Initial check-in of visible ony VSS (HSS yet to be updated)

--HG--
branch : develop_5.3
release
Simon Jackson 2016-12-18 22:51:16 +00:00
parent d101a574c8
commit 4bd100c7e9
3 changed files with 137 additions and 122 deletions

View File

@ -13,39 +13,14 @@ namespace UnityEngine.UI.Extensions
[AddComponentMenu("Layout/Extensions/Horizontal Scroll Snap")] [AddComponentMenu("Layout/Extensions/Horizontal Scroll Snap")]
public class HorizontalScrollSnap : ScrollSnapBase, IEndDragHandler public class HorizontalScrollSnap : ScrollSnapBase, IEndDragHandler
{ {
// Use this for initialization
void Awake()
{
_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 = false;
_screensContainer = _scroll_rect.content;
DistributePages();
if (NextButton)
NextButton.GetComponent<Button>().onClick.AddListener(() => { NextScreen(); });
if (PrevButton)
PrevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousScreen(); });
}
void Start() void Start()
{ {
isVertical = false;
DistributePages();
_lerp = false; _lerp = false;
_currentScreen = StartingScreen - 1; _currentScreen = StartingScreen - 1;
_scrollStartPosition = _screensContainer.localPosition.x; _scrollStartPosition = _screensContainer.localPosition.x;
_scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1); _scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
ChangeBulletsInfo(_currentScreen);
} }
void Update() void Update()
@ -74,12 +49,7 @@ namespace UnityEngine.UI.Extensions
else if ((_scroll_rect.velocity.x > 0 && _scroll_rect.velocity.x > SwipeVelocityThreshold) || else if ((_scroll_rect.velocity.x > 0 && _scroll_rect.velocity.x > SwipeVelocityThreshold) ||
_scroll_rect.velocity.x < 0 && _scroll_rect.velocity.x < -SwipeVelocityThreshold) _scroll_rect.velocity.x < 0 && _scroll_rect.velocity.x < -SwipeVelocityThreshold)
{ {
_currentScreen = GetPageforPosition(_screensContainer.localPosition); CurrentPage = GetPageforPosition(_screensContainer.localPosition);
if (_currentScreen != _previousScreen)
{
_previousScreen = _currentScreen;
ChangeBulletsInfo(_currentScreen);
}
} }
else if (!_pointerDown) else if (!_pointerDown)
{ {
@ -159,7 +129,7 @@ namespace UnityEngine.UI.Extensions
if (_currentScreen > _screens - 1) if (_currentScreen > _screens - 1)
{ {
_currentScreen = _screens - 1; CurrentPage = _screens - 1;
} }
_scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1); _scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);

