Initial check-in of visible ony VSS (HSS yet to be updated)
--HG-- branch : develop_5.3release
parent
d101a574c8
commit
4bd100c7e9
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@ -13,39 +13,14 @@ namespace UnityEngine.UI.Extensions
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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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// Use this for initialization
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void Awake()
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{
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_scroll_rect = gameObject.GetComponent<ScrollRect>();
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if (_scroll_rect.horizontalScrollbar || _scroll_rect.verticalScrollbar)
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{
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Debug.LogWarning("Warning, using scrollbars with the Scroll Snap controls is not advised as it causes unpredictable results");
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}
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//Should this derrive from ScrolRect?
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isVertical = false;
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_screensContainer = _scroll_rect.content;
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DistributePages();
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if (NextButton)
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NextButton.GetComponent<Button>().onClick.AddListener(() => { NextScreen(); });
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if (PrevButton)
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PrevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousScreen(); });
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}
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void Start()
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{
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isVertical = false;
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DistributePages();
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_lerp = false;
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_currentScreen = StartingScreen - 1;
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_scrollStartPosition = _screensContainer.localPosition.x;
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_scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
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ChangeBulletsInfo(_currentScreen);
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}
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void Update()
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@ -74,12 +49,7 @@ namespace UnityEngine.UI.Extensions
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else if ((_scroll_rect.velocity.x > 0 && _scroll_rect.velocity.x > SwipeVelocityThreshold) ||
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_scroll_rect.velocity.x < 0 && _scroll_rect.velocity.x < -SwipeVelocityThreshold)
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{
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_currentScreen = GetPageforPosition(_screensContainer.localPosition);
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if (_currentScreen != _previousScreen)
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{
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_previousScreen = _currentScreen;
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ChangeBulletsInfo(_currentScreen);
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}
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CurrentPage = GetPageforPosition(_screensContainer.localPosition);
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}
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else if (!_pointerDown)
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{
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@ -159,7 +129,7 @@ namespace UnityEngine.UI.Extensions
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if (_currentScreen > _screens - 1)
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{
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_currentScreen = _screens - 1;
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CurrentPage = _screens - 1;
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}
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_scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
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@ -8,13 +8,7 @@ namespace UnityEngine.UI.Extensions
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{
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public class ScrollSnapBase : MonoBehaviour, IBeginDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler
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{
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internal struct VisibleItem
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{
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public Vector3 Position;
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public int OriginalPosition;
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}
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internal RectTransform _screensContainer;
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public RectTransform _screensContainer;
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internal bool isVertical;
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internal int _screens = 1;
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@ -22,8 +16,6 @@ namespace UnityEngine.UI.Extensions
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internal float _scrollStartPosition;
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internal float _childSize;
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private float _childPos;
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//internal Vector3[] _positions;
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//internal VisibleItem[] _visiblePositions;
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internal ScrollRect _scroll_rect;
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internal Vector3 _lerp_target;
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internal bool _lerp;
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@ -32,12 +24,15 @@ namespace UnityEngine.UI.Extensions
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[Serializable]
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public class SelectionChangeStartEvent : UnityEvent { }
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[Serializable]
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public class SelectionPageChangedEvent : UnityEvent<int> { }
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[Serializable]
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public class SelectionChangeEndEvent : UnityEvent { }
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[Tooltip("The visible bounds area, controls which items are visible/enabled. *Note Should use a RectMask. (optional)")]
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public RectTransform MaskArea;
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[Tooltip("Pixel size to buffer arround Mask Area. (optional)")]
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public float MaskBuffer;
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public float MaskBuffer = 1;
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public int HalfNoVisibleItems;
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[Tooltip("The gameobject that contains toggles which suggest pagination. (optional)")]
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public GameObject Pagination;
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@ -77,16 +72,120 @@ namespace UnityEngine.UI.Extensions
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{
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return _currentScreen;
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}
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internal set
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{
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if (value != _currentScreen)
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{
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_previousScreen = _currentScreen;
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_currentScreen = value;
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ChangeBulletsInfo(_currentScreen);
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UpdateVisible();
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}
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}
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}
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[SerializeField]
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private SelectionChangeStartEvent m_OnSelectionChangeStartEvent = new SelectionChangeStartEvent();
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public SelectionChangeStartEvent OnSelectionChangeStartEvent { get { return m_OnSelectionChangeStartEvent; } set { m_OnSelectionChangeStartEvent = value; } }
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[SerializeField]
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private SelectionPageChangedEvent m_OnSelectionPageChangedEvent = new SelectionPageChangedEvent();
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public SelectionPageChangedEvent OnSelectionPageChangedEvent { get { return m_OnSelectionPageChangedEvent; } set { m_OnSelectionPageChangedEvent = value; } }
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[SerializeField]
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private SelectionChangeEndEvent m_OnSelectionChangeEndEvent = new SelectionChangeEndEvent();
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public SelectionChangeEndEvent OnSelectionChangeEndEvent { get { return m_OnSelectionChangeEndEvent; } set { m_OnSelectionChangeEndEvent = value; } }
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public GameObject[] ChildObjects;
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// Use this for initialization
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void Awake()
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{
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_scroll_rect = gameObject.GetComponent<ScrollRect>();
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if (_scroll_rect.horizontalScrollbar || _scroll_rect.verticalScrollbar)
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{
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Debug.LogWarning("Warning, using scrollbars with the Scroll Snap controls is not advised as it causes unpredictable results");
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}
