com.unity.uiextensions/Runtime/Scripts/Layout/VerticalScrollSnap.cs

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/// Credit BinaryX, SimonDarksideJ
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
/// Updated by SimonDarksideJ - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
/// Updated by SimonDarksideJ - major refactoring on updating current position and scroll management
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using System;
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using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("Layout/Extensions/Vertical Scroll Snap")]
public class VerticalScrollSnap : ScrollSnapBase
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{
private bool updated = true;
void Start()
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{
_isVertical = true;
_childAnchorPoint = new Vector2(0.5f,0);
_currentPage = StartingScreen;
panelDimensions = gameObject.GetComponent<RectTransform>().rect;
UpdateLayout();
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}
void Update()
{
updated = false;
if (!_lerp && _scroll_rect.velocity == Vector2.zero)
{
if (!_settled && !_pointerDown)
{
if (!IsRectSettledOnaPage(_screensContainer.anchoredPosition))
{
ScrollToClosestElement();
}
}
return;
}
else if (_lerp)
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{
_screensContainer.anchoredPosition = Vector3.Lerp(_screensContainer.anchoredPosition, _lerp_target, transitionSpeed * (UseTimeScale ? Time.deltaTime : Time.unscaledDeltaTime));
if (Vector3.Distance(_screensContainer.anchoredPosition, _lerp_target) < 0.1f)
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{
_screensContainer.anchoredPosition = _lerp_target;
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_lerp = false;
EndScreenChange();
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}
}
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if (UseHardSwipe) return;
CurrentPage = GetPageforPosition(_screensContainer.anchoredPosition);
//If the container is moving check if it needs to settle on a page
if (!_pointerDown)
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{
if (_scroll_rect.velocity.y > 0.01 || _scroll_rect.velocity.y < -0.01)
{
// if the pointer is released and is moving slower than the threshold, then just land on a page
if (IsRectMovingSlowerThanThreshold(0))
{
ScrollToClosestElement();
}
}
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}
}
private bool IsRectMovingSlowerThanThreshold(float startingSpeed)
{
return (_scroll_rect.velocity.y > startingSpeed && _scroll_rect.velocity.y < SwipeVelocityThreshold) ||
(_scroll_rect.velocity.y < startingSpeed && _scroll_rect.velocity.y > -SwipeVelocityThreshold);
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}
public void DistributePages()
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{
_screens = _screensContainer.childCount;
_scroll_rect.verticalNormalizedPosition = 0;
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float _offset = 0;
float _dimension = 0;
Rect panelDimensions = gameObject.GetComponent<RectTransform>().rect;
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float currentYPosition = 0;
var pageStepValue = _childSize = (int)panelDimensions.height * ((PageStep == 0) ? 3 : PageStep);
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for (int i = 0; i < _screensContainer.transform.childCount; i++)
{
RectTransform child = _screensContainer.transform.GetChild(i).gameObject.GetComponent<RectTransform>();
currentYPosition = _offset + i * pageStepValue;
child.sizeDelta = new Vector2(panelDimensions.width, panelDimensions.height);
child.anchoredPosition = new Vector2(0f, currentYPosition);
child.anchorMin = child.anchorMax = child.pivot = _childAnchorPoint;
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}
_dimension = currentYPosition + _offset * -1;
_screensContainer.GetComponent<RectTransform>().offsetMax = new Vector2(0f, _dimension);
}
/// <summary>
/// Add a new child to this Scroll Snap and recalculate it's children
/// </summary>
/// <param name="GO">GameObject to add to the ScrollSnap</param>
public void AddChild(GameObject GO)
{
AddChild(GO, false);
}
/// <summary>
/// Add a new child to this Scroll Snap and recalculate it's children
/// </summary>
/// <param name="GO">GameObject to add to the ScrollSnap</param>
/// <param name="WorldPositionStays">Should the world position be updated to it's parent transform?</param>
public void AddChild(GameObject GO, bool WorldPositionStays)
{
Release 2.3.0 (#429) * Package upver for Development * Added OnHighlightChanged and OnPressChanged events Added getters and setters for Highlighted and Pressed * Patch fix for UILineRenderer * Update package preview release * Resolves issue where the lower range value would become stuck when moved to the max value position Resolves: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/381/cant-move-range-slider-if-low-is-moved-to * Updated Infinite scroll to work with content of different sizes * Clean-up and reset pivots on scene start * Patches from PR * Clean up range slider unused variables * Updated Dropdown list to NOT resize text Rect on draw * Upgraded RangeSlider to work in both Horizontal and Verticle setups, just like regular slider. Also fixed a minor issue with offset when dragging on the bar. # Conflicts: # Runtime/Scripts/Controls/RangeSlider.cs * Taking in fix from https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/132 * Applying PR manually, because Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/128 * Merged in fix manually because... Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130 * Remove old BitBucket Pipeline for GitHub * Fixes issue #398 where the Next / Previous buttons filed to work if the ScrollSnap was previously scrolling. Also renamed the Extension Methods scripts and added a new function. Resolves: #398 * Resolves #397 Moved OnValidate checks which redraw the component to the RectTransformDimensionsCHanged event * Updated UIParticleSystem access to Particles array to ensure it is more stable. Updated some #if statements to be better future proofed Resolves #360 * Fixed the UIConnector to safely handle when no parent canvas can be found. Resolves #392 * Fixed issue which allowed an item marked as NOT transferable to actually be transferred between lists Resolves #382 * Updated #if filter inclusion to 2019_1_OR_Newer resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/411 * Updated UIVertical scroller to be 2022 compliant Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/410 * Updated Curly UI to wait until end of the frame to recalculate positions Also updated Editor script to work in 2022 Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/409 * Updated Depth Texture sampler in UI Particles Shaders Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/401 * Remove meta duplicates for HSVColour Picker * Add newly generated HSV picker meta files * Hard reset of Colour picker guids * Updated Points to always be an array of 1 when set to nothing. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/295 * Updated Cooldown button to work with Keyboard input Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/171 * Added error handling around setting Unity UI Components for Vertical/Horizontal scrolling Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/296 * Protecting Remove too * Added SetArc method to UICircle as requested Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/280 * Marked ScrollPositionController as Obsolete, users should use the newer Scroller component instead, will be removed in a future release. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/305 * Updated ScrollPositionControllerEditor as obsolete too * Removed unneeded size calculation which caused some issues with mixed height/width children. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/380 * Resolved issue whereby the last row in a flow layout group would not size correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/357 * Updated all components using "LayoutGroup" to override their OnDisable feature to incorporate this fix: https://gist.github.com/randomize/73ca6d3b6aa7210073692eb5cabd537e Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/178 * Checking in new MinMaxSlider TODO - Finish Editor creator * Added Editor Menu Option to create a Min/Max slider Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/270 * Marked TileSizeFitter as obsolete as Unity has made this unworkable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/214 * Updated Editor create options to add the correct Event System Input module for the Input system used, now or old. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/378 * Updated Editor menu layout * Updated initialisation logic to not cause an endless loop in the TabNavigationHelper Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/208 * Added new FIFO based UI Line Render when dynamic line rendering is needed (basic, no Beziers) Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/324 * Clean-up of ScrollSnapBase * Updated "Action" use to "UnityAction" to avoid Unity issues Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/253 * Updated UIVerticalScroller for standards and added UIHorizontalScroller Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/205 * Updated ReorderableList/ReorderableListElement to prevent creating a "Fake" droppable when the item is not transferable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/164 * Updated panel drawing for ComboBox controls and added DropdownOffset Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/393 * Base update for pointers to new version / package home * Cleanup and ensuring the UIParticleSystem is disposed on Destroy correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/412 * Refresh FancyScrollView with latest fixes * Remove broken examples link * Break Module * Update Examples module to new home * Updating GitHub artifacts and automation * Updated build issue with ReorderableListElement * Revised the Curly UI fix as it was preventing the graphic from being updated in the scene view. Thanks to @solidsign for the update. * Removed legacy Examples link, moving to separate repository * Added new submodule for extracted examples * Fix class spellings and update MultiTouchScrollRect * Updated NonDrawingGraphic to require a CanvasRender, else it causes an error on run (and doesn't work) - Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/420 * Add updated test flow for builds * Fix github issue templates * Add the Version upgrade pipeline * Added ResetSelectableHighlight component * Resolves issue in 2022 with the missing Text component Fixes: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/424 * The BIG Unity 2022 Text reorganisation * Remove editor validation and add error checking for the ColorLabel component * Add 2019 to the testing validation * Switch android builds to windows * Several lifetime feature updates for the ComboBox controls: - Resolves startup issue that prevented the control being used (Unity changed the start order in some instances), this was causing null reference issues with comboboxes - Added the ability to set a specific item on start and not just the first - Added the ability to disable the dropdown to make a read-only dropdown Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/426 - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/425 * Resolved issues with DisplayAbove and using a 0 ItemsToDisplay * Update pipelines for release * Final checks for merge! --------- Co-authored-by: Robert Rioja <rrioja@immersivedisplayinc.com> Co-authored-by: Simon Jackson <darkside@xna-uk.net> Co-authored-by: Ben MacKinnon <bilmackinnon@googlemail.com> Co-authored-by: Simon Jackson <sjackson@ethar.com> Co-authored-by: action <action@users.noreply.github.com>
2023-02-07 22:35:43 +08:00
try
{
// Rare instances of Unity bug cause error, adding try to manage it.
_scroll_rect.verticalNormalizedPosition = 0;
}
catch { }
GO.transform.SetParent(_screensContainer, WorldPositionStays);
InitialiseChildObjectsFromScene();
DistributePages();
if (MaskArea) UpdateVisible();
SetScrollContainerPosition();
}
/// <summary>
/// Remove a new child to this Scroll Snap and recalculate it's children
/// *Note, this is an index address (0-x)
/// </summary>
/// <param name="index">Index element of child to remove</param>
/// <param name="ChildRemoved">Resulting removed GO</param>
public void RemoveChild(int index, out GameObject ChildRemoved)
{
RemoveChild(index, false, out ChildRemoved);
}
/// <summary>
/// Remove a new child to this Scroll Snap and recalculate it's children
/// *Note, this is an index address (0-x)
/// </summary>
/// <param name="index">Index element of child to remove</param>
/// <param name="WorldPositionStays">If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before</param>
/// <param name="ChildRemoved">Resulting removed GO</param>
public void RemoveChild(int index, bool WorldPositionStays, out GameObject ChildRemoved)
{
ChildRemoved = null;
if (index < 0 || index > _screensContainer.childCount)
{
return;
}
Release 2.3.0 (#429) * Package upver for Development * Added OnHighlightChanged and OnPressChanged events Added getters and setters for Highlighted and Pressed * Patch fix for UILineRenderer * Update package preview release * Resolves issue where the lower range value would become stuck when moved to the max value position Resolves: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/381/cant-move-range-slider-if-low-is-moved-to * Updated Infinite scroll to work with content of different sizes * Clean-up and reset pivots on scene start * Patches from PR * Clean up range slider unused variables * Updated Dropdown list to NOT resize text Rect on draw * Upgraded RangeSlider to work in both Horizontal and Verticle setups, just like regular slider. Also fixed a minor issue with offset when dragging on the bar. # Conflicts: # Runtime/Scripts/Controls/RangeSlider.cs * Taking in fix from https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/132 * Applying PR manually, because Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/128 * Merged in fix manually because... Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130 * Remove old BitBucket Pipeline for GitHub * Fixes issue #398 where the Next / Previous buttons filed to work if the ScrollSnap was previously scrolling. Also renamed the Extension Methods scripts and added a new function. Resolves: #398 * Resolves #397 Moved OnValidate checks which redraw the component to the RectTransformDimensionsCHanged event * Updated UIParticleSystem access to Particles array to ensure it is more stable. Updated some #if statements to be better future proofed Resolves #360 * Fixed the UIConnector to safely handle when no parent canvas can be found. Resolves #392 * Fixed issue which allowed an item marked as NOT transferable to actually be transferred between lists Resolves #382 * Updated #if filter inclusion to 2019_1_OR_Newer resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/411 * Updated UIVertical scroller to be 2022 compliant Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/410 * Updated Curly UI to wait until end of the frame to recalculate positions Also updated Editor script to work in 2022 Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/409 * Updated Depth Texture sampler in UI Particles Shaders Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/401 * Remove meta duplicates for HSVColour Picker * Add newly generated HSV picker meta files * Hard reset of Colour picker guids * Updated Points to always be an array of 1 when set to nothing. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/295 * Updated Cooldown button to work with Keyboard input Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/171 * Added error handling around setting Unity UI Components for Vertical/Horizontal scrolling Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/296 * Protecting Remove too * Added SetArc method to UICircle as requested Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/280 * Marked ScrollPositionController as Obsolete, users should use the newer Scroller component instead, will be removed in a future release. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/305 * Updated ScrollPositionControllerEditor as obsolete too * Removed unneeded size calculation which caused some issues with mixed height/width children. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/380 * Resolved issue whereby the last row in a flow layout group would not size correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/357 * Updated all components using "LayoutGroup" to override their OnDisable feature to incorporate this fix: https://gist.github.com/randomize/73ca6d3b6aa7210073692eb5cabd537e Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/178 * Checking in new MinMaxSlider TODO - Finish Editor creator * Added Editor Menu Option to create a Min/Max slider Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/270 * Marked TileSizeFitter as obsolete as Unity has made this unworkable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/214 * Updated Editor create options to add the correct Event System Input module for the Input system used, now or old. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/378 * Updated Editor menu layout * Updated initialisation logic to not cause an endless loop in the TabNavigationHelper Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/208 * Added new FIFO based UI Line Render when dynamic line rendering is needed (basic, no Beziers) Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/324 * Clean-up of ScrollSnapBase * Updated "Action" use to "UnityAction" to avoid Unity issues Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/253 * Updated UIVerticalScroller for standards and added UIHorizontalScroller Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/205 * Updated ReorderableList/ReorderableListElement to prevent creating a "Fake" droppable when the item is not transferable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/164 * Updated panel drawing for ComboBox controls and added DropdownOffset Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/393 * Base update for pointers to new version / package home * Cleanup and ensuring the UIParticleSystem is disposed on Destroy correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/412 * Refresh FancyScrollView with latest fixes * Remove broken examples link * Break Module * Update Examples module to new home * Updating GitHub artifacts and automation * Updated build issue with ReorderableListElement * Revised the Curly UI fix as it was preventing the graphic from being updated in the scene view. Thanks to @solidsign for the update. * Removed legacy Examples link, moving to separate repository * Added new submodule for extracted examples * Fix class spellings and update MultiTouchScrollRect * Updated NonDrawingGraphic to require a CanvasRender, else it causes an error on run (and doesn't work) - Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/420 * Add updated test flow for builds * Fix github issue templates * Add the Version upgrade pipeline * Added ResetSelectableHighlight component * Resolves issue in 2022 with the missing Text component Fixes: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/424 * The BIG Unity 2022 Text reorganisation * Remove editor validation and add error checking for the ColorLabel component * Add 2019 to the testing validation * Switch android builds to windows * Several lifetime feature updates for the ComboBox controls: - Resolves startup issue that prevented the control being used (Unity changed the start order in some instances), this was causing null reference issues with comboboxes - Added the ability to set a specific item on start and not just the first - Added the ability to disable the dropdown to make a read-only dropdown Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/426 - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/425 * Resolved issues with DisplayAbove and using a 0 ItemsToDisplay * Update pipelines for release * Final checks for merge! --------- Co-authored-by: Robert Rioja <rrioja@immersivedisplayinc.com> Co-authored-by: Simon Jackson <darkside@xna-uk.net> Co-authored-by: Ben MacKinnon <bilmackinnon@googlemail.com> Co-authored-by: Simon Jackson <sjackson@ethar.com> Co-authored-by: action <action@users.noreply.github.com>
2023-02-07 22:35:43 +08:00
try
{
// Rare instances of Unity bug cause error, adding try to manage it.
_scroll_rect.verticalNormalizedPosition = 0;
}
catch { }
Transform child = _screensContainer.transform.GetChild(index);
child.SetParent(null, WorldPositionStays);
ChildRemoved = child.gameObject;
InitialiseChildObjectsFromScene();
DistributePages();
if (MaskArea) UpdateVisible();
if (_currentPage > _screens - 1)
{
CurrentPage = _screens - 1;
}
SetScrollContainerPosition();
}
/// <summary>
/// Remove all children from this ScrollSnap
/// </summary>
/// <param name="ChildrenRemoved">Array of child GO's removed</param>
public void RemoveAllChildren(out GameObject[] ChildrenRemoved)
{
RemoveAllChildren(false, out ChildrenRemoved);
}
/// <summary>
/// Remove all children from this ScrollSnap
/// </summary>
/// <param name="WorldPositionStays">If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before</param>
/// <param name="ChildrenRemoved">Array of child GO's removed</param>
public void RemoveAllChildren(bool WorldPositionStays, out GameObject[] ChildrenRemoved)
{
var _screenCount = _screensContainer.childCount;
ChildrenRemoved = new GameObject[_screenCount];
for (int i = _screenCount - 1; i >= 0; i--)
{
ChildrenRemoved[i] = _screensContainer.GetChild(i).gameObject;
ChildrenRemoved[i].transform.SetParent(null, WorldPositionStays);
}
_scroll_rect.verticalNormalizedPosition = 0;
CurrentPage = 0;
InitialiseChildObjectsFromScene();
DistributePages();
if (MaskArea) UpdateVisible();
}
private void SetScrollContainerPosition()
{
_scrollStartPosition = _screensContainer.anchoredPosition.y;
_scroll_rect.verticalNormalizedPosition = (float)(_currentPage) / (_screens - 1);
OnCurrentScreenChange(_currentPage);
}
/// <summary>
/// used for changing / updating between screen resolutions
/// </summary>
public void UpdateLayout()
{
_lerp = false;
DistributePages();
if (MaskArea) UpdateVisible();
SetScrollContainerPosition();
OnCurrentScreenChange(_currentPage);
}
private void OnRectTransformDimensionsChange()
{
if (_childAnchorPoint != Vector2.zero)
{
UpdateLayout();
}
}
private void OnEnable()
{
InitialiseChildObjectsFromScene();
DistributePages();
if (MaskArea)
UpdateVisible();
if (JumpOnEnable || !RestartOnEnable)
SetScrollContainerPosition();
if (RestartOnEnable)
GoToScreen(StartingScreen);
}
/// <summary>
/// Release screen to swipe
/// </summary>
/// <param name="eventData"></param>
public override void OnEndDrag(PointerEventData eventData)
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{
if (updated)
{
return;
}
// to prevent double dragging, only act on EndDrag once per frame
updated = true;
_pointerDown = false;
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if (_scroll_rect.vertical)
{
if (UseSwipeDeltaThreshold && Math.Abs(eventData.delta.y) < SwipeDeltaThreshold)
{
ScrollToClosestElement();
}
else
{
var distance = Vector3.Distance(_startPosition, _screensContainer.anchoredPosition);
if (UseHardSwipe)
{
_scroll_rect.velocity = Vector3.zero;
if (distance > FastSwipeThreshold)
{
if (_startPosition.y - _screensContainer.anchoredPosition.y > 0)
{
NextScreen();
}
else
{
PreviousScreen();
}
}
else
{
ScrollToClosestElement();
}
}
else
{
if (UseFastSwipe && distance < panelDimensions.height + FastSwipeThreshold && distance >= 1f)
{
_scroll_rect.velocity = Vector3.zero;
if (_startPosition.y - _screensContainer.anchoredPosition.y > 0)
{
if (_startPosition.y - _screensContainer.anchoredPosition.y > _childSize / 3)
{
ScrollToClosestElement();
}
else
{
NextScreen();
}
}
else
{
if (_startPosition.y - _screensContainer.anchoredPosition.y > -_childSize / 3)
{
ScrollToClosestElement();
}
else
{
PreviousScreen();
}
}
}
else if (distance == 0)
{
EndScreenChange();
}
}
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}
}
}
}
}