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using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
/// <summary>
/// 定义基本的动画片段
/// </summary>
public static class DT
{
public static void Into<T> (T transform) where T : Transform
{
transform.DOScale(Vector3.one, 0.3f);
}
public static void Outof<T> (T transform) where T : Transform
{
transform.DOScale(Vector3.one / 5f, 0.3f);
}
public static void DuangDuangDuang<T> (T transform) where T : Transform
{
transform.DOShakeScale(1f, 0.5f, 5);
}
}
/// <summary>
/// 各种具体的动画
/// </summary>
public class UIAnim
{
private MonoBehaviour mono;
public UIAnim(MonoBehaviour mono)
{
this.mono = mono;
DOTween.Init(false, true, LogBehaviour.ErrorsOnly);
}
/// <summary>
/// 文字循环明暗变化
/// </summary>
/// <param name="text"></param>
public void TextBlinking(TextMeshProUGUI text)
{
Sequence sequence = DOTween.Sequence();
sequence.Append(text.DOFade(0, 1));
sequence.AppendInterval(1);
sequence.Append(text.DOFade(1, 1.5f));
sequence.AppendInterval(1);
sequence.SetLoops(-1);
}
/// <summary>
/// 打开窗口动画
/// </summary>
/// <param name="window"></param>
public void OpenWindow(GameObject window)
{
window.transform.GetComponent<RectTransform>().localScale = Vector3.one / 2f;
window.SetActive(true);
//window.transform.DOScale(Vector3.one, 10f);
DT.Into(window.GetComponent<RectTransform>().transform);
}
/// <summary>
/// 关闭窗口动画
/// </summary>
/// <param name="window"></param>
/// <param name="t">持续时间</param>
public void CloseWindow(GameObject window, float t = 0.3f)
{
DT.Outof(window.transform.GetComponent<RectTransform>());
mono.StartCoroutine(CloseWindowDelay(window, t));
}
private IEnumerator CloseWindowDelay(GameObject window, float t)
{
yield return new WaitForSeconds(t);
window.SetActive(false);
}
/// <summary>
/// 点击按键动画
/// </summary>
/// <param name="trans"></param>
public void ButtonAnim(Transform trans)
{
DT.DuangDuangDuang(trans);
mono.StartCoroutine(BackScaleDelay(trans, 3f));
}
private IEnumerator BackScaleDelay(Transform trans, float t)
{
yield return new WaitForSeconds(t);
trans.DOKill();
trans.DOScale(Vector3.one, 0.01f);
}
/// <summary>
/// 方块掉落
/// </summary>
/// <param name="trans">方块Trans</param>
/// <param name="XRange">X方向随机掉落范围</param>
/// <param name="YUp">Y方向上升幅度</param>
/// <param name="YDown">Y方向掉落的高度</param>
/// <param name="t">持续时间</param>
public void TileFalldown(Transform trans, float XRange = 100f, float YUp = 50f, float YDown = -500f, float t = 1f)
{
Sequence sequence = DOTween.Sequence();
sequence.Append(trans.DOMoveX(trans.position.x + Random.Range(-XRange, XRange), t).SetEase(Ease.Linear));
sequence.Insert(0, trans.DOMoveY(trans.position.y + YUp, t / 2f).SetEase(Ease.OutCirc));
sequence.Insert(t / 2f, trans.DOMoveY(YDown, t / 2f).SetEase(Ease.InCirc));
sequence.onComplete = () => { trans.gameObject.SetActive(false); };
}
/// <summary>
/// 方块还原
/// </summary>
/// <param name="trans">方块Trans</param>
/// <param name="x">X坐标</param>
/// <param name="y">Y坐标</param>
/// <param name="t">持续时间</param>
public void TileBack(Transform trans, float x, float y, float t = 0.8f)
{
trans.gameObject.SetActive(true);
trans.DOMove(new Vector3(x, y), t).SetEase(Ease.OutCirc);
}
}
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