Updated FancyScrollView to latest

pull/413/head
Simon (darkside) Jackson 2019-11-16 14:49:21 +00:00
parent 88b4a54603
commit 41e082802a
29 changed files with 773 additions and 321 deletions

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@ -13,7 +13,7 @@ namespace UnityEngine.UI.Extensions
public class ScrollerEditor : Editor public class ScrollerEditor : Editor
{ {
SerializedProperty viewport; SerializedProperty viewport;
SerializedProperty directionOfRecognize; SerializedProperty scrollDirection;
SerializedProperty movementType; SerializedProperty movementType;
SerializedProperty elasticity; SerializedProperty elasticity;
SerializedProperty scrollSensitivity; SerializedProperty scrollSensitivity;
@ -24,6 +24,8 @@ namespace UnityEngine.UI.Extensions
SerializedProperty snapVelocityThreshold; SerializedProperty snapVelocityThreshold;
SerializedProperty snapDuration; SerializedProperty snapDuration;
SerializedProperty snapEasing; SerializedProperty snapEasing;
SerializedProperty draggable;
SerializedProperty scrollbar;
AnimBool showElasticity; AnimBool showElasticity;
AnimBool showInertiaRelatedValues; AnimBool showInertiaRelatedValues;
@ -32,7 +34,7 @@ namespace UnityEngine.UI.Extensions
void OnEnable() void OnEnable()
{ {
viewport = serializedObject.FindProperty("viewport"); viewport = serializedObject.FindProperty("viewport");
directionOfRecognize = serializedObject.FindProperty("directionOfRecognize"); scrollDirection = serializedObject.FindProperty("scrollDirection");
movementType = serializedObject.FindProperty("movementType"); movementType = serializedObject.FindProperty("movementType");
elasticity = serializedObject.FindProperty("elasticity"); elasticity = serializedObject.FindProperty("elasticity");
scrollSensitivity = serializedObject.FindProperty("scrollSensitivity"); scrollSensitivity = serializedObject.FindProperty("scrollSensitivity");
@ -43,6 +45,8 @@ namespace UnityEngine.UI.Extensions
snapVelocityThreshold = serializedObject.FindProperty("snap.VelocityThreshold"); snapVelocityThreshold = serializedObject.FindProperty("snap.VelocityThreshold");
snapDuration = serializedObject.FindProperty("snap.Duration"); snapDuration = serializedObject.FindProperty("snap.Duration");
snapEasing = serializedObject.FindProperty("snap.Easing"); snapEasing = serializedObject.FindProperty("snap.Easing");
draggable = serializedObject.FindProperty("draggable");
scrollbar = serializedObject.FindProperty("scrollbar");
showElasticity = new AnimBool(Repaint); showElasticity = new AnimBool(Repaint);
showInertiaRelatedValues = new AnimBool(Repaint); showInertiaRelatedValues = new AnimBool(Repaint);
@ -59,7 +63,7 @@ namespace UnityEngine.UI.Extensions
void SetAnimBools(bool instant) void SetAnimBools(bool instant)
{ {
SetAnimBool(showElasticity, !movementType.hasMultipleDifferentValues && movementType.enumValueIndex == (int)Scroller.MovementType.Elastic, instant); SetAnimBool(showElasticity, !movementType.hasMultipleDifferentValues && movementType.enumValueIndex == (int)MovementType.Elastic, instant);
SetAnimBool(showInertiaRelatedValues, !inertia.hasMultipleDifferentValues && inertia.boolValue, instant); SetAnimBool(showInertiaRelatedValues, !inertia.hasMultipleDifferentValues && inertia.boolValue, instant);
SetAnimBool(showSnapEnableRelatedValues, !snapEnable.hasMultipleDifferentValues && snapEnable.boolValue, instant); SetAnimBool(showSnapEnableRelatedValues, !snapEnable.hasMultipleDifferentValues && snapEnable.boolValue, instant);
} }
@ -82,12 +86,14 @@ namespace UnityEngine.UI.Extensions
serializedObject.Update(); serializedObject.Update();
EditorGUILayout.PropertyField(viewport); EditorGUILayout.PropertyField(viewport);
EditorGUILayout.PropertyField(directionOfRecognize); EditorGUILayout.PropertyField(scrollDirection);
EditorGUILayout.PropertyField(movementType); EditorGUILayout.PropertyField(movementType);
DrawMovementTypeRelatedValue(); DrawMovementTypeRelatedValue();
EditorGUILayout.PropertyField(scrollSensitivity); EditorGUILayout.PropertyField(scrollSensitivity);
EditorGUILayout.PropertyField(inertia); EditorGUILayout.PropertyField(inertia);
DrawInertiaRelatedValues(); DrawInertiaRelatedValues();
EditorGUILayout.PropertyField(draggable);
EditorGUILayout.PropertyField(scrollbar);
serializedObject.ApplyModifiedProperties(); serializedObject.ApplyModifiedProperties();
} }

