Merge pull request #461 from Unity-UI-Extensions/development

Release 2.3.2
pull/462/head^2
Simon (Darkside) Jackson 2023-11-26 18:14:19 +00:00 committed by GitHub
commit e909d73a6a
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
28 changed files with 741 additions and 674 deletions

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@ -52,17 +52,29 @@ jobs:
unityVersion: 2021.3
build-target: WSAPlayer
- os: windows
unityVersion: 2022.2
unityVersion: 2022.3
build-target: Android
- os: macOS
unityVersion: 2022.2
unityVersion: 2022.3
build-target: iOS
- os: windows
unityVersion: 2022.2
unityVersion: 2022.3
build-target: StandaloneWindows64
- os: windows
unityVersion: 2022.2
unityVersion: 2022.3
build-target: WSAPlayer
- os: windows
unityVersion: 2023.1
build-target: Android
- os: macOS
unityVersion: 2023.1
build-target: iOS
- os: windows
unityVersion: 2023.1
build-target: StandaloneWindows64
- os: windows
unityVersion: 2023.1
build-target: WSAPlayer
steps:
- name: Script Version
run: |

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@ -4,17 +4,18 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/).
## Release 2.3 - Reanimation - 2022/02/07
## Release 2.3.2 - Rejuvenation - 2023/11/26
It has been a tough time for all since the last update, but things have been moving steadily along. In the past few months there has been a concerted effort to revamp and update the project ready for Unity 2022, as well as migrating the source repository over to GitHub and refreshing all the things.
We hope the new release is better for everyone and we have paid close attention to the editor menus and places to find all the controls for this release.
2023 is certainly an interesting year to keep you on your toes, and finding time to keep managing all the requests and updates that come in are taking their toll, especially for a FREE project, but nonetheless, I still do it.
Mainly bugfixes for the end of year update, promoting some resolutions that have been verified and tested since the last release.
To get up to speed with the Unity UI Extensions, check out the [Getting Started](https://unity-ui-extensions.github.io/GettingStarted.html) Page.
> Ways to get in touch:
>
> - [Gitter Chat](https://gitter.im/Unity-UI-Extensions/Lobby) site for the UI Extensions project
> - [GitHub Discussions](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/discussions), if you have any questions, queries or suggestions
> - [Gitter Chat](https://gitter.im/Unity-UI-Extensions/Lobby) site for the UI Extensions project
>
> Much easier that posting a question / issue on YouTube, Twitter or Facebook :D
@ -28,64 +29,23 @@ For more details, see the [deprecation notice](https://github.com/Unity-UI-Exten
## Added
- Added new FIFO based UI Line Render when dynamic line rendering is needed.
- Added ResetSelectableHighlight component.
- Added SetArc method to UICircle as requested.
- Added new UIHorizontalScroller based on UIVerticalScroller.
- Added OnHighlightChanged and OnPressChanged events for UI Button.
- Added error handling around setting Unity UI Components for Vertical/Horizontal ScrollSnaps.
- Added Editor Menu Option to create a Min/Max slider.
- Added the ability to set a specific item for combobox controls on start and not just the first.
- Added the ability to disable the combo boxes and make them read-only.
- Add CalculatePointOnCurve for uilinerenderer (@victornor)
## Changed
- Refresh FancyScrollView with the latest fixes
- All Text based components updated to use TextMeshPro from Unity 2022 **Breaking Change**
- Clean-up and reset pivots on scene start.
- Merged in feature/improved-ui-highlightable (pull request UILineRenderer - issues with specifying point locations at runtime #123).
- Merged in fix/rangesliderfix (pull request HorizontalScrollSnap Mask Area doesn't work when content created dynamically #125).
- Merged in fix/infinitescrollcontentsize (pull request Gradient initialization should be in Awake() #126).