View File

@ -8,13 +8,7 @@ namespace UnityEngine.UI.Extensions
{ {
public class ScrollSnapBase : MonoBehaviour, IBeginDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler public class ScrollSnapBase : MonoBehaviour, IBeginDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler
{ {
internal struct VisibleItem public RectTransform _screensContainer;
{
public Vector3 Position;
public int OriginalPosition;
}
internal RectTransform _screensContainer;
internal bool isVertical; internal bool isVertical;
internal int _screens = 1; internal int _screens = 1;
@ -22,8 +16,6 @@ namespace UnityEngine.UI.Extensions
internal float _scrollStartPosition; internal float _scrollStartPosition;
internal float _childSize; internal float _childSize;
private float _childPos; private float _childPos;
//internal Vector3[] _positions;
//internal VisibleItem[] _visiblePositions;
internal ScrollRect _scroll_rect; internal ScrollRect _scroll_rect;
internal Vector3 _lerp_target; internal Vector3 _lerp_target;
internal bool _lerp; internal bool _lerp;
@ -32,12 +24,15 @@ namespace UnityEngine.UI.Extensions
[Serializable] [Serializable]
public class SelectionChangeStartEvent : UnityEvent { } public class SelectionChangeStartEvent : UnityEvent { }
[Serializable] [Serializable]
public class SelectionPageChangedEvent : UnityEvent<int> { }
[Serializable]
public class SelectionChangeEndEvent : UnityEvent { } public class SelectionChangeEndEvent : UnityEvent { }
[Tooltip("The visible bounds area, controls which items are visible/enabled. *Note Should use a RectMask. (optional)")] [Tooltip("The visible bounds area, controls which items are visible/enabled. *Note Should use a RectMask. (optional)")]
public RectTransform MaskArea; public RectTransform MaskArea;
[Tooltip("Pixel size to buffer arround Mask Area. (optional)")] [Tooltip("Pixel size to buffer arround Mask Area. (optional)")]
public float MaskBuffer; public float MaskBuffer = 1;
public int HalfNoVisibleItems;
[Tooltip("The gameobject that contains toggles which suggest pagination. (optional)")] [Tooltip("The gameobject that contains toggles which suggest pagination. (optional)")]
public GameObject Pagination; public GameObject Pagination;
@ -77,16 +72,120 @@ namespace UnityEngine.UI.Extensions
{ {
return _currentScreen; return _currentScreen;
} }
internal set
{
if (value != _currentScreen)
{
_previousScreen = _currentScreen;
_currentScreen = value;
ChangeBulletsInfo(_currentScreen);
UpdateVisible();
}
}
} }
[SerializeField] [SerializeField]
private SelectionChangeStartEvent m_OnSelectionChangeStartEvent = new SelectionChangeStartEvent(); private SelectionChangeStartEvent m_OnSelectionChangeStartEvent = new SelectionChangeStartEvent();
public SelectionChangeStartEvent OnSelectionChangeStartEvent { get { return m_OnSelectionChangeStartEvent; } set { m_OnSelectionChangeStartEvent = value; } } public SelectionChangeStartEvent OnSelectionChangeStartEvent { get { return m_OnSelectionChangeStartEvent; } set { m_OnSelectionChangeStartEvent = value; } }
[SerializeField]
private SelectionPageChangedEvent m_OnSelectionPageChangedEvent = new SelectionPageChangedEvent();
public SelectionPageChangedEvent OnSelectionPageChangedEvent { get { return m_OnSelectionPageChangedEvent; } set { m_OnSelectionPageChangedEvent = value; } }
[SerializeField] [SerializeField]
private SelectionChangeEndEvent m_OnSelectionChangeEndEvent = new SelectionChangeEndEvent(); private SelectionChangeEndEvent m_OnSelectionChangeEndEvent = new SelectionChangeEndEvent();
public SelectionChangeEndEvent OnSelectionChangeEndEvent { get { return m_OnSelectionChangeEndEvent; } set { m_OnSelectionChangeEndEvent = value; } } public SelectionChangeEndEvent OnSelectionChangeEndEvent { get { return m_OnSelectionChangeEndEvent; } set { m_OnSelectionChangeEndEvent = value; } }
public GameObject[] ChildObjects;
// Use this for initialization
void Awake()
{
_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");
}
_screensContainer = _scroll_rect.content;
int childCount;
if (ChildObjects != null && ChildObjects.Length > 0)
{
if (_screensContainer.transform.childCount > 0)
{
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");
return;
}
childCount = ChildObjects.Length;
for (int i = 0; i < childCount; i++)
{
ChildObjects[i] = GameObject.Instantiate(ChildObjects[i]);
ChildObjects[i].transform.SetParent(_screensContainer.transform);
if (MaskArea && ChildObjects[i].activeSelf)
{
ChildObjects[i].SetActive(false);
}
}
}
else
{
childCount = ChildObjects.Length;
ChildObjects = new GameObject[childCount];
for (int i = 0; i < childCount; i++)
{
ChildObjects[i] = _screensContainer.transform.GetChild(i).gameObject;
if (MaskArea && ChildObjects[i].activeSelf)
{
ChildObjects[i].SetActive(false);
}
}
}
if (NextButton)
NextButton.GetComponent<Button>().onClick.AddListener(() => { NextScreen(); });
if (PrevButton)
PrevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousScreen(); });
}
internal void CalculateVisible()
{
float MaskSize = isVertical ? MaskArea.rect.height : MaskArea.rect.width;
HalfNoVisibleItems = (int)Math.Round(MaskSize / (_childSize * MaskBuffer), MidpointRounding.AwayFromZero) / 2 + 2;
int StartingItemsBefore = StartingScreen - HalfNoVisibleItems < 0 ? 0 : HalfNoVisibleItems;