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@ -1,15 +1,13 @@
/// Credit setchi (https://github.com/setchi) /// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView /// Sourced from - https://github.com/setchi/FancyScrollView
using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.UI.Extensions namespace UnityEngine.UI.Extensions
{ {
public abstract class FancyScrollView<TItemData, TContext> : MonoBehaviour where TContext : class, new() public abstract class FancyScrollView<TItemData, TContext> : MonoBehaviour where TContext : class, new()
{ {
[SerializeField, Range(float.Epsilon, 1f)] protected float cellInterval = 0.2f; [SerializeField, Range(1e-2f, 1f)] protected float cellInterval = 0.2f;
[SerializeField, Range(0f, 1f)] protected float scrollOffset = 0.5f; [SerializeField, Range(0f, 1f)] protected float scrollOffset = 0.5f;
[SerializeField] protected bool loop = false; [SerializeField] protected bool loop = false;
[SerializeField] protected Transform cellContainer = default; [SerializeField] protected Transform cellContainer = default;
@ -17,7 +15,7 @@ namespace UnityEngine.UI.Extensions
readonly IList<FancyScrollViewCell<TItemData, TContext>> pool = readonly IList<FancyScrollViewCell<TItemData, TContext>> pool =
new List<FancyScrollViewCell<TItemData, TContext>>(); new List<FancyScrollViewCell<TItemData, TContext>>();
float currentPosition; protected float currentPosition;
protected abstract GameObject CellPrefab { get; } protected abstract GameObject CellPrefab { get; }
protected IList<TItemData> ItemsSource { get; set; } = new List<TItemData>(); protected IList<TItemData> ItemsSource { get; set; } = new List<TItemData>();
@ -27,7 +25,7 @@ namespace UnityEngine.UI.Extensions
/// Updates the contents. /// Updates the contents.
/// </summary> /// </summary>
/// <param name="itemsSource">Items source.</param> /// <param name="itemsSource">Items source.</param>
protected void UpdateContents(IList<TItemData> itemsSource) protected virtual void UpdateContents(IList<TItemData> itemsSource)
{ {
ItemsSource = itemsSource; ItemsSource = itemsSource;
Refresh(); Refresh();
@ -36,15 +34,15 @@ namespace UnityEngine.UI.Extensions
/// <summary> /// <summary>
/// Refreshes the cells. /// Refreshes the cells.
/// </summary> /// </summary>
protected void Refresh() => UpdatePosition(currentPosition, true); protected virtual void Refresh() => UpdatePosition(currentPosition, true);
/// <summary> /// <summary>
/// Updates the scroll position. /// Updates the scroll position.
/// </summary> /// </summary>
/// <param name="position">Position.</param> /// <param name="position">Position.</param>
protected void UpdatePosition(float position) => UpdatePosition(position, false); protected virtual void UpdatePosition(float position) => UpdatePosition(position, false);
void UpdatePosition(float position, bool forceRefresh) protected void UpdatePosition(float position, bool forceRefresh)
{ {
currentPosition = position; currentPosition = position;
@ -62,15 +60,8 @@ namespace UnityEngine.UI.Extensions
void ResizePool(float firstPosition) void ResizePool(float firstPosition)
{ {
if (CellPrefab == null) Debug.Assert(CellPrefab != null);
{ Debug.Assert(cellContainer != null);
throw new NullReferenceException(nameof(CellPrefab));
}
if (cellContainer == null)
{
throw new MissingComponentException(nameof(cellContainer));
}
var addCount = Mathf.CeilToInt((1f - firstPosition) / cellInterval) - pool.Count; var addCount = Mathf.CeilToInt((1f - firstPosition) / cellInterval) - pool.Count;
for (var i = 0; i < addCount; i++) for (var i = 0; i < addCount; i++)
@ -139,11 +130,7 @@ namespace UnityEngine.UI.Extensions
#endif #endif
} }
public sealed class FancyScrollViewNullContext public sealed class FancyScrollViewNullContext { }
{
}
public abstract class FancyScrollView<TItemData> : FancyScrollView<TItemData, FancyScrollViewNullContext> public abstract class FancyScrollView<TItemData> : FancyScrollView<TItemData, FancyScrollViewNullContext> { }
{
}
} }

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@ -1,8 +1,6 @@
/// Credit setchi (https://github.com/setchi) /// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView /// Sourced from - https://github.com/setchi/FancyScrollView
using UnityEngine;
namespace UnityEngine.UI.Extensions namespace UnityEngine.UI.Extensions
{ {
public abstract class FancyScrollViewCell<TItemData, TContext> : MonoBehaviour where TContext : class, new() public abstract class FancyScrollViewCell<TItemData, TContext> : MonoBehaviour where TContext : class, new()

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@ -1,214 +0,0 @@
//
// EasingCore - https://github.com/setchi/EasingCore
//
// The MIT License (MIT)
//
// Copyright (c) 2019 setchi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using System;
using UnityEngine;
namespace UnityEngine.UI.Extensions.EasingCore
{
public enum Ease
{
Linear,
InBack,
InBounce,
InCirc,
InCubic,
InElastic,
InExpo,
InQuad,
InQuart,
InQuint,
InSine,
OutBack,
OutBounce,
OutCirc,
OutCubic,
OutElastic,
OutExpo,
OutQuad,
OutQuart,
OutQuint,
OutSine,
InOutBack,
InOutBounce,
InOutCirc,
InOutCubic,
InOutElastic,
InOutExpo,
InOutQuad,
InOutQuart,
InOutQuint,
InOutSine,
}
public static class EasingFunction
{
/// <summary>
/// Gets the easing function
/// </summary>
/// <param name="type">ease type</param>
/// <returns>easing function</returns>
public static Func<float, float> Get(Ease type)
{
switch (type)
{
case Ease.Linear: return Linear;
case Ease.InBack: return InBack;
case Ease.InBounce: return InBounce;
case Ease.InCirc: return InCirc;
case Ease.InCubic: return InCubic;
case Ease.InElastic: return InElastic;
case Ease.InExpo: return InExpo;
case Ease.InQuad: return InQuad;
case Ease.InQuart: return InQuart;
case Ease.InQuint: return InQuint;
case Ease.InSine: return InSine;
case Ease.OutBack: return OutBack;
case Ease.OutBounce: return OutBounce;
case Ease.OutCirc: return OutCirc;
case Ease.OutCubic: return OutCubic;
case Ease.OutElastic: return OutElastic;
case Ease.OutExpo: return OutExpo;
case Ease.OutQuad: return OutQuad;
case Ease.OutQuart: return OutQuart;
case Ease.OutQuint: return OutQuint;
case Ease.OutSine: return OutSine;
case Ease.InOutBack: return InOutBack;
case Ease.InOutBounce: return InOutBounce;
case Ease.InOutCirc: return InOutCirc;
case Ease.InOutCubic: return InOutCubic;
case Ease.InOutElastic: return InOutElastic;
case Ease.InOutExpo: return InOutExpo;
case Ease.InOutQuad: return InOutQuad;
case Ease.InOutQuart: return InOutQuart;
case Ease.InOutQuint: return InOutQuint;
case Ease.InOutSine: return InOutSine;
default: return Linear;
}
}
static float Linear(float t) => t;
static float InBack(float t) => t * t * t - t * Mathf.Sin(t * Mathf.PI);
static float OutBack(float t) => 1f - InBack(1f - t);
static float InOutBack(float t) =>
t < 0.5f
? 0.5f * InBack(2f * t)
: 0.5f * OutBack(2f * t - 1f) + 0.5f;
static float InBounce(float t) => 1f - OutBounce(1f - t);
static float OutBounce(float t) =>
t < 4f / 11.0f ?
(121f * t * t) / 16.0f :
t < 8f / 11.0f ?
(363f / 40.0f * t * t) - (99f / 10.0f * t) + 17f / 5.0f :
t < 9f / 10.0f ?
(4356f / 361.0f * t * t) - (35442f / 1805.0f * t) + 16061f / 1805.0f :
(54f / 5.0f * t * t) - (513f / 25.0f * t) + 268f / 25.0f;
static float InOutBounce(float t) =>
t < 0.5f
? 0.5f * InBounce(2f * t)
: 0.5f * OutBounce(2f * t - 1f) + 0.5f;
static float InCirc(float t) => 1f - Mathf.Sqrt(1f - (t * t));
static float OutCirc(float t) => Mathf.Sqrt((2f - t) * t);
static float InOutCirc(float t) =>
t < 0.5f
? 0.5f * (1 - Mathf.Sqrt(1f - 4f * (t * t)))
: 0.5f * (Mathf.Sqrt(-((2f * t) - 3f) * ((2f * t) - 1f)) + 1f);
static float InCubic(float t) => t * t * t;
static float OutCubic(float t) => InCubic(t - 1f) + 1f;
static float InOutCubic(float t) =>
t < 0.5f
? 4f * t * t * t
: 0.5f * InCubic(2f * t - 2f) + 1f;
static float InElastic(float t) => Mathf.Sin(13f * (Mathf.PI * 0.5f) * t) * Mathf.Pow(2f, 10f * (t - 1f));
static float OutElastic(float t) => Mathf.Sin(-13f * (Mathf.PI * 0.5f) * (t + 1)) * Mathf.Pow(2f, -10f * t) + 1f;
static float InOutElastic(float t) =>
t < 0.5f
? 0.5f * Mathf.Sin(13f * (Mathf.PI * 0.5f) * (2f * t)) * Mathf.Pow(2f, 10f * ((2f * t) - 1f))
: 0.5f * (Mathf.Sin(-13f * (Mathf.PI * 0.5f) * ((2f * t - 1f) + 1f)) * Mathf.Pow(2f, -10f * (2f * t - 1f)) + 2f);
static float InExpo(float t) => Mathf.Approximately(0.0f, t) ? t : Mathf.Pow(2f, 10f * (t - 1f));
static float OutExpo(float t) => Mathf.Approximately(1.0f, t) ? t : 1f - Mathf.Pow(2f, -10f * t);
static float InOutExpo(float v) =>
Mathf.Approximately(0.0f, v) || Mathf.Approximately(1.0f, v)
? v
: v < 0.5f
? 0.5f * Mathf.Pow(2f, (20f * v) - 10f)
: -0.5f * Mathf.Pow(2f, (-20f * v) + 10f) + 1f;
static float InQuad(float t) => t * t;
static float OutQuad(float t) => -t * (t - 2f);
static float InOutQuad(float t) =>
t < 0.5f
? 2f * t * t
: -2f * t * t + 4f * t - 1f;
static float InQuart(float t) => t * t * t * t;
static float OutQuart(float t)
{
var u = t - 1f;
return u * u * u * (1f - t) + 1f;
}
static float InOutQuart(float t) =>
t < 0.5f
? 8f * InQuart(t)
: -8f * InQuart(t - 1f) + 1f;
static float InQuint(float t) => t * t * t * t * t;
static float OutQuint(float t) => InQuint(t - 1f) + 1f;
static float InOutQuint(float t) =>
t < 0.5f
? 16f * InQuint(t)
: 0.5f * InQuint(2f * t - 2f) + 1f;
static float InSine(float t) => Mathf.Sin((t - 1f) * (Mathf.PI * 0.5f)) + 1f;
static float OutSine(float t) => Mathf.Sin(t * (Mathf.PI * 0.5f));
static float InOutSine(float t) => 0.5f * (1f - Mathf.Cos(t * Mathf.PI));
}
}

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
namespace UnityEngine.UI.Extensions
{
public enum Alignment
{
Head,
Center,
Tail,
}
}

