Refactored general code for HSS / VSS in to base class

Fixed issue with add/remove pages where positions were not recalculated

--HG--
branch : develop_5.3
release
Simon Jackson 2016-12-05 10:15:48 +00:00
parent 74ef2ca4e7
commit 5cbfc70e30
4 changed files with 256 additions and 431 deletions

View File

@ -11,71 +11,8 @@ namespace UnityEngine.UI.Extensions
[RequireComponent(typeof(ScrollRect))] [RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("Layout/Extensions/Horizontal Scroll Snap")] [AddComponentMenu("Layout/Extensions/Horizontal Scroll Snap")]
public class HorizontalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler public class HorizontalScrollSnap : ScrollSnapBase, IEndDragHandler
{ {
private Transform _screensContainer;
private int _screens = 1;
private Vector3[] _positions;
private Vector3[] _visiblePositions;
private ScrollRect _scroll_rect;
private Vector3 _lerp_target;
private bool _lerp;
private bool _pointerDown = false;
[Serializable]
public class SelectionChangeStartEvent : UnityEvent { }
[Serializable]
public class SelectionChangeEndEvent : UnityEvent { }
[Tooltip("The gameobject that contains toggles which suggest pagination. (optional)")]
public GameObject Pagination;
[Tooltip("Button to go to the next page. (optional)")]
public GameObject NextButton;
[Tooltip("Button to go to the previous page. (optional)")]
public GameObject PrevButton;
[Tooltip("Transition speed between pages. (optional)")]
public float transitionSpeed = 7.5f;
[Tooltip("Fast Swipe makes swiping page next / previous (optional)")]
public Boolean UseFastSwipe = false;
[Tooltip("How far swipe has to travel to initiate a page change (optional)")]
public int FastSwipeThreshold = 100;
[Tooltip("How fast can a user swipe to be a swipe (optional)")]
public int SwipeVelocityThreshold = 200;
private Vector3 _startPosition = new Vector3();
[Tooltip("The currently active page")]
private int _currentScreen;
private int _previousScreen;
[Tooltip("The screen / page to start the control on")]
[SerializeField]
public int StartingScreen = 1;
[Tooltip("The distance between two pages based on page height, by default pages are next to each other")]
[SerializeField]
[Range(1, 8)]
public float PageStep = 1;
public int CurrentPage
{
get
{
return _currentScreen;
}
}
[SerializeField]
private SelectionChangeStartEvent m_OnSelectionChangeStartEvent = new SelectionChangeStartEvent();
public SelectionChangeStartEvent OnSelectionChangeStartEvent { get { return m_OnSelectionChangeStartEvent; } set { m_OnSelectionChangeStartEvent = value; } }
[SerializeField]
private SelectionChangeEndEvent m_OnSelectionChangeEndEvent = new SelectionChangeEndEvent();
public SelectionChangeEndEvent OnSelectionChangeEndEvent { get { return m_OnSelectionChangeEndEvent; } set { m_OnSelectionChangeEndEvent = value; } }
// Use this for initialization // Use this for initialization
void Awake() void Awake()
@ -148,87 +85,6 @@ namespace UnityEngine.UI.Extensions
} }
} }
//Function for switching screens with buttons
public void NextScreen()
{
if (_currentScreen < _screens - 1)
{
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen++;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//Function for switching screens with buttons
public void PreviousScreen()
{
if (_currentScreen > 0)
{
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen--;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
/// <summary>
/// Function for switching to a specific screen
/// *Note, this is based on a 0 starting index - 0 to x
/// </summary>
/// <param name="screenIndex">0 starting index of page to jump to</param>
public void GoToScreen(int screenIndex)
{
if (screenIndex <= _screens - 1 && screenIndex >= 0)
{
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen = screenIndex;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//find the closest registered point to the releasing point
private Vector3 FindClosestFrom(Vector3 start, Vector3[] positions)
{
Vector3 closestPosition = Vector3.zero;
