├── .gitignore ├── .vscode └── settings.json ├── Assets ├── .DS_Store ├── Images.meta ├── Images │ ├── .DS_Store │ ├── Super Ellipses.meta │ └── Super Ellipses │ │ ├── .DS_Store │ │ ├── Shadow.meta │ │ ├── Shadow │ │ ├── SE 16R S.png │ │ ├── SE 16R S.png.meta │ │ ├── SE 24R S.png │ │ ├── SE 24R S.png.meta │ │ ├── SE 32R S.png │ │ ├── SE 32R S.png.meta │ │ ├── SE 48R S.png │ │ ├── SE 48R S.png.meta │ │ ├── SE 56R S.png │ │ ├── SE 56R S.png.meta │ │ ├── SE 64R S.png │ │ └── SE 64R S.png.meta │ │ ├── Solid.meta │ │ └── Solid │ │ ├── SE 16R.png │ │ ├── SE 16R.png.meta │ │ ├── SE 24R.png │ │ ├── SE 24R.png.meta │ │ ├── SE 32R.png │ │ ├── SE 32R.png.meta │ │ ├── SE 48R.png │ │ ├── SE 48R.png.meta │ │ ├── SE 56R.png │ │ ├── SE 56R.png.meta │ │ ├── SE 64R.png │ │ └── SE 64R.png.meta ├── Materials.meta ├── Materials │ ├── Background Material.mat │ ├── Background Material.mat.meta │ ├── Card Material.mat │ └── Card Material.mat.meta ├── _Scenes.meta ├── _Scenes │ ├── .DS_Store │ ├── 2D Card Expanding.unity │ ├── 2D Card Expanding.unity.meta │ ├── 2D Card Popup.unity │ ├── 2D Card Popup.unity.meta │ ├── 2D Card Stack.unity │ ├── 2D Card Stack.unity.meta │ ├── 3D Card Expanding.unity │ ├── 3D Card Expanding.unity.meta │ ├── Superellipse Playground.unity │ └── Superellipse Playground.unity.meta ├── _Scripts.meta └── _Scripts │ ├── .DS_Store │ ├── 2D Cards.meta │ ├── 2D Cards │ ├── CardExpanding2D.cs │ ├── CardExpanding2D.cs.meta │ ├── CardPopup2D.cs │ ├── CardPopup2D.cs.meta │ ├── CardStack2D.cs │ └── CardStack2D.cs.meta │ ├── 3D Cards.meta │ ├── 3D Cards │ ├── CardExpanding3D.cs │ └── CardExpanding3D.cs.meta │ ├── Superellipse Creation.meta │ └── Superellipse Creation │ ├── MeshCreator.cs │ ├── MeshCreator.cs.meta │ ├── SuperellipsePoints.cs │ ├── SuperellipsePoints.cs.meta │ ├── Triangulator.cs │ └── Triangulator.cs.meta ├── Card Stack.gif ├── Custom Superellipses.gif ├── Expanding Card.gif ├── Falling Popups.gif ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | [Ll]ogs/ 7 | [Aa]ssets/AssetStoreTools* 8 | 9 | # Visual Studio cache directory 10 | .vs/ 11 | 12 | # Gradle cache directory 13 | .gradle/ 14 | 15 | # Autogenerated VS/MD/Consulo solution and project files 16 | ExportedObj/ 17 | .consulo/ 18 | *.csproj 19 | *.unityproj 20 | *.sln 21 | *.suo 22 | *.tmp 23 | *.user 24 | *.userprefs 25 | *.pidb 26 | *.booproj 27 | *.svd 28 | *.pdb 29 | *.opendb 30 | *.VC.db 31 | 32 | # Unity3D generated meta files 33 | *.pidb.meta 34 | *.pdb.meta 35 | 36 | # Unity3D generated file on crash reports 37 | sysinfo.txt 38 | 39 | # Builds 40 | *.apk 41 | *.unitypackage 42 | 43 | # Crashlytics generated file 44 | Assets/StreamingAssets/crashlytics-build.properties 45 | 46 | ### macOS ### 47 | # General 48 | .DS_Store 49 | .AppleDouble 50 | .LSOverride 51 | 52 | # Icon must end with two \r 53 | Icon 54 | 55 | # Thumbnails 56 | ._* 57 | 58 | # Files that might appear in the root of a volume 59 | .DocumentRevisions-V100 60 | .fseventsd 61 | .Spotlight-V100 62 | .TemporaryItems 63 | .Trashes 64 | .VolumeIcon.icns 65 | .com.apple.timemachine.donotpresent 66 | 67 | # Directories potentially created on remote AFP share 68 | .AppleDB 69 | .AppleDesktop 70 | Network Trash Folder 71 | Temporary Items 72 | .apdisk 73 | 74 | ### VisualStudioCode ### 75 | .vscode/* 76 | !.vscode/settings.json 77 | !.vscode/tasks.json 78 | !.vscode/launch.json 79 | !.vscode/extensions.json 80 | 81 | ### VisualStudioCode Patch ### 82 | # Ignore all local history of files 83 | .history 84 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | "**/.DS_Store":true, 5 | "**/.git":true, 6 | "**/.gitignore":true, 7 | "**/.gitmodules":true, 8 | "**/*.booproj":true, 9 | "**/*.pidb":true, 10 | "**/*.suo":true, 11 | "**/*.user":true, 12 | "**/*.userprefs":true, 13 | "**/*.unityproj":true, 14 | "**/*.dll":true, 15 | "**/*.exe":true, 16 | "**/*.pdf":true, 17 | "**/*.mid":true, 18 | "**/*.midi":true, 19 | "**/*.wav":true, 20 | "**/*.gif":true, 21 | "**/*.ico":true, 22 | "**/*.jpg":true, 23 | "**/*.jpeg":true, 24 | "**/*.png":true, 25 | "**/*.psd":true, 26 | "**/*.tga":true, 27 | "**/*.tif":true, 28 | "**/*.tiff":true, 29 | "**/*.3ds":true, 30 | "**/*.3DS":true, 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userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/_Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 52aa3a97979cb4d7597cb9243c93a7f6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_Scripts/.