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_screensContainer = _scroll_rect.content;
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int childCount;
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if (ChildObjects != null && ChildObjects.Length > 0)
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{
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if (_screensContainer.transform.childCount > 0)
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{
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Debug.LogError("ScrollRect Content has children, this is not supported when using managed Child Objects\n Either remove the ScrollRect Content children or clear the ChildObjects array");
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return;
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}
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childCount = ChildObjects.Length;
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for (int i = 0; i < childCount; i++)
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{
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ChildObjects[i] = GameObject.Instantiate(ChildObjects[i]);
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ChildObjects[i].transform.SetParent(_screensContainer.transform);
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if (MaskArea && ChildObjects[i].activeSelf)
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{
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ChildObjects[i].SetActive(false);
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}
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}
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}
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else
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{
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childCount = ChildObjects.Length;
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ChildObjects = new GameObject[childCount];
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for (int i = 0; i < childCount; i++)
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{
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ChildObjects[i] = _screensContainer.transform.GetChild(i).gameObject;
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if (MaskArea && ChildObjects[i].activeSelf)
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{
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ChildObjects[i].SetActive(false);
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}
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}
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}
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if (NextButton)
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NextButton.GetComponent<Button>().onClick.AddListener(() => { NextScreen(); });
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if (PrevButton)
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PrevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousScreen(); });
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}
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internal void CalculateVisible()
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{
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float MaskSize = isVertical ? MaskArea.rect.height : MaskArea.rect.width;
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HalfNoVisibleItems = (int)Math.Round(MaskSize / (_childSize * MaskBuffer), MidpointRounding.AwayFromZero) / 2 + 2;
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int StartingItemsBefore = StartingScreen - HalfNoVisibleItems < 0 ? 0 : HalfNoVisibleItems;
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int StartingItemsAfter = _screensContainer.childCount - StartingScreen < HalfNoVisibleItems ? _screensContainer.childCount - StartingScreen : HalfNoVisibleItems;
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for (int i = StartingScreen - StartingItemsBefore; i < StartingScreen + StartingItemsAfter - 1; i++)
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{
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ChildObjects[i].SetActive(true);
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}
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}
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void UpdateVisible()
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{
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int BottomItem = _currentScreen - HalfNoVisibleItems < 0 ? 0 : HalfNoVisibleItems;
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int TopItem = _screensContainer.childCount - _currentScreen < HalfNoVisibleItems ? _screensContainer.childCount - _currentScreen : HalfNoVisibleItems;
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for (int i = CurrentPage - BottomItem; i < CurrentPage + TopItem; i++)
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{
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ChildObjects[i].SetActive(true);
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}
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if(_screensContainer.childCount - _currentScreen > HalfNoVisibleItems) ChildObjects[CurrentPage + TopItem + 1].SetActive(false);
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if(_currentScreen - HalfNoVisibleItems > 0) ChildObjects[CurrentPage - BottomItem - 1].SetActive(false);
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//if (_previousScreen < _currentScreen)
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//{
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// ChildObjects[TopItem].SetActive(true);
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// if(TopItem < _screensContainer.childCount - HalfNoVisibleItems) ChildObjects[TopItem + 1].SetActive(true);
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// ChildObjects[BottomItem].SetActive(false);
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//}
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//else
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//{
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// ChildObjects[TopItem].SetActive(false);
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// ChildObjects[BottomItem].SetActive(true);
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// if(BottomItem > 0) ChildObjects[BottomItem - 1].SetActive(true);
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//}
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}
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//Function for switching screens with buttons
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public void NextScreen()
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{
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@ -95,11 +194,8 @@ namespace UnityEngine.UI.Extensions
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if (!_lerp) StartScreenChange();
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_lerp = true;
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_currentScreen++;
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CurrentPage = _currentScreen + 1;
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GetPositionforPage(_currentScreen, ref _lerp_target);
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// _lerp_target = _positions[_currentScreen];
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ChangeBulletsInfo(_currentScreen);
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}
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}
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@ -111,11 +207,8 @@ namespace UnityEngine.UI.Extensions
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if (!_lerp) StartScreenChange();
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_lerp = true;
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_currentScreen--;
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CurrentPage = _currentScreen - 1;
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GetPositionforPage(_currentScreen, ref _lerp_target);
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// _lerp_target = _positions[_currentScreen];
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ChangeBulletsInfo(_currentScreen);
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}
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}
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@ -131,35 +224,12 @@ namespace UnityEngine.UI.Extensions
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if (!_lerp) StartScreenChange();
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_lerp = true;
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_currentScreen = screenIndex;
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CurrentPage = screenIndex;
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GetPositionforPage(_currentScreen, ref _lerp_target);
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// _lerp_target = _positions[_currentScreen];
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ChangeBulletsInfo(_currentScreen);
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}
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}
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//find the closest registered point to the releasing point
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internal Vector3 FindClosestFrom(Vector3 start, VisibleItem[] positions)
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{
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Vector3 closestPosition = Vector3.zero;
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float closest = Mathf.Infinity;
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float distanceToTarget = 0;
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for (int i = 0; i < positions.Length; i++)
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{
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distanceToTarget = Vector3.Distance(start, positions[i].Position);
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if (distanceToTarget < closest)
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{
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closest = distanceToTarget;
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closestPosition = positions[i].Position;
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}
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}
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float close = -(int)Math.Round((start.y - _scrollStartPosition) / _childSize);
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return closestPosition;
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}
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internal int GetPageforPosition(Vector3 pos)
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{
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return isVertical ?
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@ -183,27 +253,26 @@ namespace UnityEngine.UI.Extensions
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internal void ScrollToClosestElement()
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{
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_lerp = true;
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//_lerp_target = FindClosestFrom(_screensContainer.localPosition, _visiblePositions);
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_currentScreen = GetPageforPosition(_screensContainer.localPosition);
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CurrentPage = GetPageforPosition(_screensContainer.localPosition);
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GetPositionforPage(_currentScreen, ref _lerp_target);
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ChangeBulletsInfo(_currentScreen);
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}
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//changes the bullets on the bottom of the page - pagination
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internal void ChangeBulletsInfo(int currentScreen)
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internal void ChangeBulletsInfo(int targetScreen)
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{
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if (Pagination)
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for (int i = 0; i < Pagination.transform.childCount; i++)
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{
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Pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (currentScreen == i)
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Pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (targetScreen == i)
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? true
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: false;
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}
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}
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void OnValidate()
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private void OnValidate()
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{
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var childCount = gameObject.GetComponent<ScrollRect>().content.childCount;
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var childCount = ChildObjects == null ? _screensContainer.childCount : ChildObjects.Length;
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if (StartingScreen > childCount - 1)
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{
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StartingScreen = childCount - 1;
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@ -219,6 +288,12 @@ namespace UnityEngine.UI.Extensions
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OnSelectionChangeStartEvent.Invoke();
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}
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internal void ScreenChange(int previousScreen)
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{
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OnSelectionPageChangedEvent.Invoke(_currentScreen);
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}
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internal void EndScreenChange()
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{
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OnSelectionChangeEndEvent.Invoke();
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@ -254,7 +329,5 @@ namespace UnityEngine.UI.Extensions
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_pointerDown = false;
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}
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#endregion
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}
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}
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@ -13,38 +13,15 @@ namespace UnityEngine.UI.Extensions
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[AddComponentMenu("Layout/Extensions/Vertical Scroll Snap")]
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public class VerticalScrollSnap : ScrollSnapBase, IEndDragHandler
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{
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// Use this for initialization
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void Awake()
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{
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_scroll_rect = gameObject.GetComponent<ScrollRect>();
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if (_scroll_rect.horizontalScrollbar || _scroll_rect.verticalScrollbar)
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{
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Debug.LogWarning("Warning, using scrollbars with the Scroll Snap controls is not advised as it causes unpredictable results");
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}
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//Should this derrive from ScrolRect?
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isVertical = true;
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_screensContainer = _scroll_rect.content;
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DistributePages();
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if (NextButton)
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NextButton.GetComponent<Button>().onClick.AddListener(() => { NextScreen(); });
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if (PrevButton)
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PrevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousScreen(); });
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}
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void Start()
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{
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isVertical = true;
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DistributePages();
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CalculateVisible();
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_lerp = false;
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_currentScreen = StartingScreen - 1;
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_scrollStartPosition = _screensContainer.localPosition.y;
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_scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (float)(_screens - 1);
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ChangeBulletsInfo(_currentScreen);
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}
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void Update()
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@ -70,17 +47,12 @@ namespace UnityEngine.UI.Extensions
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}
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}
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//If the container is moving faster than the threshold, then just update the pages as they pass
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else if ((_scroll_rect.velocity.y > 0 && _scroll_rect.velocity.y > SwipeVelocityThreshold) ||
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_scroll_rect.velocity.y < 0 && _scroll_rect.velocity.y < -SwipeVelocityThreshold)
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{
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_currentScreen = GetPageforPosition(_screensContainer.localPosition);
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if (_currentScreen != _previousScreen)
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{
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_previousScreen = _currentScreen;
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ChangeBulletsInfo(_currentScreen);
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}
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}
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else if(!_pointerDown)
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//else if ((_scroll_rect.velocity.y > 0 && _scroll_rect.velocity.y > SwipeVelocityThreshold) ||
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// _scroll_rect.velocity.y < 0 && _scroll_rect.velocity.y < -SwipeVelocityThreshold)
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//{
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CurrentPage = GetPageforPosition(_screensContainer.localPosition);
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//}
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if(!_pointerDown)
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{
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ScrollToClosestElement();
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}
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@ -156,7 +128,7 @@ namespace UnityEngine.UI.Extensions
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if (_currentScreen > _screens - 1)
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{
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_currentScreen = _screens - 1;
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CurrentPage = _screens - 1;
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}
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_scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
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