143 lines
4.3 KiB
C#
143 lines
4.3 KiB
C#
using System.Collections;
|
|
using UnityEngine;
|
|
|
|
/// <summary>
|
|
/// Full-screen overlay for elimination, qualification, and game-end events.
|
|
/// Fade in → hold → fade out automatically.
|
|
/// </summary>
|
|
public class EliminationOverlay : MonoBehaviour
|
|
{
|
|
private enum OverlayType { None, Eliminated, Qualified, GameEnd }
|
|
|
|
private OverlayType _type = OverlayType.None;
|
|
private float _alpha = 0f;
|
|
private string _winnerName = "";
|
|
|
|
private static Texture2D _bgTex;
|
|
|
|
void Start()
|
|
{
|
|
if (_bgTex == null)
|
|
{
|
|
_bgTex = new Texture2D(1, 1);
|
|
_bgTex.SetPixel(0, 0, Color.white);
|
|
_bgTex.Apply();
|
|
}
|
|
}
|
|
|
|
public void ShowEliminated() => StartCoroutine(ShowOverlay(OverlayType.Eliminated, 3f));
|
|
public void ShowQualified() => StartCoroutine(ShowOverlay(OverlayType.Qualified, 2.5f));
|
|
public void ShowGameEnd(string winner)
|
|
{
|
|
_winnerName = winner;
|
|
StartCoroutine(ShowOverlay(OverlayType.GameEnd, 6f));
|
|
}
|
|
|
|
private IEnumerator ShowOverlay(OverlayType type, float holdTime)
|
|
{
|
|
_type = type;
|
|
|
|
// Fade in
|
|
float t = 0f;
|
|
while (t < 0.3f)
|
|
{
|
|
t += Time.deltaTime;
|
|
_alpha = Mathf.Clamp01(t / 0.3f);
|
|
yield return null;
|
|
}
|
|
_alpha = 1f;
|
|
|
|
// Hold
|
|
yield return new WaitForSeconds(holdTime);
|
|
|
|
// Fade out
|
|
t = 0f;
|
|
while (t < 0.4f)
|
|
{
|
|
t += Time.deltaTime;
|
|
_alpha = 1f - Mathf.Clamp01(t / 0.4f);
|
|
yield return null;
|
|
}
|
|
|
|
_alpha = 0f;
|
|
_type = OverlayType.None;
|
|
}
|
|
|
|
void OnGUI()
|
|
{
|
|
if (_type == OverlayType.None || _alpha < 0.01f) return;
|
|
|
|
// Background tint
|
|
Color bgColor = _type switch
|
|
{
|
|
OverlayType.Eliminated => new Color(0.7f, 0.05f, 0.05f, _alpha * 0.55f),
|
|
OverlayType.Qualified => new Color(0.05f, 0.55f, 0.15f, _alpha * 0.45f),
|
|
OverlayType.GameEnd => new Color(0.05f, 0.05f, 0.3f, _alpha * 0.6f),
|
|
_ => Color.clear
|
|
};
|
|
GUI.color = bgColor;
|
|
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _bgTex);
|
|
GUI.color = Color.white;
|
|
|
|
// Main text
|
|
var mainStyle = new GUIStyle(GUI.skin.label)
|
|
{
|
|
alignment = TextAnchor.MiddleCenter,
|
|
fontSize = 72,
|
|
fontStyle = FontStyle.Bold,
|
|
};
|
|
|
|
string mainText = _type switch
|
|
{
|
|
OverlayType.Eliminated => "ÉLIMINÉ !",
|
|
OverlayType.Qualified => "QUALIFIÉ !",
|
|
OverlayType.GameEnd => "VICTOIRE !",
|
|
_ => ""
|
|
};
|
|
|
|
Color textColor = _type switch
|
|
{
|
|
OverlayType.Eliminated => new Color(1f, 0.3f, 0.2f, _alpha),
|
|
OverlayType.Qualified => new Color(0.3f, 1f, 0.5f, _alpha),
|
|
OverlayType.GameEnd => new Color(1f, 0.85f, 0.1f, _alpha),
|
|
_ => Color.clear
|
|
};
|
|
mainStyle.normal.textColor = textColor;
|
|
GUI.Label(new Rect(0, Screen.height * 0.35f, Screen.width, 100f), mainText, mainStyle);
|
|
|
|
// Sub text
|
|
var subStyle = new GUIStyle(GUI.skin.label)
|
|
{
|
|
alignment = TextAnchor.MiddleCenter,
|
|
fontSize = 26,
|
|
fontStyle = FontStyle.Bold,
|
|
};
|
|
subStyle.normal.textColor = new Color(1f, 1f, 1f, _alpha * 0.85f);
|
|
|
|
string subText = _type switch
|
|
{
|
|
OverlayType.Eliminated => "Meilleure chance la prochaine fois !",
|
|
OverlayType.Qualified => "Tu passes au round suivant !",
|
|
OverlayType.GameEnd => $"Gagnant : {_winnerName}",
|
|
_ => ""
|
|
};
|
|
GUI.Label(new Rect(0, Screen.height * 0.35f + 100f, Screen.width, 50f), subText, subStyle);
|
|
|
|
// Emoji accent
|
|
var emojiStyle = new GUIStyle(GUI.skin.label)
|
|
{
|
|
alignment = TextAnchor.MiddleCenter,
|
|
fontSize = 48,
|
|
};
|
|
emojiStyle.normal.textColor = new Color(1f, 1f, 1f, _alpha * 0.7f);
|
|
string emoji = _type switch
|
|
{
|
|
OverlayType.Eliminated => "💀",
|
|
OverlayType.Qualified => "✅",
|
|
OverlayType.GameEnd => "🏆",
|
|
_ => ""
|
|
};
|
|
GUI.Label(new Rect(0, Screen.height * 0.35f - 80f, Screen.width, 70f), emoji, emojiStyle);
|
|
}
|
|
}
|