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ryanslikesocool/Unity-Card-UI/e91d8a425878327b7516d96ac06ca772ca1d3ed4/Assets/_Scripts/.DS_Store -------------------------------------------------------------------------------- /Assets/_Scripts/2D Cards.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ff6158f1872894fd18d8b73aa8b3727e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_Scripts/2D Cards/CardExpanding2D.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class CardExpanding2D : MonoBehaviour 7 | { 8 | 9 | [SerializeField] 10 | private float lerpSpeed = 8f; 11 | 12 | [SerializeField] 13 | private RectTransform buttonRect; 14 | private Vector2 closeButtonMin; 15 | private Vector2 closeButtonMax; 16 | 17 | [SerializeField] 18 | private Vector2 cardSize; 19 | [SerializeField] 20 | private Vector2 pageSize; 21 | 22 | private Vector2 cardCenter; 23 | private Vector2 pageCenter = Vector2.zero; 24 | 25 | private Vector2 cardMin; 26 | private Vector2 cardMax; 27 | private Vector2 pageMin; 28 | private Vector2 pageMax; 29 | 30 | private RectTransform rectTrans; 31 | ///I wouldn't recommend changing animationActive's value here unless you want the card to start as a page. 32 | private int animationActive = -1; 33 | 34 | void Start() 35 | { 36 | rectTrans = GetComponent(); 37 | 38 | ///Setting up the button's starting color and page position. 39 | buttonRect.GetComponent().color = new Color32(228, 0, 0, 0); 40 | 41 | closeButtonMin = new Vector2(pageMin.x + pageSize.x - 64, pageMin.y + pageSize.y - 64); 42 | closeButtonMax = new Vector2(pageMax.x - 16, pageMax.y - 16); 43 | 44 | ///Setting up the card and page offsets. 45 | cardMin = new Vector2(cardCenter.x - cardSize.x * 0.5f, cardCenter.y - cardSize.y * 0.5f); 46 | cardMax = new Vector2(cardCenter.x + cardSize.x * 0.5f, cardCenter.y + cardSize.y * 0.5f); 47 | 48 | pageMin = new Vector2(pageCenter.x - pageSize.x * 0.5f, pageCenter.y - pageSize.y * 0.5f); 49 | pageMax = new Vector2(pageCenter.x + pageSize.x * 0.5f, pageCenter.y + pageSize.y * 0.5f); 50 | } 51 | 52 | void Update() 53 | { 54 | ///When animationActive == 1, the card is expanding into a page. 55 | if (animationActive == 1) 56 | { 57 | rectTrans.offsetMin = Vector2.Lerp(rectTrans.offsetMin, pageMin, Time.deltaTime * lerpSpeed); 58 | rectTrans.offsetMax = Vector2.Lerp(rectTrans.offsetMax, pageMax, Time.deltaTime * lerpSpeed); 59 | 60 | 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) 61 | { 62 | rectTrans.offsetMin = pageMin; 63 | rectTrans.offsetMax = pageMax; 64 | 65 | ///Changes the button color so it's visible in the page view. 66 | buttonRect.GetComponent().color = Color32.Lerp(buttonRect.GetComponent().color, new Color32(228, 0, 0, 191), Time.deltaTime * lerpSpeed); 67 | 68 | if (Mathf.Abs(buttonRect.GetComponent().color.a - 191) < 2) 69 | { 70 | buttonRect.GetComponent().color = new Color32(228, 0, 0, 191); 71 | 72 | animationActive = 0; 73 | CardStack2D.canUseHorizontalAxis = true; 74 | } 75 | } 76 | ///When animationActive == -1, the page is shrinking into a card. 77 | } 78 | else if (animationActive == -1) 79 | { 80 | buttonRect.GetComponent().color = Color32.Lerp(buttonRect.GetComponent().color, new Color32(228, 0, 0, 0), Time.deltaTime * lerpSpeed * 1.25f); 81 | 82 | rectTrans.offsetMin = Vector2.Lerp(rectTrans.offsetMin, cardMin, Time.deltaTime * lerpSpeed); 83 | rectTrans.offsetMax = Vector2.Lerp(rectTrans.offsetMax, cardMax, Time.deltaTime * lerpSpeed); 84 | 85 | 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) 86 | { 87 | rectTrans.offsetMin = cardMin; 88 | rectTrans.offsetMax = cardMax; 89 | 90 | ///Makes the button take up the whole card. 91 | buttonRect.offsetMin = Vector2.zero; 92 | buttonRect.offsetMax = Vector2.zero; 93 | 94 | animationActive = 0; 95 | CardStack2D.canUseHorizontalAxis = true; 96 | } 97 | } 98 | } 99 | 100 | public void ToggleCard() 101 | { 102 | CardStack2D.canUseHorizontalAxis = false; 103 | if (animationActive != 1) 104 | { 105 | animationActive = 1; 106 | cardCenter = transform.localPosition; 107 | 108 | ///Makes the button the right size in page view. 109 | buttonRect.offsetMin = closeButtonMin; 110 | buttonRect.offsetMax = closeButtonMax; 111 | } 112 | else if (animationActive != -1) 113 | { 114 | animationActive = -1; 115 | } 116 | } 117 | } -------------------------------------------------------------------------------- /Assets/_Scripts/2D Cards/CardExpanding2D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ab9da748840643a3bd4794f6f138979 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_Scripts/2D Cards/CardPopup2D.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [RequireComponent(typeof(Rigidbody))] 6 | public class CardPopup2D : MonoBehaviour 7 | { 8 | [SerializeField] 9 | private float rotationSpeed = 1f; 10 | [SerializeField] 11 | private float centeringSpeed = 4f; 12 | [SerializeField] 13 | private bool singleScene; 14 | 15 | private Rigidbody rbody; 16 | private bool isFalling; 17 | private Vector3 cardFallRotation; 18 | private bool fallToZero; 19 | private float startZPos; 20 | 21 | void Start() 22 | { 23 | rbody = GetComponent(); 24 | rbody.useGravity = false; 25 | startZPos = transform.position.z; 26 | } 27 | 28 | void Update() 29 | { 30 | if (isFalling) 31 | { 32 | transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(cardFallRotation), Time.deltaTime * rotationSpeed); 33 | } 34 | 35 | ///This conditional makes the popup fall nicely into place. 36 | if (fallToZero) 37 | { 38 | transform.position = Vector3.Lerp(transform.position, new Vector3(0, 0, startZPos), Time.deltaTime * centeringSpeed); 39 | transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(Vector3.zero), Time.deltaTime * centeringSpeed); 40 | if (Vector3.Distance(transform.position, new Vector3(0, 0, startZPos)) < 0.0025f) 41 | { 42 | transform.position = new Vector3(0, 0, startZPos); 43 | fallToZero = false; 44 | } 45 | } 46 | 47 | ///This is totally unnecessary. 48 | if (transform.position.y < -4) 49 | { 50 | isFalling = false; 51 | rbody.useGravity = false; 52 | rbody.velocity = Vector3.zero; 53 | transform.position = new Vector3(0, 8, startZPos); 54 | if (singleScene) 55 | { 56 | CardEnter(); 57 | } 58 | } 59 | } 60 | 61 | public void CardEnter() 62 | { 63 | fallToZero = true; 64 | } 65 | 66 | ///A negative fallRotation will result in the card turning clockwise, while a positive fallRotation makes the card turn counterclockwise. 67 | public void CardFallAway(float fallRotation) 68 | { 69 | rbody.useGravity = true; 70 | isFalling = true; 71 | cardFallRotation = new Vector3(0, 0, fallRotation); 72 | } 73 | } -------------------------------------------------------------------------------- /Assets/_Scripts/2D Cards/CardPopup2D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a41308ab5f4aa489c9cf797b9152351a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_Scripts/2D Cards/CardStack2D.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class CardStack2D : MonoBehaviour 7 | { 8 | 9 | [SerializeField] 10 | private float cardMoveSpeed = 8f; 11 | [SerializeField] 12 | private float buttonCooldownTime = 0.125f; 13 | [SerializeField] 14 | private int cardZMultiplier = 32; 15 | [SerializeField] 16 | private bool useDefaultUsedXPos = true; 17 | [SerializeField] 18 | private int usedCardXPos = 1280; 19 | [SerializeField] 20 | private Transform[] cards; 21 | 22 | private int cardArrayOffset; 23 | private Vector3[] cardPositions; 24 | private int xPowerDifference; 25 | 26 | ///Static variables can be used across the scene if this script is in it. 27 | ///Thankfully it doesn't matter if another script attempts to use the variable and this script isn't in the scene. 28 | public static bool canUseHorizontalAxis = true; 29 | 30 | void Start() 31 | { 32 | ///I've found that 9 is a good number for this. 33 | ///I wouldn't really recommend changing it, but go ahead if you want to. 34 | xPowerDifference = 9 - cards.Length; 35 | 36 | ///This is optional, but makes it super easy to figure out the offscreen position for cards. 37 | ///Unfortunately, it's only really useful if the cards are the same width. 