Minor VSS/HSS bugfixes and enhancements, resolving #114
parent
ec31c8b5d6
commit
f89702ddc6
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@ -37,6 +37,7 @@ namespace UnityEngine.UI.Extensions
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_screensContainer.localPosition = Vector3.Lerp(_screensContainer.localPosition, _lerp_target, transitionSpeed * Time.deltaTime);
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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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if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 0.1f)
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{
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{
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_screensContainer.localPosition = _lerp_target;
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_lerp = false;
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_lerp = false;
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EndScreenChange();
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EndScreenChange();
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}
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}
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@ -192,6 +193,16 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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}
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private void OnEnable()
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{
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InitialiseChildObjects();
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DistributePages();
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if (MaskArea) UpdateVisible();
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if(JumpOnEnable) SetScrollContainerPosition();
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GoToScreen(StartingScreen);
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}
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#region Interfaces
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#region Interfaces
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/// <summary>
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/// <summary>
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/// Release screen to swipe
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/// Release screen to swipe
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@ -90,7 +90,10 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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}
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[Tooltip("(Experimental)\nBy default, child array objects will use the parent transform\nHowever you can disable this for some interesting effects")]
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[Tooltip("By default the container will lerp to the start when enabled in the scene, this option overrides this and forces it to simply jump without lerping")]
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public bool JumpOnEnable = false;
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[Tooltip("(Experimental)\nBy default, child array objects will use the parent transform\nHowever you can disable this for some interesting effects")]
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public bool UseParentTransform = true;
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public bool UseParentTransform = true;
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[Tooltip("Scroll Snap children. (optional)\nEither place objects in the scene as children OR\nPrefabs in this array, NOT BOTH")]
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[Tooltip("Scroll Snap children. (optional)\nEither place objects in the scene as children OR\nPrefabs in this array, NOT BOTH")]
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@ -112,7 +115,7 @@ namespace UnityEngine.UI.Extensions
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public SelectionChangeEndEvent OnSelectionChangeEndEvent { get { return m_OnSelectionChangeEndEvent; } set { m_OnSelectionChangeEndEvent = value; } }
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public SelectionChangeEndEvent OnSelectionChangeEndEvent { get { return m_OnSelectionChangeEndEvent; } set { m_OnSelectionChangeEndEvent = value; } }
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// Use this for initialization
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// Use this for initialization
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void Awake()
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void Awake()
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{
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{
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_scroll_rect = gameObject.GetComponent<ScrollRect>();
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_scroll_rect = gameObject.GetComponent<ScrollRect>();
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@ -127,20 +130,8 @@ namespace UnityEngine.UI.Extensions
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}
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}
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_screensContainer = _scroll_rect.content;
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_screensContainer = _scroll_rect.content;
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if (ChildObjects != null && ChildObjects.Length > 0)
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{
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if (_screensContainer.transform.childCount > 0)
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{
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Debug.LogError("ScrollRect Content has children, this is not supported when using managed Child Objects\n Either remove the ScrollRect Content children or clear the ChildObjects array");
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return;
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}
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InitialiseChildObjectsFromArray();
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InitialiseChildObjects();
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}
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else
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{
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InitialiseChildObjectsFromScene();
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}
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if (NextButton)
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if (NextButton)
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NextButton.GetComponent<Button>().onClick.AddListener(() => { NextScreen(); });
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NextButton.GetComponent<Button>().onClick.AddListener(() => { NextScreen(); });
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@ -149,7 +140,25 @@ namespace UnityEngine.UI.Extensions
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PrevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousScreen(); });
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PrevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousScreen(); });
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}
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}
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internal void InitialiseChildObjectsFromScene()
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internal void InitialiseChildObjects()
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{
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if (ChildObjects != null && ChildObjects.Length > 0)
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{
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if (_screensContainer.transform.childCount > 0)
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{
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Debug.LogError("ScrollRect Content has children, this is not supported when using managed Child Objects\n Either remove the ScrollRect Content children or clear the ChildObjects array");
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return;
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}
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InitialiseChildObjectsFromArray();
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}
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else
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{
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InitialiseChildObjectsFromScene();
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}
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}
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internal void InitialiseChildObjectsFromScene()
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{
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{
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int childCount = _screensContainer.childCount;
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int childCount = _screensContainer.childCount;
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ChildObjects = new GameObject[childCount];
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ChildObjects = new GameObject[childCount];
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@ -172,7 +181,7 @@ namespace UnityEngine.UI.Extensions
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{
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{
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child = GameObject.Instantiate(ChildObjects[i]);
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child = GameObject.Instantiate(ChildObjects[i]);
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//Optionally, use original GO transform when initialising, by default will use parent RectTransform position/rotation
