Added the FancyScrollView control and Examples

Reviewed other samples and moved their code to the new "Examples" namespace
Minor fix on HSS/VSS to address issue where Next/Previous buttons didn't enable when new pages added to an empty control
release
Simon Jackson 2017-08-02 10:21:45 +01:00
parent 138192cb15
commit 688e2edd25
76 changed files with 5790 additions and 668 deletions

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@ -1,28 +1,30 @@
using UnityEngine;
public class ComboBoxChanged : MonoBehaviour {
public void ComboBoxChangedEvent (string text) {
Debug.Log("ComboBox changed [" + text + "]");
}
public void AutoCompleteComboBoxChangedEvent(string text)
namespace UnityEngine.UI.Extensions.Examples
{
public class ComboBoxChanged : MonoBehaviour
{
public void ComboBoxChangedEvent(string text)
{
Debug.Log("AutoCompleteComboBox changed [" + text + "]");
}
Debug.Log("ComboBox changed [" + text + "]");
}
public void AutoCompleteComboBoxSelectionChangedEvent(string text, bool valid)
{
public void AutoCompleteComboBoxChangedEvent(string text)
{
Debug.Log("AutoCompleteComboBox selection changed [" + text + "] and its validity was [" + valid + "]");
}
Debug.Log("AutoCompleteComboBox changed [" + text + "]");
}
public void DropDownChangedEvent(int newValue)
{
public void AutoCompleteComboBoxSelectionChangedEvent(string text, bool valid)
{
Debug.Log("DropDown changed [" + newValue + "]");
Debug.Log("AutoCompleteComboBox selection changed [" + text + "] and its validity was [" + valid + "]");
}
public void DropDownChangedEvent(int newValue)
{
Debug.Log("DropDown changed [" + newValue + "]");
}
}
}

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@ -1,7 +1,7 @@
/// Credit SimonDarksideJ
/// Sourced from my head
namespace UnityEngine.UI.Extensions
namespace UnityEngine.UI.Extensions.Examples
{
[RequireComponent(typeof(Image))]
public class CooldownEffect_Image : MonoBehaviour

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@ -1,7 +1,7 @@
/// Credit SimonDarksideJ
/// Sourced from my head
namespace UnityEngine.UI.Extensions
namespace UnityEngine.UI.Extensions.Examples
{
[RequireComponent(typeof(SoftMaskScript))]
public class CooldownEffect_SAUIM : MonoBehaviour {

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example01CellDto
{
public string Message;
}
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using System.Linq;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example01Scene : MonoBehaviour
{
[SerializeField]
Example01ScrollView scrollView;
void Start()
{
var cellData = Enumerable.Range(0, 20)
.Select(i => new Example01CellDto { Message = "Cell " + i })
.ToList();
scrollView.UpdateData(cellData);
}
}
}

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using System.Collections.Generic;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example01ScrollView : FancyScrollView<Example01CellDto>
{
[SerializeField]
ScrollPositionController scrollPositionController;
new void Awake()
{
base.Awake();
scrollPositionController.OnUpdatePosition.AddListener(UpdatePosition);
}
public void UpdateData(List<Example01CellDto> data)
{
cellData = data;
scrollPositionController.SetDataCount(cellData.Count);
UpdateContents();
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example01ScrollViewCell : FancyScrollViewCell<Example01CellDto>
{
[SerializeField]
Animator animator;
[SerializeField]
Text message;
readonly int scrollTriggerHash = Animator.StringToHash("scroll");
void Start()
{
var rectTransform = transform as RectTransform;
rectTransform.anchorMax = Vector2.one;
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchoredPosition3D = Vector3.zero;
UpdatePosition(0);
}
/// <summary>
/// セルの内容を更新します
/// </summary>
/// <param name="itemData"></param>
public override void UpdateContent(Example01CellDto itemData)
{
message.text = itemData.Message;
}
/// <summary>
/// セルの位置を更新します
/// </summary>
/// <param name="position"></param>
public override void UpdatePosition(float position)
{
animator.Play(scrollTriggerHash, -1, position);
animator.speed = 0;
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example02CellDto
{
public string Message;
}
}

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using System.Linq;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example02Scene : MonoBehaviour
{
[SerializeField]
Example02ScrollView scrollView;
void Start()
{
var cellData = Enumerable.Range(0, 20)
.Select(i => new Example02CellDto { Message = "Cell " + i })
.ToList();
scrollView.UpdateData(cellData);
}
}
}

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using System.Collections.Generic;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example02ScrollView : FancyScrollView<Example02CellDto, Example02ScrollViewContext>
{
[SerializeField]
ScrollPositionController scrollPositionController;
new void Awake()
{
scrollPositionController.OnUpdatePosition.AddListener(UpdatePosition);
SetContext(new Example02ScrollViewContext { OnPressedCell = OnPressedCell });
base.Awake();
}
public void UpdateData(List<Example02CellDto> data)
{
cellData = data;
scrollPositionController.SetDataCount(cellData.Count);
UpdateContents();
}
void OnPressedCell(Example02ScrollViewCell cell)
{
scrollPositionController.ScrollTo(cell.DataIndex, 0.4f);
context.SelectedIndex = cell.DataIndex;
UpdateContents();
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example02ScrollViewCell
: FancyScrollViewCell<Example02CellDto, Example02ScrollViewContext>
{
[SerializeField]
Animator animator;
[SerializeField]
Text message;
[SerializeField]
Image image;
[SerializeField]
Button button;
readonly int scrollTriggerHash = Animator.StringToHash("scroll");
Example02ScrollViewContext context;
void Start()
{
var rectTransform = transform as RectTransform;
rectTransform.anchorMax = Vector2.one;
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchoredPosition3D = Vector3.zero;
UpdatePosition(0);
button.onClick.AddListener(OnPressedCell);
}
/// <summary>
/// コンテキストを設定します
/// </summary>
/// <param name="context"></param>
public override void SetContext(Example02ScrollViewContext context)
{
this.context = context;
}
/// <summary>
/// セルの内容を更新します
/// </summary>
/// <param name="itemData"></param>
public override void UpdateContent(Example02CellDto itemData)
{
message.text = itemData.Message;
if (context != null)
{
var isSelected = context.SelectedIndex == DataIndex;
image.color = isSelected
? new Color32(0, 255, 255, 100)
: new Color32(255, 255, 255, 77);
}
}
/// <summary>
/// セルの位置を更新します
/// </summary>
/// <param name="position"></param>
public override void UpdatePosition(float position)
{
animator.Play(scrollTriggerHash, -1, position);
animator.speed = 0;
}
public void OnPressedCell()
{
if (context != null)
{
context.OnPressedCell(this);
}
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example02ScrollViewContext
{
public System.Action<Example02ScrollViewCell> OnPressedCell;
public int SelectedIndex;
}
}

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@ -0,0 +1,7 @@
namespace UnityEngine.UI.Extensions.Examples
{
public class Example03CellDto
{
public string Message;
}
}

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using System.Linq;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example03Scene : MonoBehaviour
{
[SerializeField]
Example03ScrollView scrollView;
void Start()
{
var cellData = Enumerable.Range(0, 20)
.Select(i => new Example03CellDto { Message = "Cell " + i })
.ToList();
scrollView.UpdateData(cellData);
}
}
}

