/// /// 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); } } }