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//Optionally, use original GO transform when initialising, by default will use parent RectTransform position/rotation
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if (UseParentTransform)
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if (UseParentTransform)
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{
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{
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childRect = child.GetComponent<RectTransform>();
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childRect = child.GetComponent<RectTransform>();
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childRect.rotation = _screensContainer.rotation;
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childRect.rotation = _screensContainer.rotation;
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@ -192,7 +201,7 @@ namespace UnityEngine.UI.Extensions
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internal void UpdateVisible()
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internal void UpdateVisible()
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{
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{
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//If there are no objects in the scene or a mask, exit
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//If there are no objects in the scene or a mask, exit
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if (!MaskArea || ChildObjects == null || ChildObjects.Length < 1 || _screensContainer.childCount < 1)
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if (!MaskArea || ChildObjects == null || ChildObjects.Length < 1 || _screensContainer.childCount < 1)
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{
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{
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return;
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return;
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}
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}
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@ -201,21 +210,21 @@ namespace UnityEngine.UI.Extensions
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_halfNoVisibleItems = (int)Math.Round(_maskSize / (_childSize * MaskBuffer), MidpointRounding.AwayFromZero) / 2;
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_halfNoVisibleItems = (int)Math.Round(_maskSize / (_childSize * MaskBuffer), MidpointRounding.AwayFromZero) / 2;
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_bottomItem = _topItem = 0;
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_bottomItem = _topItem = 0;
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//work out how many items below the current page can be visible
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//work out how many items below the current page can be visible
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for (int i = _halfNoVisibleItems + 1; i > 0; i--)
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for (int i = _halfNoVisibleItems + 1; i > 0; i--)
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{
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{
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_bottomItem = _currentPage - i < 0 ? 0 : i;
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_bottomItem = _currentPage - i < 0 ? 0 : i;
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if (_bottomItem > 0) break;
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if (_bottomItem > 0) break;
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}
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}
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//work out how many items above the current page can be visible
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//work out how many items above the current page can be visible
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for (int i = _halfNoVisibleItems + 1; i > 0; i--)
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for (int i = _halfNoVisibleItems + 1; i > 0; i--)
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{
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{
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_topItem = _screensContainer.childCount - _currentPage - i < 0 ? 0 : i;
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_topItem = _screensContainer.childCount - _currentPage - i < 0 ? 0 : i;
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if (_topItem > 0) break;
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if (_topItem > 0) break;
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}
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}
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//Set the active items active
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//Set the active items active
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for (int i = CurrentPage - _bottomItem; i < CurrentPage + _topItem; i++)
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for (int i = CurrentPage - _bottomItem; i < CurrentPage + _topItem; i++)
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{
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{
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try
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try
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{
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{
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@ -234,7 +243,7 @@ namespace UnityEngine.UI.Extensions
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}
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}
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//Function for switching screens with buttons
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//Function for switching screens with buttons
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public void NextScreen()
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public void NextScreen()
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{
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{
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if (_currentPage < _screens - 1)
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if (_currentPage < _screens - 1)
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{
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{
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@ -248,7 +257,7 @@ namespace UnityEngine.UI.Extensions
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}
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}
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//Function for switching screens with buttons
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//Function for switching screens with buttons
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public void PreviousScreen()
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public void PreviousScreen()
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{
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{
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if (_currentPage > 0)
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if (_currentPage > 0)
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{
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{
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@ -266,7 +275,7 @@ namespace UnityEngine.UI.Extensions
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/// *Note, this is based on a 0 starting index - 0 to x
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/// *Note, this is based on a 0 starting index - 0 to x
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/// </summary>
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/// </summary>
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/// <param name="screenIndex">0 starting index of page to jump to</param>
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/// <param name="screenIndex">0 starting index of page to jump to</param>
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public void GoToScreen(int screenIndex)
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public void GoToScreen(int screenIndex)
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{
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{
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if (screenIndex <= _screens - 1 && screenIndex >= 0)
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if (screenIndex <= _screens - 1 && screenIndex >= 0)
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{
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{
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@ -284,11 +293,11 @@ namespace UnityEngine.UI.Extensions
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/// </summary>
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/// </summary>
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/// <param name="pos">Position to test, normally the Scroll Rect container Local position</param>
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/// <param name="pos">Position to test, normally the Scroll Rect container Local position</param>
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/// <returns>Closest Page number (zero indexed array value)</returns>
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/// <returns>Closest Page number (zero indexed array value)</returns>
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internal int GetPageforPosition(Vector3 pos)
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internal int GetPageforPosition(Vector3 pos)
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{
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{
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return _isVertical ?
