Merge 4.x changes in to 5.2.x source
Accepted new UICornerCut component --HG-- branch : develop_5.2release
commit
73e92119c6
30
README.md
30
README.md
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@ -25,7 +25,10 @@ To get started with the project, here's a little guide:
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|||
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[![View Getting Started Video](http://img.youtube.com/vi/sVLeYmsNQAI/0.jpg)](http://www.youtube.com/watch?v=sVLeYmsNQAI "Unity UI getting started video")
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---
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## Updates: ##
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Update 1.0.0.4
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[![View Getting Started Video](http://img.youtube.com/vi/oF48Qpaq3ls/0.jpg)](http://www.youtube.com/watch?v=oF48Qpaq3ls "Update 1.0.0.4 for the Unity UI Extensions Project")
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---
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## Controls and extensions listed in this project are: ##
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## Controls ##
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@ -54,9 +57,9 @@ Control | Description | Menu Command | Component Command | Notes | Credits
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--------- | -------------- | ---------------------- | ---------------------------- | ------- | ----------
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**LineRenderer** | Graphic control for drawing lines in the UI System | UI / Extensions / Primitives / UI Line Renderer | UI / Extensions / Primitives / UI Line Renderer |[tutorial video](https://www.youtube.com/watch?v=OElcWAZGHi0)| jack.sydorenko
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**UILineTextureRenderer** | Graphic control for drawing lines in the UI System | UI / Extensions / Primitives / UI Line Texture Renderer | UI / Extensions / Primitives / UI Line Texture Renderer |[tutorial video](https://www.youtube.com/watch?v=OElcWAZGHi0)| jack.sydorenko, jonbro5556
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**UICircle** | Graphic control for drawing circles in the UI System | UI / Extensions / Primitives / UI Circle | UI / Extensions / Primitives / UI Circle || zge
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**DiamondGraph** | Graphic control for drawing a diamond in the UI System | UI / Extensions / Primitives / DiamondGraph | UI / Extensions / Primitives / DiamondGraph |5.2+ only| koohddang
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**UICircle** | Graphic control for drawing circles in the UI System | UI / Extensions / Primitives / UI Circle | UI / Extensions / Primitives / UI Circle |[tutorial video](https://www.youtube.com/watch?v=2KOnEKAVua0)| zge
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**DiamondGraph** | Graphic control for drawing a diamond in the UI System | UI / Extensions / Primitives / DiamondGraph | UI / Extensions / Primitives / DiamondGraph |5.2+ only [tutorial video](https://www.youtube.com/watch?v=2KOnEKAVua0)| koohddang
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**UICornerCut** | Graphic control for drawing a diamond in the UI System | UI/Extensions/Primitives/Cut Corners | UI/Extensions/Primitives/Cut Corners || Freezy
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## Layouts ##
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@ -67,9 +70,12 @@ Layout | Description | Menu Command | Component Command | Notes | Credits
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**HorizontalScrollSnap** | A pages scroll rect that can work in steps / pages, includes button support | UI / Extensions / Horizontal Scroll Snap | Layout / Extensions / Horizontal Scroll Snap |[tutorial video](https://www.youtube.com/watch?v=KJlIlWHlfMo)| BinaryX
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**VerticalScrollSnap** | A pages scroll rect that can work in steps / pages, includes button support | UI / Extensions / Vertical Scroll Snap | Layout / Extensions / Vertical Scroll Snap |[tutorial video](https://www.youtube.com/watch?v=KJlIlWHlfMo)| BinaryX, Simon Darkside Jackson
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**FlowLayoutGroup** | A more rugged grid style layout group || Layout / Extensions / Flow Layout Group | [Example Video](https://www.youtube.com/watch?v=tMe_3tJTZvc) | Simie
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**RadialLayout** | A radial layout system || Layout / Extensions / Radial Layout || Danny Goodayle
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**TileSizeFitter** | A fitter layout that will shink / expand content by tiles || Layout / Extensions / TileSizeFitter || Ges
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**RadialLayout** | A radial layout system || Layout / Extensions / Radial Layout |[tutorial video](https://www.youtube.com/watch?v=iUlk0d2RDMs)| Danny Goodayle
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**TileSizeFitter** | A fitter layout that will shink / expand content by tiles || Layout / Extensions / TileSizeFitter |[tutorial video](https://www.youtube.com/watch?v=AkQNWl8mnxg)| Ges
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**ScrollSnap** | An alternate scroll snap control supporting both Horizontal and Vertial layous in one control | UI / Extensions / Fixed Item Scroll / Snap Horizontal Single Item||| xesenix
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|| UI / Extensions / Fixed Item Scroll / Snap Horizontal Multiple Item||| xesenix
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|| UI / Extensions / Fixed Item Scroll / Snap Vertical Single Item||| xesenix
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|| UI / Extensions / Fixed Item Scroll / Snap Vertical Multiple Item||| xesenix
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## Effect components ##
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@ -85,6 +91,7 @@ Effect | Description | Component Command | Notes | Credits
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**RaycastMask** | An example of an enhanced mask component able to work with the image data. Enables picking on image parts and not just the Rect Transform | UI / Effects / Extensions / Raycast Mask | | senritsu
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**UIFlippable** | Image component effect to flip the graphic | UI / Effects / Extensions / UI Flippable | | ChoMPHi
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## VR Components##
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=======================
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@ -94,6 +101,14 @@ Component | Description | Component Command | Notes | Credits
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**VRInputModule** | Input module to support the VR Cursor | Event / Vr Input Module | | Ralph Barbagallo
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## Input Modules ##
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=======================
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Component | Description | Component Command | Notes | Credits
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--------- | -------------- | ---------------------------- | ------- | ------
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**AimerInputModule** | Replacement Input module to allow for a reciclue to interace with WorldSpace canvas UI | Event / Extensions / Aimer Input Module | | Chris Trueman
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**GamePadInputModule** | Stripped down SIM Input module for just gamepad/keybord input | Event / Extensions / GamePad Input Module | | Simon (darkside) Jackson
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## Additional Components##
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=======================
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@ -108,7 +123,6 @@ Component | Description | Component Command | Notes | Credits
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**InputFocus** | Enhanced InputField control for forms, enables Enter to submit and other features | UI / Extensions / InputFocus | | Zelek
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**ImageExtended** | Improved Image control with rotation support and use of filled type without an Image (useful for masks) | UI / Extensions / Image Extended | | Ges
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**UIScrollToSelection** | Enables a ScrollRect to scroll based on the selected child automatically | UI / Extensions / UIScrollToSelection | | zero3growlithe
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**AimerInputModule** | Replacement Input module to allow for a reciclue to interace with WorldSpace canvas UI | UI / Extensions / Aimer Input Module | | Chris Trueman
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**UISelectableExtension** | Refactor of original UI Button control, can now add Press/Release and Hold events to any Selectable control | UI / Extensions / UI Selectable Extension | | AriathTheWise / Simon Jackson
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**switchToRectTransform** | RectTransform extension method to move one Rect to another | N/A | | Izitmee
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@ -897,6 +897,14 @@ namespace UnityEditor.UI
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go.AddComponent<DiamondGraph>();
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Selection.activeGameObject = go;
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}
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[MenuItem("GameObject/UI/Extensions/Primitives/Cut Corners", false)]
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static public void AddCutCorners(MenuCommand menuCommand)
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{
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GameObject go = CreateUIElementRoot("Cut Corners", menuCommand, s_ImageGUIElementSize);
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go.AddComponent<UICornerCut>();
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Selection.activeGameObject = go;
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}
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#endregion
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@ -1032,5 +1040,268 @@ namespace UnityEditor.UI
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}
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#endregion
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#region New ScrollSnapCode
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static public void FixedScrollSnapBase(MenuCommand menuCommand, string name, ScrollSnap.ScrollDirection direction, int itemVisible, int itemCount, Vector2 itemSize)
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{
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GameObject scrollSnapRoot = CreateUIElementRoot(name, menuCommand, s_ThickGUIElementSize);
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GameObject itemList = CreateUIObject("List", scrollSnapRoot);
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// Set RectTransform to stretch
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RectTransform rectTransformScrollSnapRoot = scrollSnapRoot.GetComponent<RectTransform>();
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rectTransformScrollSnapRoot.anchorMin = new Vector2(0.5f, 0.5f);
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rectTransformScrollSnapRoot.anchorMax = new Vector2(0.5f, 0.5f);
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rectTransformScrollSnapRoot.anchoredPosition = Vector2.zero;
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if (direction == ScrollSnap.ScrollDirection.Horizontal)
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{
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rectTransformScrollSnapRoot.sizeDelta = new Vector2(itemVisible * itemSize.x, itemSize.y);
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}
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else
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{
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rectTransformScrollSnapRoot.sizeDelta = new Vector2(itemSize.x, itemVisible * itemSize.y);
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}
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Image image = scrollSnapRoot.AddComponent<Image>();
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image.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpriteResourcePath);
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image.type = Image.Type.Sliced;
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image.color = new Color(1f, 1f, 1f, 1f);
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Mask listMask = scrollSnapRoot.AddComponent<Mask>();
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listMask.showMaskGraphic = false;
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ScrollRect scrollRect = scrollSnapRoot.AddComponent<ScrollRect>();
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scrollRect.vertical = direction == ScrollSnap.ScrollDirection.Vertical;
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scrollRect.horizontal = direction == ScrollSnap.ScrollDirection.Horizontal;
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ScrollSnap scrollSnap = scrollSnapRoot.AddComponent<ScrollSnap>();
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scrollSnap.direction = direction;
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scrollSnap.itemsVisibleAtOnce = itemVisible;
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//Setup Content container
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RectTransform rectTransformContent = itemList.GetComponent<RectTransform>();
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rectTransformContent.anchorMin = Vector2.zero;
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rectTransformContent.anchorMax = new Vector2(1f, 1f);
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//rectTransformContent.anchoredPosition = Vector2.zero;
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rectTransformContent.sizeDelta = Vector2.zero;
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scrollRect.content = rectTransformContent;
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//Setup Item list container
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if (direction == ScrollSnap.ScrollDirection.Horizontal)
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{
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itemList.AddComponent<HorizontalLayoutGroup> ();
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ContentSizeFitter sizeFitter = itemList.AddComponent<ContentSizeFitter>();
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sizeFitter.horizontalFit = ContentSizeFitter.FitMode.MinSize;
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}
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else
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{
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itemList.AddComponent<VerticalLayoutGroup> ();
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ContentSizeFitter sizeFitter = itemList.AddComponent<ContentSizeFitter>();
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sizeFitter.verticalFit = ContentSizeFitter.FitMode.MinSize;
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}
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//Setup children
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for (var i = 0; i < itemCount; i ++)
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{
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GameObject item = CreateUIObject (string.Format("Item_{0:00}", i), itemList);
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GameObject childText = CreateUIObject ("Text", item);
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Image pageImage = item.AddComponent<Image> ();
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pageImage.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite> (kStandardSpritePath);
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pageImage.type = Image.Type.Sliced;
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pageImage.color = s_DefaultSelectableColor;
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||||
|
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LayoutElement elementLayout = item.AddComponent<LayoutElement> ();
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if (direction == ScrollSnap.ScrollDirection.Horizontal)
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{
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|
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elementLayout.minWidth = itemSize.x;
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}
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else
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|
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{
|
||||
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elementLayout.minHeight = itemSize.y;
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}
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RectTransform rectTransformPage01 = item.GetComponent<RectTransform> ();
|
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rectTransformPage01.anchorMin = new Vector2 (0f, 0.5f);
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rectTransformPage01.anchorMax = new Vector2 (0f, 0.5f);
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//rectTransformPage01.anchoredPosition = Vector2.zero;
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//rectTransformPage01.sizeDelta = Vector2.zero;
|
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|
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rectTransformPage01.pivot = new Vector2 (0f, 0.5f);
|
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|
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|
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//Setup Text on Page01
|
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Text text = childText.AddComponent<Text> ();
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|
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text.text = item.name;
|
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|
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text.alignment = TextAnchor.MiddleCenter;
|
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|
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text.color = new Color (0.196f, 0.196f, 0.196f);
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|
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|
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//Setup Text 1st Child
|
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|
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RectTransform rectTransformPage01Text = childText.GetComponent<RectTransform> ();
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rectTransformPage01Text.anchorMin = new Vector2 (0.5f, 0.5f);
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|
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rectTransformPage01Text.anchorMax = new Vector2 (0.5f, 0.5f);
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|
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//rectTransformPage01Text.anchoredPosition = Vector2.zero;
|
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|
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//rectTransformPage01Text.sizeDelta = Vector2.zero;
|
||||
|
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rectTransformPage01Text.pivot = new Vector2 (0.5f, 0.5f);
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|
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}
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|
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|
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Selection.activeGameObject = scrollSnapRoot;
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|
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}
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|
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[MenuItem("GameObject/UI/Extensions/Fixed Item Scroll/Snap Horizontal Single Item", false)]
|
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|
||||
static public void AddFixedItemScrollSnapHorizontalSingle(MenuCommand menuCommand)
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{
|
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FixedScrollSnapBase (menuCommand, "Scroll Snap Horizontal Single", ScrollSnap.ScrollDirection.Horizontal, 1, 3, new Vector2(100, 100));
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|
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}
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|
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[MenuItem("GameObject/UI/Extensions/Fixed Item Scroll/Snap Horizontal Multiple Items", false)]
|
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|
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static public void AddFixedItemScrollSnapHorizontalMultiple(MenuCommand menuCommand)
|
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|
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{
|
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FixedScrollSnapBase (menuCommand, "Scroll Snap Horizontal Multiple", ScrollSnap.ScrollDirection.Horizontal, 3, 15, new Vector2(100, 100));
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|
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}
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|
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|
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[MenuItem("GameObject/UI/Extensions/Fixed Item Scroll/Snap Vertical Single Item", false)]
|
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|
||||
static public void AddFixedItemScrollSnapVerticalSingle(MenuCommand menuCommand)
|
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|
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{
|
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|
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FixedScrollSnapBase (menuCommand, "Scroll Snap Vertical Multiple", ScrollSnap.ScrollDirection.Vertical, 1, 3, new Vector2(100, 100));
|
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|
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}
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[MenuItem("GameObject/UI/Extensions/Fixed Item Scroll/Snap Vertical Multiple Items", false)]
|
||||
|
||||
static public void AddFixedItemScrollSnapVerticalMultiple(MenuCommand menuCommand)
|
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|
||||
{
|
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|
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FixedScrollSnapBase (menuCommand, "Scroll Snap Vertical Multiple", ScrollSnap.ScrollDirection.Vertical, 3, 15, new Vector2(100, 100));
|
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|
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}
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#endregion
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,7 +7,8 @@ namespace UnityEngine.UI.Extensions
|
|||
{
|
||||
public class HexRGB : MonoBehaviour
|
||||
{
|
||||
public Text textColor;
|
||||
// Unity 5.1/2 needs an InputFiled vs grabbing the text component
|
||||
public InputField hexInput;
|
||||
|
||||
public HSVPicker hsvpicker;
|
||||
|
||||
|
@ -15,7 +16,7 @@ namespace UnityEngine.UI.Extensions
|
|||
{
|
||||
Color color = hsvpicker.currentColor;
|
||||
string hex = ColorToHex(color);
|
||||
textColor.text = hex;
|
||||
hexInput.text = hex;
|
||||
}
|
||||
|
||||
public static string ColorToHex(Color color)
|
||||
|
@ -28,8 +29,7 @@ namespace UnityEngine.UI.Extensions
|
|||
|
||||
public void ManipulateViaHex2RGB()
|
||||
{
|
||||
string hex = textColor.text;
|
||||
|
||||
string hex = hexInput.text;
|
||||
Vector3 rgb = Hex2RGB(hex);
|
||||
Color color = NormalizeVector4(rgb, 255f, 1f); print(rgb);
|
||||
|
||||
|
|
|
@ -0,0 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a0789c2f62bad6b4c800a3dc502fa18e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
|
@ -4,7 +4,7 @@
|
|||
namespace UnityEngine.EventSystems.Extensions
|
||||
{
|
||||
[RequireComponent(typeof(EventSystem))]
|
||||
[AddComponentMenu("UI/Extensions/Aimer Input Module")]
|
||||
[AddComponentMenu("Event/Extensions/Aimer Input Module")]
|
||||
public class AimerInputModule : PointerInputModule
|
||||
{
|
||||
/// <summary>
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f7d3d69aa5226dc4493464d3b5e4ddc3
|
||||
guid: 08b9f423b73fdfb47b59e7de89863600
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
|
@ -0,0 +1,226 @@
|
|||
/// Credit Simon (darkside) Jackson
|
||||
/// Sourced from - UI SIM source and My Brain
|
||||
|
||||
namespace UnityEngine.EventSystems
|
||||
{
|
||||
[AddComponentMenu("Event/Extensions/GamePad Input Module")]
|
||||
public class GamePadInputModule : BaseInputModule
|
||||
{
|
||||
private float m_PrevActionTime;
|
||||
Vector2 m_LastMoveVector;
|
||||
int m_ConsecutiveMoveCount = 0;
|
||||
|
||||
protected GamePadInputModule()
|
||||
{}
|
||||
|
||||
[SerializeField]
|
||||
private string m_HorizontalAxis = "Horizontal";
|
||||
|
||||
/// <summary>
|
||||
/// Name of the vertical axis for movement (if axis events are used).
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
private string m_VerticalAxis = "Vertical";
|
||||
|
||||
/// <summary>
|
||||
/// Name of the submit button.
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
private string m_SubmitButton = "Submit";
|
||||
|
||||
/// <summary>
|
||||
/// Name of the submit button.
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
private string m_CancelButton = "Cancel";
|
||||
|
||||
[SerializeField]
|
||||
private float m_InputActionsPerSecond = 10;
|
||||
|
||||
[SerializeField]
|
||||
private float m_RepeatDelay = 0.1f;
|
||||
|
||||
public float inputActionsPerSecond
|
||||
{
|
||||
get { return m_InputActionsPerSecond; }
|
||||
set { m_InputActionsPerSecond = value; }
|
||||
}
|
||||
|
||||
public float repeatDelay
|
||||
{
|
||||
get { return m_RepeatDelay; }
|
||||
set { m_RepeatDelay = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Name of the horizontal axis for movement (if axis events are used).
|
||||
/// </summary>
|
||||
public string horizontalAxis
|
||||
{
|
||||
get { return m_HorizontalAxis; }
|
||||
set { m_HorizontalAxis = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Name of the vertical axis for movement (if axis events are used).
|
||||
/// </summary>
|
||||
public string verticalAxis
|
||||
{
|
||||
get { return m_VerticalAxis; }
|
||||
set { m_VerticalAxis = value; }
|
||||
}
|
||||
|
||||
public string submitButton
|
||||
{
|
||||
get { return m_SubmitButton; }
|
||||
set { m_SubmitButton = value; }
|
||||
}
|
||||
|
||||
public string cancelButton
|
||||
{
|
||||
get { return m_CancelButton; }
|
||||
set { m_CancelButton = value; }
|
||||
}
|
||||
|
||||
public override bool ShouldActivateModule()
|
||||
{
|
||||
if (!base.ShouldActivateModule())
|
||||
return false;
|
||||
|
||||
var shouldActivate = true;
|
||||
shouldActivate |= Input.GetButtonDown(m_SubmitButton);
|
||||
shouldActivate |= Input.GetButtonDown(m_CancelButton);
|
||||
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f);
|
||||
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f);
|
||||
return shouldActivate;
|
||||
}
|
||||
|
||||
public override void ActivateModule()
|
||||
{
|
||||
StandaloneInputModule StandAloneSystem = GetComponent<StandaloneInputModule>();
|
||||
|
||||
if (StandAloneSystem && StandAloneSystem.enabled)
|
||||
{
|
||||
Debug.LogError("StandAloneInputSystem should not be used with the GamePadInputModule, " +
|
||||
"please remove it from the Event System in this scene or disable it when this module is in use");
|
||||
}
|
||||
|
||||
base.ActivateModule();
|
||||
|
||||
var toSelect = eventSystem.currentSelectedGameObject;
|
||||
if (toSelect == null)
|
||||
toSelect = eventSystem.firstSelectedGameObject;
|
||||
|
||||
eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
|
||||
}
|
||||
|
||||
public override void DeactivateModule()
|
||||
{
|
||||
base.DeactivateModule();
|
||||
}
|
||||
|
||||
public override void Process()
|
||||
{
|
||||
bool usedEvent = SendUpdateEventToSelectedObject();
|
||||
|
||||
if (eventSystem.sendNavigationEvents)
|
||||
{
|
||||
if (!usedEvent)
|
||||
usedEvent |= SendMoveEventToSelectedObject();
|
||||
|
||||
if (!usedEvent)
|
||||
SendSubmitEventToSelectedObject();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Process submit keys.
|
||||
/// </summary>
|
||||
protected bool SendSubmitEventToSelectedObject()
|
||||
{
|
||||
if (eventSystem.currentSelectedGameObject == null)
|
||||
return false;
|
||||
|
||||
var data = GetBaseEventData();
|
||||
if (Input.GetButtonDown(m_SubmitButton))
|
||||
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
|
||||
|
||||
if (Input.GetButtonDown(m_CancelButton))
|
||||
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
|
||||
return data.used;
|
||||
}
|
||||
|
||||
private Vector2 GetRawMoveVector()
|
||||
{
|
||||
Vector2 move = Vector2.zero;
|
||||
move.x = Input.GetAxisRaw(m_HorizontalAxis);
|
||||
move.y = Input.GetAxisRaw(m_VerticalAxis);
|
||||
|
||||
if (Input.GetButtonDown(m_HorizontalAxis))
|
||||
{
|
||||
if (move.x < 0)
|
||||
move.x = -1f;
|
||||
if (move.x > 0)
|
||||
move.x = 1f;
|
||||
}
|
||||
if (Input.GetButtonDown(m_VerticalAxis))
|
||||
{
|
||||
if (move.y < 0)
|
||||
move.y = -1f;
|
||||
if (move.y > 0)
|
||||
move.y = 1f;
|
||||
}
|
||||
return move;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Process events.
|
||||
/// </summary>
|
||||
protected bool SendMoveEventToSelectedObject()
|
||||
{
|
||||
float time = Time.unscaledTime;
|
||||
|
||||
Vector2 movement = GetRawMoveVector();
|
||||
if (Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f))
|
||||
{
|
||||
m_ConsecutiveMoveCount = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
// If user pressed key again, always allow event
|
||||
bool allow = Input.GetButtonDown(m_HorizontalAxis) || Input.GetButtonDown(m_VerticalAxis);
|
||||
bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0);
|
||||
if (!allow)
|
||||
{
|
||||
// Otherwise, user held down key or axis.
|
||||
// If direction didn't change at least 90 degrees, wait for delay before allowing consequtive event.
|
||||
if (similarDir && m_ConsecutiveMoveCount == 1)
|
||||
allow = (time > m_PrevActionTime + m_RepeatDelay);
|
||||
// If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate.
|
||||
else
|
||||
allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond);
|
||||
}
|
||||
if (!allow)
|
||||
return false;
|
||||
|
||||
var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
|
||||
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
|
||||
if (!similarDir)
|
||||
m_ConsecutiveMoveCount = 0;
|
||||
m_ConsecutiveMoveCount++;
|
||||
m_PrevActionTime = time;
|
||||
m_LastMoveVector = movement;
|
||||
return axisEventData.used;
|
||||
}
|
||||
|
||||
protected bool SendUpdateEventToSelectedObject()
|
||||
{
|
||||
if (eventSystem.currentSelectedGameObject == null)
|
||||
return false;
|
||||
|
||||
var data = GetBaseEventData();
|
||||
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler);
|
||||
return data.used;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 26158f38115d49a4a915f46c7eced4ab
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -165,7 +165,7 @@ namespace UnityEngine.UI.Extensions
|
|||
var h = CalculateRowVerticalOffset(groupHeight, yOffset, currentRowHeight);
|
||||
currentRowWidth -= SpacingX;
|
||||
// Layout the final row
|
||||
LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth - SpacingX, padding.left, h, axis);
|
||||
LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth - (_rowList.Count > 1 ? SpacingX : 0), padding.left, h, axis);
|
||||
}
|
||||
|
||||
_rowList.Clear();
|
||||
|
|
|
@ -0,0 +1,495 @@
|
|||
/// Credit BinaryX
|
||||
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
|
||||
/// Updated by ddreaper - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
|
||||
/// Update by xesenix - rewrited almost entire code
|
||||
/// - configuration for direction move instead of 2 concurrent class (easiear to change direction in editor)
|
||||
/// - supports list layouted with horizontal or vertical layout need to match direction with type of layout used
|
||||
/// - dynamicly checks if scrolled list size changes and recalculates anchor positions
|
||||
/// and item size based on itemsVisibleAtOnce and size of root container
|
||||
/// if you dont wish to use this auto resize turn of autoLayoutItems
|
||||
/// - fixed current page made it independant from pivot
|
||||
/// - replaced pagination with delegate function
|
||||
|
||||
using System;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace UnityEngine.UI.Extensions
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(ScrollRect))]
|
||||
[AddComponentMenu("UI/Extensions/Scroll Snap")]
|
||||
public class ScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
|
||||
{
|
||||
// needed becouse of reversed behavior of axis Y compared to X
|
||||
// (positions of children lower in children list in horizontal directions grows when in vertical it gets smaller)
|
||||
public enum ScrollDirection {
|
||||
Horizontal,
|
||||
Vertical
|
||||
};
|
||||
|
||||
public delegate void PageSnapChange(int page);
|
||||
|
||||
public event PageSnapChange onPageChange;
|
||||
|
||||
public ScrollDirection direction = ScrollDirection.Horizontal;
|
||||
|
||||
protected ScrollRect scrollRect;
|
||||
protected RectTransform scrollRectTransform;
|
||||
protected Transform listContainerTransform;
|
||||
protected RectTransform rectTransform;
|
||||
|
||||
protected int items = 0;
|
||||
|
||||
int pages;
|
||||
|
||||
protected int startingPage = 0;
|
||||
|
||||
// anchor points to lerp to to see child on certain indexes
|
||||
protected Vector3[] pageAnchorPositions;
|
||||
protected Vector3 lerpTarget;
|
||||
protected bool lerp;
|
||||
|
||||
// item list related
|
||||
protected float listContainerMinPosition;
|
||||
protected float listContainerMaxPosition;
|
||||
protected float listContainerSize;
|
||||
protected RectTransform listContainerRectTransform;
|
||||
protected Vector2 listContainerCachedSize;
|
||||
|
||||
protected float itemSize;
|
||||
|
||||
[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("Number of items visible in one page of scroll frame.")]
|
||||
[RangeAttribute(1,100)]
|
||||
public int itemsVisibleAtOnce = 1;
|
||||
|
||||
[Tooltip("Sets minimum width of list items to 1/itemsVisibleAtOnce.")]
|
||||
public bool autoLayoutItems = true;
|
||||
|
||||
[Tooltip("If you wish to update scrollbar numberOfSteps to number of active children on list.")]
