[Feat] 서버 응답값에 따라 승급, 강등 이펙트 재생

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HaeinLEE 2025-03-27 15:15:44 +09:00
parent 97227d7a45
commit e3f82dc983
10 changed files with 1833 additions and 2 deletions

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@ -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<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
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<RectTransform>();
if (rectTransform != null)
{
// 초기 위치 설정
rectTransform.anchoredPosition = new Vector2(0f, 500f);
// 밑으로 내려오는 효과 설정
rectTransform.DOAnchorPosY(150f, 1f).SetEase(Ease.OutExpo);
}
}
}

View File

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View File

@ -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<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
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);
}
}
}

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@ -0,0 +1,11 @@
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@ -106,6 +106,31 @@ public class PanelManager : MonoBehaviour
} }
} }
/// <summary>
/// 강등, 승급 이펙트 패널 오픈
/// </summary>
/// <param name="ratingUpDown"></param>
public void OpenRatingEffectPanel(int ratingUpDown)
{
switch (ratingUpDown)
{
case -1:
if (_canvas != null)
{
var drawEffectPanelObject = GetEffectPanel("Rating Down Effect Panel");
drawEffectPanelObject.GetComponent<RatingDownEffectController>().ShowEffect(OnEffectPanelEnded);
}
break;
case 1:
if (_canvas != null)
{
var drawEffectPanelObject = GetEffectPanel("Rating Up Effect Panel");
drawEffectPanelObject.GetComponent<RatingUpEffectController>().ShowEffect(OnEffectPanelEnded);
}
break;
}
}
//TODO: 인자로 RameResult받게 해주시면 될 것 같습니다.
private void OnEffectPanelEnded() private void OnEffectPanelEnded()
{ {
// OpenRatingPanel(); // OpenRatingPanel();

View File

@ -55,7 +55,7 @@ public class RatingPanelController : PanelController
//결과화면 띄우기 //결과화면 띄우기
if (scoreResultInfo.isAdvancement == 1) if (scoreResultInfo.isAdvancement == 1)
{ {
GameManager.Instance.panelManager.OpenRatingEffectPanel(1);
} }
},() => { }); },() => { });
break; break;
@ -66,7 +66,7 @@ public class RatingPanelController : PanelController
if (scoreResultInfo.isAdvancement == -1) if (scoreResultInfo.isAdvancement == -1)
{ {
GameManager.Instance.panelManager.OpenRatingEffectPanel(-1);
} }
}, () => { }); }, () => { });