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/// Credit BinaryX
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
/// Updated by ddreaper - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
using UnityEngine.EventSystems ;
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(ScrollRect))]
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[AddComponentMenu("Layout/Extensions/Horizontal Scroll Snap")]
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public class HorizontalScrollSnap : ScrollSnapBase , IEndDragHandler
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{
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void Start ( )
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{
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_isVertical = false ;
_childAnchorPoint = new Vector2 ( 0 , 0.5f ) ;
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_currentPage = StartingScreen ;
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panelDimensions = gameObject . GetComponent < RectTransform > ( ) . rect ;
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UpdateLayout ( ) ;
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}
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void Update ( )
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{
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if ( ! _lerp & & _scroll_rect . velocity = = Vector2 . zero )
{
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if ( ! _settled & & ! _pointerDown )
{
if ( ! IsRectSettledOnaPage ( _screensContainer . localPosition ) )
{
ScrollToClosestElement ( ) ;
}
}
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return ;
}
else if ( _lerp )
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{
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_screensContainer . localPosition = Vector3 . Lerp ( _screensContainer . localPosition , _lerp_target , transitionSpeed * Time . deltaTime ) ;
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if ( Vector3 . Distance ( _screensContainer . localPosition , _lerp_target ) < 0.1f )
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{
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_screensContainer . localPosition = _lerp_target ;
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_lerp = false ;
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EndScreenChange ( ) ;
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}
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}
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CurrentPage = GetPageforPosition ( _screensContainer . localPosition ) ;
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//If the container is moving check if it needs to settle on a page
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if ( ! _pointerDown )
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{
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if ( _scroll_rect . velocity . x > 0.01 | | _scroll_rect . velocity . x < 0.01 )
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{
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//if the pointer is released and is moving slower than the threshold, then just land on a page
if ( IsRectMovingSlowerThanThreshold ( 0 ) )
{
ScrollToClosestElement ( ) ;
}
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}
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}
}
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private bool IsRectMovingSlowerThanThreshold ( float startingSpeed )
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{
return ( _scroll_rect . velocity . x > startingSpeed & & _scroll_rect . velocity . x < SwipeVelocityThreshold ) | |
( _scroll_rect . velocity . x < startingSpeed & & _scroll_rect . velocity . x > - SwipeVelocityThreshold ) ;
}
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public void DistributePages ( )
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{
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_screens = _screensContainer . childCount ;
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_scroll_rect . horizontalNormalizedPosition = 0 ;
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float _offset = 0 ;
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float _dimension = 0 ;
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Rect panelDimensions = gameObject . GetComponent < RectTransform > ( ) . rect ;
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float currentXPosition = 0 ;
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var pageStepValue = _childSize = ( int ) panelDimensions . width * ( ( PageStep = = 0 ) ? 3 : PageStep ) ;
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for ( int i = 0 ; i < _screensContainer . transform . childCount ; i + + )
{
RectTransform child = _screensContainer . transform . GetChild ( i ) . gameObject . GetComponent < RectTransform > ( ) ;
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currentXPosition = _offset + i * pageStepValue ;
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child . sizeDelta = new Vector2 ( panelDimensions . width , panelDimensions . height ) ;
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child . anchoredPosition = new Vector2 ( currentXPosition , 0f ) ;
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child . anchorMin = child . anchorMax = child . pivot = _childAnchorPoint ;
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}
_dimension = currentXPosition + _offset * - 1 ;
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_screensContainer . GetComponent < RectTransform > ( ) . offsetMax = new Vector2 ( _dimension , 0f ) ;
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}
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/// <summary>
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/// Add a new child to this Scroll Snap and recalculate it's children
/// </summary>
/// <param name="GO">GameObject to add to the ScrollSnap</param>
public void AddChild ( GameObject GO )
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{
AddChild ( GO , false ) ;
}
/// <summary>
/// Add a new child to this Scroll Snap and recalculate it's children
/// </summary>
/// <param name="GO">GameObject to add to the ScrollSnap</param>
/// <param name="WorldPositionStays">Should the world position be updated to it's parent transform?</param>
public void AddChild ( GameObject GO , bool WorldPositionStays )
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{
_scroll_rect . horizontalNormalizedPosition = 0 ;
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GO . transform . SetParent ( _screensContainer , WorldPositionStays ) ;
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InitialiseChildObjectsFromScene ( ) ;
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DistributePages ( ) ;
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if ( MaskArea ) UpdateVisible ( ) ;
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SetScrollContainerPosition ( ) ;
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}
/// <summary>
/// Remove a new child to this Scroll Snap and recalculate it's children
/// *Note, this is an index address (0-x)
/// </summary>
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/// <param name="index">Index element of child to remove</param>
/// <param name="ChildRemoved">Resulting removed GO</param>
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public void RemoveChild ( int index , out GameObject ChildRemoved )
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{
RemoveChild ( index , false , out ChildRemoved ) ;
}
/// <summary>
/// Remove a new child to this Scroll Snap and recalculate it's children
/// *Note, this is an index address (0-x)
/// </summary>
/// <param name="index">Index element of child to remove</param>
/// <param name="WorldPositionStays">If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before</param>
/// <param name="ChildRemoved">Resulting removed GO</param>
public void RemoveChild ( int index , bool WorldPositionStays , out GameObject ChildRemoved )
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{
ChildRemoved = null ;
if ( index < 0 | | index > _screensContainer . childCount )
{
return ;
}
_scroll_rect . horizontalNormalizedPosition = 0 ;
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Transform child = _screensContainer . transform . GetChild ( index ) ;
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child . SetParent ( null , WorldPositionStays ) ;
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ChildRemoved = child . gameObject ;
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InitialiseChildObjectsFromScene ( ) ;
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DistributePages ( ) ;
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if ( MaskArea ) UpdateVisible ( ) ;
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if ( _currentPage > _screens - 1 )
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{
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CurrentPage = _screens - 1 ;
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}
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SetScrollContainerPosition ( ) ;
}
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/// <summary>
/// Remove all children from this ScrollSnap
/// </summary>
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/// <param name="ChildrenRemoved">Array of child GO's removed</param>
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public void RemoveAllChildren ( out GameObject [ ] ChildrenRemoved )
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{
RemoveAllChildren ( false , out ChildrenRemoved ) ;
}
/// <summary>
/// Remove all children from this ScrollSnap
/// </summary>
/// <param name="WorldPositionStays">If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before</param>
/// <param name="ChildrenRemoved">Array of child GO's removed</param>
public void RemoveAllChildren ( bool WorldPositionStays , out GameObject [ ] ChildrenRemoved )
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{
var _screenCount = _screensContainer . childCount ;
ChildrenRemoved = new GameObject [ _screenCount ] ;
for ( int i = _screenCount - 1 ; i > = 0 ; i - - )
{
ChildrenRemoved [ i ] = _screensContainer . GetChild ( i ) . gameObject ;
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ChildrenRemoved [ i ] . transform . SetParent ( null , WorldPositionStays ) ;
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}
_scroll_rect . horizontalNormalizedPosition = 0 ;
CurrentPage = 0 ;
InitialiseChildObjectsFromScene ( ) ;
DistributePages ( ) ;
if ( MaskArea ) UpdateVisible ( ) ;
}
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private void SetScrollContainerPosition ( )
{
_scrollStartPosition = _screensContainer . localPosition . x ;
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_scroll_rect . horizontalNormalizedPosition = ( float ) ( _currentPage ) / ( _screens - 1 ) ;
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OnCurrentScreenChange ( _currentPage ) ;
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}
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/// <summary>
/// used for changing / updating between screen resolutions
/// </summary>
public void UpdateLayout ( )
{
_lerp = false ;
DistributePages ( ) ;
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if ( MaskArea ) UpdateVisible ( ) ;
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SetScrollContainerPosition ( ) ;
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OnCurrentScreenChange ( _currentPage ) ;
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}
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private void OnRectTransformDimensionsChange ( )
{
if ( _childAnchorPoint ! = Vector2 . zero )
{
UpdateLayout ( ) ;
}
}
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private void OnEnable ( )
{
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InitialiseChildObjectsFromScene ( ) ;
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DistributePages ( ) ;
if ( MaskArea ) UpdateVisible ( ) ;
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if ( JumpOnEnable | | ! RestartOnEnable ) SetScrollContainerPosition ( ) ;
if ( RestartOnEnable ) GoToScreen ( StartingScreen ) ;
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}
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#region Interfaces
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/// <summary>
/// Release screen to swipe
/// </summary>
/// <param name="eventData"></param>
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public void OnEndDrag ( PointerEventData eventData )
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{
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_pointerDown = false ;
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if ( _scroll_rect . horizontal )
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{
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var distance = Vector3 . Distance ( _startPosition , _screensContainer . localPosition ) ;
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if ( UseFastSwipe & & distance < panelDimensions . width & & distance > = FastSwipeThreshold )
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{
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_scroll_rect . velocity = Vector3 . zero ;
if ( _startPosition . x - _screensContainer . localPosition . x > 0 )
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{
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NextScreen ( ) ;
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}
else
{
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PreviousScreen ( ) ;
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}
}
}
}
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# endregion
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}
}