Degullmok-client/Assets/Script/UI/Effect/RatingDownEffectController.cs
2025-03-28 17:54:25 +09:00

105 lines
3.8 KiB
C#

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)
{
AudioManager.Instance.PlayRatingDownSound(); //사운드 추가
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);
}
}
}