Fixed paging / smooth scrolling with the HSS / VSS
Current page now updated correctly while scrolling --HG-- branch : develop_5.3release
parent
c46453655e
commit
74ef2ca4e7
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@ -11,21 +11,18 @@ namespace UnityEngine.UI.Extensions
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[RequireComponent(typeof(ScrollRect))]
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[AddComponentMenu("Layout/Extensions/Horizontal Scroll Snap")]
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public class HorizontalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
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public class HorizontalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler
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{
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private Transform _screensContainer;
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private int _screens = 1;
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private bool _fastSwipeTimer = false;
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private int _fastSwipeCounter = 0;
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private int _fastSwipeTarget = 30;
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private System.Collections.Generic.List<Vector3> _positions;
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private Vector3[] _positions;
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private Vector3[] _visiblePositions;
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private ScrollRect _scroll_rect;
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private Vector3 _lerp_target;
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private bool _lerp;
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private bool _pointerDown = false;
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[Serializable]
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public class SelectionChangeStartEvent : UnityEvent { }
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@ -42,14 +39,18 @@ namespace UnityEngine.UI.Extensions
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[Tooltip("Transition speed between pages. (optional)")]
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public float transitionSpeed = 7.5f;
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public Boolean UseFastSwipe = true;
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[Tooltip("Fast Swipe makes swiping page next / previous (optional)")]
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public Boolean UseFastSwipe = false;
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[Tooltip("How far swipe has to travel to initiate a page change (optional)")]
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public int FastSwipeThreshold = 100;
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[Tooltip("How fast can a user swipe to be a swipe (optional)")]
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public int SwipeVelocityThreshold = 200;
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private bool _startDrag = true;
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private Vector3 _startPosition = new Vector3();
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[Tooltip("The currently active page")]
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private int _currentScreen;
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private int _previousScreen;
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[Tooltip("The screen / page to start the control on")]
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[SerializeField]
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@ -110,41 +111,52 @@ namespace UnityEngine.UI.Extensions
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void Update()
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{
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if (_lerp)
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//Three Use cases:
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//1: Swipe Next - FastSwipeNextPrev
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//2: Swipe next while in motion - FastSwipeNextPrev
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//3: Swipe to end - default
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//If lerping, NOT swiping and (!fastswipenextprev & velocity < 200)
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//Aim is to settle on target "page"
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if (!_lerp && _scroll_rect.velocity == Vector2.zero)
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{
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return;
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}
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else if (_lerp)
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{
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_screensContainer.localPosition = Vector3.Lerp(_screensContainer.localPosition, _lerp_target, transitionSpeed * Time.deltaTime);
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if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 0.1f)
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{
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_lerp = false;
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EndScreenChange();
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}
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//change the info bullets at the bottom of the screen. Just for visual effect
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if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 10f)
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}
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//If the container is moving faster than the threshold, then just update the pages as they pass
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else if ((_scroll_rect.velocity.x > 0 && _scroll_rect.velocity.x > SwipeVelocityThreshold) ||
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_scroll_rect.velocity.x < 0 && _scroll_rect.velocity.x < -SwipeVelocityThreshold)
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{
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ChangeBulletsInfo(CurrentScreen());
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}
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}
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if (_fastSwipeTimer)
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_currentScreen = GetPageforPosition(FindClosestFrom(_screensContainer.localPosition, _visiblePositions));
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if (_currentScreen != _previousScreen)
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{
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_fastSwipeCounter++;
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_previousScreen = _currentScreen;
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ChangeBulletsInfo(_currentScreen);
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}
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}
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else if (!_pointerDown)
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{
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ScrollToClosestElement();
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}
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}
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private bool fastSwipe = false; //to determine if a fast swipe was performed
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//Function for switching screens with buttons
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public void NextScreen()
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{
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if (_currentScreen < _screens - 1)
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{
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StartScreenChange();
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if (!_lerp) StartScreenChange();
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_currentScreen++;
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_lerp = true;
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_currentScreen++;
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_lerp_target = _positions[_currentScreen];
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ChangeBulletsInfo(_currentScreen);
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@ -156,10 +168,10 @@ namespace UnityEngine.UI.Extensions
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{
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if (_currentScreen > 0)
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{
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StartScreenChange();
