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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} @@ -464,8 +540,10 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 72737ad525374cd18ae35ca10da520e9, type: 3} m_Name: m_EditorClassIdentifier: + bannerObj: {fileID: 7291411618834705046} bannerText: {fileID: 5108301403921453943} characterOpenEyes: {fileID: 1632927645355555415} characterCloseEyes: {fileID: 3881260292094838299} + depressedEffect: {fileID: 155037671892554820} fullText: "\uD328\uBC30\uD588\uC2B5\uB2C8\uB2E4" interval: 0.1 diff --git a/Assets/Resources/Prefabs/Panels/Main Panel.prefab b/Assets/Resources/Prefabs/Panels/Main Panel.prefab index 2de521e..23d93f3 100644 --- a/Assets/Resources/Prefabs/Panels/Main Panel.prefab +++ b/Assets/Resources/Prefabs/Panels/Main Panel.prefab @@ -1470,7 +1470,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!224 &405965270916774547 RectTransform: m_ObjectHideFlags: 0 @@ -1714,7 +1714,7 @@ MonoBehaviour: m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - m_text: "\uD638\uB7AD\uC774" + m_text: "\uAE40\uC6A9\uC6A9" m_isRightToLeft: 0 m_fontAsset: {fileID: 11400000, guid: 85a19688db53c77469fc4406b01045da, type: 2} m_sharedMaterial: {fileID: -2477908578676791210, guid: 85a19688db53c77469fc4406b01045da, type: 2} @@ -1800,7 +1800,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!224 &8172929902404983356 RectTransform: m_ObjectHideFlags: 0 diff --git a/Assets/Script/UI/Effect/DrawEffectController.cs b/Assets/Script/UI/Effect/DrawEffectController.cs new file mode 100644 index 0000000..13302be --- /dev/null +++ b/Assets/Script/UI/Effect/DrawEffectController.cs @@ -0,0 +1,112 @@ +using System.Collections; +using System.Threading; +using UnityEngine; +using DG.Tweening; + +public class DrawEffectController : EffectController +{ + [SerializeField] private GameObject dragonOpenEyes; + [SerializeField] private GameObject dragonCloseEyes; + [SerializeField] private GameObject tigerOpenEyes; + [SerializeField] private GameObject tigerCloseEyes; + [SerializeField] private float flipDuration = 0.3f; + protected override string fullText => "무승부 입니다"; + + protected override void ShowEffect() + { + gameObject.SetActive(true); + cancellationTokenSource = new CancellationTokenSource(); + + ShowPanel(); + StartCoroutine(AnimateLoadingText()); + Invoke(nameof(PopupBanner), 0.3f); + } + + private IEnumerator AnimateCharacterEyes() + { + while (!cancellationTokenSource.IsCancellationRequested) + { + yield return PlayBlinkAnimation(dragonOpenEyes, dragonCloseEyes); + + // Flip으로 캐릭터 눈감을 때 뒤집으면서 변경됨 + yield return dragonCloseEyes.transform.DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration / 2) + .SetEase(Ease.InBounce) + .WaitForCompletion(); + + dragonCloseEyes.SetActive(false); + tigerCloseEyes.transform.localPosition = new Vector3(0f, 80f, 0f); + tigerCloseEyes.SetActive(true); + + yield return tigerCloseEyes.transform.DOLocalRotate(Vector3.zero, flipDuration / 2) + .SetEase(Ease.OutBounce) + .WaitForCompletion(); + + yield return PlayBlinkAnimation(tigerOpenEyes, tigerCloseEyes); + + yield return tigerCloseEyes.transform.DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration / 2) + .SetEase(Ease.InBounce) + .WaitForCompletion(); + + tigerCloseEyes.SetActive(false); + dragonCloseEyes.SetActive(true); + + yield return dragonCloseEyes.transform.DOLocalRotate(Vector3.zero, flipDuration / 2) + .SetEase(Ease.OutBounce) + .WaitForCompletion(); + } + } + + // 눈 깜빡이는 애니메이션을 메서드로 분리 + private IEnumerator PlayBlinkAnimation(GameObject openEye, GameObject closeEye) + { + for (int i = 0; i < 2; i++) + { + openEye.SetActive(false); + closeEye.SetActive(true); + yield return new WaitForSeconds(0.2f); + openEye.SetActive(true); + closeEye.SetActive(false); + yield return new WaitForSeconds(1f); + } + openEye.SetActive(false); + closeEye.SetActive(true); + yield return new WaitForSeconds(0.5f); + } + + private void PopupBanner() + { + tigerCloseEyes.SetActive(false); + tigerOpenEyes.SetActive(false); + dragonCloseEyes.SetActive(true); + dragonOpenEyes.SetActive(false); + + // 초기 크기 및 위치 설정 + dragonCloseEyes.transform.localScale = Vector3.zero; + dragonCloseEyes.transform.localPosition = new Vector3(0f, -100f, 0f); + + // 크기 확대 + 위치 이동 + dragonCloseEyes.transform.DOScale(Vector3.one * 1.5f, 0.5f) + .SetEase(Ease.OutElastic); // 더 부드러운 탄성 효과 + + dragonCloseEyes.transform.DOLocalMoveY(120f, 0.5f) + .SetEase(Ease.OutExpo) // 감속 곡선 적용 + .OnComplete(() => + { + dragonCloseEyes.transform.DOLocalMoveY(80f, 0.3f).SetEase(Ease.InOutSine); // 너무 급격한 반동 대신 부드러운 조정 + }); + + // 크기 자연스럽게 원래대로 줄이기 + dragonCloseEyes.transform.DOScale(Vector3.one * 1.4f, 0.3f) + .SetEase(Ease.InOutQuad) + .SetDelay(0.5f); // 위의 애니메이션이 끝난 후 실행 + + // 회전 흔들림 효과 (좀 더 부드럽게) + dragonCloseEyes.transform.DOShakeRotation(0.5f, new Vector3(0, 0, 8f), 10, 90) + .SetDelay(0.2f) // 살짝 더 길게 흔들도록 설정 + .OnComplete(() => + { + // 애니메이션이 끝난 후 눈 깜빡이는 효과 실행 + StartCoroutine(AnimateCharacterEyes()); + }); + } +} \ No newline at end of file diff --git a/Assets/Script/UI/Effect/DrawEffectController.cs.meta b/Assets/Script/UI/Effect/DrawEffectController.cs.meta new file mode 100644 index 0000000..42af1ec --- /dev/null +++ b/Assets/Script/UI/Effect/DrawEffectController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e4e160141fed4393b63f3c90a0072840 +timeCreated: 1742800590 \ No newline at end of file diff --git a/Assets/Script/UI/Effect/EffectController.cs b/Assets/Script/UI/Effect/EffectController.cs new file mode 100644 index 0000000..08fbc57 --- /dev/null +++ b/Assets/Script/UI/Effect/EffectController.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Threading; +using DG.Tweening; +using TMPro; +using UnityEngine; + +[RequireComponent(typeof(CanvasGroup))] +public abstract class EffectController : MonoBehaviour +{ + [SerializeField] protected GameObject bannerObj; + [SerializeField] protected TextMeshProUGUI bannerText; + protected abstract string fullText { get; } // 각 클래스에서 다르게 설정할 값 + [SerializeField] protected float interval = 0.1f; // 타이핑 속도 + + protected CancellationTokenSource cancellationTokenSource; + protected int currentLength = 0; + + protected virtual void Start() + { + ShowEffect(); + } + + // 효과를 실행하는 메서드 (자식이 구현해야 함) + protected abstract void ShowEffect(); + + // 공통 UI 애니메이션 (패널 표시) + protected virtual void ShowPanel() + { + CanvasGroup canvasGroup = GetComponent(); + if (canvasGroup == null) + { + canvasGroup = gameObject.AddComponent(); + } + + canvasGroup.alpha = 0f; + canvasGroup.DOFade(1f, 1f); + transform.DOScale(Vector3.zero, 0f); + transform.DOScale(Vector3.one, 1f); + } + + // 텍스트 타이핑 효과 + protected IEnumerator AnimateLoadingText() + { + yield return new WaitForSeconds(1f); + while (currentLength != fullText.Length) + { + currentLength = (currentLength + 1) % (fullText.Length + 1); + bannerText.text = fullText.Substring(0, currentLength); + yield return new WaitForSeconds(interval); + } + } + + // 효과 종료 (자식에서도 사용할 수 있도록 protected로 선언) + public virtual void HideEffect() + { + if (cancellationTokenSource != null) + { + cancellationTokenSource.Cancel(); + cancellationTokenSource.Dispose(); + cancellationTokenSource = null; + } + + gameObject.SetActive(false); + } +} \ No newline at end of file diff --git a/Assets/Script/UI/Effect/EffectController.cs.meta b/Assets/Script/UI/Effect/EffectController.cs.meta new file mode 100644 index 0000000..36192cd --- /dev/null +++ b/Assets/Script/UI/Effect/EffectController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 34e15a32409f465c82f79fe65a980a3d +timeCreated: 1742802308 \ No newline at end of file diff --git a/Assets/Script/UI/Effect/LoseEffectController.cs b/Assets/Script/UI/Effect/LoseEffectController.cs index b0f7a8e..c1cc3ce 100644 --- a/Assets/Script/UI/Effect/LoseEffectController.cs +++ b/Assets/Script/UI/Effect/LoseEffectController.cs @@ -1,57 +1,101 @@ using System.Collections; using System.Threading; +using DG.Tweening; using TMPro; using UnityEngine; -public class LoseEffectController : MonoBehaviour +public class LoseEffectController : EffectController { - [SerializeField] private TextMeshProUGUI bannerText; [SerializeField] private GameObject characterOpenEyes; [SerializeField] private GameObject characterCloseEyes; - - [SerializeField] private string fullText = "패배했습니다"; // 원하는 문구를 인스펙터에서 설정 가능 - [SerializeField] private float interval = 0.1f; // 글자 추가 속도 조정 가능 + [SerializeField] private GameObject depressedEffect; - private int currentLength = 0; - private CancellationTokenSource cancellationTokenSource; + protected override string fullText => "패배했습니다"; - private void Start() + protected override void ShowEffect() { - ShowWinEffect(); - } - - private void ShowWinEffect() - { - // 패널 활성화 gameObject.SetActive(true); cancellationTokenSource = new CancellationTokenSource(); - - StartCoroutine(AnimateLoadingText()); // 텍스트 타이핑 효과 - StartCoroutine(AnimateCharacterEyes()); // 텍스트 타이핑 효과 + + ShowPanel(); + StartCoroutine(AnimateLoadingText()); + PopupDepressedEffect(); + Invoke(nameof(PopupBanner), 0.3f); // 0.3초 후에 배너 효과 실행 } - - // 글자 하나씩 나타나는 타이핑 효과 - private IEnumerator AnimateLoadingText() + + protected override void ShowPanel() { - yield return new WaitForSeconds(1f); - while (currentLength != fullText.Length) - { - currentLength = (currentLength + 1) % (fullText.Length + 1); // 글자 하나씩 추가 - bannerText.text = fullText.Substring(0, currentLength); // 부분 문자열 표시 - yield return new WaitForSeconds(interval); - } + CanvasGroup canvasGroup = gameObject.GetComponent() ?? gameObject.AddComponent(); + + canvasGroup.alpha = 0f; + canvasGroup.DOFade(1f, 1f); + bannerObj.transform.DOScale(Vector3.zero, 0f); + bannerObj.transform.DOScale(Vector3.one, 1f); } private IEnumerator AnimateCharacterEyes() { while (!cancellationTokenSource.IsCancellationRequested) { - characterOpenEyes.SetActive(true); - characterCloseEyes.SetActive(false); - yield return new WaitForSeconds(2f); characterOpenEyes.SetActive(false); characterCloseEyes.SetActive(true); yield return new WaitForSeconds(0.2f); + characterOpenEyes.SetActive(true); + characterCloseEyes.SetActive(false); + yield return new WaitForSeconds(0.2f); + characterOpenEyes.SetActive(false); + characterCloseEyes.SetActive(true); + yield return new WaitForSeconds(0.2f); + characterOpenEyes.SetActive(true); + characterCloseEyes.SetActive(false); + yield return new WaitForSeconds(2f); + } + } + + private void PopupBanner() + { + characterCloseEyes.SetActive(true); + characterOpenEyes.SetActive(false); + // 초기 크기 및 위치 설정 + characterCloseEyes.transform.localScale = Vector3.zero; + characterCloseEyes.transform.localPosition = new Vector3(0f, -100f, 0f); + + // 크기 확대 + 위치 이동 + characterCloseEyes.transform.DOScale(Vector3.one * 1.5f, 0.5f) + .SetEase(Ease.OutElastic); // 더 부드러운 탄성 효과 + + characterCloseEyes.transform.DOLocalMoveY(120f, 0.5f) + .SetEase(Ease.OutExpo) // 감속 곡선 적용 + .OnComplete(() => + { + characterCloseEyes.transform.DOLocalMoveY(80f, 0.3f).SetEase(Ease.InOutSine); // 너무 급격한 반동 대신 부드러운 조정 + }); + + // 크기 자연스럽게 원래대로 줄이기 + characterCloseEyes.transform.DOScale(Vector3.one * 1.4f, 0.3f) + .SetEase(Ease.InOutQuad) + .SetDelay(0.5f); // 