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
using System;
using System.Collections.Generic;
using UnityEngine.UI.Extensions.EasingCore;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(Scroller))]
public abstract class FancyScrollRect<TItemData, TContext> : FancyScrollView<TItemData, TContext>
where TContext : class, IFancyScrollRectContext, new()
{
[SerializeField] protected float reuseCellMarginCount = 0f;
[SerializeField] protected float paddingHead = 0f;
[SerializeField] protected float paddingTail = 0f;
[SerializeField] protected float spacing = 0f;
protected virtual float ScrollLength => 1f / Mathf.Max(cellInterval, 1e-2f) - 1f;
protected virtual float ViewportLength => ScrollLength - reuseCellMarginCount * 2f;
protected virtual float MaxScrollPosition => ItemsSource.Count
- ScrollLength
+ reuseCellMarginCount * 2f
+ (paddingHead + (paddingTail - spacing)) / (CellSize + spacing);
protected virtual bool ScrollEnabled => MaxScrollPosition > 0f;
protected virtual float CellSize => Scroller.ScrollDirection == ScrollDirection.Horizontal
? CellRectTransform.rect.width
: CellRectTransform.rect.height;
Scroller cachedScroller;
protected Scroller Scroller => cachedScroller ?? (cachedScroller = GetComponent<Scroller>());
RectTransform cachedCellRect;
RectTransform CellRectTransform => cachedCellRect ?? (cachedCellRect = CellPrefab.transform as RectTransform);
protected virtual void Awake()
{
Context.CalculateScrollSize = () =>
{
var interval = CellSize + spacing;
var reuseMargin = interval * reuseCellMarginCount;
var scrollSize = Scroller.ViewportSize + interval + reuseMargin * 2f;
return (scrollSize, reuseMargin);
};
}
protected virtual void Start()
{
AdjustCellIntervalAndScrollOffset();
Scroller.OnValueChanged(OnScrollerValueChanged);
}
void OnScrollerValueChanged(float p)
{
base.UpdatePosition(ScrollEnabled ? ToFancyScrollViewPosition(p) : 0f);
if (Scroller.Scrollbar)
{
if (p > ItemsSource.Count - 1)
{
ShrinkScrollbar(p - (ItemsSource.Count - 1));
}
else if (p < 0f)
{
ShrinkScrollbar(-p);
}
}
}
void ShrinkScrollbar(float offset)
{
var scale = 1f - ToFancyScrollViewPosition(offset) / ViewportLength;
UpdateScrollbarSize(ViewportLength * scale / Mathf.Max(ItemsSource.Count, 1));
}
protected override void UpdateContents(IList<TItemData> items)
{
Debug.Assert(Context.CalculateScrollSize != null);
AdjustCellIntervalAndScrollOffset();
base.UpdateContents(items);
Scroller.SetTotalCount(items.Count);
Scroller.Draggable = ScrollEnabled;
Scroller.ScrollSensitivity = ToScrollerPosition(ViewportLength);
Scroller.Position = ToScrollerPosition(currentPosition);
if (Scroller.Scrollbar)
{
Scroller.Scrollbar.gameObject.SetActive(ScrollEnabled);
UpdateScrollbarSize(ViewportLength / Mathf.Max(ItemsSource.Count, 1));
}
}
protected new void UpdatePosition(float position)
{
UpdatePosition(position, Alignment.Center);
}
protected virtual void UpdatePosition(float position, Alignment alignment)
{
Scroller.Position = ToScrollerPosition(position, alignment);
}
public virtual void ScrollTo(int index, float duration, Alignment alignment = Alignment.Center, Action onComplete = null)
{
Scroller.ScrollTo(ToScrollerPosition(index, alignment), duration, onComplete);
}
public virtual void ScrollTo(int index, float duration, Ease easing, Alignment alignment = Alignment.Center, Action onComplete = null)
{
Scroller.ScrollTo(ToScrollerPosition(index, alignment), duration, easing, onComplete);
}
protected void UpdateScrollbarSize(float size)
{
Scroller.Scrollbar.size = ScrollEnabled ? Mathf.Clamp01(size) : 1f;
}
protected virtual float ToFancyScrollViewPosition(float position)
{
return position
/ Mathf.Max(ItemsSource.Count - 1, 1)
* MaxScrollPosition
- (paddingHead - spacing * 0.5f) / (CellSize + spacing);
}
protected virtual float ToScrollerPosition(float position)
{
return (position + (paddingHead - spacing * 0.5f) / (CellSize + spacing))
/ MaxScrollPosition
* Mathf.Max(ItemsSource.Count - 1, 1);
}
protected virtual float ToScrollerPosition(float position, Alignment alignment = Alignment.Center)
{
var offset = (ScrollLength - (1f + reuseCellMarginCount * 2f)) * GetAnchore(alignment);
return ToScrollerPosition(Mathf.Clamp(position - offset, 0f, MaxScrollPosition));
}
protected virtual float GetAnchore(Alignment alignment)
{
switch (alignment)
{
case Alignment.Head: return 0.0f;
case Alignment.Center: return 0.5f;
case Alignment.Tail: return 1.0f;
default: return GetAnchore(Alignment.Center);
}
}
void AdjustCellIntervalAndScrollOffset()
{
var totalSize = Scroller.ViewportSize + (CellSize + spacing) * (1f + reuseCellMarginCount * 2f);
cellInterval = (CellSize + spacing) / totalSize;
scrollOffset = cellInterval * (1f + reuseCellMarginCount);
}
protected virtual void OnValidate()
{
if (CellPrefab)
{
AdjustCellIntervalAndScrollOffset();
}
if (loop)
{
loop = false;
Debug.LogError("Loop is currently not supported in FancyScrollRect.");
}
if (Scroller.SnapEnabled)
{
Scroller.SnapEnabled = false;
Debug.LogError("Snap is currently not supported in FancyScrollRect.");
}
if (Scroller.MovementType == MovementType.Unrestricted)
{
Scroller.MovementType = MovementType.Elastic;
Debug.LogError("MovementType.Unrestricted is currently not supported in FancyScrollRect.");
}
}
}
public abstract class FancyScrollRect<TItemData> : FancyScrollRect<TItemData, FancyScrollRectContext> { }
}

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
namespace UnityEngine.UI.Extensions
{
public abstract class FancyScrollRectCell<TItemData, TContext> : FancyScrollViewCell<TItemData, TContext>
where TContext : class, IFancyScrollRectContext, new()
{
public override void UpdatePosition(float position)
{
var (scrollSize, reuseMargin) = Context.CalculateScrollSize();
var unclampedPosition = (Mathf.Lerp(0f, scrollSize, position) - reuseMargin) / (scrollSize - reuseMargin * 2f);
var start = 0.5f * scrollSize;
var end = -start;
UpdatePosition(unclampedPosition, Mathf.Lerp(start, end, position));
}
protected virtual void UpdatePosition(float position, float viewportPosition) { }
}
public abstract class FancyScrollRectCell<TItemData> : FancyScrollRectCell<TItemData, FancyScrollRectContext>
{
public sealed override void SetupContext(FancyScrollRectContext context) => base.SetupContext(context);
}
}

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
using System;
namespace UnityEngine.UI.Extensions
{
public class FancyScrollRectContext : IFancyScrollRectContext
{
Func<(float ScrollSize, float ReuseMargin)> IFancyScrollRectContext.CalculateScrollSize { get; set; }
}
}

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@ -0,0 +1,13 @@
/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
using System;
namespace UnityEngine.UI.Extensions
{
public interface IFancyScrollRectContext
{
Func<(float ScrollSize, float ReuseMargin)> CalculateScrollSize { get; set; }
}
}

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//
// EasingCore - https://github.com/setchi/EasingCore
//
// The MIT License (MIT)
//
// Copyright (c) 2019 setchi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using System;
using UnityEngine;
namespace UnityEngine.UI.Extensions.EasingCore
{
public enum Ease
{
Linear,
InBack,
InBounce,
InCirc,
InCubic,
InElastic,
InExpo,
InQuad,
InQuart,
InQuint,
InSine,
OutBack,
OutBounce,
OutCirc,
OutCubic,
OutElastic,
OutExpo,
OutQuad,
OutQuart,
OutQuint,
OutSine,
InOutBack,
InOutBounce,
InOutCirc,
InOutCubic,
InOutElastic,
InOutExpo,
InOutQuad,
InOutQuart,
InOutQuint,
InOutSine,
}
public static class EasingFunction
{
/// <summary>
/// Gets the easing function
/// </summary>
/// <param name="type">Ease type</param>
/// <returns>Easing function</returns>
public static Func<float, float> Get(Ease type)
{
switch (type)
{
case Ease.Linear: return linear;
case Ease.InBack: return inBack;
case Ease.InBounce: return inBounce;
case Ease.InCirc: return inCirc;
case Ease.InCubic: return inCubic;
case Ease.InElastic: return inElastic;
case Ease.InExpo: return inExpo;
case Ease.InQuad: return inQuad;
case Ease.InQuart: return inQuart;
case Ease.InQuint: return inQuint;
case Ease.InSine: return inSine;
case Ease.OutBack: return outBack;
case Ease.OutBounce: return outBounce;
case Ease.OutCirc: return outCirc;
case Ease.OutCubic: return outCubic;
case Ease.OutElastic: return outElastic;
case Ease.OutExpo: return outExpo;
case Ease.OutQuad: return outQuad;
case Ease.OutQuart: return outQuart;
case Ease.OutQuint: return outQuint;
case Ease.OutSine: return outSine;
case Ease.InOutBack: return inOutBack;
case Ease.InOutBounce: return inOutBounce;
case Ease.InOutCirc: return inOutCirc;
case Ease.InOutCubic: return inOutCubic;
case Ease.InOutElastic: return inOutElastic;
case Ease.InOutExpo: return inOutExpo;
case Ease.InOutQuad: return inOutQuad;
case Ease.InOutQuart: return inOutQuart;
case Ease.InOutQuint: return inOutQuint;
case Ease.InOutSine: return inOutSine;
default: return linear;
}
float linear(float t) => t;
float inBack(float t) => t * t * t - t * Mathf.Sin(t * Mathf.PI);
float outBack(float t) => 1f - inBack(1f - t);
float inOutBack(float t) =>
t < 0.5f
? 0.5f * inBack(2f * t)
: 0.5f * outBack(2f * t - 1f) + 0.5f;
float inBounce(float t) => 1f - outBounce(1f - t);
float outBounce(float t) =>
t < 4f / 11.0f ?
(121f * t * t) / 16.0f :
t < 8f / 11.0f ?
(363f / 40.0f * t * t) - (99f / 10.0f * t) + 17f / 5.0f :
t < 9f / 10.0f ?
(4356f / 361.0f * t * t) - (35442f / 1805.0f * t) + 16061f / 1805.0f :
(54f / 5.0f * t * t) - (513f / 25.0f * t) + 268f / 25.0f;
float inOutBounce(float t) =>
t < 0.5f
? 0.5f * inBounce(2f * t)
: 0.5f * outBounce(2f * t - 1f) + 0.5f;
float inCirc(float t) => 1f - Mathf.Sqrt(1f - (t * t));
float outCirc(float t) => Mathf.Sqrt((2f - t) * t);
float inOutCirc(float t) =>
t < 0.5f
? 0.5f * (1 - Mathf.Sqrt(1f - 4f * (t * t)))
: 0.5f * (Mathf.Sqrt(-((2f * t) - 3f) * ((2f * t) - 1f)) + 1f);
float inCubic(float t) => t * t * t;
float outCubic(float t) => inCubic(t - 1f) + 1f;
float inOutCubic(float t) =>
t < 0.5f
? 4f * t * t * t
: 0.5f * inCubic(2f * t - 2f) + 1f;
float inElastic(float t) => Mathf.Sin(13f * (Mathf.PI * 0.5f) * t) * Mathf.Pow(2f, 10f * (t - 1f));
float outElastic(float t) => Mathf.Sin(-13f * (Mathf.PI * 0.5f) * (t + 1)) * Mathf.Pow(2f, -10f * t) + 1f;
float inOutElastic(float t) =>
t < 0.5f
? 0.5f * Mathf.Sin(13f * (Mathf.PI * 0.5f) * (2f * t)) * Mathf.Pow(2f, 10f * ((2f * t) - 1f))
: 0.5f * (Mathf.Sin(-13f * (Mathf.PI * 0.5f) * ((2f * t - 1f) + 1f)) * Mathf.Pow(2f, -10f * (2f * t - 1f)) + 2f);
float inExpo(float t) => Mathf.Approximately(0.0f, t) ? t : Mathf.Pow(2f, 10f * (t - 1f));
float outExpo(float t) => Mathf.Approximately(1.0f, t) ? t : 1f - Mathf.Pow(2f, -10f * t);
float inOutExpo(float v) =>
Mathf.Approximately(0.0f, v) || Mathf.Approximately(1.0f, v)
? v
: v < 0.5f
? 0.5f * Mathf.Pow(2f, (20f * v) - 10f)
: -0.5f * Mathf.Pow(2f, (-20f * v) + 10f) + 1f;
float inQuad(float t) => t * t;
float outQuad(float t) => -t * (t - 2f);
float inOutQuad(float t) =>
t < 0.5f
? 2f * t * t
: -2f * t * t + 4f * t - 1f;
float inQuart(float t) => t * t * t * t;
float outQuart(float t)
{
var u = t - 1f;
return u * u * u * (1f - t) + 1f;
}
float inOutQuart(float t) =>
t < 0.5f
? 8f * inQuart(t)
: -8f * inQuart(t - 1f) + 1f;
float inQuint(float t) => t * t * t * t * t;
float outQuint(float t) => inQuint(t - 1f) + 1f;
float inOutQuint(float t) =>
t < 0.5f
? 16f * inQuint(t)
: 0.5f * inQuint(2f * t - 2f) + 1f;
float inSine(float t) => Mathf.Sin((t - 1f) * (Mathf.PI * 0.5f)) + 1f;
float outSine(float t) => Mathf.Sin(t * (Mathf.PI * 0.5f));
float inOutSine(float t) => 0.5f * (1f - Mathf.Cos(t * Mathf.PI));
}
}
}

