Fixed paging / smooth scrolling with the HSS / VSS

Current page now updated correctly while scrolling

--HG--
branch : develop_5.3
release
Simon Jackson 2016-12-04 20:06:03 +00:00
parent c46453655e
commit 74ef2ca4e7
2 changed files with 184 additions and 211 deletions

View File

@ -11,21 +11,18 @@ namespace UnityEngine.UI.Extensions
[RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("Layout/Extensions/Horizontal Scroll Snap")]
public class HorizontalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
public class HorizontalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler
{
private Transform _screensContainer;
private int _screens = 1;
private bool _fastSwipeTimer = false;
private int _fastSwipeCounter = 0;
private int _fastSwipeTarget = 30;
private System.Collections.Generic.List<Vector3> _positions;
private Vector3[] _positions;
private Vector3[] _visiblePositions;
private ScrollRect _scroll_rect;
private Vector3 _lerp_target;
private bool _lerp;
private bool _pointerDown = false;
[Serializable]
public class SelectionChangeStartEvent : UnityEvent { }
@ -42,14 +39,18 @@ namespace UnityEngine.UI.Extensions
[Tooltip("Transition speed between pages. (optional)")]
public float transitionSpeed = 7.5f;
public Boolean UseFastSwipe = true;
[Tooltip("Fast Swipe makes swiping page next / previous (optional)")]
public Boolean UseFastSwipe = false;
[Tooltip("How far swipe has to travel to initiate a page change (optional)")]
public int FastSwipeThreshold = 100;
[Tooltip("How fast can a user swipe to be a swipe (optional)")]
public int SwipeVelocityThreshold = 200;
private bool _startDrag = true;
private Vector3 _startPosition = new Vector3();
[Tooltip("The currently active page")]
private int _currentScreen;
private int _previousScreen;
[Tooltip("The screen / page to start the control on")]
[SerializeField]
@ -110,41 +111,52 @@ namespace UnityEngine.UI.Extensions
void Update()
{
if (_lerp)
//Three Use cases:
//1: Swipe Next - FastSwipeNextPrev
//2: Swipe next while in motion - FastSwipeNextPrev
//3: Swipe to end - default
//If lerping, NOT swiping and (!fastswipenextprev & velocity < 200)
//Aim is to settle on target "page"
if (!_lerp && _scroll_rect.velocity == Vector2.zero)
{
return;
}
else if (_lerp)
{
_screensContainer.localPosition = Vector3.Lerp(_screensContainer.localPosition, _lerp_target, transitionSpeed * Time.deltaTime);
if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 0.1f)
{
_lerp = false;
EndScreenChange();
}
//change the info bullets at the bottom of the screen. Just for visual effect
if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 10f)
}
//If the container is moving faster than the threshold, then just update the pages as they pass
else if ((_scroll_rect.velocity.x > 0 && _scroll_rect.velocity.x > SwipeVelocityThreshold) ||
_scroll_rect.velocity.x < 0 && _scroll_rect.velocity.x < -SwipeVelocityThreshold)
{
ChangeBulletsInfo(CurrentScreen());
}
}
if (_fastSwipeTimer)
_currentScreen = GetPageforPosition(FindClosestFrom(_screensContainer.localPosition, _visiblePositions));
if (_currentScreen != _previousScreen)
{
_fastSwipeCounter++;
_previousScreen = _currentScreen;
ChangeBulletsInfo(_currentScreen);
}
}
else if (!_pointerDown)
{
ScrollToClosestElement();
}
}
private bool fastSwipe = false; //to determine if a fast swipe was performed
//Function for switching screens with buttons
public void NextScreen()
{
if (_currentScreen < _screens - 1)
{
StartScreenChange();
if (!_lerp) StartScreenChange();
_currentScreen++;
_lerp = true;
_currentScreen++;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
@ -156,10 +168,10 @@ namespace UnityEngine.UI.Extensions
{
if (_currentScreen > 0)
{
StartScreenChange();
if (!_lerp) StartScreenChange();
_currentScreen--;
_lerp = true;
_currentScreen--;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
@ -175,7 +187,7 @@ namespace UnityEngine.UI.Extensions
{
if (screenIndex <= _screens - 1 && screenIndex >= 0)
{
StartScreenChange();
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen = screenIndex;
@ -185,57 +197,24 @@ namespace UnityEngine.UI.Extensions
}
}
//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
private void NextScreenCommand()
