Updated readme and UI placement update for AIM / GIM
--HG-- branch : develop_4.6release
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README.md
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README.md
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@ -69,6 +69,10 @@ Layout | Description | Menu Command | Component Command | Notes | Credits
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**FlowLayoutGroup** | A more rugged grid style layout group || Layout / Extensions / Flow Layout Group | [Example Video](https://www.youtube.com/watch?v=tMe_3tJTZvc) | Simie
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**RadialLayout** | A radial layout system || Layout / Extensions / Radial Layout |[tutorial video](https://www.youtube.com/watch?v=iUlk0d2RDMs)| Danny Goodayle
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**TileSizeFitter** | A fitter layout that will shink / expand content by tiles || Layout / Extensions / TileSizeFitter |[tutorial video](https://www.youtube.com/watch?v=AkQNWl8mnxg)| Ges
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**ScrollSnap** | An alternate scroll snap control supporting both Horizontal and Vertial layous in one control | UI / Extensions / Fixed Item Scroll / Snap Horizontal Single Item||| xesenix
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|| UI / Extensions / Fixed Item Scroll / Snap Horizontal Multiple Item||| xesenix
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|| UI / Extensions / Fixed Item Scroll / Snap Vertical Single Item||| xesenix
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|| UI / Extensions / Fixed Item Scroll / Snap Vertical Multiple Item||| xesenix
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## Effect components ##
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@ -84,6 +88,7 @@ Effect | Description | Component Command | Notes | Credits
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**RaycastMask** | An example of an enhanced mask component able to work with the image data. Enables picking on image parts and not just the Rect Transform | UI / Effects / Extensions / Raycast Mask | | senritsu
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**UIFlippable** | Image component effect to flip the graphic | UI / Effects / Extensions / UI Flippable | | ChoMPHi
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## VR Components##
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=======================
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@ -93,6 +98,14 @@ Component | Description | Component Command | Notes | Credits
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**VRInputModule** | Input module to support the VR Cursor | Event / Vr Input Module | | Ralph Barbagallo
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## Input Modules ##
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=======================
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Component | Description | Component Command | Notes | Credits
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--------- | -------------- | ---------------------------- | ------- | ------
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**AimerInputModule** | Replacement Input module to allow for a reciclue to interace with WorldSpace canvas UI | Event / Extensions / Aimer Input Module | | Chris Trueman
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**GamePadInputModule** | Stripped down SIM Input module for just gamepad/keybord input | Event / Extensions / GamePad Input Module | | Simon (darkside) Jackson
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## Additional Components##
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=======================
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@ -107,7 +120,6 @@ Component | Description | Component Command | Notes | Credits
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**InputFocus** | Enhanced InputField control for forms, enables Enter to submit and other features | UI / Extensions / InputFocus | | Zelek
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**ImageExtended** | Improved Image control with rotation support and use of filled type without an Image (useful for masks) | UI / Extensions / Image Extended | | Ges
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**UIScrollToSelection** | Enables a ScrollRect to scroll based on the selected child automatically | UI / Extensions / UIScrollToSelection | | zero3growlithe
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**AimerInputModule** | Replacement Input module to allow for a reciclue to interace with WorldSpace canvas UI | UI / Extensions / Aimer Input Module | | Chris Trueman
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**UISelectableExtension** | Refactor of original UI Button control, can now add Press/Release and Hold events to any Selectable control | UI / Extensions / UI Selectable Extension | | AriathTheWise / Simon Jackson
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**switchToRectTransform** | RectTransform extension method to move one Rect to another | N/A | | Izitmee
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@ -4,7 +4,7 @@
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namespace UnityEngine.EventSystems.Extensions
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{
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[RequireComponent(typeof(EventSystem))]
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[AddComponentMenu("UI/Extensions/Aimer Input Module")]
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[AddComponentMenu("Event/Extensions/Aimer Input Module")]
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public class AimerInputModule : PointerInputModule
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{
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/// <summary>
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@ -1,9 +1,9 @@
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using System;
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using UnityEngine.Serialization;
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/// Credit Simon (darkside) Jackson
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/// Sourced from - UI SIM source and My Brain
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namespace UnityEngine.EventSystems
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{
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[AddComponentMenu("Event/GamePad Input Module")]
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[AddComponentMenu("Event/Extensions/GamePad Input Module")]
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public class GamePadInputModule : BaseInputModule
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{
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private float m_PrevActionTime;
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@ -203,7 +203,6 @@ namespace UnityEngine.EventSystems
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if (!allow)
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return false;
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// Debug.Log(m_ProcessingEvent.rawType + " axis:" + m_AllowAxisEvents + " value:" + "(" + x + "," + y + ")");
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var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
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ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
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if (!similarDir)
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