Files
WordConnect/Assets/WordConnectGameToolkit/Scripts/Gameplay/SpecialItem.cs

122 lines
4.8 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 UnityEngine;
using DG.Tweening;
using System;
using UnityEngine.UI;
using VContainer;
using WordsToolkit.Scripts.Audio;
using WordsToolkit.Scripts.System;
using WordsToolkit.Scripts.Enums;
using WordsToolkit.Scripts.Gameplay.Pool;
namespace WordsToolkit.Scripts.Gameplay
{
public class SpecialItem : MonoBehaviour
{
[Header("Animation Settings")]
[SerializeField] private float moveDuration = 0.7f; // Matched with AnimateExtraWord
[SerializeField] private float fadeOutDuration = 0.2f;
[SerializeField] private AudioClip collectSound; // Sound to play when item is collected
[SerializeField] private AudioClip bounceSound; // Sound to play on bounce effect
[Inject]
private IAudioService audioService; // Audio service for playing sounds
private Sequence animationSequence;
[SerializeField]
private ParticleSystem collectEffect; // Optional particle effect to play on collection
/// <summary>
/// Animates the special item to a target position using an arc path animation
/// </summary>
/// <param name="targetPosition">The world position to move to</param>
/// <param name="onComplete">Optional callback when animation completes</param>
public void FlyToPosition(Vector3 targetPosition, Action onComplete = null)
{
// Kill any existing animation
animationSequence?.Kill();
// Make sure the item is visible
gameObject.SetActive(true);
// audioService?.PlaySound(collectSound);
// Create animation sequence
animationSequence = DOTween.Sequence();
// Store original scale
Vector3 originalScale = transform.localScale;
audioService?.PlaySound(bounceSound);
// Initial move up animation
Vector3 startPosition = transform.position;
animationSequence.Append(transform.DOMoveY(startPosition.y + 0.5f, 0.3f)
.SetEase(Ease.OutCubic));
// Add delay after move up
animationSequence.AppendInterval(0.2f);
// Calculate a mid-point for the arc
startPosition = transform.position;
Vector3 midPoint = (startPosition + targetPosition) / 2f;
// Determine arc height based on the distance between points (30% of distance)
float arcHeight = Vector3.Distance(startPosition, targetPosition) * 0.3f;
midPoint.y += arcHeight;
// Calculate half duration for scaling
float halfDuration = moveDuration / 2f;
// Create path animation
var pathTween = transform.DOMove(
targetPosition,
moveDuration)
.SetEase(Ease.OutQuad);
// Add the path animation to the sequence
animationSequence.Append(pathTween);
// Scale down during the second half (matches AnimateExtraWord)
animationSequence.Append(transform.DOScale(originalScale * 0.8f, .2f).SetLoops(1, LoopType.Yoyo)
.SetEase(Ease.InOutQuad));
// Fade out at the end
Image image = GetComponent<Image>();
if (image != null)
{
animationSequence.Append(image.DOFade(0, fadeOutDuration)
.SetEase(Ease.InQuad));
}
// Set completion callback
animationSequence.OnComplete(() => {
// Fire event to notify that a special item was collected
EventManager.GetEvent(EGameEvent.SpecialItemCollected).Invoke();
var fx = PoolObject.GetObject(collectEffect.gameObject, transform.position);
// Invoke the callback if provided
onComplete?.Invoke();
audioService?.PlaySound(collectSound);
// Clean up
Destroy(gameObject);
});
}
// Stop any ongoing animation when destroyed
private void OnDestroy()
{
animationSequence?.Kill();
}
}
}