82 lines
2.5 KiB
C#
82 lines
2.5 KiB
C#
using UnityEngine;
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using TMPro;
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using DG.Tweening;
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namespace Ashwild.UI
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{
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/// <summary>
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/// A single line in the player presence feed (e.g. "Alex a rejoint la partie"). Fades itself in,
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/// holds, fades out, then self-destructs — the parent holder's layout group handles stacking, so
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/// this only ever animates its own alpha and never fights the layout for position.
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/// </summary>
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[DisallowMultipleComponent]
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[RequireComponent(typeof(CanvasGroup))]
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public class PresenceFeedEntry : MonoBehaviour
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{
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#region Serialized Fields
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[Header("References")]
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[Tooltip("The label that shows the join/leave message.")]
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[SerializeField] private TMP_Text label;
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[Tooltip("Faded in and out over the entry's lifetime. Auto-fetched from this object if left empty.")]
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[SerializeField] private CanvasGroup canvasGroup;
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#endregion
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#region State
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/// <summary>
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/// The full lifecycle tween (fade in → hold → fade out → destroy), killed on teardown.
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/// </summary>
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private Sequence lifecycle;
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#endregion
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#region Unity Lifecycle
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/// <summary>
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/// Caches the CanvasGroup when it wasn't wired in the inspector.
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/// </summary>
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private void Awake()
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{
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if (canvasGroup == null) canvasGroup = GetComponent<CanvasGroup>();
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}
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/// <summary>
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/// Kills the lifecycle tween so it never targets a destroyed object.
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/// </summary>
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private void OnDestroy()
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{
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lifecycle?.Kill();
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}
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#endregion
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#region Public API
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/// <summary>
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/// Fills in the message and colour, then runs the fade-in → hold → fade-out → destroy sequence.
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/// Safe to call once right after instantiation.
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/// </summary>
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public void Play(string message, Color color, float holdDuration, float fadeInDuration, float fadeOutDuration)
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{
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if (label != null)
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{
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label.text = message;
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label.color = color;
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}
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canvasGroup.alpha = 0f;
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lifecycle = DOTween.Sequence();
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lifecycle.Append(canvasGroup.DOFade(1f, fadeInDuration).SetEase(Ease.OutQuad));
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lifecycle.AppendInterval(holdDuration);
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lifecycle.Append(canvasGroup.DOFade(0f, fadeOutDuration).SetEase(Ease.InQuad));
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lifecycle.OnComplete(() => Destroy(gameObject));
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}
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#endregion
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}
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}
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