private IEnumerator GetCardAnim(GameObject card) { Vector3 posNow = card.transform.localPosition; SmothTransform ST = card.GetComponent <SmothTransform> (); Vector3 upPos = new Vector3(posNow.x, posNow.y + UpPos, posNow.z); Vector3 downPos = new Vector3(posNow.x, posNow.y + DownPos, posNow.z); ST.SmothTransformTo(upPos, 10); yield return(new WaitForSeconds(0.1f)); ST.SmothTransformTo(downPos, 10); }
private void ReturnToStartPosision() { //Debug.Log ("return to start pos: " + this.gameObject.name); // transform.position = startPos; cardSpriteRender.sortingOrder = startLayer; if (HandComp) { HandComp.SortCardsInHand(); } else { SmoothTrComp.SmothTransformTo(pawnStartPosition, 30); } // transform.localScale = startScale; // transform.localEulerAngles = startRotation; }
public void CenterOnItem(RectTransform target) { // Item is here var itemCenterPositionInScroll = GetWorldPointInWidget(mScrollTransform, GetWidgetWorldPoint(target)); Debug.Log("Item Anchor Pos In Scroll: " + itemCenterPositionInScroll); // But must be here var targetPositionInScroll = GetWorldPointInWidget(mScrollTransform, GetWidgetWorldPoint(_MaskTransform)); Debug.Log("Target Anchor Pos In Scroll: " + targetPositionInScroll); // So it has to move this distance var difference = targetPositionInScroll - itemCenterPositionInScroll; difference.z = 0f; //clear axis data that is not enabled in the scrollrect if (!mScrollRect.horizontal) { difference.x = 0f; } if (!mScrollRect.vertical) { difference.y = 0f; } //this is the wanted new position for the content var newAnchoredPosition = mContent.anchoredPosition3D + difference; if (_Snap) { mContent.anchoredPosition3D = newAnchoredPosition; } else { SmothTrans.TrackPosition = true; SmothTrans.SmothTransformTo(newAnchoredPosition, 12); //DOTween.To (() => mContent.anchoredPosition, x => mContent.anchoredPosition = x, newAnchoredPosition, _AnimTime); } }
private IEnumerator AddCardFromPack(GameObject card, GameObject panel, int i, CardsBase.CardDescriptionClass cardDesc) { SmothTransform ST = card.GetComponent <SmothTransform> (); yield return(new WaitForSeconds(0.5f)); yield return(new WaitForSeconds(0.1f * i)); card.transform.SetParent(panel.transform, true); ST.SmothTransformTo(new Vector3(0, 0, 0), Quaternion.identity, MovingSpeed); ST.SmoothScaleTo(new Vector3(CardReversEndScale, CardReversEndScale, CardReversEndScale), MovingSpeed); if (cardDesc != null) { if (cardDesc.Rarity == CardInteraction.CardRarityEnum.gold) { Instantiate(GoldCardRay, card.transform); } else if (cardDesc.Rarity == CardInteraction.CardRarityEnum.diamond) { Instantiate(DiamondCardRay, card.transform); } } }
private IEnumerator CardAnimation(Vector3 newPos, Vector3 newScale, GameObject UnblockedCard) { if (UnblockedCard != null) { DisableOtherCards(UnblockedCard); } else { DisableOtherCards(null); } SmothTransform SMT = GetComponent <SmothTransform> (); SMT.smoothTransformPosRunning = false; SMT.smoothTransformScaleRunning = false; SMT.SmothTransformTo(newPos, 10); SMT.SmoothScaleTo(newScale, 10); yield return(new WaitForSeconds(0.5f)); if (UnblockedCard == null) { StartCoroutine(EnableOtherCardsDelayed()); } }
public void AddCardToStartHand(GameObject card, int CardNumber) { Debug.Log("Add card :" + card); bool found = false; foreach (GameObject panel in PanelsList) { if (panel != null) { StartHandPanel handPanel = panel.GetComponent <StartHandPanel> (); if (handPanel.CardDeckNumber == CardNumber) { Debug.Log("found free panel :" + panel); if (handPanel.Card != null) { Destroy(handPanel.Card); } handPanel.Card = card; handPanel.StartHandComponent = GetComponent <StartHand> (); card.GetComponent <CardInteraction> ().cardHandIndex = PanelsList.IndexOf(panel); card.transform.SetParent(panel.transform); SmothTransform STF = card.GetComponent <SmothTransform> (); STF.SmoothScaleTo(new Vector3(CardScale, CardScale, CardScale), 10); Quaternion rot = Quaternion.identity; rot.eulerAngles = new Vector3(0, 0, 0); STF.SmothTransformTo(CardPosition, rot, 10); found = true; break; } } } if (!found) { card.GetComponent <CardInteraction> ().SetCardInterationsEnable(true); HandComponent.AddCardToHand(card); } }