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using System.Collections.Generic;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example03ScrollView : FancyScrollView<Example03CellDto, Example03ScrollViewContext>
{
[SerializeField]
ScrollPositionController scrollPositionController;
new void Awake()
{
scrollPositionController.OnUpdatePosition.AddListener(UpdatePosition);
SetContext(new Example03ScrollViewContext { OnPressedCell = OnPressedCell });
base.Awake();
}
public void UpdateData(List<Example03CellDto> data)
{
cellData = data;
scrollPositionController.SetDataCount(cellData.Count);
UpdateContents();
}
void OnPressedCell(Example03ScrollViewCell cell)
{
scrollPositionController.ScrollTo(cell.DataIndex, 0.4f);
context.SelectedIndex = cell.DataIndex;
UpdateContents();
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example03ScrollViewCell
: FancyScrollViewCell<Example03CellDto, Example03ScrollViewContext>
{
[SerializeField]
Animator animator;
[SerializeField]
Text message;
[SerializeField]
Image image;
[SerializeField]
Button button;
readonly int scrollTriggerHash = Animator.StringToHash("scroll");
Example03ScrollViewContext context;
void Start()
{
var rectTransform = transform as RectTransform;
rectTransform.anchorMax = Vector2.one;
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchoredPosition3D = Vector3.zero;
UpdatePosition(0);
button.onClick.AddListener(OnPressedCell);
}
/// <summary>
/// コンテキストを設定します
/// </summary>
/// <param name="context"></param>
public override void SetContext(Example03ScrollViewContext context)
{
this.context = context;
}
/// <summary>
/// セルの内容を更新します
/// </summary>
/// <param name="itemData"></param>
public override void UpdateContent(Example03CellDto itemData)
{
message.text = itemData.Message;
if (context != null)
{
var isSelected = context.SelectedIndex == DataIndex;
image.color = isSelected
? new Color32(0, 255, 255, 100)
: new Color32(255, 255, 255, 77);
}
}
/// <summary>
/// セルの位置を更新します
/// </summary>
/// <param name="position"></param>
public override void UpdatePosition(float position)
{
animator.Play(scrollTriggerHash, -1, position);
animator.speed = 0;
}
public void OnPressedCell()
{
if (context != null)
{
context.OnPressedCell(this);
}
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example03ScrollViewContext
{
public System.Action<Example03ScrollViewCell> OnPressedCell;
public int SelectedIndex;
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI.Extensions;
using UnityEngine.EventSystems;
public class PaginationScript : MonoBehaviour, IPointerClickHandler
namespace UnityEngine.UI.Extensions.Examples
{
public HorizontalScrollSnap hss;
public int Page;
public void OnPointerClick(PointerEventData eventData)
public class PaginationScript : MonoBehaviour, IPointerClickHandler
{
if (hss != null)
public HorizontalScrollSnap hss;
public int Page;
public void OnPointerClick(PointerEventData eventData)
{
hss.GoToScreen(Page);
if (hss != null)
{
hss.GoToScreen(Page);
}
}
}
}

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View File

@ -1,78 +1,80 @@
using UnityEngine;
public class UpdateScrollSnap : MonoBehaviour {
public UnityEngine.UI.Extensions.HorizontalScrollSnap HSS;
public UnityEngine.UI.Extensions.VerticalScrollSnap VSS;
public GameObject HorizontalPagePrefab;
public GameObject VerticalPagePrefab;
public UnityEngine.UI.InputField JumpPage;
public void AddButton()
namespace UnityEngine.UI.Extensions.Examples
{
public class UpdateScrollSnap : MonoBehaviour
{
if (HSS)
public UnityEngine.UI.Extensions.HorizontalScrollSnap HSS;
public UnityEngine.UI.Extensions.VerticalScrollSnap VSS;
public GameObject HorizontalPagePrefab;
public GameObject VerticalPagePrefab;
public UnityEngine.UI.InputField JumpPage;
public void AddButton()
{
var newHSSPage = GameObject.Instantiate(HorizontalPagePrefab);
HSS.AddChild(newHSSPage);
if (HSS)
{
var newHSSPage = GameObject.Instantiate(HorizontalPagePrefab);
HSS.AddChild(newHSSPage);
}
if (VSS)
{
var newVSSPage = GameObject.Instantiate(VerticalPagePrefab);
VSS.AddChild(newVSSPage);
}
}
if (VSS)
{
var newVSSPage = GameObject.Instantiate(VerticalPagePrefab);
VSS.AddChild(newVSSPage);
}
}
public void RemoveButton()
{
GameObject removed, removed2;
if (HSS)
public void RemoveButton()
{
HSS.RemoveChild(HSS.CurrentPage, out removed);
removed.SetActive(false);
GameObject removed, removed2;
if (HSS)
{
HSS.RemoveChild(HSS.CurrentPage, out removed);
removed.SetActive(false);
}
if (VSS)
{
VSS.RemoveChild(VSS.CurrentPage, out removed2);
removed2.SetActive(false);
}
}
if (VSS)
public void JumpToPage()
{
VSS.RemoveChild(VSS.CurrentPage, out removed2);
removed2.SetActive(false);
int jumpPage = int.Parse(JumpPage.text);
if (HSS)
{
HSS.GoToScreen(jumpPage);
}
if (VSS)
{
VSS.GoToScreen(jumpPage);
}
}
}
public void JumpToPage()
{
int jumpPage = int.Parse(JumpPage.text);
if (HSS)
public void SelectionStartChange()
{
HSS.GoToScreen(jumpPage);
Debug.Log("Scroll Snap change started");
}
if (VSS)
public void SelectionEndChange()
{
VSS.GoToScreen(jumpPage);
Debug.Log("Scroll Snap change finished");
}
public void PageChange(int page)
{
Debug.Log(string.Format("Scroll Snap page changed to {0}", page));
}
}
public void SelectionStartChange()
{
Debug.Log("Scroll Snap change started");
}
public void SelectionEndChange()
{
Debug.Log("Scroll Snap change finished");
}
public void PageChange(int page)
{
Debug.Log(string.Format("Scroll Snap page changed to {0}",page));
}
public void RemoveAll()
{
GameObject[] children;
HSS.RemoveAllChildren(out children);
VSS.RemoveAllChildren(out children);
}
public void RemoveAll()
{
GameObject[] children;
HSS.RemoveAllChildren(out children);
VSS.RemoveAllChildren(out children);
}
public void JumpToSelectedToggle(int page)
{
HSS.GoToScreen(page);
public void JumpToSelectedToggle(int page)
{
HSS.GoToScreen(page);
}
}
}

View File

@ -1,30 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UI.Extensions;
public class UpdateRadialValue : MonoBehaviour {
public InputField input;
public RadialSlider slider;
// Use this for initialization
void Start () {
}
// Update is called once per frame
public void UpdateSliderValue () {
float value;
float.TryParse(input.text, out value);
slider.Value = value;
}
public void UpdateSliderAndle()
namespace UnityEngine.UI.Extensions.Examples
{
public class UpdateRadialValue : MonoBehaviour
{
int value;
int.TryParse(input.text, out value);
slider.Angle = value;
public InputField input;
public RadialSlider slider;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
public void UpdateSliderValue()
{
float value;
float.TryParse(input.text, out value);
slider.Value = value;
}
public void UpdateSliderAndle()
{
int value;
int.TryParse(input.text, out value);
slider.Angle = value;
}
}
}

View File

@ -1748,10 +1748,10 @@ RectTransform:
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m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 128, y: 128}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &2138750733
MonoBehaviour:

View File

@ -1,13 +1,13 @@
using UnityEngine;
[System.Serializable]
public class TestClass {
public string myString;
public GameObject go;
public string go_id;
public Vector3 somePosition;
public Color color;
public int[] myArray = new int[] {2,43,12};
namespace UnityEngine.UI.Extensions.Examples
{
[System.Serializable]
public class TestClass
{
public string myString;
public GameObject go;
public string go_id;
public Vector3 somePosition;
public Color color;
public int[] myArray = new int[] { 2, 43, 12 };
}
}

