Adding new magnetic scroll control
Includes some fix updates to the Infinite scroll for content of various sizespull/413/head
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commit
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@ -1 +1 @@
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Subproject commit a8ce2ee705be43c98db82e8307b5b4bf4801387e
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Subproject commit 9d756f7bd9c2195d34e482c9402b715cf760fc96
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@ -273,6 +273,18 @@ namespace UnityEngine.UI.Extensions
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return Input.mousePosition;
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#else
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return Mouse.current.position.ReadValue();
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#endif
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}
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}
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public static Vector3 MouseScrollDelta
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{
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get
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{
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#if ENABLE_LEGACY_INPUT_MANAGER
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return Input.mouseScrollDelta;
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#else
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return Mouse.current.position.ReadValue();
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#endif
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}
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}
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@ -1,6 +1,7 @@
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/// Credit Tomasz Schelenz
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/// Sourced from - https://bitbucket.org/SimonDarksideJ/unity-ui-extensions/issues/81/infinite-scrollrect
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/// Demo - https://www.youtube.com/watch?v=uVTV7Udx78k - configures automatically. - works in both vertical and horizontal (but not both at the same time) - drag and drop - can be initialized by code (in case you populate your scrollview content from code)
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/// Updated by Febo Zodiaco - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/349/magnticinfinitescroll
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using System.Collections.Generic;
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@ -11,10 +12,10 @@ namespace UnityEngine.UI.Extensions
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///
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/// Fields
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/// - InitByUSer - in case your scrollrect is populated from code, you can explicitly Initialize the infinite scroll after your scroll is ready
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/// by callin Init() method
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/// by calling Init() method
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///
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/// Notes
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/// - doesn't work in both vertical and horizontal orientation at the same time.
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/// - does not work in both vertical and horizontal orientation at the same time.
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/// - in order to work it disables layout components and size fitter if present(automatically)
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///
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/// </summary>
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@ -29,12 +30,12 @@ namespace UnityEngine.UI.Extensions
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private VerticalLayoutGroup _verticalLayoutGroup;
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private HorizontalLayoutGroup _horizontalLayoutGroup;
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private GridLayoutGroup _gridLayoutGroup;
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private bool _isVertical = false;
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private bool _isHorizontal = false;
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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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private List<RectTransform> items = new List<RectTransform>();
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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 _treshold = 100f;
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@ -42,12 +43,52 @@ namespace UnityEngine.UI.Extensions
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private float _recordOffsetX = 0;
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private float _recordOffsetY = 0;
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void Awake()
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protected virtual void Awake()
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{
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if (!InitByUser)
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Init();
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}
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public virtual void SetNewItems(ref List<Transform> newItems)
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{
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if (_scrollRect != null)
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{
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if (_scrollRect.content == null && newItems == null)
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{
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return;
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}
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if (items != null)
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{
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items.Clear();
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}
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for (int i = _scrollRect.content.childCount - 1; i >= 0; i--)
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{
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Transform child = _scrollRect.content.GetChild(i);
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child.SetParent(null);
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GameObject.DestroyImmediate(child.gameObject);
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}
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foreach (Transform newItem in newItems)
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{
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newItem.SetParent(_scrollRect.content);
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}
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SetItems();
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}
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}
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private void SetItems()
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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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}
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_itemCount = _scrollRect.content.childCount;
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}
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public void Init()
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{
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if (GetComponent<ScrollRect>() != null)
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@ -56,10 +97,6 @@ namespace UnityEngine.UI.Extensions
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_scrollRect.onValueChanged.AddListener(OnScroll);
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_scrollRect.movementType = ScrollRect.MovementType.Unrestricted;
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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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}
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if (_scrollRect.content.GetComponent<VerticalLayoutGroup>() != null)
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{
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_verticalLayoutGroup = _scrollRect.content.GetComponent<VerticalLayoutGroup>();
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@ -85,7 +122,7 @@ namespace UnityEngine.UI.Extensions
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Debug.LogError("UI_InfiniteScroll doesn't support scrolling in both directions, please choose one direction (horizontal or vertical)");
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}
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_itemCount = _scrollRect.content.childCount;
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SetItems();
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}
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else
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{
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@ -102,7 +139,7 @@ namespace UnityEngine.UI.Extensions
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{
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_recordOffsetY *= -1;
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}
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_disableMarginY = _recordOffsetY * _itemCount / 2;// _scrollRect.GetComponent<RectTransform>().rect.height/2 + items[0].sizeDelta.y;
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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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@ -111,7 +148,7 @@ namespace UnityEngine.UI.Extensions
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{
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_recordOffsetX *= -1;
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}
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_disableMarginX = _recordOffsetX * _itemCount / 2;//_scrollRect.GetComponent<RectTransform>().rect.width/2 + items[0].sizeDelta.x;
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_disableMarginX = _recordOffsetX * _itemCount / 2;
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}
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if (_verticalLayoutGroup)
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@ -0,0 +1,204 @@
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/// Credit Febo Zodiaco
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/// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/349/magnticinfinitescroll
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///
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/UI Magnetic Infinite Scroll")]
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public class UI_MagneticInfiniteScroll : UI_InfiniteScroll
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{
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public event Action<GameObject> OnNewSelect;
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[Tooltip("The pointer to the pivot, the visual element for centering objects.")]
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[SerializeField]
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private RectTransform pivot = null;
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[Tooltip("The pointer to the object container")]
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[SerializeField]
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private RectTransform content = null;
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[Tooltip("the maximum speed that allows you to activate the magnet to center on the pivot")]
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[SerializeField]
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private float maxSpeedForMagnetic = 10f;
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[SerializeField]
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[Tooltip("The initial index of the object which must be initially centered")]
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private int indexStart = 0;
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[SerializeField]
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[Tooltip("The time to decelerate and aim for the pivot")]
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private float timeForDeceleration = 0.05f;
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[SerializeField]
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private ScrollRect scrollRect = null;
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private float _pastPositionMouseSpeed;
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private float initMovementDirection = 0;
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private float _pastPosition = 0;
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private float _currentSpeed = 0.0f;
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private float _stopValue = 0.0f;
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private readonly float _waitForContentSet = 0.1f;
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private float _currentTime = 0;
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private int nearestIndex = 0;
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private bool _useMagnetic = true;
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private bool _isStopping = false;
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private bool _isMovement = false;
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public List<RectTransform> Items { get; }
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protected override void Awake()
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{
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base.Awake();
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StartCoroutine(SetInitContent());
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}
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private void Update()
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{
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if (!content || !pivot || !_useMagnetic || !_isMovement || items == null || scrollRect == null)
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{
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return;
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}
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float currentPosition = GetRightAxis(content.anchoredPosition);
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_currentSpeed = Mathf.Abs(currentPosition - _pastPosition);
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_pastPosition = currentPosition;
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if (Mathf.Abs(_currentSpeed) > maxSpeedForMagnetic)
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{
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return;
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}
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if (_isStopping)
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{
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Vector2 anchoredPosition = content.anchoredPosition;
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_currentTime += Time.deltaTime;
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float valueLerp = _currentTime / timeForDeceleration;
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float newPosition = Mathf.Lerp(GetRightAxis(anchoredPosition), _stopValue, valueLerp);
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content.anchoredPosition = _isVertical ? new Vector2(anchoredPosition.x, newPosition) :
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new Vector2(newPosition, anchoredPosition.y);
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if (newPosition == GetRightAxis(anchoredPosition) && nearestIndex > 0 && nearestIndex < items.Count)
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{
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_isStopping = false;
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_isMovement = false;
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var item = items[nearestIndex];
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if (item != null && OnNewSelect != null)
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{
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OnNewSelect.Invoke(item.gameObject);
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}
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}
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}
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else
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{
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float distance = Mathf.Infinity * (-initMovementDirection);
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for (int i = 0; i < items.Count; i++)
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{
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var item = items[i];
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if (item == null)
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{
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continue;
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}
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var aux = GetRightAxis(item.position) - GetRightAxis(pivot.position);
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if ((initMovementDirection <= 0 && aux < distance && aux > 0) ||
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(initMovementDirection > 0 && aux > distance && aux < 0))
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{
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distance = aux;
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nearestIndex = i;
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}
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}
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_isStopping = true;
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_stopValue = GetAnchoredPositionForPivot(nearestIndex);
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scrollRect.StopMovement();
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}
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}
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public void Drag()
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{
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float currentPosition = GetRightAxis(UIExtensionsInputManager.MousePosition);
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initMovementDirection = Mathf.Sign(currentPosition - _pastPositionMouseSpeed);
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_pastPositionMouseSpeed = currentPosition;
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_useMagnetic = false;
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_isStopping = false;
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}
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public void EndDrag()
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{
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FinishPrepareMovement();
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}
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public override void SetNewItems(ref List<Transform> newItems)
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{
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foreach (var element in newItems)
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{
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RectTransform rectTransform = element.GetComponent<RectTransform>();
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if (rectTransform && pivot)
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{
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rectTransform.sizeDelta = pivot.sizeDelta;
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}
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}
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base.SetNewItems(ref newItems);
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}
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public void Scroll()
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{
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initMovementDirection = -UIExtensionsInputManager.MouseScrollDelta.y;
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FinishPrepareMovement();
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}
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public void SetContentInPivot(int index)
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{
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float newPos = GetAnchoredPositionForPivot(index);
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Vector2 anchoredPosition = content.anchoredPosition;
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if (content)
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{
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content.anchoredPosition = _isVertical ? new Vector2(anchoredPosition.x, newPos) :
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new Vector2(newPos, anchoredPosition.y);
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_pastPosition = GetRightAxis(content.anchoredPosition);
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}
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}
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private IEnumerator SetInitContent()
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{
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yield return new WaitForSeconds(_waitForContentSet);
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SetContentInPivot(indexStart);
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}
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private float GetAnchoredPositionForPivot(int index)
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{
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if (!pivot || items == null || items.Count < 0)
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{
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return 0f;
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}
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index = Mathf.Clamp(index, 0, items.Count - 1);
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float posItem = GetRightAxis(items[index].anchoredPosition);
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float posPivot = GetRightAxis(pivot.anchoredPosition);
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return posPivot - posItem;
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}
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private void FinishPrepareMovement()
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{
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_isMovement = true;
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_useMagnetic = true;
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_isStopping = false;
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_currentTime = 0;
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}
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private float GetRightAxis(Vector2 vector)
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{
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return _isVertical ? vector.y : vector.x;
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8a2ddc0989b894a499a02fb975aa0322
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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