Merge with develop-Unity5.1

pull/413/head
Simon (darkside) Jackson 2015-08-26 10:08:44 +01:00
commit e654fb5434
4 changed files with 110 additions and 104 deletions

View File

@ -84,9 +84,9 @@ namespace UnityEngine.UI.Extensions
{ {
image.color = color; image.color = color;
} }
else if (renderer) else if (GetComponent<UnityEngine.Renderer>())
{ {
renderer.material.color = color; GetComponent<UnityEngine.Renderer>().material.color = color;
} }

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@ -235,7 +235,7 @@ namespace UnityEngine.UI.Extensions
} else { } else {
//If it doesn't have a rectTransform, we need to get the radius so we can use it as an area around the center to detect a click. //If it doesn't have a rectTransform, we need to get the radius so we can use it as an area around the center to detect a click.
//This works because a 2D or 3D renderer will both return a radius //This works because a 2D or 3D renderer will both return a radius
var radius = selectable.transform.renderer.bounds.extents.magnitude; var radius = selectable.transform.GetComponent<UnityEngine.Renderer>().bounds.extents.magnitude;
var selectableScreenPoint = GetScreenPointOfSelectable(selectable); var selectableScreenPoint = GetScreenPointOfSelectable(selectable);

View File

@ -4,12 +4,12 @@
Simply place the script on the ScrollRect that contains the selectable children we'll be scroling to Simply place the script on the ScrollRect that contains the selectable children we'll be scroling to
and drag'n'drop the RectTransform of the options "container" that we'll be scrolling.*/ and drag'n'drop the RectTransform of the options "container" that we'll be scrolling.*/
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
public class UIScrollToSelection : MonoBehaviour { namespace UnityEngine.UI.Extensions
{
public class UIScrollToSelection : MonoBehaviour
{
/* ### VARIABLES ============================================================== */ /* ### VARIABLES ============================================================== */
@ -28,30 +28,34 @@ public class UIScrollToSelection : MonoBehaviour {
private RectTransform currentCanvas; private RectTransform currentCanvas;
private ScrollRect targetScrollRect; private ScrollRect targetScrollRect;
private EventSystem events = EventSystem.current;
/* ### MAIN METHODS =========================================================== */ /* ### MAIN METHODS =========================================================== */
// Use this for initialization // Use this for initialization
private void Start () { private void Start()
{
targetScrollRect = GetComponent<ScrollRect>(); targetScrollRect = GetComponent<ScrollRect>();
scrollWindow = targetScrollRect.GetComponent<RectTransform>(); scrollWindow = targetScrollRect.GetComponent<RectTransform>();
currentCanvas = transform.root.GetComponent<RectTransform>(); currentCanvas = transform.root.GetComponent<RectTransform>();
} }
// Update is called once per frame // Update is called once per frame
private void Update () { private void Update()
{
ScrollRectToLevelSelection(); ScrollRectToLevelSelection();
} }
private void ScrollRectToLevelSelection (){ private void ScrollRectToLevelSelection()
{
// check main references // check main references
bool referencesAreIncorrect = bool referencesAreIncorrect =
(targetScrollRect == null || layoutListGroup == null || scrollWindow == null); (targetScrollRect == null || layoutListGroup == null || scrollWindow == null);
if (referencesAreIncorrect == true){ if (referencesAreIncorrect == true)
{
return; return;
} }
// get calculation references // get calculation references
EventSystem events = EventSystem.current;
RectTransform selection = events.currentSelectedGameObject != null ? RectTransform selection = events.currentSelectedGameObject != null ?
events.currentSelectedGameObject.GetComponent<RectTransform>() : events.currentSelectedGameObject.GetComponent<RectTransform>() :
null; null;
@ -96,11 +100,5 @@ public class UIScrollToSelection : MonoBehaviour {
// save last object we were "heading to" to prevent blocking // save last object we were "heading to" to prevent blocking
targetScrollObject = selection; targetScrollObject = selection;
} }
}
/* ### ENUMS ================================================================== */
/* ### CUSTOM TYPES =========================================================== */
} }

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@ -0,0 +1,8 @@
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