/scene.unity.meta
  54. 64
      namedropper/Assets/_FortuneWheel/sceneSettings.lighting
  55. 8
      namedropper/Assets/_FortuneWheel/sceneSettings.lighting.meta
  56. 167
      namedropper/ProjectSettings/SceneTemplateSettings.json

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namedropper/Assets/_FortuneWheel/Scripts/DotForSound.cs

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namespace Curiologix
{
using UnityEngine;
public class DotForSound : MonoBehaviour
{
public SpriteRenderer pointSprite;
void Start()
{
if (pointSprite == null)
pointSprite = GetComponent<SpriteRenderer>();
}
void OnCollisionEnter2D(Collision2D coll)
{
FortuneWheel.Instance.HitStart(pointSprite);
}
}
}

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namedropper/Assets/_FortuneWheel/Scripts/DotLight.cs

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namespace Curiologix
{
using UnityEngine;
public class DotLight : MonoBehaviour
{
public SpriteRenderer spRend;
}
}

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namedropper/Assets/_FortuneWheel/Scripts/FortuneWheel.cs

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namespace Curiologix
{
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class FortuneWheel : MonoBehaviour
{
[Header("UI Properties")]
public Button spinButton;
public Text coinsText, selectedText;
public TimerForSpin timer4Spin;
public const string COINS_COUNT = "COINS_COUNT";
[Space(20)]
[Header("Fortune Wheel Properties")]
public Transform wheelToRotate;
public Transform wheelPartsParent, lightsParent;
public GameObject winParticles;
int _selectReward, _coins, count = 0, cost = 300;
AudioSource[] audSource;
WheelPart[] wheelParts;
DotLight[] lightObjs;
Sprite[] dots = new Sprite[2];
bool spinning;
float anglePerReward, anglePerLight;
public int rewardCount { get { return FortuneWheelConfig.Instance.prizes.Length; } }
public int lightCount { get { return lightObjs.Length; } }
public int Coins
{
get { return _coins; }
set
{
_coins = value;
coinsText.text = FortuneWheelConfig.GetValueFormated(_coins);
}
}
public int SelectedReward
{
get
{
return _selectReward;
}
set
{
_selectReward = Mathf.Clamp(value, 0, FortuneWheelConfig.Instance.prizes.Length);
if (spinning)
{
// selectedText.text = FortuneWheelConfig.GetValueFormated(FortuneWheelConfig.Instance.prizes[_selectReward]);
}
else
{
selectedText.text = "";
}
}
}
public void onClickSpinNow()
{
if (Coins >= cost)
{
Coins -= cost;
spinButton.interactable = false;
StartSpin();
}
}
void Awake()
{
dots[0] = FortuneWheelConfig.Instance.illuminatiDots[0];
dots[1] = FortuneWheelConfig.Instance.illuminatiDots[1];
Coins = PlayerPrefs.GetInt(COINS_COUNT, 3000);
timer4Spin.gameObject.SetActive(true);
spinButton.onClick.AddListener(onClickSpinNow);
spinning = false;
anglePerReward = 360 / rewardCount;
/*
wheelParts = wheelPartsParent.GetComponentsInChildren<WheelPart>();
for (int i = 0; i < rewardCount; i++)
{
wheelParts[i].transform.localEulerAngles = new Vector3(0, 0, (i * -anglePerReward));
}
*/
lightObjs = lightsParent.GetComponentsInChildren<DotLight>();
int lights = lightCount + 7;
anglePerLight = 360 / lights;
int objID = 0;
for (int i = 0; i < lights; i++)
{
if (i >= 7 && i <= 13) continue;
lightObjs[objID].transform.localEulerAngles = new Vector3(0, 0, (i * -anglePerLight));
objID++;
}
audSource = new AudioSource[5];
for (int i = 0; i < 5; i++)
{
AudioSource source = gameObject.AddComponent<AudioSource>();
source.playOnAwake = false;
source.loop = false;
audSource[i] = source;
}
AnimateWheel(true);
StartSpin();
}
public int targetToStopOn { get { return Random.Range(0, 12); } }
public void StartSpin()
{
if (!spinning)
{
float maxAngle = 360 * FortuneWheelConfig.Instance.speedMultiplier + targetToStopOn * anglePerReward;