float closest = Mathf.Infinity;
float distanceToTarget = 0;
for (int i = 0; i < _screens; i++)
{
distanceToTarget = Vector3.Distance(start, positions[i]);
if (distanceToTarget < closest)
{
closest = distanceToTarget;
closestPosition = positions[i];
}
}
return closestPosition;
}
//changes the bullets on the bottom of the page - pagination
private void ChangeBulletsInfo(int currentScreen)
{
if (Pagination)
for (int i = 0; i < Pagination.transform.childCount; i++)
{
Pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (currentScreen == i)
? true
: false;
}
}
//used for changing between screen resolutions //used for changing between screen resolutions
private void DistributePages() private void DistributePages()
{ {
@ -274,30 +130,6 @@ namespace UnityEngine.UI.Extensions
_visiblePositions = _positions; _visiblePositions = _positions;
} }
int GetPageforPosition(Vector3 pos)
{
for (int i = 0; i < _positions.Length; i++)
{
if (_positions[i] == pos)
{
return i;
}
}
return 0;
}
void OnValidate()
{
var childCount = gameObject.GetComponent<ScrollRect>().content.childCount;
if (StartingScreen > childCount - 1)
{
StartingScreen = childCount - 1;
}
if (StartingScreen < 0)
{
StartingScreen = 0;
}
}
/// <summary> /// <summary>
/// Add a new child to this Scroll Snap and recalculate it's children /// Add a new child to this Scroll Snap and recalculate it's children
/// </summary> /// </summary>
@ -307,6 +139,7 @@ namespace UnityEngine.UI.Extensions
_scroll_rect.horizontalNormalizedPosition = 0; _scroll_rect.horizontalNormalizedPosition = 0;
GO.transform.SetParent(_screensContainer); GO.transform.SetParent(_screensContainer);
DistributePages(); DistributePages();
UpdateChildPositions();
_scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1); _scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
} }
@ -337,7 +170,10 @@ namespace UnityEngine.UI.Extensions
} }
i++; i++;
} }
DistributePages(); DistributePages();
UpdateChildPositions();
if (_currentScreen > _screens - 1) if (_currentScreen > _screens - 1)
{ {
_currentScreen = _screens - 1; _currentScreen = _screens - 1;
@ -346,27 +182,7 @@ namespace UnityEngine.UI.Extensions
_scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1); _scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
} }
private void StartScreenChange()
{
OnSelectionChangeStartEvent.Invoke();
}
private void EndScreenChange()
{
OnSelectionChangeEndEvent.Invoke();
}
#region Interfaces #region Interfaces
/// <summary>
/// Touch screen to start swiping
/// </summary>
/// <param name="eventData"></param>
public void OnBeginDrag(PointerEventData eventData)
{
StartScreenChange();
_startPosition = _screensContainer.localPosition;
}
/// <summary> /// <summary>
/// Release screen to swipe /// Release screen to swipe
/// </summary> /// </summary>
@ -398,28 +214,6 @@ namespace UnityEngine.UI.Extensions
} }
} }
private void ScrollToClosestElement()
{
_lerp = true;
_lerp_target = FindClosestFrom(_screensContainer.localPosition, _visiblePositions);
_currentScreen = GetPageforPosition(_lerp_target);
ChangeBulletsInfo(_currentScreen);
}
public void OnDrag(PointerEventData eventData)
{
_lerp = false;
}
public void OnPointerDown(PointerEventData eventData)
{
_pointerDown = true;
}
public void OnPointerUp(PointerEventData eventData)
{
_pointerDown = false;
}
#endregion #endregion
} }
} }

View File

@ -0,0 +1,232 @@
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using System;
using UnityEngine.Events;
namespace UnityEngine.UI.Extensions
{
public class ScrollSnapBase : MonoBehaviour, IBeginDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler
{
internal Transform _screensContainer;
internal int _screens = 1;
internal Vector3[] _positions;
internal Vector3[] _visiblePositions;
internal ScrollRect _scroll_rect;
internal Vector3 _lerp_target;
internal bool _lerp;
internal bool _pointerDown = false;
[Serializable]
public class SelectionChangeStartEvent : UnityEvent { }
[Serializable]
public class SelectionChangeEndEvent : UnityEvent { }
