Refined magnetic scroll and dependencies while documenting
Updated examplepull/413/head
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@ -1 +1 @@
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Subproject commit 9d756f7bd9c2195d34e482c9402b715cf760fc96
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Subproject commit 906bad37c84bc2abc156aeef50bcb93b85ea08b3
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@ -25,7 +25,7 @@ namespace UnityEngine.UI.Extensions
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//if true user will need to call Init() method manually (in case the contend of the scrollview is generated from code or requires special initialization)
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[Tooltip("If false, will Init automatically, otherwise you need to call Init() method")]
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public bool InitByUser = false;
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private ScrollRect _scrollRect;
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protected ScrollRect _scrollRect;
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private ContentSizeFitter _contentSizeFitter;
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private VerticalLayoutGroup _verticalLayoutGroup;
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private HorizontalLayoutGroup _horizontalLayoutGroup;
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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 _treshold = 100f;
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private float _threshold = 100f;
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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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@ -179,7 +179,7 @@ namespace UnityEngine.UI.Extensions
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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 + _treshold)
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if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x > _disableMarginX + _threshold)
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{
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_newAnchoredPosition = items[i].anchoredPosition;
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_newAnchoredPosition.x -= _itemCount * _recordOffsetX;
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@ -197,7 +197,7 @@ namespace UnityEngine.UI.Extensions
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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 + _treshold)
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if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y > _disableMarginY + _threshold)
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{
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_newAnchoredPosition = items[i].anchoredPosition;
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_newAnchoredPosition.y -= _itemCount * _recordOffsetY;
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@ -5,42 +5,37 @@
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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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using UnityEngine.EventSystems;
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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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public class UI_MagneticInfiniteScroll : UI_InfiniteScroll, IDragHandler, IEndDragHandler, IScrollHandler
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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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[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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[Tooltip("The 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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[Tooltip("The time to decelerate and aim to 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 _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 int _nearestIndex = 0;
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private bool _useMagnetic = true;
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private bool _isStopping = false;
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@ -56,12 +51,12 @@ namespace UnityEngine.UI.Extensions
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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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if (_scrollRect == null || !_scrollRect.content || !pivot || !_useMagnetic || !_isMovement || items == 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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float currentPosition = GetRightAxis(_scrollRect.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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@ -71,21 +66,21 @@ namespace UnityEngine.UI.Extensions
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if (_isStopping)
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{
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Vector2 anchoredPosition = content.anchoredPosition;
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Vector2 anchoredPosition = _scrollRect.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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_scrollRect.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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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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var item = items[_nearestIndex];
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if (item != null && OnNewSelect != null)
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{
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@ -95,7 +90,7 @@ namespace UnityEngine.UI.Extensions
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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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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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@ -107,35 +102,20 @@ namespace UnityEngine.UI.Extensions
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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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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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_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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_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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@ -149,22 +129,16 @@ namespace UnityEngine.UI.Extensions
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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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Vector2 anchoredPosition = _scrollRect.content.anchoredPosition;
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if (content)
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if (_scrollRect.content)
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{
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content.anchoredPosition = _isVertical ? new Vector2(anchoredPosition.x, newPos) :
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_scrollRect.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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_pastPosition = GetRightAxis(_scrollRect.content.anchoredPosition);
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}
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}
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@ -200,5 +174,26 @@ namespace UnityEngine.UI.Extensions
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{
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return _isVertical ? vector.y : vector.x;
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}
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public void OnDrag(PointerEventData eventData)
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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 OnEndDrag(PointerEventData eventData)
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{
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FinishPrepareMovement();
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}
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public void OnScroll(PointerEventData eventData)
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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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}
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}
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