Emojiji/Assets/Scripts/Flow/WinScreen.cs
2024-01-28 14:38:07 +01:00

44 lines
No EOL
1.2 KiB
C#

using System;
using Audio;
using DG.Tweening;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
namespace Flow {
public class WinScreen : MonoBehaviour {
[SerializeField] private CanvasGroup canvasGroup;
[SerializeField] private RectTransform winBackground;
[SerializeField] private RectTransform winText;
[SerializeField] private RectTransform backToMenuButton;
private bool _hasWon;
public void LoadMenu() {
AudioManager.instance.FadeOut("Musica", 1f);
AudioManager.instance.FadeIn("Menu", 1f);
SceneManager.LoadScene(sceneBuildIndex: 0);
}
public void Win() {
_hasWon = true;
canvasGroup.blocksRaycasts = true;
canvasGroup.DOFade(1f, .5f);
winBackground.localScale = new Vector3(0, 0, 1);
winText.localScale = new Vector3(0, 0, 1);
backToMenuButton.localScale = new Vector3(0, 0, 1);
winBackground.DOScale(1f, .25f).SetDelay(.5f).SetEase(Ease.OutBack);
winText.DOScale(1f, .25f).SetDelay(.55f).SetEase(Ease.OutBack);
backToMenuButton.DOScale(1f, .25f).SetDelay(.6f).SetEase(Ease.OutBack);
}
private void Update() {
if (_hasWon && Input.anyKeyDown) {
//Application.Quit();
}
}
}
}