浏览代码

Rolling Credits

/main
uChema 3 年前
当前提交
93300a72
共有 17 个文件被更改,包括 893 次插入342 次删除
  1. 297
      UOP1_Project/Assets/Prefabs/UI/Shared/Settings/Settings_Panel.prefab
  2. 326
      UOP1_Project/Assets/Prefabs/UI/WIP/Credits_Panel.prefab
  3. 154
      UOP1_Project/Assets/Scenes/WIP/UI Integration.unity
  4. 61
      UOP1_Project/Assets/Scripts/UI/UICredits.cs
  5. 2
      UOP1_Project/Assets/Scripts/UI/UIMenuManager.cs
  6. 226
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Mask.prefab
  7. 7
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Mask.prefab.meta
  8. 8
      UOP1_Project/Assets/Resources.meta
  9. 15
      UOP1_Project/Assets/ScriptableObjects/Events/UI/CreditsFinishRollingEvent.asset
  10. 8
      UOP1_Project/Assets/ScriptableObjects/Events/UI/CreditsFinishRollingEvent.asset.meta
  11. 15
      UOP1_Project/Assets/ScriptableObjects/UI/EndRollingCreditsEvent.asset
  12. 8
      UOP1_Project/Assets/ScriptableObjects/UI/EndRollingCreditsEvent.asset.meta
  13. 89
      UOP1_Project/Assets/Scripts/UI/UICreditsRoller.cs
  14. 11
      UOP1_Project/Assets/Scripts/UI/UICreditsRoller.cs.meta
  15. 1
      UOP1_Project/Assets/Resources/ContributorsList.txt
  16. 7
      UOP1_Project/Assets/Resources/ContributorsList.txt.meta

297
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61
UOP1_Project/Assets/Scripts/UI/UICredits.cs


using System.Collections;
using System.Collections.Generic;
using TMPro;
[System.Serializable]
public class CreditsList
{
public List<ContributerProfile> Contributors = new List<ContributerProfile>();
}
[System.Serializable]
public class ContributerProfile
{
public string Name;
public string Contribution;
public override string ToString()
{
return Name + " - " + Contribution;
}
}
private UISettingFieldsFiller _settingFieldsFiller = default;
[SerializeField]
private string _creditsFilename = default;
[SerializeField]
private TextMeshProUGUI _creditsText = default;
[SerializeField]
private VoidEventChannelSO _creditsRollEndEvent = default;
[SerializeField]
private UICreditsRoller _creditsRoller = default;
private CreditsList _creditsList = default;
private void OnEnable()
{
_inputReader.menuCloseEvent += CloseCreditsScreen;

}
public void SetCreditsScreen()
{
_creditsRoller.rollingEnded += EndRolling;
FillCreditsRoller();
_creditsRoller.StartRolling();
_creditsRoller.rollingEnded -= EndRolling;
}
public void FillCreditsRoller()
{
_creditsList = new CreditsList();
TextAsset creditsList = Resources.Load(_creditsFilename) as TextAsset;
string json = creditsList.text;
_creditsList = JsonUtility.FromJson<CreditsList>(json);
SetCreditsText();
}
public void SetCreditsText()
{
string creditsText = "";
for (int i = 0; i < _creditsList.Contributors.Count; i++)
{
if (i == 0)
creditsText = creditsText + _creditsList.Contributors[i].ToString();
else
{
creditsText = creditsText + "\n" + _creditsList.Contributors[i].ToString();
}
}
_creditsText.text = creditsText;
}
public void EndRolling()
{
if (_creditsRollEndEvent != null)
_creditsRollEndEvent.RaiseEvent();
}
}

2
UOP1_Project/Assets/Scripts/UI/UIMenuManager.cs


public void OpenCreditsScreen()
{
_creditsPanel.gameObject.SetActive(true);
_creditsPanel.SetCreditsScreen();
_creditsPanel.closeCreditsAction += CloseCreditsScreen;

226
UOP1_Project/Assets/Prefabs/UI/GameplayScene/Mask.prefab


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89
UOP1_Project/Assets/Scripts/UI/UICreditsRoller.cs


using UnityEngine;
using TMPro;
using UnityEngine.Serialization;
using System.Collections.Generic;
using UnityEngine.Events;
public class UICreditsRoller : MonoBehaviour
{
[SerializeField, Tooltip("Set speed of a rolling effect")] private float _speedPreset = 100f;//normal rolling speed
[FormerlySerializedAs("speed")]
[SerializeField, Tooltip("This is actuall speed of rolling")] private float _speed = 100f;//actual speed of rolling
[SerializeField] private bool _rollAgain = false;
[Header("References")]
[FormerlySerializedAs("inputReader")]
[SerializeField] private InputReader _inputReader = default;
[FormerlySerializedAs("textCredits")]
[SerializeField] private RectTransform _textCredits = default;
[FormerlySerializedAs("mask")]
[SerializeField] private RectTransform _mask = default;
private float expectedFinishingPoint;
public UnityAction rollingEnded;
// Start is called before the first frame update
public void StartRolling()
{
_speed = _speedPreset;
Invoke("offsetStart", 0.01f);//This offset is needed to get true informations about rectangle and his mask
}
private void OnEnable()
{
_inputReader.moveEvent += OnMove;
}
private void OnDisable()
{
_inputReader.moveEvent -= OnMove;
}
// Update is called once per frame
void Update()
{
//This make rolling effect
if (_textCredits.anchoredPosition.y < expectedFinishingPoint)
{
_textCredits.anchoredPosition = new Vector2(_textCredits.anchoredPosition.x, _textCredits.anchoredPosition.y + _speed * Time.deltaTime);
}
else if (expectedFinishingPoint != 0)//this happend when rolling reach to end
{
RollingEnd();
}
}
private void offsetStart()
{
_inputReader.EnableGameplayInput();
expectedFinishingPoint = (_textCredits.rect.height + _mask.rect.height) / 2;
_textCredits.anchoredPosition = new Vector2(_textCredits.anchoredPosition.x, -((_textCredits.rect.height + _mask.rect.height) / 2));
}
private void OnMove(Vector2 direction)
{
if (direction.y == 0f)//no horizontal movment
{
_speed = _speedPreset;
}
else if (direction.y > 0f)//upward movment
{
_speed = _speed * 2;
}
else//downward movment
{
_speed = -_speedPreset;
}
}
private void RollingEnd()
{
if (_rollAgain)
{ //reset postion of an element
_textCredits.anchoredPosition = new Vector2(_textCredits.anchoredPosition.x, -((_textCredits.rect.height + _mask.rect.height) / 2));
}
else
{
rollingEnded.Invoke();
}
}
}

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UOP1_Project/Assets/Resources/ContributorsList.txt


{"Contributors":[{"Name":"Name","Contribution":"Developer"},{"Name":"Name2","Contribution":"Artist"}]}

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