Анимации перехода меню <--> геймплей
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50
Assets/Scripts/Gameplay/GameplayLayoutController.cs
Normal file
50
Assets/Scripts/Gameplay/GameplayLayoutController.cs
Normal file
@ -0,0 +1,50 @@
|
||||
using DG.Tweening;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
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public class GameplayLayoutController : MonoBehaviour
|
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{
|
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[Header("Панели")]
|
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[SerializeField] private RectTransform _leftPanel;
|
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[SerializeField] private float _leftOpenedPosition = 506.9099f;
|
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[SerializeField] private float _panelsTransitionDuration;
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[SerializeField] private Ease _panelsOpenEase;
|
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[SerializeField] private Ease _panelsCloseEase;
|
||||
|
||||
[Header("Доска")]
|
||||
[SerializeField] private Transform _board;
|
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[SerializeField] private float _boardOpenedY = -5.93f;
|
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[SerializeField] private float _boardClosedY = 8;
|
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[SerializeField] private float _boardTransitionDuration = 1;
|
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[SerializeField] private Ease _boardOpenEase;
|
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[SerializeField] private Ease _boardCloseEase;
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|
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public Sequence GetOpenSequence() => GetSequenceByState(true);
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public Sequence GetCloseSequence() => GetSequenceByState(false);
|
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private Sequence GetSequenceByState(bool open)
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{
|
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float leftTarget = open ? _leftOpenedPosition : 0;
|
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float boardTarget = open ? _boardOpenedY : _boardClosedY;
|
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Ease boardEase = open ? _boardOpenEase : _boardCloseEase;
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||||
Ease panelsEase = open ? _panelsOpenEase : _panelsCloseEase;
|
||||
return GetTransitionSequence(leftTarget, boardTarget, boardEase, panelsEase);
|
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}
|
||||
|
||||
private Sequence GetTransitionSequence(float targetLeftX, float targetBoardY, Ease boardEase, Ease panelsEase)
|
||||
{
|
||||
if (_leftPanel == null || _board == null)
|
||||
throw new Exception("Панели или доска не назначены!");
|
||||
|
||||
var sequence = DOTween.Sequence();
|
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Tween left = _leftPanel.DOAnchorPosX(targetLeftX, _panelsTransitionDuration)
|
||||
.SetEase(panelsEase);
|
||||
Tween board = _board.DOMoveY(targetBoardY, _boardTransitionDuration)
|
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.SetEase(boardEase);
|
||||
|
||||
sequence.Append(left);
|
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sequence.Append(board);
|
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|
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return sequence;
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}
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}
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2
Assets/Scripts/Gameplay/GameplayLayoutController.cs.meta
Normal file
2
Assets/Scripts/Gameplay/GameplayLayoutController.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b7843dd7eada79f45b77a663e8a9ea8b
|
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@ -7,8 +7,6 @@ using UnityEngine;
|
||||
|
||||
public class MenuLayoutController : MonoBehaviour, IControlable
|
||||
{
|
||||
public event Action OnTransitionFinished;
|
||||
|
||||
[Header("Панели")]
|
||||
[SerializeField] List<MenuPanel> _panels;
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int _panelIndex = 0;
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@ -16,11 +14,11 @@ public class MenuLayoutController : MonoBehaviour, IControlable
|
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[Header("Анимация открытия/закрытия")]
|
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[SerializeField] private RectTransform _leftPanel;
|
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[SerializeField] private RectTransform _rightPanel;
|
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[SerializeField] private float _transitionSpeed;
|
||||
[SerializeField] private float _transitionDuration;
|
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[SerializeField] private Ease _ease;
|
||||
private float _leftOpenedPosition;
|
||||
private float _rightOpenedPosition;
|
||||
private Sequence _sequence;
|
||||
//private Sequence _sequence;
|
||||
|
||||
public bool ControlsEnabled { get; set; }
|
||||
|
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@ -68,56 +66,30 @@ public class MenuLayoutController : MonoBehaviour, IControlable
|
||||
return dir_h;
|
||||
}
|
||||
