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