commit
5bd7df19e1
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@ -5,6 +5,7 @@
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using System;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using UnityEngine.UI.Extensions;
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namespace UnityEngine.UI.Extensions
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{
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@ -314,6 +315,8 @@ namespace UnityEngine.UI.Extensions
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//Function for switching screens with buttons
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public void NextScreen()
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{
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_scroll_rect.velocity = Vector2.zero;
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if (_currentPage < _screens - 1 || _isInfinite)
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{
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if (!_lerp) StartScreenChange();
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@ -336,6 +339,8 @@ namespace UnityEngine.UI.Extensions
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//Function for switching screens with buttons
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public void PreviousScreen()
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{
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_scroll_rect.velocity = Vector2.zero;
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if (_currentPage > 0 || _isInfinite)
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{
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if (!_lerp) StartScreenChange();
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@ -515,15 +520,8 @@ namespace UnityEngine.UI.Extensions
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MaskBuffer = 1;
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}
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if (PageStep < 0)
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{
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PageStep = 0;
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}
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PageStep.Clamp(0, 9);
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if (PageStep > 8)
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{
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PageStep = 9;
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}
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var infiniteScroll = GetComponent<UI_InfiniteScroll>();
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if (ChildObjects != null && ChildObjects.Length > 0 && infiniteScroll != null && !infiniteScroll.InitByUser)
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{
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@ -29,5 +29,27 @@ namespace UnityEngine.UI.Extensions
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!gameObject.hideFlags.HasFlag(HideFlags.HideInHierarchy);
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// I don't care about GameObjects *inside* prefabs, just the overall prefab.
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}
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/// <summary>
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/// Generic clamp method to limt a value between a range of values
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/// </summary>
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/// <typeparam name="T"><see cref="IComparable"/> data type</typeparam>
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/// <param name="value">Value to clamp</param>
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/// <param name="min">Minimum value</param>
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/// <param name="max">Maximum value</param>
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/// <returns></returns>
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public static T Clamp<T>(this T value, T min, T max) where T : IComparable<T>
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{
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if (value.CompareTo(min) < 0)
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{
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value = min;
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}
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if (value.CompareTo(max) > 0)
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{
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value = max;
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}
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return value;
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}
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}
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}
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