com.unity.uiextensions.nosa.../Scripts/Layout/VerticalScrollSnap.cs

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/// Credit BinaryX, SimonDarksideJ
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
/// Updated by SimonDarksideJ - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
/// Updated by SimonDarksideJ - major refactoring on updating current position and scroll management
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using System;
using UnityEngine.Events;
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using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("Layout/Extensions/Vertical Scroll Snap")]
public class VerticalScrollSnap : ScrollSnapBase, IEndDragHandler
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{
// Use this for initialization
void Awake()
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{
_scroll_rect = gameObject.GetComponent<ScrollRect>();
if (_scroll_rect.horizontalScrollbar || _scroll_rect.verticalScrollbar)
{
Debug.LogWarning("Warning, using scrollbars with the Scroll Snap controls is not advised as it causes unpredictable results");
}
//Should this derrive from ScrolRect?
isVertical = true;
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_screensContainer = _scroll_rect.content;
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DistributePages();
if (NextButton)
NextButton.GetComponent<Button>().onClick.AddListener(() => { NextScreen(); });
if (PrevButton)
PrevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousScreen(); });
}
void Start()
{
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_lerp = false;
_currentScreen = StartingScreen - 1;
_scrollStartPosition = _screensContainer.localPosition.y;
_scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (float)(_screens - 1);
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ChangeBulletsInfo(_currentScreen);
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}
void Update()
{
//Three Use cases:
//1: Swipe Next - FastSwipeNextPrev
//2: Swipe next while in motion - FastSwipeNextPrev
//3: Swipe to end - default
//If lerping, NOT swiping and (!fastswipenextprev & velocity < 200)
//Aim is to settle on target "page"
if (!_lerp && _scroll_rect.velocity == Vector2.zero)
{
return;
}
else if (_lerp)
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{
_screensContainer.localPosition = Vector3.Lerp(_screensContainer.localPosition, _lerp_target, transitionSpeed * Time.deltaTime);
if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 0.1f)
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{
_lerp = false;
EndScreenChange();
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}
}
//If the container is moving faster than the threshold, then just update the pages as they pass
else if ((_scroll_rect.velocity.y > 0 && _scroll_rect.velocity.y > SwipeVelocityThreshold) ||
_scroll_rect.velocity.y < 0 && _scroll_rect.velocity.y < -SwipeVelocityThreshold)
{
_currentScreen = GetPageforPosition(_screensContainer.localPosition);
if (_currentScreen != _previousScreen)
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{
_previousScreen = _currentScreen;
ChangeBulletsInfo(_currentScreen);
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}
}
else if(!_pointerDown)
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{
ScrollToClosestElement();
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}
}
//used for changing between screen resolutions
public void DistributePages()
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{
_screens = _screensContainer.childCount;
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float _offset = 0;
float _dimension = 0;
Rect panelDimensions = gameObject.GetComponent<RectTransform>().rect;
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float currentYPosition = 0;
var pageStepValue = _childSize = (int)panelDimensions.height * ((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>();
currentYPosition = _offset + i * pageStepValue;
child.sizeDelta = new Vector2(panelDimensions.width, panelDimensions.height);
child.anchoredPosition = new Vector2(0f, currentYPosition);
child.anchorMin = new Vector2(child.anchorMin.x, 0f);
child.anchorMax = new Vector2(child.anchorMax.x, 0f);
child.pivot = new Vector2(child.pivot.x, 0f);
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}
_dimension = currentYPosition + _offset * -1;
_screensContainer.GetComponent<RectTransform>().offsetMax = new Vector2(0f, _dimension);
}
/// <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>
public void AddChild(GameObject GO)
{
_scroll_rect.verticalNormalizedPosition = 0;
GO.transform.SetParent(_screensContainer);
DistributePages();
_scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
}
/// <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"></param>
/// <param name="ChildRemoved"></param>
public void RemoveChild(int index, out GameObject ChildRemoved)
{
ChildRemoved = null;
if (index < 0 || index > _screensContainer.childCount)
{
return;
}
_scroll_rect.verticalNormalizedPosition = 0;
var children = _screensContainer.transform;
int i = 0;
foreach (Transform child in children)
{
if (i == index)
{
child.SetParent(null);
ChildRemoved = child.gameObject;
break;
}
i++;
}
DistributePages();
if (_currentScreen > _screens - 1)
{
_currentScreen = _screens - 1;
}
_scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
}
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#region Interfaces
/// <summary>
/// Release screen to swipe
/// </summary>
/// <param name="eventData"></param>
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public void OnEndDrag(PointerEventData eventData)
{
if (_scroll_rect.vertical)
{
if (UseFastSwipe)
{
//If using fastswipe - then a swipe does page next / previous
if (_scroll_rect.velocity.y > SwipeVelocityThreshold)
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{
_scroll_rect.velocity = Vector3.zero;
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if (_startPosition.y - _screensContainer.localPosition.y > 0)
{
NextScreen();
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}
else
{
PreviousScreen();
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}
}
else
{
ScrollToClosestElement();
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}
}
}
}
#endregion
}
}