com.unity.uiextensions/Scripts/Layout/ScrollSnapBase.cs

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using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using System;
using UnityEngine.Events;
namespace UnityEngine.UI.Extensions
{
public class ScrollSnapBase : MonoBehaviour, IBeginDragHandler, IDragHandler, IPointerDownHandler, IPointerUpHandler
{
internal Transform _screensContainer;
internal int _screens = 1;
internal Vector3[] _positions;
internal Vector3[] _visiblePositions;
internal ScrollRect _scroll_rect;
internal Vector3 _lerp_target;
internal bool _lerp;
internal bool _pointerDown = false;
[Serializable]
public class SelectionChangeStartEvent : UnityEvent { }
[Serializable]
public class SelectionChangeEndEvent : UnityEvent { }
[Tooltip("The gameobject that contains toggles which suggest pagination. (optional)")]
public GameObject Pagination;
[Tooltip("Button to go to the next page. (optional)")]
public GameObject NextButton;
[Tooltip("Button to go to the previous page. (optional)")]
public GameObject PrevButton;
[Tooltip("Transition speed between pages. (optional)")]
public float transitionSpeed = 7.5f;
[Tooltip("Fast Swipe makes swiping page next / previous (optional)")]
public Boolean UseFastSwipe = false;
[Tooltip("How far swipe has to travel to initiate a page change (optional)")]
public int FastSwipeThreshold = 100;
[Tooltip("How fast can a user swipe to be a swipe (optional)")]
public int SwipeVelocityThreshold = 200;
internal Vector3 _startPosition = new Vector3();
[Tooltip("The currently active page")]
internal int _currentScreen;
internal int _previousScreen;
[Tooltip("The screen / page to start the control on")]
[SerializeField]
public int StartingScreen = 1;
[Tooltip("The distance between two pages based on page height, by default pages are next to each other")]
[SerializeField]
[Range(1, 8)]
public float PageStep = 1;
public int CurrentPage
{
get
{
return _currentScreen;
}
}
[SerializeField]
private SelectionChangeStartEvent m_OnSelectionChangeStartEvent = new SelectionChangeStartEvent();
public SelectionChangeStartEvent OnSelectionChangeStartEvent { get { return m_OnSelectionChangeStartEvent; } set { m_OnSelectionChangeStartEvent = value; } }
[SerializeField]
private SelectionChangeEndEvent m_OnSelectionChangeEndEvent = new SelectionChangeEndEvent();
public SelectionChangeEndEvent OnSelectionChangeEndEvent { get { return m_OnSelectionChangeEndEvent; } set { m_OnSelectionChangeEndEvent = value; } }
//Function for switching screens with buttons
public void NextScreen()
{
if (_currentScreen < _screens - 1)
{
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen++;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//Function for switching screens with buttons
public void PreviousScreen()
{
if (_currentScreen > 0)
{
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen--;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
/// <summary>
/// Function for switching to a specific screen
/// *Note, this is based on a 0 starting index - 0 to x
/// </summary>
/// <param name="screenIndex">0 starting index of page to jump to</param>
public void GoToScreen(int screenIndex)
{
if (screenIndex <= _screens - 1 && screenIndex >= 0)
{
if (!_lerp) StartScreenChange();
_lerp = true;
_currentScreen = screenIndex;
_lerp_target = _positions[_currentScreen];
ChangeBulletsInfo(_currentScreen);
}
}
//find the closest registered point to the releasing point
internal Vector3 FindClosestFrom(Vector3 start, Vector3[] positions)
{
Vector3 closestPosition = Vector3.zero;
float closest = Mathf.Infinity;
float distanceToTarget = 0;
for (int i = 0; i < _screens; i++)
{
distanceToTarget = Vector3.Distance(start, positions[i]);
if (distanceToTarget < closest)
{
closest = distanceToTarget;
closestPosition = positions[i];
}
}
return closestPosition;
}
internal void ScrollToClosestElement()
{
_lerp = true;
_lerp_target = FindClosestFrom(_screensContainer.localPosition, _visiblePositions);
_currentScreen = GetPageforPosition(_lerp_target);
ChangeBulletsInfo(_currentScreen);
}
//changes the bullets on the bottom of the page - pagination
internal void ChangeBulletsInfo(int currentScreen)
{
if (Pagination)
for (int i = 0; i < Pagination.transform.childCount; i++)
{
Pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (currentScreen == i)
? true
: false;
}
}
internal int GetPageforPosition(Vector3 pos)
{
for (int i = 0; i < _positions.Length; i++)
{
if (_positions[i] == pos)
{
return i;
}
}
return 0;
}
void OnValidate()
{
var childCount = gameObject.GetComponent<ScrollRect>().content.childCount;
if (StartingScreen > childCount - 1)
{
StartingScreen = childCount - 1;
}
if (StartingScreen < 0)
{
StartingScreen = 0;
}
}
internal void StartScreenChange()
{
OnSelectionChangeStartEvent.Invoke();
}
internal void EndScreenChange()
{
OnSelectionChangeEndEvent.Invoke();
}
#region Interfaces
/// <summary>
/// Touch screen to start swiping
/// </summary>
/// <param name="eventData"></param>
public void OnBeginDrag(PointerEventData eventData)
{
StartScreenChange();
_startPosition = _screensContainer.localPosition;
}
/// <summary>
/// While dragging do
/// </summary>
/// <param name="eventData"></param>
public void OnDrag(PointerEventData eventData)
{
_lerp = false;
}
public void OnPointerDown(PointerEventData eventData)
{
_pointerDown = true;
}
public void OnPointerUp(PointerEventData eventData)
{
_pointerDown = false;
}
#endregion
}
}