2 patches for HSS/VSS
* Added new overload to AddChild, allows to set WorldPositionStays for added childen * New RemoveAllChildren function --HG-- branch : develop_5.3pull/413/head
parent
21ad76580e
commit
cd3f79ef7c
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@ -92,9 +92,19 @@ namespace UnityEngine.UI.Extensions
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/// </summary>
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/// <param name="GO">GameObject to add to the ScrollSnap</param>
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public void AddChild(GameObject GO)
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{
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AddChild(GO, false);
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}
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/// <summary>
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/// Add a new child to this Scroll Snap and recalculate it's children
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/// </summary>
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/// <param name="GO">GameObject to add to the ScrollSnap</param>
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/// <param name="WorldPositionStays">Should the world position be updated to it's parent transform?</param>
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public void AddChild(GameObject GO, bool WorldPositionStays)
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{
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_scroll_rect.horizontalNormalizedPosition = 0;
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GO.transform.SetParent(_screensContainer);
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GO.transform.SetParent(_screensContainer, WorldPositionStays);
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DistributePages();
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if (MaskArea) UpdateVisible();
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@ -131,6 +141,28 @@ namespace UnityEngine.UI.Extensions
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SetScrollContainerPosition();
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}
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/// <summary>
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/// Remove all children from this ScrollSnap
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/// </summary>
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/// <param name="ChildrenRemoved"></param>
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public void RemoveAllChildren(out GameObject[] ChildrenRemoved)
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{
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var _screenCount = _screensContainer.childCount;
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ChildrenRemoved = new GameObject[_screenCount];
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for (int i = _screenCount - 1; i >= 0; i--)
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{
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ChildrenRemoved[i] = _screensContainer.GetChild(i).gameObject;
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ChildrenRemoved[i].transform.SetParent(null);
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}
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_scroll_rect.horizontalNormalizedPosition = 0;
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CurrentPage = 0;
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InitialiseChildObjectsFromScene();
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DistributePages();
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if (MaskArea) UpdateVisible();
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}
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private void SetScrollContainerPosition()
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{
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_scrollStartPosition = _screensContainer.localPosition.x;
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@ -78,7 +78,7 @@ namespace UnityEngine.UI.Extensions
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}
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internal set
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{
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if (value != _currentPage && value >= 0 && value < _screensContainer.childCount)
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if ((value != _currentPage && value >= 0 && value < _screensContainer.childCount) || (value == 0 && _screensContainer.childCount == 0))
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{
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_previousPage = _currentPage;
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_currentPage = value;
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@ -190,7 +190,10 @@ namespace UnityEngine.UI.Extensions
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internal void UpdateVisible()
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{
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//If there are no objects in the scene or a mask, exit
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if (!MaskArea && (ChildObjects == null || ChildObjects.Length < 1 || _screensContainer.childCount < 1)) return;
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if (!MaskArea || ChildObjects == null || ChildObjects.Length < 1 || _screensContainer.childCount < 1)
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{
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return;
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}
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_maskSize = _isVertical ? MaskArea.rect.height : MaskArea.rect.width;
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_halfNoVisibleItems = (int)Math.Round(_maskSize / (_childSize * MaskBuffer), MidpointRounding.AwayFromZero) / 2;
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@ -87,9 +87,19 @@ namespace UnityEngine.UI.Extensions
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/// </summary>
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/// <param name="GO">GameObject to add to the ScrollSnap</param>
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public void AddChild(GameObject GO)
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{
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AddChild(GO, false);
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}
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/// <summary>
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/// Add a new child to this Scroll Snap and recalculate it's children
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/// </summary>
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/// <param name="GO">GameObject to add to the ScrollSnap</param>
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/// <param name="WorldPositionStays">Should the world position be updated to it's parent transform?</param>
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public void AddChild(GameObject GO, bool WorldPositionStays)
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{
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_scroll_rect.verticalNormalizedPosition = 0;
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GO.transform.SetParent(_screensContainer);
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GO.transform.SetParent(_screensContainer, WorldPositionStays);
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InitialiseChildObjectsFromScene();
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DistributePages();
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if (MaskArea) UpdateVisible();
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@ -127,6 +137,28 @@ namespace UnityEngine.UI.Extensions
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SetScrollContainerPosition();
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}
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/// <summary>
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/// Remove all children from this ScrollSnap
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/// </summary>
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/// <param name="ChildrenRemoved"></param>
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public void RemoveAllChildren(out GameObject[] ChildrenRemoved)
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{
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var _screenCount = _screensContainer.childCount;
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ChildrenRemoved = new GameObject[_screenCount];
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for (int i = _screenCount - 1; i >= 0; i--)
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{
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ChildrenRemoved[i] = _screensContainer.GetChild(i).gameObject;
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ChildrenRemoved[i].transform.SetParent(null);
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}
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_scroll_rect.verticalNormalizedPosition = 0;
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CurrentPage = 0;
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InitialiseChildObjectsFromScene();
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DistributePages();
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if (MaskArea) UpdateVisible();
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}
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private void SetScrollContainerPosition()
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{
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_scrollStartPosition = _screensContainer.localPosition.y;
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