Setup more of the card system stuff
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committed by
Michal Adam Pikulski
parent
b1df36d48c
commit
80005e6b7d
185
Assets/Scripts/UI/CardSystem/BoosterNotificationDot.cs
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185
Assets/Scripts/UI/CardSystem/BoosterNotificationDot.cs
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using UnityEngine;
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using TMPro;
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using Pixelplacement;
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using Pixelplacement.TweenSystem;
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namespace AppleHills.UI.CardSystem
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{
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/// <summary>
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/// Manages a notification dot that displays a count (e.g., booster packs)
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/// Can be reused across different UI elements that need to show numeric notifications
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/// </summary>
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public class BoosterNotificationDot : MonoBehaviour
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{
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[Header("UI References")]
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[SerializeField] private GameObject dotBackground;
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[SerializeField] private TextMeshProUGUI countText;
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[Header("Settings")]
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[SerializeField] private bool hideWhenZero = true;
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[SerializeField] private bool useAnimation = false;
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[SerializeField] private string textPrefix = "";
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[SerializeField] private string textSuffix = "";
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[SerializeField] private Color textColor = Color.white;
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[Header("Animation")]
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[SerializeField] private bool useTween = true;
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[SerializeField] private float pulseDuration = 0.3f;
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[SerializeField] private float pulseScale = 1.2f;
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// Optional animator reference
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[SerializeField] private Animator animator;
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[SerializeField] private string animationTrigger = "Update";
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// Current count value
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private int _currentCount;
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private Vector3 _originalScale;
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private TweenBase _activeTween;
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private void Awake()
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{
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// Store original scale for pulse animation
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if (dotBackground != null)
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{
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_originalScale = dotBackground.transform.localScale;
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}
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// Apply text color
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if (countText != null)
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{
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countText.color = textColor;
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}
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// Initial setup based on current count
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SetCount(_currentCount);
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}
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/// <summary>
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/// Sets the count displayed on the notification dot
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/// Also handles visibility based on settings
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/// </summary>
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public void SetCount(int count)
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{
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bool countChanged = count != _currentCount;
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_currentCount = count;
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// Update text
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if (countText != null)
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{
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countText.text = textPrefix + count.ToString() + textSuffix;
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}
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// Handle visibility
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if (hideWhenZero)
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{
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SetVisibility(count > 0);
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}
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// Play animation if value changed and animation is enabled
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if (countChanged && count > 0)
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{
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if (useAnimation)
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{
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Animate();
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}
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}
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}
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/// <summary>
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/// Gets the current count value
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/// </summary>
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public int GetCount()
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{
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return _currentCount;
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}
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/// <summary>
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/// Set text formatting options
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/// </summary>
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public void SetFormatting(string prefix, string suffix, Color color)
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{
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textPrefix = prefix;
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textSuffix = suffix;
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textColor = color;
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if (countText != null)
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{
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countText.color = color;
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// Update text with new formatting
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countText.text = textPrefix + _currentCount.ToString() + textSuffix;
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}
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}
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/// <summary>
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/// Explicitly control the notification dot visibility
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/// </summary>
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public void SetVisibility(bool isVisible)
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{
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if (dotBackground != null)
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{
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dotBackground.SetActive(isVisible);
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}
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if (countText != null)
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{
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countText.gameObject.SetActive(isVisible);
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}
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}
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/// <summary>
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/// Show the notification dot
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/// </summary>
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public void Show()
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{
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SetVisibility(true);
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}
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/// <summary>
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/// Hide the notification dot
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/// </summary>
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public void Hide()
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{
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SetVisibility(false);
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}
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/// <summary>
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/// Play animation manually - either using Animator or Tween
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/// </summary>
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public void Animate()
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{
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if (useAnimation)
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{
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if (animator != null)
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{
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animator.SetTrigger(animationTrigger);
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}
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else if (useTween && dotBackground != null)
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{
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// Cancel any existing tweens on this transform
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_activeTween.Cancel();
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// Reset to original scale
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dotBackground.transform.localScale = _originalScale;
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// Pulse animation using Tween
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_activeTween = Tween.LocalScale(dotBackground.transform,
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_originalScale * pulseScale,
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pulseDuration/2,
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0,
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Tween.EaseOut,
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Tween.LoopType.None,
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null,
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() => {
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// Scale back to original size
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Tween.LocalScale(dotBackground.transform,
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_originalScale,
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pulseDuration/2,
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0,
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Tween.EaseIn);
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});
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}
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}
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}
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}
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}
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