From a645c1e0c25ea8d5b534d1745c1a0a0d97d08326 Mon Sep 17 00:00:00 2001 From: "Simon (Darkside) Jackson" Date: Mon, 31 Dec 2018 15:16:28 +0000 Subject: [PATCH] Updated FancyScrollView to latest version --- Editor/ScrollPositionControllerEditor.cs | 85 ++ Editor/ScrollPositionControllerEditor.cs.meta | 13 + Examples/ColorPicker/Picker 2.0.prefab | 859 ++++++++-------- .../01_Basic/01_BasicScene.unity | 322 +----- .../Animations/01_Basic_CellScroll.controller | 6 +- Examples/FancyScrollView/01_Basic/Cell.prefab | 241 +++++ .../FancyScrollView/01_Basic/Cell.prefab.meta | 10 + .../01_Basic/Example01Scene.cs | 3 +- .../01_Basic/Example01ScrollView.cs | 10 +- .../01_Basic/Example01ScrollViewCell.cs | 37 +- .../02_CellEventHandling.unity | 368 +------ .../02_CellEventHandling/Cell.prefab | 285 ++++++ .../02_CellEventHandling/Cell.prefab.meta | 10 + .../02_CellEventHandling/Example02Scene.cs | 3 +- .../Example02ScrollView.cs | 57 +- .../Example02ScrollViewCell.cs | 61 +- .../Example02ScrollViewContext.cs | 6 +- .../03_InfiniteScroll/03_InfiniteScroll.unity | 369 +------ .../03_InfiniteScroll_CellScroll.controller | 52 +- .../03_InfiniteScroll/Cell.prefab | 285 ++++++ .../03_InfiniteScroll/Cell.prefab.meta | 10 + .../03_InfiniteScroll/Example03Scene.cs | 3 +- .../03_InfiniteScroll/Example03ScrollView.cs | 22 +- .../Example03ScrollViewCell.cs | 56 +- .../Example03ScrollViewContext.cs | 6 +- Examples/FancyScrollView/04_FocusOn.meta | 8 + .../04_FocusOn/04_FocusOn.unity | 935 ++++++++++++++++++ .../04_FocusOn/04_FocusOn.unity.meta | 8 + .../FancyScrollView/04_FocusOn/Cell.prefab | 285 ++++++ .../04_FocusOn/Cell.prefab.meta | 10 + .../04_FocusOn/Example04CellDto.cs | 7 + .../04_FocusOn/Example04CellDto.cs.meta | 12 + .../04_FocusOn/Example04Scene.cs | 38 + .../04_FocusOn/Example04Scene.cs.meta | 12 + .../04_FocusOn/Example04ScrollView.cs | 77 ++ .../04_FocusOn/Example04ScrollView.cs.meta | 12 + .../04_FocusOn/Example04ScrollViewCell.cs | 68 ++ .../Example04ScrollViewCell.cs.meta | 12 + .../04_FocusOn/Example04ScrollViewContext.cs | 31 + .../Example04ScrollViewContext.cs.meta | 12 + Scripts/Layout/FancyScrollView.cs | 238 ++--- Scripts/Layout/FancyScrollViewCell.cs | 64 +- Scripts/Layout/ScrollPositionController.cs | 602 ++++++----- 43 files changed, 3668 insertions(+), 1942 deletions(-) create mode 100644 Editor/ScrollPositionControllerEditor.cs create mode 100644 Editor/ScrollPositionControllerEditor.cs.meta create mode 100644 Examples/FancyScrollView/01_Basic/Cell.prefab create mode 100644 Examples/FancyScrollView/01_Basic/Cell.prefab.meta create mode 100644 Examples/FancyScrollView/02_CellEventHandling/Cell.prefab create mode 100644 Examples/FancyScrollView/02_CellEventHandling/Cell.prefab.meta create mode 100644 Examples/FancyScrollView/03_InfiniteScroll/Cell.prefab create mode 100644 Examples/FancyScrollView/03_InfiniteScroll/Cell.prefab.meta create mode 100644 Examples/FancyScrollView/04_FocusOn.meta create mode 100644 Examples/FancyScrollView/04_FocusOn/04_FocusOn.unity create mode 100644 Examples/FancyScrollView/04_FocusOn/04_FocusOn.unity.meta create mode 100644 Examples/FancyScrollView/04_FocusOn/Cell.prefab create mode 100644 Examples/FancyScrollView/04_FocusOn/Cell.prefab.meta create mode 100644 Examples/FancyScrollView/04_FocusOn/Example04CellDto.cs create mode 100644 Examples/FancyScrollView/04_FocusOn/Example04CellDto.cs.meta create mode 100644 Examples/FancyScrollView/04_FocusOn/Example04Scene.cs create mode 100644 Examples/FancyScrollView/04_FocusOn/Example04Scene.cs.meta create mode 100644 Examples/FancyScrollView/04_FocusOn/Example04ScrollView.cs create mode 100644 Examples/FancyScrollView/04_FocusOn/Example04ScrollView.cs.meta create mode 100644 Examples/FancyScrollView/04_FocusOn/Example04ScrollViewCell.cs create mode 100644 Examples/FancyScrollView/04_FocusOn/Example04ScrollViewCell.cs.meta create mode 100644 Examples/FancyScrollView/04_FocusOn/Example04ScrollViewContext.cs create mode 100644 Examples/FancyScrollView/04_FocusOn/Example04ScrollViewContext.cs.meta diff --git a/Editor/ScrollPositionControllerEditor.cs b/Editor/ScrollPositionControllerEditor.cs new file mode 100644 index 0000000..30d7150 --- /dev/null +++ b/Editor/ScrollPositionControllerEditor.cs @@ -0,0 +1,85 @@ +/// Credit setchi (https://github.com/setchi) +/// Sourced from - https://github.com/setchi/FancyScrollView + +// For manteinance, every new [SerializeField] variable in ScrollPositionController must be declared here + +using UnityEditor; + +namespace UnityEngine.UI.Extensions +{ + [CustomEditor(typeof(ScrollPositionController))] + [CanEditMultipleObjects] + public class ScrollPositionControllerEditor : Editor + { + SerializedProperty viewport; + SerializedProperty directionOfRecognize; + SerializedProperty movementType; + SerializedProperty elasticity; + SerializedProperty scrollSensitivity; + SerializedProperty inertia; + SerializedProperty decelerationRate; + SerializedProperty snap; + SerializedProperty snapEnable; + SerializedProperty snapVelocityThreshold; + SerializedProperty snapDuration; + SerializedProperty dataCount; + + void OnEnable() + { + viewport = serializedObject.FindProperty("viewport"); + directionOfRecognize = serializedObject.FindProperty("directionOfRecognize"); + movementType = serializedObject.FindProperty("movementType"); + elasticity = serializedObject.FindProperty("elasticity"); + scrollSensitivity = serializedObject.FindProperty("scrollSensitivity"); + inertia = serializedObject.FindProperty("inertia"); + decelerationRate = serializedObject.FindProperty("decelerationRate"); + snap = serializedObject.FindProperty("snap"); + snapEnable = serializedObject.FindProperty("snap.Enable"); + snapVelocityThreshold = serializedObject.FindProperty("snap.VelocityThreshold"); + snapDuration = serializedObject.FindProperty("snap.Duration"); + dataCount = serializedObject.FindProperty("dataCount"); + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + EditorGUILayout.PropertyField(viewport); + EditorGUILayout.PropertyField(directionOfRecognize); + EditorGUILayout.PropertyField(movementType); + EditorGUILayout.PropertyField(elasticity); + EditorGUILayout.PropertyField(scrollSensitivity); + EditorGUILayout.PropertyField(inertia); + DrawInertiaRelatedValues(); + EditorGUILayout.PropertyField(dataCount); + serializedObject.ApplyModifiedProperties(); + } + + void DrawInertiaRelatedValues() + { + if (inertia.boolValue) + { + EditorGUILayout.PropertyField(decelerationRate); + EditorGUILayout.PropertyField(snap); + + using (new EditorGUI.IndentLevelScope()) + { + DrawSnapRelatedValues(); + } + } + } + + void DrawSnapRelatedValues() + { + if (snap.isExpanded) + { + EditorGUILayout.PropertyField(snapEnable); + + if (snapEnable.boolValue) + { + EditorGUILayout.PropertyField(snapVelocityThreshold); + EditorGUILayout.PropertyField(snapDuration); + } + } + } + } +} diff --git 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a/Examples/FancyScrollView/01_Basic/Example01ScrollView.cs b/Examples/FancyScrollView/01_Basic/Example01ScrollView.cs index 2087db0..3172daf 100644 --- a/Examples/FancyScrollView/01_Basic/Example01ScrollView.cs +++ b/Examples/FancyScrollView/01_Basic/Example01ScrollView.cs @@ -1,16 +1,16 @@ -using System.Collections.Generic; +using UnityEngine; +using System.Collections.Generic; namespace UnityEngine.UI.Extensions.Examples { public class Example01ScrollView : FancyScrollView { [SerializeField] - ScrollPositionController scrollPositionController = null; + ScrollPositionController scrollPositionController; - new void Awake() + void Awake() { - base.Awake(); - scrollPositionController.OnUpdatePosition.AddListener(UpdatePosition); + scrollPositionController.OnUpdatePosition(p => UpdatePosition(p)); } public void UpdateData(List data) diff --git a/Examples/FancyScrollView/01_Basic/Example01ScrollViewCell.cs b/Examples/FancyScrollView/01_Basic/Example01ScrollViewCell.cs index 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itemData) { message.text = itemData.Message; } /// - /// セルの位置を更新します + /// Updates the position. /// - /// + /// Position. public override void UpdatePosition(float position) { + currentPosition = position; animator.Play(scrollTriggerHash, -1, position); animator.speed = 0; } + + // GameObject が非アクティブになると Animator がリセットされてしまうため + // 現在位置を保持しておいて OnEnable のタイミングで現在位置を再設定します + float currentPosition = 0; + void OnEnable() + { + UpdatePosition(currentPosition); + } } } diff --git a/Examples/FancyScrollView/02_CellEventHandling/02_CellEventHandling.unity b/Examples/FancyScrollView/02_CellEventHandling/02_CellEventHandling.unity index c3d8493..a5ba769 100644 --- a/Examples/FancyScrollView/02_CellEventHandling/02_CellEventHandling.unity +++ b/Examples/FancyScrollView/02_CellEventHandling/02_CellEventHandling.unity @@ -13,7 +13,7 @@ OcclusionCullingSettings: --- !u!104 &2 RenderSettings: m_ObjectHideFlags: 0 - serializedVersion: 8 + serializedVersion: 9 m_Fog: 0 m_FogColor: {r: 0.5, g: 0.5, b: 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a/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollView.cs b/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollView.cs index 30c23e4..7e5b4fa 100644 --- a/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollView.cs +++ b/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollView.cs @@ -1,42 +1,31 @@ using System.Collections.Generic; +using UnityEngine; namespace UnityEngine.UI.Extensions.Examples { - public class Example02ScrollView : FancyScrollView - { - [SerializeField] - ScrollPositionController scrollPositionController = null; + public class Example02ScrollView : FancyScrollView + { + [SerializeField] + ScrollPositionController scrollPositionController; - new void Awake() - { - scrollPositionController.OnUpdatePosition.AddListener(UpdatePosition); - // Add OnItemSelected event listener - scrollPositionController.OnItemSelected.AddListener(CellSelected); + void Awake() + { + scrollPositionController.OnUpdatePosition(p => UpdatePosition(p)); + SetContext(new Example02ScrollViewContext { OnPressedCell = OnPressedCell }); + } - SetContext(new Example02ScrollViewContext { OnPressedCell = OnPressedCell }); - base.Awake(); - } + public void UpdateData(List data) + { + cellData = data; + scrollPositionController.SetDataCount(cellData.Count); + UpdateContents(); + } - public void UpdateData(List data) - { - cellData = data; - scrollPositionController.SetDataCount(cellData.Count); - UpdateContents(); - } - - void OnPressedCell(Example02ScrollViewCell cell) - { - scrollPositionController.ScrollTo(cell.DataIndex, 0.4f); - context.SelectedIndex = cell.DataIndex; - UpdateContents(); - } - - // An event triggered when a cell is selected. - void CellSelected(int cellIndex) - { - // Update context.SelectedIndex and call UpdateContents for updating cell's content. - context.SelectedIndex = cellIndex; - UpdateContents(); - } - } + void OnPressedCell(Example02ScrollViewCell cell) + { + scrollPositionController.ScrollTo(cell.DataIndex, 0.4f); + Context.SelectedIndex = cell.DataIndex; + UpdateContents(); + } + } } diff --git a/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollViewCell.cs b/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollViewCell.cs index 77f06b9..fff127f 100644 --- a/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollViewCell.cs +++ b/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollViewCell.cs @@ -1,51 +1,37 @@ -namespace UnityEngine.UI.Extensions.Examples +using UnityEngine; +using UnityEngine.UI; + +namespace UnityEngine.UI.Extensions.Examples { - public class Example02ScrollViewCell - : FancyScrollViewCell + public class Example02ScrollViewCell : FancyScrollViewCell { [SerializeField] - Animator animator = null; + Animator animator; [SerializeField] - Text message = null; + Text message; [SerializeField] - Image image = null; + Image image; [SerializeField] - Button button = null; + Button button; - readonly int scrollTriggerHash = Animator.StringToHash("scroll"); - Example02ScrollViewContext context; + static readonly int scrollTriggerHash = Animator.StringToHash("scroll"); void Start() { - var rectTransform = transform as RectTransform; - rectTransform.anchorMax = Vector2.one; - rectTransform.anchorMin = Vector2.zero; - rectTransform.anchoredPosition3D = Vector3.zero; - UpdatePosition(0); - button.onClick.AddListener(OnPressedCell); } /// - /// コンテキストを設定します + /// Updates the content. /// - /// - public override void SetContext(Example02ScrollViewContext context) - { - this.context = context; - } - - /// - /// セルの内容を更新します - /// - /// + /// Item data. public override void UpdateContent(Example02CellDto itemData) { message.text = itemData.Message; - if (context != null) + if (Context != null) { - var isSelected = context.SelectedIndex == DataIndex; + var isSelected = Context.SelectedIndex == DataIndex; image.color = isSelected ? new Color32(0, 255, 255, 100) : new Color32(255, 255, 255, 77); @@ -53,21 +39,30 @@ } /// - /// セルの位置を更新します + /// Updates the position. /// - /// + /// Position. public override void UpdatePosition(float position) { + currentPosition = position; animator.Play(scrollTriggerHash, -1, position); animator.speed = 0; } - public void OnPressedCell() + void OnPressedCell() { - if (context != null) + if (Context != null) { - context.OnPressedCell(this); + Context.OnPressedCell(this); } } + + // GameObject が非アクティブになると Animator がリセットされてしまうため + // 現在位置を保持しておいて OnEnable のタイミングで現在位置を再設定します + float currentPosition = 0; + void OnEnable() + { + UpdatePosition(currentPosition); + } } } diff --git a/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollViewContext.cs b/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollViewContext.cs index fdfd6fd..b776481 100644 --- a/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollViewContext.cs +++ b/Examples/FancyScrollView/02_CellEventHandling/Example02ScrollViewContext.cs @@ -1,8 +1,10 @@ -namespace 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UnityEngine; namespace UnityEngine.UI.Extensions.Examples { public class Example03ScrollView : FancyScrollView { [SerializeField] - ScrollPositionController scrollPositionController = null; + ScrollPositionController scrollPositionController; - new void Awake() + void Awake() { - scrollPositionController.OnUpdatePosition.AddListener(UpdatePosition); - - // Add OnItemSelected event listener - scrollPositionController.OnItemSelected.AddListener(CellSelected); - + scrollPositionController.OnUpdatePosition(p => UpdatePosition(p)); SetContext(new Example03ScrollViewContext { OnPressedCell = OnPressedCell }); - base.Awake(); } public void UpdateData(List data) @@ -28,15 +24,7 @@ namespace UnityEngine.UI.Extensions.Examples void OnPressedCell(Example03ScrollViewCell cell) { scrollPositionController.ScrollTo(cell.DataIndex, 0.4f); - context.SelectedIndex = cell.DataIndex; - UpdateContents(); - } - - // An event triggered when a cell is selected. - void CellSelected(int cellIndex) - { - // Update context.SelectedIndex and call UpdateContents for updating cell's content. - context.SelectedIndex = cellIndex; + Context.SelectedIndex = cell.DataIndex; UpdateContents(); } } diff --git a/Examples/FancyScrollView/03_InfiniteScroll/Example03ScrollViewCell.cs b/Examples/FancyScrollView/03_InfiniteScroll/Example03ScrollViewCell.cs index 9f45367..99739ee 100644 --- a/Examples/FancyScrollView/03_InfiniteScroll/Example03ScrollViewCell.cs +++ b/Examples/FancyScrollView/03_InfiniteScroll/Example03ScrollViewCell.cs @@ -1,19 +1,20 @@ -namespace UnityEngine.UI.Extensions.Examples +using UnityEngine; +using UnityEngine.UI; + +namespace UnityEngine.UI.Extensions.Examples { - public class Example03ScrollViewCell - : FancyScrollViewCell + public class Example03ScrollViewCell : FancyScrollViewCell { [SerializeField] - Animator animator = null; + Animator animator; [SerializeField] - Text message = null; + Text message; [SerializeField] - Image image = null; + Image image; [SerializeField] - Button button = null; + Button button; - readonly int scrollTriggerHash = Animator.StringToHash("scroll"); - Example03ScrollViewContext context; + static readonly int scrollTriggerHash = Animator.StringToHash("scroll"); void Start() { @@ -21,31 +22,21 @@ rectTransform.anchorMax = Vector2.one; rectTransform.anchorMin = Vector2.zero; rectTransform.anchoredPosition3D = Vector3.zero; - UpdatePosition(0); button.onClick.AddListener(OnPressedCell); } /// - /// コンテキストを設定します + /// Updates the content. /// - /// - public override void SetContext(Example03ScrollViewContext context) - { - this.context = context; - } - - /// - /// セルの内容を更新します - /// - /// + /// Item data. public override void UpdateContent(Example03CellDto itemData) { message.text = itemData.Message; - if (context != null) + if (Context != null) { - var isSelected = context.SelectedIndex == DataIndex; + var isSelected = Context.SelectedIndex == DataIndex; image.color = isSelected ? new Color32(0, 255, 255, 100) : new Color32(255, 255, 255, 77); @@ -53,21 +44,30 @@ } /// - /// セルの位置を更新します + /// Updates the position. /// - /// + /// Position. public override void UpdatePosition(float position) { + currentPosition = position; animator.Play(scrollTriggerHash, -1, position); animator.speed = 0; } - public void OnPressedCell() + void OnPressedCell() { - if (context != null) + if (Context != null) { - context.OnPressedCell(this); + Context.OnPressedCell(this); } } + + // GameObject が非アクティブになると Animator がリセットされてしまうため + // 現在位置を保持しておいて OnEnable のタイミングで現在位置を再設定します + float currentPosition = 0; + void OnEnable() + { + UpdatePosition(currentPosition); + } } } diff --git a/Examples/FancyScrollView/03_InfiniteScroll/Example03ScrollViewContext.cs b/Examples/FancyScrollView/03_InfiniteScroll/Example03ScrollViewContext.cs index ecb1eaa..7eeb9e0 100644 --- a/Examples/FancyScrollView/03_InfiniteScroll/Example03ScrollViewContext.cs +++ b/Examples/FancyScrollView/03_InfiniteScroll/Example03ScrollViewContext.cs @@ -1,8 +1,10 @@ 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assetBundleName: + assetBundleVariant: diff --git a/Examples/FancyScrollView/04_FocusOn/Example04Scene.cs b/Examples/FancyScrollView/04_FocusOn/Example04Scene.cs new file mode 100644 index 0000000..6d98901 --- /dev/null +++ b/Examples/FancyScrollView/04_FocusOn/Example04Scene.cs @@ -0,0 +1,38 @@ +using System; +using System.Linq; +using UnityEngine; +using UnityEngine.UI; + +namespace UnityEngine.UI.Extensions.Examples +{ + public class Example04Scene : MonoBehaviour + { + [SerializeField] + Example04ScrollView scrollView; + [SerializeField] + Button prevCellButton; + [SerializeField] + Button nextCellButton; + [SerializeField] + Text selectedItemInfo; + + void Start() + { + prevCellButton.onClick.AddListener(scrollView.SelectPrevCell); + nextCellButton.onClick.AddListener(scrollView.SelectNextCell); + scrollView.OnSelectedIndexChanged(HandleSelectedIndexChanged); + + var cellData = Enumerable.Range(0, 20) + .Select(i => new Example04CellDto { Message = "Cell " + i }) + .ToList(); + + scrollView.UpdateData(cellData); + scrollView.UpdateSelection(0); + } + + void HandleSelectedIndexChanged(int index) + { + selectedItemInfo.text = String.Format("Selected item info: index {0}", index); + } + } +} diff --git a/Examples/FancyScrollView/04_FocusOn/Example04Scene.cs.meta b/Examples/FancyScrollView/04_FocusOn/Example04Scene.cs.meta new file mode 100644 index 0000000..3da76cc --- /dev/null +++ b/Examples/FancyScrollView/04_FocusOn/Example04Scene.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ffef50039363c5244b22c9c6c6129c0a +timeCreated: 1487506430 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Examples/FancyScrollView/04_FocusOn/Example04ScrollView.cs b/Examples/FancyScrollView/04_FocusOn/Example04ScrollView.cs new file mode 100644 index 0000000..0540ebb --- /dev/null +++ b/Examples/FancyScrollView/04_FocusOn/Example04ScrollView.cs @@ -0,0 +1,77 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.UI.Extensions.Examples +{ + public class Example04ScrollView : FancyScrollView + { + [SerializeField] + ScrollPositionController scrollPositionController; + + Action onSelectedIndexChanged; + + void Awake() + { + scrollPositionController.OnUpdatePosition(p => UpdatePosition(p)); + scrollPositionController.OnItemSelected(HandleItemSelected); + + SetContext(new Example04ScrollViewContext + { + OnPressedCell = OnPressedCell, + OnSelectedIndexChanged = index => + { + if (onSelectedIndexChanged != null) + { + onSelectedIndexChanged(index); + } + } + }); + } + + public void UpdateData(List data) + { + cellData = data; + scrollPositionController.SetDataCount(cellData.Count); + UpdateContents(); + } + + public void UpdateSelection(int index) + { + if (index < 0 || index >= cellData.Count) + { + return; + } + + scrollPositionController.ScrollTo(index, 0.4f); + Context.SelectedIndex = index; + UpdateContents(); + } + + public void OnSelectedIndexChanged(Action onSelectedIndexChanged) + { + this.onSelectedIndexChanged = onSelectedIndexChanged; + } + + public void SelectNextCell() + { + UpdateSelection(Context.SelectedIndex + 1); + } + + public void SelectPrevCell() + { + UpdateSelection(Context.SelectedIndex - 1); + } + + void HandleItemSelected(int selectedItemIndex) + { + Context.SelectedIndex = selectedItemIndex; + UpdateContents(); + } + + void OnPressedCell(Example04ScrollViewCell cell) + { + UpdateSelection(cell.DataIndex); + } + } +} diff --git a/Examples/FancyScrollView/04_FocusOn/Example04ScrollView.cs.meta b/Examples/FancyScrollView/04_FocusOn/Example04ScrollView.cs.meta new file mode 100644 index 0000000..47d9870 --- /dev/null +++ b/Examples/FancyScrollView/04_FocusOn/Example04ScrollView.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 56f1da0ed0c4e244182dffa658d69315 +timeCreated: 1487505830 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewCell.cs b/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewCell.cs new file mode 100644 index 0000000..5e33e83 --- /dev/null +++ b/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewCell.cs @@ -0,0 +1,68 @@ +using UnityEngine; +using UnityEngine.UI; + +namespace UnityEngine.UI.Extensions.Examples +{ + public class Example04ScrollViewCell : FancyScrollViewCell + { + [SerializeField] + Animator animator; + [SerializeField] + Text message; + [SerializeField] + Image image; + [SerializeField] + Button button; + + static readonly int scrollTriggerHash = Animator.StringToHash("scroll"); + + void Start() + { + button.onClick.AddListener(OnPressedCell); + } + + /// + /// Updates the content. + /// + /// Item data. + public override void UpdateContent(Example04CellDto itemData) + { + message.text = itemData.Message; + + if (Context != null) + { + var isSelected = Context.SelectedIndex == DataIndex; + image.color = isSelected + ? new Color32(0, 255, 255, 100) + : new Color32(255, 255, 255, 77); + } + } + + /// + /// Updates the position. + /// + /// Position. + public override void UpdatePosition(float position) + { + currentPosition = position; + animator.Play(scrollTriggerHash, -1, position); + animator.speed = 0; + } + + void OnPressedCell() + { + if (Context != null) + { + Context.OnPressedCell(this); + } + } + + // GameObject が非アクティブになると Animator がリセットされてしまうため + // 現在位置を保持しておいて OnEnable のタイミングで現在位置を再設定します + float currentPosition = 0; + void OnEnable() + { + UpdatePosition(currentPosition); + } + } +} diff --git a/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewCell.cs.meta b/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewCell.cs.meta new file mode 100644 index 0000000..6bb7de1 --- /dev/null +++ b/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewCell.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 08f1e4cba8817f34ba916b510b19d736 +timeCreated: 1487505842 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewContext.cs b/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewContext.cs new file mode 100644 index 0000000..0d0bc4b --- /dev/null +++ b/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewContext.cs @@ -0,0 +1,31 @@ +using System; + +namespace UnityEngine.UI.Extensions.Examples +{ + public class Example04ScrollViewContext + { + int selectedIndex = -1; + + public int SelectedIndex + { + get { return selectedIndex; } + set + { + if (value == selectedIndex) + { + return; + } + + selectedIndex = value; + + if (OnSelectedIndexChanged != null) + { + OnSelectedIndexChanged(selectedIndex); + } + } + } + + public Action OnPressedCell; + public Action OnSelectedIndexChanged; + } +} diff --git a/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewContext.cs.meta b/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewContext.cs.meta new file mode 100644 index 0000000..248fdaa --- /dev/null +++ b/Examples/FancyScrollView/04_FocusOn/Example04ScrollViewContext.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1bc24697641338048b4ae874f1aac236 +timeCreated: 1487505870 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Layout/FancyScrollView.cs b/Scripts/Layout/FancyScrollView.cs index 13afa7d..b4dad0e 100644 --- a/Scripts/Layout/FancyScrollView.cs +++ b/Scripts/Layout/FancyScrollView.cs @@ -5,36 +5,32 @@ using System.Collections.Generic; namespace UnityEngine.UI.Extensions { - public class FancyScrollView : MonoBehaviour where TContext : class + public abstract class FancyScrollView : MonoBehaviour where TContext : class { [SerializeField, Range(float.Epsilon, 1f)] - float cellInterval = 0; + float cellInterval; [SerializeField, Range(0f, 1f)] - float cellOffset = 0; + float cellOffset; [SerializeField] - bool loop = false; + bool loop; [SerializeField] - GameObject cellBase = null; + GameObject cellBase; + [SerializeField] + Transform cellContainer; + readonly List> cells = new List>(); float currentPosition; - readonly List> cells = - new List>(); - protected TContext context; protected List cellData = new List(); - - protected void Awake() - { - cellBase.SetActive(false); - } + protected TContext Context { get; private set; } /// - /// コンテキストを設定します + /// Sets the context. /// - /// + /// Context. protected void SetContext(TContext context) { - this.context = context; + Context = context; for (int i = 0; i < cells.Count; i++) { @@ -43,120 +39,19 @@ namespace UnityEngine.UI.Extensions } /// - /// セルを生成して返します - /// - /// - FancyScrollViewCell CreateCell() - { - var cellObject = Instantiate(cellBase); - cellObject.SetActive(true); - var cell = cellObject.GetComponent>(); - - var cellRectTransform = cell.transform as RectTransform; - - // 親要素の付け替えをおこなうとスケールやサイズが失われるため、変数に保持しておく - var scale = cell.transform.localScale; - var sizeDelta = Vector2.zero; - var offsetMin = Vector2.zero; - var offsetMax = Vector2.zero; - - if (cellRectTransform) - { - sizeDelta = cellRectTransform.sizeDelta; - offsetMin = cellRectTransform.offsetMin; - offsetMax = cellRectTransform.offsetMax; - } - - cell.transform.SetParent(cellBase.transform.parent); - - cell.transform.localScale = scale; - if (cellRectTransform) - { - cellRectTransform.sizeDelta = sizeDelta; - cellRectTransform.offsetMin = offsetMin; - cellRectTransform.offsetMax = offsetMax; - } - - cell.SetContext(context); - cell.SetVisible(false); - - return cell; - } - -#if UNITY_EDITOR - float prevCellInterval, prevCellOffset; - bool prevLoop; - - void LateUpdate() - { - if (prevLoop != loop || - prevCellOffset != cellOffset || - prevCellInterval != cellInterval) - { - UpdatePosition(currentPosition); - - prevLoop = loop; - prevCellOffset = cellOffset; - prevCellInterval = cellInterval; - } - } -#endif - - /// - /// セルの内容を更新します - /// - /// - /// - void UpdateCellForIndex(FancyScrollViewCell cell, int dataIndex) - { - if (loop) - { - dataIndex = GetLoopIndex(dataIndex, cellData.Count); - } - else if (dataIndex < 0 || dataIndex > cellData.Count - 1) - { - // セルに対応するデータが存在しなければセルを表示しない - cell.SetVisible(false); - return; - } - - cell.SetVisible(true); - cell.DataIndex = dataIndex; - cell.UpdateContent(cellData[dataIndex]); - } - - /// - /// 円環構造の index を取得します - /// - /// - /// - /// - int GetLoopIndex(int index, int length) - { - if (index < 0) - { - index = (length - 1) + (index + 1) % length; - } - else if (index > length - 1) - { - index = index % length; - } - return index; - } - - /// - /// 表示内容を更新します + /// Updates the contents. /// protected void UpdateContents() { - UpdatePosition(currentPosition); + UpdatePosition(currentPosition, true); } /// - /// スクロール位置を更新します + /// Updates the scroll position. /// - /// - protected void UpdatePosition(float position) + /// Position. + /// If set to true force update contents. + protected void UpdatePosition(float position, bool forceUpdateContents = false) { currentPosition = position; @@ -164,9 +59,8 @@ namespace UnityEngine.UI.Extensions var firstCellPosition = (Mathf.Ceil(visibleMinPosition) - visibleMinPosition) * cellInterval; var dataStartIndex = Mathf.CeilToInt(visibleMinPosition); var count = 0; - var cellIndex = 0; - for (float pos = firstCellPosition; pos <= 1f; pos += cellInterval, count++) + for (float p = firstCellPosition; p <= 1f; p += cellInterval, count++) { if (count >= cells.Count) { @@ -176,33 +70,103 @@ namespace UnityEngine.UI.Extensions count = 0; - for (float pos = firstCellPosition; pos <= 1f; count++, pos += cellInterval) + for (float p = firstCellPosition; p <= 1f; p += cellInterval, count++) { var dataIndex = dataStartIndex + count; - cellIndex = GetLoopIndex(dataIndex, cells.Count); - if (cells[cellIndex].gameObject.activeSelf) + var cell = cells[GetCircularIndex(dataIndex, cells.Count)]; + + UpdateCell(cell, dataIndex, forceUpdateContents); + + if (cell.gameObject.activeSelf) { - cells[cellIndex].UpdatePosition(pos); + cell.UpdatePosition(p); } - UpdateCellForIndex(cells[cellIndex], dataIndex); } - cellIndex = GetLoopIndex(dataStartIndex + count, cells.Count); - - for (; count < cells.Count; count++, cellIndex = GetLoopIndex(dataStartIndex + count, cells.Count)) + while (count < cells.Count) { - cells[cellIndex].SetVisible(false); + cells[GetCircularIndex(dataStartIndex + count, cells.Count)].SetVisible(false); + count++; } } + + /// + /// Updates the cell. + /// + /// Cell. + /// Data index. + /// If set to true force update contents. + void UpdateCell(FancyScrollViewCell cell, int dataIndex, bool forceUpdateContents = false) + { + if (loop) + { + dataIndex = GetCircularIndex(dataIndex, cellData.Count); + } + else if (dataIndex < 0 || dataIndex > cellData.Count - 1) + { + // セルに対応するデータが存在しなければセルを表示しない + cell.SetVisible(false); + return; + } + + if (forceUpdateContents || cell.DataIndex != dataIndex || !cell.IsVisible) + { + cell.DataIndex = dataIndex; + cell.SetVisible(true); + cell.UpdateContent(cellData[dataIndex]); + } + } + + /// + /// Creates the cell. + /// + /// The cell. + FancyScrollViewCell CreateCell() + { + var cellObject = Instantiate(cellBase, cellContainer); + var cell = cellObject.GetComponent>(); + + cell.SetContext(Context); + cell.SetVisible(false); + cell.DataIndex = -1; + + return cell; + } + + /// + /// Gets the circular index. + /// + /// The circular index. + /// Index. + /// Max size. + int GetCircularIndex(int index, int maxSize) + { + return index < 0 ? maxSize - 1 + (index + 1) % maxSize : index % maxSize; + } + +#if UNITY_EDITOR + bool cachedLoop; + float cachedCellInterval, cachedCellOffset; + + void LateUpdate() + { + if (cachedLoop != loop || cachedCellOffset != cellOffset || cachedCellInterval != cellInterval) + { + cachedLoop = loop; + cachedCellOffset = cellOffset; + cachedCellInterval = cellInterval; + + UpdatePosition(currentPosition); + } + } +#endif } public sealed class FancyScrollViewNullContext { - } - public class FancyScrollView : FancyScrollView + public abstract class FancyScrollView : FancyScrollView { - } } \ No newline at end of file diff --git a/Scripts/Layout/FancyScrollViewCell.cs b/Scripts/Layout/FancyScrollViewCell.cs index 0de4c4c..7e6a809 100644 --- a/Scripts/Layout/FancyScrollViewCell.cs +++ b/Scripts/Layout/FancyScrollViewCell.cs @@ -3,50 +3,62 @@ namespace UnityEngine.UI.Extensions { - - public class FancyScrollViewCell : MonoBehaviour where TContext : class + public abstract class FancyScrollViewCell : MonoBehaviour where TContext : class { /// - /// コンテキストを設定します + /// Gets or sets the index of the data. /// - /// + /// The index of the data. + public int DataIndex { get; set; } + + /// + /// Gets a value indicating whether this is visible. + /// + /// true if is visible; otherwise, false. + public virtual bool IsVisible { get { return gameObject.activeSelf; } } + + /// + /// Gets the context. + /// + /// The context. + protected TContext Context { get; private set; } + + /// + /// Sets the context. + /// + /// Context. public virtual void SetContext(TContext context) { + Context = context; } /// - /// セルの内容を更新します + /// Sets the visible. /// - /// - public virtual void UpdateContent(TData itemData) - { - } - - /// - /// セルの位置を更新します - /// - /// - public virtual void UpdatePosition(float position) - { - } - - /// - /// セルの表示/非表示を設定します - /// - /// + /// If set to true visible. public virtual void SetVisible(bool visible) { gameObject.SetActive(visible); } /// - /// このセルで表示しているデータのインデックス + /// Updates the content. /// - public int DataIndex { get; set; } + /// Item data. + public virtual void UpdateContent(TData itemData) + { + } + + /// + /// Updates the position. + /// + /// Position. + public virtual void UpdatePosition(float position) + { + } } - public class FancyScrollViewCell : FancyScrollViewCell + public abstract class FancyScrollViewCell : FancyScrollViewCell { - } } \ No newline at end of file diff --git a/Scripts/Layout/ScrollPositionController.cs b/Scripts/Layout/ScrollPositionController.cs index 5eb1020..9163e00 100644 --- a/Scripts/Layout/ScrollPositionController.cs +++ b/Scripts/Layout/ScrollPositionController.cs @@ -7,317 +7,377 @@ using UnityEngine.EventSystems; namespace UnityEngine.UI.Extensions { + public class ScrollPositionController : UIBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler + { + [SerializeField] + RectTransform viewport; + [SerializeField] + ScrollDirection directionOfRecognize = ScrollDirection.Vertical; + [SerializeField] + MovementType movementType = MovementType.Elastic; + [SerializeField] + float elasticity = 0.1f; + [SerializeField] + float scrollSensitivity = 1f; + [SerializeField] + bool inertia = true; + [SerializeField, Tooltip("Only used when inertia is enabled")] + float decelerationRate = 0.03f; + [SerializeField, Tooltip("Only used when inertia is enabled")] + Snap snap = new Snap { Enable = true, VelocityThreshold = 0.5f, Duration = 0.3f }; + [SerializeField] + int dataCount; - public class ScrollPositionController : UIBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler - { - #region Sub-Classes - [System.Serializable] - public class UpdatePositionEvent : UnityEvent { } + readonly AutoScrollState autoScrollState = new AutoScrollState(); - [System.Serializable] - public class ItemSelectedEvent : UnityEvent { } - #endregion + Action onUpdatePosition; + Action onItemSelected; - [Serializable] - struct Snap - { - public bool Enable; - public float VelocityThreshold; - public float Duration; - } + Vector2 pointerStartLocalPosition; + float dragStartScrollPosition; + float prevScrollPosition; + float currentScrollPosition; - enum ScrollDirection - { - Vertical, - Horizontal, - } + bool dragging; + float velocity; - enum MovementType - { - Unrestricted = ScrollRect.MovementType.Unrestricted, - Elastic = ScrollRect.MovementType.Elastic, - Clamped = ScrollRect.MovementType.Clamped - } + enum ScrollDirection + { + Vertical, + Horizontal, + } - [SerializeField] - RectTransform viewport = null; - [SerializeField] - ScrollDirection directionOfRecognize = ScrollDirection.Vertical; - [SerializeField] - MovementType movementType = MovementType.Elastic; - [SerializeField] - float elasticity = 0.1f; - [SerializeField] - float scrollSensitivity = 1f; - [SerializeField] - bool inertia = true; - [SerializeField, Tooltip("Only used when inertia is enabled")] - float decelerationRate = 0.03f; - [SerializeField, Tooltip("Only used when inertia is enabled")] - Snap snap = new Snap { Enable = true, VelocityThreshold = 0.5f, Duration = 0.3f }; - [SerializeField] - int dataCount; + enum MovementType + { + Unrestricted = ScrollRect.MovementType.Unrestricted, + Elastic = ScrollRect.MovementType.Elastic, + Clamped = ScrollRect.MovementType.Clamped + } - #region Events - [Tooltip("Event that fires when the position of an item changes")] - public UpdatePositionEvent OnUpdatePosition; + [Serializable] + struct Snap + { + public bool Enable; + public float VelocityThreshold; + public float Duration; + } - [Tooltip("Event that fires when an item is selected/focused")] - public ItemSelectedEvent OnItemSelected; - #endregion + class AutoScrollState + { + public bool Enable; + public bool Elastic; + public float Duration; + public float StartTime; + public float EndScrollPosition; - Vector2 pointerStartLocalPosition; - float dragStartScrollPosition; - float currentScrollPosition; - bool dragging; + public void Reset() + { + Enable = false; + Elastic = false; + Duration = 0f; + StartTime = 0f; + EndScrollPosition = 0f; + } + } - void IBeginDragHandler.OnBeginDrag(PointerEventData eventData) - { - if (eventData.button != PointerEventData.InputButton.Left) - { - return; - } + public void OnUpdatePosition(Action onUpdatePosition) + { + this.onUpdatePosition = onUpdatePosition; + } - pointerStartLocalPosition = Vector2.zero; - RectTransformUtility.ScreenPointToLocalPointInRectangle( - viewport, - eventData.position, - eventData.pressEventCamera, - out pointerStartLocalPosition); + public void OnItemSelected(Action onItemSelected) + { + this.onItemSelected = onItemSelected; + } - dragStartScrollPosition = currentScrollPosition; - dragging = true; - } + public void SetDataCount(int dataCount) + { + this.dataCount = dataCount; + } - void IDragHandler.OnDrag(PointerEventData eventData) - { - if (eventData.button != PointerEventData.InputButton.Left) - { - return; - } + public void ScrollTo(int index, float duration) + { + autoScrollState.Reset(); + autoScrollState.Enable = true; + autoScrollState.Duration = duration; + autoScrollState.StartTime = Time.unscaledTime; + autoScrollState.EndScrollPosition = CalculateDestinationIndex(index); - if (!dragging) - { - return; - } + velocity = 0f; + dragStartScrollPosition = currentScrollPosition; - Vector2 localCursor; - if (!RectTransformUtility.ScreenPointToLocalPointInRectangle( - viewport, - eventData.position, - eventData.pressEventCamera, - out localCursor)) - { - return; - } + ItemSelected(Mathf.RoundToInt(GetCircularPosition(autoScrollState.EndScrollPosition, dataCount))); + } - var pointerDelta = localCursor - pointerStartLocalPosition; - var position = (directionOfRecognize == ScrollDirection.Horizontal ? -pointerDelta.x : pointerDelta.y) - / GetViewportSize() - * scrollSensitivity - + dragStartScrollPosition; + public void JumpTo(int index) + { + autoScrollState.Reset(); - var offset = CalculateOffset(position); - position += offset; + velocity = 0f; + dragging = false; - if (movementType == MovementType.Elastic) - { - if (offset != 0) - { - position -= RubberDelta(offset, scrollSensitivity); - } - } - UpdatePosition(position); - } + index = CalculateDestinationIndex(index); - void IEndDragHandler.OnEndDrag(PointerEventData eventData) - { - if (eventData.button != PointerEventData.InputButton.Left) - { - return; - } + ItemSelected(index); + UpdatePosition(index); + } - dragging = false; - } + void IBeginDragHandler.OnBeginDrag(PointerEventData eventData) + { + if (eventData.button != PointerEventData.InputButton.Left) + { + return; + } - float GetViewportSize() - { - return directionOfRecognize == ScrollDirection.Horizontal - ? viewport.rect.size.x - : viewport.rect.size.y; - } + pointerStartLocalPosition = Vector2.zero; + RectTransformUtility.ScreenPointToLocalPointInRectangle( + viewport, + eventData.position, + eventData.pressEventCamera, + out pointerStartLocalPosition); - float CalculateOffset(float position) - { - if (movementType == MovementType.Unrestricted) - { - return 0; - } - if (position < 0) - { - return -position; - } - if (position > dataCount - 1) - { - return (dataCount - 1) - position; - } - return 0f; - } + dragStartScrollPosition = currentScrollPosition; + dragging = true; + autoScrollState.Reset(); + } - void UpdatePosition(float position) - { - currentScrollPosition = position; + void IDragHandler.OnDrag(PointerEventData eventData) + { + if (eventData.button != PointerEventData.InputButton.Left) + { + return; + } - if (OnUpdatePosition != null) - { - OnUpdatePosition.Invoke(currentScrollPosition); - } - } + if (!dragging) + { + return; + } - float RubberDelta(float overStretching, float viewSize) - { - return (1 - (1 / ((Mathf.Abs(overStretching) * 0.55f / viewSize) + 1))) * viewSize * Mathf.Sign(overStretching); - } + Vector2 localCursor; + if (!RectTransformUtility.ScreenPointToLocalPointInRectangle( + viewport, + eventData.position, + eventData.pressEventCamera, + out localCursor)) + { + return; + } - //public void OnUpdatePosition(Action onUpdatePosition) - //{ - // this.onUpdatePosition = onUpdatePosition; - //} + var pointerDelta = localCursor - pointerStartLocalPosition; + var position = (directionOfRecognize == ScrollDirection.Horizontal ? -pointerDelta.x : pointerDelta.y) + / GetViewportSize() + * scrollSensitivity + + dragStartScrollPosition; - public void SetDataCount(int dataCont) - { - this.dataCount = dataCont; - } + var offset = CalculateOffset(position); + position += offset; - float velocity; - float prevScrollPosition; + if (movementType == MovementType.Elastic) + { + if (offset != 0f) + { + position -= RubberDelta(offset, scrollSensitivity); + } + } - bool autoScrolling; - float autoScrollDuration; - float autoScrollStartTime; - float autoScrollPosition; + UpdatePosition(position); + } - void Update() - { - var deltaTime = Time.unscaledDeltaTime; - var offset = CalculateOffset(currentScrollPosition); + void IEndDragHandler.OnEndDrag(PointerEventData eventData) + { + if (eventData.button != PointerEventData.InputButton.Left) + { + return; + } - if (autoScrolling) - { - var alpha = Mathf.Clamp01((Time.unscaledTime - autoScrollStartTime) / Mathf.Max(autoScrollDuration, float.Epsilon)); - var position = Mathf.Lerp(dragStartScrollPosition, autoScrollPosition, EaseInOutCubic(0, 1, alpha)); - UpdatePosition(position); + dragging = false; + } - if (Mathf.Approximately(alpha, 1f)) - { - autoScrolling = false; - // Auto scrolling is completed, get the item's index and firing OnItemSelected event. - if(OnItemSelected != null) - { - OnItemSelected.Invoke(Mathf.RoundToInt(GetLoopPosition(autoScrollPosition, dataCount))); - } - } - } - else if (!dragging && (offset != 0 || velocity != 0)) - { - var position = currentScrollPosition; - // Apply spring physics if movement is elastic and content has an offset from the view. - if (movementType == MovementType.Elastic && offset != 0) - { - var speed = velocity; - position = Mathf.SmoothDamp(currentScrollPosition, currentScrollPosition + offset, ref speed, elasticity, Mathf.Infinity, deltaTime); - velocity = speed; - } - // Else move content according to velocity with deceleration applied. - else if (inertia) - { - velocity *= Mathf.Pow(decelerationRate, deltaTime); - if (Mathf.Abs(velocity) < 0.001f) - velocity = 0; - position += velocity * deltaTime; + float GetViewportSize() + { + return directionOfRecognize == ScrollDirection.Horizontal + ? viewport.rect.size.x + : viewport.rect.size.y; + } - if (snap.Enable && Mathf.Abs(velocity) < snap.VelocityThreshold) - { - ScrollTo(Mathf.RoundToInt(currentScrollPosition), snap.Duration); - } - } - // If we have neither elaticity or friction, there shouldn't be any velocity. - else - { - velocity = 0; - } + float CalculateOffset(float position) + { + if (movementType == MovementType.Unrestricted) + { + return 0f; + } - if (velocity != 0) - { - if (movementType == MovementType.Clamped) - { - offset = CalculateOffset(position); - position += offset; - } - UpdatePosition(position); - } - } + if (position < 0f) + { + return -position; + } - if (!autoScrolling && dragging && inertia) - { - var newVelocity = (currentScrollPosition - prevScrollPosition) / deltaTime; - velocity = Mathf.Lerp(velocity, newVelocity, deltaTime * 10f); - } + if (position > dataCount - 1) + { + return dataCount - 1 - position; + } - if (currentScrollPosition != prevScrollPosition) - { - prevScrollPosition = currentScrollPosition; - } - } + return 0f; + } - public void ScrollTo(int index, float duration) - { - velocity = 0; - autoScrolling = true; - autoScrollDuration = duration; - autoScrollStartTime = Time.unscaledTime; - dragStartScrollPosition = currentScrollPosition; + void UpdatePosition(float position) + { + currentScrollPosition = position; - autoScrollPosition = movementType == MovementType.Unrestricted - ? CalculateClosestPosition(index) - : index; - } + if (onUpdatePosition != null) + { + onUpdatePosition(currentScrollPosition); + } + } - float CalculateClosestPosition(int index) - { - var diff = GetLoopPosition(index, dataCount) - - GetLoopPosition(currentScrollPosition, dataCount); + void ItemSelected(int index) + { + if (onItemSelected != null) + { + onItemSelected(index); + } + } - if (Mathf.Abs(diff) > dataCount * 0.5f) - { - diff = Mathf.Sign(-diff) * (dataCount - Mathf.Abs(diff)); - } - return diff + currentScrollPosition; - } + float RubberDelta(float overStretching, float viewSize) + { + return (1 - (1 / ((Mathf.Abs(overStretching) * 0.55f / viewSize) + 1))) * viewSize * Mathf.Sign(overStretching); + } - float GetLoopPosition(float position, int length) - { - if (position < 0) - { - position = (length - 1) + (position + 1) % length; - } - else if (position > length - 1) - { - position = position % length; - } - return position; - } + void Update() + { + var deltaTime = Time.unscaledDeltaTime; + var offset = CalculateOffset(currentScrollPosition); - float EaseInOutCubic(float start, float end, float value) - { - value /= 0.5f; - end -= start; - if (value < 1f) - { - return end * 0.5f * value * value * value + start; - } - value -= 2f; - return end * 0.5f * (value * value * value + 2f) + start; - } - } + if (autoScrollState.Enable) + { + var position = 0f; + + if (autoScrollState.Elastic) + { + var speed = velocity; + position = Mathf.SmoothDamp(currentScrollPosition, currentScrollPosition + offset, ref speed, elasticity, Mathf.Infinity, deltaTime); + velocity = speed; + + if (Mathf.Abs(velocity) < 0.01f) + { + position = Mathf.Clamp(Mathf.RoundToInt(position), 0, dataCount - 1); + velocity = 0f; + autoScrollState.Reset(); + } + } + else + { + var alpha = Mathf.Clamp01((Time.unscaledTime - autoScrollState.StartTime) / Mathf.Max(autoScrollState.Duration, float.Epsilon)); + position = Mathf.Lerp(dragStartScrollPosition, autoScrollState.EndScrollPosition, EaseInOutCubic(0, 1, alpha)); + + if (Mathf.Approximately(alpha, 1f)) + { + autoScrollState.Reset(); + } + } + + UpdatePosition(position); + } + else if (!dragging && (!Mathf.Approximately(offset, 0f) || !Mathf.Approximately(velocity, 0f))) + { + var position = currentScrollPosition; + + if (movementType == MovementType.Elastic && !Mathf.Approximately(offset, 0f)) + { + autoScrollState.Reset(); + autoScrollState.Enable = true; + autoScrollState.Elastic = true; + + ItemSelected(Mathf.Clamp(Mathf.RoundToInt(position), 0, dataCount - 1)); + } + else if (inertia) + { + velocity *= Mathf.Pow(decelerationRate, deltaTime); + + if (Mathf.Abs(velocity) < 0.001f) + { + velocity = 0f; + } + + position += velocity * deltaTime; + + if (snap.Enable && Mathf.Abs(velocity) < snap.VelocityThreshold) + { + ScrollTo(Mathf.RoundToInt(currentScrollPosition), snap.Duration); + } + } + else + { + velocity = 0f; + } + + if (!Mathf.Approximately(velocity, 0f)) + { + if (movementType == MovementType.Clamped) + { + offset = CalculateOffset(position); + position += offset; + + if (Mathf.Approximately(position, 0f) || Mathf.Approximately(position, dataCount - 1f)) + { + velocity = 0f; + ItemSelected(Mathf.RoundToInt(position)); + } + } + + UpdatePosition(position); + } + } + + if (!autoScrollState.Enable && dragging && inertia) + { + var newVelocity = (currentScrollPosition - prevScrollPosition) / deltaTime; + velocity = Mathf.Lerp(velocity, newVelocity, deltaTime * 10f); + } + + if (currentScrollPosition != prevScrollPosition) + { + prevScrollPosition = currentScrollPosition; + } + } + + int CalculateDestinationIndex(int index) + { + return movementType == MovementType.Unrestricted + ? CalculateClosestIndex(index) + : Mathf.Clamp(index, 0, dataCount - 1); + } + + int CalculateClosestIndex(int index) + { + var diff = GetCircularPosition(index, dataCount) + - GetCircularPosition(currentScrollPosition, dataCount); + + if (Mathf.Abs(diff) > dataCount * 0.5f) + { + diff = Mathf.Sign(-diff) * (dataCount - Mathf.Abs(diff)); + } + + return Mathf.RoundToInt(diff + currentScrollPosition); + } + + float GetCircularPosition(float position, int length) + { + return position < 0 ? length - 1 + (position + 1) % length : position % length; + } + + float EaseInOutCubic(float start, float end, float value) + { + value /= 0.5f; + end -= start; + + if (value < 1f) + { + return end * 0.5f * value * value * value + start; + } + + value -= 2f; + return end * 0.5f * (value * value * value + 2f) + start; + } + } } \ No newline at end of file