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userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Layout/CardUI/2D Cards.meta b/Scripts/Layout/CardUI/2D Cards.meta new file mode 100644 index 0000000..35da152 --- /dev/null +++ b/Scripts/Layout/CardUI/2D Cards.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ff6158f1872894fd18d8b73aa8b3727e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Layout/CardUI/2D Cards/CardExpanding2D.cs b/Scripts/Layout/CardUI/2D Cards/CardExpanding2D.cs new file mode 100644 index 0000000..9b73534 --- /dev/null +++ b/Scripts/Layout/CardUI/2D Cards/CardExpanding2D.cs @@ -0,0 +1,125 @@ +/// +/// Credit - ryanslikesocool +/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI +/// + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace UnityEngine.UI.Extensions +{ +public class CardExpanding2D : MonoBehaviour +{ + + [SerializeField] + private float lerpSpeed = 8f; + + [SerializeField] + private RectTransform buttonRect; + private Vector2 closeButtonMin; + private Vector2 closeButtonMax; + + [SerializeField] + private Vector2 cardSize; + [SerializeField] + private Vector2 pageSize; + + private Vector2 cardCenter; + private Vector2 pageCenter = Vector2.zero; + + private Vector2 cardMin; + private Vector2 cardMax; + private Vector2 pageMin; + private Vector2 pageMax; + + private RectTransform rectTrans; + ///I wouldn't recommend changing animationActive's value here unless you want the card to start as a page. + private int animationActive = -1; + + void Start() + { + rectTrans = GetComponent(); + + ///Setting up the button's starting color and page position. + buttonRect.GetComponent().color = new Color32(228, 0, 0, 0); + + closeButtonMin = new Vector2(pageMin.x + pageSize.x - 64, pageMin.y + pageSize.y - 64); + closeButtonMax = new Vector2(pageMax.x - 16, pageMax.y - 16); + + ///Setting up the card and page offsets. + cardMin = new Vector2(cardCenter.x - cardSize.x * 0.5f, cardCenter.y - cardSize.y * 0.5f); + cardMax = new Vector2(cardCenter.x + cardSize.x * 0.5f, cardCenter.y + cardSize.y * 0.5f); + + pageMin = new Vector2(pageCenter.x - pageSize.x * 0.5f, pageCenter.y - pageSize.y * 0.5f); + pageMax = new Vector2(pageCenter.x + pageSize.x * 0.5f, pageCenter.y + pageSize.y * 0.5f); + } + + void Update() + { + ///When animationActive == 1, the card is expanding into a page. + if (animationActive == 1) + { + rectTrans.offsetMin = Vector2.Lerp(rectTrans.offsetMin, pageMin, Time.deltaTime * lerpSpeed); + rectTrans.offsetMax = Vector2.Lerp(rectTrans.offsetMax, pageMax, Time.deltaTime * lerpSpeed); + + if (rectTrans.offsetMin.x < pageMin.x * 0.995f && rectTrans.offsetMin.y < pageMin.y * 0.995f && rectTrans.offsetMax.x > pageMax.x * 0.995f && rectTrans.offsetMax.y > pageMax.y * 0.995f) + { + rectTrans.offsetMin = pageMin; + rectTrans.offsetMax = pageMax; + + ///Changes the button color so it's visible in the page view. + buttonRect.GetComponent().color = Color32.Lerp(buttonRect.GetComponent().color, new Color32(228, 0, 0, 191), Time.deltaTime * lerpSpeed); + + if (Mathf.Abs(buttonRect.GetComponent().color.a - 191) < 2) + { + buttonRect.GetComponent().color = new Color32(228, 0, 0, 191); + + animationActive = 0; + CardStack2D.canUseHorizontalAxis = true; + } + } + ///When animationActive == -1, the page is shrinking into a card. + } + else if (animationActive == -1) + { + buttonRect.GetComponent().color = Color32.Lerp(buttonRect.GetComponent().color, new Color32(228, 0, 0, 0), Time.deltaTime * lerpSpeed * 1.25f); + + rectTrans.offsetMin = Vector2.Lerp(rectTrans.offsetMin, cardMin, Time.deltaTime * lerpSpeed); + rectTrans.offsetMax = Vector2.Lerp(rectTrans.offsetMax, cardMax, Time.deltaTime * lerpSpeed); + + if (rectTrans.offsetMin.x > cardMin.x * 1.005f && rectTrans.offsetMin.y > cardMin.y * 1.005f && rectTrans.offsetMax.x < cardMax.x * 1.005f && rectTrans.offsetMax.y < cardMax.y * 1.005f) + { + rectTrans.offsetMin = cardMin; + rectTrans.offsetMax = cardMax; + + ///Makes the button take up the whole card. + buttonRect.offsetMin = Vector2.zero; + buttonRect.offsetMax = Vector2.zero; + + animationActive = 0; + CardStack2D.canUseHorizontalAxis = true; + } + } + } + + public void ToggleCard() + { + CardStack2D.canUseHorizontalAxis = false; + if (animationActive != 1) + { + animationActive = 1; + cardCenter = transform.localPosition; + + ///Makes the button the right size in page view. + buttonRect.offsetMin = closeButtonMin; + buttonRect.offsetMax = closeButtonMax; + } + else if (animationActive != -1) + { + animationActive = -1; + } + } +} +} \ No newline at end of file diff --git a/Scripts/Layout/CardUI/2D Cards/CardExpanding2D.cs.meta b/Scripts/Layout/CardUI/2D Cards/CardExpanding2D.cs.meta new file mode 100644 index 0000000..b7394d4 --- /dev/null +++ b/Scripts/Layout/CardUI/2D Cards/CardExpanding2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9ab9da748840643a3bd4794f6f138979 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Layout/CardUI/2D Cards/CardPopup2D.cs b/Scripts/Layout/CardUI/2D Cards/CardPopup2D.cs new file mode 100644 index 0000000..3678403 --- /dev/null +++ b/Scripts/Layout/CardUI/2D Cards/CardPopup2D.cs @@ -0,0 +1,82 @@ +/// +/// Credit - ryanslikesocool +/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI +/// + +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; + + private Rigidbody rbody; + private bool isFalling; + private Vector3 cardFallRotation; + private bool fallToZero; + private float startZPos; + + void Start() + { + rbody = GetComponent(); + 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); + } +} +} \ No newline at end of file diff --git a/Scripts/Layout/CardUI/2D Cards/CardPopup2D.cs.meta b/Scripts/Layout/CardUI/2D Cards/CardPopup2D.cs.meta new file mode 100644 index 0000000..5d63017 --- /dev/null +++ b/Scripts/Layout/CardUI/2D Cards/CardPopup2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a41308ab5f4aa489c9cf797b9152351a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Layout/CardUI/2D Cards/CardStack2D.cs b/Scripts/Layout/CardUI/2D Cards/CardStack2D.cs new file mode 100644 index 0000000..2865327 --- /dev/null +++ b/Scripts/Layout/CardUI/2D Cards/CardStack2D.cs @@ -0,0 +1,120 @@ +/// +/// Credit - ryanslikesocool +/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI +/// + + using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace UnityEngine.UI.Extensions +{ + +public class CardStack2D : MonoBehaviour +{ + + [SerializeField] + private float cardMoveSpeed = 8f; + [SerializeField] + private float buttonCooldownTime = 0.125f; + [SerializeField] + private int cardZMultiplier = 32; + [SerializeField] + private bool useDefaultUsedXPos = true; + [SerializeField] + private int usedCardXPos = 1280; + [SerializeField] + private Transform[] cards; + + private int cardArrayOffset; + private Vector3[] cardPositions; + private int xPowerDifference; + + ///Static variables can be used across the scene if this script is in it. + ///Thankfully it doesn't matter if another script attempts to use the variable and this script isn't in the scene. + public static bool canUseHorizontalAxis = true; + + void Start() + { + ///I've found that 9 is a good number for this. + ///I wouldn't really recommend changing it, but go ahead if you want to. + xPowerDifference = 9 - cards.Length; + + ///This is optional, but makes it super easy to figure out the offscreen position for cards. + ///Unfortunately, it's only really useful if the cards are the same width. + if (useDefaultUsedXPos) + { + int cardWidth = (int)(cards[0].GetComponent().rect.width); + usedCardXPos = (int)(Screen.width * 0.5f + cardWidth); + } + + cardPositions = new Vector3[cards.Length * 2 - 1]; + + ///This loop is for cards still in the stack. + for (int i = cards.Length; i > -1; i--) + { + if (i < cards.Length - 1) + { + cardPositions[i] = new Vector3(-Mathf.Pow(2, i + xPowerDifference) + cardPositions[i + 1].x, 0, cardZMultiplier * Mathf.Abs(i + 1 - cards.Length)); + } + else + { + cardPositions[i] = Vector3.zero; + } + } + + ///This loop is for cards outside of the stack. + for (int i = cards.Length; i < cardPositions.Length; i++) + { + cardPositions[i] = new Vector3(usedCardXPos + 4 * (i - cards.Length), 0, -2 + -2 * (i - cards.Length)); + } + } + + void Update() + { + if (canUseHorizontalAxis) + { + ///Controls for the cards. + if (Input.GetAxisRaw("Horizontal") < 0 && cardArrayOffset > 0) + { + cardArrayOffset--; + StartCoroutine(ButtonCooldown()); + } + else if (Input.GetAxisRaw("Horizontal") > 0 && cardArrayOffset < cards.Length - 1) + { + cardArrayOffset++; + StartCoroutine(ButtonCooldown()); + } + } + + ///This loop moves the cards. I know that none of my lerps are the "right way," but it looks much nicer. + for (int i = 0; i < cards.Length; i++) + { + cards[i].localPosition = Vector3.Lerp(cards[i].localPosition, cardPositions[i + cardArrayOffset], Time.deltaTime * cardMoveSpeed); + if (Mathf.Abs(cards[i].localPosition.x - cardPositions[i + cardArrayOffset].x) < 0.01f) + { + cards[i].localPosition = cardPositions[i + cardArrayOffset]; + + ///This disables interaction with cards that are not on top of the stack. + if (cards[i].localPosition.x == 0) + { + cards[i].gameObject.GetComponent().interactable = true; + } + else + { + cards[i].gameObject.GetComponent().interactable = false; + } + } + } + } + + ///Stops the cards from scrolling super quickly if a button on the horizontal axis is held down. + IEnumerator ButtonCooldown() + { + canUseHorizontalAxis = false; + yield return new WaitForSeconds(buttonCooldownTime); + canUseHorizontalAxis = true; + } +} +} \ No newline at end of file diff --git a/Scripts/Layout/CardUI/2D Cards/CardStack2D.cs.meta b/Scripts/Layout/CardUI/2D Cards/CardStack2D.cs.meta new file mode 100644 index 0000000..f1999b6 --- /dev/null +++ b/Scripts/Layout/CardUI/2D Cards/CardStack2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3c0edb9a3f5da4e129739a8f92a115af +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Layout/CardUI/3D Cards.meta b/Scripts/Layout/CardUI/3D Cards.meta new file mode 100644 index 0000000..032c854 --- /dev/null +++ b/Scripts/Layout/CardUI/3D Cards.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2e00d759ad79242bc80e41df440cc3df +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Layout/CardUI/3D Cards/CardExpanding3D.cs b/Scripts/Layout/CardUI/3D Cards/CardExpanding3D.cs new file mode 100644 index 0000000..aa705bc --- /dev/null +++ b/Scripts/Layout/CardUI/3D Cards/CardExpanding3D.cs @@ -0,0 +1,222 @@ +/// +/// Credit - ryanslikesocool +/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI +/// + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace UnityEngine.UI.Extensions +{ + +[ExecuteInEditMode] +public class CardExpanding3D : MonoBehaviour +{ + [SerializeField] + private float lerpSpeed = 12; + [SerializeField] + private float cornerSize = 64; + + [Header("Parts")] + public RectTransform[] cardCorners; + public