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diff --git a/Examples/CardUI/2D Card Stack.unity.meta b/Examples/CardUI/2D Card Stack.unity.meta
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diff --git a/Examples/CardUI/3D Card Expanding.unity b/Examples/CardUI/3D Card Expanding.unity
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diff --git a/Examples/CardUI/Superellipse Playground.unity.meta b/Examples/CardUI/Superellipse Playground.unity.meta
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diff --git a/Scripts/Layout/CardUI.meta b/Scripts/Layout/CardUI.meta
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diff --git a/Scripts/Layout/CardUI/2D Cards.meta b/Scripts/Layout/CardUI/2D Cards.meta
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index 0000000..35da152
--- /dev/null
+++ b/Scripts/Layout/CardUI/2D Cards.meta
@@ -0,0 +1,8 @@
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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 @@
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+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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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:
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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: