Numerous fixes to HSS / VSS - added warning not to use scrollbars
Added fix for reorderable list last item issue Fixed UI Vertical scroller demo - swapped year and day round as it was confusing UI Selectable fix for onDisable to set as unpressed Added new Shine Effect control 1.1 release coding done. Next update release notes and test --HG-- branch : develop_5.3release
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161a9d20d9
commit
03c2e4d81f
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/// Credit ömer faruk sayılır
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/// Sourced from - https://bitbucket.org/snippets/Lordinarius/nrn4L
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namespace UnityEngine.UI.Extensions
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{
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public class ShineEffect : MaskableGraphic
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{
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[SerializeField]
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float yoffset = -1;
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public float Yoffset
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{
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get
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{
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return yoffset;
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}
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set
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{
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SetVerticesDirty();
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yoffset = value;
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}
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}
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[SerializeField]
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float width = 1;
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public float Width
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{
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get
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{
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return width;
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}
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set
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{
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SetAllDirty();
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width = value;
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}
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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var r = GetPixelAdjustedRect();
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var v = new Vector4(r.x, r.y, r.x + r.width, r.y + r.height);
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float dif = (v.w - v.y) * 2;
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Color32 color32 = color;
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vh.Clear();
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color32.a = (byte)0;
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vh.AddVert(new Vector3(v.x - 50, width * v.y + yoffset * dif), color32, new Vector2(0f, 0f));
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vh.AddVert(new Vector3(v.z + 50, width * v.y + yoffset * dif), color32, new Vector2(1f, 0f));
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color32.a = (byte)(color.a * 255);
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vh.AddVert(new Vector3(v.x - 50, width * (v.y / 4) + yoffset * dif), color32, new Vector2(0f, 1f));
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vh.AddVert(new Vector3(v.z + 50, width * (v.y / 4) + yoffset * dif), color32, new Vector2(1f, 1f));
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color32.a = (byte)(color.a * 255);
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vh.AddVert(new Vector3(v.x - 50, width * (v.w / 4) + yoffset * dif), color32, new Vector2(0f, 1f));
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vh.AddVert(new Vector3(v.z + 50, width * (v.w / 4) + yoffset * dif), color32, new Vector2(1f, 1f));
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color32.a = (byte)(color.a * 255);
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color32.a = (byte)0;
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vh.AddVert(new Vector3(v.x - 50, width * v.w + yoffset * dif), color32, new Vector2(0f, 1f));
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vh.AddVert(new Vector3(v.z + 50, width * v.w + yoffset * dif), color32, new Vector2(1f, 1f));
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vh.AddTriangle(0, 1, 2);
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vh.AddTriangle(2, 3, 1);
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vh.AddTriangle(2, 3, 4);
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vh.AddTriangle(4, 5, 3);
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vh.AddTriangle(4, 5, 6);
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vh.AddTriangle(6, 7, 5);
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}
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public void Triangulate(VertexHelper vh)
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{
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int triangleCount = vh.currentVertCount - 2;
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Debug.Log(triangleCount);
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for (int i = 0; i <= triangleCount / 2 + 1; i += 2)
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{
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vh.AddTriangle(i, i + 1, i + 2);
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vh.AddTriangle(i + 2, i + 3, i + 1);
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}
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}
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#if UNITY_EDITOR
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public override void OnRebuildRequested()
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{
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base.OnRebuildRequested();
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}
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#endif
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}
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}
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 453baf32313c0bc41a532c409ec25177
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timeCreated: 1464388954
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licenseType: Pro
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||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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@ -0,0 +1,115 @@
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/// Credit ömer faruk sayılır
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/// Sourced from - https://bitbucket.org/snippets/Lordinarius/nrn4L
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namespace UnityEngine.UI.Extensions
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{
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[ExecuteInEditMode, RequireComponent(typeof(Image))]
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[AddComponentMenu("UI/Effects/Extensions/Shining Effect")]
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public class ShineEffector : MonoBehaviour
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{
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public ShineEffect effector;
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[SerializeField, HideInInspector]
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GameObject effectRoot;
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[Range(-1, 1)]
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public float yOffset = -1;
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public float YOffset
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{
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get
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{
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return yOffset;
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}
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set
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{
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ChangeVal(value);
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yOffset = value;
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}
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}
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[Range(0.1f, 1)]
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public float width = 0.5f;
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RectTransform effectorRect;
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void OnEnable()
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{
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if (effector == null)
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{
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GameObject effectorobj = new GameObject("effector");
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effectRoot = new GameObject("ShineEffect");
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effectRoot.transform.SetParent(this.transform);
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effectRoot.AddComponent<Image>().sprite = gameObject.GetComponent<Image>().sprite;
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effectRoot.GetComponent<Image>().type = gameObject.GetComponent<Image>().type;
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effectRoot.AddComponent<Mask>().showMaskGraphic = false;
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effectRoot.transform.localScale = Vector3.one;
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effectRoot.GetComponent<RectTransform>().anchoredPosition3D = Vector3.zero;
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effectRoot.GetComponent<RectTransform>().anchorMax = Vector2.one;
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effectRoot.GetComponent<RectTransform>().anchorMin = Vector2.zero;
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effectRoot.GetComponent<RectTransform>().offsetMax = Vector2.zero;
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effectRoot.GetComponent<RectTransform>().offsetMin = Vector2.zero;
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effectRoot.transform.SetAsFirstSibling();
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effectorobj.AddComponent<RectTransform>();
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effectorobj.transform.SetParent(effectRoot.transform);
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effectorRect = effectorobj.GetComponent<RectTransform>();
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effectorRect.localScale = Vector3.one;
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effectorRect.anchoredPosition3D = Vector3.zero;
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effectorRect.gameObject.AddComponent<ShineEffect>();
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effectorRect.anchorMax = Vector2.one;
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effectorRect.anchorMin = Vector2.zero;
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effectorRect.Rotate(0, 0, -8);
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effector = effectorobj.GetComponent<ShineEffect>();
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effectorRect.offsetMax = Vector2.zero;
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effectorRect.offsetMin = Vector2.zero;
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OnValidate();
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}
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}
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void OnValidate()
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{
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effector.Yoffset = yOffset;
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effector.Width = width;
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if (yOffset <= -1 || yOffset >= 1)
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{
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effectRoot.SetActive(false);
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}
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else if (!effectRoot.activeSelf)
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{
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effectRoot.SetActive(true);
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}
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{
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}
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}
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void ChangeVal(float value)
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{
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effector.Yoffset = value;
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if (value <= -1 || value >= 1)
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{
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effectRoot.SetActive(false);
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}
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else if (!effectRoot.activeSelf)
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{
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effectRoot.SetActive(true);
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}
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{
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}
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}
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void OnDestroy()
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{
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if (!Application.isPlaying)
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{
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DestroyImmediate(effectRoot);
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}
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else