AnimateWheel(false);
StartCoroutine(RotateWheel(FortuneWheelConfig.Instance.duration, maxAngle));
}
}
IEnumerator RotateWheel(float time, float maxAngle)
{
spinning = true;
float timer = 0.0f;
float startAngle = wheelToRotate.transform.eulerAngles.z;
maxAngle = maxAngle - startAngle;
while (timer < time)
{
//to calculate rotation
float angle = maxAngle * FortuneWheelConfig.Instance.animationCurve.Evaluate(timer / time);
wheelToRotate.transform.eulerAngles = new Vector3(0.0f, 0.0f, angle + startAngle);
timer += Time.deltaTime;
yield return 0;
}
wheelToRotate.transform.eulerAngles = new Vector3(0.0f, 0.0f, maxAngle + startAngle);
//StartCoroutine(ShowHideParticles());
//StartCoroutine(IncrementCoroutine(coinsText, Coins + FortuneWheelConfig.Instance.prizes[SelectedReward], Coins));
}
void GivePrize()
{
AnimateWheel(true);
spinning = false;
spinButton.interactable = Coins >= cost;
//Coins += FortuneWheelConfig.Instance.prizes[SelectedReward];
SelectedReward = 0;
}
IEnumerator ShowHideParticles()
{
winParticles.gameObject.SetActive(true);
yield return new WaitForSeconds(2.5f);
winParticles.gameObject.SetActive(false);
GivePrize();
}
private IEnumerator IncrementCoroutine(Text l, int targetValue, int startingValue = 0)
{
float time = 0;
l.text = startingValue.ToString();
float incrementTime = 1.5f;
while (time < incrementTime)
{
yield return null;
time += Time.deltaTime;
float factor = time / incrementTime;
l.text = FortuneWheelConfig.GetValueFormated((int)Mathf.Lerp(startingValue, targetValue, factor));
}
l.text = FortuneWheelConfig.GetValueFormated(targetValue);
yield break;
}
internal void HitStart(SpriteRenderer sp)
{
PlayHitClip();
}
public void AnimateWheel(bool playAnim)
{
StopAllCoroutines();
foreach (var item in lightObjs)
{
item.spRend.sprite = dots[0];
}
if (playAnim)
{
StartCoroutine(PlayAnimationWhenStationary(dots[0], dots[1]));
}
else
{
StartCoroutine(LightAnimDuringSpinning(0));
StartCoroutine(LightAnimDuringSpinning(10));
StartCoroutine(LightAnimDuringSpinning(20));
}
}
IEnumerator PlayAnimationWhenStationary(Sprite sp1, Sprite sp2)
{
yield return new WaitForSeconds(0.2f);
count++;
for (int i = 0; i < lightObjs.Length; i++)
{
lightObjs[i].spRend.sprite = (i % 2 == 0) ? sp1 : sp2;
}
if (count < Random.Range(10, 30))
{
StartCoroutine(PlayAnimationWhenStationary(sp2, sp1));
}
else
{
StartCoroutine(SymetricLightMovement(0));
}
}
IEnumerator LightAnimDuringSpinning(int index)
{
yield return new WaitForSeconds(0.05f);
if (index < lightObjs.Length - 1)
{
lightObjs[index].spRend.sprite = dots[1];
lightObjs[index + 1].spRend.sprite = dots[1];
yield return new WaitForSeconds(0.1f);
lightObjs[index].spRend.sprite = dots[0];
lightObjs[index + 1].spRend.sprite = dots[0];
StartCoroutine(LightAnimDuringSpinning(index + 2));
}
else
{
StartCoroutine(LightAnimDuringSpinning(0));
}
}
IEnumerator SymetricLightMovement(int index)
{
if (index >= lightObjs.Length)
{
count = 0;
StartCoroutine(PlayAnimationWhenStationary(dots[0], dots[1]));
}
else
{
lightObjs[index].spRend.sprite = dots[1];
yield return new WaitForSeconds(0.05f);
lightObjs[index].spRend.sprite = dots[0];
yield return new WaitForSeconds(0.0f);
StartCoroutine(SymetricLightMovement(index + 1));
}
}
public void PlayHitClip()
{
for (int i = 0; i < audSource.Length; i++)
{
if (!audSource[i].isPlaying)
{
audSource[i].clip = FortuneWheelConfig.Instance.tingSound;
audSource[i].Play();
break;
}
}
}
private void OnApplicationPause(bool pause)
{
if (pause)
{
PlayerPrefs.SetInt(COINS_COUNT, Coins);
PlayerPrefs.Save();
}
}
private static FortuneWheel _instance;
public static FortuneWheel Instance
{
get
{
if (_instance == null)
{
_instance = FindObjectOfType<FortuneWheel>();
}
return _instance;
}
}
}
}

