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