This commit is contained in:
Sewmina Dilshan 2023-02-28 22:23:01 +05:30
commit 7802b03193
100 changed files with 8184 additions and 0 deletions

72
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Chip : MonoBehaviour
{
public float value;
void Awake(){
RouletteManager.OnMoneyAvailablChanged.AddListener(OnMoneyChanged);
}
void OnMoneyChanged(float newMoney){
gameObject.SetActive(newMoney >= value);
}
void OnValidate(){
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class RouletteManager : MonoBehaviour
{
private static float moneyAvailable = 1000;
public static float MoneyAvailable {get{ return moneyAvailable;} set{OnMoneyAvailablChanged.Invoke(value); moneyAvailable = value;}}
public static UnityEvent<float> OnMoneyAvailablChanged = new UnityEvent<float>();
void Start()
{
Spinner.OnSpinStopped.AddListener(OnSpinStopped);
}
void OnSpinStopped(int landedValue){
MoneyAvailable -= 100;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class Spinner : MonoBehaviour
{
public static int LandedNumber{get; private set;}
public static UnityEvent<int> OnSpinStopped = new UnityEvent<int>();
public Transform wheel;
public Vector3 rotationAxis;
public float CurrentRotation { get{ return (wheel.rotation * rotationAxis).magnitude;}}
[Tooltip("Initial Spin force")]
public float SpinForce = 10;
[Tooltip("How smooth the speed goes up")]
public float SpinSmoothness = 1f;
[Tooltip("How smooth the speed goes down")]
public float Friction = 0.005f;
[Tooltip("When should the wheel stop")]
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public float CurrentSpeed {get; private set;}
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void Update()
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HandleFriction();
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}
void HandleFriction(){
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m_onSpinStopped();
}else{
CurrentSpeed -= Friction;
}
}
}
public void Spin(){
StartCoroutine(spin());
}
IEnumerator spin(){
pushing=true;
while(CurrentSpeed < SpinForce){
CurrentSpeed += SpinSmoothness;
yield return new WaitForFixedUpdate();
}
pushing = false;
}
public int[] RouletteNumbers = {0,32,15,19,4,21,2,25,17,34,6,27,13,36,11,30,8,23,10,5,24,16,33,1,20,14,31,9,22,18,29,7,28,12,35,3,26};
private void m_onSpinStopped(){
LandedNumber = GetLandedNumber();
Debug.Log($"Landed on {LandedNumber}");
OnSpinStopped.Invoke(LandedNumber);
}
int GetLandedNumber(){
float fraction = ((wheel.eulerAngles.z) / 360f) * (float)RouletteNumbers.Length;
int index= Mathf.RoundToInt(fraction) + offset;
if(index < 0){
index = RouletteNumbers.Length + index - 1;
}else if(index >= RouletteNumbers.Length){
index = index - RouletteNumbers.Length;
}
int m_LandedNumber = RouletteNumbers[index];
return m_LandedNumber;
}
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