Scoring UI and Bird Texture Update
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@ -0,0 +1,69 @@
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|||||||
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using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
namespace Unity.BossRoom.Gameplay.UI
|
||||||
|
{
|
||||||
|
public class FloatingScore : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private TextMeshProUGUI scoreChangeText; // The text component
|
||||||
|
[SerializeField] private Image backgroundImage; // The background image
|
||||||
|
[SerializeField] private float animationDuration = 1.5f; // How long the animation lasts
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||||||
|
[SerializeField] private Vector3 floatOffset = new Vector3(0, 2f, 0); // How far upward to move
|
||||||
|
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||||||
|
private CanvasGroup canvasGroup; // Used for fading
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||||||
|
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||||||
|
private void Awake()
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|
{
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|
canvasGroup = gameObject.AddComponent<CanvasGroup>(); // Adds a CanvasGroup for fading
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|
}
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||||||
|
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||||||
|
/// <summary>
|
||||||
|
/// Initializes the floating score effect.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="change">The amount by which the score changed.</param>
|
||||||
|
public void Initialize(int change)
|
||||||
|
{
|
||||||
|
// Set the text to display the score change, adding a '+' for positive changes.
|
||||||
|
if (change >= 0)
|
||||||
|
{
|
||||||
|
scoreChangeText.text = $"+{change}";
|
||||||
|
backgroundImage.color = new Color(0.66f, 1f, 0.38f, 1f); // Green for increases
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
scoreChangeText.text = $"{change}";
|
||||||
|
backgroundImage.color = new Color(1f, 0.4f, 0.38f, 1f); // Red for decreases
|
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|
}
|
||||||
|
|
||||||
|
StartCoroutine(Animate());
|
||||||
|
}
|
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|
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||||||
|
/// <summary>
|
||||||
|
/// Animates the floating score effect.
|
||||||
|
/// </summary>
|
||||||
|
private IEnumerator Animate()
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|
{
|
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|
float elapsedTime = 0f;
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|
Vector3 startPosition = transform.position;
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Vector3 endPosition = startPosition + floatOffset;
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|
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while (elapsedTime < animationDuration)
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{
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float t = elapsedTime / animationDuration;
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transform.position = Vector3.Lerp(startPosition, endPosition, t);
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canvasGroup.alpha = Mathf.Lerp(1f, 0f, t);
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|
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elapsedTime += Time.deltaTime;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ensure final position and alpha values
|
||||||
|
transform.position = endPosition;
|
||||||
|
canvasGroup.alpha = 0f;
|
||||||
|
|
||||||
|
Destroy(gameObject); // Destroy the effect once the animation is complete
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6472f7406d323d543b819ab5f5405f8e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue