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using System ;
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using UnityEngine.Events ;
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using UnityEngine.EventSystems ;
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namespace UnityEngine.UI.Extensions
{
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public class ScrollSnapBase : MonoBehaviour , IBeginDragHandler , IDragHandler
{
internal RectTransform _screensContainer ;
internal bool _isVertical ;
internal int _screens = 1 ;
internal float _scrollStartPosition ;
internal float _childSize ;
private float _childPos , _maskSize ;
internal Vector2 _childAnchorPoint ;
internal ScrollRect _scroll_rect ;
internal Vector3 _lerp_target ;
internal bool _lerp ;
internal bool _pointerDown = false ;
internal bool _settled = true ;
internal Vector3 _startPosition = new Vector3 ( ) ;
[Tooltip("The currently active page")]
internal int _currentPage ;
internal int _previousPage ;
internal int _halfNoVisibleItems ;
private int _bottomItem , _topItem ;
[Serializable]
public class SelectionChangeStartEvent : UnityEvent { }
[Serializable]
public class SelectionPageChangedEvent : UnityEvent < int > { }
[Serializable]
public class SelectionChangeEndEvent : UnityEvent < int > { }
[Tooltip("The screen / page to start the control on\n*Note, this is a 0 indexed array")]
[SerializeField]
public int StartingScreen = 0 ;
[Tooltip("The distance between two pages based on page height, by default pages are next to each other")]
[SerializeField]
[Range(0, 8)]
public float PageStep = 1 ;
[Tooltip("The gameobject that contains toggles which suggest pagination. (optional)")]
public GameObject Pagination ;
[Tooltip("Button to go to the previous page. (optional)")]
public GameObject PrevButton ;
[Tooltip("Button to go to the next page. (optional)")]
public GameObject NextButton ;
[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("Speed at which the ScrollRect will keep scrolling before slowing down and stopping (optional)")]
public int SwipeVelocityThreshold = 200 ;
[Tooltip("The visible bounds area, controls which items are visible/enabled. *Note Should use a RectMask. (optional)")]
public RectTransform MaskArea ;
[Tooltip("Pixel size to buffer arround Mask Area. (optional)")]
public float MaskBuffer = 1 ;
public int CurrentPage
{
get
{
return _currentPage ;
}
internal set
{
if ( ( value ! = _currentPage & & value > = 0 & & value < _screensContainer . childCount ) | | ( value = = 0 & & _screensContainer . childCount = = 0 ) )
{
_previousPage = _currentPage ;
_currentPage = value ;
if ( MaskArea ) UpdateVisible ( ) ;
if ( ! _lerp ) ScreenChange ( ) ;
OnCurrentScreenChange ( _currentPage ) ;
}
}
}
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[Tooltip("By default the container will lerp to the start when enabled in the scene, this option overrides this and forces it to simply jump without lerping")]
public bool JumpOnEnable = false ;
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[Tooltip("By default the container will return to the original starting page when enabled, this option overrides this behaviour and stays on the current selection")]
public bool RestartOnEnable = false ;
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[Tooltip("(Experimental)\nBy default, child array objects will use the parent transform\nHowever you can disable this for some interesting effects")]
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public bool UseParentTransform = true ;
[Tooltip("Scroll Snap children. (optional)\nEither place objects in the scene as children OR\nPrefabs in this array, NOT BOTH")]
public GameObject [ ] ChildObjects ;
[SerializeField]
[Tooltip("Event fires when a user starts to change the selection")]
private SelectionChangeStartEvent m_OnSelectionChangeStartEvent = new SelectionChangeStartEvent ( ) ;
public SelectionChangeStartEvent OnSelectionChangeStartEvent { get { return m_OnSelectionChangeStartEvent ; } set { m_OnSelectionChangeStartEvent = value ; } }
[SerializeField]
[Tooltip("Event fires as the page changes, while dragging or jumping")]
private SelectionPageChangedEvent m_OnSelectionPageChangedEvent = new SelectionPageChangedEvent ( ) ;
public SelectionPageChangedEvent OnSelectionPageChangedEvent { get { return m_OnSelectionPageChangedEvent ; } set { m_OnSelectionPageChangedEvent = value ; } }
[SerializeField]
[Tooltip("Event fires when the page settles after a user has dragged")]
private SelectionChangeEndEvent m_OnSelectionChangeEndEvent = new SelectionChangeEndEvent ( ) ;
public SelectionChangeEndEvent OnSelectionChangeEndEvent { get { return m_OnSelectionChangeEndEvent ; } set { m_OnSelectionChangeEndEvent = value ; } }
// Use this for initialization
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void Awake ( )
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{
_scroll_rect = gameObject . GetComponent < ScrollRect > ( ) ;
if ( _scroll_rect . horizontalScrollbar | | _scroll_rect . verticalScrollbar )
{
Debug . LogWarning ( "Warning, using scrollbars with the Scroll Snap controls is not advised as it causes unpredictable results" ) ;
}
if ( StartingScreen < 0 )
{
StartingScreen = 0 ;
}
_screensContainer = _scroll_rect . content ;
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InitialiseChildObjects ( ) ;
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if ( NextButton )
NextButton . GetComponent < Button > ( ) . onClick . AddListener ( ( ) = > { NextScreen ( ) ; } ) ;
if ( PrevButton )
PrevButton . GetComponent < Button > ( ) . onClick . AddListener ( ( ) = > { PreviousScreen ( ) ; } ) ;
}
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internal void InitialiseChildObjects ( )
{
if ( ChildObjects ! = null & & ChildObjects . Length > 0 )
{
if ( _screensContainer . transform . childCount > 0 )
{
Debug . LogError ( "ScrollRect Content has children, this is not supported when using managed Child Objects\n Either remove the ScrollRect Content children or clear the ChildObjects array" ) ;
return ;
}
InitialiseChildObjectsFromArray ( ) ;
}
else
{
InitialiseChildObjectsFromScene ( ) ;
}
}
internal void InitialiseChildObjectsFromScene ( )
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{
int childCount = _screensContainer . childCount ;
ChildObjects = new GameObject [ childCount ] ;
for ( int i = 0 ; i < childCount ; i + + )
{
ChildObjects [ i ] = _screensContainer . transform . GetChild ( i ) . gameObject ;
if ( MaskArea & & ChildObjects [ i ] . activeSelf )
{
ChildObjects [ i ] . SetActive ( false ) ;
}
}
}
internal void InitialiseChildObjectsFromArray ( )
{
int childCount = ChildObjects . Length ;
RectTransform childRect ;
GameObject child ;
for ( int i = 0 ; i < childCount ; i + + )
{
child = GameObject . Instantiate ( ChildObjects [ i ] ) ;
//Optionally, use original GO transform when initialising, by default will use parent RectTransform position/rotation
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if ( UseParentTransform )
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{
childRect = child . GetComponent < RectTransform > ( ) ;
childRect . rotation = _screensContainer . rotation ;
childRect . localScale = _screensContainer . localScale ;
childRect . position = _screensContainer . position ;
}
child . transform . SetParent ( _screensContainer . transform ) ;
ChildObjects [ i ] = child ;
if ( MaskArea & & ChildObjects [ i ] . activeSelf )
{
ChildObjects [ i ] . SetActive ( false ) ;
}
}
}
internal void UpdateVisible ( )
{
//If there are no objects in the scene or a mask, exit
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if ( ! MaskArea | | ChildObjects = = null | | ChildObjects . Length < 1 | | _screensContainer . childCount < 1 )
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{
return ;
}
_maskSize = _isVertical ? MaskArea . rect . height : MaskArea . rect . width ;
_halfNoVisibleItems = ( int ) Math . Round ( _maskSize / ( _childSize * MaskBuffer ) , MidpointRounding . AwayFromZero ) / 2 ;
_bottomItem = _topItem = 0 ;
//work out how many items below the current page can be visible
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for ( int i = _halfNoVisibleItems + 1 ; i > 0 ; i - - )
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{
_bottomItem = _currentPage - i < 0 ? 0 : i ;
if ( _bottomItem > 0 ) break ;
}
//work out how many items above the current page can be visible
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for ( int i = _halfNoVisibleItems + 1 ; i > 0 ; i - - )
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{
_topItem = _screensContainer . childCount - _currentPage - i < 0 ? 0 : i ;
if ( _topItem > 0 ) break ;
}
//Set the active items active
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for ( int i = CurrentPage - _bottomItem ; i < CurrentPage + _topItem ; i + + )
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{
try
{
ChildObjects [ i ] . SetActive ( true ) ;
}
catch
{
Debug . Log ( "Failed to setactive child [" + i + "]" ) ;
}
}
//Deactivate items out of visibility at the bottom of the ScrollRect Mask (only on scroll)
if ( _currentPage > _halfNoVisibleItems ) ChildObjects [ CurrentPage - _bottomItem ] . SetActive ( false ) ;
//Deactivate items out of visibility at the top of the ScrollRect Mask (only on scroll)
if ( _screensContainer . childCount - _currentPage > _topItem ) ChildObjects [ CurrentPage + _topItem ] . SetActive ( false ) ;
}
//Function for switching screens with buttons
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public void NextScreen ( )
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{
if ( _currentPage < _screens - 1 )
{
if ( ! _lerp ) StartScreenChange ( ) ;
_lerp = true ;
CurrentPage = _currentPage + 1 ;
GetPositionforPage ( _currentPage , ref _lerp_target ) ;
ScreenChange ( ) ;
}
}
//Function for switching screens with buttons
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public void PreviousScreen ( )
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{
if ( _currentPage > 0 )
{
if ( ! _lerp ) StartScreenChange ( ) ;
_lerp = true ;
CurrentPage = _currentPage - 1 ;
GetPositionforPage ( _currentPage , ref _lerp_target ) ;
ScreenChange ( ) ;
}
}
/// <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>
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public void GoToScreen ( int screenIndex )
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{
if ( screenIndex < = _screens - 1 & & screenIndex > = 0 )
{
if ( ! _lerp ) StartScreenChange ( ) ;
_lerp = true ;
CurrentPage = screenIndex ;
GetPositionforPage ( _currentPage , ref _lerp_target ) ;
ScreenChange ( ) ;
}
}
/// <summary>
/// Gets the closest page for the current Scroll Rect container position
/// </summary>
/// <param name="pos">Position to test, normally the Scroll Rect container Local position</param>
/// <returns>Closest Page number (zero indexed array value)</returns>
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internal int GetPageforPosition ( Vector3 pos )
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{
return _isVertical ?
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- ( int ) Math . Round ( ( pos . y - _scrollStartPosition ) / _childSize ) :
- ( int ) Math . Round ( ( pos . x - _scrollStartPosition ) / _childSize ) ;
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}
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/// <summary>
/// Validates if the current Scroll Rect container position is within the bounds for a page
/// </summary>
/// <param name="pos">Position to test, normally the Scroll Rect container Local position</param>
/// <returns>True / False, is the position in the bounds of a page</returns>
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internal bool IsRectSettledOnaPage ( Vector3 pos )
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{
return _isVertical ?
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- ( ( pos . y - _scrollStartPosition ) / _childSize ) = = - ( int ) Math . Round ( ( pos . y - _scrollStartPosition ) / _childSize ) :
- ( ( pos . x - _scrollStartPosition ) / _childSize ) = = - ( int ) Math . Round ( ( pos . x - _scrollStartPosition ) / _childSize ) ;
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}
/// <summary>
/// Returns the local position for a child page based on the required page number
/// </summary>
/// <param name="page">Page that the position is required for (Zero indexed array value)</param>
/// <param name="target">Outputs the local position for the selected page</param>
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internal void GetPositionforPage ( int page , ref Vector3 target )
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{
_childPos = - _childSize * page ;
if ( _isVertical )
{
target . y = _childPos + _scrollStartPosition ;
}
else
{
target . x = _childPos + _scrollStartPosition ;
}
}
/// <summary>
/// Updates the _Lerp target to the closest page and updates the pagination bullets. Each control's update loop will then handle the move.
/// </summary>
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internal void ScrollToClosestElement ( )
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{
_lerp = true ;
CurrentPage = GetPageforPosition ( _screensContainer . localPosition ) ;
GetPositionforPage ( _currentPage , ref _lerp_target ) ;
OnCurrentScreenChange ( _currentPage ) ;
}
/// <summary>
/// notifies pagination indicator and navigation buttons of a screen change
/// </summary>
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internal void OnCurrentScreenChange ( int currentScreen )
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{
ChangeBulletsInfo ( currentScreen ) ;
ToggleNavigationButtons ( currentScreen ) ;
}
/// <summary>
/// changes the bullets on the bottom of the page - pagination
/// </summary>
/// <param name="targetScreen"></param>
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private void ChangeBulletsInfo ( int targetScreen )
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{
if ( Pagination )
for ( int i = 0 ; i < Pagination . transform . childCount ; i + + )
{
Pagination . transform . GetChild ( i ) . GetComponent < Toggle > ( ) . isOn = ( targetScreen = = i )
? true
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: false ;
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}
}
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/// <summary>
/// disables the page navigation buttons when at the first or last screen
/// </summary>
/// <param name="targetScreen"></param>
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private void ToggleNavigationButtons ( int targetScreen ) {
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if ( PrevButton ) {
PrevButton . GetComponent < Button > ( ) . interactable = targetScreen > 0 ;
}
if ( NextButton ) {
NextButton . GetComponent < Button > ( ) . interactable = targetScreen < _screensContainer . transform . childCount - 1 ;
}
}
private void OnValidate ( )
{
var children = gameObject . GetComponent < ScrollRect > ( ) . content . childCount ;
if ( children ! = 0 | | ChildObjects ! = null )
{
var childCount = ChildObjects = = null | | ChildObjects . Length = = 0 ? children : ChildObjects . Length ;
if ( StartingScreen > childCount - 1 )
{
StartingScreen = childCount - 1 ;
}
if ( StartingScreen < 0 )
{
StartingScreen = 0 ;
}
}
if ( MaskBuffer < = 0 )
{
MaskBuffer = 1 ;
}
if ( PageStep < 0 )
{
PageStep = 0 ;
}
if ( PageStep > 8 )
{
PageStep = 9 ;
}
}
/// <summary>
/// Event fires when the user starts to change the page, either via swipe or button.
/// </summary>
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internal void StartScreenChange ( )
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{
OnSelectionChangeStartEvent . Invoke ( ) ;
}
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/// <summary>
/// Event fires when the currently viewed page changes, also updates while the scroll is moving
/// </summary>
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internal void ScreenChange ( )
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{
OnSelectionPageChangedEvent . Invoke ( _currentPage ) ;
}
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/// <summary>
/// Event fires when control settles on a page, outputs the new page number
/// </summary>
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internal void EndScreenChange ( )
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{
OnSelectionChangeEndEvent . Invoke ( _currentPage ) ;
_settled = true ;
}
#region Interfaces
/// <summary>
/// Touch screen to start swiping
/// </summary>
/// <param name="eventData"></param>
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public void OnBeginDrag ( PointerEventData eventData )
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{
_pointerDown = true ;
_settled = false ;
StartScreenChange ( ) ;
_startPosition = _screensContainer . localPosition ;
}
/// <summary>
/// While dragging do
/// </summary>
/// <param name="eventData"></param>
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public void OnDrag ( PointerEventData eventData )
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{
_lerp = false ;
}
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# endregion
}
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}