View File

@ -1,81 +1,98 @@
using UnityEngine;
using UnityEngine.UI.Extensions;
namespace UnityEngine.UI.Extensions.Examples
{
public class TestScript : MonoBehaviour
{
public string testString = "Hello";
public GameObject someGameObject;
public string someGameObject_id;
public TestClass testClass = new TestClass();
public TestClass[] testClassArray = new TestClass[2];
[DontSaveField] public Transform TransformThatWontBeSaved;//The [DontSaveField] attribute we wrote ourselves prevents the field from being included in the packed component data
public class TestScript : MonoBehaviour {
public void OnSerialize()
{
//This is an example of a OnSerialize method, called before a gameobject is packed into serializable form.
//In this case, the GameObject variable "someGameObject" and those in the testClass and testclass Array instances of TestClass should be reconstructed after loading.
//Since GameObject (and Transform) references assigned during runtime can't be serialized directly,
//we keep a seperate string variable for each GO variable that holds the ID of the GO instead.
//This allows us to just save the ID instead.
public string testString = "Hello";
public GameObject someGameObject;
public string someGameObject_id;
public TestClass testClass = new TestClass();
public TestClass[] testClassArray = new TestClass[2];
[DontSaveField] public Transform TransformThatWontBeSaved;//The [DontSaveField] attribute we wrote ourselves prevents the field from being included in the packed component data
//This example is one way of dealing with GameObject (and Transform) references. If a lot of those occur in your project,
//it might be more efficient to go directly into the static SaveLoad.PackComponent method. and doing it there.
public void OnSerialize() {
//This is an example of a OnSerialize method, called before a gameobject is packed into serializable form.
//In this case, the GameObject variable "someGameObject" and those in the testClass and testclass Array instances of TestClass should be reconstructed after loading.
//Since GameObject (and Transform) references assigned during runtime can't be serialized directly,
//we keep a seperate string variable for each GO variable that holds the ID of the GO instead.
//This allows us to just save the ID instead.
if (someGameObject != null && someGameObject.GetComponent<ObjectIdentifier>())
{
someGameObject_id = someGameObject.GetComponent<ObjectIdentifier>().id;
}
else
{
someGameObject_id = null;
}
//This example is one way of dealing with GameObject (and Transform) references. If a lot of those occur in your project,
//it might be more efficient to go directly into the static SaveLoad.PackComponent method. and doing it there.
if (testClassArray != null)
{
foreach (TestClass testClass_cur in testClassArray)
{
if (testClass_cur.go != null && testClass_cur.go.GetComponent<ObjectIdentifier>())
{
testClass_cur.go_id = testClass_cur.go.GetComponent<ObjectIdentifier>().id;
}
else
{
testClass_cur.go_id = null;
}
}
if(someGameObject != null && someGameObject.GetComponent<ObjectIdentifier>()) {
someGameObject_id = someGameObject.GetComponent<ObjectIdentifier>().id;
}
else {
someGameObject_id = null;
}
}
}
if(testClassArray != null) {
foreach(TestClass testClass_cur in testClassArray) {
if(testClass_cur.go != null && testClass_cur.go.GetComponent<ObjectIdentifier>()) {
testClass_cur.go_id = testClass_cur.go.GetComponent<ObjectIdentifier>().id;
}
else {
testClass_cur.go_id = null;
}
}
public void OnDeserialize()
{
}
}
//Since we saved the ID of the GameObject references, we can now use those to recreate the references.
//We just iterate through all the ObjectIdentifier component occurences in the scene, compare their id value to our saved and loaded someGameObject id (etc.) value,
//and assign the component's GameObject if it matches.
//Note that the "break" command is important, both because it elimitates unneccessary iterations,
//and because continuing after having found a match might for some reason find another, wrong match that makes a null reference.
public void OnDeserialize() {
ObjectIdentifier[] objectsIdentifiers = FindObjectsOfType(typeof(ObjectIdentifier)) as ObjectIdentifier[];
//Since we saved the ID of the GameObject references, we can now use those to recreate the references.
//We just iterate through all the ObjectIdentifier component occurences in the scene, compare their id value to our saved and loaded someGameObject id (etc.) value,
//and assign the component's GameObject if it matches.
//Note that the "break" command is important, both because it elimitates unneccessary iterations,
//and because continuing after having found a match might for some reason find another, wrong match that makes a null reference.
if (string.IsNullOrEmpty(someGameObject_id) == false)
{
foreach (ObjectIdentifier objectIdentifier in objectsIdentifiers)
{
ObjectIdentifier[] objectsIdentifiers = FindObjectsOfType(typeof(ObjectIdentifier)) as ObjectIdentifier[];
if (string.IsNullOrEmpty(objectIdentifier.id) == false)
{
if (objectIdentifier.id == someGameObject_id)
{
someGameObject = objectIdentifier.gameObject;
break;
}
}
}
}
if(string.IsNullOrEmpty(someGameObject_id) == false) {
foreach(ObjectIdentifier objectIdentifier in objectsIdentifiers) {
if(string.IsNullOrEmpty(objectIdentifier.id) == false) {
if(objectIdentifier.id == someGameObject_id) {
someGameObject = objectIdentifier.gameObject;
break;
}
}
}
}
if(testClassArray != null) {
foreach(TestClass testClass_cur in testClassArray) {
if(string.IsNullOrEmpty(testClass_cur.go_id) == false) {
foreach (ObjectIdentifier objectIdentifier in objectsIdentifiers) {
if(string.IsNullOrEmpty(objectIdentifier.id) == false) {
if(objectIdentifier.id == testClass_cur.go_id) {
testClass_cur.go = objectIdentifier.gameObject;
break;
}
}
}
}
}
}
}
if (testClassArray != null)
{
foreach (TestClass testClass_cur in testClassArray)
{
if (string.IsNullOrEmpty(testClass_cur.go_id) == false)
{
foreach (ObjectIdentifier objectIdentifier in objectsIdentifiers)
{
if (string.IsNullOrEmpty(objectIdentifier.id) == false)
{
if (objectIdentifier.id == testClass_cur.go_id)
{
testClass_cur.go = objectIdentifier.gameObject;
break;
}
}
}
}
}
}
}
}
}