38 | if (useDefaultUsedXPos) 39 | { 40 | int cardWidth = (int)(cards[0].GetComponent().rect.width); 41 | usedCardXPos = (int)(Screen.width * 0.5f + cardWidth); 42 | } 43 | 44 | cardPositions = new Vector3[cards.Length * 2 - 1]; 45 | 46 | ///This loop is for cards still in the stack. 47 | for (int i = cards.Length; i > -1; i--) 48 | { 49 | if (i < cards.Length - 1) 50 | { 51 | cardPositions[i] = new Vector3(-Mathf.Pow(2, i + xPowerDifference) + cardPositions[i + 1].x, 0, cardZMultiplier * Mathf.Abs(i + 1 - cards.Length)); 52 | } 53 | else 54 | { 55 | cardPositions[i] = Vector3.zero; 56 | } 57 | } 58 | 59 | ///This loop is for cards outside of the stack. 60 | for (int i = cards.Length; i < cardPositions.Length; i++) 61 | { 62 | cardPositions[i] = new Vector3(usedCardXPos + 4 * (i - cards.Length), 0, -2 + -2 * (i - cards.Length)); 63 | } 64 | } 65 | 66 | void Update() 67 | { 68 | if (canUseHorizontalAxis) 69 | { 70 | ///Controls for the cards. 71 | if (Input.GetAxisRaw("Horizontal") < 0 && cardArrayOffset > 0) 72 | { 73 | cardArrayOffset--; 74 | StartCoroutine(ButtonCooldown()); 75 | } 76 | else if (Input.GetAxisRaw("Horizontal") > 0 && cardArrayOffset < cards.Length - 1) 77 | { 78 | cardArrayOffset++; 79 | StartCoroutine(ButtonCooldown()); 80 | } 81 | } 82 | 83 | ///This loop moves the cards. I know that none of my lerps are the "right way," but it looks much nicer. 84 | for (int i = 0; i < cards.Length; i++) 85 | { 86 | cards[i].localPosition = Vector3.Lerp(cards[i].localPosition, cardPositions[i + cardArrayOffset], Time.deltaTime * cardMoveSpeed); 87 | if (Mathf.Abs(cards[i].localPosition.x - cardPositions[i + cardArrayOffset].x) < 0.01f) 88 | { 89 | cards[i].localPosition = cardPositions[i + cardArrayOffset]; 90 | 91 | ///This disables interaction with cards that are not on top of the stack. 92 | if (cards[i].localPosition.x == 0) 93 | { 94 | cards[i].gameObject.GetComponent().interactable = true; 95 | } 96 | else 97 | { 98 | cards[i].gameObject.GetComponent().interactable = false; 99 | } 100 | } 101 | } 102 | } 103 | 104 | ///Stops the cards from scrolling super quickly if a button on the horizontal axis is held down. 105 | IEnumerator ButtonCooldown() 106 | { 107 | canUseHorizontalAxis = false; 108 | yield return new WaitForSeconds(buttonCooldownTime); 109 | canUseHorizontalAxis = true; 110 | } 111 | } -------------------------------------------------------------------------------- /Assets/_Scripts/2D Cards/CardStack2D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3c0edb9a3f5da4e129739a8f92a115af 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_Scripts/3D Cards.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2e00d759ad79242bc80e41df440cc3df 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_Scripts/3D Cards/CardExpanding3D.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | [ExecuteInEditMode] 7 | public class CardExpanding3D : MonoBehaviour 8 | { 9 | [SerializeField] 10 | private float lerpSpeed = 12; 11 | [SerializeField] 12 | private float cornerSize = 64; 13 | 14 | [Header("Parts")] 15 | public RectTransform[] cardCorners; 16 | public RectTransform[] cardEdges; 17 | public RectTransform cardCenter; 18 | 19 | [Header("Card Info")] 20 | [Tooltip("Positions and sizes card to its current transform.")] 21 | public bool cardAutoSize = true; 22 | public Vector2 cardSize; 23 | public Vector2 cardPosition; 24 | [Range(1, 96)] 25 | public int cardSuperness = 4; 26 | 27 | [Header("Page Info")] 28 | [Tooltip("Positions and sizes the page to the top third of the screen.")] 29 | public bool pageAutoSize = true; 30 | public Vector2 pageSize; 31 | public Vector2 pagePosition; 32 | [Range(1, 96)] 33 | public int pageSuperness = 96; 34 | 35 | ///Just like with the 2D version of this script, I don't recommend touching this. 36 | private int animationActive = 0; 37 | 38 | private Vector2[] nextCornerPos = new Vector2[4]; 39 | private Vector2[] nextEdgePos = new Vector2[4]; 40 | private Vector2[] nextEdgeScale = new Vector2[4]; 41 | private Vector2 nextCenterScale; 42 | private Vector2 nextPos; 43 | private int nextSuperness; 44 | 45 | private RectTransform rect; 46 | private Vector2 nextMin; 47 | private Vector2 nextMax; 48 | 49 | void Start() 50 | { 51 | if (cardAutoSize) 52 | { 53 | cardSize = new Vector2(cardCorners[0].localScale.x * 2 + cardEdges[0].localScale.x, cardCorners[0].localScale.y * 2 + cardEdges[0].localScale.y); 54 | cardPosition = cardCenter.localPosition; 55 | } 56 | 57 | if (pageAutoSize) 58 | { 59 | pageSize = new Vector2(Screen.width, Screen.height / 3); 60 | pagePosition = new Vector2(0, Screen.height / 2 - pageSize.y / 2); 61 | } 62 | 63 | rect = GetComponent(); 64 | } 65 | 66 | void Update() 67 | { 68 | if (animationActive == 1 || animationActive == -1) 69 | { 70 | ///Lerps the corners to new positions and supernesses. 71 | for (int i = 0; i < cardCorners.Length; i++) 72 | { 73 | cardCorners[i].localPosition = Vector3.Lerp(cardCorners[i].localPosition, nextCornerPos[i], Time.deltaTime * lerpSpeed); 74 | 75 | cardCorners[i].GetComponent().superness = Mathf.Lerp(cardCorners[i].GetComponent().superness, nextSuperness, Time.deltaTime * lerpSpeed); 76 | 77 | ///Forces everything to either the card layout or the page layout once the superness is similar enough. 78 | if (Mathf.Abs(cardCorners[i].GetComponent().superness - nextSuperness) <= 1) 79 | { 80 | cardCorners[i].localPosition = nextCornerPos[i]; 81 | cardEdges[i].localPosition = nextEdgePos[i]; 82 | cardEdges[i].localScale = new Vector3(nextEdgeScale[i].x, nextEdgeScale[i].y, 1); 83 | transform.localPosition = nextPos; 84 | cardCenter.localScale = new Vector3(nextCenterScale.x, nextCenterScale.y, 1); 85 | cardCorners[i].GetComponent().superness = nextSuperness; 86 | rect.offsetMin = nextMin; 87 | rect.offsetMax = nextMax; 88 | } 89 | } 90 | 91 | ///Lerps the edges to new positions and sizes. 92 | for (int i = 0; i < cardEdges.Length; i++) 93 | { 94 | cardEdges[i].localPosition = Vector3.Lerp(cardEdges[i].localPosition, nextEdgePos[i], Time.deltaTime * lerpSpeed); 95 | cardEdges[i].localScale = Vector3.Lerp(cardEdges[i].localScale, new Vector3(nextEdgeScale[i].x, nextEdgeScale[i].y, 1), Time.deltaTime * lerpSpeed); 96 | } 97 | 98 | ///Lerps the center to new position and size. 99 | transform.localPosition = Vector3.Lerp(transform.localPosition, nextPos, Time.deltaTime * lerpSpeed); 100 | cardCenter.localScale = Vector3.Lerp(cardCenter.localScale, new Vector3(nextCenterScale.x, nextCenterScale.y, 1), Time.deltaTime * lerpSpeed); 101 | 102 | ///Lerps the RectTransform. 103 | rect.offsetMin = Vector3.Lerp(rect.offsetMin, nextMin, Time.deltaTime * lerpSpeed); 104 | rect.offsetMax = Vector3.Lerp(rect.offsetMax, nextMax, Time.deltaTime * lerpSpeed); 105 | } 106 | } 107 | 108 | public void ToggleCard() 109 | { 110 | if (animationActive != 1 || animationActive == 0) 111 | { 112 | animationActive = 1; 113 | 114 | ///Gets new corner positions. 115 | for (int i = 0; i < cardCorners.Length; i++) 116 | { 117 | float posX = pageSize.x / 2 * Mathf.Sign(cardCorners[i].localScale.x) - cardCorners[i].localScale.x; 118 | float posY = pageSize.y / 2 * Mathf.Sign(cardCorners[i].localScale.y) - cardCorners[i].localScale.y; 119 | 120 | nextCornerPos[i] = new Vector2(posX, posY); 121 | } 122 | 123 | ///Same concept as the last loop. 124 | for (int i = 0; i < cardEdges.Length; i++) 125 | { 126 | float posX = 0; 127 | float posY = 0; 128 | 129 | float scaleX = 0; 130 | float scaleY = 0; 131 | 132 | if (cardEdges[i].localPosition.x != 0) 133 | { 134 | posX = Mathf.Sign(cardEdges[i].localPosition.x) * ((pageSize.x / 2) - (cardEdges[i].localScale.x / 2)); 135 | posY = 0; 136 | 137 | scaleX = cornerSize; 138 | scaleY = pageSize.y - cornerSize * 2; 139 | } 140 | else if (cardEdges[i].localPosition.y != 0) 141 | { 142 | posX = 0; 143 | posY = Mathf.Sign(cardEdges[i].localPosition.y) * ((pageSize.y / 2) - (cardEdges[i].localScale.y / 2)); 144 | 145 | scaleX = pageSize.x - cornerSize * 2; 146 | scaleY = cornerSize; 147 | } 148 | 149 | nextEdgePos[i] = new Vector2(posX, posY); 150 | nextEdgeScale[i] = new Vector2(scaleX, scaleY); 151 | } 152 | 153 | nextCenterScale = pageSize - new Vector2(cornerSize * 2, cornerSize * 2); 154 | nextPos = pagePosition; 155 | 156 | nextSuperness = pageSuperness; 157 | 158 | nextMin = new Vector2(-pageSize.x / 2, -pageSize.y / 2) + nextPos; 159 | nextMax = new Vector2(pageSize.x / 2, pageSize.y / 2) + nextPos; 160 | } 161 | else if (animationActive != -1) 162 | { 163 | animationActive = -1; 164 | 165 | ///Gets new corner positions. 166 | for (int i = 0; i < cardCorners.Length; i++) 167 | { 168 | float posX = Mathf.Sign(cardCorners[i].localScale.x) * (cardSize.x / 2) - cardCorners[i].localScale.x; 169 | float posY = Mathf.Sign(cardCorners[i].localScale.y) * (cardSize.y / 2) - cardCorners[i].localScale.y; 170 | 171 | nextCornerPos[i] = new Vector2(posX, posY); 172 | } 173 | 174 | ///Same concept as the last loop. 175 | for (int i = 0; i < cardEdges.Length; i++) 176 | { 177 | float posX = 0; 178 | float posY = 0; 179 | 180 | float scaleX = 0; 181 | float scaleY = 0; 182 | 183 | if (cardEdges[i].localPosition.x != 0) 184 | { 185 | posX = Mathf.Sign(cardEdges[i].localPosition.x) * (cardSize.x / 2) - Mathf.Sign(cardEdges[i].localPosition.x) * (cardEdges[i].localScale.x / 2); 186 | posY = 0; 187 | 188 | scaleX = cornerSize; 189 | scaleY = cardSize.y - cornerSize * 2; 190 | } 191 | else if (cardEdges[i].localPosition.y != 0) 192 | { 193 | posX = 0; 194 | posY = Mathf.Sign(cardEdges[i].localPosition.y) * (cardSize.y / 2) - Mathf.Sign(cardEdges[i].localPosition.y) * (cardEdges[i].localScale.y / 2); 195 | 196 | scaleX = cardSize.x - cornerSize * 2; 197 | scaleY = cornerSize; 198 | } 199 | 200 | nextEdgePos[i] = new Vector2(posX, posY); 201 | nextEdgeScale[i] = new Vector2(scaleX, scaleY); 202 | } 203 | 204 | nextCenterScale = cardSize - new Vector2(cornerSize * 2, cornerSize * 2); 205 | nextPos = cardPosition; 206 | 207 | nextSuperness = cardSuperness; 208 | 209 | nextMin = new Vector2(-cardSize.x / 2, -cardSize.y / 2) + nextPos; 210 | nextMax = new Vector2(cardSize.x / 2, cardSize.y / 2) + nextPos; 211 | } 212 | } 213 | } -------------------------------------------------------------------------------- /Assets/_Scripts/3D Cards/CardExpanding3D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 113e4a3911e6c4f3e8427bd79605739c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_Scripts/Superellipse Creation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85c7285af214d46818136659e00053bd 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_Scripts/Superellipse Creation/MeshCreator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | ///Credit where credit is due 6 | ///https://wiki.unity3d.com/index.php?title=Triangulator 7 | [ExecuteInEditMode] 8 | public class MeshCreator : MonoBehaviour 9 | { 10 | public void CreateMesh(List points) 11 | { 12 | // Create Vector2 vertices 13 | Vector2[] vertices2D = points.ToArray(); 14 | 15 | // Use the triangulator to get indices for creating triangles 16 | Triangulator tr = new Triangulator(vertices2D); 17 | int[] indices = tr.Triangulate(); 18 | 19 | // Create the Vector3 vertices 20 | Vector3[] vertices = new Vector3[vertices2D.Length]; 21 | for (int i = 0; i < vertices.Length; i++) 22 | { 23 | vertices[i] = new Vector3(vertices2D[i].x, vertices2D[i].y, 0); 24 | } 25 | 26 | // Create the mesh 27 | Mesh msh = new Mesh(); 28 | msh.vertices = vertices; 29 | msh.triangles = indices; 30 | msh.RecalculateNormals(); 31 | msh.RecalculateBounds(); 32 | 33 | // Set up game object with mesh; 34 | GetComponent().mesh = msh; 35 | } 36 | } -------------------------------------------------------------------------------- /Assets/_Scripts/Superellipse Creation/MeshCreator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c87d7e3a53e4c4bf9ae3657f0dff98b6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_Scripts/Superellipse Creation/SuperellipsePoints.