{
if (_currentScreen < _screens - 1)
{
_lerp = true;
_currentScreen++;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
private void PrevScreenCommand()
{
if (_currentScreen > 0)
{
_lerp = true;
_currentScreen--;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//find the closest registered point to the releasing point
private Vector3 FindClosestFrom(Vector3 start, System.Collections.Generic.List<Vector3> positions)
private Vector3 FindClosestFrom(Vector3 start, Vector3[] positions)
{
Vector3 closest = Vector3.zero;
float distance = Mathf.Infinity;
Vector3 closestPosition = Vector3.zero;
float closest = Mathf.Infinity;
float distanceToTarget = 0;
foreach (Vector3 position in _positions)
for (int i = 0; i < _screens; i++)
{
if (Vector3.Distance(start, position) < distance)
distanceToTarget = Vector3.Distance(start, positions[i]);
if (distanceToTarget < closest)
{
distance = Vector3.Distance(start, position);
closest = position;
closest = distanceToTarget;
closestPosition = positions[i];
}
}
return closest;
}
//returns the current screen that the is seeing
public int CurrentScreen()
{
var pos = FindClosestFrom(_screensContainer.localPosition, _positions);
return _currentScreen = GetPageforPosition(pos);
return closestPosition;
}
//changes the bullets on the bottom of the page - pagination
@ -280,21 +259,24 @@ namespace UnityEngine.UI.Extensions
{
_screens = _screensContainer.childCount;
_positions = new System.Collections.Generic.List<Vector3>();
_positions = new Vector3[_screens];
if (_screens > 0)
{
for (float i = 0; i < _screens; ++i)
for (int i = 0; i < _screens; ++i)
{
_scroll_rect.horizontalNormalizedPosition = i / (_screens - 1);
_positions.Add(_screensContainer.localPosition);
_scroll_rect.horizontalNormalizedPosition = (float)i / (float)(_screens - 1);
_positions[i] = _screensContainer.localPosition;
}
}
//debug visible
_visiblePositions = _positions;
}
int GetPageforPosition(Vector3 pos)
{
for (int i = 0; i < _positions.Count; i++)
for (int i = 0; i < _positions.Length; i++)
{
if (_positions[i] == pos)
{
@ -375,66 +357,68 @@ namespace UnityEngine.UI.Extensions
}
#region Interfaces
/// <summary>
/// Touch screen to start swiping
/// </summary>
/// <param name="eventData"></param>
public void OnBeginDrag(PointerEventData eventData)
{
if (!_fastSwipeTimer) StartScreenChange();
StartScreenChange();
_startPosition = _screensContainer.localPosition;
_fastSwipeCounter = 0;
_fastSwipeTimer = true;
_currentScreen = CurrentScreen();
}
/// <summary>
/// Release screen to swipe
/// </summary>
/// <param name="eventData"></param>
public void OnEndDrag(PointerEventData eventData)
{
_startDrag = true;
if (_scroll_rect.horizontal)
{
if (UseFastSwipe)
{
fastSwipe = false;
_fastSwipeTimer = false;
if (_fastSwipeCounter <= _fastSwipeTarget)
{
if (Math.Abs(_startPosition.x - _screensContainer.localPosition.x) > FastSwipeThreshold)
{
fastSwipe = true;
}
}
if (fastSwipe)
//If using fastswipe - then a swipe does page next / previous
if (_scroll_rect.velocity.x > SwipeVelocityThreshold)
{
_scroll_rect.velocity = Vector3.zero;
if (_startPosition.x - _screensContainer.localPosition.x > 0)
{
NextScreenCommand();
NextScreen();
}
else
{
PrevScreenCommand();
PreviousScreen();
}
}
else
{
ScrollToClosestElement();
}
}
}
}
private void ScrollToClosestElement()
{
_lerp = true;
_lerp_target = FindClosestFrom(_screensContainer.localPosition, _positions);
_lerp_target = FindClosestFrom(_screensContainer.localPosition, _visiblePositions);
_currentScreen = GetPageforPosition(_lerp_target);
}
}
else
{
_lerp = true;
_lerp_target = FindClosestFrom(_screensContainer.localPosition, _positions);
_currentScreen = GetPageforPosition(_lerp_target);
}
}
ChangeBulletsInfo(_currentScreen);
}
public void OnDrag(PointerEventData eventData)
{
_lerp = false;
if (_startDrag)
{
OnBeginDrag(eventData);
_startDrag = false;
}
public void OnPointerDown(PointerEventData eventData)
{
_pointerDown = true;
}
public void OnPointerUp(PointerEventData eventData)
{
_pointerDown = false;
}
#endregion
}

View File

@ -1,6 +1,7 @@
/// Credit BinaryX
/// Credit BinaryX, SimonDarksideJ
/// 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.