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
namespace UnityEngine.UI.Extensions
{
public enum MovementDirection
{
Left,
Right,
Up,
Down,
}
}

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
namespace UnityEngine.UI.Extensions
{
public enum MovementType
{
Unrestricted = ScrollRect.MovementType.Unrestricted,
Elastic = ScrollRect.MovementType.Elastic,
Clamped = ScrollRect.MovementType.Clamped
}
}

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
namespace UnityEngine.UI.Extensions
{
public enum ScrollDirection
{
Vertical,
Horizontal,
}
}

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@ -10,47 +10,83 @@ namespace UnityEngine.UI.Extensions
public class Scroller : UIBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler public class Scroller : UIBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
{ {
[SerializeField] RectTransform viewport = default; [SerializeField] RectTransform viewport = default;
[SerializeField] ScrollDirection directionOfRecognize = ScrollDirection.Vertical; [SerializeField] ScrollDirection scrollDirection = ScrollDirection.Vertical;
[SerializeField] MovementType movementType = MovementType.Elastic; [SerializeField] MovementType movementType = MovementType.Elastic;
[SerializeField] float elasticity = 0.1f; [SerializeField] float elasticity = 0.1f;
[SerializeField] float scrollSensitivity = 1f; [SerializeField] float scrollSensitivity = 1f;
[SerializeField] bool inertia = true; [SerializeField] bool inertia = true;
[SerializeField] float decelerationRate = 0.03f; [SerializeField] float decelerationRate = 0.03f;
[SerializeField] Snap snap = new Snap { [SerializeField]
Snap snap = new Snap
{
Enable = true, Enable = true,
VelocityThreshold = 0.5f, VelocityThreshold = 0.5f,
Duration = 0.3f, Duration = 0.3f,
Easing = Ease.InOutCubic Easing = Ease.InOutCubic
}; };
[SerializeField] bool draggable = true;
[SerializeField] Scrollbar scrollbar = default;
public ScrollDirection ScrollDirection => scrollDirection;
public MovementType MovementType
{
get => movementType;
set => movementType = value;
}
public float ViewportSize => scrollDirection == ScrollDirection.Horizontal
? viewport.rect.size.x
: viewport.rect.size.y;
public bool SnapEnabled
{
get => snap.Enable;
set => snap.Enable = value;
}
public float ScrollSensitivity
{
get => scrollSensitivity;
set => scrollSensitivity = value;
}
public bool Draggable
{
get => draggable;
set => draggable = value;
}
public Scrollbar Scrollbar => scrollbar;
public float Position
{
get => currentPosition;
set
{
autoScrollState.Reset();
velocity = 0f;
dragging = false;
UpdatePosition(value);
}
}
readonly AutoScrollState autoScrollState = new AutoScrollState(); readonly AutoScrollState autoScrollState = new AutoScrollState();
Action<float> onValueChanged; Action<float> onValueChanged;
Action<int> onSelectionChanged; Action<int> onSelectionChanged;
Vector2 pointerStartLocalPosition; Vector2 beginDragPointerPosition;
float dragStartScrollPosition; float scrollStartPosition;
float prevScrollPosition; float prevPosition;
float currentScrollPosition; float currentPosition;
int totalCount; int totalCount;
bool dragging; bool dragging;
float velocity; float velocity;
enum ScrollDirection
{
Vertical,
Horizontal,
}
public enum MovementType
{
Unrestricted = ScrollRect.MovementType.Unrestricted,
Elastic = ScrollRect.MovementType.Elastic,
Clamped = ScrollRect.MovementType.Clamped
}
[Serializable] [Serializable]
class Snap class Snap
{ {
@ -69,7 +105,7 @@ namespace UnityEngine.UI.Extensions
public float Duration; public float Duration;
public Func<float, float> EasingFunction; public Func<float, float> EasingFunction;
public float StartTime; public float StartTime;
public float EndScrollPosition; public float EndPosition;
public Action OnComplete; public Action OnComplete;
@ -80,7 +116,7 @@ namespace UnityEngine.UI.Extensions
Duration = 0f; Duration = 0f;
StartTime = 0f; StartTime = 0f;
EasingFunction = DefaultEasingFunction; EasingFunction = DefaultEasingFunction;
EndScrollPosition = 0f; EndPosition = 0f;
OnComplete = null; OnComplete = null;
} }
@ -91,21 +127,32 @@ namespace UnityEngine.UI.Extensions
} }
} }
protected override void Start()
{
base.Start();
if (scrollbar)
{
scrollbar.onValueChanged.AddListener(x => UpdatePosition(x * (totalCount - 1f), false));
}
}
public void OnValueChanged(Action<float> callback) => onValueChanged = callback; public void OnValueChanged(Action<float> callback) => onValueChanged = callback;
public void OnSelectionChanged(Action<int> callback) => onSelectionChanged = callback; public void OnSelectionChanged(Action<int> callback) => onSelectionChanged = callback;
public void SetTotalCount(int totalCount) => this.totalCount = totalCount; public void SetTotalCount(int totalCount) => this.totalCount = totalCount;
