Files
TaiWan/Assets/ZX/ZX8/Scripts/Book.cs
2025-10-31 15:20:38 +08:00

467 lines
16 KiB
C#

//The implementation is based on this article:http://rbarraza.com/html5-canvas-pageflip/
//As the rbarraza.com website is not live anymore you can get an archived version from web archive
//or check an archived version that I uploaded on my website: https://dandarawy.com/html5-canvas-pageflip/
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.Events;
public enum FlipMode
{
RightToLeft,
LeftToRight
}
public class Book : MonoBehaviour
{
public Canvas canvas;
[SerializeField]
RectTransform BookPanel;
public Sprite background;
public Sprite bgLeft;
public Sprite bgRight;
public Sprite[] bookPages;
public bool interactable = true;
public bool enableShadowEffect = true;
//represent the index of the sprite shown in the right page
public int currentPage = 0;
public int TotalPageCount
{
get { return bookPages.Length; }
}
public Vector3 EndBottomLeft
{
get { return ebl; }
}
public Vector3 EndBottomRight
{
get { return ebr; }
}
public float Height
{
get
{
return BookPanel.rect.height;
}
}
public Image ClippingPlane;
public Image NextPageClip;
public Image Shadow;
public Image ShadowLTR;
public Image Left;
public Image LeftNext;
public Image Right;
public Image RightNext;
public UnityEvent OnFlip;
float radius1, radius2;
//Spine Bottom
Vector3 sb;
//Spine Top
Vector3 st;
//corner of the page
Vector3 c;
//Edge Bottom Right
Vector3 ebr;
//Edge Bottom Left
Vector3 ebl;
//follow point
Vector3 f;
bool pageDragging = false;
//current flip mode
FlipMode mode;
void Start()
{
if (!canvas) canvas = GetComponentInParent<Canvas>();
if (!canvas) Debug.LogError("Book should be a child to canvas");
Left.gameObject.SetActive(false);
Right.gameObject.SetActive(false);
UpdateSprites();
CalcCurlCriticalPoints();
float pageWidth = BookPanel.rect.width / 2.0f;
float pageHeight = BookPanel.rect.height;
NextPageClip.rectTransform.sizeDelta = new Vector2(pageWidth, pageHeight + pageHeight * 2);
ClippingPlane.rectTransform.sizeDelta = new Vector2(pageWidth * 2 + pageHeight, pageHeight + pageHeight * 2);
//hypotenous (diagonal) page length
float hyp = Mathf.Sqrt(pageWidth * pageWidth + pageHeight * pageHeight);
float shadowPageHeight = pageWidth / 2 + hyp;
Shadow.rectTransform.sizeDelta = new Vector2(pageWidth, shadowPageHeight);
Shadow.rectTransform.pivot = new Vector2(1, (pageWidth / 2) / shadowPageHeight);
ShadowLTR.rectTransform.sizeDelta = new Vector2(pageWidth, shadowPageHeight);
ShadowLTR.rectTransform.pivot = new Vector2(0, (pageWidth / 2) / shadowPageHeight);
}
private void CalcCurlCriticalPoints()
{
sb = new Vector3(0, -BookPanel.rect.height / 2);
ebr = new Vector3(BookPanel.rect.width / 2, -BookPanel.rect.height / 2);
ebl = new Vector3(-BookPanel.rect.width / 2, -BookPanel.rect.height / 2);
st = new Vector3(0, BookPanel.rect.height / 2);
radius1 = Vector2.Distance(sb, ebr);
float pageWidth = BookPanel.rect.width / 2.0f;
float pageHeight = BookPanel.rect.height;
radius2 = Mathf.Sqrt(pageWidth * pageWidth + pageHeight * pageHeight);
}
public Vector3 transformPoint(Vector3 mouseScreenPos)
{
if (canvas.renderMode == RenderMode.ScreenSpaceCamera)
{
Vector3 mouseWorldPos = canvas.worldCamera.ScreenToWorldPoint(new Vector3(mouseScreenPos.x, mouseScreenPos.y, canvas.planeDistance));
Vector2 localPos = BookPanel.InverseTransformPoint(mouseWorldPos);
return localPos;
}
else if (canvas.renderMode == RenderMode.WorldSpace)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Vector3 globalEBR = transform.TransformPoint(ebr);
Vector3 globalEBL = transform.TransformPoint(ebl);
Vector3 globalSt = transform.TransformPoint(st);
Plane p = new Plane(globalEBR, globalEBL, globalSt);
float distance;
p.Raycast(ray, out distance);
Vector2 localPos = BookPanel.InverseTransformPoint(ray.GetPoint(distance));
return localPos;
}
else
{
//Screen Space Overlay
Vector2 localPos = BookPanel.InverseTransformPoint(mouseScreenPos);
return localPos;
}
}
void Update()
{
if (pageDragging && interactable)
{
UpdateBook();
}
}
public void UpdateBook()
{
f = Vector3.Lerp(f, transformPoint(Input.mousePosition), Time.deltaTime * 10);
if (mode == FlipMode.RightToLeft)
UpdateBookRTLToPoint(f);
else
UpdateBookLTRToPoint(f);
}
public void UpdateBookLTRToPoint(Vector3 followLocation)
{
mode = FlipMode.LeftToRight;
f = followLocation;
ShadowLTR.transform.SetParent(ClippingPlane.transform, true);
ShadowLTR.transform.localPosition = new Vector3(0, 0, 0);
ShadowLTR.transform.localEulerAngles = new Vector3(0, 0, 0);
Left.transform.SetParent(ClippingPlane.transform, true);
Right.transform.SetParent(BookPanel.transform, true);
Right.transform.localEulerAngles = Vector3.zero;
LeftNext.transform.SetParent(BookPanel.transform, true);
c = Calc_C_Position(followLocation);
Vector3 t1;
float clipAngle = CalcClipAngle(c, ebl, out t1);
//0 < T0_T1_Angle < 180
clipAngle = (clipAngle + 180) % 180;
ClippingPlane.transform.localEulerAngles = new Vector3(0, 0, clipAngle - 90);
ClippingPlane.transform.position = BookPanel.TransformPoint(t1);
//page position and angle
Left.transform.position = BookPanel.TransformPoint(c);
float C_T1_dy = t1.y - c.y;
float C_T1_dx = t1.x - c.x;
float C_T1_Angle = Mathf.Atan2(C_T1_dy, C_T1_dx) * Mathf.Rad2Deg;
Left.transform.localEulerAngles = new Vector3(0, 0, C_T1_Angle - 90 - clipAngle);
NextPageClip.transform.localEulerAngles = new Vector3(0, 0, clipAngle - 90);
NextPageClip.transform.position = BookPanel.TransformPoint(t1);
LeftNext.transform.SetParent(NextPageClip.transform, true);
Right.transform.SetParent(ClippingPlane.transform, true);
Right.transform.SetAsFirstSibling();
ShadowLTR.rectTransform.SetParent(Left.rectTransform, true);
}
public void UpdateBookRTLToPoint(Vector3 followLocation)
{
mode = FlipMode.RightToLeft;
f = followLocation;
Shadow.transform.SetParent(ClippingPlane.transform, true);
Shadow.transform.localPosition = Vector3.zero;
Shadow.transform.localEulerAngles = Vector3.zero;
Right.transform.SetParent(ClippingPlane.transform, true);
Left.transform.SetParent(BookPanel.transform, true);
Left.transform.localEulerAngles = Vector3.zero;
RightNext.transform.SetParent(BookPanel.transform, true);
c = Calc_C_Position(followLocation);
Vector3 t1;
float clipAngle = CalcClipAngle(c, ebr, out t1);
if (clipAngle > -90) clipAngle += 180;
ClippingPlane.rectTransform.pivot = new Vector2(1, 0.35f);
ClippingPlane.transform.localEulerAngles = new Vector3(0, 0, clipAngle + 90);
ClippingPlane.transform.position = BookPanel.TransformPoint(t1);
//page position and angle
Right.transform.position = BookPanel.TransformPoint(c);
float C_T1_dy = t1.y - c.y;
float C_T1_dx = t1.x - c.x;
float C_T1_Angle = Mathf.Atan2(C_T1_dy, C_T1_dx) * Mathf.Rad2Deg;
Right.transform.localEulerAngles = new Vector3(0, 0, C_T1_Angle - (clipAngle + 90));
NextPageClip.transform.localEulerAngles = new Vector3(0, 0, clipAngle + 90);
NextPageClip.transform.position = BookPanel.TransformPoint(t1);
RightNext.transform.SetParent(NextPageClip.transform, true);
Left.transform.SetParent(ClippingPlane.transform, true);
Left.transform.SetAsFirstSibling();
Shadow.rectTransform.SetParent(Right.rectTransform, true);
}
private float CalcClipAngle(Vector3 c, Vector3 bookCorner, out Vector3 t1)
{
Vector3 t0 = (c + bookCorner) / 2;
float T0_CORNER_dy = bookCorner.y - t0.y;
float T0_CORNER_dx = bookCorner.x - t0.x;
float T0_CORNER_Angle = Mathf.Atan2(T0_CORNER_dy, T0_CORNER_dx);
float T0_T1_Angle = 90 - T0_CORNER_Angle;
float T1_X = t0.x - T0_CORNER_dy * Mathf.Tan(T0_CORNER_Angle);
T1_X = normalizeT1X(T1_X, bookCorner, sb);
t1 = new Vector3(T1_X, sb.y, 0);
//clipping plane angle=T0_T1_Angle
float T0_T1_dy = t1.y - t0.y;
float T0_T1_dx = t1.x - t0.x;
T0_T1_Angle = Mathf.Atan2(T0_T1_dy, T0_T1_dx) * Mathf.Rad2Deg;
return T0_T1_Angle;
}
private float normalizeT1X(float t1, Vector3 corner, Vector3 sb)
{
if (t1 > sb.x && sb.x > corner.x)
return sb.x;
if (t1 < sb.x && sb.x < corner.x)
return sb.x;
return t1;
}
private Vector3 Calc_C_Position(Vector3 followLocation)
{
Vector3 c;
f = followLocation;
float F_SB_dy = f.y - sb.y;
float F_SB_dx = f.x - sb.x;
float F_SB_Angle = Mathf.Atan2(F_SB_dy, F_SB_dx);
Vector3 r1 = new Vector3(radius1 * Mathf.Cos(F_SB_Angle), radius1 * Mathf.Sin(F_SB_Angle), 0) + sb;
float F_SB_distance = Vector2.Distance(f, sb);
if (F_SB_distance < radius1)
c = f;
else
c = r1;
float F_ST_dy = c.y - st.y;
float F_ST_dx = c.x - st.x;
float F_ST_Angle = Mathf.Atan2(F_ST_dy, F_ST_dx);
Vector3 r2 = new Vector3(radius2 * Mathf.Cos(F_ST_Angle),
radius2 * Mathf.Sin(F_ST_Angle), 0) + st;
float C_ST_distance = Vector2.Distance(c, st);
if (C_ST_distance > radius2)
c = r2;
return c;
}
public void DragRightPageToPoint(Vector3 point)
{
if (currentPage >= bookPages.Length) return;
pageDragging = true;
mode = FlipMode.RightToLeft;
f = point;
NextPageClip.rectTransform.pivot = new Vector2(0, 0.12f);
ClippingPlane.rectTransform.pivot = new Vector2(1, 0.35f);
Left.gameObject.SetActive(true);
Left.rectTransform.pivot = new Vector2(0, 0);
Left.transform.position = RightNext.transform.position;
Left.transform.eulerAngles = new Vector3(0, 0, 0);
Left.sprite = (currentPage < bookPages.Length) ? bookPages[currentPage] : bgLeft;
Left.transform.SetAsFirstSibling();
Right.gameObject.SetActive(true);
Right.transform.position = RightNext.transform.position;
Right.transform.eulerAngles = new Vector3(0, 0, 0);
Right.sprite = (currentPage < bookPages.Length - 1) ? bookPages[currentPage + 1] : bgRight;
RightNext.sprite = (currentPage < bookPages.Length - 2) ? bookPages[currentPage + 2] : bgRight;
LeftNext.transform.SetAsFirstSibling();
if (enableShadowEffect) Shadow.gameObject.SetActive(true);
UpdateBookRTLToPoint(f);
}
public void DragLeftPageToPoint(Vector3 point)
{
if (currentPage <= 0) return;
pageDragging = true;
mode = FlipMode.LeftToRight;
f = point;
NextPageClip.rectTransform.pivot = new Vector2(1, 0.12f);
ClippingPlane.rectTransform.pivot = new Vector2(0, 0.35f);
Right.gameObject.SetActive(true);
Right.transform.position = LeftNext.transform.position;
if (currentPage - 1 < bookPages.Length)
{
Right.sprite = bookPages[currentPage - 1];
}
Right.transform.eulerAngles = new Vector3(0, 0, 0);
Right.transform.SetAsFirstSibling();
Left.gameObject.SetActive(true);
Left.rectTransform.pivot = new Vector2(1, 0);
Left.transform.position = LeftNext.transform.position;
Left.transform.eulerAngles = new Vector3(0, 0, 0);
Left.sprite = (currentPage >= 2) ? bookPages[currentPage - 2] : bgLeft;
LeftNext.sprite = (currentPage >= 3) ? bookPages[currentPage - 3] : bgLeft;
RightNext.transform.SetAsFirstSibling();
if (enableShadowEffect) ShadowLTR.gameObject.SetActive(true);
UpdateBookLTRToPoint(f);
}
public void OnMouseDragRightPage()
{
if (interactable)
{
ZX8Controller.Instance.LoadNext2PageImage(currentPage + 2);
DragRightPageToPoint(transformPoint(Input.mousePosition));
}
}
public void OnMouseDragLeftPage()
{
if (interactable)
{
DragLeftPageToPoint(transformPoint(Input.mousePosition));
}
}
public void OnMouseRelease()
{
if (interactable)
ReleasePage();
}
public void ReleasePage()
{
if (pageDragging)
{
pageDragging = false;
float distanceToLeft = Vector2.Distance(c, ebl);
float distanceToRight = Vector2.Distance(c, ebr);
if (distanceToRight < distanceToLeft && mode == FlipMode.RightToLeft)
TweenBack();
else if (distanceToRight > distanceToLeft && mode == FlipMode.LeftToRight)
TweenBack();
else
TweenForward();
}
}
Coroutine currentCoroutine;
void UpdateSprites()
{
LeftNext.sprite = (currentPage > 0 && currentPage <= bookPages.Length) ? bookPages[currentPage - 1] : bgLeft;
RightNext.sprite = (currentPage >= 0 && currentPage < bookPages.Length) ? bookPages[currentPage] : bgRight;
}
public void TweenForward()
{
if (mode == FlipMode.RightToLeft)
{
currentCoroutine = StartCoroutine(TweenTo(ebl, 0.15f, () => { Flip(); }));
}
else
{
currentCoroutine = StartCoroutine(TweenTo(ebr, 0.15f, () => { Flip(); }));
}
}
void Flip()
{
if (mode == FlipMode.RightToLeft)
currentPage += 2;
else
currentPage -= 2;
LeftNext.transform.SetParent(BookPanel.transform, true);
Left.transform.SetParent(BookPanel.transform, true);
LeftNext.transform.SetParent(BookPanel.transform, true);
Left.gameObject.SetActive(false);
Right.gameObject.SetActive(false);
Right.transform.SetParent(BookPanel.transform, true);
RightNext.transform.SetParent(BookPanel.transform, true);
UpdateSprites();
Shadow.gameObject.SetActive(false);
ShadowLTR.gameObject.SetActive(false);
if (OnFlip != null)
OnFlip.Invoke();
}
public void TweenBack()
{
if (mode == FlipMode.RightToLeft)
{
currentCoroutine = StartCoroutine(TweenTo(ebr, 0.15f,
() =>
{
UpdateSprites();
RightNext.transform.SetParent(BookPanel.transform);
Right.transform.SetParent(BookPanel.transform);
Left.gameObject.SetActive(false);
Right.gameObject.SetActive(false);
pageDragging = false;
}
));
}
else
{
currentCoroutine = StartCoroutine(TweenTo(ebl, 0.15f,
() =>
{
UpdateSprites();
LeftNext.transform.SetParent(BookPanel.transform);
Left.transform.SetParent(BookPanel.transform);
Left.gameObject.SetActive(false);
Right.gameObject.SetActive(false);
pageDragging = false;
}
));
}
}
public IEnumerator TweenTo(Vector3 to, float duration, System.Action onFinish)
{
int steps = (int)(duration / 0.025f);
Vector3 displacement = (to - f) / steps;
for (int i = 0; i < steps - 1; i++)
{
if (mode == FlipMode.RightToLeft)
UpdateBookRTLToPoint(f + displacement);
else
UpdateBookLTRToPoint(f + displacement);
yield return new WaitForSeconds(0.025f);
}
if (onFinish != null)
onFinish();
}
}