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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.y - _scrollStartPosition) / _childSize) :
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-(int)Math.Round((pos.x - _scrollStartPosition) / _childSize);
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-(int)Math.Round((pos.x - _scrollStartPosition) / _childSize);
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}
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}
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/// <summary>
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/// <summary>
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@ -296,11 +305,11 @@ namespace UnityEngine.UI.Extensions
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/// </summary>
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/// </summary>
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/// <param name="pos">Position to test, normally the Scroll Rect container Local position</param>
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/// <param name="pos">Position to test, normally the Scroll Rect container Local position</param>
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/// <returns>True / False, is the position in the bounds of a page</returns>
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/// <returns>True / False, is the position in the bounds of a page</returns>
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internal bool IsRectSettledOnaPage(Vector3 pos)
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internal bool IsRectSettledOnaPage(Vector3 pos)
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{
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{
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return _isVertical ?
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return _isVertical ?
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-((pos.y - _scrollStartPosition) / _childSize) == -(int)Math.Round((pos.y - _scrollStartPosition) / _childSize) :
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-((pos.y - _scrollStartPosition) / _childSize) == -(int)Math.Round((pos.y - _scrollStartPosition) / _childSize) :
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-((pos.x - _scrollStartPosition) / _childSize) == -(int)Math.Round((pos.x - _scrollStartPosition) / _childSize);
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-((pos.x - _scrollStartPosition) / _childSize) == -(int)Math.Round((pos.x - _scrollStartPosition) / _childSize);
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}
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}
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/// <summary>
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/// <summary>
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@ -308,7 +317,7 @@ namespace UnityEngine.UI.Extensions
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/// </summary>
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/// </summary>
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/// <param name="page">Page that the position is required for (Zero indexed array value)</param>
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/// <param name="page">Page that the position is required for (Zero indexed array value)</param>
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/// <param name="target">Outputs the local position for the selected page</param>
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/// <param name="target">Outputs the local position for the selected page</param>
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internal void GetPositionforPage(int page, ref Vector3 target)
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internal void GetPositionforPage(int page, ref Vector3 target)
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{
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{
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_childPos = -_childSize * page;
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_childPos = -_childSize * page;
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if (_isVertical)
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if (_isVertical)
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@ -324,7 +333,7 @@ namespace UnityEngine.UI.Extensions
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/// <summary>
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/// <summary>
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/// Updates the _Lerp target to the closest page and updates the pagination bullets. Each control's update loop will then handle the move.
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/// Updates the _Lerp target to the closest page and updates the pagination bullets. Each control's update loop will then handle the move.
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/// </summary>
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/// </summary>
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internal void ScrollToClosestElement()
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internal void ScrollToClosestElement()
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{
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{
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_lerp = true;
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_lerp = true;
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CurrentPage = GetPageforPosition(_screensContainer.localPosition);
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CurrentPage = GetPageforPosition(_screensContainer.localPosition);
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@ -335,7 +344,7 @@ namespace UnityEngine.UI.Extensions
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/// <summary>
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/// <summary>
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/// notifies pagination indicator and navigation buttons of a screen change
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/// notifies pagination indicator and navigation buttons of a screen change
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/// </summary>
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/// </summary>
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internal void OnCurrentScreenChange(int currentScreen)
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internal void OnCurrentScreenChange(int currentScreen)
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{
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{
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ChangeBulletsInfo(currentScreen);
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ChangeBulletsInfo(currentScreen);
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ToggleNavigationButtons(currentScreen);
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ToggleNavigationButtons(currentScreen);
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@ -345,14 +354,14 @@ namespace UnityEngine.UI.Extensions
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/// changes the bullets on the bottom of the page - pagination
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/// changes the bullets on the bottom of the page - pagination
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/// </summary>
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/// </summary>
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/// <param name="targetScreen"></param>
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/// <param name="targetScreen"></param>
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private void ChangeBulletsInfo(int targetScreen)
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private void ChangeBulletsInfo(int targetScreen)
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{
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{
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if (Pagination)
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if (Pagination)
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for (int i = 0; i < Pagination.transform.childCount; i++)
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for (int i = 0; i < Pagination.transform.childCount; i++)
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{
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{
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Pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (targetScreen == i)
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Pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (targetScreen == i)
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? true
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? true
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: false;
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: false;
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}
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}
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}
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}
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@ -360,7 +369,7 @@ namespace UnityEngine.UI.Extensions
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/// disables the page navigation buttons when at the first or last screen
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/// disables the page navigation buttons when at the first or last screen
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/// </summary>
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/// </summary>
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/// <param name="targetScreen"></param>
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/// <param name="targetScreen"></param>
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private void ToggleNavigationButtons(int targetScreen) {
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private void ToggleNavigationButtons(int targetScreen) {
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if (PrevButton) {
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if (PrevButton) {
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PrevButton.GetComponent<Button>().interactable = targetScreen > 0;
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PrevButton.GetComponent<Button>().interactable = targetScreen > 0;
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}
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}
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@ -406,7 +415,7 @@ namespace UnityEngine.UI.Extensions
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/// <summary>
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/// <summary>
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/// Event fires when the user starts to change the page, either via swipe or button.
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/// Event fires when the user starts to change the page, either via swipe or button.
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/// </summary>
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/// </summary>
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internal void StartScreenChange()
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internal void StartScreenChange()
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{
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{
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OnSelectionChangeStartEvent.Invoke();
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OnSelectionChangeStartEvent.Invoke();
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}
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}
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@ -414,7 +423,7 @@ namespace UnityEngine.UI.Extensions
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/// <summary>
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/// <summary>
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/// Event fires when the currently viewed page changes, also updates while the scroll is moving
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/// Event fires when the currently viewed page changes, also updates while the scroll is moving
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/// </summary>
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/// </summary>
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internal void ScreenChange()
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internal void ScreenChange()
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{
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{
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OnSelectionPageChangedEvent.Invoke(_currentPage);
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OnSelectionPageChangedEvent.Invoke(_currentPage);
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}
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}
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@ -422,7 +431,7 @@ namespace UnityEngine.UI.Extensions
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/// <summary>
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/// <summary>
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/// Event fires when control settles on a page, outputs the new page number
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/// Event fires when control settles on a page, outputs the new page number
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/// </summary>
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/// </summary>
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internal void EndScreenChange()
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internal void EndScreenChange()
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{
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{
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OnSelectionChangeEndEvent.Invoke(_currentPage);
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OnSelectionChangeEndEvent.Invoke(_currentPage);
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_settled = true;
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_settled = true;
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@ -433,7 +442,7 @@ namespace UnityEngine.UI.Extensions
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/// Touch screen to start swiping
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/// Touch screen to start swiping
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/// </summary>
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/// </summary>
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/// <param name="eventData"></param>
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/// <param name="eventData"></param>
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public void OnBeginDrag(PointerEventData eventData)
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public void OnBeginDrag(PointerEventData eventData)
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{
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{
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_pointerDown = true;
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_pointerDown = true;
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_settled = false;
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_settled = false;
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@ -445,7 +454,7 @@ namespace UnityEngine.UI.Extensions
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/// While dragging do
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/// While dragging do
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/// </summary>
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/// </summary>
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/// <param name="eventData"></param>
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/// <param name="eventData"></param>
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public void OnDrag(PointerEventData eventData)
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public void OnDrag(PointerEventData eventData)
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{
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{
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_lerp = false;
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_lerp = false;
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}
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}
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@ -37,6 +37,7 @@ namespace UnityEngine.UI.Extensions
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_screensContainer.localPosition = Vector3.Lerp(_screensContainer.localPosition, _lerp_target, transitionSpeed * Time.deltaTime);
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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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if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 0.1f)
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{
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{
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_screensContainer.localPosition = _lerp_target;
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_lerp = false;
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_lerp = false;
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EndScreenChange();
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EndScreenChange();
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}
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}
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@ -192,6 +193,16 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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}
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private void OnEnable()
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{
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InitialiseChildObjects();
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DistributePages();
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if (MaskArea) UpdateVisible();
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if (JumpOnEnable) SetScrollContainerPosition();
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GoToScreen(StartingScreen);
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}
|
||||||
|
|
||||||
#region Interfaces
|
#region Interfaces
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Release screen to swipe
|
/// Release screen to swipe
|
||||||
|
|
Loading…
Reference in New Issue