Updated Infinite scroll to work with content of different sizes
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b0f161a4e0
commit
0410ca53d7
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@ -38,7 +38,7 @@ namespace UnityEngine.UI.Extensions
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protected List<RectTransform> items = new List<RectTransform>();
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private Vector2 _newAnchoredPosition = Vector2.zero;
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//TO DISABLE FLICKERING OBJECT WHEN SCROLL VIEW IS IDLE IN BETWEEN OBJECTS
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private float _threshold = 100f;
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private Vector2 _threshold = Vector2.zero;
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private int _itemCount = 0;
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private float _recordOffsetX = 0;
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private float _recordOffsetY = 0;
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@ -116,6 +116,7 @@ namespace UnityEngine.UI.Extensions
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_isHorizontal = _scrollRect.horizontal;
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_isVertical = _scrollRect.vertical;
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_threshold = _scrollRect.GetComponent<RectTransform>().sizeDelta * 0.5f;
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if (_isHorizontal && _isVertical)
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{
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@ -175,41 +176,51 @@ namespace UnityEngine.UI.Extensions
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if (!_hasDisabledGridComponents)
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DisableGridComponents();
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var firstChild = _scrollRect.content.GetChild(0).GetComponent<RectTransform>();
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var lastChild = _scrollRect.content.GetChild(_itemCount - 1).GetComponent<RectTransform>();
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for (int i = 0; i < items.Count; i++)
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{
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if (_isHorizontal)
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{
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if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x > _disableMarginX + _threshold)
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if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x > items[i].sizeDelta.x + _threshold.x && items[i] == lastChild)
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{
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//Moving before first child ( slide right)
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_newAnchoredPosition = items[i].anchoredPosition;
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_newAnchoredPosition.x -= _itemCount * _recordOffsetX;
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_newAnchoredPosition.x = firstChild.anchoredPosition.x - items[i].sizeDelta.x;
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items[i].anchoredPosition = _newAnchoredPosition;
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_scrollRect.content.GetChild(_itemCount - 1).transform.SetAsFirstSibling();
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lastChild.transform.SetAsFirstSibling();
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}
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else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x < -_disableMarginX)
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else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x < -items[i].sizeDelta.x - _threshold.x - 100 && items[i] == firstChild)
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{
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//Moving before first child (slide left)
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_newAnchoredPosition = items[i].anchoredPosition;
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_newAnchoredPosition.x += _itemCount * _recordOffsetX;
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_newAnchoredPosition.x = lastChild.anchoredPosition.x + lastChild.sizeDelta.x;
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items[i].anchoredPosition = _newAnchoredPosition;
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_scrollRect.content.GetChild(0).transform.SetAsLastSibling();
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firstChild.transform.SetAsLastSibling();
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}
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}
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if (_isVertical)
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{
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if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y > _disableMarginY + _threshold)
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if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y > items[i].sizeDelta.y + _threshold.y && items[i] == firstChild)
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{
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//Moving after last child ( slide up)
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_newAnchoredPosition = items[i].anchoredPosition;
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_newAnchoredPosition.y -= _itemCount * _recordOffsetY;
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_newAnchoredPosition.y = lastChild.anchoredPosition.y - items[i].sizeDelta.y;
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items[i].anchoredPosition = _newAnchoredPosition;
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_scrollRect.content.GetChild(_itemCount - 1).transform.SetAsFirstSibling();
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firstChild.transform.SetAsLastSibling();
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}
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else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y < -_disableMarginY)
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else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y < -items[i].sizeDelta.y - _threshold.y - 100 && items[i] == lastChild)
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{
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//Moving before first child (slidw down)
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_newAnchoredPosition = items[i].anchoredPosition;
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_newAnchoredPosition.y += _itemCount * _recordOffsetY;
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_newAnchoredPosition.y = firstChild.anchoredPosition.y + firstChild.sizeDelta.y;
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items[i].anchoredPosition = _newAnchoredPosition;
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_scrollRect.content.GetChild(0).transform.SetAsLastSibling();
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lastChild.transform.SetAsFirstSibling();
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}
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}
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}
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