RectTransform[] cardEdges; + public RectTransform cardCenter; + + [Header("Card Info")] + [Tooltip("Positions and sizes card to its current transform.")] + public bool cardAutoSize = true; + public Vector2 cardSize; + public Vector2 cardPosition; + [Range(1, 96)] + public int cardSuperness = 4; + + [Header("Page Info")] + [Tooltip("Positions and sizes the page to the top third of the screen.")] + public bool pageAutoSize = true; + public Vector2 pageSize; + public Vector2 pagePosition; + [Range(1, 96)] + public int pageSuperness = 96; + + ///Just like with the 2D version of this script, I don't recommend touching this. + private int animationActive = 0; + + private Vector2[] nextCornerPos = new Vector2[4]; + private Vector2[] nextEdgePos = new Vector2[4]; + private Vector2[] nextEdgeScale = new Vector2[4]; + private Vector2 nextCenterScale; + private Vector2 nextPos; + private int nextSuperness; + + private RectTransform rect; + private Vector2 nextMin; + private Vector2 nextMax; + + void Start() + { + if (cardAutoSize) + { + cardSize = new Vector2(cardCorners[0].localScale.x * 2 + cardEdges[0].localScale.x, cardCorners[0].localScale.y * 2 + cardEdges[0].localScale.y); + cardPosition = cardCenter.localPosition; + } + + if (pageAutoSize) + { + pageSize = new Vector2(Screen.width, Screen.height / 3); + pagePosition = new Vector2(0, Screen.height / 2 - pageSize.y / 2); + } + + rect = GetComponent(); + } + + void Update() + { + if (animationActive == 1 || animationActive == -1) + { + ///Lerps the corners to new positions and supernesses. + for (int i = 0; i < cardCorners.Length; i++) + { + cardCorners[i].localPosition = Vector3.Lerp(cardCorners[i].localPosition, nextCornerPos[i], Time.deltaTime * lerpSpeed); + + cardCorners[i].GetComponent().superness = Mathf.Lerp(cardCorners[i].GetComponent().superness, nextSuperness, Time.deltaTime * lerpSpeed); + + ///Forces everything to either the card layout or the page layout once the superness is similar enough. + if (Mathf.Abs(cardCorners[i].GetComponent().superness - nextSuperness) <= 1) + { + cardCorners[i].localPosition = nextCornerPos[i]; + cardEdges[i].localPosition = nextEdgePos[i]; + cardEdges[i].localScale = new Vector3(nextEdgeScale[i].x, nextEdgeScale[i].y, 1); + transform.localPosition = nextPos; + cardCenter.localScale = new Vector3(nextCenterScale.x, nextCenterScale.y, 1); + cardCorners[i].GetComponent().superness = nextSuperness; + rect.offsetMin = nextMin; + rect.offsetMax = nextMax; + } + } + + ///Lerps the edges to new positions and sizes. + for (int i = 0; i < cardEdges.Length; i++) + { + cardEdges[i].localPosition = Vector3.Lerp(cardEdges[i].localPosition, nextEdgePos[i], Time.deltaTime * lerpSpeed); + cardEdges[i].localScale = Vector3.Lerp(cardEdges[i].localScale, new Vector3(nextEdgeScale[i].x, nextEdgeScale[i].y, 1), Time.deltaTime * lerpSpeed); + } + + ///Lerps the center to new position and size. + transform.localPosition = Vector3.Lerp(transform.localPosition, nextPos, Time.deltaTime * lerpSpeed); + cardCenter.localScale = Vector3.Lerp(cardCenter.localScale, new Vector3(nextCenterScale.x, nextCenterScale.y, 1), Time.deltaTime * lerpSpeed); + + ///Lerps the RectTransform. + rect.offsetMin = Vector3.Lerp(rect.offsetMin, nextMin, Time.deltaTime * lerpSpeed); + rect.offsetMax = Vector3.Lerp(rect.offsetMax, nextMax, Time.deltaTime * lerpSpeed); + } + } + + public void ToggleCard() + { + if (animationActive != 1 || animationActive == 0) + { + animationActive = 1; + + ///Gets new corner positions. + for (int i = 0; i < cardCorners.Length; i++) + { + float posX = pageSize.x / 2 * Mathf.Sign(cardCorners[i].localScale.x) - cardCorners[i].localScale.x; + float posY = pageSize.y / 2 * Mathf.Sign(cardCorners[i].localScale.y) - cardCorners[i].localScale.y; + + nextCornerPos[i] = new Vector2(posX, posY); + } + + ///Same concept as the last loop. + for (int i = 0; i < cardEdges.Length; i++) + { + float posX = 0; + float posY = 0; + + float scaleX = 0; + float scaleY = 0; + + if (cardEdges[i].localPosition.x != 0) + { + posX = Mathf.Sign(cardEdges[i].localPosition.x) * ((pageSize.x / 2) - (cardEdges[i].localScale.x / 2)); + posY = 0; + + scaleX = cornerSize; + scaleY = pageSize.y - cornerSize * 2; + } + else if (cardEdges[i].localPosition.y != 0) + { + posX = 0; + posY = Mathf.Sign(cardEdges[i].localPosition.y) * ((pageSize.y / 2) - (cardEdges[i].localScale.y / 2)); + + scaleX = pageSize.x - cornerSize * 2; + scaleY = cornerSize; + } + + nextEdgePos[i] = new Vector2(posX, posY); + nextEdgeScale[i] = new Vector2(scaleX, scaleY); + } + + nextCenterScale = pageSize - new Vector2(cornerSize * 2, cornerSize * 2); + nextPos = pagePosition; + + nextSuperness = pageSuperness; + + nextMin = new Vector2(-pageSize.x / 2, -pageSize.y / 2) + nextPos; + nextMax = new Vector2(pageSize.x / 2, pageSize.y / 2) + nextPos; + } + else if (animationActive != -1) + { + animationActive = -1; + + ///Gets new corner positions. + for (int i = 0; i < cardCorners.Length; i++) + { + float posX = Mathf.Sign(cardCorners[i].localScale.x) * (cardSize.x / 2) - cardCorners[i].localScale.x; + float posY = Mathf.Sign(cardCorners[i].localScale.y) * (cardSize.y / 2) - cardCorners[i].localScale.y; + + nextCornerPos[i] = new Vector2(posX, posY); + } + + ///Same concept as the last loop. + for (int i = 0; i < cardEdges.Length; i++) + { + float posX = 0; + float posY = 0; + + float scaleX = 0; + float scaleY = 0; + + if (cardEdges[i].localPosition.x != 0) + { + posX = Mathf.Sign(cardEdges[i].localPosition.x) * (cardSize.x / 2) - Mathf.Sign(cardEdges[i].localPosition.x) * (cardEdges[i].localScale.x / 2); + posY = 0; + + scaleX = cornerSize; + scaleY = cardSize.y - cornerSize * 2; + } + else if (cardEdges[i].localPosition.y != 0) + { + posX = 0; + posY = Mathf.Sign(cardEdges[i].localPosition.y) * (cardSize.y / 2) - Mathf.Sign(cardEdges[i].localPosition.y) * (cardEdges[i].localScale.y / 2); + + scaleX = cardSize.x - cornerSize * 2; + scaleY = cornerSize; + } + + nextEdgePos[i] = new Vector2(posX, posY); + nextEdgeScale[i] = new Vector2(scaleX, scaleY); + } + + nextCenterScale = cardSize - new Vector2(cornerSize * 2, cornerSize * 2); + nextPos = cardPosition; + + nextSuperness = cardSuperness; + + nextMin = new Vector2(-cardSize.x / 2, -cardSize.y / 2) + nextPos; + nextMax = new Vector2(cardSize.x / 2, cardSize.y / 2) + nextPos; + } + } +} +} \ No newline at end of file diff --git a/Scripts/Layout/CardUI/3D Cards/CardExpanding3D.cs.meta b/Scripts/Layout/CardUI/3D Cards/CardExpanding3D.cs.meta new file mode 100644 index 0000000..8ee7669 --- /dev/null +++ b/Scripts/Layout/CardUI/3D Cards/CardExpanding3D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 113e4a3911e6c4f3e8427bd79605739c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Layout/CardUI/Superellipse Creation.meta b/Scripts/Layout/CardUI/Superellipse Creation.meta new file mode 100644 index 0000000..cc9e3f5 --- /dev/null +++ b/Scripts/Layout/CardUI/Superellipse Creation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 85c7285af214d46818136659e00053bd +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Layout/CardUI/Superellipse Creation/MeshCreator.cs b/Scripts/Layout/CardUI/Superellipse Creation/MeshCreator.cs new file mode 100644 index 0000000..d4e6d05 --- /dev/null +++ b/Scripts/Layout/CardUI/Superellipse Creation/MeshCreator.cs @@ -0,0 +1,44 @@ +/// +/// Credit - ryanslikesocool +/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI +/// + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +namespace UnityEngine.UI.Extensions +{ + +///Credit where credit is due +///https://wiki.unity3d.com/index.php?title=Triangulator +[ExecuteInEditMode] +public class MeshCreator : MonoBehaviour +{ + public void CreateMesh(List points) + { + // Create Vector2 vertices + Vector2[] vertices2D = points.ToArray(); + + // Use the triangulator to get indices for creating triangles + Triangulator tr = new Triangulator(vertices2D); + int[] indices = tr.Triangulate(); + + // Create the Vector3 vertices + Vector3[] vertices = new Vector3[vertices2D.Length]; + for (int i = 0; i < vertices.Length; i++) + { + vertices[i] = new Vector3(vertices2D[i].x, vertices2D[i].y, 0); + } + + // Create the mesh + Mesh msh = new Mesh(); + msh.vertices = vertices; + msh.triangles = indices; + msh.RecalculateNormals(); + msh.RecalculateBounds(); + + // Set up game object with mesh; + GetComponent().mesh = msh; + } +} +} \ No newline at end of file diff --git a/Scripts/Layout/CardUI/Superellipse Creation/MeshCreator.cs.meta b/Scripts/Layout/CardUI/Superellipse Creation/MeshCreator.cs.meta new file mode 100644 index 0000000..ad0e72d --- /dev/null +++ b/Scripts/Layout/CardUI/Superellipse Creation/MeshCreator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c87d7e3a53e4c4bf9ae3657f0dff98b6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Layout/CardUI/Superellipse Creation/SuperellipsePoints.cs b/Scripts/Layout/CardUI/Superellipse Creation/SuperellipsePoints.cs new file mode 100644 index 0000000..209fb64 --- /dev/null +++ b/Scripts/Layout/CardUI/Superellipse Creation/SuperellipsePoints.cs @@ -0,0 +1,91 @@ +/// +/// Credit - ryanslikesocool +/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI +/// + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.UI.Extensions +{ +///The formula for a basic superellipse is +///Mathf.Pow(Mathf.Abs(x / a), n) + Mathf.Pow(Mathf.Abs(y / b), n) = 1 +[ExecuteInEditMode] +public class SuperellipsePoints : MonoBehaviour +{ + public float xLimits = 1f; + public float yLimits = 1f; + [Range(1f, 96f)] + public float superness = 4f; + + private float lastXLim; + private float lastYLim; + private float lastSuper; + + [Space] + [Range(1, 32)] + public int levelOfDetail = 4; + + private int lastLoD; + + [Space] + public Material material; + + private List pointList = new List(); + + void Start() + { + RecalculateSuperellipse(); + + GetComponent().material = material; + + lastXLim = xLimits; + lastYLim = yLimits; + lastSuper = superness; + + lastLoD = levelOfDetail; + } + + void Update() + { + if (lastXLim != xLimits || lastYLim != yLimits || lastSuper != superness || lastLoD != levelOfDetail) + { + RecalculateSuperellipse(); + } + + lastXLim = xLimits; + lastYLim = yLimits; + lastSuper = superness; + + lastLoD = levelOfDetail; + } + + void RecalculateSuperellipse() + { + pointList.Clear(); + + float realLoD = levelOfDetail * 4; + + for (float i = 0; i < xLimits; i += 1 / realLoD) + { + float y = Superellipse(xLimits, yLimits, i, superness); + Vector2 tempVecTwo = new Vector2(i, y); + pointList.Add(tempVecTwo); + } + pointList.Add(new Vector2(xLimits, 0)); + pointList.Add(Vector2.zero); + + GetComponent().CreateMesh(pointList); + } + + float Superellipse(float a, float b, float x, float n) + { + float alpha = Mathf.Pow((x / a), n); + float beta = 1 - alpha; + float y = Mathf.Pow(beta, 1 / n) * b; + + return y; + } +} +} \ No newline at end of file diff --git a/Scripts/Layout/CardUI/Superellipse Creation/SuperellipsePoints.cs.meta b/Scripts/Layout/CardUI/Superellipse Creation/SuperellipsePoints.cs.meta new file mode 100644 index 0000000..faf4963 --- /dev/null +++ b/Scripts/Layout/CardUI/Superellipse Creation/SuperellipsePoints.