Clean-up and reset pivots on scene start
parent
0410ca53d7
commit
1c68432e02
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@ -32,16 +32,12 @@ namespace UnityEngine.UI.Extensions
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private GridLayoutGroup _gridLayoutGroup;
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protected bool _isVertical = false;
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protected bool _isHorizontal = false;
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private float _disableMarginX = 0;
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private float _disableMarginY = 0;
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private bool _hasDisabledGridComponents = false;
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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 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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protected virtual void Awake()
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{
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@ -81,6 +77,12 @@ namespace UnityEngine.UI.Extensions
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private void SetItems()
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{
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//Remove Pivots from content as they mess up translation
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foreach (RectTransform transform in _scrollRect.content.transform)
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{
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transform.pivot = Vector3.zero;
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}
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for (int i = 0; i < _scrollRect.content.childCount; i++)
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{
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items.Add(_scrollRect.content.GetChild(i).GetComponent<RectTransform>());
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@ -133,25 +135,6 @@ namespace UnityEngine.UI.Extensions
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void DisableGridComponents()
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{
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if (_isVertical)
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{
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_recordOffsetY = items[1].GetComponent<RectTransform>().anchoredPosition.y - items[0].GetComponent<RectTransform>().anchoredPosition.y;
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if (_recordOffsetY < 0)
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{
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_recordOffsetY *= -1;
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}
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_disableMarginY = _recordOffsetY * _itemCount / 2;
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}
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if (_isHorizontal)
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{
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_recordOffsetX = items[1].GetComponent<RectTransform>().anchoredPosition.x - items[0].GetComponent<RectTransform>().anchoredPosition.x;
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if (_recordOffsetX < 0)
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{
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_recordOffsetX *= -1;
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}
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_disableMarginX = _recordOffsetX * _itemCount / 2;
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}
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if (_verticalLayoutGroup)
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{
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_verticalLayoutGroup.enabled = false;
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