Removed arrays from control and refactored, heavy perf inprovement
Downside it made my "visible" improvement redundant and need to re-implement. --HG-- branch : develop_5.3release
parent
5cbfc70e30
commit
d101a574c8
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@ -24,6 +24,9 @@ namespace UnityEngine.UI.Extensions
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Debug.LogWarning("Warning, using scrollbars with the Scroll Snap controls is not advised as it causes unpredictable results");
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}
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//Should this derrive from ScrolRect?
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isVertical = false;
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_screensContainer = _scroll_rect.content;
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DistributePages();
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@ -37,10 +40,9 @@ namespace UnityEngine.UI.Extensions
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void Start()
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{
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UpdateChildPositions();
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_lerp = false;
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_currentScreen = StartingScreen - 1;
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_scrollStartPosition = _screensContainer.localPosition.x;
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_scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
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ChangeBulletsInfo(_currentScreen);
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@ -72,7 +74,7 @@ namespace UnityEngine.UI.Extensions
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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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_currentScreen = GetPageforPosition(FindClosestFrom(_screensContainer.localPosition, _visiblePositions));
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_currentScreen = GetPageforPosition(_screensContainer.localPosition);
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if (_currentScreen != _previousScreen)
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{
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_previousScreen = _currentScreen;
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@ -85,14 +87,16 @@ namespace UnityEngine.UI.Extensions
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}
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}
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//used for changing between screen resolutions
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//used for changing between screen resolutions
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private void DistributePages()
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{
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_screens = _screensContainer.childCount;
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int _offset = 0;
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float _dimension = 0;
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Rect panelDimensions = gameObject.GetComponent<RectTransform>().rect;
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float currentXPosition = 0;
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var pageStepValue = (int)panelDimensions.width * ((PageStep == 0) ? 3 : PageStep);
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var pageStepValue = _childSize = (int)panelDimensions.width * ((PageStep == 0) ? 3 : PageStep);
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for (int i = 0; i < _screensContainer.transform.childCount; i++)
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@ -111,26 +115,7 @@ namespace UnityEngine.UI.Extensions
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_screensContainer.GetComponent<RectTransform>().offsetMax = new Vector2(_dimension, 0f);
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}
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void UpdateChildPositions()
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{
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_screens = _screensContainer.childCount;
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_positions = new Vector3[_screens];
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if (_screens > 0)
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{
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for (int i = 0; i < _screens; ++i)
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{
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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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/// <summary>
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/// <summary>
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/// Add a new child to this Scroll Snap and recalculate it's children
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/// </summary>
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/// <param name="GO">GameObject to add to the ScrollSnap</param>
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@ -139,7 +124,6 @@ namespace UnityEngine.UI.Extensions
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_scroll_rect.horizontalNormalizedPosition = 0;
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GO.transform.SetParent(_screensContainer);
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DistributePages();
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UpdateChildPositions();
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_scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
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}
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@ -172,7 +156,6 @@ namespace UnityEngine.UI.Extensions
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}
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DistributePages();
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UpdateChildPositions();
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if (_currentScreen > _screens - 1)
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{
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@ -1,5 +1,5 @@
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using UnityEngine;
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using System.Collections;
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using UnityEngine;
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using System.Collections;
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using UnityEngine.EventSystems;
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using System;
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using UnityEngine.Events;
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@ -8,12 +8,22 @@ namespace UnityEngine.UI.Extensions
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{
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public class ScrollSnapBase : MonoBehaviour, IBeginDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler
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{
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internal Transform _screensContainer;
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internal struct VisibleItem
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{
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public Vector3 Position;
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public int OriginalPosition;
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}
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internal RectTransform _screensContainer;
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internal bool isVertical;
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internal int _screens = 1;
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internal Vector3[] _positions;
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internal Vector3[] _visiblePositions;
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internal float _scrollStartPosition;
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internal float _childSize;
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private float _childPos;
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//internal Vector3[] _positions;
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//internal VisibleItem[] _visiblePositions;
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internal ScrollRect _scroll_rect;
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internal Vector3 _lerp_target;
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internal bool _lerp;
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@ -24,6 +34,11 @@ namespace UnityEngine.UI.Extensions
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[Serializable]
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public class SelectionChangeEndEvent : UnityEvent { }
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[Tooltip("The visible bounds area, controls which items are visible/enabled. *Note Should use a RectMask. (optional)")]
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public RectTransform MaskArea;
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[Tooltip("Pixel size to buffer arround Mask Area. (optional)")]
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public float MaskBuffer;
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[Tooltip("The gameobject that contains toggles which suggest pagination. (optional)")]
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public GameObject Pagination;
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@ -81,7 +96,8 @@ namespace UnityEngine.UI.Extensions
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_lerp = true;
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_currentScreen++;
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_lerp_target = _positions[_currentScreen];
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GetPositionforPage(_currentScreen, ref _lerp_target);
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// _lerp_target = _positions[_currentScreen];
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ChangeBulletsInfo(_currentScreen);
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}
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@ -96,7 +112,8 @@ namespace UnityEngine.UI.Extensions
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_lerp = true;
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_currentScreen--;
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_lerp_target = _positions[_currentScreen];
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GetPositionforPage(_currentScreen, ref _lerp_target);
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// _lerp_target = _positions[_currentScreen];
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ChangeBulletsInfo(_currentScreen);
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}
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@ -115,37 +132,60 @@ namespace UnityEngine.UI.Extensions
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_lerp = true;
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_currentScreen = screenIndex;
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_lerp_target = _positions[_currentScreen];
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GetPositionforPage(_currentScreen, ref _lerp_target);
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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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internal Vector3 FindClosestFrom(Vector3 start, Vector3[] positions)
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internal Vector3 FindClosestFrom(Vector3 start, VisibleItem[] positions)
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{
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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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for (int i = 0; i < _screens; i++)
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for (int i = 0; i < positions.Length; i++)
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{
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distanceToTarget = Vector3.Distance(start, positions[i]);
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distanceToTarget = Vector3.Distance(start, positions[i].Position);
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if (distanceToTarget < closest)
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{
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closest = distanceToTarget;
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closestPosition = positions[i];
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closestPosition = positions[i].Position;
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}
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}
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float close = -(int)Math.Round((start.y - _scrollStartPosition) / _childSize);
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return closestPosition;
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}
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internal int GetPageforPosition(Vector3 pos)
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{
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return isVertical ?