int StartingItemsAfter = _screensContainer.childCount - StartingScreen < HalfNoVisibleItems ? _screensContainer.childCount - StartingScreen : HalfNoVisibleItems;
for (int i = StartingScreen - StartingItemsBefore; i < StartingScreen + StartingItemsAfter - 1; i++)
{
ChildObjects[i].SetActive(true);
}
}
void UpdateVisible()
{
int BottomItem = _currentScreen - HalfNoVisibleItems < 0 ? 0 : HalfNoVisibleItems;
int TopItem = _screensContainer.childCount - _currentScreen < HalfNoVisibleItems ? _screensContainer.childCount - _currentScreen : HalfNoVisibleItems;
for (int i = CurrentPage - BottomItem; i < CurrentPage + TopItem; i++)
{
ChildObjects[i].SetActive(true);
}
if(_screensContainer.childCount - _currentScreen > HalfNoVisibleItems) ChildObjects[CurrentPage + TopItem + 1].SetActive(false);
if(_currentScreen - HalfNoVisibleItems > 0) ChildObjects[CurrentPage - BottomItem - 1].SetActive(false);
//if (_previousScreen < _currentScreen)
//{
// ChildObjects[TopItem].SetActive(true);
// if(TopItem < _screensContainer.childCount - HalfNoVisibleItems) ChildObjects[TopItem + 1].SetActive(true);
// ChildObjects[BottomItem].SetActive(false);
//}
//else
//{
// ChildObjects[TopItem].SetActive(false);
// ChildObjects[BottomItem].SetActive(true);
// if(BottomItem > 0) ChildObjects[BottomItem - 1].SetActive(true);
//}
}
//Function for switching screens with buttons //Function for switching screens with buttons
public void NextScreen() public void NextScreen()
{ {
@ -95,11 +194,8 @@ namespace UnityEngine.UI.Extensions
if (!_lerp) StartScreenChange(); if (!_lerp) StartScreenChange();
_lerp = true; _lerp = true;
_currentScreen++; CurrentPage = _currentScreen + 1;
GetPositionforPage(_currentScreen, ref _lerp_target); GetPositionforPage(_currentScreen, ref _lerp_target);
// _lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
} }
} }
@ -111,11 +207,8 @@ namespace UnityEngine.UI.Extensions
if (!_lerp) StartScreenChange(); if (!_lerp) StartScreenChange();
_lerp = true; _lerp = true;
_currentScreen--; CurrentPage = _currentScreen - 1;
GetPositionforPage(_currentScreen, ref _lerp_target); GetPositionforPage(_currentScreen, ref _lerp_target);
// _lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
} }
} }
@ -131,35 +224,12 @@ namespace UnityEngine.UI.Extensions
if (!_lerp) StartScreenChange(); if (!_lerp) StartScreenChange();
_lerp = true; _lerp = true;
_currentScreen = screenIndex; CurrentPage = screenIndex;
GetPositionforPage(_currentScreen, ref _lerp_target); GetPositionforPage(_currentScreen, ref _lerp_target);
// _lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
} }
} }
//find the closest registered point to the releasing point
internal Vector3 FindClosestFrom(Vector3 start, VisibleItem[] positions)
{
Vector3 closestPosition = Vector3.zero;
float closest = Mathf.Infinity;
float distanceToTarget = 0;
for (int i = 0; i < positions.Length; i++)
{
distanceToTarget = Vector3.Distance(start, positions[i].Position);
if (distanceToTarget < closest)
{
closest = distanceToTarget;
closestPosition = positions[i].Position;
}
}
float close = -(int)Math.Round((start.y - _scrollStartPosition) / _childSize);
return closestPosition;
}
internal int GetPageforPosition(Vector3 pos) internal int GetPageforPosition(Vector3 pos)
{ {
return isVertical ? return isVertical ?
@ -183,27 +253,26 @@ namespace UnityEngine.UI.Extensions
internal void ScrollToClosestElement() internal void ScrollToClosestElement()
{ {
_lerp = true; _lerp = true;
//_lerp_target = FindClosestFrom(_screensContainer.localPosition, _visiblePositions); CurrentPage = GetPageforPosition(_screensContainer.localPosition);
_currentScreen = GetPageforPosition(_screensContainer.localPosition);
GetPositionforPage(_currentScreen, ref _lerp_target); GetPositionforPage(_currentScreen, ref _lerp_target);
ChangeBulletsInfo(_currentScreen); ChangeBulletsInfo(_currentScreen);
} }
//changes the bullets on the bottom of the page - pagination //changes the bullets on the bottom of the page - pagination
internal void ChangeBulletsInfo(int currentScreen) internal void ChangeBulletsInfo(int targetScreen)
{ {
if (Pagination) if (Pagination)
for (int i = 0; i < Pagination.transform.childCount; i++) for (int i = 0; i < Pagination.transform.childCount; i++)
{ {
Pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (currentScreen == i) Pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (targetScreen == i)
? true ? true
: false; : false;
} }
} }
void OnValidate() private void OnValidate()
{ {
var childCount = gameObject.GetComponent<ScrollRect>().content.childCount; var childCount = ChildObjects == null ? _screensContainer.childCount : ChildObjects.Length;
if (StartingScreen > childCount - 1) if (StartingScreen > childCount - 1)
{ {
StartingScreen = childCount - 1; StartingScreen = childCount - 1;
@ -219,6 +288,12 @@ namespace UnityEngine.UI.Extensions
OnSelectionChangeStartEvent.Invoke(); OnSelectionChangeStartEvent.Invoke();
} }
internal void ScreenChange(int previousScreen)
{
OnSelectionPageChangedEvent.Invoke(_currentScreen);
}
internal void EndScreenChange() internal void EndScreenChange()
{ {
OnSelectionChangeEndEvent.Invoke(); OnSelectionChangeEndEvent.Invoke();
@ -254,7 +329,5 @@ namespace UnityEngine.UI.Extensions
_pointerDown = false; _pointerDown = false;
} }
#endregion #endregion
} }
} }

