using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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[RequireComponent(typeof(TextMeshPro))]
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public class MoveAndFade : MonoBehaviour
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{
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[SerializeField]
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private float AnimationTime;
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[SerializeField]
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[Tooltip("End point in local position")]
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private Vector3 EndPoint;
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[SerializeField]
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private AnimationCurve FadeCurve;
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private TextMeshPro text;
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private void Start()
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{
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text = GetComponent<TextMeshPro>();
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StartCoroutine(FadeAndMove());
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}
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private IEnumerator FadeAndMove()
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{
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Vector3 startPoint = transform.position;
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Vector3 endPoint = transform.position + EndPoint;
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float startAlpha = text.color.a;
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float elapsedTime = 0;
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while(elapsedTime < AnimationTime)
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{
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float ratio = elapsedTime / AnimationTime;
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float fadeValue = Mathf.Lerp(startAlpha,0.0f, FadeCurve.Evaluate(ratio));
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text.color = new Color(text.color.r, text.color.g, text.color.b, fadeValue);
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transform.position = Vector3.Lerp(startPoint, endPoint, ratio);
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yield return new WaitForEndOfFrame();
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elapsedTime += Time.deltaTime;
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}
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Destroy(gameObject);
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}
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}
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