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

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/// <summary>
/// Curved Layout Group Created by Freezy - http://www.ElicitIce.com
/// Posted on Unity Forums http://forum.unity3d.com/threads/curved-layout.403985/
///
/// Free for any use and alteration, source code may not be sold without my permission.
/// If you make improvements on this script please share them with the community.
///
/// </summary>
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// TODO:
/// - add automatic child sizing, like in the HorizontalOrVerticalLayoutGroup.cs
/// - nicer anchor handling for initial child positions
/// </summary>
[AddComponentMenu("Layout/Extensions/Curved Layout")]
public class CurvedLayout : LayoutGroup {
public Vector3 CurveOffset;
// Yes these two could be combined into a single vector
// but this makes it easier to use?
[Tooltip("axis along which to place the items, Normalized before use")]
public Vector3 itemAxis;
[Tooltip("size of each item along the Normalized axis")]
public float itemSize;
2020-07-09 03:38:28 +08:00
// the slope can be moved by altering this setting, it could be constrained to the 0-1 range, but other values are useful for animations
public float centerpoint = 0.5f;
protected override void OnEnable() { base.OnEnable(); CalculateRadial(); }
public override void SetLayoutHorizontal() {
}
public override void SetLayoutVertical() {
}
public override void CalculateLayoutInputVertical() {
CalculateRadial();
}
public override void CalculateLayoutInputHorizontal() {
CalculateRadial();
}
#if UNITY_EDITOR
protected override void OnValidate() {
base.OnValidate();
CalculateRadial();
}
#endif
void CalculateRadial() {
m_Tracker.Clear();
if (transform.childCount == 0)
return;
//one liner for figuring out the desired pivot (should be moved into a utility function)
Vector2 pivot = new Vector2(((int)childAlignment % 3) * 0.5f, ((int)childAlignment / 3) * 0.5f);
//this seems to work ok-ish
Vector3 lastPos = new Vector3(
GetStartOffset(0, GetTotalPreferredSize(0)),
GetStartOffset(1, GetTotalPreferredSize(1)),
0f
);
// 0 = first, 1 = last child
float lerp = 0;
//no need to catch divide by 0 as childCount > 0
float step = 1f / transform.childCount;
//normalize and create a distance between items
var dist = itemAxis.normalized * itemSize;
for (int i = 0; i < transform.childCount; i++) {
RectTransform child = (RectTransform)transform.GetChild(i);
if (child != null) {
//stop the user from altering certain values in the editor
m_Tracker.Add(this, child,
DrivenTransformProperties.Anchors |
DrivenTransformProperties.AnchoredPosition |
DrivenTransformProperties.Pivot);
Vector3 vPos = lastPos + dist;
child.localPosition = lastPos = vPos + (lerp - centerpoint) * CurveOffset;
child.pivot = pivot;
//child anchors are not yet calculated, each child should set it's own size for now
child.anchorMin = child.anchorMax = new Vector2(0.5f, 0.5f);
lerp += step;
}
}
}
}
}