[Tooltip("The gameobject that contains toggles which suggest pagination. (optional)")]
public GameObject Pagination;
[Tooltip("Button to go to the next page. (optional)")]
public GameObject NextButton;
[Tooltip("Button to go to the previous page. (optional)")]
public GameObject PrevButton;
[Tooltip("Transition speed between pages. (optional)")]
public float transitionSpeed = 7.5f;
[Tooltip("Fast Swipe makes swiping page next / previous (optional)")]
public Boolean UseFastSwipe = false;
[Tooltip("How far swipe has to travel to initiate a page change (optional)")]
public int FastSwipeThreshold = 100;
[Tooltip("How fast can a user swipe to be a swipe (optional)")]
public int SwipeVelocityThreshold = 200;
internal Vector3 _startPosition = new Vector3();
[Tooltip("The currently active page")]
internal int _currentScreen;
internal int _previousScreen;
[Tooltip("The screen / page to start the control on")]
[SerializeField]
public int StartingScreen = 1;
[Tooltip("The distance between two pages based on page height, by default pages are next to each other")]
[SerializeField]
[Range(1, 8)]
public float PageStep = 1;
public int CurrentPage
{
get
{
return _currentScreen;
}
}
[SerializeField]
private SelectionChangeStartEvent m_OnSelectionChangeStartEvent = new SelectionChangeStartEvent();
public SelectionChangeStartEvent OnSelectionChangeStartEvent { get { return m_OnSelectionChangeStartEvent; } set { m_OnSelectionChangeStartEvent = value; } }
[SerializeField]
private SelectionChangeEndEvent m_OnSelectionChangeEndEvent = new SelectionChangeEndEvent();
public SelectionChangeEndEvent OnSelectionChangeEndEvent { get { return m_OnSelectionChangeEndEvent; } set { m_OnSelectionChangeEndEvent = value; } }
//Function for switching screens with buttons
public void NextScreen()
{
if (_currentScreen < _screens - 1)
{
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen++;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//Function for switching screens with buttons
public void PreviousScreen()
{
if (_currentScreen > 0)
{
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen--;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
/// <summary>
/// Function for switching to a specific screen
/// *Note, this is based on a 0 starting index - 0 to x
/// </summary>
/// <param name="screenIndex">0 starting index of page to jump to</param>
public void GoToScreen(int screenIndex)
{
if (screenIndex <= _screens - 1 && screenIndex >= 0)
{
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen = screenIndex;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//find the closest registered point to the releasing point
internal Vector3 FindClosestFrom(Vector3 start, Vector3[] positions)
{
Vector3 closestPosition = Vector3.zero;
float closest = Mathf.Infinity;
float distanceToTarget = 0;
for (int i = 0; i < _screens; i++)
{
distanceToTarget = Vector3.Distance(start, positions[i]);
if (distanceToTarget < closest)
{
closest = distanceToTarget;
closestPosition = positions[i];
}
}
return closestPosition;
}
internal void ScrollToClosestElement()
{
_lerp = true;
_lerp_target = FindClosestFrom(_screensContainer.localPosition, _visiblePositions);
_currentScreen = GetPageforPosition(_lerp_target);
ChangeBulletsInfo(_currentScreen);
}
//changes the bullets on the bottom of the page - pagination
internal void ChangeBulletsInfo(int currentScreen)
{
if (Pagination)
for (int i = 0; i < Pagination.transform.childCount; i++)
{
Pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (currentScreen == i)
? true
: false;
}
}
internal int GetPageforPosition(Vector3 pos)
{
for (int i = 0; i < _positions.Length; i++)
{
if (_positions[i] == pos)
{
return i;
}
}
return 0;
}
void OnValidate()
{
var childCount = gameObject.GetComponent<ScrollRect>().content.childCount;
if (StartingScreen > childCount - 1)
{
StartingScreen = childCount - 1;
}
if (StartingScreen < 0)
{
StartingScreen = 0;
}
}
internal void StartScreenChange()
{
OnSelectionChangeStartEvent.Invoke();
