Setup and play area prefab

This commit is contained in:
Max 2025-03-19 09:23:22 +01:00
parent fe61df43e7
commit af12b601fc
166 changed files with 14014 additions and 10 deletions

View file

@ -0,0 +1,94 @@
using System;
using System.Drawing;
using DG.Tweening;
using Unity.VisualScripting;
using UnityEngine;
using Image = UnityEngine.UI.Image;
public class CardVisual : MonoBehaviour
{
[Header("Card")]
[SerializeField] private Card parentCard;
[SerializeField] private Vector3 movementDelta;
[SerializeField] private Vector3 rotationDelta;
[SerializeField] private Image cardFace;
[SerializeField] private GameObject shadow;
[SerializeField] private int shadowSortOrderUp = 1;
[Header("Follow Parameters")]
[SerializeField] private float followSpeed = 30;
[Header("Rotation Parameters")]
[SerializeField] private float rotationAmount = 20;
[SerializeField] private float rotationSpeed = 20;
[Header("Scale Parameters")]
[SerializeField] private bool scaleAnimations = true;
[SerializeField] private float scaleOnHover = 1.15f;
[SerializeField] private float scaleTransition = .15f;
[SerializeField] private Ease scaleEase = Ease.OutBack;
private Canvas _canvas;
private Canvas _shadowCanvas;
private int _shadowSortOrderDown;
private void OnDisable()
{
if (parentCard != null)
{
parentCard.PointerEnter -= HandlePointerEnter;
parentCard.PointerExit -= HandlePointerExit;
}
}
public void Initialize(Card card, Sprite face)
{
parentCard = card;
cardFace.sprite = face;
_canvas = GetComponent<Canvas>();
_shadowCanvas = shadow.GetComponent<Canvas>();
_shadowSortOrderDown = _shadowCanvas.sortingOrder;
parentCard.PointerEnter += HandlePointerEnter;
parentCard.PointerExit += HandlePointerExit;
}
private void Update()
{
if (parentCard == null) return;
SmoothFollow();
RotateWhenFollowing();
}
private void SmoothFollow()
{
transform.position = Vector3.Lerp(transform.position, parentCard.transform.position, followSpeed * Time.deltaTime);
}
private void RotateWhenFollowing()
{
Vector3 movement = transform.position - parentCard.transform.position;
movementDelta = Vector3.Lerp(movementDelta, movement, 25 * Time.deltaTime);
Vector3 movementRotation = (parentCard.IsDragging ? movementDelta : movement) * rotationAmount;
rotationDelta = Vector3.Lerp(rotationDelta, movementRotation, rotationSpeed * Time.deltaTime);
transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, Mathf.Clamp(rotationDelta.x, -60, 60));
}
private void HandlePointerEnter()
{
_canvas.overrideSorting = true;
_shadowCanvas.sortingOrder = shadowSortOrderUp;
if (scaleAnimations)
transform.DOScale(scaleOnHover, scaleTransition).SetEase(scaleEase);
}
private void HandlePointerExit()
{
_canvas.overrideSorting = false;
_shadowCanvas.sortingOrder = _shadowSortOrderDown;
transform.DOScale(1, scaleTransition).SetEase(scaleEase);
}
}