View File

@ -1,54 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI.Extensions;
public class AnimateEffects : MonoBehaviour
namespace UnityEngine.UI.Extensions.Examples
{
public LetterSpacing letterSpacing;
float letterSpacingMax = 10, letterSpacingMin = -10, letterSpacingModifier = 0.1f;
public CurvedText curvedText;
float curvedTextMax = 0.05f, curvedTextMin = -0.05f, curvedTextModifier = 0.001f;
public Gradient2 gradient2;
float gradient2Max = 1, gradient2Min = -1, gradient2Modifier = 0.01f;
public CylinderText cylinderText;
private Transform cylinderTextRT;
Vector3 cylinderRotation = new Vector3(0, 1, 0);
public SoftMaskScript SAUIM;
float SAUIMMax = 1, SAUIMMin = 0, SAUIMModifier = 0.01f;
// Use this for initialization
void Start()
public class AnimateEffects : MonoBehaviour
{
cylinderTextRT = cylinderText.GetComponent<Transform>();
}
// Update is called once per frame
void Update()
{
letterSpacing.spacing += letterSpacingModifier;
if (letterSpacing.spacing > letterSpacingMax || letterSpacing.spacing < letterSpacingMin)
public LetterSpacing letterSpacing;
float letterSpacingMax = 10, letterSpacingMin = -10, letterSpacingModifier = 0.1f;
public CurvedText curvedText;
float curvedTextMax = 0.05f, curvedTextMin = -0.05f, curvedTextModifier = 0.001f;
public Gradient2 gradient2;
float gradient2Max = 1, gradient2Min = -1, gradient2Modifier = 0.01f;
public CylinderText cylinderText;
private Transform cylinderTextRT;
Vector3 cylinderRotation = new Vector3(0, 1, 0);
public SoftMaskScript SAUIM;
float SAUIMMax = 1, SAUIMMin = 0, SAUIMModifier = 0.01f;
// Use this for initialization
void Start()
{
letterSpacingModifier = -letterSpacingModifier;
}
curvedText.CurveMultiplier += curvedTextModifier;
if (curvedText.CurveMultiplier > curvedTextMax || curvedText.CurveMultiplier < curvedTextMin)
{
curvedTextModifier = -curvedTextModifier;
}
gradient2.Offset += gradient2Modifier;
if (gradient2.Offset > gradient2Max || gradient2.Offset < gradient2Min)
{
gradient2Modifier = -gradient2Modifier;
cylinderTextRT = cylinderText.GetComponent<Transform>();
}
cylinderTextRT.Rotate(cylinderRotation);
SAUIM.CutOff += SAUIMModifier;
if (SAUIM.CutOff > SAUIMMax || SAUIM.CutOff < SAUIMMin)
// Update is called once per frame
void Update()
{
SAUIMModifier = -SAUIMModifier;
}
letterSpacing.spacing += letterSpacingModifier;
if (letterSpacing.spacing > letterSpacingMax || letterSpacing.spacing < letterSpacingMin)
{
letterSpacingModifier = -letterSpacingModifier;
}
curvedText.CurveMultiplier += curvedTextModifier;
if (curvedText.CurveMultiplier > curvedTextMax || curvedText.CurveMultiplier < curvedTextMin)
{
curvedTextModifier = -curvedTextModifier;
}
gradient2.Offset += gradient2Modifier;
if (gradient2.Offset > gradient2Max || gradient2.Offset < gradient2Min)
{
gradient2Modifier = -gradient2Modifier;
}
cylinderTextRT.Rotate(cylinderRotation);
SAUIM.CutOff += SAUIMModifier;
if (SAUIM.CutOff > SAUIMMax || SAUIM.CutOff < SAUIMMin)
{
SAUIMModifier = -SAUIMModifier;
}
}
}
}

View File

@ -1,30 +1,30 @@
/// Credit playemgames
/// Sourced from - http://forum.unity3d.com/threads/sprite-icons-with-text-e-g-emoticons.265927/
using UnityEngine;
using UnityEngine.UI.Extensions;
public class testHref : MonoBehaviour
namespace UnityEngine.UI.Extensions.Examples
{
public TextPic textPic;
void Awake()
public class testHref : MonoBehaviour
{
textPic = GetComponent<TextPic>();
}
public TextPic textPic;
void OnEnable()
{
textPic.onHrefClick.AddListener(OnHrefClick);
}
void Awake()
{
textPic = GetComponent<TextPic>();
}
void OnDisable()
{
textPic.onHrefClick.RemoveListener(OnHrefClick);
}
void OnEnable()
{
textPic.onHrefClick.AddListener(OnHrefClick);
}
private void OnHrefClick(string hrefName)
{
Debug.Log("Click on the " + hrefName);
void OnDisable()
{
textPic.onHrefClick.RemoveListener(OnHrefClick);
}
private void OnHrefClick(string hrefName)
{
Debug.Log("Click on the " + hrefName);
}
}
}

View File

@ -1,79 +1,78 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI.Extensions;
using System.Collections.Generic;
[RequireComponent(typeof(UILineRenderer))]
public class LineRendererOrbit : MonoBehaviour {
UILineRenderer lr;
Circle circle;
public GameObject OrbitGO;
RectTransform orbitGOrt;
float orbitTime;
[SerializeField]
private float _xAxis = 3;
public float xAxis
namespace UnityEngine.UI.Extensions.Examples
{
[RequireComponent(typeof(UILineRenderer))]
public class LineRendererOrbit : MonoBehaviour
{
get { return _xAxis; }
set { _xAxis = value; GenerateOrbit(); }
}
UILineRenderer lr;
Circle circle;
public GameObject OrbitGO;
RectTransform orbitGOrt;
float orbitTime;
[SerializeField]
private float _yAxis = 3;
[SerializeField]
private float _xAxis = 3;
public float yAxis
{
get { return _yAxis; }
set { _yAxis = value; GenerateOrbit(); }
}
[SerializeField]
private int _steps = 10;
public int Steps
{
get { return _steps; }
set { _steps = value; GenerateOrbit(); }
}
// Use this for initialization
void Awake () {
lr = GetComponent<UILineRenderer>();
orbitGOrt = OrbitGO.GetComponent<RectTransform>();
GenerateOrbit();
}
// Update is called once per frame
void Update () {
orbitTime = orbitTime > _steps ? orbitTime = 0 : orbitTime + Time.deltaTime;
orbitGOrt.localPosition = circle.Evaluate(orbitTime);
}
void GenerateOrbit()
{
circle = new Circle(xAxis: _xAxis,yAxis: _yAxis, steps: _steps);
List<Vector2> Points = new List<Vector2>();
for (int i = 0; i < _steps; i++)
public float xAxis
{
Points.Add(circle.Evaluate(i));
get { return _xAxis; }
set { _xAxis = value; GenerateOrbit(); }
}
Points.Add(circle.Evaluate(0));
lr.Points = Points.ToArray();
}
private void OnValidate()
{
if (lr != null)
[SerializeField]
private float _yAxis = 3;
public float yAxis
{
get { return _yAxis; }
set { _yAxis = value; GenerateOrbit(); }
}
[SerializeField]
private int _steps = 10;
public int Steps
{
get { return _steps; }
set { _steps = value; GenerateOrbit(); }
}
// Use this for initialization
void Awake()
{
lr = GetComponent<UILineRenderer>();
orbitGOrt = OrbitGO.GetComponent<RectTransform>();
GenerateOrbit();
}
// Update is called once per frame
void Update()
{
orbitTime = orbitTime > _steps ? orbitTime = 0 : orbitTime + Time.deltaTime;
orbitGOrt.localPosition = circle.Evaluate(orbitTime);
}
void GenerateOrbit()
{
circle = new Circle(xAxis: _xAxis, yAxis: _yAxis, steps: _steps);
List<Vector2> Points = new List<Vector2>();
for (int i = 0; i < _steps; i++)
{
Points.Add(circle.Evaluate(i));
}
Points.Add(circle.Evaluate(0));
lr.Points = Points.ToArray();
}
private void OnValidate()
{
if (lr != null)
{
GenerateOrbit();
}
}
}
}