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if (!_lerp) StartScreenChange();
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_currentScreen--;
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_lerp = true;
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_currentScreen--;
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_lerp_target = _positions[_currentScreen];
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ChangeBulletsInfo(_currentScreen);
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@ -175,7 +187,7 @@ namespace UnityEngine.UI.Extensions
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{
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if (screenIndex <= _screens - 1 && screenIndex >= 0)
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{
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StartScreenChange();
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if (!_lerp) StartScreenChange();
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_lerp = true;
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_currentScreen = screenIndex;
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@ -185,57 +197,24 @@ namespace UnityEngine.UI.Extensions
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}
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}
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//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
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private void NextScreenCommand()
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{
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if (_currentScreen < _screens - 1)
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{
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_lerp = true;
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_currentScreen++;
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_lerp_target = _positions[_currentScreen];
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ChangeBulletsInfo(_currentScreen);
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}
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}
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//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
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private void PrevScreenCommand()
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{
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if (_currentScreen > 0)
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{
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_lerp = true;
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_currentScreen--;
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_lerp_target = _positions[_currentScreen];
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ChangeBulletsInfo(_currentScreen);
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}
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}
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//find the closest registered point to the releasing point
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private Vector3 FindClosestFrom(Vector3 start, System.Collections.Generic.List<Vector3> positions)
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private Vector3 FindClosestFrom(Vector3 start, Vector3[] positions)
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{
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Vector3 closest = Vector3.zero;
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float distance = Mathf.Infinity;
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Vector3 closestPosition = Vector3.zero;
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float closest = Mathf.Infinity;
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float distanceToTarget = 0;
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foreach (Vector3 position in _positions)
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for (int i = 0; i < _screens; i++)
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{
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if (Vector3.Distance(start, position) < distance)
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distanceToTarget = Vector3.Distance(start, positions[i]);
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if (distanceToTarget < closest)
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{
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distance = Vector3.Distance(start, position);
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closest = position;
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closest = distanceToTarget;
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closestPosition = positions[i];
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}
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}
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return closest;
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}
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//returns the current screen that the is seeing
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public int CurrentScreen()
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{
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var pos = FindClosestFrom(_screensContainer.localPosition, _positions);
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return _currentScreen = GetPageforPosition(pos);
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return closestPosition;
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}
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//changes the bullets on the bottom of the page - pagination
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@ -280,21 +259,24 @@ namespace UnityEngine.UI.Extensions
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{
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_screens = _screensContainer.childCount;
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_positions = new System.Collections.Generic.List<Vector3>();
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_positions = new Vector3[_screens];
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if (_screens > 0)
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{
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for (float i = 0; i < _screens; ++i)
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for (int i = 0; i < _screens; ++i)
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{
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_scroll_rect.horizontalNormalizedPosition = i / (_screens - 1);
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_positions.Add(_screensContainer.localPosition);
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_scroll_rect.horizontalNormalizedPosition = (float)i / (float)(_screens - 1);
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_positions[i] = _screensContainer.localPosition;
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}
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}
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//debug visible
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_visiblePositions = _positions;
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}
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int GetPageforPosition(Vector3 pos)
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{
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for (int i = 0; i < _positions.Count; i++)
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for (int i = 0; i < _positions.Length; i++)
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{
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if (_positions[i] == pos)
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{
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@ -375,66 +357,68 @@ namespace UnityEngine.UI.Extensions
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}
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#region Interfaces
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/// <summary>
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/// Touch screen to start swiping
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/// </summary>
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/// <param name="eventData"></param>
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public void OnBeginDrag(PointerEventData eventData)
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{
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if (!_fastSwipeTimer) StartScreenChange();
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StartScreenChange();
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_startPosition = _screensContainer.localPosition;
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_fastSwipeCounter = 0;
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_fastSwipeTimer = true;
