using System.Collections; using System.Threading; using DG.Tweening; using TMPro; using UnityEngine; public class WinEffectController : EffectController { [SerializeField] private GameObject haloEffectImg; [SerializeField] private GameObject characterImg; [SerializeField] private GameObject[] shineEffectImg; [SerializeField] private GameObject[] circleEffectImg; protected override string fullText => "승리했습니다!"; public override void ShowEffect(OnEffectPanelEnded onEffectPanelEnd) { gameObject.SetActive(true); cancellationTokenSource = new CancellationTokenSource(); onEffectPanelEnded = onEffectPanelEnd; ShowPanel(); StartCoroutine(AnimateLoadingText()); RotateHaloObject(); ScaleUpSparkles(); Invoke(nameof(PopupObject), 0.3f); } protected override void ShowPanel() { 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 void RotateHaloObject() { // 무한 회전 효과 haloEffectImg.transform .DORotate(new Vector3(0f, 0f, 360f), 3f, RotateMode.FastBeyond360) .SetEase(Ease.Linear) .SetLoops(-1, LoopType.Restart); } private void PopupObject() { characterImg.SetActive(true); // 초기 크기 및 위치 설정 characterImg.transform.localScale = Vector3.zero; characterImg.transform.localPosition = new Vector3(0f, -100f, 0f); // 크기 확대 + 위치 이동 characterImg.transform.DOScale(Vector3.one * 1.5f, 0.5f) .SetEase(Ease.OutElastic); // 더 부드러운 탄성 효과 characterImg.transform.DOLocalMoveY(120f, 0.5f) .SetEase(Ease.OutExpo) // 감속 곡선 적용 .OnComplete(() => { characterImg.transform.DOLocalMoveY(80f, 0.3f).SetEase(Ease.InOutSine); // 너무 급격한 반동 대신 부드러운 조정 }); // 크기 자연스럽게 원래대로 줄이기 characterImg.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) characterImg.transform.DOShakeRotation(0.5f, new Vector3(0, 0, 8f), 10, 90) .SetDelay(0.2f); // 살짝 더 길게 흔들도록 설정 } private void ScaleUpSparkles() { // 스파클 효과 실행 StartCoroutine(ScaleUpSparklesCoroutine()); } private IEnumerator ScaleUpSparklesCoroutine() { while (!cancellationTokenSource.IsCancellationRequested) { // 각 스파클 효과 실행 yield return StartCoroutine(ScaleUpEffectCoroutine(shineEffectImg)); yield return StartCoroutine(ScaleUpEffectCoroutine(circleEffectImg)); yield return new WaitForSeconds(0.3f); } } private IEnumerator ScaleUpEffectCoroutine(GameObject[] effectArray) { foreach (GameObject effect in effectArray) { effect.transform.localScale = Vector3.zero; effect.transform.DOScale(Vector3.one * 1.5f, 0.3f).SetEase(Ease.OutBack); effect.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InOutBounce).SetDelay(0.3f); yield return new WaitForSeconds(0.3f); } } }