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b/Assets/Script/UI/Effect/RatingDownEffectController.cs @@ -0,0 +1,102 @@ +using System.Collections; +using System.Threading; +using DG.Tweening; +using TMPro; +using UnityEngine; + +public class RatingDownEffectController : EffectController +{ + [SerializeField] private GameObject characterOpenEyes; + [SerializeField] private GameObject characterCloseEyes; + [SerializeField] private GameObject depressedEffect; + + protected override string fullText => "강등되었습니다."; + + public override void ShowEffect(OnEffectPanelEnded onEffectPanelEnd) + { + gameObject.SetActive(true); + cancellationTokenSource = new CancellationTokenSource(); + onEffectPanelEnded = onEffectPanelEnd; + + ShowPanel(); + StartCoroutine(AnimateLoadingText()); + PopupDepressedEffect(); + Invoke(nameof(PopupBanner), 0.3f); // 0.3초 후에 배너 효과 실행 + } + + 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 IEnumerator AnimateCharacterEyes() + { + while (!cancellationTokenSource.IsCancellationRequested) + { + 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/RatingDownEffectController.cs.meta b/Assets/Script/UI/Effect/RatingDownEffectController.cs.meta new file mode 100644 index 0000000..d6e31fd --- /dev/null +++ b/Assets/Script/UI/Effect/RatingDownEffectController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 638842a55c624434ab5b3a88ca2bc919 +timeCreated: 1742541126 \ No newline at end of file diff --git a/Assets/Script/UI/Effect/RatingUpEffectController.cs b/Assets/Script/UI/Effect/RatingUpEffectController.cs new file mode 100644 index 0000000..afd412d --- /dev/null +++ b/Assets/Script/UI/Effect/RatingUpEffectController.cs @@ -0,0 +1,106 @@ +using System.Collections; +using System.Threading; +using DG.Tweening; +using TMPro; +using UnityEngine; + +public class RatingUpEffectController : EffectController +{ + [SerializeField] private GameObject haloEffectImg; + [SerializeField] private GameObject characterImg; + [SerializeField] private GameObject[] shineEffectImg; + [SerializeField] private GameObject[] circleEffectImg; + + protected override string fullText => "승급했습니다!"; + + + 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); + } + } +} diff --git a/Assets/Script/UI/Effect/RatingUpEffectController.cs.meta b/Assets/Script/UI/Effect/RatingUpEffectController.cs.meta new file mode 100644 index 0000000..0d5b1cc --- /dev/null +++ b/Assets/Script/UI/Effect/RatingUpEffectController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f6558e67c37b59745b73d4bb35d4f395 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/UI/PanelController/PanelManager.cs b/Assets/Script/UI/PanelController/PanelManager.cs index 52b80d5..5ed742a 100644 --- a/Assets/Script/UI/PanelController/PanelManager.cs +++ b/Assets/Script/UI/PanelController/PanelManager.cs @@ -106,6 +106,31 @@ public class PanelManager : MonoBehaviour } } + /// + /// 강등, 승급 이펙트 패널 오픈 + /// + /// + public void OpenRatingEffectPanel(int ratingUpDown) + { + switch (ratingUpDown) + { + case -1: + if (_canvas != null) + { + var drawEffectPanelObject = GetEffectPanel("Rating Down Effect Panel"); + drawEffectPanelObject.GetComponent().ShowEffect(OnEffectPanelEnded); + } + break; + case 1: + if (_canvas != null) + { + var drawEffectPanelObject = GetEffectPanel("Rating Up Effect Panel"); + drawEffectPanelObject.GetComponent().ShowEffect(OnEffectPanelEnded); + } + break; + } + } + //TODO: 인자로 RameResult받게 해주시면 될 것 같습니다. private void OnEffectPanelEnded() { // OpenRatingPanel(); diff --git a/Assets/Script/UI/PanelController/RatingPanelController.cs b/Assets/Script/UI/PanelController/RatingPanelController.cs index 94b597e..2ff1858 100644 --- a/Assets/Script/UI/PanelController/RatingPanelController.cs +++ b/Assets/Script/UI/PanelController/RatingPanelController.cs @@ -55,7 +55,7 @@ public class RatingPanelController : PanelController //결과화면 띄우기 if (scoreResultInfo.isAdvancement == 1) { - + GameManager.Instance.panelManager.OpenRatingEffectPanel(1); } },() => { }); break; @@ -66,7 +66,7 @@ public class RatingPanelController : PanelController if (scoreResultInfo.isAdvancement == -1) { - + GameManager.Instance.panelManager.OpenRatingEffectPanel(-1); } }, () => { });