|
||||
public bool linkScrolbarSteps = false;
|
||||
|
||||
public Boolean useFastSwipe = true;
|
||||
public int fastSwipeThreshold = 100;
|
||||
|
||||
// drag related
|
||||
protected bool startDrag = true;
|
||||
protected Vector3 positionOnDragStart = new Vector3();
|
||||
protected int pageOnDragStart;
|
||||
|
||||
protected bool fastSwipeTimer = false;
|
||||
protected int fastSwipeCounter = 0;
|
||||
protected int fastSwipeTarget = 10;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
lerp = false;
|
||||
|
||||
scrollRect = gameObject.GetComponent<ScrollRect> ();
|
||||
scrollRectTransform = gameObject.GetComponent<RectTransform> ();
|
||||
listContainerTransform = scrollRect.content;
|
||||
listContainerRectTransform = listContainerTransform.GetComponent<RectTransform> ();
|
||||
|
||||
rectTransform = listContainerTransform.gameObject.GetComponent<RectTransform> ();
|
||||
UpdateListItemsSize();
|
||||
UpdateListItemPositions();
|
||||
|
||||
ChangePage (CurrentPage ());
|
||||
|
||||
if (nextButton)
|
||||
{
|
||||
nextButton.GetComponent<Button> ().onClick.AddListener (() => { NextScreen (); });
|
||||
}
|
||||
|
||||
if (prevButton)
|
||||
{
|
||||
prevButton.GetComponent<Button> ().onClick.AddListener (() => { PreviousScreen (); });
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateListItemsSize()
|
||||
{
|
||||
float size = 0;
|
||||
if (direction == ScrollSnap.ScrollDirection.Horizontal)
|
||||
{
|
||||
size = scrollRectTransform.rect.width / itemsVisibleAtOnce;
|
||||
}
|
||||
else
|
||||
{
|
||||
size = scrollRectTransform.rect.height / itemsVisibleAtOnce;
|
||||
}
|
||||
|
||||
itemSize = size;
|
||||
|
||||
if (autoLayoutItems && size != itemSize)
|
||||
{
|
||||
if (direction == ScrollSnap.ScrollDirection.Horizontal)
|
||||
{
|
||||
foreach (var tr in listContainerTransform)
|
||||
{
|
||||
GameObject child = ((Transform)tr).gameObject;
|
||||
if (child.activeInHierarchy)
|
||||
{
|
||||
var childLayout = child.GetComponent<LayoutElement> ();
|
||||
|
||||
if (childLayout == null)
|
||||
{
|
||||
childLayout = child.AddComponent<LayoutElement> ();
|
||||
}
|
||||
|
||||
childLayout.minWidth = itemSize;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var tr in listContainerTransform)
|
||||
{
|
||||
GameObject child = ((Transform)tr).gameObject;
|
||||
if (child.activeInHierarchy)
|
||||
{
|
||||
var childLayout = child.GetComponent<LayoutElement> ();
|
||||
|
||||
if (childLayout == null)
|
||||
{
|
||||
childLayout = child.AddComponent<LayoutElement> ();
|
||||
}
|
||||
|
||||
childLayout.minHeight = itemSize;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateListItemPositions()
|
||||
{
|
||||
if (!listContainerRectTransform.rect.size.Equals(listContainerCachedSize))
|
||||
{
|
||||
// checking how many children of list are active
|
||||
int activeCount = 0;
|
||||
|
||||
foreach (var tr in listContainerTransform) {
|
||||
if (((Transform)tr).gameObject.activeInHierarchy) {
|
||||
activeCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// if anything changed since last check reinitialize anchors list
|
||||
items = 0;
|
||||
Array.Resize(ref pageAnchorPositions, activeCount);
|
||||
|
||||
if (activeCount > 0)
|
||||
{
|
||||
pages = Mathf.Max (activeCount - itemsVisibleAtOnce + 1, 1);
|
||||
|
||||
if (direction == ScrollDirection.Horizontal)
|
||||
{
|
||||
// looking for list spanning range min/max
|
||||
scrollRect.horizontalNormalizedPosition = 0;
|
||||
listContainerMaxPosition = listContainerTransform.localPosition.x;
|
||||
scrollRect.horizontalNormalizedPosition = 1;
|
||||
listContainerMinPosition = listContainerTransform.localPosition.x;
|
||||
|
||||
listContainerSize = listContainerMaxPosition - listContainerMinPosition;
|
||||
|
||||
for (var i = 0; i < pages; i ++)
|
||||
{
|
||||
pageAnchorPositions[i] = new Vector3(
|
||||
listContainerMaxPosition - itemSize * i,
|
||||
listContainerTransform.localPosition.y,
|
||||
listContainerTransform.localPosition.z
|
||||
);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// looking for list spanning range
|
||||
scrollRect.verticalNormalizedPosition = 1;
|
||||
listContainerMinPosition = listContainerTransform.localPosition.y;
|
||||
scrollRect.verticalNormalizedPosition = 0;
|
||||
listContainerMaxPosition = listContainerTransform.localPosition.y;
|
||||
|
||||
listContainerSize = listContainerMaxPosition - listContainerMinPosition;
|
||||
|
||||
for (var i = 0; i < pages; i ++)
|
||||
{
|
||||
pageAnchorPositions[i] = new Vector3(
|
||||
listContainerTransform.localPosition.x,
|
||||
listContainerMinPosition + itemSize * i,
|
||||
listContainerTransform.localPosition.z
|
||||
);
|
||||
}
|
||||
|
||||
foreach (var tr in listContainerTransform) {
|
||||
if (((Transform)tr).gameObject.activeInHierarchy) {
|
||||
activeCount++;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
UpdateScrollbar(linkScrolbarSteps);
|
||||
startingPage = Mathf.Min(startingPage, pages);
|
||||
ResetPage();
|
||||
}
|
||||
items = activeCount;
|
||||
listContainerCachedSize.Set (listContainerRectTransform.rect.size.x, listContainerRectTransform.rect.size.y);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void ResetPage()
|
||||
{
|
||||
if (direction == ScrollDirection.Horizontal)
|
||||
{
|
||||
scrollRect.horizontalNormalizedPosition = pages > 1 ? (float)startingPage / (float)(pages - 1) : 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
scrollRect.verticalNormalizedPosition = pages > 1 ? (float)(pages - startingPage - 1) / (float)(pages - 1) : 0;
|
||||
}
|
||||
}
|
||||
|
||||
protected void UpdateScrollbar(bool linkSteps)
|
||||
{
|
||||
if (linkSteps)
|
||||
{
|
||||
if (direction == ScrollDirection.Horizontal)
|
||||
{
|
||||
if (scrollRect.horizontalScrollbar != null)
|
||||
{
|
||||
scrollRect.horizontalScrollbar.numberOfSteps = pages;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (scrollRect.verticalScrollbar != null)
|
||||
{
|
||||
scrollRect.verticalScrollbar.numberOfSteps = pages;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (direction == ScrollDirection.Horizontal)
|
||||
{
|
||||
if (scrollRect.horizontalScrollbar != null)
|
||||
{
|
||||
scrollRect.horizontalScrollbar.numberOfSteps = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (scrollRect.verticalScrollbar != null)
|
||||
{
|
||||
scrollRect.verticalScrollbar.numberOfSteps = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
UpdateListItemsSize();
|
||||
UpdateListItemPositions();
|
||||
|
||||
if (lerp)
|
||||
{
|
||||
UpdateScrollbar(false);
|
||||
|
||||
listContainerTransform.localPosition = Vector3.Lerp(listContainerTransform.localPosition, lerpTarget, 7.5f * Time.deltaTime);
|
||||
|
||||
if (Vector3.Distance(listContainerTransform.localPosition, lerpTarget) < 0.001f)
|
||||
{
|
||||
listContainerTransform.localPosition = lerpTarget;
|
||||
lerp = false;
|
||||
|
||||
UpdateScrollbar(linkScrolbarSteps);
|
||||
}
|
||||
|
||||
//change the info bullets at the bottom of the screen. Just for visual effect
|
||||
if (Vector3.Distance(listContainerTransform.localPosition, lerpTarget) < 10f)
|
||||
{
|
||||
ChangePage(CurrentPage());
|
||||
}
|
||||
}
|
||||
|
||||
if (fastSwipeTimer)
|
||||
{
|
||||
fastSwipeCounter++;
|
||||
}
|
||||
}
|
||||
|
||||
private bool fastSwipe = false; //to determine if a fast swipe was performed
|
||||
|
||||
|
||||
//Function for switching screens with buttons
|
||||
public void NextScreen()
|
||||
{
|
||||
UpdateListItemPositions ();
|
||||
|
||||
if (CurrentPage() < pages - 1)
|
||||
{
|
||||
lerp = true;
|
||||
lerpTarget = pageAnchorPositions[CurrentPage() + 1];
|
||||
|
||||
ChangePage(CurrentPage() + 1);
|
||||
}
|
||||
}
|
||||
|
||||
//Function for switching screens with buttons
|
||||
public void PreviousScreen()
|
||||
{
|
||||
UpdateListItemPositions ();
|
||||
|
||||
if (CurrentPage() > 0)
|
||||
{
|
||||
lerp = true;
|
||||
lerpTarget = pageAnchorPositions[CurrentPage() - 1];
|
||||
|
||||
ChangePage(CurrentPage() - 1);
|
||||
}
|
||||
}
|
||||
|
||||
//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
|
||||
private void NextScreenCommand()
|
||||
{
|
||||
if (pageOnDragStart < pages - 1)
|
||||
{
|
||||
int targetPage = Mathf.Min(pages - 1, pageOnDragStart + itemsVisibleAtOnce);
|
||||
lerp = true;
|
||||
|
||||
lerpTarget = pageAnchorPositions[targetPage];
|
||||
|
||||
ChangePage(targetPage);
|
||||
}
|
||||
}
|
||||
|
||||
//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
|
||||
private void PrevScreenCommand()
|
||||
{
|
||||
if (pageOnDragStart > 0)
|
||||
{
|
||||
int targetPage = Mathf.Max(0, pageOnDragStart - itemsVisibleAtOnce);
|
||||
lerp = true;
|
||||
|
||||
lerpTarget = pageAnchorPositions[targetPage];
|
||||
|
||||
ChangePage(targetPage);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//returns the current screen that the is seeing
|
||||
public int CurrentPage()
|
||||
{
|
||||
float pos;
|
||||
|
||||
if (direction == ScrollDirection.Horizontal)
|
||||
{
|
||||
pos = listContainerMaxPosition - listContainerTransform.localPosition.x;
|
||||
pos = Mathf.Clamp(pos, 0, listContainerSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
pos = listContainerTransform.localPosition.y - listContainerMinPosition;
|
||||
pos = Mathf.Clamp(pos, 0, listContainerSize);
|
||||
}
|
||||
|
||||
float page = pos / itemSize;
|
||||
|
||||
return Mathf.Clamp(Mathf.RoundToInt(page), 0, pages);
|
||||
}
|
||||
|
||||
//changes the bullets on the bottom of the page - pagination
|
||||
private void ChangePage(int currentPage)
|
||||
{
|
||||
startingPage = currentPage;
|
||||
|
||||
if (onPageChange != null)
|
||||
{
|
||||
onPageChange(currentPage);
|
||||
}
|
||||
}
|
||||
|
||||
#region Interfaces
|
||||
public void OnBeginDrag(PointerEventData eventData)
|
||||
{
|
||||
UpdateScrollbar(false);
|
||||
|
||||
fastSwipeCounter = 0;
|
||||
fastSwipeTimer = true;
|
||||
|
||||
positionOnDragStart = eventData.position;
|
||||
pageOnDragStart = CurrentPage();
|
||||
}
|
||||
|
||||
public void OnEndDrag(PointerEventData eventData)
|
||||
{
|
||||
startDrag = true;
|
||||
float change = 0;
|
||||
|
||||
if (direction == ScrollDirection.Horizontal)
|
||||
{
|
||||
change = positionOnDragStart.x - eventData.position.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
change = -positionOnDragStart.y + eventData.position.y;
|
||||
}
|
||||
|
||||
if (useFastSwipe)
|
||||
{
|
||||
fastSwipe = false;
|
||||
fastSwipeTimer = false;
|
||||
|
||||
if (fastSwipeCounter <= fastSwipeTarget)
|
||||
{
|
||||
if (Math.Abs(change) > fastSwipeThreshold)
|
||||
{
|
||||
fastSwipe = true;
|
||||
}
|
||||
}
|
||||
if (fastSwipe)
|
||||
{
|
||||
if (change > 0)
|
||||
{
|
||||
NextScreenCommand();
|
||||
}
|
||||
else
|
||||
{
|
||||
PrevScreenCommand();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
lerp = true;
|
||||
lerpTarget = pageAnchorPositions[CurrentPage()];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
lerp = true;
|
||||
lerpTarget = pageAnchorPositions[CurrentPage()];
|
||||
}
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
lerp = false;
|
||||
|
||||
if (startDrag)
|
||||
{
|
||||
OnBeginDrag(eventData);
|
||||
startDrag = false;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c598b387777d96643991be3f0b6c98c2
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -6,7 +6,7 @@ using System.Collections.Generic;
|
|||
namespace UnityEngine.UI.Extensions
|
||||
{
|
||||
[AddComponentMenu("UI/Extensions/Primitives/UI Circle")]
|
||||
public class UICircle : Graphic
|
||||
public class UICircle : MaskableGraphic
|
||||
{
|
||||
[SerializeField]
|
||||
Texture m_Texture;
|
||||
|
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7a6e620ffa5a4e64b8875761130d0139
|
||||
timeCreated: 1444419848
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,127 @@
|
|||
/// Credit zero3growlithe
|
||||
/// sourced from: http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-2011648
|
||||
/// Update by xesenix - based on UIScrollToSelection centers on selected element in scrollrect which can move in XY
|
||||
/// you can restrict movement by locking axis on ScrollRect component
|
||||
|
||||
/*USAGE:
|
||||
Simply place the script on the ScrollRect that contains the selectable children we'll be scroling to
|
||||
and drag'n'drop the RectTransform of the options "container" that we'll be scrolling.*/
|
||||
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace UnityEngine.UI.Extensions
|
||||
{
|
||||
[RequireComponent(typeof(ScrollRect))]
|
||||
public class UIScrollToSelectionXY : MonoBehaviour
|
||||
{
|
||||
|
||||
#region Variables
|
||||
|
||||
// settings
|
||||
public float scrollSpeed = 10f;
|
||||
|
||||
[SerializeField]
|
||||
private RectTransform layoutListGroup;
|
||||
|
||||
// temporary variables
|
||||
private RectTransform targetScrollObject;
|
||||
private bool scrollToSelection = true;
|
||||
|
||||
// references
|
||||
private RectTransform scrollWindow;
|
||||
private RectTransform currentCanvas;
|
||||
private ScrollRect targetScrollRect;
|
||||
#endregion
|
||||
|
||||
// Use this for initialization
|
||||
private void Start()
|
||||
{
|
||||
targetScrollRect = GetComponent<ScrollRect>();
|
||||
scrollWindow = targetScrollRect.GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
ScrollRectToLevelSelection();
|
||||
}
|
||||
|
||||
private void ScrollRectToLevelSelection()
|
||||
{
|
||||
// FIX: if you dont do that here events can have null value
|
||||
var events = EventSystem.current;
|
||||
|
||||
// check main references
|
||||
bool referencesAreIncorrect =
|
||||
(targetScrollRect == null || layoutListGroup == null || scrollWindow == null);
|
||||
if (referencesAreIncorrect == true)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// get calculation references
|
||||
RectTransform selection = events.currentSelectedGameObject != null ?
