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128 lines
4.6 KiB
C#
128 lines
4.6 KiB
C#
3 months ago
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Cysharp.Threading.Tasks;
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using D2D;
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using D2D.Animations;
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using D2D.Core;
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using D2D.Databases;
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using D2D.Gameplay;
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using D2D.UI;
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using D2D.Utilities;
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using DG.Tweening;
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using NaughtyAttributes;
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using UnityEngine.UI;
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using static D2D.Utilities.SettingsFacade;
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using static D2D.Utilities.CommonLazyFacade;
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using static D2D.Utilities.CommonGameplayFacade;
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namespace D2D
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{
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public class FlyingUISpawner : SmartScript
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{
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[SerializeField] private Pool _flyingUIPool;
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[SerializeField] private FlyingUISpawnSettings _defaultSpawnSettings;
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private Camera _camera;
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private FlyingUIIcon _coinIcon;
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private PunchAnimation _coinIconPunch;
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private void Awake()
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{
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_camera = Find<Camera>();
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_coinIcon = Find<FlyingUIIcon>();
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_coinIconPunch = _coinIcon.Get<PunchAnimation>();
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}
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public async UniTaskVoid SpawnBunch(Vector3 screenPoint, Action onComplete)
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{
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var data = _coreData.defaultBunchData;
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var count = data.count.RandomInt();
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var angleSwift = 180 / count;
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DHaptic.Haptic(data.hapticDuration, data.hapticAmplitude);
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for (int i = 0; i < count; i++)
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{
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MakeAnimatedBunchFly(screenPoint, angleSwift, i, data);
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}
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await (data.sizeUpDuration.Max() + data.afterMoveDuration.Max()).Seconds();
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onComplete?.Invoke();
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}
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private async UniTask MakeAnimatedBunchFly(Vector3 screenPoint, float angleSwift, int i, BunchFlyingUIData data)
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{
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var fly = _flyingUIPool.Spawn(screenPoint).transform;
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var angle = angleSwift * i;
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// var to = new Vector3(angleSwift * i, angleSwift * i, 0).AngleToVector(transform).normalized * ;
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var to = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle)) * data.sizeUpAmplitude.RandomFloat();
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var d = data.sizeUpDuration.RandomFloat();
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fly.transform.DOScale(data.sizeUpScale.RandomFloat(), d).SineEase();
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fly.transform.DOMove(to, d).SetRelative().SineEase();
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await d.Seconds();
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d = data.afterMoveDuration.RandomFloat();
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fly.transform.DOScale(data.afterMoveScale.RandomFloat(), d).SineEase();
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to = _coinIcon.transform.position;
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to.z = fly.transform.position.z;
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fly.transform.DOMove(to, d).SineEase();
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await d.Seconds();
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_coinIconPunch.Restart();
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_flyingUIPool.HideEffect(fly.Get<PoolMember>());
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DHaptic.Haptic(data.hapticDuration, data.hapticAmplitude);
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}
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public void Spawn(Vector3 from, int count, bool isPositionUI = false, FlyingUISpawnSettings settings = null)
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{
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for (int i = 0; i < count; i++)
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Spawn(from, isPositionUI, settings);
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_coreData.flyingUISettings.updateMoneyDbDelay.AfterCall(() => _db.Money.Value += count);
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}
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public void Spawn(Vector3 from, bool isPositionUI = false, FlyingUISpawnSettings settings = null)
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{
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if (settings == null)
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settings = _defaultSpawnSettings;
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var newFlyingUI = _flyingUIPool.Spawn(Vector3.zero).transform;
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var p = from;
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if (!isPositionUI)
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p = _camera.WorldToScreenPoint(from);
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var swift = settings.swift;
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var x = settings.amplitude.RandomFloat() * DMath.RandomSign();
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var y = settings.amplitude.RandomFloat() * DMath.RandomSign();
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swift.x += x;
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swift.y += y;
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newFlyingUI.position = p + swift;
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var data = _coreData.flyingUISettings;
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newFlyingUI.localScale = Vector3.one * data.startScale;
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Tweener scaleAnimation = newFlyingUI.DOScale(data.endScale, data.animationsDuration)
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.SetEase(data.animationEase);
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Tweener moveAnimation = !settings.isRainAnimation
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? newFlyingUI.DOMove(_coinIcon.transform.position, data.animationsDuration)
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: newFlyingUI.DOMove(new Vector3(0, _coreData.flyingUISettings.rainAmplitude.RandomFloat()), data.animationsDuration).SetRelative();
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moveAnimation.SetEase(data.animationEase);
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newFlyingUI.Get<FlyingUIPoolMember>().
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OnStartMove(scaleAnimation, moveAnimation, data.animationsDuration, _coinIcon, settings);
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}
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}
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}
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