12
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namedropper/Assets/_FortuneWheel/Scripts/FortuneWheelConfig.cs

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namespace Curiologix
{
using System;
using UnityEngine;
public class FortuneWheelConfig : MonoBehaviour
{
public string[] prizes = new string[8];
public AudioClip tingSound;
[Range(1, 5)]
public int speedMultiplier;
[Range(2, 10)]
public int duration;
public bool timedTurn;
public Sprite[] illuminatiDots;
public AnimationCurve animationCurve;
private static FortuneWheelConfig _instance;
public static FortuneWheelConfig Instance
{ get { if (_instance == null) _instance = FindObjectOfType<FortuneWheelConfig>(); return _instance; } }
public static string GetValueFormated(int val)
{
return String.Format("{0:n0}", val);
}
}
}

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namespace Curiologix
{
using UnityEngine;
[ExecuteInEditMode]
public class SetSortOrder : MonoBehaviour
{
public int layerID = 8;
void Start()
{
GetComponent<Renderer>().sortingOrder = layerID;
}
}
}

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namedropper/Assets/_FortuneWheel/Scripts/TimerForSpin.cs

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namespace Curiologix
{
using System;
using UnityEngine;
using UnityEngine.UI;
public class TimerForSpin : MonoBehaviour
{
public Text timerText;
private static TimeSpan nextFreeTurn = new TimeSpan(0, 30, 0);
TimeSpan remainingTime;
public const string TIMER_KEY = "TIMER_KEY";
private DateTime timeStamp;
private void OnEnable()
{
DateTime.TryParse(PlayerPrefs.GetString(TIMER_KEY, DateTime.Now.ToString()), out timeStamp);
}
void Update()
{
TimeSpan t = DateTime.Now - timeStamp;
try
{
remainingTime = nextFreeTurn - t;
timerText.text = string.Format("Next Free Spin: {0:D1}:{1:D2}:{2:D2}",
remainingTime.Hours, remainingTime.Minutes, remainingTime.Seconds);
if (remainingTime.TotalMinutes <= 0)
{
ActivateFreeSpin();
}
}
catch (Exception e)
{
ActivateFreeSpin();
print(e.StackTrace);
}
}
public void ActivateFreeSpin()
{
timeStamp = DateTime.Now;
gameObject.SetActive(false);
}
private void OnApplicationPause(bool pause)
{
if (pause)
{
PlayerPrefs.SetString(TIMER_KEY, timeStamp.ToString());
PlayerPrefs.Save();
}
}
}
}

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namedropper/Assets/_FortuneWheel/Scripts/WheelPart.cs

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namespace Curiologix
{
using UnityEngine;
public class WheelPart : MonoBehaviour
{
public SpriteRenderer spRend;
public TextMesh valueText;
public DotForSound[] pointCollider;
int myIndex;
void Start()
{
myIndex = transform.GetSiblingIndex();
valueText.text = FortuneWheelConfig.Instance.prizes[myIndex].ToString();
}
void OnTriggerEnter2D(Collider2D other)
{
FortuneWheel.Instance.SelectedReward = transform.GetSiblingIndex();
}
}
}

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