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-(int)Math.Round((pos.y - _scrollStartPosition) / _childSize) :
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-(int)Math.Round((pos.x - _scrollStartPosition) / _childSize);
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}
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internal void GetPositionforPage(int page, ref Vector3 target)
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{
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_childPos = -_childSize * page;
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if (isVertical)
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{
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target.y = _childPos + _scrollStartPosition;
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}
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else
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{
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target.x = _childPos + _scrollStartPosition;
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}
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}
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internal void ScrollToClosestElement()
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{
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_lerp = true;
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_lerp_target = FindClosestFrom(_screensContainer.localPosition, _visiblePositions);
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_currentScreen = GetPageforPosition(_lerp_target);
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//_lerp_target = FindClosestFrom(_screensContainer.localPosition, _visiblePositions);
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_currentScreen = GetPageforPosition(_screensContainer.localPosition);
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GetPositionforPage(_currentScreen, ref _lerp_target);
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ChangeBulletsInfo(_currentScreen);
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}
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@ -161,18 +201,6 @@ namespace UnityEngine.UI.Extensions
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}
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}
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internal int GetPageforPosition(Vector3 pos)
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{
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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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return i;
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}
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}
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return 0;
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}
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void OnValidate()
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{
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var childCount = gameObject.GetComponent<ScrollRect>().content.childCount;
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@ -228,5 +256,5 @@ namespace UnityEngine.UI.Extensions
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#endregion
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}
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}
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}
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@ -23,6 +23,9 @@ namespace UnityEngine.UI.Extensions
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Debug.LogWarning("Warning, using scrollbars with the Scroll Snap controls is not advised as it causes unpredictable results");
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}
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//Should this derrive from ScrolRect?
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isVertical = true;
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_screensContainer = _scroll_rect.content;
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DistributePages();
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@ -36,10 +39,9 @@ namespace UnityEngine.UI.Extensions
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void Start()
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{
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UpdateChildPositions();
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_lerp = false;
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_currentScreen = StartingScreen - 1;
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_scrollStartPosition = _screensContainer.localPosition.y;
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_scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (float)(_screens - 1);
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ChangeBulletsInfo(_currentScreen);
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@ -71,7 +73,7 @@ namespace UnityEngine.UI.Extensions
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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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_currentScreen = GetPageforPosition(FindClosestFrom(_screensContainer.localPosition, _visiblePositions));
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_currentScreen = GetPageforPosition(_screensContainer.localPosition);
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if (_currentScreen != _previousScreen)
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{
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_previousScreen = _currentScreen;
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@ -87,11 +89,13 @@ namespace UnityEngine.UI.Extensions
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//used for changing between screen resolutions
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public void DistributePages()
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{
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_screens = _screensContainer.childCount;
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float _offset = 0;
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float _dimension = 0;
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Rect panelDimensions = gameObject.GetComponent<RectTransform>().rect;
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float currentYPosition = 0;
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var pageStepValue = (int)panelDimensions.height * ((PageStep == 0) ? 3 : PageStep);
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var pageStepValue = _childSize = (int)panelDimensions.height * ((PageStep == 0) ? 3 : PageStep);
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for (int i = 0; i < _screensContainer.transform.childCount; i++)
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{
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@ -109,25 +113,6 @@ namespace UnityEngine.UI.Extensions
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_screensContainer.GetComponent<RectTransform>().offsetMax = new Vector2(0f, _dimension);
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}
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void UpdateChildPositions()
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{
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_screens = _screensContainer.childCount;
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_positions = new Vector3[_screens];
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if (_screens > 0)
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{
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for (int i = 0; i < _screens; ++i)
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{
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_scroll_rect.verticalNormalizedPosition = (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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/// <summary>
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/// Add a new child to this Scroll Snap and recalculate it's children
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/// </summary>
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@ -137,7 +122,6 @@ namespace UnityEngine.UI.Extensions
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_scroll_rect.verticalNormalizedPosition = 0;
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GO.transform.SetParent(_screensContainer);
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DistributePages();
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UpdateChildPositions();
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_scroll_rect.verticalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
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}
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@ -169,7 +153,6 @@ namespace UnityEngine.UI.Extensions
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i++;
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}
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DistributePages();
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UpdateChildPositions();
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if (_currentScreen > _screens - 1)
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{
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