Initial commit: Unity WordConnect project
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86
Assets/WordConnectGameToolkit/Scripts/GUI/WordBubble.cs
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86
Assets/WordConnectGameToolkit/Scripts/GUI/WordBubble.cs
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// // ©2015 - 2025 Candy Smith
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// // All rights reserved
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// // Redistribution of this software is strictly not allowed.
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// // Copy of this software can be obtained from unity asset store only.
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// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
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// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// // THE SOFTWARE.
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using TMPro;
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using UnityEngine;
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using DG.Tweening;
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using UnityEngine.UI;
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namespace WordsToolkit.Scripts.GUI
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{
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public class WordBubble : MonoBehaviour
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{
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[SerializeField] private TextMeshProUGUI wordText;
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public float shakeDuration = 0.5f;
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public float shakeMagnitude = 0.1f;
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public int vibratoCount = 10;
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public float randomness = 90f;
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public float destroyDelay = 0.2f;
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private RectTransform _rectTransform;
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private ContentSizeFitter _contentSizeFitter;
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private void Awake()
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{
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_rectTransform = GetComponent<RectTransform>();
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_contentSizeFitter = GetComponent<ContentSizeFitter>();
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}
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public void SetWord(string word)
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{
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wordText.text = word;
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// Force content size fitter and layout update
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if (_contentSizeFitter != null)
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{
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Canvas.ForceUpdateCanvases();
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_contentSizeFitter.SetLayoutHorizontal();
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_contentSizeFitter.SetLayoutVertical();
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LayoutRebuilder.ForceRebuildLayoutImmediate(_rectTransform);
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}
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Shake();
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}
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private void Shake()
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{
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if (_rectTransform != null)
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{
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// Create sequence for shake and fade out
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Sequence sequence = DOTween.Sequence();
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// Add shake animation
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sequence.Append(_rectTransform.DOShakeAnchorPos(
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duration: shakeDuration,
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strength: shakeMagnitude * 100f,
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vibrato: vibratoCount,
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randomness: randomness,
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fadeOut: true
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));
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// Add fade out and destroy
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sequence.AppendInterval(destroyDelay);
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sequence.Append(wordText.DOFade(0, 0.2f));
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sequence.OnComplete(() => {
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Destroy(gameObject);
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});
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}
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}
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private void OnDisable()
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{
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_rectTransform?.DOKill();
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wordText?.DOKill();
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}
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}
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}
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