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | ///The formula for a basic superellipse is 6 | ///Mathf.Pow(Mathf.Abs(x / a), n) + Mathf.Pow(Mathf.Abs(y / b), n) = 1 7 | [ExecuteInEditMode] 8 | public class SuperellipsePoints : MonoBehaviour 9 | { 10 | public float xLimits = 1f; 11 | public float yLimits = 1f; 12 | [Range(1f, 96f)] 13 | public float superness = 4f; 14 | 15 | private float lastXLim; 16 | private float lastYLim; 17 | private float lastSuper; 18 | 19 | [Space] 20 | [Range(1, 32)] 21 | public int levelOfDetail = 4; 22 | 23 | private int lastLoD; 24 | 25 | [Space] 26 | public Material material; 27 | 28 | private List pointList = new List(); 29 | 30 | void Start() 31 | { 32 | RecalculateSuperellipse(); 33 | 34 | GetComponent().material = material; 35 | 36 | lastXLim = xLimits; 37 | lastYLim = yLimits; 38 | lastSuper = superness; 39 | 40 | lastLoD = levelOfDetail; 41 | } 42 | 43 | void Update() 44 | { 45 | if (lastXLim != xLimits || lastYLim != yLimits || lastSuper != superness || lastLoD != levelOfDetail) 46 | { 47 | RecalculateSuperellipse(); 48 | } 49 | 50 | lastXLim = xLimits; 51 | lastYLim = yLimits; 52 | lastSuper = superness; 53 | 54 | lastLoD = levelOfDetail; 55 | } 56 | 57 | void RecalculateSuperellipse() 58 | { 59 | pointList.Clear(); 60 | 61 | float realLoD = levelOfDetail * 4; 62 | 63 | for (float i = 0; i < xLimits; i += 1 / realLoD) 64 | { 65 | float y = Superellipse(xLimits, yLimits, i, superness); 66 | Vector2 tempVecTwo = new Vector2(i, y); 67 | pointList.Add(tempVecTwo); 68 | } 69 | pointList.Add(new Vector2(xLimits, 0)); 70 | pointList.Add(Vector2.zero); 71 | 72 | GetComponent().CreateMesh(pointList); 73 | } 74 | 75 | float Superellipse(float a, float b, float x, float n) 76 | { 77 | float alpha = Mathf.Pow((x / a), n); 78 | float beta = 1 - alpha; 79 | float y = Mathf.Pow(beta, 1 / n) * b; 80 | 81 | return y; 82 | } 83 | } -------------------------------------------------------------------------------- /Assets/_Scripts/Superellipse Creation/SuperellipsePoints.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: df6beaa1c87204b919c209b770d44bc9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_Scripts/Superellipse Creation/Triangulator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | ///Credit where credit is due 5 | ///https://wiki.unity3d.com/index.php?title=Triangulator 6 | [ExecuteInEditMode] 7 | public class Triangulator 8 | { 9 | private List m_points = new List(); 10 | 11 | public Triangulator(Vector2[] points) 12 | { 13 | m_points = new List(points); 14 | } 15 | 16 | public int[] Triangulate() 17 | { 18 | List indices = new List(); 19 | 20 | int n = m_points.Count; 21 | if (n < 3) 22 | return indices.ToArray(); 23 | 24 | int[] V = new int[n]; 25 | if (Area() > 0) 26 | { 27 | for (int v = 0; v < n; v++) 28 | V[v] = v; 29 | } 30 | else 31 | { 32 | for (int v = 0; v < n; v++) 33 | V[v] = (n - 1) - v; 34 | } 35 | 36 | int nv = n; 37 | int count = 2 * nv; 38 | for (int m = 0, v = nv - 1; nv > 2;) 39 | { 40 | if ((count--) <= 0) 41 | return indices.ToArray(); 42 | 43 | int u = v; 44 | if (nv <= u) 45 | u = 0; 46 | v = u + 1; 47 | if (nv <= v) 48 | v = 0; 49 | int w = v + 1; 50 | if (nv <= w) 51 | w = 0; 52 | 53 | if (Snip(u, v, w, nv, V)) 54 | { 55 | int a, b, c, s, t; 56 | a = V[u]; 57 | b = V[v]; 58 | c = V[w]; 59 | indices.Add(a); 60 | indices.Add(b); 61 | indices.Add(c); 62 | m++; 63 | for (s = v, t = v + 1; t < nv; s++, t++) 64 | V[s] = V[t]; 65 | nv--; 66 | count = 2 * nv; 67 | } 68 | } 69 | 70 | indices.Reverse(); 71 | return indices.ToArray(); 72 | } 73 | 74 | private float Area() 75 | { 76 | int n = m_points.Count; 77 | float A = 0.0f; 78 | for (int p = n - 1, q = 0; q < n; p = q++) 79 | { 80 | Vector2 pval = m_points[p]; 81 | Vector2 qval = m_points[q]; 82 | A += pval.x * qval.y - qval.x * pval.y; 83 | } 84 | return (A * 0.5f); 85 | } 86 | 87 | private bool Snip(int u, int v, int w, int n, int[] V) 88 | { 89 | int p; 90 | Vector2 A = m_points[V[u]]; 91 | Vector2 B = m_points[V[v]]; 92 | Vector2 C = m_points[V[w]]; 93 | if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x)))) 94 | return false; 95 | for (p = 0; p < n; p++) 96 | { 97 | if ((p == u) || (p == v) || (p == w)) 98 | continue; 99 | Vector2 P = m_points[V[p]]; 100 | if (InsideTriangle(A, B, C, P)) 101 | return false; 102 | } 103 | return true; 104 | } 105 | 106 | private bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P) 107 | { 108 | float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy; 109 | float cCROSSap, bCROSScp, aCROSSbp; 110 | 111 | ax = C.x - B.x; ay = C.y - B.y; 112 | bx = A.x - C.x; by = A.y - C.y; 113 | cx = B.x - A.x; cy = B.y - A.y; 114 | apx = P.x - A.x; apy = P.y - A.y; 115 | bpx = P.x - B.x; bpy = P.y - B.y; 116 | cpx = P.x - C.x; cpy = P.y - C.y; 117 | 118 | aCROSSbp = ax * bpy - ay * bpx; 119 | cCROSSap = cx * apy - cy * apx; 120 | bCROSScp = bx * cpy - by * cpx; 121 | 122 | return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f)); 123 | } 124 | } -------------------------------------------------------------------------------- /Assets/_Scripts/Superellipse Creation/Triangulator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac33bc8ebf2744ad6ae91f80f8542546 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Card Stack.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ryanslikesocool/Unity-Card-UI/e91d8a425878327b7516d96ac06ca772ca1d3ed4/Card Stack.gif -------------------------------------------------------------------------------- /Custom Superellipses.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ryanslikesocool/Unity-Card-UI/e91d8a425878327b7516d96ac06ca772ca1d3ed4/Custom Superellipses.gif -------------------------------------------------------------------------------- /Expanding Card.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ryanslikesocool/Unity-Card-UI/e91d8a425878327b7516d96ac06ca772ca1d3ed4/Expanding Card.gif -------------------------------------------------------------------------------- /Falling Popups.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ryanslikesocool/Unity-Card-UI/e91d8a425878327b7516d96ac06ca772ca1d3ed4/Falling Popups.gif -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 ryan 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.3.1", 4 | "com.unity.analytics": "3.2.2", 5 | "com.unity.collab-proxy": "1.2.15", 6 | "com.unity.package-manager-ui": "2.0.3", 7 | "com.unity.purchasing": "2.0.3", 8 | "com.unity.textmeshpro": "1.3.0", 9 | "com.unity.modules.ai": "1.0.0", 10 | "com.unity.modules.animation": "1.0.0", 11 | "com.unity.modules.assetbundle": "1.0.0", 12 | "com.unity.modules.audio": "1.0.0", 13 | "com.unity.modules.cloth": "1.0.0", 14 | "com.unity.modules.director": "1.0.0", 15 | 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Fixed Timestep: 0.0167 7 | Maximum Allowed Timestep: 0.1 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Card UI 2 | Basic card style UI elements in Unity 2018.3.0f2 3 | 4 | #### 2D Card stack 5 | This is a basic card stack, similar to the app switcher on iOS 9+. The contents can be changed and it's possible to turn cards in the stack into 2D expanding cards. 6 | 7 | ![Alt Text](https://github.com/ryanslikesocool/Unity-Card-UI/blob/master/Card%20Stack.gif) 8 | 9 | #### 2D Falling popups 10 | These popups are heavily inspired by Ryan McLeod's "Blackbox" game. It's available for free on the iOS App Store. These popups are an attempt to replicate the popups in his game. 11 | 12 | ![Alt Text](https://github.com/ryanslikesocool/Unity-Card-UI/blob/master/Falling%20Popups.gif) 13 | 14 | #### 2D Expanding Card 15 | Click on the card and it expands into an almost full sized page. Click the red circle in the top right of the page to shrink it back into a card. 16 | 17 | ![Alt Text](https://github.com/ryanslikesocool/Unity-Card-UI/blob/master/Expanding%20Card.gif) 18 | 19 | #### 3D Custom Superellipses 20 | This one uses some outside scripts from the Unify Community Wiki. It takes a bunch of points from one quadrant of a superellipse and turns it into a mesh that can be used and changed at runtime. You can change the roundness (or "superness" if you want to sound cool) of the corners. The x and y extents and the level of detail of the quadrant can be changed. It's a bit messy to get set up with the interactive part of the UI. 21 | 22 | ![Alt Text](https://github.com/ryanslikesocool/Unity-Card-UI/blob/master/Custom%20Superellipses.gif) 23 | 24 | ## Other Stuff 25 | Drag and drop the contents of the Assets folder anywhere into your project's Assets folder. Most of the info you need is on the cards in the scenes. The code is decently commented as well. If you have any other questions or suggestions, feel free to create an issue. 26 | 27 | ## Credits 28 | #### Unify Community Wiki 29 | Triangulator.cs, PolygonTester.cs (which I renamed to MeshCreator.cs) --------------------------------------------------------------------------------