public void ScrollTo(int index, float duration, Action onComplete = null) => ScrollTo(index, duration, Ease.OutCubic, onComplete); public void ScrollTo(float position, float duration, Action onComplete = null) => ScrollTo(position, duration, Ease.OutCubic, onComplete);
public void ScrollTo(int index, float duration, Ease easing, Action onComplete = null) => ScrollTo(index, duration, EasingFunction.Get(easing), onComplete); public void ScrollTo(float position, float duration, Ease easing, Action onComplete = null) => ScrollTo(position, duration, EasingFunction.Get(easing), onComplete);
public void ScrollTo(int index, float duration, Func<float, float> easingFunction, Action onComplete = null) public void ScrollTo(float position, float duration, Func<float, float> easingFunction, Action onComplete = null)
{ {
if (duration <= 0f) if (duration <= 0f)
{ {
JumpTo(index); Position = CircularPosition(position, totalCount);
onComplete?.Invoke();
return; return;
} }
@ -114,55 +161,64 @@ namespace UnityEngine.UI.Extensions
autoScrollState.Duration = duration; autoScrollState.Duration = duration;
autoScrollState.EasingFunction = easingFunction ?? DefaultEasingFunction; autoScrollState.EasingFunction = easingFunction ?? DefaultEasingFunction;
autoScrollState.StartTime = Time.unscaledTime; autoScrollState.StartTime = Time.unscaledTime;
autoScrollState.EndScrollPosition = CalculateDestinationIndex(index); autoScrollState.EndPosition = currentPosition + CalculateMovementAmount(currentPosition, position);
autoScrollState.OnComplete = onComplete; autoScrollState.OnComplete = onComplete;
velocity = 0f; velocity = 0f;
dragStartScrollPosition = currentScrollPosition; scrollStartPosition = currentPosition;
UpdateSelection(Mathf.RoundToInt(CircularPosition(autoScrollState.EndScrollPosition, totalCount))); UpdateSelection(Mathf.RoundToInt(CircularPosition(autoScrollState.EndPosition, totalCount)));
} }
public void JumpTo(int index) public void JumpTo(int index)
{ {
if (index < 0 || index > totalCount - 1)
{
throw new ArgumentOutOfRangeException(nameof(index));
}
autoScrollState.Reset(); autoScrollState.Reset();
velocity = 0f; velocity = 0f;
dragging = false; dragging = false;
index = CalculateDestinationIndex(index);
UpdateSelection(index); UpdateSelection(index);
UpdatePosition(index); UpdatePosition(index);
} }
public MovementDirection GetMovementDirection(int sourceIndex, int destIndex)
{
var movementAmount = CalculateMovementAmount(sourceIndex, destIndex);
return scrollDirection == ScrollDirection.Horizontal
? movementAmount > 0
? MovementDirection.Left
: MovementDirection.Right
: movementAmount > 0
? MovementDirection.Up
: MovementDirection.Down;
}
void IBeginDragHandler.OnBeginDrag(PointerEventData eventData) void IBeginDragHandler.OnBeginDrag(PointerEventData eventData)
{ {
if (eventData.button != PointerEventData.InputButton.Left) if (!draggable || eventData.button != PointerEventData.InputButton.Left)
{ {
return; return;
} }
pointerStartLocalPosition = Vector2.zero;
RectTransformUtility.ScreenPointToLocalPointInRectangle( RectTransformUtility.ScreenPointToLocalPointInRectangle(
viewport, viewport,
eventData.position, eventData.position,
eventData.pressEventCamera, eventData.pressEventCamera,
out pointerStartLocalPosition); out beginDragPointerPosition);
dragStartScrollPosition = currentScrollPosition; scrollStartPosition = currentPosition;
dragging = true; dragging = true;
autoScrollState.Reset(); autoScrollState.Reset();
} }
void IDragHandler.OnDrag(PointerEventData eventData) void IDragHandler.OnDrag(PointerEventData eventData)
{ {
if (eventData.button != PointerEventData.InputButton.Left) if (!draggable || eventData.button != PointerEventData.InputButton.Left || !dragging)
{
return;
}
if (!dragging)
{ {
return; return;
} }
@ -171,16 +227,16 @@ namespace UnityEngine.UI.Extensions
viewport, viewport,
eventData.position, eventData.position,
eventData.pressEventCamera, eventData.pressEventCamera,
out var localCursor)) out var dragPointerPosition))
{ {
return; return;
} }
var pointerDelta = localCursor - pointerStartLocalPosition; var pointerDelta = dragPointerPosition - beginDragPointerPosition;
var position = (directionOfRecognize == ScrollDirection.Horizontal ? -pointerDelta.x : pointerDelta.y) var position = (scrollDirection == ScrollDirection.Horizontal ? -pointerDelta.x : pointerDelta.y)
/ ViewportSize / ViewportSize
* scrollSensitivity * scrollSensitivity
+ dragStartScrollPosition; + scrollStartPosition;
var offset = CalculateOffset(position); var offset = CalculateOffset(position);
position += offset; position += offset;
@ -198,7 +254,7 @@ namespace UnityEngine.UI.Extensions
void IEndDragHandler.OnEndDrag(PointerEventData eventData) void IEndDragHandler.OnEndDrag(PointerEventData eventData)
{ {
if (eventData.button != PointerEventData.InputButton.Left) if (!draggable || eventData.button != PointerEventData.InputButton.Left)
{ {
return; return;
} }
@ -206,10 +262,6 @@ namespace UnityEngine.UI.Extensions
dragging = false; dragging = false;
} }
float ViewportSize => directionOfRecognize == ScrollDirection.Horizontal
? viewport.rect.size.x
: viewport.rect.size.y;
float CalculateOffset(float position) float CalculateOffset(float position)
{ {
if (movementType == MovementType.Unrestricted) if (movementType == MovementType.Unrestricted)
@ -230,10 +282,14 @@ namespace UnityEngine.UI.Extensions
return 0f; return 0f;
} }
void UpdatePosition(float position) void UpdatePosition(float position, bool updateScrollbar = true)
{ {
currentScrollPosition = position; onValueChanged?.Invoke(currentPosition = position);
onValueChanged?.Invoke(currentScrollPosition);
if (scrollbar && updateScrollbar)
{
scrollbar.value = Mathf.Clamp01(position / Mathf.Max(totalCount - 1f, 1e-4f));
}
} }
void UpdateSelection(int index) => onSelectionChanged?.Invoke(index); void UpdateSelection(int index) => onSelectionChanged?.Invoke(index);
@ -244,7 +300,7 @@ namespace UnityEngine.UI.Extensions
void Update() void Update()
{ {
var deltaTime = Time.unscaledDeltaTime; var deltaTime = Time.unscaledDeltaTime;
var offset = CalculateOffset(currentScrollPosition); var offset = CalculateOffset(currentPosition);
if (autoScrollState.Enable) if (autoScrollState.Enable)
{ {
@ -252,7 +308,7 @@ namespace UnityEngine.UI.Extensions
if (autoScrollState.Elastic) if (autoScrollState.Elastic)
{ {
position = Mathf.SmoothDamp(currentScrollPosition, currentScrollPosition + offset, ref velocity, position = Mathf.SmoothDamp(currentPosition, currentPosition + offset, ref velocity,
elasticity, Mathf.Infinity, deltaTime); elasticity, Mathf.Infinity, deltaTime);
if (Mathf.Abs(velocity) < 0.01f) if (Mathf.Abs(velocity) < 0.01f)
@ -265,8 +321,8 @@ namespace UnityEngine.UI.Extensions
else else
{ {
var alpha = Mathf.Clamp01((Time.unscaledTime - autoScrollState.StartTime) / var alpha = Mathf.Clamp01((Time.unscaledTime - autoScrollState.StartTime) /
Mathf.Max(autoScrollState.Duration, float.Epsilon)); Mathf.Max(autoScrollState.Duration, float.Epsilon));
position = Mathf.LerpUnclamped(dragStartScrollPosition, autoScrollState.EndScrollPosition, position = Mathf.LerpUnclamped(scrollStartPosition, autoScrollState.EndPosition,
autoScrollState.EasingFunction(alpha)); autoScrollState.EasingFunction(alpha));
if (Mathf.Approximately(alpha, 1f)) if (Mathf.Approximately(alpha, 1f))
@ -279,7 +335,7 @@ namespace UnityEngine.UI.Extensions
} }
else if (!dragging && (!Mathf.Approximately(offset, 0f) || !Mathf.Approximately(velocity, 0f))) else if (!dragging && (!Mathf.Approximately(offset, 0f) || !Mathf.Approximately(velocity, 0f)))
{ {
var position = currentScrollPosition; var position = currentPosition;
if (movementType == MovementType.Elastic && !Mathf.Approximately(offset, 0f)) if (movementType == MovementType.Elastic && !Mathf.Approximately(offset, 0f))
{ {
@ -302,7 +358,7 @@ namespace UnityEngine.UI.Extensions
if (snap.Enable && Mathf.Abs(velocity) < snap.VelocityThreshold) if (snap.Enable && Mathf.Abs(velocity) < snap.VelocityThreshold)
{ {
ScrollTo(Mathf.RoundToInt(currentScrollPosition), snap.Duration, snap.Easing); ScrollTo(Mathf.RoundToInt(currentPosition), snap.Duration, snap.Easing);
} }
} }
else else
@ -330,28 +386,28 @@ namespace UnityEngine.UI.Extensions
if (!autoScrollState.Enable && dragging && inertia) if (!autoScrollState.Enable && dragging && inertia)
{ {
var newVelocity = (currentScrollPosition - prevScrollPosition) / deltaTime; var newVelocity = (currentPosition - prevPosition) / deltaTime;
velocity = Mathf.Lerp(velocity, newVelocity, deltaTime * 10f); velocity = Mathf.Lerp(velocity, newVelocity, deltaTime * 10f);
} }
prevScrollPosition = currentScrollPosition; prevPosition = currentPosition;
} }
int CalculateDestinationIndex(int index) => movementType == MovementType.Unrestricted float CalculateMovementAmount(float sourcePosition, float destPosition)
? CalculateClosestIndex(index)
: Mathf.Clamp(index, 0, totalCount - 1);
int CalculateClosestIndex(int index)
{ {
var diff = CircularPosition(index, totalCount) if (movementType != MovementType.Unrestricted)
- CircularPosition(currentScrollPosition, totalCount);
if (Mathf.Abs(diff) > totalCount * 0.5f)
{ {
diff = Mathf.Sign(-diff) * (totalCount - Mathf.Abs(diff)); return Mathf.Clamp(destPosition, 0, totalCount - 1) - sourcePosition;
} }
return Mathf.RoundToInt(diff + currentScrollPosition); var movementAmount = CircularPosition(destPosition, totalCount) - CircularPosition(sourcePosition, totalCount);
if (Mathf.Abs(movementAmount) > totalCount * 0.5f)
{
movementAmount = Mathf.Sign(-movementAmount) * (totalCount - Mathf.Abs(movementAmount));
}
return movementAmount;
} }
float CircularPosition(float p, int size) => size < 1 ? 0 : p < 0 ? size - 1 + (p + 1) % size : p % size; float CircularPosition(float p, int size) => size < 1 ? 0 : p < 0 ? size - 1 + (p + 1) % size : p % size;

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