|
||||
public void Open() => SetMenuState(true);
|
||||
public void Close() => SetMenuState(false);
|
||||
public Sequence GetOpenSequence() => GetSequenceByState(true);
|
||||
public Sequence GetCloseSequence() => GetSequenceByState(false);
|
||||
|
||||
private void SetMenuState(bool open)
|
||||
private Sequence GetSequenceByState(bool open)
|
||||
{
|
||||
float leftTarget = open ? _leftOpenedPosition : 0;
|
||||
float rightTarget = open ? _rightOpenedPosition : 0;
|
||||
PerformTransition(leftTarget, rightTarget);
|
||||
return GetTransitionSequence(leftTarget, rightTarget);
|
||||
}
|
||||
|
||||
private void PerformTransition(float targetLeftX, float targetRightX)
|
||||
private Sequence GetTransitionSequence(float targetLeftX, float targetRightX)
|
||||
{
|
||||
if (_leftPanel == null || _rightPanel == null)
|
||||
{
|
||||
Debug.LogError("Панели не назначены!");
|
||||
return;
|
||||
}
|
||||
throw new Exception("Панели не назначены!");
|
||||
|
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if (_sequence != null)
|
||||
{
|
||||
_sequence.Kill(complete: false);
|
||||
_sequence = null;
|
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}
|
||||
|
||||
OnTransitionFinished = null;
|
||||
|
||||
float distanceLeft = Mathf.Abs(targetLeftX - _leftPanel.anchoredPosition.x);
|
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float distanceRight = Mathf.Abs(targetRightX - _rightPanel.anchoredPosition.x);
|
||||
|
||||
float durationLeft = distanceLeft / _transitionSpeed;
|
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float durationRight = distanceRight / _transitionSpeed;
|
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float duration = Mathf.Max(durationLeft, durationRight); // Чтобы обе закончили вместе
|
||||
|
||||
_sequence = DOTween.Sequence();
|
||||
|
||||
Tween left = _leftPanel.DOAnchorPosX(targetLeftX, duration)
|
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var sequence = DOTween.Sequence();
|
||||
Tween left = _leftPanel.DOAnchorPosX(targetLeftX, _transitionDuration)
|
||||
.SetEase(_ease);
|
||||
|
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Tween right = _rightPanel.DOAnchorPosX(targetRightX, duration)
|
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Tween right = _rightPanel.DOAnchorPosX(targetRightX, _transitionDuration)
|
||||
.SetEase(_ease);
|
||||
|
||||
_sequence.Join(left);
|
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_sequence.Join(right);
|
||||
|
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_sequence.OnComplete(() =>
|
||||
{
|
||||
OnTransitionFinished?.Invoke();
|
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_sequence = null;
|
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});
|
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|
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_sequence.PlayForward();
|
||||
sequence.Join(left);
|
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sequence.Join(right);
|
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return sequence;
|
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}
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}
|
||||
@ -1,36 +1,57 @@
|
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using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
public class MenuGameplayTransit : MonoBehaviour
|
||||
{
|
||||
[SerializeField] MenuLayoutController menu;
|
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[SerializeField] GameplayLayoutController gameplay;
|
||||
|
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Sequence _sequence;
|
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bool locked = false;
|
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private void Update()
|
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{
|
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if (locked) return;
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Alpha1))
|
||||
StartGame();
|
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else if (Input.GetKeyDown(KeyCode.Alpha2))
|
||||
GotoMenu();
|
||||
|
||||
}
|
||||
|
||||
public void StartGame()
|
||||
{
|
||||
menu.Close();
|
||||
menu.OnTransitionFinished += OnClosed;
|
||||
Lock();
|
||||
if (_sequence != null)
|
||||
{
|
||||
_sequence.Kill();
|
||||
_sequence = null;
|
||||
}
|
||||
|
||||
_sequence = DOTween.Sequence();
|
||||
_sequence.Append(menu.GetCloseSequence());
|
||||
_sequence.Append(gameplay.GetOpenSequence());
|
||||
_sequence.onComplete += Unlock;
|
||||
|
||||
_sequence.PlayForward();
|
||||
}
|
||||
|
||||
public void GotoMenu()
|
||||
{
|
||||
menu.Open();
|
||||
menu.OnTransitionFinished += OnOpened;
|
||||
Lock();
|
||||
if (_sequence != null)
|
||||
{
|
||||
_sequence.Kill();
|
||||
_sequence = null;
|
||||
}
|
||||
|
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_sequence = DOTween.Sequence();
|
||||
_sequence.Append(gameplay.GetCloseSequence());
|
||||
_sequence.Append(menu.GetOpenSequence());
|
||||
_sequence.onComplete += Unlock;
|
||||
|
||||
_sequence.PlayForward();
|
||||
}
|
||||
|
||||
private void OnOpened()
|
||||
{
|
||||
menu.OnTransitionFinished -= OnOpened;
|
||||
print("Меню открыто");
|
||||
}
|
||||
|
||||
private void OnClosed()
|
||||
{
|
||||
print("Меню закрыто");
|
||||
}
|
||||
private void Lock() => this.locked = true;
|
||||
private void Unlock() => this.locked = false;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user