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

132 lines
4.2 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 UnityEngine.UI;
using DG.Tweening;
namespace WordsToolkit.Scripts.Gameplay
{
[RequireComponent(typeof(RectTransform))]
public class ConnectionCircle : MonoBehaviour
{
[Header("Animation Settings")]
public float pulseDuration = 0.5f;
public float pulseScale = 1.2f;
public float appearDuration = 0.2f;
private RectTransform rectTransform;
private Image image;
private Sequence pulseSequence;
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
image = GetComponent<Image>();
if (image == null)
image = gameObject.AddComponent<Image>();
// Start with circle invisible
if (image != null)
{
Color color = image.color;
color.a = 0;
image.color = color;
}
}
public void Appear()
{
// Stop any running animations
if (pulseSequence != null)
pulseSequence.Kill();
// Reset scale
rectTransform.localScale = Vector3.zero;
// Make sure it's visible
gameObject.SetActive(true);
// Animate appear with pop effect
rectTransform.DOScale(Vector3.one, appearDuration)
.SetEase(Ease.OutBack);
// Fade in
if (image != null)
{
Color color = image.color;
Color targetColor = new Color(color.r, color.g, color.b, 1f);
image.DOColor(targetColor, appearDuration);
}
// Start pulsing
StartPulse();
}
public void Disappear()
{
// Stop any running animations
if (pulseSequence != null)
pulseSequence.Kill();
// Animate disappear
rectTransform.DOScale(Vector3.zero, appearDuration)
.SetEase(Ease.InBack)
.OnComplete(() => gameObject.SetActive(false));
// Fade out
if (image != null)
{
Color color = image.color;
Color targetColor = new Color(color.r, color.g, color.b, 0f);
image.DOColor(targetColor, appearDuration);
}
}
private void StartPulse()
{
// Create a gentle pulse animation
pulseSequence = DOTween.Sequence();
pulseSequence.Append(rectTransform.DOScale(Vector3.one * pulseScale, pulseDuration / 2)
.SetEase(Ease.InOutSine));
pulseSequence.Append(rectTransform.DOScale(Vector3.one, pulseDuration / 2)
.SetEase(Ease.InOutSine));
pulseSequence.SetLoops(-1); // Loop indefinitely
}
private void OnDisable()
{
// Kill animations when disabled
if (pulseSequence != null)
pulseSequence.Kill();
}
// Set circle color
public void SetColor(Color newColor)
{
if (image != null)
image.color = newColor;
}
// Set circle size
public void SetSize(float size)
{
if (rectTransform != null)
rectTransform.sizeDelta = new Vector2(size, size);
}
}
}