Merge 4.x fixes to 5.2.x source.
Prep for 5.3 branch --HG-- branch : develop_5.2release
commit
d344d459b1
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@ -10,97 +10,96 @@ using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(ScrollRect))]
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public class UIScrollToSelection : MonoBehaviour
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{
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[AddComponentMenu("UI/Extensions/UIScrollToSelection")]
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public class UIScrollToSelection : MonoBehaviour {
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//*** ATTRIBUTES ***//
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[Header("[ References ]")]
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[SerializeField]
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private RectTransform layoutListGroup;
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[Header("[ Settings ]")]
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[SerializeField]
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private float scrollSpeed = 10f;
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//*** PROPERTIES ***//
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// REFERENCES
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protected RectTransform LayoutListGroup {
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get {return layoutListGroup;}
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}
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// SETTINGS
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protected float ScrollSpeed {
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get {return scrollSpeed;}
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}
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// VARIABLES
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protected RectTransform TargetScrollObject {get; set;}
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protected RectTransform ScrollWindow {get; set;}
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protected ScrollRect TargetScrollRect {get; set;}
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//*** METHODS - PUBLIC ***//
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//*** METHODS - PROTECTED ***//
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protected virtual void Awake (){
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TargetScrollRect = GetComponent<ScrollRect>();
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ScrollWindow = TargetScrollRect.GetComponent<RectTransform>();
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}
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protected virtual void Start (){
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}
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protected virtual void Update (){
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ScrollRectToLevelSelection();
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}
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//*** METHODS - PRIVATE ***//
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private void ScrollRectToLevelSelection (){
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// check main references
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bool referencesAreIncorrect = (TargetScrollRect == null || LayoutListGroup == null || ScrollWindow == null);
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#region Variables
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if (referencesAreIncorrect == true){
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return;
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}
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// settings
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public float scrollSpeed = 10f;
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// get calculation references
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EventSystem events = EventSystem.current;
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RectTransform selection =
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events.currentSelectedGameObject != null ?
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events.currentSelectedGameObject.GetComponent<RectTransform>() :
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null;
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[SerializeField]
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private RectTransform layoutListGroup;
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// check if scrolling is possible
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if (selection == null ||
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selection.transform.parent != LayoutListGroup.transform)
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{
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return;
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}
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// temporary variables
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private RectTransform targetScrollObject;
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private bool scrollToSelection = true;
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// move the current scroll rect to correct position
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float selectionPos = -selection.anchoredPosition.y;
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// references
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private RectTransform scrollWindow;
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private RectTransform currentCanvas;
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private ScrollRect targetScrollRect;
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float elementHeight = LayoutListGroup.rect.height / LayoutListGroup.transform.childCount;
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float maskHeight = ScrollWindow.rect.height;
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float listPixelAnchor = LayoutListGroup.anchoredPosition.y;
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private EventSystem events = EventSystem.current;
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#endregion
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// get the element offset value depending on the cursor move direction
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float offlimitsValue = 0;
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// Use this for initialization
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private void Start()
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{
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targetScrollRect = GetComponent<ScrollRect>();
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scrollWindow = targetScrollRect.GetComponent<RectTransform>();
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currentCanvas = transform.root.GetComponent<RectTransform>();
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}
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if (selectionPos < listPixelAnchor){
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offlimitsValue = listPixelAnchor - selectionPos;
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} else if (selectionPos + elementHeight > listPixelAnchor + maskHeight){
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offlimitsValue = (listPixelAnchor + maskHeight) - (selectionPos + elementHeight);
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}
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// Update is called once per frame
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private void Update()
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{
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ScrollRectToLevelSelection();
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}
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private void ScrollRectToLevelSelection()
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{
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// check main references
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bool referencesAreIncorrect =
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(targetScrollRect == null || layoutListGroup == null || scrollWindow == null);
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if (referencesAreIncorrect == true)
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{
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return;
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}
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// get calculation references
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RectTransform selection = events.currentSelectedGameObject != null ?
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events.currentSelectedGameObject.GetComponent<RectTransform>() :
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null;
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RectTransform lastSelection = events.lastSelectedGameObject != null ?
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events.lastSelectedGameObject.GetComponent<RectTransform>() :
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selection;
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if (selection != targetScrollObject)
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scrollToSelection = true;
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// check if scrolling is possible
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bool isScrollDirectionUnknown =
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(selection == null || lastSelection == null || scrollToSelection == false);
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if (isScrollDirectionUnknown == true || selection.transform.parent != layoutListGroup.transform)
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return;
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// move the current scroll rect to correct position
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float selectionPos = -selection.anchoredPosition.y;
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int direction = (int)Mathf.Sign(selection.anchoredPosition.y - lastSelection.anchoredPosition.y);
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float elementHeight = layoutListGroup.sizeDelta.y / layoutListGroup.transform.childCount;
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float maskHeight = currentCanvas.sizeDelta.y + scrollWindow.sizeDelta.y;
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float listPixelAnchor = layoutListGroup.anchoredPosition.y;
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// get the element offset value depending on the cursor move direction
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float offlimitsValue = 0;
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if (direction > 0 && selectionPos < listPixelAnchor)
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{
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offlimitsValue = listPixelAnchor - selectionPos;
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}
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if (direction < 0 && selectionPos + elementHeight > listPixelAnchor + maskHeight)
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{
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offlimitsValue = (listPixelAnchor + maskHeight) - (selectionPos + elementHeight);
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}
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// move the target scroll rect
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targetScrollRect.verticalNormalizedPosition +=
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(offlimitsValue / layoutListGroup.sizeDelta.y) * Time.deltaTime * scrollSpeed;
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// check if we reached our destination
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if (Mathf.Abs(offlimitsValue) < 2f)
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scrollToSelection = false;
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// save last object we were "heading to" to prevent blocking
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targetScrollObject = selection;
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}
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}
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// move the target scroll rect
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TargetScrollRect.verticalNormalizedPosition +=
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(offlimitsValue / LayoutListGroup.rect.height) * Time.deltaTime * scrollSpeed;
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// save last object we were "heading to" to prevent blocking
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TargetScrollObject = selection;
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}
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}
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}
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@ -154,7 +154,16 @@ namespace UnityEngine.UI.Extensions
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{
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float distFromRight = upperRight.x - val;
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xOffSet = distFromRight;
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if (distFromRight > (defaultXOffset * 0.75))
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{
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//shorten the temporary offset up to a certain distance from the tooltip
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xOffSet = distFromRight;
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}
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else
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{
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//if the distance becomes too short flip the tooltip to below the pointer (by offset+twice the height of the tooltip)
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xOffSet = ((defaultXOffset) - (tooltipRealWidth) * 2f);
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}
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//assign the new modified coordinates to the tooltip and convert to screen coordinates
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Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x + xOffSet, 0f, 0f);
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@ -171,7 +180,16 @@ namespace UnityEngine.UI.Extensions
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{
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float distFromLeft = lowerLeft.x - val;
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xOffSet = -distFromLeft;
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if (distFromLeft < (defaultXOffset * 0.75 - tooltipRealWidth))
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{
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//shorten the temporary offset up to a certain distance from the tooltip
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xOffSet = -distFromLeft;
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}
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else
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{
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//if the distance becomes too short flip the tooltip to above the pointer (by twice the height of the tooltip)
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xOffSet = ((tooltipRealWidth) * 2f);
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}
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//assign the new modified coordinates to the tooltip and convert to screen coordinates
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Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x - xOffSet, 0f, 0f);
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