View File

@ -1,22 +1,25 @@
using System.Collections.Generic;
using UnityEngine;
public class TestAddingPoints : MonoBehaviour {
public UnityEngine.UI.Extensions.UILineRenderer LineRenderer;
public UnityEngine.UI.Text XValue;
public UnityEngine.UI.Text YValue;
// Use this for initialization
public void AddNewPoint () {
var point = new Vector2() { x = float.Parse(XValue.text), y = float.Parse(YValue.text) };
var pointlist = new List<Vector2>(LineRenderer.Points);
pointlist.Add(point);
LineRenderer.Points = pointlist.ToArray();
}
public void ClearPoints()
namespace UnityEngine.UI.Extensions.Examples
{
public class TestAddingPoints : MonoBehaviour
{
LineRenderer.Points = new Vector2[0];
public UILineRenderer LineRenderer;
public Text XValue;
public Text YValue;
// Use this for initialization
public void AddNewPoint()
{
var point = new Vector2() { x = float.Parse(XValue.text), y = float.Parse(YValue.text) };
var pointlist = new List<Vector2>(LineRenderer.Points);
pointlist.Add(point);
LineRenderer.Points = pointlist.ToArray();
}
public void ClearPoints()
{
LineRenderer.Points = new Vector2[0];
}
}
}

View File

@ -140,8 +140,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: -220, y: 1.5}
m_SizeDelta: {x: 263, y: 52}
m_AnchoredPosition: {x: -116, y: -23.5}
m_SizeDelta: {x: 361, y: 47}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &23818492
MonoBehaviour:
@ -284,9 +284,9 @@ RectTransform:
m_Father: {fileID: 1754109030}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -339.5, y: -40}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 58, y: 186}
m_SizeDelta: {x: 100, y: 102}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &125539413
@ -735,9 +735,9 @@ RectTransform:
m_Father: {fileID: 1754109030}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 243, y: -109}
m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: -165, y: 112}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &651515359
@ -777,12 +777,7 @@ MonoBehaviour:
m_Sprite: {fileID: 0}
m_improveResolution: 0
m_Resolution: 0
m_UVRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
m_useNativeSize: 0
m_points: []
lineThickness: 2
relativeSize: 0
@ -929,6 +924,7 @@ MonoBehaviour:
m_Sprite: {fileID: 0}
m_improveResolution: 0
m_Resolution: 0
m_useNativeSize: 0
m_fillPercent: 100
FixedToSegments: 0
m_fill: 1
@ -974,7 +970,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 314, y: -148}
m_AnchoredPosition: {x: 332, y: -121}
m_SizeDelta: {x: 160, y: 30}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &772182605
@ -1083,7 +1079,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 35.5, y: 244}
m_AnchoredPosition: {x: 184.5, y: 197}
m_SizeDelta: {x: 311, y: 30}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &977566256
@ -1157,7 +1153,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -120, y: 40}
m_AnchoredPosition: {x: 29, y: 25.5}
m_SizeDelta: {x: 311, y: 189}
m_Pivot: {x: 0, y: 0}
--- !u!114 &1025621201
@ -1182,12 +1178,7 @@ MonoBehaviour:
m_Sprite: {fileID: 0}
m_improveResolution: 0
m_Resolution: 0
m_UVRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
m_useNativeSize: 0
m_points:
- {x: 0, y: 0}
- {x: 1, y: 0}
@ -1239,7 +1230,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 309, y: -193}
m_AnchoredPosition: {x: 320, y: -169}
m_SizeDelta: {x: 358, y: 44}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1032145591
@ -1984,7 +1975,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: -178, y: 114.5}
m_AnchoredPosition: {x: -124, y: 81}
m_SizeDelta: {x: 154, y: 162}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1545772328
@ -2253,9 +2244,9 @@ RectTransform:
m_Father: {fileID: 1754109030}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 0}
m_AnchorMin: {x: 1, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -358, y: -224}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1625078207
@ -2843,17 +2834,12 @@ MonoBehaviour:
m_Sprite: {fileID: 0}
m_improveResolution: 0
m_Resolution: 0
m_UVRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
m_useNativeSize: 0
m_points:
- {x: -339, y: -39.5}
- {x: -266, y: -180.5}
- {x: -127, y: -67.5}
- {x: -25, y: -187.5}
- {x: -300, y: -37.5}
- {x: -227, y: -178.5}
- {x: -88, y: -65.5}
- {x: 32, y: -158.5}
lineThickness: 7.41
relativeSize: 0
lineList: 0