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_currentScreen = CurrentScreen();
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}
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/// <summary>
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/// Release screen to swipe
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/// </summary>
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/// <param name="eventData"></param>
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public void OnEndDrag(PointerEventData eventData)
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{
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_startDrag = true;
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if (_scroll_rect.horizontal)
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{
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if (UseFastSwipe)
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{
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fastSwipe = false;
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_fastSwipeTimer = false;
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if (_fastSwipeCounter <= _fastSwipeTarget)
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{
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if (Math.Abs(_startPosition.x - _screensContainer.localPosition.x) > FastSwipeThreshold)
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{
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fastSwipe = true;
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}
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}
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if (fastSwipe)
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//If using fastswipe - then a swipe does page next / previous
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if (_scroll_rect.velocity.x > SwipeVelocityThreshold)
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{
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_scroll_rect.velocity = Vector3.zero;
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if (_startPosition.x - _screensContainer.localPosition.x > 0)
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{
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NextScreenCommand();
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NextScreen();
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}
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else
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{
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PrevScreenCommand();
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PreviousScreen();
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}
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}
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else
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{
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ScrollToClosestElement();
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}
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}
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}
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}
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private void ScrollToClosestElement()
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{
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_lerp = true;
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_lerp_target = FindClosestFrom(_screensContainer.localPosition, _positions);
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_lerp_target = FindClosestFrom(_screensContainer.localPosition, _visiblePositions);
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_currentScreen = GetPageforPosition(_lerp_target);
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}
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}
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else
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{
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_lerp = true;
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_lerp_target = FindClosestFrom(_screensContainer.localPosition, _positions);
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_currentScreen = GetPageforPosition(_lerp_target);
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}
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}
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ChangeBulletsInfo(_currentScreen);
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}
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public void OnDrag(PointerEventData eventData)
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{
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_lerp = false;
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if (_startDrag)
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{
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OnBeginDrag(eventData);
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_startDrag = false;
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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_pointerDown = true;
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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_pointerDown = false;
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}
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#endregion
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}
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@ -1,6 +1,7 @@
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/// Credit BinaryX
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/// Credit BinaryX, SimonDarksideJ
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
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/// Updated by ddreaper - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
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/// Updated by SimonDarksideJ - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
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/// Updated by SimonDarksideJ - major refactoring on updating current position and scroll management
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using System;
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using UnityEngine.Events;
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@ -10,21 +11,18 @@ namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(ScrollRect))]
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[AddComponentMenu("Layout/Extensions/Vertical Scroll Snap")]
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public class VerticalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
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public class VerticalScrollSnap : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler
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{
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private Transform _screensContainer;
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private int _screens = 1;
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private bool _fastSwipeTimer = false;
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private int _fastSwipeCounter = 0;
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private int _fastSwipeTarget = 30;
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private System.Collections.Generic.List<Vector3> _positions;
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private Vector3[] _positions;
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private Vector3[] _visiblePositions;
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private ScrollRect _scroll_rect;
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private Vector3 _lerp_target;
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private bool _lerp;
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private bool _pointerDown = false;
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[Serializable]
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public class SelectionChangeStartEvent : UnityEvent { }
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@ -41,14 +39,18 @@ namespace UnityEngine.UI.Extensions
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[Tooltip("Transition speed between pages. (optional)")]
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public float transitionSpeed = 7.5f;
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public Boolean UseFastSwipe = true;
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[Tooltip("Fast Swipe makes swiping page next / previous (optional)")]
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public Boolean UseFastSwipe = false;
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[Tooltip("How far swipe has to travel to initiate a page change (optional)")]
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public int FastSwipeThreshold = 100;
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[Tooltip("How fast can a user swipe to be a swipe (optional)")]
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public int SwipeVelocityThreshold = 200;
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private bool _startDrag = true;
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private Vector3 _startPosition = new Vector3();
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[Tooltip("The currently active page")]
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private int _currentScreen;
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private int _previousScreen;
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[Tooltip("The screen / page to start the control on")]
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[SerializeField]
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@ -109,7 +111,18 @@ namespace UnityEngine.UI.Extensions
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void Update()
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{
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if (_lerp)
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//Three Use cases:
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//1: Swipe Next - FastSwipeNextPrev
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//2: Swipe next while in motion - FastSwipeNextPrev
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//3: Swipe to end - default
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|
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//If lerping, NOT swiping and (!fastswipenextprev & velocity < 200)
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//Aim is to settle on target "page"
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if (!_lerp && _scroll_rect.velocity == Vector2.zero)
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{
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return;
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}
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else if (_lerp)
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{
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_screensContainer.localPosition = Vector3.Lerp(_screensContainer.localPosition, _lerp_target, transitionSpeed * Time.deltaTime);
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if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 0.1f)
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@ -117,30 +130,30 @@ namespace UnityEngine.UI.Extensions
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_lerp = false;
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EndScreenChange();
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}
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//change the info bullets at the bottom of the screen. Just for visual effect
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if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 10f)
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}
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//If the container is moving faster than the threshold, then just update the pages as they pass
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else if ((_scroll_rect.velocity.y > 0 && _scroll_rect.velocity.y > SwipeVelocityThreshold) ||
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_scroll_rect.velocity.y < 0 && _scroll_rect.velocity.y < -SwipeVelocityThreshold)
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{
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ChangeBulletsInfo(CurrentScreen());
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}
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}
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if (_fastSwipeTimer)
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_currentScreen = GetPageforPosition(FindClosestFrom(_screensContainer.localPosition, _visiblePositions));
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if (_currentScreen != _previousScreen)
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{
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_fastSwipeCounter++;
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_previousScreen = _currentScreen;
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ChangeBulletsInfo(_currentScreen);
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}
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}
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else if(!_pointerDown)
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{
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ScrollToClosestElement();
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}
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}
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private bool fastSwipe = false; //to determine if a fast swipe was performed
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//Function for switching screens with buttons
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public void NextScreen()
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{
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if (_currentScreen < _screens - 1)
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{
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StartScreenChange();
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if (!_lerp) StartScreenChange();
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_lerp = true;
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_currentScreen++;
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@ -155,7 +168,7 @@ namespace UnityEngine.UI.Extensions
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{
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if (_currentScreen > 0)
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{
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StartScreenChange();
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if(!_lerp) StartScreenChange();
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_lerp = true;
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_currentScreen--;
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@ -174,7 +187,7 @@ namespace UnityEngine.UI.Extensions
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{
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if (screenIndex <= _screens - 1 && screenIndex >= 0)
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{
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StartScreenChange();
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if (!_lerp) StartScreenChange();
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_lerp = true;
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_currentScreen = screenIndex;
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@ -184,57 +197,24 @@ namespace UnityEngine.UI.Extensions
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}
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}
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//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
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private void NextScreenCommand()
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{
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if (_currentScreen < _screens - 1)
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{
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_lerp = true;
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_currentScreen++;
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_lerp_target = _positions[_currentScreen];
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ChangeBulletsInfo(_currentScreen);
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}
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}
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//Because the CurrentScreen function is not so reliable, these are the functions used for swipes
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private void PrevScreenCommand()
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{
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if (_currentScreen > 0)
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{
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_lerp = true;
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_currentScreen--;
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_lerp_target = _positions[_currentScreen];
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ChangeBulletsInfo(_currentScreen);
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}
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}
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//find the closest registered point to the releasing point
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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
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue