/// Credit Tomasz Schelenz /// Sourced from - https://bitbucket.org/SimonDarksideJ/unity-ui-extensions/issues/81/infinite-scrollrect /// Demo - https://www.youtube.com/watch?v=uVTV7Udx78k - configures automatically. - works in both vertical and horizontal (but not both at the same time) - drag and drop - can be initialized by code (in case you populate your scrollview content from code) /// Updated by Febo Zodiaco - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/349/magnticinfinitescroll using System.Collections.Generic; namespace UnityEngine.UI.Extensions { /// /// Infinite scroll view with automatic configuration /// /// Fields /// - InitByUSer - in case your scrollrect is populated from code, you can explicitly Initialize the infinite scroll after your scroll is ready /// by calling Init() method /// /// Notes /// - does not work in both vertical and horizontal orientation at the same time. /// - in order to work it disables layout components and size fitter if present(automatically) /// /// [AddComponentMenu("UI/Extensions/UI Infinite Scroll")] public class UI_InfiniteScroll : MonoBehaviour { //if true user will need to call Init() method manually (in case the contend of the scrollview is generated from code or requires special initialization) [Tooltip("If false, will Init automatically, otherwise you need to call Init() method")] public bool InitByUser = false; protected ScrollRect _scrollRect; private ContentSizeFitter _contentSizeFitter; private VerticalLayoutGroup _verticalLayoutGroup; private HorizontalLayoutGroup _horizontalLayoutGroup; private GridLayoutGroup _gridLayoutGroup; protected bool _isVertical = false; protected bool _isHorizontal = false; private bool _hasDisabledGridComponents = false; protected List items = new List(); private Vector2 _newAnchoredPosition = Vector2.zero; //TO DISABLE FLICKERING OBJECT WHEN SCROLL VIEW IS IDLE IN BETWEEN OBJECTS private Vector2 _threshold = Vector2.zero; private int _itemCount = 0; protected virtual void Awake() { if (!InitByUser) Init(); } public virtual void SetNewItems(ref List newItems) { if (_scrollRect != null) { if (_scrollRect.content == null && newItems == null) { return; } if (items != null) { items.Clear(); } for (int i = _scrollRect.content.childCount - 1; i >= 0; i--) { Transform child = _scrollRect.content.GetChild(i); child.SetParent(null); GameObject.DestroyImmediate(child.gameObject); } foreach (Transform newItem in newItems) { newItem.SetParent(_scrollRect.content); } SetItems(); } } private void SetItems() { //Remove Pivots from content as they mess up translation foreach (RectTransform transform in _scrollRect.content.transform) { transform.pivot = Vector3.zero; } for (int i = 0; i < _scrollRect.content.childCount; i++) { items.Add(_scrollRect.content.GetChild(i).GetComponent()); } _itemCount = _scrollRect.content.childCount; } public void Init() { if (GetComponent() != null) { _scrollRect = GetComponent(); _scrollRect.onValueChanged.AddListener(OnScroll); _scrollRect.movementType = ScrollRect.MovementType.Unrestricted; if (_scrollRect.content.GetComponent() != null) { _verticalLayoutGroup = _scrollRect.content.GetComponent(); } if (_scrollRect.content.GetComponent() != null) { _horizontalLayoutGroup = _scrollRect.content.GetComponent(); } if (_scrollRect.content.GetComponent() != null) { _gridLayoutGroup = _scrollRect.content.GetComponent(); } if (_scrollRect.content.GetComponent() != null) { _contentSizeFitter = _scrollRect.content.GetComponent(); } _isHorizontal = _scrollRect.horizontal; _isVertical = _scrollRect.vertical; _threshold = _scrollRect.GetComponent().sizeDelta * 0.5f; if (_isHorizontal && _isVertical) { Debug.LogError("UI_InfiniteScroll doesn't support scrolling in both directions, please choose one direction (horizontal or vertical)"); } SetItems(); } else { Debug.LogError("UI_InfiniteScroll => No ScrollRect component found"); } } void DisableGridComponents() { if (_verticalLayoutGroup) { _verticalLayoutGroup.enabled = false; } if (_horizontalLayoutGroup) { _horizontalLayoutGroup.enabled = false; } if (_contentSizeFitter) { _contentSizeFitter.enabled = false; } if (_gridLayoutGroup) { _gridLayoutGroup.enabled = false; } _hasDisabledGridComponents = true; } public void OnScroll(Vector2 pos) { if (!_hasDisabledGridComponents) DisableGridComponents(); var firstChild = _scrollRect.content.GetChild(0).GetComponent(); var lastChild = _scrollRect.content.GetChild(_itemCount - 1).GetComponent(); for (int i = 0; i < items.Count; i++) { if (_isHorizontal) { if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x > items[i].sizeDelta.x + _threshold.x && items[i] == lastChild) { //Moving before first child ( slide right) _newAnchoredPosition = items[i].anchoredPosition; _newAnchoredPosition.x = firstChild.anchoredPosition.x - items[i].sizeDelta.x; items[i].anchoredPosition = _newAnchoredPosition; lastChild.transform.SetAsFirstSibling(); } else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x < -items[i].sizeDelta.x - _threshold.x - 100 && items[i] == firstChild) { //Moving before first child (slide left) _newAnchoredPosition = items[i].anchoredPosition; _newAnchoredPosition.x = lastChild.anchoredPosition.x + lastChild.sizeDelta.x; items[i].anchoredPosition = _newAnchoredPosition; firstChild.transform.SetAsLastSibling(); } } if (_isVertical) { if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y > items[i].sizeDelta.y + _threshold.y && items[i] == firstChild) { //Moving after last child ( slide up) _newAnchoredPosition = items[i].anchoredPosition; _newAnchoredPosition.y = lastChild.anchoredPosition.y - items[i].sizeDelta.y; items[i].anchoredPosition = _newAnchoredPosition; firstChild.transform.SetAsLastSibling(); } else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y < -items[i].sizeDelta.y - _threshold.y - 100 && items[i] == lastChild) { //Moving before first child (slidw down) _newAnchoredPosition = items[i].anchoredPosition; _newAnchoredPosition.y = firstChild.anchoredPosition.y + firstChild.sizeDelta.y; items[i].anchoredPosition = _newAnchoredPosition; lastChild.transform.SetAsFirstSibling(); } } } } } }