Files
WordConnect/Assets/WordConnectGameToolkit/Scripts/GUI/Labels/LabelAnim.cs

69 lines
2.5 KiB
C#

// // ©2015 - 2025 Candy Smith
// // All rights reserved
// // Redistribution of this software is strictly not allowed.
// // Copy of this software can be obtained from unity asset store only.
// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// // THE SOFTWARE.
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using VContainer;
using WordsToolkit.Scripts.Audio;
using WordsToolkit.Scripts.Data;
using WordsToolkit.Scripts.Gameplay.Pool;
namespace WordsToolkit.Scripts.GUI.Labels
{
public class LabelAnim : MonoBehaviour
{
public GameObject prefab;
public Transform targetTransform;
public ResourceObject associatedResource;
[SerializeField]
protected GameObject fxPrefab;
[SerializeField]
protected TextMeshProUGUI coinsTextPrefab;
protected Tweener doPunchScale;
[Inject]
protected IAudioService _audioService;
protected IAnimationSource animatedObjectSource;
[SerializeField]
protected UnityEvent OnAnimationComplete;
protected GameObject GetAnimatedObjectSource(GameObject o)
{
animatedObjectSource ??= new PooledAnimationSource(o??prefab, transform);
return animatedObjectSource.GetAnimatedObject();
}
protected void Release(GameObject o)
{
animatedObjectSource?.ReleaseObject(o);
}
protected void PopupText(Vector3 transformPosition, string rewardDataCount)
{
var coinsText = PoolObject.GetObject(coinsTextPrefab.gameObject, transformPosition).GetComponent<TextMeshProUGUI>();
coinsText.transform.position = transformPosition;
coinsText.text = rewardDataCount;
coinsText.alpha = 0;
var sequence = DOTween.Sequence();
sequence.Append(coinsText.DOFade(1, 0.2f));
sequence.Join(coinsText.transform.DOMoveY(coinsText.transform.position.y + .5f, .5f)).OnComplete(() => { PoolObject.Return(coinsText.gameObject); });
sequence.Append(coinsText.DOFade(0, 0.2f));
}
}
}