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{
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Destroy(effectRoot);
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}
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}
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}
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}
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
|
||||
guid: ced63edd65f3aed41a6c4125a5f54217
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||||
timeCreated: 1464388991
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||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
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@ -0,0 +1,234 @@
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/// Credit glennpow
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/// Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
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namespace UnityEngine.UI.Extensions
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{
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#if UNITY_5_3_OR_NEWER
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[ExecuteInEditMode]
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[RequireComponent(typeof(CanvasRenderer))]
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[RequireComponent(typeof(ParticleSystem))]
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[AddComponentMenu("UI/Effects/Extensions/UI Particle System")]
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public class UIParticleSystem : MaskableGraphic {
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public Texture particleTexture;
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public Sprite particleSprite;
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private Transform _transform;
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private ParticleSystem _particleSystem;
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private ParticleSystem.Particle[] _particles;
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private UIVertex[] _quad = new UIVertex[4];
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private Vector4 _uv = Vector4.zero;
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private ParticleSystem.TextureSheetAnimationModule _textureSheetAnimation;
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private int _textureSheetAnimationFrames;
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private Vector2 _textureSheedAnimationFrameSize;
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public override Texture mainTexture {
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get {
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if (particleTexture) {
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return particleTexture;
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}
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if (particleSprite) {
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return particleSprite.texture;
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}
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return null;
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}
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}
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protected bool Initialize() {
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// initialize members
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if (_transform == null) {
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_transform = transform;
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}
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if (_particleSystem == null) {
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_particleSystem = GetComponent<ParticleSystem>();
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if (_particleSystem == null) {
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return false;
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}
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// automatically set material to UI/Particles/Hidden shader, and get previous texture
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ParticleSystemRenderer renderer = _particleSystem.GetComponent<ParticleSystemRenderer>();
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if (renderer == null) {
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renderer = _particleSystem.gameObject.AddComponent<ParticleSystemRenderer>();
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}
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Material currentMaterial = renderer.sharedMaterial;
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if (currentMaterial && currentMaterial.HasProperty("_MainTex")) {
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particleTexture = currentMaterial.mainTexture;
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}
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Material material = new Material(Shader.Find("UI/Particles/Hidden")); // TODO - You should create this discard shader
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if (Application.isPlaying) {
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renderer.material = material;
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}
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#if UNITY_EDITOR
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else {
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material.hideFlags = HideFlags.DontSave;
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renderer.sharedMaterial = material;
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}
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#endif
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// automatically set scaling
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_particleSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
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_particles = null;
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}
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if (_particles == null) {
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_particles = new ParticleSystem.Particle[_particleSystem.maxParticles];
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}
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// prepare uvs
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if (particleTexture) {
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_uv = new Vector4(0, 0, 1, 1);
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} else if (particleSprite) {
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_uv = UnityEngine.Sprites.DataUtility.GetOuterUV(particleSprite);
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}
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// prepare texture sheet animation
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_textureSheetAnimation = _particleSystem.textureSheetAnimation;
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_textureSheetAnimationFrames = 0;
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_textureSheedAnimationFrameSize = Vector2.zero;
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if (_textureSheetAnimation.enabled) {
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_textureSheetAnimationFrames = _textureSheetAnimation.numTilesX * _textureSheetAnimation.numTilesY;
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_textureSheedAnimationFrameSize = new Vector2(1f / _textureSheetAnimation.numTilesX, 1f / _textureSheetAnimation.numTilesY);
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}
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return true;
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}
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protected override void Awake() {
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base.Awake();
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if (!Initialize()) {
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enabled = false;
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}
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}
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protected override void OnPopulateMesh(VertexHelper vh) {
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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if (!Initialize()) {
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return;
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}
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}
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#endif
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// prepare vertices
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vh.Clear();
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if (!gameObject.activeInHierarchy) {
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return;
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}
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// iterate through current particles
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int count = _particleSystem.GetParticles(_particles);
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for (int i = 0; i < count; ++i) {
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ParticleSystem.Particle particle = _particles[i];
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// get particle properties
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Vector2 position = (_particleSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
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float rotation = -particle.rotation * Mathf.Deg2Rad;
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float rotation90 = rotation + Mathf.PI / 2;
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Color32 color = particle.GetCurrentColor(_particleSystem);
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float size = particle.GetCurrentSize(_particleSystem) * 0.5f;
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// apply scale
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if (_particleSystem.scalingMode == ParticleSystemScalingMode.Shape) {
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position /= canvas.scaleFactor;
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}
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// apply texture sheet animation
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Vector4 particleUV = _uv;
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if (_textureSheetAnimation.enabled) {
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float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
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// float frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.lifetime / particle.startLifetime)); // TODO - once Unity allows MinMaxCurve reading
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frameProgress = Mathf.Repeat(frameProgress * _textureSheetAnimation.cycleCount, 1);
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int frame = 0;
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switch (_textureSheetAnimation.animation) {
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case ParticleSystemAnimationType.WholeSheet:
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frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimationFrames);
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break;
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case ParticleSystemAnimationType.SingleRow:
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frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimation.numTilesX);
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int row = _textureSheetAnimation.rowIndex;
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// if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
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// row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
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// }
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frame += row * _textureSheetAnimation.numTilesX;
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break;
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}
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frame %= _textureSheetAnimationFrames;
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particleUV.x = (frame % _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.x;
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particleUV.y = Mathf.FloorToInt(frame / _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.y;
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particleUV.z = particleUV.x + _textureSheedAnimationFrameSize.x;
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particleUV.w = particleUV.y + _textureSheedAnimationFrameSize.y;
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}
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_quad[0] = UIVertex.simpleVert;
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_quad[0].color = color;
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_quad[0].uv0 = new Vector2(particleUV.x, particleUV.y);
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_quad[1] = UIVertex.simpleVert;
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_quad[1].color = color;
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_quad[1].uv0 = new Vector2(particleUV.x, particleUV.w);
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_quad[2] = UIVertex.simpleVert;
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_quad[2].color = color;
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_quad[2].uv0 = new Vector2(particleUV.z, particleUV.w);
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_quad[3] = UIVertex.simpleVert;
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_quad[3].color = color;
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_quad[3].uv0 = new Vector2(particleUV.z, particleUV.y);
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if (rotation == 0) {
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// no rotation
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Vector2 corner1 = new Vector2(position.x - size, position.y - size);