위의 애니메이션이 끝난 후 실행 + + // 회전 흔들림 효과 (좀 더 부드럽게) + characterCloseEyes.transform.DOShakeRotation(0.5f, new Vector3(0, 0, 8f), 10, 90) + .SetDelay(0.2f) // 살짝 더 길게 흔들도록 설정 + .OnComplete(() => + { + // 애니메이션이 끝난 후 눈 깜빡이는 효과 실행 + StartCoroutine(AnimateCharacterEyes()); + }); + } + + private void PopupDepressedEffect() + { + depressedEffect.SetActive(true); + RectTransform rectTransform = depressedEffect.GetComponent(); + if (rectTransform != null) + { + // 초기 위치 설정 + rectTransform.anchoredPosition = new Vector2(0f, 500f); + // 밑으로 내려오는 효과 설정 + rectTransform.DOAnchorPosY(150f, 1f).SetEase(Ease.OutExpo); } } } diff --git a/Assets/Script/UI/Effect/WinEffectController.cs b/Assets/Script/UI/Effect/WinEffectController.cs index da17b4d..3aed378 100644 --- a/Assets/Script/UI/Effect/WinEffectController.cs +++ b/Assets/Script/UI/Effect/WinEffectController.cs @@ -4,63 +4,26 @@ using DG.Tweening; using TMPro; using UnityEngine; -public class WinEffectController : MonoBehaviour +public class WinEffectController : EffectController { [SerializeField] private GameObject haloEffectImg; [SerializeField] private GameObject characterImg; [SerializeField] private GameObject[] shineEffectImg; [SerializeField] private GameObject[] circleEffectImg; - [SerializeField] private TextMeshProUGUI bannerText; - - [SerializeField] private string fullText = "승리했습니다!"; // 원하는 문구를 인스펙터에서 설정 가능 - [SerializeField] private float interval = 0.1f; // 글자 추가 속도 조정 가능 - private int currentLength = 0; - private CancellationTokenSource cancellationTokenSource; - - private void Start() + protected override string fullText => "승리했습니다!"; + + + protected override void ShowEffect() { - ShowWinEffect(); - } - - private void ShowWinEffect() - { - // 패널 활성화 gameObject.SetActive(true); cancellationTokenSource = new CancellationTokenSource(); - ShowPanel(); // 패널 크기 확대 효과 - StartCoroutine(AnimateLoadingText()); // 텍스트 타이핑 효과 - RotateHaloObject(); // 돌아가는 광선 효과 - ScaleUpSparkles(); // 반짝이 효과 - Invoke(nameof(PopupObject), 0.3f); // 0.3초 후에 배너 효과 실행 - } - - // 패널 크기 및 페이드 변화 - private void ShowPanel() - { - CanvasGroup canvasGroup = gameObject.GetComponent(); - if (canvasGroup == null) - { - canvasGroup = gameObject.AddComponent(); // CanvasGroup이 없다면 추가 - } - - canvasGroup.alpha = 0f; - canvasGroup.DOFade(1f, 1f); - transform.DOScale(Vector3.zero, 0f); - transform.DOScale(Vector3.one, 1f); - } - - // 글자 하나씩 나타나는 타이핑 효과 - private IEnumerator AnimateLoadingText() - { - yield return new WaitForSeconds(1f); - while (currentLength != fullText.Length) - { - currentLength = (currentLength + 1) % (fullText.Length + 1); // 글자 하나씩 추가 - bannerText.text = fullText.Substring(0, currentLength); // 부분 문자열 표시 - yield return new WaitForSeconds(interval); - } + ShowPanel(); + StartCoroutine(AnimateLoadingText()); + RotateHaloObject(); + ScaleUpSparkles(); + Invoke(nameof(PopupObject), 0.3f); } private void RotateHaloObject() @@ -129,14 +92,4 @@ public class WinEffectController : MonoBehaviour yield return new WaitForSeconds(0.3f); } } - - public void HideWinEffect() - { - // 코루틴 취소 및 패널 숨기기 - if (cancellationTokenSource != null) - { - cancellationTokenSource.Cancel(); - } - gameObject.SetActive(false); - } } diff --git a/Assets/Sprites/Main UI/depressed_effect.png b/Assets/Sprites/Main UI/depressed_effect.png new file mode 100644 index 0000000..d9abb0c Binary files /dev/null and b/Assets/Sprites/Main UI/depressed_effect.png differ diff --git a/Assets/Sprites/Main UI/depressed_effect.png.meta b/Assets/Sprites/Main UI/depressed_effect.png.meta new file mode 100644 index 0000000..c8dff48 --- /dev/null +++ b/Assets/Sprites/Main UI/depressed_effect.png.meta @@ -0,0 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