}
internal void EndScreenChange()
{
OnSelectionChangeEndEvent.Invoke();
}
#region Interfaces
/// <summary>
/// Touch screen to start swiping
/// </summary>
/// <param name="eventData"></param>
public void OnBeginDrag(PointerEventData eventData)
{
StartScreenChange();
_startPosition = _screensContainer.localPosition;
}
/// <summary>
/// While dragging do
/// </summary>
/// <param name="eventData"></param>
public void OnDrag(PointerEventData eventData)
{
_lerp = false;
}
public void OnPointerDown(PointerEventData eventData)
{
_pointerDown = true;
}
public void OnPointerUp(PointerEventData eventData)
{
_pointerDown = false;
}
#endregion
}
}

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@ -0,0 +1,12 @@
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timeCreated: 1480931407
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -11,72 +11,8 @@ namespace UnityEngine.UI.Extensions
{ {
[RequireComponent(typeof(ScrollRect))] [RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("Layout/Extensions/Vertical Scroll Snap")] [AddComponentMenu("Layout/Extensions/Vertical Scroll Snap")]
public class VerticalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler public class VerticalScrollSnap : ScrollSnapBase, IEndDragHandler
{ {
private Transform _screensContainer;
private int _screens = 1;
private Vector3[] _positions;
private Vector3[] _visiblePositions;
private ScrollRect _scroll_rect;
private Vector3 _lerp_target;
private bool _lerp;
private bool _pointerDown = false;
[Serializable]
public class SelectionChangeStartEvent : UnityEvent { }
[Serializable]
public class SelectionChangeEndEvent : UnityEvent { }
[Tooltip("The gameobject that contains toggles which suggest pagination. (optional)")]
public GameObject Pagination;
[Tooltip("Button to go to the next page. (optional)")]
public GameObject NextButton;
[Tooltip("Button to go to the previous page. (optional)")]
public GameObject PrevButton;
[Tooltip("Transition speed between pages. (optional)")]
public float transitionSpeed = 7.5f;
[Tooltip("Fast Swipe makes swiping page next / previous (optional)")]
public Boolean UseFastSwipe = false;
[Tooltip("How far swipe has to travel to initiate a page change (optional)")]
public int FastSwipeThreshold = 100;
[Tooltip("How fast can a user swipe to be a swipe (optional)")]
public int SwipeVelocityThreshold = 200;
private Vector3 _startPosition = new Vector3();
[Tooltip("The currently active page")]
private int _currentScreen;
private int _previousScreen;
[Tooltip("The screen / page to start the control on")]
[SerializeField]
public int StartingScreen = 1;
[Tooltip("The distance between two pages based on page height, by default pages are next to each other")]
[SerializeField]
[Range(1, 8)]
public float PageStep = 1;
public int CurrentPage
{
get
{
return _currentScreen;
}
}
[SerializeField]
private SelectionChangeStartEvent m_OnSelectionChangeStartEvent = new SelectionChangeStartEvent();
public SelectionChangeStartEvent OnSelectionChangeStartEvent { get { return m_OnSelectionChangeStartEvent; } set { m_OnSelectionChangeStartEvent = value; } }
[SerializeField]
private SelectionChangeEndEvent m_OnSelectionChangeEndEvent = new SelectionChangeEndEvent();
public SelectionChangeEndEvent OnSelectionChangeEndEvent { get { return m_OnSelectionChangeEndEvent; } set { m_OnSelectionChangeEndEvent = value; } }
// Use this for initialization // Use this for initialization
void Awake() void Awake()
{ {
@ -148,87 +84,6 @@ namespace UnityEngine.UI.Extensions
} }
} }
//Function for switching screens with buttons
public void NextScreen()
{
if (_currentScreen < _screens - 1)
{
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen++;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//Function for switching screens with buttons
public void PreviousScreen()
{
if (_currentScreen > 0)
{
if(!_lerp) StartScreenChange();
_lerp = true;
_currentScreen--;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
/// <summary>
/// Function for switching to a specific screen
/// *Note, this is based on a 0 starting index - 0 to x
/// </summary>
/// <param name="screenIndex">0 starting index of page to jump to</param>
public void GoToScreen(int screenIndex)
{
if (screenIndex <= _screens - 1 && screenIndex >= 0)
{
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen = screenIndex;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//find the closest registered point to the releasing point
private Vector3 FindClosestFrom(Vector3 start, Vector3[] positions)
{
Vector3 closestPosition = Vector3.zero;
float closest = Mathf.Infinity;
float distanceToTarget = 0;
for (int i = 0; i < _screens; i++)
{
distanceToTarget = Vector3.Distance(start, positions[i]);
if (distanceToTarget < closest)
{
closest = distanceToTarget;
closestPosition = positions[i];
}
}
return closestPosition;
}
//changes the bullets on the bottom of the page - pagination
private void ChangeBulletsInfo(int currentScreen)
{
if (Pagination)
for (int i = 0; i < Pagination.transform.childCount; i++)
{
Pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (currentScreen == i)
? true
: false;
}
}
//used for changing between screen resolutions //used for changing between screen resolutions
public void DistributePages() public void DistributePages()
{ {
@ -273,31 +128,6 @@ namespace UnityEngine.UI.Extensions
_visiblePositions = _positions; _visiblePositions = _positions;
} }
int GetPageforPosition(Vector3 pos)
{
for (int i = 0; i < _positions.Length; i++)
{
if (_positions[i] == pos)
{
return i;
}
}
return 0;
}
void OnValidate()
{
var childCount = gameObject.GetComponent<ScrollRect>().content.childCount;
if (StartingScreen > childCount - 1)
{
StartingScreen = childCount - 1;
}
if (StartingScreen < 0)
{
StartingScreen = 0;
}
}
/// <summary> /// <summary>
/// Add a new child to this Scroll Snap and recalculate it's children /// Add a new child to this Scroll Snap and recalculate it's children
/// </summary> /// </summary>
@ -307,6 +137,7 @@ namespace UnityEngine.UI.Extensions
_scroll_rect.verticalNormalizedPosition = 0; _scroll_rect.verticalNormalizedPosition = 0;
GO.transform.SetParent(_screensContainer); GO.transform.SetParent(_screensContainer);
DistributePages(); DistributePages();
UpdateChildPositions();
_scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (_screens - 1); _scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
} }
@ -338,6 +169,8 @@ namespace UnityEngine.UI.Extensions
i++; i++;
} }
DistributePages(); DistributePages();
UpdateChildPositions();
if (_currentScreen > _screens - 1) if (_currentScreen > _screens - 1)
{ {
_currentScreen = _screens - 1; _currentScreen = _screens - 1;
@ -346,27 +179,8 @@ namespace UnityEngine.UI.Extensions
_scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (_screens - 1); _scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
} }
private void StartScreenChange()
{
OnSelectionChangeStartEvent.Invoke();
}
private void EndScreenChange()
{
OnSelectionChangeEndEvent.Invoke();
}
#region Interfaces #region Interfaces
/// <summary>
/// Touch screen to start swiping
/// </summary>
/// <param name="eventData"></param>
public void OnBeginDrag(PointerEventData eventData)
{
StartScreenChange();
_startPosition = _screensContainer.localPosition;
}
/// <summary> /// <summary>
/// Release screen to swipe /// Release screen to swipe
/// </summary> /// </summary>
@ -398,33 +212,6 @@ namespace UnityEngine.UI.Extensions
} }
} }
private void ScrollToClosestElement()
{
_lerp = true;
_lerp_target = FindClosestFrom(_screensContainer.localPosition, _visiblePositions);
_currentScreen = GetPageforPosition(_lerp_target);
ChangeBulletsInfo(_currentScreen);
}
/// <summary>
/// While dragging do
/// </summary>
/// <param name="eventData"></param>
public void OnDrag(PointerEventData eventData)
{
_lerp = false;
}
public void OnPointerDown(PointerEventData eventData)
{
_pointerDown = true;
}
public void OnPointerUp(PointerEventData eventData)
{
_pointerDown = false;
}
#endregion #endregion
} }
} }