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Repository: Dandarawy/Unity3DBookPageCurl
Branch: master
Commit: c0504237e1ef
Files: 65
Total size: 207.2 KB

Directory structure:
gitextract_4oxgpicz/

├── .github/
│   └── FUNDING.yml
├── .gitignore
├── Assets/
│   ├── Book-Page Curl/
│   │   ├── Example/
│   │   │   ├── podium material.mat
│   │   │   ├── podium material.mat.meta
│   │   │   ├── prefabs/
│   │   │   │   ├── Book.prefab
│   │   │   │   └── Book.prefab.meta
│   │   │   ├── prefabs.meta
│   │   │   ├── scenes/
│   │   │   │   ├── Example_1_Basic Book.unity
│   │   │   │   ├── Example_1_Basic Book.unity.meta
│   │   │   │   ├── Example_2_Controled Flipping.unity
│   │   │   │   ├── Example_2_Controled Flipping.unity.meta
│   │   │   │   ├── Example_3_WorldSpace.unity
│   │   │   │   └── Example_3_WorldSpace.unity.meta
│   │   │   ├── scenes.meta
│   │   │   ├── sprites/
│   │   │   │   ├── P0_Back.png.meta
│   │   │   │   ├── P1_Front.png.meta
│   │   │   │   ├── P2_Back^P3_Front.png.meta
│   │   │   │   ├── P3_Back.png.meta
│   │   │   │   ├── P4_Front.png.meta
│   │   │   │   ├── TransparentGraybackgtound.png.meta
│   │   │   │   ├── background.png.meta
│   │   │   │   ├── page0.png.meta
│   │   │   │   ├── page1.png.meta
│   │   │   │   ├── page2.png.meta
│   │   │   │   ├── page3.png.meta
│   │   │   │   ├── page4.png.meta
│   │   │   │   ├── page5.png.meta
│   │   │   │   ├── page6.png.meta
│   │   │   │   └── page7.png.meta
│   │   │   └── sprites.meta
│   │   ├── Example.meta
│   │   ├── README.pdf.meta
│   │   ├── scripts/
│   │   │   ├── AutoFlip.cs
│   │   │   ├── AutoFlip.cs.meta
│   │   │   ├── Book.cs
│   │   │   └── Book.cs.meta
│   │   ├── scripts.meta
│   │   ├── sprites/
│   │   │   ├── shadow.png.meta
│   │   │   └── shadowLTR.png.meta
│   │   └── sprites.meta
│   └── Book-Page Curl.meta
├── LICENSE
├── Packages/
│   ├── manifest.json
│   └── packages-lock.json
├── ProjectSettings/
│   ├── AudioManager.asset
│   ├── ClusterInputManager.asset
│   ├── DynamicsManager.asset
│   ├── EditorBuildSettings.asset
│   ├── EditorSettings.asset
│   ├── GraphicsSettings.asset
│   ├── InputManager.asset
│   ├── NavMeshAreas.asset
│   ├── NavMeshLayers.asset
│   ├── NetworkManager.asset
│   ├── Physics2DSettings.asset
│   ├── PresetManager.asset
│   ├── ProjectSettings.asset
│   ├── ProjectVersion.txt
│   ├── QualitySettings.asset
│   ├── TagManager.asset
│   ├── TimeManager.asset
│   ├── UnityConnectSettings.asset
│   ├── VFXManager.asset
│   └── XRSettings.asset
└── README.md

================================================
FILE CONTENTS
================================================

================================================
FILE: .github/FUNDING.yml
================================================
  
github: Dandarawy
custom: https://www.paypal.me/aldandarawy


================================================
FILE: .gitignore
================================================
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/

# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/

# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta

# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*

# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*

# Visual Studio cache directory
.vs/

# Gradle cache directory
.gradle/

# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db

# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta

# Unity3D generated file on crash reports
sysinfo.txt

# Builds
*.apk
*.aab
*.unitypackage

# Crashlytics generated file
crashlytics-build.properties

# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*

# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

================================================
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================================================
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================================================
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================================================
FILE: Assets/Book-Page Curl/scripts/AutoFlip.cs
================================================
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Book))]
public class AutoFlip : MonoBehaviour {
    public FlipMode Mode;
    public float PageFlipTime = 1;
    public float TimeBetweenPages = 1;
    public float DelayBeforeStarting = 0;
    public bool AutoStartFlip=true;
    public Book ControledBook;
    public int AnimationFramesCount = 40;
    bool isFlipping = false;
    // Use this for initialization
    void Start () {
        if (!ControledBook)
            ControledBook = GetComponent<Book>();
        if (AutoStartFlip)
            StartFlipping();
        ControledBook.OnFlip.AddListener(new UnityEngine.Events.UnityAction(PageFlipped));
	}
    void PageFlipped()
    {
        isFlipping = false;
    }
	public void StartFlipping()
    {
        StartCoroutine(FlipToEnd());
    }
    public void FlipRightPage()
    {
        if (isFlipping) return;
        if (ControledBook.currentPage >= ControledBook.TotalPageCount) return;
        isFlipping = true;
        float frameTime = PageFlipTime / AnimationFramesCount;
        float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2;
        float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2) * 0.9f;
        //float h =  ControledBook.Height * 0.5f;
        float h = Mathf.Abs(ControledBook.EndBottomRight.y) * 0.9f;
        float dx = (xl)*2 / AnimationFramesCount;
        StartCoroutine(FlipRTL(xc, xl, h, frameTime, dx));
    }
    public void FlipLeftPage()
    {
        if (isFlipping) return;
        if (ControledBook.currentPage <= 0) return;
        isFlipping = true;
        float frameTime = PageFlipTime / AnimationFramesCount;
        float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2;
        float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2) * 0.9f;
        //float h =  ControledBook.Height * 0.5f;
        float h = Mathf.Abs(ControledBook.EndBottomRight.y) * 0.9f;
        float dx = (xl) * 2 / AnimationFramesCount;
        StartCoroutine(FlipLTR(xc, xl, h, frameTime, dx));
    }
    IEnumerator FlipToEnd()
    {
        yield return new WaitForSeconds(DelayBeforeStarting);
        float frameTime = PageFlipTime / AnimationFramesCount;
        float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2;
        float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2)*0.9f;
        //float h =  ControledBook.Height * 0.5f;
        float h = Mathf.Abs(ControledBook.EndBottomRight.y)*0.9f;
        //y=-(h/(xl)^2)*(x-xc)^2          
        //               y         
        //               |          
        //               |          
        //               |          
        //_______________|_________________x         
        //              o|o             |
        //           o   |   o          |
        //         o     |     o        | h
        //        o      |      o       |
        //       o------xc-------o      -
        //               |<--xl-->
        //               |
        //               |
        float dx = (xl)*2 / AnimationFramesCount;
        switch (Mode)
        {
            case FlipMode.RightToLeft:
                while (ControledBook.currentPage < ControledBook.TotalPageCount)
                {
                    StartCoroutine(FlipRTL(xc, xl, h, frameTime, dx));
                    yield return new WaitForSeconds(TimeBetweenPages);
                }
                break;
            case FlipMode.LeftToRight:
                while (ControledBook.currentPage > 0)
                {
                    StartCoroutine(FlipLTR(xc, xl, h, frameTime, dx));
                    yield return new WaitForSeconds(TimeBetweenPages);
                }
                break;
        }
    }
    IEnumerator FlipRTL(float xc, float xl, float h, float frameTime, float dx)
    {
        float x = xc + xl;
        float y = (-h / (xl * xl)) * (x - xc) * (x - xc);

        ControledBook.DragRightPageToPoint(new Vector3(x, y, 0));
        for (int i = 0; i < AnimationFramesCount; i++)
        {
            y = (-h / (xl * xl)) * (x - xc) * (x - xc);
            ControledBook.UpdateBookRTLToPoint(new Vector3(x, y, 0));
            yield return new WaitForSeconds(frameTime);
            x -= dx;
        }
        ControledBook.ReleasePage();
    }
    IEnumerator FlipLTR(float xc, float xl, float h, float frameTime, float dx)
    {
        float x = xc - xl;
        float y = (-h / (xl * xl)) * (x - xc) * (x - xc);
        ControledBook.DragLeftPageToPoint(new Vector3(x, y, 0));
        for (int i = 0; i < AnimationFramesCount; i++)
        {
            y = (-h / (xl * xl)) * (x - xc) * (x - xc);
            ControledBook.UpdateBookLTRToPoint(new Vector3(x, y, 0));
            yield return new WaitForSeconds(frameTime);
            x += dx;
        }
        ControledBook.ReleasePage();
    }
}


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FILE: Assets/Book-Page Curl/scripts/Book.cs
================================================
//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
}
[ExecuteInEditMode]
public class Book : MonoBehaviour {
    public Canvas canvas;
    [SerializeField]
    RectTransform BookPanel;
    public Sprite background;
    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] : background;
        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] : background;

        RightNext.sprite = (currentPage < bookPages.Length - 2) ? bookPages[currentPage + 2] : background;

        LeftNext.transform.SetAsFirstSibling();
        if (enableShadowEffect) Shadow.gameObject.SetActive(true);
        UpdateBookRTLToPoint(f);
    }
    public void OnMouseDragRightPage()
    {
        if (interactable)
        DragRightPageToPoint(transformPoint(Input.mousePosition));
        