View File

@ -13,38 +13,15 @@ namespace UnityEngine.UI.Extensions
[AddComponentMenu("Layout/Extensions/Vertical Scroll Snap")] [AddComponentMenu("Layout/Extensions/Vertical Scroll Snap")]
public class VerticalScrollSnap : ScrollSnapBase, IEndDragHandler public class VerticalScrollSnap : ScrollSnapBase, IEndDragHandler
{ {
// Use this for initialization
void Awake()
{
_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;
_screensContainer = _scroll_rect.content;
DistributePages();
if (NextButton)
NextButton.GetComponent<Button>().onClick.AddListener(() => { NextScreen(); });
if (PrevButton)
PrevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousScreen(); });
}
void Start() void Start()
{ {
isVertical = true;
DistributePages();
CalculateVisible();
_lerp = false; _lerp = false;
_currentScreen = StartingScreen - 1; _currentScreen = StartingScreen - 1;
_scrollStartPosition = _screensContainer.localPosition.y; _scrollStartPosition = _screensContainer.localPosition.y;
_scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (float)(_screens - 1); _scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (float)(_screens - 1);
ChangeBulletsInfo(_currentScreen);
} }
void Update() void Update()
@ -70,17 +47,12 @@ namespace UnityEngine.UI.Extensions
} }
} }
//If the container is moving faster than the threshold, then just update the pages as they pass //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) || //else if ((_scroll_rect.velocity.y > 0 && _scroll_rect.velocity.y > SwipeVelocityThreshold) ||
_scroll_rect.velocity.y < 0 && _scroll_rect.velocity.y < -SwipeVelocityThreshold) // _scroll_rect.velocity.y < 0 && _scroll_rect.velocity.y < -SwipeVelocityThreshold)
{ //{
_currentScreen = GetPageforPosition(_screensContainer.localPosition); CurrentPage = GetPageforPosition(_screensContainer.localPosition);
if (_currentScreen != _previousScreen) //}
{ if(!_pointerDown)
_previousScreen = _currentScreen;
ChangeBulletsInfo(_currentScreen);
}
}
else if(!_pointerDown)
{ {
ScrollToClosestElement(); ScrollToClosestElement();
} }
@ -156,7 +128,7 @@ namespace UnityEngine.UI.Extensions
if (_currentScreen > _screens - 1) if (_currentScreen > _screens - 1)
{ {
_currentScreen = _screens - 1; CurrentPage = _screens - 1;
} }
_scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (_screens - 1); _scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);