ajout de transition avant de loader le level

besoin :

- le level était loadé directement au moment de cliquer dans le level selector ce qui n'est pas très fenshui

solution :

- fade out avec nuages
- les tuiles tombent à leur place au lieu d'apparaitre toutes en même temps
This commit is contained in:
Felix Boucher 2023-09-17 18:10:04 -04:00
parent da9257f78e
commit 9e07c48fd4
33 changed files with 3868 additions and 506 deletions

View File

@ -103,7 +103,7 @@ Important considerations :
targ.Level = map;
_infoText = string.Empty;
}
private void Load()
private async void Load()
{
var targ = (LevelEditor)target;
if (!targ.Level)
@ -123,7 +123,7 @@ Important considerations :
tilemap.tileAnchor = Vector3.zero;
tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemap.transform.SetParent(targ.transform);
tilemapData.LoadToTilemap(tilemap);
await tilemapData.LoadToTilemap(tilemap);
}
_infoText = string.Empty;
EditorSceneManager.MarkAllScenesDirty();

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@ -0,0 +1,51 @@
using UnityEditor;
using UnityEngine;
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if (sceneObj == null)
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Debug.LogWarning("The scene " + scene.name + " cannot be used. To use this scene add it to the build settings for the project");
}
else
{
property.stringValue = scene.name;
}
}
}
else
EditorGUI.LabelField(position, label.text, "Use [Scene] with strings.");
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@ -0,0 +1,50 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static Codice.Client.Common.WebApi.WebApiEndpoints;
public class CloudAnimation : MonoBehaviour
{
[System.Serializable]
public class Properties
{
public float fadeInTime = 1;
public float stayTime = 1;
public float fadeOutTime = 1;
public float speed = 1;
}
CanvasGroup canvasGroup;
public Properties properties;
private Coroutine coroutine;
// Start is called before the first frame update
void Start()
{
canvasGroup = GetComponent<CanvasGroup>();
coroutine = StartCoroutine(AnimateCloud());
}
public void Kill()
{
StopCoroutine(coroutine);
StartCoroutine(KillCloud());
}
IEnumerator AnimateCloud()
{
canvasGroup.alpha = 0;
yield return canvasGroup.FadeTo(1, properties.fadeInTime);
yield return new WaitForSeconds(properties.stayTime);
yield return KillCloud();
}
IEnumerator KillCloud()
{
yield return canvasGroup.FadeTo(0, properties.fadeOutTime);
Destroy(gameObject);
}
// Update is called once per frame
void Update()
{
transform.position += properties.speed * Time.deltaTime * Vector3.left * Camera.main.orthographicSize;
}
}

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@ -5,9 +5,17 @@ using UnityEngine;
using System.Collections;
using GatherAndDefend.LevelEditor;
using System.Linq;
using System.Threading.Tasks;
public static class Extensions
{
public static async Task WaitWhile(Func<bool> untilTrue)
{
while (untilTrue?.Invoke() == false)
{
await Task.Yield();
}
}
public static T[] GetAllComponents<T>(this Component component) where T : Component
{
List<T> comps = new List<T>();
@ -97,7 +105,12 @@ public static class Extensions
{
return Vector2.Distance(vect, tilePosition) < 0.5f;
}
public static Vector2 RandomInRectangle(float x, float y)
{
var randX = UnityEngine.Random.Range(0, x);
var randY = UnityEngine.Random.Range(0, y);
return new Vector2(randX, randY);
}
public static T Minimum<T>(this IEnumerable<T> list, Func<T, float> func)
{
if (list.Count() < 1) throw new Exception("in " + nameof(Minimum) + " : Cannot find minimum of empty list : " + nameof(list));
@ -115,4 +128,16 @@ public static class Extensions
}
return minT;
}
public static IEnumerator FadeTo(this CanvasGroup item, float value, float duration)
{
var delta = value - item.alpha;
var direction = Mathf.Sign(delta);
while (Mathf.Abs(value - item.alpha) > 0)
{
item.alpha += Time.deltaTime * direction / duration;
yield return null;
}
item.alpha = value;
}
}

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@ -0,0 +1,12 @@
public class Reference<T>
{
private T _value;
public T Value { get => _value; set => _value = value; }
public Reference() : this(default) { }
public Reference(T initial = default)
{
_value = initial;
}
public static implicit operator Reference<T>(T value) => new Reference<T>(value);
public static implicit operator T(Reference<T> reference) => reference.Value;
}

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@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GlobalOffset : MonoBehaviour
{
private Vector2 oldOffset;
[field:SerializeField]
public Vector2 Offset { get; set; }
void Start()
{
oldOffset = Offset;
}
private void OffsetChanged()
{
foreach (var obj in gameObject.scene.GetRootGameObjects())
{
Translate(obj.transform);
}
}
void Translate(Transform transform)
{
foreach(Transform t in transform) {
}
}
// Update is called once per frame
void Update()
{
if (oldOffset != Offset)
{
OffsetChanged();
oldOffset = Offset;
}
}
}

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@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GoToScene : MonoBehaviour
{
[SerializeField]
private bool _useLoadingScreen = true;
[SerializeField][Scene]
private string _loadingScreenScene;
[SerializeField][Scene]
private string _sceneToLoad;
[SerializeField]
private int _levelToLoad;
public void Execute()
{
if (_useLoadingScreen)
{
PlayerPrefs.SetString(LoadingManager.SceneToLoad, _sceneToLoad);
PlayerPrefs.SetInt(LoadingManager.LevelToLoad, _levelToLoad);
SceneManager.LoadScene(_loadingScreenScene, LoadSceneMode.Additive);
}
else
{
SceneManager.LoadScene(_sceneToLoad);
}
}
}

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@ -19,12 +19,12 @@ namespace GatherAndDefend.LevelEditor
data.SaveFromTilemap(tilemap);
_data.Add(data);
}
public void LoadToTilemap(Tilemap tilemap)
public async void LoadToTilemap(Tilemap tilemap)
{
var data = _data.Find(x => x.Key == tilemap.name);
if (data == null) return;
data.LoadToTilemap(tilemap);
await data.LoadToTilemap(tilemap);
}
public WaveConfig WaveConfig { get { return _waveConfig; } }

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@ -5,6 +5,7 @@ using System;
using System.Collections;
using System.Linq;
using Newtonsoft.Json;
using System.Threading.Tasks;
namespace GatherAndDefend.LevelEditor
{
@ -33,8 +34,10 @@ namespace GatherAndDefend.LevelEditor
public string Key => _key;
public void LoadToTilemap(Tilemap reference)
public async Task LoadToTilemap(Tilemap reference, PlacementAnimationHandler placementAnimation = null, Reference<bool> allTilesSpawned = default, Func<float> tileSpawnAcceleration = default)
{
if (tileSpawnAcceleration == default) tileSpawnAcceleration = () => 1;
const int tilesPerSecond = 15;
reference.transform.localPosition = _position;
reference.transform.localScale = _scale;
@ -48,10 +51,14 @@ namespace GatherAndDefend.LevelEditor
collision.isTrigger = _isTrigger;
}
var tasks = new List<Task>();
foreach (TileData data in _tiles)
{
reference.SetTile(data.Position, data.Tile);
tasks.Add(placementAnimation(data.Position, data.Tile, () => reference.SetTile(data.Position, data.Tile)));
await Task.Delay((int)(1000f / (tilesPerSecond * tileSpawnAcceleration())));
}
if (allTilesSpawned != null) allTilesSpawned.Value = true;
await Task.WhenAll(tasks);
}
/// <summary>
/// saves a tilemap into the level object

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@ -6,6 +6,8 @@ using UnityEngine;
using System.Linq;
using Newtonsoft.Json;
using System.IO;
using System.Collections;
using System.Threading.Tasks;
/// <summary>
/// data class for containing everything level related
@ -50,6 +52,8 @@ public class LevelManager : Singleton<LevelManager>
set;
}
public bool Loading { get; private set; } = false;
public LevelManager()
{
_toAdd = new List<ILevelObject>();
@ -143,8 +147,11 @@ public class LevelManager : Singleton<LevelManager>
/// </summary>
/// <param name="level">le niveau à loader</param>
/// <param name="shouldClear">est ce qu'on veut effacer ce qui est déjà là?</param>
public void LoadLevel(Level level, bool shouldClear = false)
public async Task LoadLevel(Level level, bool shouldClear = false, PlacementAnimationHandler placementAnimation = null)
{
float tileSpawnAcceleration = 1;
float tileSpawnAccelerationFunc() => (tileSpawnAcceleration += Time.deltaTime);
if (shouldClear)
{
ClearLevel();
@ -170,16 +177,21 @@ public class LevelManager : Singleton<LevelManager>
}
}
var tasks = new List<Task>();
//generate all tilemaps
foreach (TilemapData tilemapData in _currentLevel)
{
var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>();
tilemap.tileAnchor = Vector3.zero;
tilemap.gameObject.AddComponent<TilemapRenderer>();
tilemapData.LoadToTilemap(tilemap);
tilemap.transform.SetParent(grid.transform);
Reference<bool> allTileSpawned = false;
tasks.Add(tilemapData.LoadToTilemap(tilemap, placementAnimation, allTileSpawned, tileSpawnAccelerationFunc));
await Extensions.WaitWhile(() => allTileSpawned);
}
await Task.WhenAll(tasks);
LevelLoaded?.Invoke(level);
Debug.Log("level loaded successfully");
}
@ -189,7 +201,7 @@ public class LevelManager : Singleton<LevelManager>
/// </summary>
/// <param name="levelName">le nom du niveau à loader</param>
/// <param name="shouldClear">est ce qu'on veut effacer ce qui est déjà là?</param>
public void LoadLevel(string levelName, bool shouldClear = false)
public async Task LoadLevel(string levelName, bool shouldClear = false, PlacementAnimationHandler placementAnimation = null)
{
if (shouldClear)
{
@ -199,7 +211,7 @@ public class LevelManager : Singleton<LevelManager>
//fetch level from database
_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
LoadLevel(_currentLevel, shouldClear);
await LoadLevel(_currentLevel, shouldClear, placementAnimation);
}
public void SaveFile()

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@ -1,34 +1,79 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using Level = GatherAndDefend.LevelEditor.Level;
public class LevelManagerScript : MonoBehaviour
using GatherAndDefend.LevelEditor;
using System.Collections;
using UnityEngine.Tilemaps;
using System.Threading.Tasks;
using System;
public delegate Task PlacementAnimationHandler(Vector3 position, TileBase tile, Action tilePlacement);
public class LevelManagerScript : SingletonBehaviour<LevelManagerScript>
{
[Scene][SerializeField]
private string _gameScene;
[SerializeField]
private Level _firstLevel;
private void Start()
private Action updateAction = null;
public bool loadOnStart = false;
public Level firstLevel;
async void Start()
{
LevelManager.Instance.LevelTransform = transform;
int levelToLoadFromWorldMap = PlayerPrefs.GetInt("LevelToLoad", -1);
if (levelToLoadFromWorldMap != -1)
LevelManager.Instance.LevelLoaded += Instance_LevelLoaded;
if (loadOnStart && firstLevel)
{
string lvlName = $"Level{levelToLoadFromWorldMap}";
LevelManager.Instance.LoadLevel(lvlName, true);
return;
await LevelManager.Instance.LoadLevel(firstLevel, placementAnimation: PlacementAnimation);
}
else if (_firstLevel)
{
LevelManager.Instance.LoadLevel(_firstLevel, true);
}
else
void OnDestroy()
{
Debug.LogWarning("there is no first level set in the level manager script");
}
updateAction = null;
}
void Update()
{
LevelManager.Instance.UpdateLevel();
updateAction?.Invoke();
}
private void Instance_LevelLoaded(Level level)
{
updateAction = LevelManager.Instance.UpdateLevel;
}
public static async Task PlacementAnimation(Vector3 position, TileBase tile, System.Action putTileOnTilemap)
{
float speed = 0;
float acceleration = -9.81f;
var tilePlaceholder = new GameObject("tile");
var rend = tilePlaceholder.AddComponent<SpriteRenderer>();
rend.sortingOrder = 10;
rend.sortingLayerName = "Unit";
if (tile is LevelTile)
{
rend.sprite = (tile as LevelTile).Sprite;
}
else
{
rend.sprite = (tile as Tile).sprite;
}
tilePlaceholder.transform.position = position + Vector3.up * Camera.main.orthographicSize * 2;
var delta = tilePlaceholder.transform.position - position;
var direction = delta.normalized;
var signY = delta.y / Mathf.Abs(delta.y);
while (true)
{
if (!tilePlaceholder) break;
speed += acceleration * Time.deltaTime;
tilePlaceholder.transform.position += direction * Time.deltaTime * speed;
var newDelta = tilePlaceholder.transform.position - position;
var newSign = newDelta.y / Mathf.Abs(newDelta.y);
if (newSign != signY) break;
await Task.Yield();
}
putTileOnTilemap.Invoke();
Destroy(tilePlaceholder);
}
}

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@ -0,0 +1,81 @@
using System.Collections;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// manages the logic of loading
/// </summary>
public class LoadingManager : MonoBehaviour
{
public const string LevelToLoad = nameof(LevelToLoad);
public const string SceneToLoad = nameof(SceneToLoad);
public const int NoLevel = -1;
private LoadingScreen loadingScreen;
public float testAddedTime = 5;
void Start()
{
loadingScreen = GetComponent<LoadingScreen>();
loadingScreen.ScreenActivated += StartLoadingGameScene;
loadingScreen.ShowLoadingScreen();
}
private void StartLoadingGameScene()
{
StartCoroutine(LoadSceneAfterTime());
IEnumerator LoadSceneAfterTime()
{
yield return new WaitForSeconds(testAddedTime);
loadingScreen.ScreenActivated -= StartLoadingGameScene;
SceneManager.sceneLoaded += StartHidingLoadingScreen;
var sceneToLoad = PlayerPrefs.GetString(SceneToLoad);
//unload all scenes except loading screen
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (scene.name == gameObject.scene.name) continue;
SceneManager.UnloadSceneAsync(scene.name);
}
SceneManager.LoadScene(sceneToLoad, LoadSceneMode.Additive);
}
}
private void StartHidingLoadingScreen(Scene arg0, LoadSceneMode arg1)
{
SceneManager.sceneLoaded -= StartHidingLoadingScreen;
loadingScreen.ScreenDeactivated += StartLoadingLevel;
loadingScreen.HideLoadingScreen();
}
private async void StartLoadingLevel()
{
loadingScreen.ScreenDeactivated -= StartLoadingLevel;
LevelManager.Instance.LevelLoaded += UnloadLoadingScreenScene;
var levelToLoad = PlayerPrefs.GetInt(LevelToLoad, NoLevel);
if (levelToLoad == NoLevel)
{
UnloadLoadingScreenScene(null);
}
else
{
string lvlName = $"Level{levelToLoad}";
await LevelManager.Instance.LoadLevel(lvlName, true, LevelManagerScript.PlacementAnimation);
}
}
private void UnloadLoadingScreenScene(GatherAndDefend.LevelEditor.Level level)
{
LevelManager.Instance.LevelLoaded -= UnloadLoadingScreenScene;
SceneManager.UnloadSceneAsync(gameObject.scene.name);
}
}

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@ -0,0 +1,81 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(LoadingScreen))]
public class LoadingScreenEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if (!Application.isPlaying) return;
if (GUILayout.Button("start"))
{
(target as LoadingScreen).ShowLoadingScreen();
}
else if (GUILayout.Button("stop"))
{
(target as LoadingScreen).HideLoadingScreen();
}
}
}
/// <summary>
/// the view-model associated with the loading screen view.
/// </summary>
public class LoadingScreen : SingletonBehaviour<LoadingScreen>
{
public event System.Action ScreenActivated;
public event System.Action ScreenDeactivated;
[Header("Screen")]
public CanvasGroup blueScreen;
public float fadeInDuration = 1;
public float fadeOutDuration = 1;
public GameObject cloudPrefab;
public int maxClouds = 10;
public CloudAnimation.Properties cloudProperties;
private List<CloudAnimation> clouds = new List<CloudAnimation>();
private Coroutine screenCoroutine, cloudCoroutine;
private IEnumerator SpawnClouds()
{
while (true)
{
var randPos = Extensions.RandomInRectangle(Screen.width + 100, Screen.height - 100);
var cloudInstance = Instantiate(cloudPrefab, randPos, Quaternion.identity);
cloudInstance.transform.SetParent(transform);
var cloudComponent = cloudInstance.GetComponent<CloudAnimation>();
cloudComponent.properties = cloudProperties;
clouds.Add(cloudComponent);
yield return new WaitForSeconds(fadeInDuration);
}
}
private IEnumerator EnableLoadingScreen()
{
yield return blueScreen.FadeTo(1, fadeInDuration);
ScreenActivated?.Invoke();
}
private IEnumerator DisableLoadingScreen()
{
yield return blueScreen.FadeTo(0, fadeOutDuration);
ScreenDeactivated?.Invoke();
}
public void ShowLoadingScreen()
{
screenCoroutine = StartCoroutine(EnableLoadingScreen());
cloudCoroutine = StartCoroutine(SpawnClouds());
}
public void HideLoadingScreen()
{
StopCoroutine(screenCoroutine);
StopCoroutine(cloudCoroutine);
clouds.FindAll(x => x).ForEach(x => x.Kill());
StartCoroutine(DisableLoadingScreen());
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,5 @@
using UnityEngine;
public class SceneAttribute : PropertyAttribute
{
}

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@ -0,0 +1,11 @@
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@ -8,6 +8,10 @@ using UnityEditor;
public class WorldMapManager : MonoBehaviour
{
[Scene][SerializeField]
private string _loadingScreenScene;
[Scene][SerializeField]
private string _gameScene;
[SerializeField]
private GameObject[] _buttonList;
[SerializeField]
@ -16,8 +20,6 @@ public class WorldMapManager : MonoBehaviour
private Sprite _lockedIcon;
[SerializeField]
private Sprite _savedIcon;
[Scene][SerializeField]
private string gameScene;
private WorldMapSave _worldMapSave;
@ -72,10 +74,12 @@ public class WorldMapManager : MonoBehaviour
public void CallLevelWorld1(int levelToCall)
{
string levelToGet = "1-" + levelToCall;
if (_buttonList[levelToCall - 1].GetComponent<Image>().sprite.name != "worldmap_level_locked")
{
PlayerPrefs.SetInt("LevelToLoad", levelToCall);
SceneManager.LoadScene(gameScene);
PlayerPrefs.SetString(LoadingManager.SceneToLoad, _gameScene);
PlayerPrefs.SetInt(LoadingManager.LevelToLoad, levelToCall);
SceneManager.LoadScene(_loadingScreenScene, LoadSceneMode.Additive);
}
}
}

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mipmaps:
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mipMapsPreserveCoverage: 0
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mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
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buildTarget: Standalone
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buildTarget: Server
maxTextureSize: 2048
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textureCompression: 1
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sprites: []
outline: []
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
spritePackingTag:
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pSDShowRemoveMatteOption: 0
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@ -11,5 +11,8 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/Game.unity
guid: 8c9cfa26abfee488c85f1582747f6a02
- enabled: 1
path: Assets/Scenes/LoadingScreen.unity
guid: 6da14f6006606f840b2df7664c50e1ec
m_configObjects:
com.unity.input.settings: {fileID: 11400000, guid: 2670dfbb5772b0248b8c8ccaa6470d9a, type: 2}