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87 changed files with 16344 additions and 18515 deletions

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m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1660057539 &9223372036854775807 --- !u!1660057539 &9223372036854775807
SceneRoots: SceneRoots:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -2397,5 +2539,7 @@ SceneRoots:
- {fileID: 1291502561} - {fileID: 1291502561}
- {fileID: 1729948460} - {fileID: 1729948460}
- {fileID: 1276018793} - {fileID: 1276018793}
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fileFormatVersion: 2 fileFormatVersion: 2
<<<<<<<< HEAD:Assets/Materials.meta
guid: 2230bf768ecb84610af77bea6cdd7074
folderAsset: yes
========
guid: 15742d157dfd1e42fb34ae90434eee41 guid: 15742d157dfd1e42fb34ae90434eee41
>>>>>>>> origin/main:Assets/Scenes/MiniGame-FlappyBird.unity.meta
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m_LocalPosition: {x: -55.235718, y: 368.19592, z: -781.7374} m_LocalPosition: {x: -55.235718, y: 368.19595, z: -781.7374}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: m_Children:
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m_Father: {fileID: 1814274513} m_Father: {fileID: 1790534262}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &331729628 --- !u!1 &331729628
GameObject: GameObject:
@@ -1570,9 +1570,10 @@ RectTransform:
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 2.92736, y: 2.5490422, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: [] m_Children:
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@@ -1650,9 +1651,8 @@ RectTransform:
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: m_Children:
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m_Father: {fileID: 0} m_Father: {fileID: 0}
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m_AnchorMax: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0}

View File

@@ -0,0 +1,83 @@
using System.Collections;
using UnityEngine;
public class ArrowSequence : MonoBehaviour
{
[Header("Šipky")]
public GameObject[] arrows;
[Header("Časování")]
public float fadeInDuration = 0.3f;
public float visibleDuration = 0.5f;
public float fadeOutDuration = 0.3f;
public float delayBetween = 0.1f;
void Start()
{
foreach (var arrow in arrows)
SetAlpha(arrow, 0f);
StartCoroutine(PlayLoop());
}
IEnumerator PlayLoop()
{
float singleArrow = fadeInDuration + visibleDuration + fadeOutDuration;
float fullCycle = arrows.Length * delayBetween + singleArrow;
float restartAt = fullCycle / 2f;
while (true)
{
StartCoroutine(PlaySequence());
yield return new WaitForSeconds(restartAt);
}
}
IEnumerator PlaySequence()
{
foreach (var arrow in arrows)
{
StartCoroutine(AnimateArrow(arrow));
yield return new WaitForSeconds(delayBetween);
}
}
IEnumerator AnimateArrow(GameObject arrow)
{
yield return StartCoroutine(Fade(arrow, 0f, 1f, fadeInDuration));
yield return new WaitForSeconds(visibleDuration);
yield return StartCoroutine(Fade(arrow, 1f, 0f, fadeOutDuration));
}
IEnumerator Fade(GameObject obj, float from, float to, float duration)
{
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.SmoothStep(0f, 1f, elapsed / duration);
SetAlpha(obj, Mathf.Lerp(from, to, t));
yield return null;
}
SetAlpha(obj, to);
}
void SetAlpha(GameObject obj, float alpha)
{
var images = obj.GetComponentsInChildren<UnityEngine.UI.Image>(true);
foreach (var img in images)
{
Color c = img.color;
c.a = alpha;
img.color = c;
}
var renderers = obj.GetComponentsInChildren<SpriteRenderer>(true);
foreach (var sr in renderers)
{
Color c = sr.color;
c.a = alpha;
sr.color = c;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d8d50300de6dce444ae50e5ddd61b74b

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@@ -0,0 +1,104 @@
using UnityEngine;
using UnityEngine.UI;
public class ImageSequence : MonoBehaviour
{
[Header("Sprites")]
public Sprite[] frames = new Sprite[9];
[Header("Přehrávání")]
public float fps = 12f;
public bool loop = true;
[Header("Tlačítko")]
public Button playButton;
private Image _image;
private int _currentFrame = 0;
private float _timer = 0f;
private bool _playing = false;
void Awake()
{
_image = GetComponent<Image>();
}
void Start()
{
if (frames.Length == 0 || _image == null) return;
ShowFrame(0);
if (playButton != null)
playButton.onClick.AddListener(TogglePlay);
}
void Update()
{
if (!_playing || frames.Length == 0) return;
_timer += Time.deltaTime;
if (_timer >= 1f / fps)
{
_timer = 0f;
NextFrame();
}
}
void NextFrame()
{
_currentFrame++;
if (_currentFrame >= frames.Length)
{
if (loop)
_currentFrame = 0;
else
{
_currentFrame = frames.Length - 1;
Stop();
return;
}
}
ShowFrame(_currentFrame);
}
void ShowFrame(int index)
{
if (index < 0 || index >= frames.Length) return;
if (frames[index] != null)
_image.sprite = frames[index];
}
public void Play()
{
_playing = true;
}
public void Pause()
{
_playing = false;
}
public void Stop()
{
_playing = false;
_currentFrame = 0;
ShowFrame(0);
}
public void TogglePlay()
{
if (_playing)
Pause();
else
Play();
}
public void GoToFrame(int index)
{
_currentFrame = Mathf.Clamp(index, 0, frames.Length - 1);
ShowFrame(_currentFrame);
}
}

View File

@@ -0,0 +1,2 @@
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@@ -33,7 +33,7 @@ AnimatorStateMachine:
m_ChildStates: m_ChildStates:
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m_Position: {x: 200, y: 0, z: 0} m_Position: {x: 380, y: 120, z: 0}
m_ChildStateMachines: [] m_ChildStateMachines: []
m_AnyStateTransitions: [] m_AnyStateTransitions: []
m_EntryTransitions: [] m_EntryTransitions: []

8
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<Solution>
<Project Path="Assembly-CSharp.csproj" />
</Solution>