View File

@ -5,226 +5,222 @@
/// Please donate: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=RJ8D9FRFQF9VS
/// </summary>
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UI.Extensions;
public class ScrollingCalendar : MonoBehaviour
namespace UnityEngine.UI.Extensions.Examples
{
public RectTransform monthsScrollingPanel;
public RectTransform yearsScrollingPanel;
public RectTransform daysScrollingPanel;
public GameObject yearsButtonPrefab;
public GameObject monthsButtonPrefab;
public GameObject daysButtonPrefab;
private GameObject[] monthsButtons;
private GameObject[] yearsButtons;
private GameObject[] daysButtons;
public RectTransform monthCenter;
public RectTransform yearsCenter;
public RectTransform daysCenter;
UIVerticalScroller yearsVerticalScroller;
UIVerticalScroller monthsVerticalScroller;
UIVerticalScroller daysVerticalScroller;
public InputField inputFieldDays;
public InputField inputFieldMonths;
public InputField inputFieldYears;
public Text dateText;
private int daysSet;
private int monthsSet;
private int yearsSet;
private void InitializeYears()
{
int currentYear = int.Parse(System.DateTime.Now.ToString("yyyy"));
int[] arrayYears = new int[currentYear+1 - 1900];
yearsButtons = new GameObject[arrayYears.Length];
for (int i = 0; i < arrayYears.Length; i++)
{
arrayYears[i] = 1900 + i;
GameObject clone = (GameObject)Instantiate(yearsButtonPrefab, new Vector3(0, i*80, 0), Quaternion.Euler(new Vector3(0, 0, 0))) as GameObject;
clone.transform.SetParent(yearsScrollingPanel,false);
clone.transform.localScale = new Vector3(1, 1, 1);
clone.GetComponentInChildren<Text>().text = "" + arrayYears[i];
clone.name = "Year_" + arrayYears[i];
clone.AddComponent<CanvasGroup>();
yearsButtons[i] = clone;
}
}
//Initialize Months
private void InitializeMonths()
{
int[] months = new int[12];
monthsButtons = new GameObject[months.Length];
for (int i = 0; i < months.Length; i++)
{
string month = "";
months[i] = i;
GameObject clone = (GameObject)Instantiate(monthsButtonPrefab, new Vector3(0, i * 80, 0), Quaternion.Euler(new Vector3(0, 0, 0))) as GameObject;
clone.transform.SetParent(monthsScrollingPanel,false);
clone.transform.localScale = new Vector3(1, 1, 1);
switch(i)
{
case 0:
month = "Jan";
break;
case 1:
month = "Feb";
break;
case 2:
month = "Mar";
break;
case 3:
month = "Apr";
break;
case 4:
month = "May";
break;
case 5:
month = "Jun";
break;
case 6:
month = "Jul";
break;
case 7:
month = "Aug";
break;
case 8:
month = "Sep";
break;
case 9:
month = "Oct";
break;
case 10:
month = "Nov";
break;
case 11:
month = "Dec";
break;
}
clone.GetComponentInChildren<Text>().text = month;
clone.name = "Month_" + months[i];
clone.AddComponent<CanvasGroup>();
monthsButtons[i] = clone;
}
}
private void InitializeDays()
{
int[] days = new int[31];
daysButtons = new GameObject[days.Length];
for (var i = 0; i < days.Length; i++)
{
days[i] = i+1;
GameObject clone = (GameObject)Instantiate(daysButtonPrefab, new Vector3(0, i * 80, 0), Quaternion.Euler(new Vector3(0, 0, 0))) as GameObject;
clone.transform.SetParent(daysScrollingPanel,false);
clone.transform.localScale = new Vector3(1, 1, 1);
clone.GetComponentInChildren<Text>().text = "" + days[i];
clone.name = "Day_" + days[i];
clone.AddComponent<CanvasGroup>();
daysButtons[i] = clone;
}
}
// Use this for initialization
public void Awake()
public class ScrollingCalendar : MonoBehaviour
{
InitializeYears();
InitializeMonths();
InitializeDays();
public RectTransform monthsScrollingPanel;
public RectTransform yearsScrollingPanel;
public RectTransform daysScrollingPanel;
//Yes Unity complains about this but it doesn't matter in this case.
monthsVerticalScroller = new UIVerticalScroller(monthsScrollingPanel, monthsButtons, monthCenter);
yearsVerticalScroller = new UIVerticalScroller (yearsScrollingPanel, yearsButtons, yearsCenter);
daysVerticalScroller = new UIVerticalScroller (daysScrollingPanel, daysButtons, daysCenter);
public GameObject yearsButtonPrefab;
public GameObject monthsButtonPrefab;
public GameObject daysButtonPrefab;
monthsVerticalScroller.Start();
yearsVerticalScroller.Start();
daysVerticalScroller.Start();
}
private GameObject[] monthsButtons;
private GameObject[] yearsButtons;
private GameObject[] daysButtons;
public void SetDate()
{
daysSet = int.Parse(inputFieldDays.text) - 1;
monthsSet = int.Parse(inputFieldMonths.text) - 1;
yearsSet = int.Parse(inputFieldYears.text) - 1900;
public RectTransform monthCenter;
public RectTransform yearsCenter;
public RectTransform daysCenter;
daysVerticalScroller.SnapToElement(daysSet);
monthsVerticalScroller.SnapToElement(monthsSet);
yearsVerticalScroller.SnapToElement(yearsSet);
}
UIVerticalScroller yearsVerticalScroller;
UIVerticalScroller monthsVerticalScroller;
UIVerticalScroller daysVerticalScroller;
void Update ()
{
monthsVerticalScroller.Update();
yearsVerticalScroller.Update();
daysVerticalScroller.Update();
public InputField inputFieldDays;
public InputField inputFieldMonths;
public InputField inputFieldYears;
string dayString = daysVerticalScroller.GetResults();
string monthString = monthsVerticalScroller.GetResults();
string yearsString = yearsVerticalScroller.GetResults();
public Text dateText;
if (dayString.EndsWith("1") && dayString != "11")
dayString = dayString + "st";
else if (dayString.EndsWith("2") && dayString != "12")
dayString = dayString + "nd";
else if (dayString.EndsWith("3") && dayString != "13")
dayString = dayString + "rd";
else
dayString = dayString + "th";
private int daysSet;
private int monthsSet;
private int yearsSet;
dateText.text = monthString + " " + dayString + " " + yearsString;
}
private void InitializeYears()
{
int currentYear = int.Parse(System.DateTime.Now.ToString("yyyy"));
public void DaysScrollUp()
{
daysVerticalScroller.ScrollUp();
}
int[] arrayYears = new int[currentYear + 1 - 1900];
public void DaysScrollDown()
{
daysVerticalScroller.ScrollDown();
}
yearsButtons = new GameObject[arrayYears.Length];
public void MonthsScrollUp()
{
monthsVerticalScroller.ScrollUp();
}
for (int i = 0; i < arrayYears.Length; i++)
{
arrayYears[i] = 1900 + i;
public void MonthsScrollDown()
{
monthsVerticalScroller.ScrollDown();
}
GameObject clone = (GameObject)Instantiate(yearsButtonPrefab, new Vector3(0, i * 80, 0), Quaternion.Euler(new Vector3(0, 0, 0))) as GameObject;
clone.transform.SetParent(yearsScrollingPanel, false);
clone.transform.localScale = new Vector3(1, 1, 1);
clone.GetComponentInChildren<Text>().text = "" + arrayYears[i];
clone.name = "Year_" + arrayYears[i];
clone.AddComponent<CanvasGroup>();
yearsButtons[i] = clone;
public void YearsScrollUp()
{
yearsVerticalScroller.ScrollUp();
}
}
public void YearsScrollDown()
{
yearsVerticalScroller.ScrollDown();
}
//Initialize Months
private void InitializeMonths()
{
int[] months = new int[12];
monthsButtons = new GameObject[months.Length];
for (int i = 0; i < months.Length; i++)
{
string month = "";
months[i] = i;
GameObject clone = (GameObject)Instantiate(monthsButtonPrefab, new Vector3(0, i * 80, 0), Quaternion.Euler(new Vector3(0, 0, 0))) as GameObject;
clone.transform.SetParent(monthsScrollingPanel, false);
clone.transform.localScale = new Vector3(1, 1, 1);
switch (i)
{
case 0:
month = "Jan";
break;
case 1:
month = "Feb";
break;
case 2:
month = "Mar";
break;
case 3:
month = "Apr";
break;
case 4:
month = "May";
break;
case 5:
month = "Jun";
break;
case 6:
month = "Jul";
break;
case 7:
month = "Aug";
break;
case 8:
month = "Sep";
break;
case 9:
month = "Oct";
break;
case 10:
month = "Nov";
break;
case 11:
month = "Dec";
break;
}
clone.GetComponentInChildren<Text>().text = month;
clone.name = "Month_" + months[i];
clone.AddComponent<CanvasGroup>();
monthsButtons[i] = clone;
}
}
private void InitializeDays()
{
int[] days = new int[31];
daysButtons = new GameObject[days.Length];
for (var i = 0; i < days.Length; i++)
{
days[i] = i + 1;
GameObject clone = (GameObject)Instantiate(daysButtonPrefab, new Vector3(0, i * 80, 0), Quaternion.Euler(new Vector3(0, 0, 0))) as GameObject;
clone.transform.SetParent(daysScrollingPanel, false);
clone.transform.localScale = new Vector3(1, 1, 1);
clone.GetComponentInChildren<Text>().text = "" + days[i];
clone.name = "Day_" + days[i];
clone.AddComponent<CanvasGroup>();
daysButtons[i] = clone;
}
}
// Use this for initialization
public void Awake()
{
InitializeYears();
InitializeMonths();
InitializeDays();
//Yes Unity complains about this but it doesn't matter in this case.
monthsVerticalScroller = new UIVerticalScroller(monthsScrollingPanel, monthsButtons, monthCenter);
yearsVerticalScroller = new UIVerticalScroller(yearsScrollingPanel, yearsButtons, yearsCenter);
daysVerticalScroller = new UIVerticalScroller(daysScrollingPanel, daysButtons, daysCenter);
monthsVerticalScroller.Start();
yearsVerticalScroller.Start();
daysVerticalScroller.Start();
}
public void SetDate()
{
daysSet = int.Parse(inputFieldDays.text) - 1;
monthsSet = int.Parse(inputFieldMonths.text) - 1;
yearsSet = int.Parse(inputFieldYears.text) - 1900;
daysVerticalScroller.SnapToElement(daysSet);
monthsVerticalScroller.SnapToElement(monthsSet);
yearsVerticalScroller.SnapToElement(yearsSet);
}
void Update()
{
monthsVerticalScroller.Update();
yearsVerticalScroller.Update();
daysVerticalScroller.Update();
string dayString = daysVerticalScroller.GetResults();
string monthString = monthsVerticalScroller.GetResults();
string yearsString = yearsVerticalScroller.GetResults();
if (dayString.EndsWith("1") && dayString != "11")
dayString = dayString + "st";
else if (dayString.EndsWith("2") && dayString != "12")
dayString = dayString + "nd";
else if (dayString.EndsWith("3") && dayString != "13")
dayString = dayString + "rd";
else
dayString = dayString + "th";
dateText.text = monthString + " " + dayString + " " + yearsString;
}
public void DaysScrollUp()
{
daysVerticalScroller.ScrollUp();
}
public void DaysScrollDown()
{
daysVerticalScroller.ScrollDown();
}
public void MonthsScrollUp()
{
monthsVerticalScroller.ScrollUp();
}
public void MonthsScrollDown()
{
monthsVerticalScroller.ScrollDown();
}
public void YearsScrollUp()
{
yearsVerticalScroller.ScrollUp();
}
public void YearsScrollDown()
{
yearsVerticalScroller.ScrollDown();
}
}
}

