Aimbot-ParallelEnv/Assets/Script/Start/StartMenuAnimations.cs

99 lines
3.7 KiB
C#
Raw Normal View History

using DG.Tweening;
using UnityEngine;
public class StartMenuAnimations : MonoBehaviour
{
public GameObject maskObj;
public GameObject mixButton;
public GameObject attackButton;
public GameObject gotoButton;
public GameObject freeButton;
public float animeDuration = 0.2f;
public Vector3 mixDestination = new Vector3(-85, 29, 0);
public Vector3 attackDestination = new Vector3(-100, 0, 0);
public Vector3 gotoDestination = new Vector3(-115, -29, 0);
public Vector3 freeDestination = new Vector3(-130, -58, 0);
public float maskScaleX = 1;
public float maskScaleY = 0.4f;
private Vector3 mixOriginDestination;
private Vector3 attackOriginDestination;
private Vector3 gotoOriginDestination;
private Vector3 freeOriginDestination;
private PolygonCollider2D parallelogramPolygon;
private bool isMouseOverMask = false;
private void Start()
{
// get start position
mixOriginDestination = mixButton.transform.position;
attackOriginDestination = attackButton.transform.position;
gotoOriginDestination = gotoButton.transform.position;
freeOriginDestination = freeButton.transform.position;
// transform local vector3 to world vector3 by parent
mixDestination += mixButton.transform.parent.position;
attackDestination += attackButton.transform.parent.position;
gotoDestination += gotoButton.transform.parent.position;
freeDestination += freeButton.transform.parent.position;
//get polygon from maskOBJ
parallelogramPolygon = maskObj.GetComponent<PolygonCollider2D>();
// minimize mask object
MinimizeMaskObj();
}
private void Update()
{
// check if mouse is in parallelogram
if (!isMouseOverMask && parallelogramPolygon.OverlapPoint(Input.mousePosition))
{
isMouseOverMask = true;
OnMaskPointerEnter();
}
else if (isMouseOverMask && !parallelogramPolygon.OverlapPoint(Input.mousePosition))
{
isMouseOverMask = false;
OnMaskPointerExit();
}
}
private void OnMaskPointerEnter()
{
// dotween move button
mixButton.transform.DOMove(mixDestination, animeDuration, true).SetEase(Ease.OutCirc).Play();
attackButton.transform.DOMove(attackDestination, animeDuration, true).SetEase(Ease.OutCirc).Play();
gotoButton.transform.DOMove(gotoDestination, animeDuration, true).SetEase(Ease.OutCirc).Play();
freeButton.transform.DOMove(freeDestination, animeDuration, true).SetEase(Ease.OutCirc).Play();
MaximizeMaskObj();
}
private void OnMaskPointerExit()
{
// dotween move button batck to original position
mixButton.transform.DOMove(mixOriginDestination, animeDuration, true).SetEase(Ease.OutCirc).Play();
attackButton.transform.DOMove(attackOriginDestination, animeDuration, true).SetEase(Ease.OutCirc).Play();
gotoButton.transform.DOMove(gotoOriginDestination, animeDuration, true).SetEase(Ease.OutCirc).Play();
freeButton.transform.DOMove(freeOriginDestination, animeDuration, true).SetEase(Ease.OutCirc).Play();
MinimizeMaskObj();
}
private void MinimizeMaskObj()
{
// minimize mask object use dotween doscale
maskObj.transform.DOScaleX(maskScaleX, animeDuration).SetEase(Ease.OutCirc).Play();
maskObj.transform.DOScaleY(maskScaleY, animeDuration).SetEase(Ease.OutCirc).Play();
}
private void MaximizeMaskObj()
{
// maximize mask object use dotween doscale
maskObj.transform.DOScaleX(1, animeDuration).SetEase(Ease.OutCirc).Play();
maskObj.transform.DOScaleY(1, animeDuration).SetEase(Ease.OutCirc).Play();
}
}