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System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AntiExplosion : MonoBehaviour +{ + // List to store the sprites and their initial/final positions + [System.Serializable] + public class SpriteInfo + { + public GameObject sprite; + public Vector3 initialPosition; + } + + public List sprites; // List to store sprites' data + public float animationDuration = 2.0f; // Duration of the reverse explosion animation + public LeanTweenType easingType = LeanTweenType.easeOutBounce; // Easing type for LeanTween + + private Vector3 screenCenter; // Center of the screen for quadrant calculations + + private void Start() + { + // Calculate the screen center in world space + screenCenter = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2, 0)); + screenCenter.z = 0; // Set z to 0 since it's a 2D space + + // Store initial positions and move sprites to quadrant-based scattered positions + foreach (var spriteInfo in sprites) + { + spriteInfo.initialPosition = spriteInfo.sprite.transform.position; // Capture initial position + spriteInfo.sprite.transform.position = GetRandomPositionBasedOnQuadrant(spriteInfo.initialPosition); // Move to a random position in its quadrant + } + + // Start the reverse explosion animation using LeanTween + AnimateSpritesWithLeanTween(); + } + + // Function to determine a random position within a specific quadrant + private Vector3 GetRandomPositionBasedOnQuadrant(Vector3 initialPosition) + { + float scatterRange = 5.0f; // Adjust this value to control how far the pieces scatter + float xPos, yPos; + + // Determine the quadrant based on the initial position relative to the screen center + if (initialPosition.x < screenCenter.x && initialPosition.y > screenCenter.y) // Top-left quadrant + { + xPos = Random.Range(-scatterRange, -scatterRange / 2); + yPos = Random.Range(scatterRange / 2, scatterRange); + } + else if (initialPosition.x > screenCenter.x && initialPosition.y > screenCenter.y) // Top-right quadrant + { + xPos = Random.Range(scatterRange / 2, scatterRange); + yPos = Random.Range(scatterRange / 2, scatterRange); + } + else if (initialPosition.x < screenCenter.x && initialPosition.y < screenCenter.y) // Bottom-left quadrant + { + xPos = Random.Range(-scatterRange, -scatterRange / 2); + yPos = Random.Range(-scatterRange, -scatterRange / 2); + } + else // Bottom-right quadrant + { + xPos = Random.Range(scatterRange / 2, scatterRange); + yPos = Random.Range(-scatterRange, -scatterRange / 2); + } + + return new Vector3(xPos, yPos, 0); + } + + // Function to animate all sprites back to their initial positions using LeanTween + private void AnimateSpritesWithLeanTween() + { + foreach (var spriteInfo in sprites) + { + LeanTween.move(spriteInfo.sprite, spriteInfo.initialPosition, animationDuration) + .setEase(easingType); // Apply the chosen easing effect + } + } +} diff --git a/Assets/Scripts/Dev/AntiExplosion.cs.meta 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animation + + private List pieces = new List(); // List to store all child pieces + + void Start() + { + // Find all child pieces in the parent object + foreach (Transform child in transform) + { + pieces.Add(child.gameObject); + } + + // Start the random rotation animation + AnimatePieces(); + } + + void AnimatePieces() + { + foreach (GameObject piece in pieces) + { + // Store the original rotation of the piece + Quaternion originalRotation = piece.transform.rotation; + + // Calculate a random rotation angle within the specified range + float randomAngle = Random.Range(-rotationRange, rotationRange); + + // Rotate the piece to the random angle + LeanTween.rotateZ(piece, randomAngle, rotationDuration / 2) + .setEase(easingType) + .setOnComplete(() => + { + // Rotate back to the original rotation + LeanTween.rotate(piece, originalRotation.eulerAngles, rotationDuration / 2) + .setEase(easingType); + }); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Dev/RandomRotationAnimation.cs.meta b/Assets/Scripts/Dev/RandomRotationAnimation.cs.meta new file mode 100644 index 00000000..03c75400 --- /dev/null +++ b/Assets/Scripts/Dev/RandomRotationAnimation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7ff922f5dcb030341b22480cc148e767 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Dev/SnapBackAnim.cs b/Assets/Scripts/Dev/SnapBackAnim.cs new file mode 100644 index 00000000..14c59ca5 --- /dev/null +++ b/Assets/Scripts/Dev/SnapBackAnim.cs @@ -0,0 +1,58 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SnapBackAni : MonoBehaviour +{ + [System.Serializable] + public class PieceInfo + { + public GameObject piece; // The piece to be animated + public Vector3 originalPosition; // The original position to snap back to + } + + public List pieces = new List(); // List of pieces and their original positions + public float snapDuration = 0.5f; // Duration of each snap animation + public float delayBetweenSnaps = 0.2f; // Delay between each piece snapping + public LeanTweenType ease; + private void Start() + { + // Start the snapping animation + StartCoroutine(SnapPiecesBack()); + } + + private IEnumerator SnapPiecesBack() + { + // Loop through each piece in the list + foreach (var pieceInfo in pieces) + { + CanvasGroup canvasGroup = pieceInfo.piece.GetComponent(); + + if (canvasGroup != null) + { + LeanTween.alphaCanvas(canvasGroup, 1f, 0.1f); + } + // Snap the piece to its original position using LeanTween + LeanTween.move(pieceInfo.piece, pieceInfo.originalPosition, snapDuration) + .setEase(ease); // Add a smooth ease-out effect + + // Wait for the specified delay before snapping the next piece + yield return new WaitForSeconds(delayBetweenSnaps); + } + } + [ContextMenu("Setup Pieces From Children")] + 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