/// Credit Febo Zodiaco /// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/349/magnticinfinitescroll /// using System; using System.Collections; using System.Collections.Generic; using UnityEngine.EventSystems; namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/UI Magnetic Infinite Scroll")] public class UI_MagneticInfiniteScroll : UI_InfiniteScroll, IDragHandler, IEndDragHandler, IScrollHandler { public event Action OnNewSelect; [Tooltip("The pointer to the pivot, the visual element for centering objects.")] [SerializeField] private RectTransform pivot = null; [Tooltip("The maximum speed that allows you to activate the magnet to center on the pivot")] [SerializeField] private float maxSpeedForMagnetic = 10f; [SerializeField] [Tooltip("The index of the object which must be initially centered")] private int indexStart = 0; [SerializeField] [Tooltip("The time to decelerate and aim to the pivot")] private float timeForDeceleration = 0.05f; private float _pastPositionMouseSpeed; private float _initMovementDirection = 0; private float _pastPosition = 0; private float _currentSpeed = 0.0f; private float _stopValue = 0.0f; private readonly float _waitForContentSet = 0.1f; private float _currentTime = 0; private int _nearestIndex = 0; private bool _useMagnetic = true; private bool _isStopping = false; private bool _isMovement = false; public List Items { get; } protected override void Awake() { base.Awake(); StartCoroutine(SetInitContent()); } private void Update() { if (_scrollRect == null || !_scrollRect.content || !pivot || !_useMagnetic || !_isMovement || items == null) { return; } float currentPosition = GetRightAxis(_scrollRect.content.anchoredPosition); _currentSpeed = Mathf.Abs(currentPosition - _pastPosition); _pastPosition = currentPosition; if (Mathf.Abs(_currentSpeed) > maxSpeedForMagnetic) { return; } if (_isStopping) { Vector2 anchoredPosition = _scrollRect.content.anchoredPosition; _currentTime += Time.deltaTime; float valueLerp = _currentTime / timeForDeceleration; float newPosition = Mathf.Lerp(GetRightAxis(anchoredPosition), _stopValue, valueLerp); _scrollRect.content.anchoredPosition = _isVertical ? new Vector2(anchoredPosition.x, newPosition) : new Vector2(newPosition, anchoredPosition.y); if (newPosition == GetRightAxis(anchoredPosition) && _nearestIndex > 0 && _nearestIndex < items.Count) { _isStopping = false; _isMovement = false; var item = items[_nearestIndex]; if (item != null && OnNewSelect != null) { OnNewSelect.Invoke(item.gameObject); } } } else { float distance = Mathf.Infinity * (-_initMovementDirection); for (int i = 0; i < items.Count; i++) { var item = items[i]; if (item == null) { continue; } var aux = GetRightAxis(item.position) - GetRightAxis(pivot.position); if ((_initMovementDirection <= 0 && aux < distance && aux > 0) || (_initMovementDirection > 0 && aux > distance && aux < 0)) { distance = aux; _nearestIndex = i; } } _isStopping = true; _stopValue = GetAnchoredPositionForPivot(_nearestIndex); _scrollRect.StopMovement(); } } public override void SetNewItems(ref List newItems) { foreach (var element in newItems) { RectTransform rectTransform = element.GetComponent(); if (rectTransform && pivot) { rectTransform.sizeDelta = pivot.sizeDelta; } } base.SetNewItems(ref newItems); } public void SetContentInPivot(int index) { float newPos = GetAnchoredPositionForPivot(index); Vector2 anchoredPosition = _scrollRect.content.anchoredPosition; if (_scrollRect.content) { _scrollRect.content.anchoredPosition = _isVertical ? new Vector2(anchoredPosition.x, newPos) : new Vector2(newPos, anchoredPosition.y); _pastPosition = GetRightAxis(_scrollRect.content.anchoredPosition); } } private IEnumerator SetInitContent() { yield return new WaitForSeconds(_waitForContentSet); SetContentInPivot(indexStart); } private float GetAnchoredPositionForPivot(int index) { if (!pivot || items == null || items.Count < 0) { return 0f; } index = Mathf.Clamp(index, 0, items.Count - 1); float posItem = GetRightAxis(items[index].anchoredPosition); float posPivot = GetRightAxis(pivot.anchoredPosition); return posPivot - posItem; } private void FinishPrepareMovement() { _isMovement = true; _useMagnetic = true; _isStopping = false; _currentTime = 0; } private float GetRightAxis(Vector2 vector) { return _isVertical ? vector.y : vector.x; } public void OnDrag(PointerEventData eventData) { float currentPosition = GetRightAxis(UIExtensionsInputManager.MousePosition); _initMovementDirection = Mathf.Sign(currentPosition - _pastPositionMouseSpeed); _pastPositionMouseSpeed = currentPosition; _useMagnetic = false; _isStopping = false; } public void OnEndDrag(PointerEventData eventData) { FinishPrepareMovement(); } public void OnScroll(PointerEventData eventData) { _initMovementDirection = -UIExtensionsInputManager.MouseScrollDelta.y; FinishPrepareMovement(); } } }