/// Updated by SimonDarksideJ - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
/// Updated by SimonDarksideJ - major refactoring on updating current position and scroll management
using System;
using UnityEngine.Events;
@ -10,21 +11,18 @@ namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("Layout/Extensions/Vertical Scroll Snap")]
public class VerticalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
public class VerticalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler
{
private Transform _screensContainer;
private int _screens = 1;
private bool _fastSwipeTimer = false;
private int _fastSwipeCounter = 0;
private int _fastSwipeTarget = 30;
private System.Collections.Generic.List<Vector3> _positions;
private Vector3[] _positions;
private Vector3[] _visiblePositions;
private ScrollRect _scroll_rect;
private Vector3 _lerp_target;
private bool _lerp;
private bool _pointerDown = false;
[Serializable]
public class SelectionChangeStartEvent : UnityEvent { }
@ -41,14 +39,18 @@ namespace UnityEngine.UI.Extensions
[Tooltip("Transition speed between pages. (optional)")]
public float transitionSpeed = 7.5f;
public Boolean UseFastSwipe = true;
[Tooltip("Fast Swipe makes swiping page next / previous (optional)")]
public Boolean UseFastSwipe = false;
[Tooltip("How far swipe has to travel to initiate a page change (optional)")]
public int FastSwipeThreshold = 100;
[Tooltip("How fast can a user swipe to be a swipe (optional)")]
public int SwipeVelocityThreshold = 200;
private bool _startDrag = true;
private Vector3 _startPosition = new Vector3();
[Tooltip("The currently active page")]
private int _currentScreen;
private int _previousScreen;
[Tooltip("The screen / page to start the control on")]
[SerializeField]
@ -109,7 +111,18 @@ namespace UnityEngine.UI.Extensions
void Update()
{
if (_lerp)
//Three Use cases:
//1: Swipe Next - FastSwipeNextPrev
//2: Swipe next while in motion - FastSwipeNextPrev
//3: Swipe to end - default
//If lerping, NOT swiping and (!fastswipenextprev & velocity < 200)
//Aim is to settle on target "page"
if (!_lerp && _scroll_rect.velocity == Vector2.zero)
{
return;
}
else if (_lerp)
{
_screensContainer.localPosition = Vector3.Lerp(_screensContainer.localPosition, _lerp_target, transitionSpeed * Time.deltaTime);
if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 0.1f)
@ -117,30 +130,30 @@ namespace UnityEngine.UI.Extensions
_lerp = false;
EndScreenChange();
}
//change the info bullets at the bottom of the screen. Just for visual effect
if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 10f)
}
//If the container is moving faster than the threshold, then just update the pages as they pass
else if ((_scroll_rect.velocity.y > 0 && _scroll_rect.velocity.y > SwipeVelocityThreshold) ||
_scroll_rect.velocity.y < 0 && _scroll_rect.velocity.y < -SwipeVelocityThreshold)
{
ChangeBulletsInfo(CurrentScreen());
}
}
if (_fastSwipeTimer)
_currentScreen = GetPageforPosition(FindClosestFrom(_screensContainer.localPosition, _visiblePositions));
if (_currentScreen != _previousScreen)
{
_fastSwipeCounter++;
_previousScreen = _currentScreen;
ChangeBulletsInfo(_currentScreen);
}
}
else if(!_pointerDown)
{
ScrollToClosestElement();
}
}
private bool fastSwipe = false; //to determine if a fast swipe was performed
//Function for switching screens with buttons
public void NextScreen()
{
if (_currentScreen < _screens - 1)
{
StartScreenChange();
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen++;
@ -155,7 +168,7 @@ namespace UnityEngine.UI.Extensions
{
if (_currentScreen > 0)
{
StartScreenChange();
if(!_lerp) StartScreenChange();
_lerp = true;
_currentScreen--;
@ -174,7 +187,7 @@ namespace UnityEngine.UI.Extensions
{
if (screenIndex <= _screens - 1 && screenIndex >= 0)
{
StartScreenChange();
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen = screenIndex;
@ -184,57 +197,24 @@ namespace UnityEngine.UI.Extensions
}
}
//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
private void NextScreenCommand()
{
if (_currentScreen < _screens - 1)
{
_lerp = true;
_currentScreen++;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
private void PrevScreenCommand()
{
if (_currentScreen > 0)
{
_lerp = true;
_currentScreen--;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//find the closest registered point to the releasing point
private Vector3 FindClosestFrom(Vector3 start, System.Collections.Generic.List<Vector3> positions)
private Vector3 FindClosestFrom(Vector3 start, Vector3[] positions)
{
Vector3 closest = Vector3.zero;
float distance = Mathf.Infinity;
Vector3 closestPosition = Vector3.zero;
float closest = Mathf.Infinity;
float distanceToTarget = 0;
foreach (Vector3 position in _positions)
for (int i = 0; i < _screens; i++)
{
if (Vector3.Distance(start, position) < distance)
distanceToTarget = Vector3.Distance(start, positions[i]);
if (distanceToTarget < closest)
{
distance = Vector3.Distance(start, position);
closest = position;
closest = distanceToTarget;
closestPosition = positions[i];
}
}
return closest;
}
//returns the current screen that the is seeing
public int CurrentScreen()
{
var pos = FindClosestFrom(_screensContainer.localPosition, _positions);
return _currentScreen = GetPageforPosition(pos);
return closestPosition;
}
//changes the bullets on the bottom of the page - pagination
@ -278,22 +258,24 @@ namespace UnityEngine.UI.Extensions
{
_screens = _screensContainer.childCount;
_positions = new System.Collections.Generic.List<Vector3>();
_positions = new Vector3[_screens];
if (_screens > 0)
{
for (int i = 0; i < _screens; ++i)
{
_scroll_rect.verticalNormalizedPosition = (float)i / (float)(_screens - 1);
_positions.Add(_screensContainer.localPosition);
}
_positions[i] = _screensContainer.localPosition;
}
}
//debug visible
_visiblePositions = _positions;
}
int GetPageforPosition(Vector3 pos)
{
for (int i = 0; i < _positions.Count; i++)
for (int i = 0; i < _positions.Length; i++)
{
if (_positions[i] == pos)
{
@ -302,6 +284,7 @@ namespace UnityEngine.UI.Extensions
}
return 0;
}
void OnValidate()
{
var childCount = gameObject.GetComponent<ScrollRect>().content.childCount;
@ -374,68 +357,74 @@ namespace UnityEngine.UI.Extensions
}
#region Interfaces
/// <summary>
/// Touch screen to start swiping
/// </summary>
/// <param name="eventData"></param>
public void OnBeginDrag(PointerEventData eventData)
{
if (!_fastSwipeTimer) StartScreenChange();
StartScreenChange();
_startPosition = _screensContainer.localPosition;
_fastSwipeCounter = 0;
_fastSwipeTimer = true;
_currentScreen = CurrentScreen();
}
/// <summary>
/// Release screen to swipe
/// </summary>
/// <param name="eventData"></param>
public void OnEndDrag(PointerEventData eventData)
{
//transform.GetComponent<RectTransform>().pivot = new Vector2(0.5f, 0.5f);
_startDrag = true;
if (_scroll_rect.vertical)
{
if (UseFastSwipe)
{
fastSwipe = false;
_fastSwipeTimer = false;
if (_fastSwipeCounter <= _fastSwipeTarget)
{
if (Math.Abs(_startPosition.y - _screensContainer.localPosition.y) > FastSwipeThreshold)
{
fastSwipe = true;
}
}
if (fastSwipe)
//If using fastswipe - then a swipe does page next / previous
if (_scroll_rect.velocity.y > SwipeVelocityThreshold)
{
_scroll_rect.velocity = Vector3.zero;
if (_startPosition.y - _screensContainer.localPosition.y > 0)
{
NextScreenCommand();
NextScreen();
}
else
{
PrevScreenCommand();
PreviousScreen();
}
}
else
{
_lerp = true;
_lerp_target = FindClosestFrom(_screensContainer.localPosition, _positions);
_currentScreen = GetPageforPosition(_lerp_target);
ScrollToClosestElement();
}
}
else
{
_lerp = true;
_lerp_target = FindClosestFrom(_screensContainer.localPosition, _positions);
_currentScreen = GetPageforPosition(_lerp_target);
}
}
}
private void ScrollToClosestElement()
{
_lerp = true;
_lerp_target = FindClosestFrom(_screensContainer.localPosition, _visiblePositions);
_currentScreen = GetPageforPosition(_lerp_target);
ChangeBulletsInfo(_currentScreen);
}
/// <summary>
/// While dragging do
/// </summary>
/// <param name="eventData"></param>
public void OnDrag(PointerEventData eventData)
{
_lerp = false;
if (_startDrag)
}
public void OnPointerDown(PointerEventData eventData)
{
OnBeginDrag(eventData);
_startDrag = false;
_pointerDown = true;
}
public void OnPointerUp(PointerEventData eventData)
{
_pointerDown = false;
}
#endregion
}
}