|
||||
events.currentSelectedGameObject.GetComponent<RectTransform>() :
|
||||
null;
|
||||
|
||||
if (selection != targetScrollObject)
|
||||
{
|
||||
scrollToSelection = true;
|
||||
}
|
||||
|
||||
// check if scrolling is possible
|
||||
bool isScrollDirectionUnknown = (selection == null || scrollToSelection == false);
|
||||
|
||||
if (isScrollDirectionUnknown == true || selection.transform.parent != layoutListGroup.transform)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool finishedX = false, finishedY = false;
|
||||
|
||||
if (targetScrollRect.vertical)
|
||||
{
|
||||
// move the current scroll rect to correct position
|
||||
float selectionPos = -selection.anchoredPosition.y;
|
||||
|
||||
//float elementHeight = layoutListGroup.sizeDelta.y / layoutListGroup.transform.childCount;
|
||||
//float maskHeight = currentCanvas.sizeDelta.y + scrollWindow.sizeDelta.y;
|
||||
float listPixelAnchor = layoutListGroup.anchoredPosition.y;
|
||||
|
||||
// get the element offset value depending on the cursor move direction
|
||||
float offlimitsValue = 0;
|
||||
|
||||
offlimitsValue = listPixelAnchor - selectionPos;
|
||||
// move the target scroll rect
|
||||
targetScrollRect.verticalNormalizedPosition += (offlimitsValue / layoutListGroup.sizeDelta.y) * Time.deltaTime * scrollSpeed;
|
||||
|
||||
finishedY = Mathf.Abs(offlimitsValue) < 2f;
|
||||
}
|
||||
|
||||
if (targetScrollRect.horizontal)
|
||||
{
|
||||
// move the current scroll rect to correct position
|
||||
float selectionPos = -selection.anchoredPosition.x;
|
||||
|
||||
//float elementWidth = layoutListGroup.sizeDelta.x / layoutListGroup.transform.childCount;
|
||||
//float maskWidth = currentCanvas.sizeDelta.y + scrollWindow.sizeDelta.y;
|
||||
float listPixelAnchor = layoutListGroup.anchoredPosition.x;
|
||||
|
||||
// get the element offset value depending on the cursor move direction
|
||||
float offlimitsValue = 0;
|
||||
|
||||
offlimitsValue = listPixelAnchor - selectionPos;
|
||||
// move the target scroll rect
|
||||
targetScrollRect.horizontalNormalizedPosition += (offlimitsValue / layoutListGroup.sizeDelta.x) * Time.deltaTime * scrollSpeed;
|
||||
|
||||
finishedX = Mathf.Abs(offlimitsValue) < 2f;
|
||||
}
|
||||
// check if we reached our destination
|
||||
if (finishedX && finishedY) {
|
||||
scrollToSelection = false;
|
||||
}
|
||||
// save last object we were "heading to" to prevent blocking
|
||||
targetScrollObject = selection;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6580683838fcc12479150dd5e76e6b2e
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -0,0 +1,314 @@
|
|||
/// Credit drHogan
|
||||
/// Sourced from - http://www.hammerandravens.com/multi-use-tooltip-system-in-unity3d/
|
||||
|
||||
namespace UnityEngine.UI.Extensions
|
||||
{
|
||||
public class HoverTooltip : MonoBehaviour
|
||||
{
|
||||
//manually selectable padding for the background image
|
||||
public int horizontalPadding;
|
||||
public int verticalPadding;
|
||||
|
||||
//tooltip text
|
||||
public Text thisText;
|
||||
|
||||
//horizontal layout of the tooltip
|
||||
public HorizontalLayoutGroup hlG;
|
||||
|
||||
//tooltip background image
|
||||
public RectTransform bgImage;
|
||||
Image bgImageSource;
|
||||
|
||||
//needed as the layout refreshes only on the first Update() call
|
||||
bool firstUpdate;
|
||||
|
||||
//if the tooltip is inside a UI element
|
||||
bool inside;
|
||||
|
||||
//size of the tooltip, needed to track if out of screen
|
||||
// public float width;
|
||||
// public float height;
|
||||
|
||||
//detect canvas mode so to apply different behaviors to different canvas modes, currently only RenderMode.ScreenSpaceCamera implemented
|
||||
int canvasMode;
|
||||
RenderMode GUIMode;
|
||||
|
||||
//the scene GUI camera
|
||||
Camera GUICamera;
|
||||
|
||||
//the default tooltip object has the following pivots, so that the offset from the mouse is always proportional to the screen resolution (the y pivot)
|
||||
//Pivot(0.5,-0.5)
|
||||
|
||||
//screen viewport corners for out of screen detection
|
||||
Vector3 lowerLeft;
|
||||
Vector3 upperRight;
|
||||
|
||||
//scale factor of proportionality to the reference resolution (1280x720)
|
||||
float currentYScaleFactor;
|
||||
float currentXScaleFactor;
|
||||
|
||||
//standard X and Y offsets of the new tooltip
|
||||
float defaultYOffset;
|
||||
float defaultXOffset;
|
||||
|
||||
//real on screen sizes of the tooltip object
|
||||
float tooltipRealHeight;
|
||||
float tooltipRealWidth;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
//in this line you need to change the string in order to get your Camera //TODO MAYBE DO IT FROM THE INSPECTOR
|
||||
GUICamera = GameObject.Find("GUICamera").GetComponent<Camera>();
|
||||
GUIMode = this.transform.parent.parent.GetComponent<Canvas>().renderMode;
|
||||
|
||||
bgImageSource = bgImage.GetComponent<Image>();
|
||||
|
||||
//at start the pointer is never to be considered over and UI element
|
||||
inside = false;
|
||||
|
||||
//assign the tooltip to the singleton GUI class manager for fast access
|
||||
//TacticalGUIManager.tgm.mmttp = this;
|
||||
|
||||
//hide the tooltip
|
||||
HideTooltipVisibility();
|
||||
this.transform.parent.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
//single string input tooltip
|
||||
public void SetTooltip(string text)
|
||||
{
|
||||
NewTooltip();
|
||||
|
||||
//init tooltip string
|
||||
thisText.text = text;
|
||||
|
||||
//call the position function
|
||||
OnScreenSpaceCamera();
|
||||
}
|
||||
|
||||
|
||||
//multi string/line input tooltip (each string of the input array is a new line)
|
||||
public void SetTooltip(string[] texts)
|
||||
{
|
||||
NewTooltip();
|
||||
|
||||
//build up the tooltip line after line with the input
|
||||
string tooltipText = "";
|
||||
int index = 0;
|
||||
foreach (string newLine in texts)
|
||||
{
|
||||
if (index == 0)
|
||||
{
|
||||
tooltipText += newLine;
|
||||
}
|
||||
else
|
||||
{
|
||||
tooltipText += ("\n" + newLine);
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
//init tooltip string
|
||||
thisText.text = tooltipText;
|
||||
|
||||
//call the position function
|
||||
OnScreenSpaceCamera();
|
||||
}
|
||||
|
||||
|
||||
|
||||
//temporary call to don't fuck up old code, will be removed
|
||||
public void SetTooltip(string text, bool test)
|
||||
{
|
||||
NewTooltip();
|
||||
|
||||
//init tooltip string
|
||||
thisText.text = text;
|
||||
|
||||
//call the position function
|
||||
OnScreenSpaceCamera();
|
||||
}
|
||||
|
||||
|
||||
//position function, currently not working correctly due to the use of pivots and not manual offsets, soon to be fixed
|
||||
public void OnScreenSpaceCamera()
|
||||
{
|
||||
//get the dynamic position of the pous in viewport coordinates
|
||||
Vector3 newPos = GUICamera.ScreenToViewportPoint(Input.mousePosition);
|
||||
|
||||
// store in val the updated position (x or y) of the tooltip edge of interest
|
||||
float val;
|
||||
|
||||
//store the new offset to impose in case of out of screen
|
||||
float yOffSet = 0f;
|
||||
float xOffSet = 0f;
|
||||
|
||||
//check for right edge of screen
|
||||
//obtain the x coordinate of the right edge of the tooltip
|
||||
val = ((GUICamera.ViewportToScreenPoint(newPos).x) + (tooltipRealWidth * bgImage.pivot.x));
|
||||
|
||||
//evaluate if the right edge of the tooltip goes out of screen
|
||||
if (val > (upperRight.x))
|
||||
{
|
||||
float distFromRight = upperRight.x - val;
|
||||
|
||||
xOffSet = distFromRight;
|
||||
|
||||
//assign the new modified coordinates to the tooltip and convert to screen coordinates
|
||||
Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x + xOffSet, 0f, 0f);
|
||||
|
||||
newPos.x = GUICamera.ScreenToViewportPoint(newTooltipPos).x;
|
||||
}
|
||||
|
||||
//check for left edge of screen
|
||||
//obtain the x coordinate of the left edge of the tooltip
|
||||
val = ((GUICamera.ViewportToScreenPoint(newPos).x) - (tooltipRealWidth * bgImage.pivot.x));
|
||||
|
||||
//evaluate if the left edge of the tooltip goes out of screen
|
||||
if (val < (lowerLeft.x))
|
||||
{
|
||||
float distFromLeft = lowerLeft.x - val;
|
||||
|
||||
xOffSet = -distFromLeft;
|
||||
|
||||
//assign the new modified coordinates to the tooltip and convert to screen coordinates
|
||||
Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x - xOffSet, 0f, 0f);
|
||||
|
||||
newPos.x = GUICamera.ScreenToViewportPoint(newTooltipPos).x;
|
||||
}
|
||||
|
||||
//check for upper edge of the screen
|
||||
//obtain the y coordinate of the upper edge of the tooltip
|
||||
val = ((GUICamera.ViewportToScreenPoint(newPos).y) - ((bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y)) - (tooltipRealHeight)));
|
||||
//evaluate if the upper edge of the tooltip goes out of screen
|
||||
if (val > (upperRight.y))
|
||||
{
|
||||
float distFromUpper = upperRight.y - val;
|
||||
yOffSet = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
|
||||
|
||||
if (distFromUpper > (defaultYOffset * 0.75))
|
||||
{
|
||||
//shorten the temporary offset up to a certain distance from the tooltip
|
||||
yOffSet = distFromUpper;
|
||||
}
|
||||
else
|
||||
{
|
||||
//if the distance becomes too short flip the tooltip to below the pointer (by offset+twice the height of the tooltip)
|
||||
yOffSet = ((defaultYOffset) - (tooltipRealHeight) * 2f);
|
||||
}
|
||||
|
||||
//assign the new modified coordinates to the tooltip and convert to screen coordinates
|
||||
Vector3 newTooltipPos = new Vector3(newPos.x, GUICamera.ViewportToScreenPoint(newPos).y + yOffSet, 0f);
|
||||
newPos.y = GUICamera.ScreenToViewportPoint(newTooltipPos).y;
|
||||
}
|
||||
|
||||
//check for lower edge of the screen
|
||||
//obtain the y coordinate of the lower edge of the tooltip
|
||||
val = ((GUICamera.ViewportToScreenPoint(newPos).y) - ((bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y))));
|
||||
|
||||
//evaluate if the upper edge of the tooltip goes out of screen
|
||||
if (val < (lowerLeft.y))
|
||||
{
|
||||
float distFromLower = lowerLeft.y - val;
|
||||
yOffSet = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
|
||||
|
||||
if (distFromLower < (defaultYOffset * 0.75 - tooltipRealHeight))
|
||||
{
|
||||
//shorten the temporary offset up to a certain distance from the tooltip
|
||||
yOffSet = distFromLower;
|
||||
}
|
||||
else
|
||||
{
|
||||
//if the distance becomes too short flip the tooltip to above the pointer (by twice the height of the tooltip)
|
||||
yOffSet = ((tooltipRealHeight) * 2f);
|
||||
}
|
||||
|
||||
//assign the new modified coordinates to the tooltip and convert to screen coordinates
|
||||
Vector3 newTooltipPos = new Vector3(newPos.x, GUICamera.ViewportToScreenPoint(newPos).y + yOffSet, 0f);
|
||||
newPos.y = GUICamera.ScreenToViewportPoint(newTooltipPos).y;
|
||||
}
|
||||
|
||||
this.transform.parent.transform.position = new Vector3(GUICamera.ViewportToWorldPoint(newPos).x, GUICamera.ViewportToWorldPoint(newPos).y, 0f);
|
||||
this.transform.parent.gameObject.SetActive(true);
|
||||
inside = true;
|
||||
}
|
||||
|
||||
//call to hide tooltip when hovering out from the object
|
||||
public void HideTooltip()
|
||||
{
|
||||
if (GUIMode == RenderMode.ScreenSpaceCamera)
|
||||
{
|
||||
if (this != null)
|
||||
{
|
||||
this.transform.parent.gameObject.SetActive(false);
|
||||
inside = false;
|
||||
HideTooltipVisibility();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
LayoutInit();
|
||||
if (inside)
|
||||
{
|
||||
if (GUIMode == RenderMode.ScreenSpaceCamera)
|
||||
{
|
||||
OnScreenSpaceCamera();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//this function is used in order to setup the size of the tooltip by cheating on the HorizontalLayoutBehavior. The resize is done in the first update.
|
||||
void LayoutInit()
|
||||
{
|
||||
if (firstUpdate)
|
||||
{
|
||||
firstUpdate = false;
|
||||
|
||||
bgImage.sizeDelta = new Vector2(hlG.preferredWidth + horizontalPadding, hlG.preferredHeight + verticalPadding);
|
||||
|
||||
defaultYOffset = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
|
||||
defaultXOffset = (bgImage.sizeDelta.x * currentXScaleFactor * (bgImage.pivot.x));
|
||||
|
||||
tooltipRealHeight = bgImage.sizeDelta.y * currentYScaleFactor;
|
||||
tooltipRealWidth = bgImage.sizeDelta.x * currentXScaleFactor;
|
||||
|
||||
ActivateTooltipVisibility();
|
||||
}
|
||||
}
|
||||
|
||||
//init basic variables on a new tooltip set
|
||||
void NewTooltip()
|
||||
{
|
||||
firstUpdate = true;
|
||||
|
||||
lowerLeft = GUICamera.ViewportToScreenPoint(new Vector3(0.0f, 0.0f, 0.0f));
|
||||
upperRight = GUICamera.ViewportToScreenPoint(new Vector3(1.0f, 1.0f, 0.0f));
|
||||
|
||||
currentYScaleFactor = Screen.height / this.transform.root.GetComponent<CanvasScaler>().referenceResolution.y;
|
||||
currentXScaleFactor = Screen.width / this.transform.root.GetComponent<CanvasScaler>().referenceResolution.x;
|
||||
|
||||
}
|
||||
|
||||
//used to visualize the tooltip one update call after it has been built (to avoid flickers)
|
||||
public void ActivateTooltipVisibility()
|
||||
{
|
||||
Color textColor = thisText.color;
|
||||
thisText.color = new Color(textColor.r, textColor.g, textColor.b, 1f);
|
||||
bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0.8f);
|
||||
}
|
||||
|
||||
//used to hide the tooltip so that it can be made visible one update call after it has been built (to avoid flickers)
|
||||
public void HideTooltipVisibility()
|
||||
{
|
||||
Color textColor = thisText.color;
|
||||
thisText.color = new Color(textColor.r, textColor.g, textColor.b, 0f);
|
||||
bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0f);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 87cd933870c6506418344281b3cb86fc
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -1,6 +1,6 @@
|
|||
{
|
||||
"name": "Unity UI Extensions",
|
||||
"version": "1.0.4",
|
||||
"version": "1.0.5",
|
||||
"description": "An extension project for the Unity3D UI system, all crafted and contributed by the awesome Unity community",
|
||||
"author": "Simon darkside Jackson <@SimonDarksideJ>",
|
||||
"contributors": [{
|
||||
|
|
Loading…
Reference in New Issue