89 lines
2.4 KiB
C#

using DG.Tweening;
using UnityEngine;
public class Chip : MonoBehaviour
{
public Team team;
[SerializeField] float acceleration = 200f;
[SerializeField] float maxFallingRotationSpeed = 500;
[SerializeField] private SpriteRenderer spriteRenderer;
[SerializeField] private SpriteMask mask;
[Header("Победная анимация")]
[SerializeField] private Transform winDots;
[SerializeField] private float winAnimationDuration = 1;
private float chipVelocity = 0;
private float rotationSpeed = 0;
private float winDotsPosition = 1.5f;
private Tween winTween;
public void Configure(Sprite sprite, Team team)
{
spriteRenderer.sprite = sprite;
mask.sprite = sprite;
this.team = team;
mask.enabled = false;
winDots.gameObject.SetActive(false);
}
public virtual void RemoveFromField()
{
Destroy(gameObject);
}
public bool MoveToLinear(Vector2 target, float speed)
{
transform.position = Vector2.MoveTowards(transform.position, target, speed * Time.deltaTime);
if ((Vector2)transform.position == target)
return true;
return false;
}
public bool MoveToAccelerated(Vector2 target)
{
transform.position = Vector2.MoveTowards(transform.position, target, chipVelocity * Time.deltaTime);
chipVelocity += acceleration * Time.deltaTime;
if ((Vector2)transform.position == target)
{
acceleration = 0;
return true;
}
return false;
}
public void SetRandomRotationSpeed() => rotationSpeed = Random.Range(-maxFallingRotationSpeed, maxFallingRotationSpeed);
public void Rotate() => transform.Rotate(Vector3.forward * rotationSpeed * Time.deltaTime);
public void WinAnimation()
{
if(winTween != null)
{
winTween.Kill();
winTween = null;
}
mask.enabled = true;
winDots.gameObject.SetActive(true);
Vector2 startPosition = new Vector2(winDotsPosition, winDotsPosition);
winDots.localPosition = startPosition;
winTween = winDots.DOLocalMove(-startPosition, winAnimationDuration).SetEase(Ease.Linear);
winTween.onComplete = () =>
{
mask.enabled = false;
winDots.gameObject.SetActive(false);
};
winTween.PlayForward();
}
}