com.unity.uiextensions/Runtime/Scripts/Layout/CardUI/2D Cards/CardPopup2D.cs

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/// <summary>
/// Credit - ryanslikesocool
/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI
/// </summary>
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(Rigidbody))]
public class CardPopup2D : MonoBehaviour
{
[SerializeField]
private float rotationSpeed = 1f;
[SerializeField]
private float centeringSpeed = 4f;
[SerializeField]
private bool singleScene = false;
private Rigidbody rbody;
private bool isFalling;
private Vector3 cardFallRotation;
private bool fallToZero;
private float startZPos;
void Start()
{
rbody = GetComponent<Rigidbody>();
rbody.useGravity = false;
startZPos = transform.position.z;
}
void Update()
{
if (isFalling)
{
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(cardFallRotation), Time.deltaTime * rotationSpeed);
}
///This conditional makes the popup fall nicely into place.
if (fallToZero)
{
transform.position = Vector3.Lerp(transform.position, new Vector3(0, 0, startZPos), Time.deltaTime * centeringSpeed);
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(Vector3.zero), Time.deltaTime * centeringSpeed);
if (Vector3.Distance(transform.position, new Vector3(0, 0, startZPos)) < 0.0025f)
{
transform.position = new Vector3(0, 0, startZPos);
fallToZero = false;
}
}
///This is totally unnecessary.
if (transform.position.y < -4)
{
isFalling = false;
rbody.useGravity = false;
rbody.velocity = Vector3.zero;
transform.position = new Vector3(0, 8, startZPos);
if (singleScene)
{
CardEnter();
}
}
}
public void CardEnter()
{
fallToZero = true;
}
///A negative fallRotation will result in the card turning clockwise, while a positive fallRotation makes the card turn counterclockwise.
public void CardFallAway(float fallRotation)
{
rbody.useGravity = true;
isFalling = true;
cardFallRotation = new Vector3(0, 0, fallRotation);
}
}
}