View File

@ -3,12 +3,10 @@
/// Updated Credit BenZed
/// Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
namespace UnityEngine.UI.Extensions
{
public class ExampleSelectable : MonoBehaviour, IBoxSelectable
{
#region Implemented members of IBoxSelectable
bool _selected = false;
public bool selected

View File

@ -0,0 +1,208 @@
/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
public class FancyScrollView<TData, TContext> : MonoBehaviour where TContext : class
{
[SerializeField, Range(float.Epsilon, 1f)]
float cellInterval;
[SerializeField, Range(0f, 1f)]
float cellOffset;
[SerializeField]
bool loop;
[SerializeField]
GameObject cellBase;
float currentPosition;
readonly List<FancyScrollViewCell<TData, TContext>> cells =
new List<FancyScrollViewCell<TData, TContext>>();
protected TContext context;
protected List<TData> cellData = new List<TData>();
protected void Awake()
{
cellBase.SetActive(false);
}
/// <summary>
/// コンテキストを設定します
/// </summary>
/// <param name="context"></param>
protected void SetContext(TContext context)
{
this.context = context;
for (int i = 0; i < cells.Count; i++)
{
cells[i].SetContext(context);
}
}
/// <summary>
/// セルを生成して返します
/// </summary>
/// <returns></returns>
FancyScrollViewCell<TData, TContext> CreateCell()
{
var cellObject = Instantiate(cellBase);
cellObject.SetActive(true);
var cell = cellObject.GetComponent<FancyScrollViewCell<TData, TContext>>();
var cellRectTransform = cell.transform as RectTransform;
// 親要素の付け替えをおこなうとスケールやサイズが失われるため、変数に保持しておく
var scale = cell.transform.localScale;
var sizeDelta = Vector2.zero;
var offsetMin = Vector2.zero;
var offsetMax = Vector2.zero;
if (cellRectTransform)
{
sizeDelta = cellRectTransform.sizeDelta;
offsetMin = cellRectTransform.offsetMin;
offsetMax = cellRectTransform.offsetMax;
}
cell.transform.SetParent(cellBase.transform.parent);
cell.transform.localScale = scale;
if (cellRectTransform)
{
cellRectTransform.sizeDelta = sizeDelta;
cellRectTransform.offsetMin = offsetMin;
cellRectTransform.offsetMax = offsetMax;
}
cell.SetContext(context);
cell.SetVisible(false);
return cell;
}
#if UNITY_EDITOR
float prevCellInterval, prevCellOffset;
bool prevLoop;
void LateUpdate()
{
if (prevLoop != loop ||
prevCellOffset != cellOffset ||
prevCellInterval != cellInterval)
{
UpdatePosition(currentPosition);
prevLoop = loop;
prevCellOffset = cellOffset;
prevCellInterval = cellInterval;
}
}
#endif
/// <summary>
/// セルの内容を更新します
/// </summary>
/// <param name="cell"></param>
/// <param name="dataIndex"></param>
void UpdateCellForIndex(FancyScrollViewCell<TData, TContext> cell, int dataIndex)
{
if (loop)
{
dataIndex = GetLoopIndex(dataIndex, cellData.Count);
}
else if (dataIndex < 0 || dataIndex > cellData.Count - 1)
{
// セルに対応するデータが存在しなければセルを表示しない
cell.SetVisible(false);
return;
}
cell.SetVisible(true);
cell.DataIndex = dataIndex;
cell.UpdateContent(cellData[dataIndex]);
}
/// <summary>
/// 円環構造の index を取得します
/// </summary>
/// <param name="index"></param>
/// <param name="length"></param>
/// <returns></returns>
int GetLoopIndex(int index, int length)
{
if (index < 0)
{
index = (length - 1) + (index + 1) % length;
}
else if (index > length - 1)
{
index = index % length;
}
return index;
}
/// <summary>
/// 表示内容を更新します
/// </summary>
protected void UpdateContents()
{
UpdatePosition(currentPosition);
}
/// <summary>
/// スクロール位置を更新します
/// </summary>
/// <param name="position"></param>
protected void UpdatePosition(float position)
{
currentPosition = position;
var visibleMinPosition = position - (cellOffset / cellInterval);
var firstCellPosition = (Mathf.Ceil(visibleMinPosition) - visibleMinPosition) * cellInterval;
var dataStartIndex = Mathf.CeilToInt(visibleMinPosition);
var count = 0;
var cellIndex = 0;
for (float pos = firstCellPosition; pos <= 1f; pos += cellInterval, count++)
{
if (count >= cells.Count)
{
cells.Add(CreateCell());
}
}
count = 0;
for (float pos = firstCellPosition; pos <= 1f; count++, pos += cellInterval)
{
var dataIndex = dataStartIndex + count;
cellIndex = GetLoopIndex(dataIndex, cells.Count);
if (cells[cellIndex].gameObject.activeSelf)
{
cells[cellIndex].UpdatePosition(pos);
}
UpdateCellForIndex(cells[cellIndex], dataIndex);
}
cellIndex = GetLoopIndex(dataStartIndex + count, cells.Count);
for (; count < cells.Count; count++, cellIndex = GetLoopIndex(dataStartIndex + count, cells.Count))
{
cells[cellIndex].SetVisible(false);
}
}
}
public sealed class FancyScrollViewNullContext
{
}
public class FancyScrollView<TData> : FancyScrollView<TData, FancyScrollViewNullContext>
{
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 51a6dd27af9048f45a7fc0019884d41e
timeCreated: 1501610618
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,52 @@
/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
namespace UnityEngine.UI.Extensions
{
public class FancyScrollViewCell<TData, TContext> : MonoBehaviour where TContext : class
{
/// <summary>
/// コンテキストを設定します
/// </summary>
/// <param name="context"></param>
public virtual void SetContext(TContext context)
{
}
/// <summary>
/// セルの内容を更新します
/// </summary>
/// <param name="itemData"></param>
public virtual void UpdateContent(TData itemData)
{
}
/// <summary>
/// セルの位置を更新します
/// </summary>
/// <param name="position"></param>
public virtual void UpdatePosition(float position)
{
}
/// <summary>
/// セルの表示/非表示を設定します
/// </summary>
/// <param name="visible"></param>
public virtual void SetVisible(bool visible)
{
gameObject.SetActive(visible);
}
/// <summary>
/// このセルで表示しているデータのインデックス
/// </summary>
public int DataIndex { get; set; }
}
public class FancyScrollViewCell<TData> : FancyScrollViewCell<TData, FancyScrollViewNullContext>
{
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 73c54b1a82a56fb4f906ab8c75f7a030
timeCreated: 1501610618
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -193,6 +193,7 @@ namespace UnityEngine.UI.Extensions
{
_scrollStartPosition = _screensContainer.localPosition.x;
_scroll_rect.horizontalNormalizedPosition = (float)(_currentPage) / (_screens - 1);
OnCurrentScreenChange(_currentPage);
}
/// <summary>

