Reapplying fixes after having to do a reset, whoops
parent
4e6f14118f
commit
d3fc02c475
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@ -51,15 +51,11 @@ namespace UnityEngine.UI.Extensions
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private Vector2 _currentVector;
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private Vector2 _currentVector;
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private Quaternion _initRotation;
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private Quaternion _initRotation;
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private bool _canDrag = false;
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private bool _canDrag = false;
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[SerializeField]
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private bool _screenSpaceOverlay;
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private bool experimental = false;
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private RectTransform m_HandleRect;
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protected override void Awake()
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protected override void Awake()
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{
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{
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m_HandleRect = GetComponent<RectTransform>();
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_screenSpaceOverlay = GetComponentInParent<Canvas>().rootCanvas.renderMode == RenderMode.ScreenSpaceOverlay;
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}
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}
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public override void OnPointerUp(PointerEventData eventData)
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public override void OnPointerUp(PointerEventData eventData)
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@ -83,13 +79,13 @@ namespace UnityEngine.UI.Extensions
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base.OnPointerDown(eventData);
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base.OnPointerDown(eventData);
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_initRotation = transform.rotation;
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_initRotation = transform.rotation;
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if (experimental)
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if (_screenSpaceOverlay)
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{
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{
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RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, eventData.position, eventData.pressEventCamera, out _currentVector);
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_currentVector = eventData.position - (Vector2)transform.position;
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}
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}
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else
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else
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{
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{
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_currentVector = eventData.position - (Vector2)transform.position;
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_currentVector = eventData.position - (Vector2)Camera.main.WorldToScreenPoint(transform.position);
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}
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}
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_initAngle = Mathf.Atan2(_currentVector.y, _currentVector.x) * Mathf.Rad2Deg;
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_initAngle = Mathf.Atan2(_currentVector.y, _currentVector.x) * Mathf.Rad2Deg;
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}
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}
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@ -102,13 +98,13 @@ namespace UnityEngine.UI.Extensions
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return;
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return;
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}
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}
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if (experimental)
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if (_screenSpaceOverlay)
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{
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{
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RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, eventData.position, eventData.pressEventCamera, out _currentVector);
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_currentVector = eventData.position - (Vector2)transform.position;
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}
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}
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else
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else
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{
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{
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_currentVector = eventData.position - (Vector2)transform.position;
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_currentVector = eventData.position - (Vector2)Camera.main.WorldToScreenPoint(transform.position);
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}
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}
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_currentAngle = Mathf.Atan2(_currentVector.y, _currentVector.x) * Mathf.Rad2Deg;
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_currentAngle = Mathf.Atan2(_currentVector.y, _currentVector.x) * Mathf.Rad2Deg;
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@ -94,11 +94,19 @@ namespace UnityEngine.UI.Extensions
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if (_isInfinate)
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if (_isInfinate)
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{
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{
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//Work out which infinite window we are in
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//Work out which infinite window we are in
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float infWindow = (float)value / (float)_screensContainer.childCount;
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if (infWindow < 0)
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{
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_infiniteWindow = (int)(Math.Floor(infWindow));
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}
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else
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{
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_infiniteWindow = value / _screensContainer.childCount;
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_infiniteWindow = value / _screensContainer.childCount;
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}
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//Invert the value if negative and differentiate from Window 0
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//Invert the value if negative and differentiate from Window 0
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_infiniteWindow = value < 0 ? (-_infiniteWindow) + 1 : _infiniteWindow;
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_infiniteWindow = value < 0 ? (-_infiniteWindow) : _infiniteWindow;
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//Multiplying values by zero doesn't help, so start at Window 1
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//_infiniteWindow += 1;
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//Calculate the page within the child count range
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//Calculate the page within the child count range
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value = value % _screensContainer.childCount;
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value = value % _screensContainer.childCount;
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if (value < 0)
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if (value < 0)
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@ -369,6 +377,7 @@ namespace UnityEngine.UI.Extensions
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if (_isVertical)
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if (_isVertical)
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{
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{
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_infiniteOffset = _screensContainer.localPosition.y < 0 ? -_screensContainer.sizeDelta.y * _infiniteWindow : _screensContainer.sizeDelta.y * _infiniteWindow;
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_infiniteOffset = _screensContainer.localPosition.y < 0 ? -_screensContainer.sizeDelta.y * _infiniteWindow : _screensContainer.sizeDelta.y * _infiniteWindow;
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_infiniteOffset = _infiniteOffset == 0 ? 0 : _infiniteOffset < 0 ? _infiniteOffset - _childSize * _infiniteWindow : _infiniteOffset + _childSize * _infiniteWindow;
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target.y = _childPos + _scrollStartPosition + _infiniteOffset;
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target.y = _childPos + _scrollStartPosition + _infiniteOffset;
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}
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}
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else
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else
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@ -449,8 +458,10 @@ namespace UnityEngine.UI.Extensions
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{
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{
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Debug.LogError("ScrollRect has to be unidirectional, only use either Horizontal or Vertical on the ScrollRect, NOT both.");
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Debug.LogError("ScrollRect has to be unidirectional, only use either Horizontal or Vertical on the ScrollRect, NOT both.");
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}
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}
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var ScrollRectContent = gameObject.GetComponent<ScrollRect>().content;
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var children = gameObject.GetComponent<ScrollRect>().content.childCount;
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if (ScrollRectContent != null)
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{
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var children = ScrollRectContent.childCount;
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if (children != 0 || ChildObjects != null)
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if (children != 0 || ChildObjects != null)
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{
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{
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var childCount = ChildObjects == null || ChildObjects.Length == 0 ? children : ChildObjects.Length;
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var childCount = ChildObjects == null || ChildObjects.Length == 0 ? children : ChildObjects.Length;
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@ -464,6 +475,7 @@ namespace UnityEngine.UI.Extensions
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StartingScreen = 0;
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StartingScreen = 0;
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}
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}
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}
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}
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}
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if (MaskBuffer <= 0)
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if (MaskBuffer <= 0)
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{
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{
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