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: df6beaa1c87204b919c209b770d44bc9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Layout/CardUI/Superellipse Creation/Triangulator.cs b/Scripts/Layout/CardUI/Superellipse Creation/Triangulator.cs new file mode 100644 index 0000000..c5e9ccc --- /dev/null +++ b/Scripts/Layout/CardUI/Superellipse Creation/Triangulator.cs @@ -0,0 +1,132 @@ +/// +/// Credit - ryanslikesocool +/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI +/// + +using UnityEngine; +using System.Collections.Generic; + +namespace UnityEngine.UI.Extensions +{ +///Credit where credit is due +///https://wiki.unity3d.com/index.php?title=Triangulator +[ExecuteInEditMode] +public class Triangulator +{ + private List m_points = new List(); + + public Triangulator(Vector2[] points) + { + m_points = new List(points); + } + + public int[] Triangulate() + { + List indices = new List(); + + int n = m_points.Count; + if (n < 3) + return indices.ToArray(); + + int[] V = new int[n]; + if (Area() > 0) + { + for (int v = 0; v < n; v++) + V[v] = v; + } + else + { + for (int v = 0; v < n; v++) + V[v] = (n - 1) - v; + } + + int nv = n; + int count = 2 * nv; + for (int m = 0, v = nv - 1; nv > 2;) + { + if ((count--) <= 0) + return indices.ToArray(); + + int u = v; + if (nv <= u) + u = 0; + v = u + 1; + if (nv <= v) + v = 0; + int w = v + 1; + if (nv <= w) + w = 0; + + if (Snip(u, v, w, nv, V)) + { + int a, b, c, s, t; + a = V[u]; + b = V[v]; + c = V[w]; + indices.Add(a); + indices.Add(b); + indices.Add(c); + m++; + for (s = v, t = v + 1; t < nv; s++, t++) + V[s] = V[t]; + nv--; + count = 2 * nv; + } + } + + indices.Reverse(); + return indices.ToArray(); + } + + private float Area() + { + int n = m_points.Count; + float A = 0.0f; + for (int p = n - 1, q = 0; q < n; p = q++) + { + Vector2 pval = m_points[p]; + Vector2 qval = m_points[q]; + A += pval.x * qval.y - qval.x * pval.y; + } + return (A * 0.5f); + } + + private bool Snip(int u, int v, int w, int n, int[] V) + { + int p; + Vector2 A = m_points[V[u]]; + Vector2 B = m_points[V[v]]; + Vector2 C = m_points[V[w]]; + if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x)))) + return false; + for (p = 0; p < n; p++) + { + if ((p == u) || (p == v) || (p == w)) + continue; + Vector2 P = m_points[V[p]]; + if (InsideTriangle(A, B, C, P)) + return false; + } + return true; + } + + private bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P) + { + float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy; + float cCROSSap, bCROSScp, aCROSSbp; + + ax = C.x - B.x; ay = C.y - B.y; + bx = A.x - C.x; by = A.y - C.y; + cx = B.x - A.x; cy = B.y - A.y; + apx = P.x - A.x; apy = P.y - A.y; + bpx = P.x - B.x; bpy = P.y - B.y; + cpx = P.x - C.x; cpy = P.y - C.y; + + aCROSSbp = ax * bpy - ay * bpx; + cCROSSap = cx * apy - cy * apx; + bCROSScp = bx * cpy - by * cpx; + + return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f)); + } +} +} \ No newline at end of file diff --git a/Scripts/Layout/CardUI/Superellipse Creation/Triangulator.cs.meta b/Scripts/Layout/CardUI/Superellipse Creation/Triangulator.cs.meta new file mode 100644 index 0000000..43053ed --- /dev/null +++ b/Scripts/Layout/CardUI/Superellipse Creation/Triangulator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac33bc8ebf2744ad6ae91f80f8542546 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: