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CrowdControl/Assets/3rd/D2D_Scripts/UI/ClaimRewardOnClick.cs

136 lines
3.3 KiB
C#

2 months ago
using UnityEngine;
using System;
using System.Collections;
using System.Linq;
using D2D;
using D2D.Core;
using D2D.Databases;
using D2D.Gameplay;
using D2D.UI;
using D2D.Utilities;
using D2D.Utils;
using DG.Tweening;
using TMPro;
using UnityEngine.UI;
using static D2D.Utilities.SettingsFacade;
using static D2D.Utilities.CommonLazyFacade;
using static D2D.Utilities.CommonGameplayFacade;
namespace D2D
{
public class ClaimRewardOnClick : DButtonListener
{
[SerializeField] private bool _isButton;
[Header("Animations")]
[SerializeField] private bool _isBunchEffect;
[SerializeField] private bool _showClaimAnimation;
[SerializeField] private bool _showBillAnimation;
[Space]
[SerializeField] private GameObject _bunchPopup;
[SerializeField] private GameObject _body;
[SerializeField] private GameObject _rewardEffect;
[SerializeField] private TMP_Text _popupLabel;
[SerializeField] private GameObject _popup;
[SerializeField] private GameObject _rawImage;
public bool IsRewarded { get; private set; }
public bool IsClaimed { get; private set; }
private void Start()
{
_stateMachine.On<SceneLoading>(ApplyRewardIfNeeded);
}
private void Update()
{
if (!_isButton)
{
if (DInput.IsMousePressed)
Claim();
}
}
protected override async void OnClick()
{
if (_isButton)
Claim();
}
private async void Claim()
{
if (IsClaimed)
return;
IsClaimed = true;
if (_isBunchEffect)
{
if (_bunchPopup != null)
{
_bunchPopup.On();
_bunchPopup.ChildrenGet<TMP_Text>().IfNotNull(t => t.text = $"+{_level.Reward}");
}
_body.GetComponentsInChildren<MaskableGraphic>()
.ForEach(g =>
{
g.DOKill();
g.DOFade(0, 0);
});
_flyingSpawner.SpawnBunch(_body.transform.position, async () =>
{
ApplyRewardIfNeeded();
await .5f.Seconds();
LoadNextLevel();
});
return;
}
_rewardEffect.On();
if (_showBillAnimation)
_rawImage.On();
_popup.On();
_popupLabel.text = "+" + _level.Reward;
if (_showClaimAnimation)
{
_body.GetComponentsInChildren<MaskableGraphic>()
.ForEach(g => g.DOFade(0, 0f));
await .3f.Seconds();
ApplyRewardIfNeeded();
await 2f.Seconds();
}
LoadNextLevel();
}
private static void LoadNextLevel()
{
_sceneLoader.ReloadCurrentScene();
// _sceneLoader.LoadLevel(_level.GetNextSceneNumber());
}
private void ApplyRewardIfNeeded()
{
if (IsRewarded)
return;
IsRewarded = true;
_db.Money.Value += _level.Reward;
}
}
}