added win animation

This commit is contained in:
Steven 2017-10-15 02:38:13 -05:00
parent b9419896a8
commit 0c4f170fb8
7 changed files with 672 additions and 1 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class WinAnimationController : MonoBehaviour {
[SerializeField]
private Image _spySprite, _guardSprite, _starSprite;
[SerializeField]
private Text _winText;
[SerializeField]
private Image _winAnimationPanel;
delegate T GetDelegate<T>();
delegate void SetDelegate<T>(T value);
public class Vector3Ref
{
public Vector3 refVar;
public Vector3Ref(ref Vector3 refVar)
{
this.refVar = refVar;
}
}
void Start () {
StartCoroutine(WinAnimation(false));
}
IEnumerator WinAnimation(bool guardsOrSpies)
{
_winText.gameObject.SetActive(true);
_starSprite.gameObject.SetActive(true);
RectTransform winnerTrans = _guardSprite.rectTransform;
if (guardsOrSpies)
{
_guardSprite.gameObject.SetActive(true);
_spySprite.gameObject.SetActive(false);
_winText.text = "Guards\nWin!";
}
else
{
winnerTrans = _spySprite.rectTransform;
_spySprite.gameObject.SetActive(true);
_guardSprite.gameObject.SetActive(false);
_winText.text = "Spies\nWin!";
}
StartCoroutine(FadeOutBackground(1));
// Initialize positions
Vector2 initialPos = winnerTrans.localPosition;
RectTransform starTrans = _starSprite.rectTransform;
Vector2 starSize = starTrans.sizeDelta;
starTrans.sizeDelta = new Vector2(0, 0);
winnerTrans.localPosition = new Vector2(0, Screen.height/2 + winnerTrans.sizeDelta.y / 2.0f);
// Smoothly animate drop down for winnerTrans
GetDelegate<Vector2> getter = () => { return winnerTrans.localPosition; };
SetDelegate<Vector2> setter = v => { winnerTrans.localPosition = v; };
yield return StartCoroutine(SmoothVector2Lerp(getter, setter, winnerTrans.localPosition, initialPos, 2.0f));
// Spin the star simultaneously
StartCoroutine(SpinStar(20.0f));
// Smoothly animate star reveal
getter = () => { return starTrans.sizeDelta; };
setter = v => { starTrans.sizeDelta = v; };
yield return StartCoroutine(SmoothVector2Lerp(getter, setter, starTrans.sizeDelta, starSize, 4.0f));
// Reveal Win Text
yield return StartCoroutine(RevealWinText(1));
yield return null;
}
IEnumerator SmoothVector2Lerp(GetDelegate<Vector2> getter, SetDelegate<Vector2> setter, Vector2 initial, Vector2 final, float speed)
{
setter(initial);
Vector2 yVelocity = final - initial;
float magnitude = yVelocity.magnitude;
yVelocity = yVelocity.normalized;
Vector2 overShotFinal = final + (yVelocity * magnitude * 0.1f);
while (true)
{
Vector2 newVec = Vector2.Lerp(getter(), overShotFinal, Time.deltaTime * speed);
Vector2 checkDireciton = (final - newVec).normalized;
if (checkDireciton != yVelocity)
{
newVec = final;
setter(newVec);
break;
}
setter(newVec);
yield return new WaitForEndOfFrame();
}
yield return null;
}
IEnumerator SpinStar(float speed)
{
float spin = 0.0f;
while (true)
{
spin += Time.deltaTime * speed;
_starSprite.rectTransform.localRotation = Quaternion.Euler(0, 0, spin);
yield return new WaitForEndOfFrame();
}
}
IEnumerator FadeOutBackground(float speed)
{
float time = 0.0f;
float limit = 0.5f;
while (time < limit)
{
_winAnimationPanel.color = new Color(0, 0, 0, time);
float elapsedTime = Time.deltaTime * speed;
time += elapsedTime;
yield return new WaitForEndOfFrame();
}
_winAnimationPanel.color = new Color(0, 0, 0, limit);
yield return null;
}
IEnumerator RevealWinText(float speed)
{
float time = 0.0f;
float limit = 1.0f;
while (time < limit)
{
_winText.color = new Color(1, 1, 1, time);
float elapsedTime = Time.deltaTime * speed;
time += elapsedTime;
yield return new WaitForEndOfFrame();
}
_winText.color = new Color(1, 1, 1, limit);
yield return null;
}
}

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