game: good ending scene done?

This commit is contained in:
rezazfn 2025-02-14 13:20:02 +08:00
parent 2fe6417d63
commit f7fc8d7e28
3 changed files with 11083 additions and 479 deletions

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/*
Author: Reza and Wailam
Date: 14/2/25
Description: For text to appear itself for storytelling
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.SceneManagement;
public class StoryTyping : MonoBehaviour
{
[Header("Message Settings")]
// Custom message for this trigger
[TextArea(3, 5)] public string[] storyLines;
public TMP_Text storyText;
// Speed at which text appears
public float typingSpeed = 0.05f;
public string nextSceneName = "NextScene";
private int currentLine = 0;
public CanvasGroup fadeCanvasGroup; // Assign in Inspector
public float fadeDuration = 1f; // Duration for fade in/out
public float displayDuration = 5f;
private void Start()
{
// Start typing the first line if there are any lines
if (storyLines.Length > 0)
{
StartCoroutine(TypeText());
}
}
IEnumerator TypeText()
{
// Loop through each line of text
while (currentLine < storyLines.Length)
{
string fullText = storyLines[currentLine];
string currentText = "";
// Type out the current line character by character
for (int i = 0; i < fullText.Length; i++)
{
currentText += fullText[i];
storyText.text = currentText;
yield return new WaitForSeconds(typingSpeed);
}
currentLine++; // Move to the next line
yield return new WaitForSeconds(displayDuration); // Wait briefly before displaying the next line
}
// After all lines are typed, trigger fade and load the next scene
StartCoroutine(FadeToBlack());
}
IEnumerator FadeToBlack()
{
// Fade to black
yield return StartCoroutine(Fade(0f, 1f, fadeDuration));
// Load the next scene after fade
SceneManager.LoadScene(nextSceneName);
}
IEnumerator Fade(float startAlpha, float endAlpha, float duration)
{
float elapsed = 0f;
fadeCanvasGroup.alpha = startAlpha;
// Fade over the specified duration
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
fadeCanvasGroup.alpha = Mathf.Lerp(startAlpha, endAlpha, t);
yield return null;
}
fadeCanvasGroup.alpha = endAlpha;
}
}

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