Added CardUI controls to the project - Thanks to @ryanslikesocool
Docs to followpull/413/head
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/// <summary>
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/// Credit - ryanslikesocool
|
||||
/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI
|
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/// </summary>
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UnityEngine.UI.Extensions
|
||||
{
|
||||
public class CardExpanding2D : MonoBehaviour
|
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{
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||||
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[SerializeField]
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private float lerpSpeed = 8f;
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[SerializeField]
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private RectTransform buttonRect;
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private Vector2 closeButtonMin;
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private Vector2 closeButtonMax;
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|
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[SerializeField]
|
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private Vector2 cardSize;
|
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[SerializeField]
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private Vector2 pageSize;
|
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|
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private Vector2 cardCenter;
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private Vector2 pageCenter = Vector2.zero;
|
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|
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private Vector2 cardMin;
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private Vector2 cardMax;
|
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private Vector2 pageMin;
|
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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<RectTransform>();
|
||||
|
||||
///Setting up the button's starting color and page position.
|
||||
buttonRect.GetComponent<Image>().color = new Color32(228, 0, 0, 0);
|
||||
|
||||
closeButtonMin = new Vector2(pageMin.x + pageSize.x - 64, pageMin.y + pageSize.y - 64);
|
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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);
|
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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<Image>().color = Color32.Lerp(buttonRect.GetComponent<Image>().color, new Color32(228, 0, 0, 191), Time.deltaTime * lerpSpeed);
|
||||
|
||||
if (Mathf.Abs(buttonRect.GetComponent<Image>().color.a - 191) < 2)
|
||||
{
|
||||
buttonRect.GetComponent<Image>().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<Image>().color = Color32.Lerp(buttonRect.GetComponent<Image>().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;
|
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}
|
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}
|
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}
|
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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;
|
||||
|
||||
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);
|
||||
}
|
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}
|
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}
|
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@ -0,0 +1,120 @@
|
|||
/// <summary>
|
||||
/// Credit - ryanslikesocool
|
||||
/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI
|
||||
/// </summary>
|
||||
|
||||
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<RectTransform>().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<CanvasGroup>().interactable = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
cards[i].gameObject.GetComponent<CanvasGroup>().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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3c0edb9a3f5da4e129739a8f92a115af
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2e00d759ad79242bc80e41df440cc3df
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,222 @@
|
|||
/// <summary>
|
||||
/// Credit - ryanslikesocool
|
||||
/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI
|
||||
/// </summary>
|
||||
|
||||
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<RectTransform>();
|
||||
}
|
||||
|
||||
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<SuperellipsePoints>().superness = Mathf.Lerp(cardCorners[i].GetComponent<SuperellipsePoints>().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<SuperellipsePoints>().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<SuperellipsePoints>().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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 113e4a3911e6c4f3e8427bd79605739c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 85c7285af214d46818136659e00053bd
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,44 @@
|
|||
/// <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
|
||||
{
|
||||
|
||||
///Credit where credit is due
|
||||
///https://wiki.unity3d.com/index.php?title=Triangulator
|
||||
[ExecuteInEditMode]
|
||||
public class MeshCreator : MonoBehaviour
|
||||
{
|
||||
public void CreateMesh(List<Vector2> 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<MeshFilter>().mesh = msh;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c87d7e3a53e4c4bf9ae3657f0dff98b6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,91 @@
|
|||
/// <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
|
||||
{
|
||||
///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<Vector2> pointList = new List<Vector2>();
|
||||
|
||||
void Start()
|
||||
{
|
||||
RecalculateSuperellipse();
|
||||
|
||||
GetComponent<MeshRenderer>().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<MeshCreator>().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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: df6beaa1c87204b919c209b770d44bc9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,132 @@
|
|||
/// <summary>
|
||||
/// Credit - ryanslikesocool
|
||||
/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI
|
||||
/// </summary>
|
||||
|
||||
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<Vector2> m_points = new List<Vector2>();
|
||||
|
||||
public Triangulator(Vector2[] points)
|
||||
{
|
||||
m_points = new List<Vector2>(points);
|
||||
}
|
||||
|
||||
public int[] Triangulate()
|
||||
{
|
||||
List<int> indices = new List<int>();
|
||||
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ac33bc8ebf2744ad6ae91f80f8542546
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|