com.unity.uiextensions.nosa.../Runtime/Scripts/Utilities/UI_InfiniteScroll.cs

212 lines
9.1 KiB
C#

/// 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
{
/// <summary>
/// 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)
///
/// </summary>
[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<RectTransform> items = new List<RectTransform>();
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<Transform> 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<RectTransform>());
}
_itemCount = _scrollRect.content.childCount;
}
public void Init()
{
if (GetComponent<ScrollRect>() != null)
{
_scrollRect = GetComponent<ScrollRect>();
_scrollRect.onValueChanged.AddListener(OnScroll);
_scrollRect.movementType = ScrollRect.MovementType.Unrestricted;
if (_scrollRect.content.GetComponent<VerticalLayoutGroup>() != null)
{
_verticalLayoutGroup = _scrollRect.content.GetComponent<VerticalLayoutGroup>();
}
if (_scrollRect.content.GetComponent<HorizontalLayoutGroup>() != null)
{
_horizontalLayoutGroup = _scrollRect.content.GetComponent<HorizontalLayoutGroup>();
}
if (_scrollRect.content.GetComponent<GridLayoutGroup>() != null)
{
_gridLayoutGroup = _scrollRect.content.GetComponent<GridLayoutGroup>();
}
if (_scrollRect.content.GetComponent<ContentSizeFitter>() != null)
{
_contentSizeFitter = _scrollRect.content.GetComponent<ContentSizeFitter>();
}
_isHorizontal = _scrollRect.horizontal;
_isVertical = _scrollRect.vertical;
_threshold = _scrollRect.GetComponent<RectTransform>().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<RectTransform>();
var lastChild = _scrollRect.content.GetChild(_itemCount - 1).GetComponent<RectTransform>();
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();
}
}
}
}
}
}