    }
    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;
        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] : background;

        LeftNext.sprite = (currentPage >= 3) ? bookPages[currentPage - 3] : background;

        RightNext.transform.SetAsFirstSibling();
        if (enableShadowEffect) ShadowLTR.gameObject.SetActive(true);
        UpdateBookLTRToPoint(f);
    }
    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] : background;
        RightNext.sprite=(currentPage>=0 &&currentPage<bookPages.Length) ? bookPages[currentPage] : background;
    }
    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();
    }
}


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================================================
FILE: LICENSE
================================================
                   GNU LESSER GENERAL PUBLIC LICENSE
                       Version 3, 29 June 2007

 Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
 Everyone is permitted to copy and distribute verbatim copies
 of this license document, but changing it is not allowed.


  This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.

  0. Additional Definitions.

  As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.

  "The Library" refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.

  An "Application" is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.

  A "Combined Work" is a work produced by combining or linking an
Application with the Library.  The particular version of the Library
with which the Combined Work was made is also called the "Linked
Version".

  The "Minimal Corresponding Source" for a Combined Work means the
Corresponding Source for the Combined Work, excluding any source code
for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.

  The "Corresponding Application Code" for a Combined Work means the
object code and/or source code for the Application, including any data
and utility programs needed for reproducing the Combined Work from the
Application, but excluding the System Libraries of the Combined Work.

  1. Exception to Section 3 of the GNU GPL.

  You may convey a covered work under sections 3 and 4 of this License
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   a) under this License, provided that you make a good faith effort to
   ensure that, in the event an Application does not supply the
   function or data, the facility still operates, and performs
   whatever part of its purpose remains meaningful, or

   b) under the GNU GPL, with none of the additional permissions of
   this License applicable to that copy.

  3. Object Code Incorporating Material from Library Header Files.

  The object code form of an Application may incorporate material from
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   covered by this License.

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  If the Library as you received it specifies that a proxy can decide
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permanent authorization for you to choose that version for the
Library.


================================================
FILE: Packages/manifest.json
================================================
{
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Download .txt
gitextract_4oxgpicz/

├── .github/
│   └── FUNDING.yml
├── .gitignore
├── Assets/
│   ├── Book-Page Curl/
│   │   ├── Example/
│   │   │   ├── podium material.mat
│   │   │   ├── podium material.mat.meta
│   │   │   ├── prefabs/
│   │   │   │   ├── Book.prefab
│   │   │   │   └── Book.prefab.meta
│   │   │   ├── prefabs.meta
│   │   │   ├── scenes/
│   │   │   │   ├── Example_1_Basic Book.unity
│   │   │   │   ├── Example_1_Basic Book.unity.meta
│   │   │   │   ├── Example_2_Controled Flipping.unity
│   │   │   │   ├── Example_2_Controled Flipping.unity.meta
│   │   │   │   ├── Example_3_WorldSpace.unity
│   │   │   │   └── Example_3_WorldSpace.unity.meta
│   │   │   ├── scenes.meta
│   │   │   ├── sprites/
│   │   │   │   ├── P0_Back.png.meta
│   │   │   │   ├── P1_Front.png.meta
│   │   │   │   ├── P2_Back^P3_Front.png.meta
│   │   │   │   ├── P3_Back.png.meta
│   │   │   │   ├── P4_Front.png.meta
│   │   │   │   ├── TransparentGraybackgtound.png.meta
│   │   │   │   ├── background.png.meta
│   │   │   │   ├── page0.png.meta
│   │   │   │   ├── page1.png.meta
│   │   │   │   ├── page2.png.meta
│   │   │   │   ├── page3.png.meta
│   │   │   │   ├── page4.png.meta
│   │   │   │   ├── page5.png.meta
│   │   │   │   ├── page6.png.meta
│   │   │   │   └── page7.png.meta
│   │   │   └── sprites.meta
│   │   ├── Example.meta
│   │   ├── README.pdf.meta
│   │   ├── scripts/
│   │   │   ├── AutoFlip.cs
│   │   │   ├── AutoFlip.cs.meta
│   │   │   ├── Book.cs
│   │   │   └── Book.cs.meta
│   │   ├── scripts.meta
│   │   ├── sprites/
│   │   │   ├── shadow.png.meta
│   │   │   └── shadowLTR.png.meta
│   │   └── sprites.meta
│   └── Book-Page Curl.meta
├── LICENSE
├── Packages/
│   ├── manifest.json
│   └── packages-lock.json
├── ProjectSettings/
│   ├── AudioManager.asset
│   ├── ClusterInputManager.asset
│   ├── DynamicsManager.asset
│   ├── EditorBuildSettings.asset
│   ├── EditorSettings.asset
│   ├── GraphicsSettings.asset
│   ├── InputManager.asset
│   ├── NavMeshAreas.asset
│   ├── NavMeshLayers.asset
│   ├── NetworkManager.asset
│   ├── Physics2DSettings.asset
│   ├── PresetManager.asset
│   ├── ProjectSettings.asset
│   ├── ProjectVersion.txt
│   ├── QualitySettings.asset
│   ├── TagManager.asset
│   ├── TimeManager.asset
│   ├── UnityConnectSettings.asset
│   ├── VFXManager.asset
│   └── XRSettings.asset
└── README.md
Download .txt
SYMBOL INDEX (32 symbols across 2 files)

FILE: Assets/Book-Page Curl/scripts/AutoFlip.cs
  class AutoFlip (line 3) | [RequireComponent(typeof(Book))]
    method Start (line 14) | void Start () {
    method PageFlipped (line 21) | void PageFlipped()
    method StartFlipping (line 25) | public void StartFlipping()
    method FlipRightPage (line 29) | public void FlipRightPage()
    method FlipLeftPage (line 42) | public void FlipLeftPage()
    method FlipToEnd (line 55) | IEnumerator FlipToEnd()
    method FlipRTL (line 96) | IEnumerator FlipRTL(float xc, float xl, float h, float frameTime, floa...
    method FlipLTR (line 111) | IEnumerator FlipLTR(float xc, float xl, float h, float frameTime, floa...

FILE: Assets/Book-Page Curl/scripts/Book.cs
  type FlipMode (line 9) | public enum FlipMode
  class Book (line 14) | [ExecuteInEditMode]
    method Start (line 70) | void Start()
    method CalcCurlCriticalPoints (line 99) | private void CalcCurlCriticalPoints()
    method transformPoint (line 111) | public Vector3 transformPoint(Vector3 mouseScreenPos)
    method Update (line 139) | void Update()
    method UpdateBook (line 146) | public void UpdateBook()
    method UpdateBookLTRToPoint (line 154) | public void UpdateBookLTRToPoint(Vector3 followLocation)
    method UpdateBookRTLToPoint (line 191) | public void UpdateBookRTLToPoint(Vector3 followLocation)
    method CalcClipAngle (line 227) | private float CalcClipAngle(Vector3 c,Vector3 bookCorner,out  Vector3 t1)
    method normalizeT1X (line 245) | private float normalizeT1X(float t1,Vector3 corner,Vector3 sb)
    method Calc_C_Position (line 253) | private Vector3 Calc_C_Position(Vector3 followLocation)
    method DragRightPageToPoint (line 277) | public void DragRightPageToPoint(Vector3 point)
    method OnMouseDragRightPage (line 306) | public void OnMouseDragRightPage()
    method DragLeftPageToPoint (line 312) | public void DragLeftPageToPoint(Vector3 point)
    method OnMouseDragLeftPage (line 340) | public void OnMouseDragLeftPage()
    method OnMouseRelease (line 346) | public void OnMouseRelease()
    method ReleasePage (line 351) | public void ReleasePage()
    method UpdateSprites (line 367) | void UpdateSprites()
    method TweenForward (line 372) | public void TweenForward()
    method Flip (line 379) | void Flip()
    method TweenBack (line 398) | public void TweenBack()
    method TweenTo (line 432) | public IEnumerator TweenTo(Vector3 to, float duration, System.Action o...
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    "preview": "%YAML 1.1\n%TAG !u! tag:unity3d.com,2011:\n--- !u!310 &1\nUnityConnectSettings:\n  m_ObjectHideFlags: 0\n  serializedVersion:"
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  {
    "path": "ProjectSettings/VFXManager.asset",
    "chars": 308,
    "preview": "%YAML 1.1\n%TAG !u! tag:unity3d.com,2011:\n--- !u!937362698 &1\nVFXManager:\n  m_ObjectHideFlags: 0\n  m_IndirectShader: {fil"
  },
  {
    "path": "ProjectSettings/XRSettings.asset",
    "chars": 158,
    "preview": "{\n    \"m_SettingKeys\": [\n        \"VR Device Disabled\",\n        \"VR Device User Alert\"\n    ],\n    \"m_SettingValues\": [\n  "
  },
  {
    "path": "README.md",
    "chars": 943,
    "preview": "# Unity3D Book Page Curl\nA simple unity3D package to create a \"book page flip\" effect using unity native 2D tools\n\n![Uni"
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]

// ... and 1 more files (download for full content)

About this extraction

This page contains the full source code of the Dandarawy/Unity3DBookPageCurl GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 65 files (207.2 KB), approximately 80.3k tokens, and a symbol index with 32 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.

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