lucid-super-dream/Assets/Scripts/TargetLockIcon.cs

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2021-01-05 18:13:29 +01:00
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine.UI;
using UnityEngine;
public class TargetLockIcon : MonoBehaviour
{
[SerializeField] private TransformPool pool;
[SerializeField] private Camera cam;
private Dictionary<Transform, int> _poolObjects = new Dictionary<Transform, int>();
public void SpawnIcon (Transform obj)
{
var (icon, idx) = pool.GetObject();
icon.gameObject.SetActive(true);
icon.eulerAngles = new Vector3(0, 0, 45);
icon.localScale = Vector3.zero;
icon.position = RectTransformUtility.WorldToScreenPoint(cam, obj.position);
icon.GetComponent<Image>().color = Color.white;
icon.DORotate(Vector3.zero, 0.33f).SetEase(Ease.OutBack);
icon.DOScale(Vector3.one, 0.33f).SetEase(Ease.OutBack);
_poolObjects.Add(icon, idx);
}
public void ClearIcons()
{
foreach (var kvp in _poolObjects)
{
var delay = Random.Range(0f, 0.2f);
kvp.Key.GetComponent<Image>().DOFade(0, 0.33f).SetEase(Ease.InQuint).SetDelay(delay);
kvp.Key.DOScale(Vector3.one * 1.5f, 0.33f).SetEase(Ease.InBack).SetDelay(delay).OnComplete(() =>
{
kvp.Key.gameObject.SetActive(false);
pool.ReturnObject(kvp.Key, kvp.Value);
});
}
_poolObjects.Clear();
}
}