added UI dodging nozzle on phones

This commit is contained in:
Mausham
2025-12-18 12:32:06 -08:00
parent f19bbb9d8c
commit ef015c6665
24 changed files with 534 additions and 22 deletions

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using UnityEngine;
namespace Crystal
{
/// <summary>
/// Safe area implementation for notched mobile devices. Usage:
/// (1) Add this component to the top level of any GUI panel.
/// (2) If the panel uses a full screen background image, then create an immediate child and put the component on that instead, with all other elements childed below it.
/// This will allow the background image to stretch to the full extents of the screen behind the notch, which looks nicer.
/// (3) For other cases that use a mixture of full horizontal and vertical background stripes, use the Conform X & Y controls on separate elements as needed.
/// </summary>
public class SafeArea : MonoBehaviour
{
#region Simulations
/// <summary>
/// Simulation device that uses safe area due to a physical notch or software home bar. For use in Editor only.
/// </summary>
public enum SimDevice
{
/// <summary>
/// Don't use a simulated safe area - GUI will be full screen as normal.
/// </summary>
None,
/// <summary>
/// Simulate the iPhone X and Xs (identical safe areas).
/// </summary>
iPhoneX,
/// <summary>
/// Simulate the iPhone Xs Max and XR (identical safe areas).
/// </summary>
iPhoneXsMax,
/// <summary>
/// Simulate the Google Pixel 3 XL using landscape left.
/// </summary>
Pixel3XL_LSL,
/// <summary>
/// Simulate the Google Pixel 3 XL using landscape right.
/// </summary>
Pixel3XL_LSR
}
/// <summary>
/// Simulation mode for use in editor only. This can be edited at runtime to toggle between different safe areas.
/// </summary>
public static SimDevice Sim = SimDevice.None;
/// <summary>
/// Normalised safe areas for iPhone X with Home indicator (ratios are identical to Xs, 11 Pro). Absolute values:
/// PortraitU x=0, y=102, w=1125, h=2202 on full extents w=1125, h=2436;
/// PortraitD x=0, y=102, w=1125, h=2202 on full extents w=1125, h=2436 (not supported, remains in Portrait Up);
/// LandscapeL x=132, y=63, w=2172, h=1062 on full extents w=2436, h=1125;
/// LandscapeR x=132, y=63, w=2172, h=1062 on full extents w=2436, h=1125.
/// Aspect Ratio: ~19.5:9.
/// </summary>
Rect[] NSA_iPhoneX = new Rect[]
{
new Rect (0f, 102f / 2436f, 1f, 2202f / 2436f), // Portrait
new Rect (132f / 2436f, 63f / 1125f, 2172f / 2436f, 1062f / 1125f) // Landscape
};
/// <summary>
/// Normalised safe areas for iPhone Xs Max with Home indicator (ratios are identical to XR, 11, 11 Pro Max). Absolute values:
/// PortraitU x=0, y=102, w=1242, h=2454 on full extents w=1242, h=2688;
/// PortraitD x=0, y=102, w=1242, h=2454 on full extents w=1242, h=2688 (not supported, remains in Portrait Up);
/// LandscapeL x=132, y=63, w=2424, h=1179 on full extents w=2688, h=1242;
/// LandscapeR x=132, y=63, w=2424, h=1179 on full extents w=2688, h=1242.
/// Aspect Ratio: ~19.5:9.
/// </summary>
Rect[] NSA_iPhoneXsMax = new Rect[]
{
new Rect (0f, 102f / 2688f, 1f, 2454f / 2688f), // Portrait
new Rect (132f / 2688f, 63f / 1242f, 2424f / 2688f, 1179f / 1242f) // Landscape
};
/// <summary>
/// Normalised safe areas for Pixel 3 XL using landscape left. Absolute values:
/// PortraitU x=0, y=0, w=1440, h=2789 on full extents w=1440, h=2960;
/// PortraitD x=0, y=0, w=1440, h=2789 on full extents w=1440, h=2960;
/// LandscapeL x=171, y=0, w=2789, h=1440 on full extents w=2960, h=1440;
/// LandscapeR x=0, y=0, w=2789, h=1440 on full extents w=2960, h=1440.
/// Aspect Ratio: 18.5:9.
/// </summary>
Rect[] NSA_Pixel3XL_LSL = new Rect[]
{
new Rect (0f, 0f, 1f, 2789f / 2960f), // Portrait
new Rect (0f, 0f, 2789f / 2960f, 1f) // Landscape
};
/// <summary>
/// Normalised safe areas for Pixel 3 XL using landscape right. Absolute values and aspect ratio same as above.
/// </summary>
Rect[] NSA_Pixel3XL_LSR = new Rect[]
{
new Rect (0f, 0f, 1f, 2789f / 2960f), // Portrait
new Rect (171f / 2960f, 0f, 2789f / 2960f, 1f) // Landscape
};
#endregion
RectTransform Panel;
Rect LastSafeArea = new Rect (0, 0, 0, 0);
Vector2Int LastScreenSize = new Vector2Int (0, 0);
ScreenOrientation LastOrientation = ScreenOrientation.AutoRotation;
[SerializeField] bool ConformX = true; // Conform to screen safe area on X-axis (default true, disable to ignore)
[SerializeField] bool ConformY = true; // Conform to screen safe area on Y-axis (default true, disable to ignore)
[SerializeField] bool Logging = false; // Conform to screen safe area on Y-axis (default true, disable to ignore)
void Awake ()
{
Panel = GetComponent<RectTransform> ();
if (Panel == null)
{
Debug.LogError ("Cannot apply safe area - no RectTransform found on " + name);
Destroy (gameObject);
}
Refresh ();
}
void Update ()
{
Refresh ();
}
void Refresh ()
{
Rect safeArea = GetSafeArea ();
if (safeArea != LastSafeArea
|| Screen.width != LastScreenSize.x
|| Screen.height != LastScreenSize.y
|| Screen.orientation != LastOrientation)
{
// Fix for having auto-rotate off and manually forcing a screen orientation.
// See https://forum.unity.com/threads/569236/#post-4473253 and https://forum.unity.com/threads/569236/page-2#post-5166467
LastScreenSize.x = Screen.width;
LastScreenSize.y = Screen.height;
LastOrientation = Screen.orientation;
ApplySafeArea (safeArea);
}
}
Rect GetSafeArea ()
{
Rect safeArea = Screen.safeArea;
if (Application.isEditor && Sim != SimDevice.None)
{
Rect nsa = new Rect (0, 0, Screen.width, Screen.height);
switch (Sim)
{
case SimDevice.iPhoneX:
if (Screen.height > Screen.width) // Portrait
nsa = NSA_iPhoneX[0];
else // Landscape
nsa = NSA_iPhoneX[1];
break;
case SimDevice.iPhoneXsMax:
if (Screen.height > Screen.width) // Portrait
nsa = NSA_iPhoneXsMax[0];
else // Landscape
nsa = NSA_iPhoneXsMax[1];
break;
case SimDevice.Pixel3XL_LSL:
if (Screen.height > Screen.width) // Portrait
nsa = NSA_Pixel3XL_LSL[0];
else // Landscape
nsa = NSA_Pixel3XL_LSL[1];
break;
case SimDevice.Pixel3XL_LSR:
if (Screen.height > Screen.width) // Portrait
nsa = NSA_Pixel3XL_LSR[0];
else // Landscape
nsa = NSA_Pixel3XL_LSR[1];
break;
default:
break;
}
safeArea = new Rect (Screen.width * nsa.x, Screen.height * nsa.y, Screen.width * nsa.width, Screen.height * nsa.height);
}
return safeArea;
}
void ApplySafeArea (Rect r)
{
LastSafeArea = r;
// Ignore x-axis?
if (!ConformX)
{
r.x = 0;
r.width = Screen.width;
}
// Ignore y-axis?
if (!ConformY)
{
r.y = 0;
r.height = Screen.height;
}
// Check for invalid screen startup state on some Samsung devices (see below)
if (Screen.width > 0 && Screen.height > 0)
{
// Convert safe area rectangle from absolute pixels to normalised anchor coordinates
Vector2 anchorMin = r.position;
Vector2 anchorMax = r.position + r.size;
anchorMin.x /= Screen.width;
anchorMin.y /= Screen.height;
anchorMax.x /= Screen.width;
anchorMax.y /= Screen.height;
// Fix for some Samsung devices (e.g. Note 10+, A71, S20) where Refresh gets called twice and the first time returns NaN anchor coordinates
// See https://forum.unity.com/threads/569236/page-2#post-6199352
if (anchorMin.x >= 0 && anchorMin.y >= 0 && anchorMax.x >= 0 && anchorMax.y >= 0)
{
Panel.anchorMin = anchorMin;
Panel.anchorMax = anchorMax;
}
}
if (Logging)
{
Debug.LogFormat ("New safe area applied to {0}: x={1}, y={2}, w={3}, h={4} on full extents w={5}, h={6}",
name, r.x, r.y, r.width, r.height, Screen.width, Screen.height);
}
}
}
}

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@@ -1,10 +1,11 @@
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Darkmatter.Core
{
public interface ILeaderBoardController
{
void ShowLeaderBoard();
void UpdateLeaderBoardScore(int score);
UniTask ShowLeaderBoardAsync();
UniTask UpdateLeaderBoardScore(int score);
}
}

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@@ -0,0 +1,57 @@
using Darkmatter.Core;
using System.Collections.Generic;
using UnityEngine;
using VContainer;
using VContainer.Unity;
namespace Darkmatter.Domain
{
public class ObjectPool<T> : MonoBehaviour,IPool<T> where T : Component
{
[SerializeField] T prefab;
[SerializeField] private Transform prefabParent;
[SerializeField] private int poolSize = 15;
public Queue<T> pool = new Queue<T>();
[Inject] IObjectResolver resolver;
public IReadOnlyCollection<T> All => pool;
private void Awake()
{
CreateObjectPool();
}
private void CreateObjectPool()
{
for(int i=0;i<poolSize; i++)
{
T obj = Instantiate(prefab, prefabParent);
resolver.InjectGameObject(obj.gameObject);
obj.gameObject.SetActive(false);
pool.Enqueue(obj);
}
}
public T GetFromPool()
{
if(pool.Count == 0)
{
T obj = Instantiate(prefab, prefabParent);
resolver.InjectGameObject(obj.gameObject);
obj.gameObject.SetActive(true);
pool.Enqueue(obj);
return obj;
}
T returningObj = pool.Dequeue();
returningObj.gameObject.SetActive(true);
return returningObj;
}
public void ReturnToPool(T obj)
{
obj.gameObject.SetActive(false);
pool.Enqueue(obj);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e060b99c1df2bec40871a980f4b6c339

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@@ -2,6 +2,7 @@ using Unity.Services.Core;
using System.Threading.Tasks;
using Unity.Services.Authentication;
using UnityEngine;
using Cysharp.Threading.Tasks;
namespace Darkmatter.Presentation
@@ -13,7 +14,7 @@ namespace Darkmatter.Presentation
await Init();
}
private async Task Init()
private async UniTask Init()
{
await UnityServices.InitializeAsync();
if (!AuthenticationService.Instance.IsSignedIn)

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@@ -51,7 +51,6 @@ public class Platform : MonoBehaviour, IPlatform
if(other.CompareTag("Player") && !hasAchievedScore)
{
hasAchievedScore = true;
Debug.Log("Score Increased");
IscoreService.AddScore();
IaudioController.PlayScoredSound();
_particleSystem.Play();

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@@ -9,7 +9,8 @@
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"GUID:f51ebe6a0ceec4240a699833d6309b23"
],
"includePlatforms": [],
"excludePlatforms": [],

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@@ -27,7 +27,7 @@ namespace Darkmatter.Presentation
private void OnLeaderBoardBtnClicked()
{
IaudioController.PlayBtnPressedSound();
IleaderBoardController.ShowLeaderBoard();
IleaderBoardController.ShowLeaderBoardAsync();
}
public void ShowDeathScreen()

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@@ -24,7 +24,6 @@ namespace Darkmatter.Presentation
private void UpdateScore(int score)
{
Debug.Log("calling Score");
gameScreenView.UpdateScore(score);
}

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@@ -1,5 +1,7 @@
using Cysharp.Threading.Tasks;
using Darkmatter.Core;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.Services.Leaderboards;
using UnityEngine;
using VContainer;
@@ -33,13 +35,16 @@ namespace Darkmatter.Presentation
leaderBoardView.Hide();
}
public void ShowLeaderBoard()
public async UniTask ShowLeaderBoardAsync()
{
LoadLeaderBoard();
leaderBoardView.Show();
leaderBoardView.ShowLoading(true);
await LoadLeaderBoard();
leaderBoardView.ShowLoading(false);
}
async void LoadLeaderBoard()
async UniTask LoadLeaderBoard()
{
var score = await LeaderboardsService.Instance.GetScoresAsync(leaderBoardID, new GetScoresOptions { Limit = 10 });
int rank = 1;
@@ -63,7 +68,7 @@ namespace Darkmatter.Presentation
}
}
public async void UpdateLeaderBoardScore(int score)
public async UniTask UpdateLeaderBoardScore(int score)
{
await LeaderboardsService.Instance.AddPlayerScoreAsync(leaderBoardID, score);
}

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@@ -10,6 +10,7 @@ namespace Darkmatter.Presentation
public GameObject leaderBoardScreen;
public Button ExitButton;
public LeaderBoardData LBplayerData;
public TextMeshProUGUI loadingText;
public void Show()
{
@@ -20,5 +21,10 @@ namespace Darkmatter.Presentation
{
leaderBoardScreen.SetActive(false);
}
public void ShowLoading(bool shouldShow)
{
loadingText.gameObject.SetActive(shouldShow);
}
}
}

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@@ -14,7 +14,6 @@ namespace Darkmatter.Presentation
[Inject] private IGameSession IgameSession;
public StartScreenController(StartScreenView _startScreenView, IGameScreenController _gameScreenController)
{
Debug.Log("StartScreenController Constructor Called");
startScreenView = _startScreenView;
gameScreenController = _gameScreenController;
startScreenView.tapToStartButton.onClick.AddListener(OnTapToStartButtonClicked);

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@@ -116,7 +116,7 @@ Material:
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@@ -11279,7 +11279,7 @@ RectTransform:
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m_AnchorMax: {x: 0, y: 1}
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