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