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Vector2 corner2 = new Vector2(position.x + size, position.y + size);
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_quad[0].position = new Vector2(corner1.x, corner1.y);
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_quad[1].position = new Vector2(corner1.x, corner2.y);
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_quad[2].position = new Vector2(corner2.x, corner2.y);
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_quad[3].position = new Vector2(corner2.x, corner1.y);
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} else {
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// apply rotation
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Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size;
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Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;
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_quad[0].position = position - right - up;
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_quad[1].position = position - right + up;
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_quad[2].position = position + right + up;
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_quad[3].position = position + right - up;
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}
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vh.AddUIVertexQuad(_quad);
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}
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}
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void Update() {
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if (Application.isPlaying) {
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// unscaled animation within UI
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_particleSystem.Simulate(Time.unscaledDeltaTime, false, false);
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SetAllDirty();
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}
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}
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#if UNITY_EDITOR
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void LateUpdate() {
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if (!Application.isPlaying) {
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SetAllDirty();
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}
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}
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#endif
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}
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#endif
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||||
}
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|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f5f85388e938d9e4599afc6d9441ed57
|
||||
timeCreated: 1464383716
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -66,6 +66,12 @@ namespace UnityEngine.UI.Extensions
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void Start()
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||||
{
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||||
_scroll_rect = gameObject.GetComponent<ScrollRect>();
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|
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if (_scroll_rect.horizontalScrollbar || _scroll_rect.verticalScrollbar)
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||||
{
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Debug.LogWarning("Warning, using scrollbors with the Scroll Snap controls is not advised as it causes unpredictable results");
|
||||
}
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_screensContainer = _scroll_rect.content;
|
||||
if (PageStep == 0)
|
||||
{
|
||||
|
|
|
@ -803,9 +803,9 @@ RectTransform:
|
|||
- {fileID: 2121923045}
|
||||
m_Father: {fileID: 674720969}
|
||||
m_RootOrder: 4
|
||||
m_AnchorMin: {x: 1, y: 1}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
m_AnchoredPosition: {x: -120, y: -20}
|
||||
m_AnchorMin: {x: 0, y: 1}
|
||||
m_AnchorMax: {x: 0, y: 1}
|
||||
m_AnchoredPosition: {x: 120, y: -20}
|
||||
m_SizeDelta: {x: 80, y: 50}
|
||||
m_Pivot: {x: 1, y: 1}
|
||||
--- !u!114 &321020790
|
||||
|
@ -1782,9 +1782,9 @@ RectTransform:
|
|||
- {fileID: 1871797415}
|
||||
m_Father: {fileID: 674720969}
|
||||
m_RootOrder: 2
|
||||
m_AnchorMin: {x: 0, y: 1}
|
||||
m_AnchorMax: {x: 0, y: 1}
|
||||
m_AnchoredPosition: {x: 120, y: -20}
|
||||
m_AnchorMin: {x: 1, y: 1}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
m_AnchoredPosition: {x: -120, y: -20}
|
||||
m_SizeDelta: {x: 80, y: 50}
|
||||
m_Pivot: {x: 0, y: 1}
|
||||
--- !u!114 &945015714
|
||||
|
|
|
@ -63,6 +63,12 @@ namespace UnityEngine.UI.Extensions
|
|||
void Start()
|
||||
{
|
||||
_scroll_rect = gameObject.GetComponent<ScrollRect>();
|
||||
|
||||
if (_scroll_rect.horizontalScrollbar || _scroll_rect.verticalScrollbar)
|
||||
{
|
||||
Debug.LogWarning("Warning, using scrollbors with the Scroll Snap controls is not advised as it causes unpredictable results");
|
||||
}
|
||||
|
||||
_screensContainer = _scroll_rect.content;
|
||||
if (PageStep == 0)
|
||||
{
|
||||
|
@ -213,7 +219,7 @@ namespace UnityEngine.UI.Extensions
|
|||
}
|
||||
|
||||
//used for changing between screen resolutions
|
||||
private void DistributePages()
|
||||
public void DistributePages()
|
||||
{
|
||||
float _offset = 0;
|
||||
float _dimension = 0;
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
/// Credit Ziboo
|
||||
/// Credit Ziboo, Andrew Quesenberry
|
||||
/// Sourced from - http://forum.unity3d.com/threads/free-reorderable-list.364600/
|
||||
/// Last Child Fix - https://bitbucket.org/ddreaper/unity-ui-extensions/issues/70/all-re-orderable-lists-cause-a-transform
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.EventSystems;
|
||||
|
@ -217,7 +218,7 @@ namespace UnityEngine.UI.Extensions
|
|||
{
|
||||
Vector2 size = _draggingObjectOriginalSize;
|
||||
|
||||
if (_currentReorderableListRaycasted != null && _currentReorderableListRaycasted.IsDropable)
|
||||
if (_currentReorderableListRaycasted != null && _currentReorderableListRaycasted.IsDropable && _currentReorderableListRaycasted.Content.childCount > 0)
|
||||
{
|
||||
var firstChild = _currentReorderableListRaycasted.Content.GetChild(0);
|
||||
if (firstChild != null)
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
/// Credit AriathTheWise
|
||||
/// Credit AriathTheWise, Sfyne
|
||||
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1796783
|
||||
/// Additional disabled - https://bitbucket.org/ddreaper/unity-ui-extensions/issues/47/uiselectableextension-_pressed-bug
|
||||
/// Extended to include a HELD state that continually fires while the button is held down.
|
||||
/// Refactored so it can be added to any button and expose the events in the editor.
|
||||
|
||||
|
@ -108,5 +109,11 @@ namespace UnityEngine.UI.Extensions
|
|||
Debug.Log("Control Held");
|
||||
#endif
|
||||
}
|
||||
|
||||
//Fixed UISelectableExtension inactive bug (if gameObject becomes inactive while button is held down it never goes back to _pressed = false)
|
||||
void OnDisable()
|
||||
{
|
||||
_pressed = false;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue