2019-01-07 22:47:41 +08:00
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/// <summary>
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/// Credit - ryanslikesocool
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/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI
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/// </summary>
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace UnityEngine.UI.Extensions
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{
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public class CardStack2D : MonoBehaviour
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{
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[SerializeField]
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private float cardMoveSpeed = 8f;
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[SerializeField]
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private float buttonCooldownTime = 0.125f;
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[SerializeField]
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private int cardZMultiplier = 32;
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[SerializeField]
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private bool useDefaultUsedXPos = true;
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[SerializeField]
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private int usedCardXPos = 1280;
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[SerializeField]
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2019-03-08 02:11:51 +08:00
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private Transform[] cards = null;
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2019-01-07 22:47:41 +08:00
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private int cardArrayOffset;
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private Vector3[] cardPositions;
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private int xPowerDifference;
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///Static variables can be used across the scene if this script is in it.
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///Thankfully it doesn't matter if another script attempts to use the variable and this script isn't in the scene.
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public static bool canUseHorizontalAxis = true;
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void Start()
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{
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///I've found that 9 is a good number for this.
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///I wouldn't really recommend changing it, but go ahead if you want to.
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xPowerDifference = 9 - cards.Length;
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2020-07-09 03:38:28 +08:00
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///This is optional, but makes it super easy to figure out the off screen position for cards.
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2019-01-07 22:47:41 +08:00
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///Unfortunately, it's only really useful if the cards are the same width.
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if (useDefaultUsedXPos)
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{
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int cardWidth = (int)(cards[0].GetComponent<RectTransform>().rect.width);
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usedCardXPos = (int)(Screen.width * 0.5f + cardWidth);
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}
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cardPositions = new Vector3[cards.Length * 2 - 1];
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///This loop is for cards still in the stack.
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for (int i = cards.Length; i > -1; i--)
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{
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if (i < cards.Length - 1)
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{
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cardPositions[i] = new Vector3(-Mathf.Pow(2, i + xPowerDifference) + cardPositions[i + 1].x, 0, cardZMultiplier * Mathf.Abs(i + 1 - cards.Length));
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}
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else
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{
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cardPositions[i] = Vector3.zero;
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}
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}
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///This loop is for cards outside of the stack.
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for (int i = cards.Length; i < cardPositions.Length; i++)
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{
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cardPositions[i] = new Vector3(usedCardXPos + 4 * (i - cards.Length), 0, -2 + -2 * (i - cards.Length));
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}
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}
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void Update()
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{
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if (canUseHorizontalAxis)
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{
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///Controls for the cards.
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if (Input.GetAxisRaw("Horizontal") < 0 && cardArrayOffset > 0)
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{
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cardArrayOffset--;
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StartCoroutine(ButtonCooldown());
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}
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else if (Input.GetAxisRaw("Horizontal") > 0 && cardArrayOffset < cards.Length - 1)
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{
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cardArrayOffset++;
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StartCoroutine(ButtonCooldown());
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}
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}
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///This loop moves the cards. I know that none of my lerps are the "right way," but it looks much nicer.
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for (int i = 0; i < cards.Length; i++)
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{
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cards[i].localPosition = Vector3.Lerp(cards[i].localPosition, cardPositions[i + cardArrayOffset], Time.deltaTime * cardMoveSpeed);
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if (Mathf.Abs(cards[i].localPosition.x - cardPositions[i + cardArrayOffset].x) < 0.01f)
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{
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cards[i].localPosition = cardPositions[i + cardArrayOffset];
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///This disables interaction with cards that are not on top of the stack.
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if (cards[i].localPosition.x == 0)
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{
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cards[i].gameObject.GetComponent<CanvasGroup>().interactable = true;
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}
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else
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{
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cards[i].gameObject.GetComponent<CanvasGroup>().interactable = false;
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}
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}
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}
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}
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///Stops the cards from scrolling super quickly if a button on the horizontal axis is held down.
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IEnumerator ButtonCooldown()
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{
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canUseHorizontalAxis = false;
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yield return new WaitForSeconds(buttonCooldownTime);
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canUseHorizontalAxis = true;
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}
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}
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}
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