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@ -0,0 +1,312 @@
/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
using System;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
public class ScrollPositionController : UIBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
{
#region Sub-Classes
[System.Serializable]
public class UpdatePositionEvent : UnityEvent<float> { }
#endregion
[Serializable]
struct Snap
{
public bool Enable;
public float VelocityThreshold;
public float Duration;
}
enum ScrollDirection
{
Vertical,
Horizontal,
}
enum MovementType
{
Unrestricted = ScrollRect.MovementType.Unrestricted,
Elastic = ScrollRect.MovementType.Elastic,
Clamped = ScrollRect.MovementType.Clamped
}
[SerializeField]
RectTransform viewport;
[SerializeField]
ScrollDirection directionOfRecognize = ScrollDirection.Vertical;
[SerializeField]
MovementType movementType = MovementType.Elastic;
[SerializeField]
float elasticity = 0.1f;
[SerializeField]
float scrollSensitivity = 1f;
[SerializeField]
bool inertia = true;
[SerializeField, Tooltip("Only used when inertia is enabled")]
float decelerationRate = 0.03f;
[SerializeField, Tooltip("Only used when inertia is enabled")]
Snap snap = new Snap { Enable = true, VelocityThreshold = 0.5f, Duration = 0.3f };
[SerializeField]
int dataCount;
#region Events
[Tooltip("Event that fires when the position of an item changes")]
public UpdatePositionEvent OnUpdatePosition;
#endregion
Vector2 pointerStartLocalPosition;
float dragStartScrollPosition;
float currentScrollPosition;
bool dragging;
void IBeginDragHandler.OnBeginDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
{
return;
}
pointerStartLocalPosition = Vector2.zero;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
viewport,
eventData.position,
eventData.pressEventCamera,
out pointerStartLocalPosition);
dragStartScrollPosition = currentScrollPosition;
dragging = true;
}
void IDragHandler.OnDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
{
return;
}
if (!dragging)
{
return;
}
Vector2 localCursor;
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
viewport,
eventData.position,
eventData.pressEventCamera,
out localCursor))
{
return;
}
var pointerDelta = localCursor - pointerStartLocalPosition;
var position = (directionOfRecognize == ScrollDirection.Horizontal ? -pointerDelta.x : pointerDelta.y)
/ GetViewportSize()
* scrollSensitivity
+ dragStartScrollPosition;
var offset = CalculateOffset(position);
position += offset;
if (movementType == MovementType.Elastic)
{
if (offset != 0)
{
position -= RubberDelta(offset, scrollSensitivity);
}
}
UpdatePosition(position);
}
void IEndDragHandler.OnEndDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
{
return;
}
dragging = false;
}
float GetViewportSize()
{
return directionOfRecognize == ScrollDirection.Horizontal
? viewport.rect.size.x
: viewport.rect.size.y;
}
float CalculateOffset(float position)
{
if (movementType == MovementType.Unrestricted)
{
return 0;
}
if (position < 0)
{
return -position;
}
if (position > dataCount - 1)
{
return (dataCount - 1) - position;
}
return 0f;
}
void UpdatePosition(float position)
{
currentScrollPosition = position;
if (OnUpdatePosition != null)
{
OnUpdatePosition.Invoke(currentScrollPosition);
}
}
float RubberDelta(float overStretching, float viewSize)
{
return (1 - (1 / ((Mathf.Abs(overStretching) * 0.55f / viewSize) + 1))) * viewSize * Mathf.Sign(overStretching);
}
//public void OnUpdatePosition(Action<float> onUpdatePosition)
//{
// this.onUpdatePosition = onUpdatePosition;
//}
public void SetDataCount(int dataCont)
{
this.dataCount = dataCont;
}
float velocity;
float prevScrollPosition;
bool autoScrolling;
float autoScrollDuration;
float autoScrollStartTime;
float autoScrollPosition;
void Update()
{
var deltaTime = Time.unscaledDeltaTime;
var offset = CalculateOffset(currentScrollPosition);
if (autoScrolling)
{
var alpha = Mathf.Clamp01((Time.unscaledTime - autoScrollStartTime) / Mathf.Max(autoScrollDuration, float.Epsilon));
var position = Mathf.Lerp(dragStartScrollPosition, autoScrollPosition, EaseInOutCubic(0, 1, alpha));
UpdatePosition(position);
if (Mathf.Approximately(alpha, 1f))
{
autoScrolling = false;
}
}
else if (!dragging && (offset != 0 || velocity != 0))
{
var position = currentScrollPosition;
// Apply spring physics if movement is elastic and content has an offset from the view.
if (movementType == MovementType.Elastic && offset != 0)
{
var speed = velocity;
position = Mathf.SmoothDamp(currentScrollPosition, currentScrollPosition + offset, ref speed, elasticity, Mathf.Infinity, deltaTime);
velocity = speed;
}
// Else move content according to velocity with deceleration applied.
else if (inertia)
{
velocity *= Mathf.Pow(decelerationRate, deltaTime);
if (Mathf.Abs(velocity) < 0.001f)
velocity = 0;
position += velocity * deltaTime;
if (snap.Enable && Mathf.Abs(velocity) < snap.VelocityThreshold)
{
ScrollTo(Mathf.RoundToInt(currentScrollPosition), snap.Duration);
}
}
// If we have neither elaticity or friction, there shouldn't be any velocity.
else
{
velocity = 0;
}
if (velocity != 0)
{
if (movementType == MovementType.Clamped)
{
offset = CalculateOffset(position);
position += offset;
}
UpdatePosition(position);
}
}
if (!autoScrolling && dragging && inertia)
{
var newVelocity = (currentScrollPosition - prevScrollPosition) / deltaTime;
velocity = Mathf.Lerp(velocity, newVelocity, deltaTime * 10f);
}
if (currentScrollPosition != prevScrollPosition)
{
prevScrollPosition = currentScrollPosition;
}
}
public void ScrollTo(int index, float duration)
{
velocity = 0;
autoScrolling = true;
autoScrollDuration = duration;
autoScrollStartTime = Time.unscaledTime;
dragStartScrollPosition = currentScrollPosition;
autoScrollPosition = movementType == MovementType.Unrestricted
? CalculateClosestPosition(index)
: index;
}
float CalculateClosestPosition(int index)
{
var diff = GetLoopPosition(index, dataCount)
- GetLoopPosition(currentScrollPosition, dataCount);
if (Mathf.Abs(diff) > dataCount * 0.5f)
{
diff = Mathf.Sign(-diff) * (dataCount - Mathf.Abs(diff));
}
return diff + currentScrollPosition;
}
float GetLoopPosition(float position, int length)
{
if (position < 0)
{
position = (length - 1) + (position + 1) % length;
}
else if (position > length - 1)
{
position = position % length;
}
return position;
}
float EaseInOutCubic(float start, float end, float value)
{
value /= 0.5f;
end -= start;
if (value < 1f)
{
return end * 0.5f * value * value * value + start;
}
value -= 2f;
return end * 0.5f * (value * value * value + 2f) + start;
}
}
}

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: cc9ad31350b1b6348b57c626195a562d
timeCreated: 1501610618
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@ -195,6 +195,7 @@ namespace UnityEngine.UI.Extensions
{
_scrollStartPosition = _screensContainer.localPosition.y;
_scroll_rect.verticalNormalizedPosition = (float)(_currentPage) / (_screens - 1);
OnCurrentScreenChange(_currentPage);
}
/// <summary>