- Merged in feature/controlTouchUp (pull request UILineRenderer mesh not updating in Editor scene view #127).
- Upgraded RangeSlider to work in both Horizontal and Vertical setups.
- Merged in RangeSlider-upgrade. (pull request Newtonsoft.Json.dll conflict #131)
- Updated UIVertical scroller to be 2022 compliant.
- Updated Curly UI to wait until end of the frame to recalculate positions.
- Updated Depth Texture sampler in UI Particles Shaders.
- Updated Points to always be an array of 1 when set to nothing for the Line Renderer.
- Updated Cooldown button to work with Keyboard input.
- Removed unneeded size calculation which caused some issues with mixed content.
- Resolved an issue whereby the last row in a flow layout group would not size correctly.
- Updated all components using "LayoutGroup" to override their OnDisable.
- Updated validation in the new MinMaxSlider.
- Updated Editor create options to add the correct Event System Input manager.
- Updated initialisation logic to not cause an endless loop in the TabNavigationHelper.
- Updated "Action" use to "UnityAction" to avoid Unity issues for DropDowns.
- Updated UIVerticalScroller for standards.
- Updated ReorderableList/ReorderableListElement to prevent creating a fake object for non-transferable items.
- Updated panel drawing for ComboBox controls and added DropdownOffset.
- Updated build issue with ReorderableListElement.
- Updated NonDrawingGraphic to require a CanvasRender, else it causes an error on run.
- fix: Fixed an null reference exception with the ResetSelectableHighlight (@FejZa)
- fix: Resolved an issue where the last line in a flow layout group would overflow the rect bounds.
- fix: GetPosition when Segments is null (@victornor)
- fix: Fix Bug! NicerOutline color.a Loss when m_UseGraphicAlpha is true (wanliyun)
- fix: Update to force Enumerated start for Accordion elements, Resolves: #455
- Added argument to the UpdateLayout method for the HSS/VSS to move to a new starting page.
- Updated implementations to handle 2023 support, with 2023 moving in to public release.
- Added extra event on the AutoCompleteComboBox, to fire when an item in the list is selected, with its display name.
- FlowLayoutGroup components updated to latest (likely the last as the author has stopped development)
## Deprecated
- Marked ScrollPositionController as Obsolete, users should use the new Scoller.
- BestFitOutline - Deprecated in Unity 2020 onwards. (still available for earlier versions)
- NicerOutline - Deprecated in Unity 2020 onwards. (still available for earlier versions)
- Marked TileSizeFitter as obsolete as Unity has made this unworkable.
## Fixed
- Resolved issues with DisplayAbove and using a 0 ItemsToDisplay for ComboBox controls.
- Resolved startup issue that prevented the control from being used (Unity changed the start order in some instances), this was causing null reference issues with comboboxes.
- Patch fix for UILineRenderer.
- Resolves issue where the lower range value would become stuck when moving.
- Updated Infinite scroll to work with content of different sizes.
- Updated Dropdown list to NOT resize text Rect on draw.
- Revised the Curly UI fix as it was preventing the graphic from being updated in the scene view.
- Cleanup and ensuring the UIParticleSystem is disposed in onDestroy correctly.
- Clean up range slider unused variables.
- All deprecated Text based components now have "obsolete" tags, to avoid breaking code. Note, these do not function in 2022 and above, as Unity have "changed" things. For any affected component, I recommend updating to use TextMeshPro native features.
## Additional Notes
@ -98,6 +58,7 @@ New for 2020, we have added OpenUPM support and the package can be installed usi
```cli
`openupm add com.unity.uiextensions`
```
> For more details on using [OpenUPM CLI, check the docs here](https://github.com/openupm/openupm-cli#installation).
- Unity Package Manager - manual

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@ -42,17 +42,18 @@ This version of the Unity UI Extensions is compatible with the following version
## [Release Notes](https://unity-ui-extensions.github.io/ReleaseNotes/RELEASENOTES)
## Release 2.3 - Reanimation - 2022/02/07
## Release 2.3.2 - Rejuvenation - 2023/11/26
It has been a tough time for all since the last update, but things have been moving steadily along. In the past few months there has been a concerted effort to revamp and update the project ready for Unity 2022, as well as migrating the source repository over to GitHub and refreshing all the things.
We hope the new release is better for everyone and we have paid close attention to the editor menus and places to find all the controls for this release.
2023 is certainly an interesting year to keep you on your toes, and finding time to keep managing all the requests and updates that come in are taking their toll, especially for a FREE project, but nonetheless, I still do it.
Mainly bugfixes for the end of year update, promoting some resolutions that have been verified and tested since the last release.
To get up to speed with the Unity UI Extensions, check out the [Getting Started](https://unity-ui-extensions.github.io/GettingStarted.html) Page.
> Ways to get in touch:
>
> - [Gitter Chat](https://gitter.im/Unity-UI-Extensions/Lobby) site for the UI Extensions project
> - [GitHub Discussions](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/discussions), if you have any questions, queries or suggestions
> - [Gitter Chat](https://gitter.im/Unity-UI-Extensions/Lobby) site for the UI Extensions project
>
> Much easier that posting a question / issue on YouTube, Twitter or Facebook :D
@ -66,64 +67,23 @@ For more details, see the [deprecation notice](https://github.com/Unity-UI-Exten
## Added
- Added new FIFO based UI Line Render when dynamic line rendering is needed.
- Added ResetSelectableHighlight component.
- Added SetArc method to UICircle as requested.
- Added new UIHorizontalScroller based on UIVerticalScroller.
- Added OnHighlightChanged and OnPressChanged events for UI Button.
- Added error handling around setting Unity UI Components for Vertical/Horizontal ScrollSnaps.
- Added Editor Menu Option to create a Min/Max slider.
- Added the ability to set a specific item for combobox controls on start and not just the first.
- Added the ability to disable the combo boxes and make them read-only.
- Add CalculatePointOnCurve for uilinerenderer (@victornor)
## Changed
- Refresh FancyScrollView with the latest fixes
- All Text based components updated to use TextMeshPro from Unity 2022 **Breaking Change**
- Clean-up and reset pivots on scene start.
- Merged in feature/improved-ui-highlightable (pull request UILineRenderer - issues with specifying point locations at runtime #123).
- Merged in fix/ragesliderfix (pull request HorizontalScrollSnap Mask Area doesn't work when content created dynamically #125).
- Merged in fix/infinitescrollcontentsize (pull request Gradient initialization should be in Awake() #126).
- Merged in feature/controlTouchUp (pull request UILineRenderer mesh not updating in Editor scene view #127).
- Upgraded RangeSlider to work in both Horizontal and Vertical setups.
- Merged in RangeSlider-upgrade. (pull request Newtonsoft.Json.dll conflict #131)
- Updated UIVertical scroller to be 2022 compliant.
- Updated Curly UI to wait until end of the frame to recalculate positions.
- Updated Depth Texture sampler in UI Particles Shaders.
- Updated Points to always be an array of 1 when set to nothing for the Line Renderer.
- Updated Cooldown button to work with Keyboard input.
- Removed unneeded size calculation which caused some issues with mixed content.
- Resolved an issue whereby the last row in a flow layout group would not size correctly.
- Updated all components using "LayoutGroup" to override their OnDisable.
- Updated validation in the new MinMaxSlider.
- Updated Editor create options to add the correct Event System Input manager.
- Updated initialisation logic to not cause an endless loop in the TabNavigationHelper.
- Updated "Action" use to "UnityAction" to avoid Unity issues for DropDowns.
- Updated UIVerticalScroller for standards.
- Updated ReorderableList/ReorderableListElement to prevent creating a fake object for non-transferable items.
- Updated panel drawing for ComboBox controls and added DropdownOffset.
- Updated build issue with ReorderableListElement.
- Updated NonDrawingGraphic to require a CanvasRender, else it causes an error on run.
- fix: Fixed an null reference exception with the ResetSelectableHighlight (@FejZa)
- fix: Resolved an issue where the last line in a flow layout group would overflow the rect bounds.
- fix: GetPosition when Segments is null (@victornor)
- fix: Fix Bug! NicerOutline color.a Loss when m_UseGraphicAlpha is true (wanliyun)
- fix: Update to force Enumerated start for Accordion elements, Resolves: #455
- Added argument to the UpdateLayout method for the HSS/VSS to move to a new starting page.
- Updated implementations to handle 2023 support, with 2023 moving in to public release.
- Added extra event on the AutoCompleteComboBox, to fire when an item in the list is selected, with its display name.
- FlowLayoutGroup components updated to latest (likely the last as the author has stopped development)
## Deprecated
- Marked ScrollPositionController as Obsolete, users should use the new Scoller.
- BestFitOutline - Deprecated in Unity 2020 onwards. (still available for earlier versions)
- NicerOutline - Deprecated in Unity 2020 onwards. (still available for earlier versions)
- Marked TileSizeFitter as obsolete as Unity has made this unworkable.
## Fixed
- Resolved issues with DisplayAbove and using a 0 ItemsToDisplay for ComboBox controls.
- Resolved startup issue that prevented the control from being used (Unity changed the start order in some instances), this was causing null reference issues with comboboxes.
- Patch fix for UILineRenderer.
- Resolves issue where the lower range value would become stuck when moving.
- Updated Infinite scroll to work with content of different sizes.
- Updated Dropdown list to NOT resize text Rect on draw.
- Revised the Curly UI fix as it was preventing the graphic from being updated in the scene view.
- Cleanup and ensuring the UIParticleSystem is disposed in onDestroy correctly.
- Clean up range slider unused variables.
- All deprecated Text based components now have "obsolete" tags, to avoid breaking code. Note, these do not function in 2022 and above, as Unity have "changed" things. For any affected component, I recommend updating to use TextMeshPro native features.
- [UI Extensions Issue log](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues)

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@ -29,7 +29,11 @@ namespace UnityEngine.UI.Extensions
void ObtainCanvasGroups()
{
#if UNITY_2023_1_OR_NEWER
canvasGroups = GameObject.FindObjectsByType<CanvasGroup>(FindObjectsSortMode.None);
#else
canvasGroups = GameObject.FindObjectsOfType<CanvasGroup>();
#endif
}
void OnGUI()

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@ -159,7 +159,11 @@ namespace UnityEditor.UI
private static void CreateEventSystem(bool select, GameObject parent)
{
#if UNITY_2023_1_OR_NEWER
var esys = Object.FindFirstObjectByType<EventSystem>();
#else
var esys = Object.FindObjectOfType<EventSystem>();
#endif
if (esys == null)
{
var eventSystem = new GameObject("EventSystem");
@ -191,7 +195,11 @@ namespace UnityEditor.UI
return canvas.gameObject;
// No canvas in selection or its parents? Then use just any canvas..
#if UNITY_2023_1_OR_NEWER
canvas = Object.FindFirstObjectByType<Canvas>();
#else
canvas = Object.FindObjectOfType(typeof(Canvas)) as Canvas;
#endif
if (canvas != null && canvas.gameObject.activeInHierarchy)
return canvas.gameObject;
@ -1121,7 +1129,7 @@ namespace UnityEditor.UI
mainButtonRT.anchorMin = Vector2.zero;
mainButtonRT.anchorMax = Vector2.one;
mainButtonRT.sizeDelta = Vector2.zero;
Events.UnityEventTools.AddBoolPersistentListener(mainButton.GetComponent<Button>().onClick, new UnityEngine.Events.UnityAction<bool>(dropDownList.ToggleDropdownPanel), true);
Events.UnityEventTools.AddPersistentListener(mainButton.GetComponent<Button>().onClick, dropDownList.ToggleDropdownPanel);
var mainButtonText = mainButton.GetComponentInChildren<Text>();
mainButtonText.alignment = TextAnchor.MiddleLeft;
mainButtonText.text = "Select Item...";
@ -1149,7 +1157,7 @@ namespace UnityEditor.UI
overlayRT.sizeDelta = new Vector2(0f, 1f);
overlayRT.pivot = new Vector2(0f, 1f);
overlay.AddComponent<Image>().color = new Color(0.243f, 0.871f, 0f, 0f);
Events.UnityEventTools.AddBoolPersistentListener(overlay.AddComponent<Button>().onClick, new UnityEngine.Events.UnityAction<bool>(dropDownList.ToggleDropdownPanel), true);
Events.UnityEventTools.AddPersistentListener(overlay.AddComponent<Button>().onClick, dropDownList.ToggleDropdownPanel);
//Overlay Scroll Panel
var overlayScrollPanelRT = overlayScrollPanel.GetComponent<RectTransform>();
overlayScrollPanelRT.position += new Vector3(0, -cbbRT.sizeDelta.y, 0);
@ -1257,7 +1265,11 @@ namespace UnityEditor.UI
private static void CreateToolTipItem(bool select, GameObject parent)
{
#if UNITY_2023_1_OR_NEWER
var btti = Object.FindFirstObjectByType<BoundTooltipItem>();
#else
var btti = Object.FindObjectOfType<BoundTooltipItem>();
#endif
if (btti == null)
{
var boundTooltipItem = CreateUIObject("ToolTipItem", parent.GetComponentInParent<Canvas>().gameObject);

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@ -6,7 +6,7 @@ namespace UnityEngine.UI.Extensions
{
public static class uGUITools
{
[MenuItem("uGUI/Anchors to Corners %[")]
[MenuItem("Tools/UnityUIExtensions/Anchors to Corners %[")]
static void AnchorsToCorners()
{
if (Selection.transforms == null || Selection.transforms.Length == 0)
@ -37,7 +37,7 @@ namespace UnityEngine.UI.Extensions
Undo.CollapseUndoOperations(undoGroup);
}
[MenuItem("uGUI/Corners to Anchors %]")]
[MenuItem("Tools/UnityUIExtensions/Corners to Anchors %]")]
static void CornersToAnchors()
{
if (Selection.transforms == null || Selection.transforms.Length == 0)
@ -60,13 +60,13 @@ namespace UnityEngine.UI.Extensions
Undo.CollapseUndoOperations(undoGroup);
}
[MenuItem("uGUI/Mirror Horizontally Around Anchors %;")]
[MenuItem("Tools/UnityUIExtensions/Mirror Horizontally Around Anchors %;")]
static void MirrorHorizontallyAnchors()
{
MirrorHorizontally(false);
}
[MenuItem("uGUI/Mirror Horizontally Around Parent Center %:")]
[MenuItem("Tools/UnityUIExtensions/Mirror Horizontally Around Parent Center %:")]
static void MirrorHorizontallyParent()
{
MirrorHorizontally(true);
@ -96,13 +96,13 @@ namespace UnityEngine.UI.Extensions
}
}
[MenuItem("uGUI/Mirror Vertically Around Anchors %'")]
[MenuItem("Tools/UnityUIExtensions/Mirror Vertically Around Anchors %'")]
static void MirrorVerticallyAnchors()
{
MirrorVertically(false);
}
[MenuItem("uGUI/Mirror Vertically Around Parent Center %\"")]
[MenuItem("Tools/UnityUIExtensions/Mirror Vertically Around Parent Center %\"")]
static void MirrorVerticallyParent()
{
MirrorVertically(true);

@ -1 +1 @@
Subproject commit 2b2dba57650838e285c3336b4a26847931462570
Subproject commit 1cfaa42b3fcc454950009cc03a8280fd18e38197

View File

@ -4,6 +4,11 @@ This is an extension project for the new Unity UI system which can be found at:
> [Check out the control demos on our Tumblr page](https://unityuiextensions.tumblr.com/)
[![openupm](https://img.shields.io/npm/v/com.unity.uiextensions?label=openupm&registry_uri=https://package.openupm.com)](https://openupm.com/packages/com.unity.uiextensions/)
[![Publish main branch and increment version](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/actions/workflows/main-publish.yml/badge.svg)](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/actions/workflows/main-publish.yml)
[![Publish development branch on Merge](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/actions/workflows/development-publish.yml/badge.svg)](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/actions/workflows/development-publish.yml)
[![Build and test UPM packages for platforms, all branches except main](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/actions/workflows/development-buildandtestupmrelease.yml/badge.svg)](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/actions/workflows/development-buildandtestupmrelease.yml)
## [Intro](https://unity-ui-extensions.github.io/GettingStarted)
For more info, here's a little introduction video for the project:
@ -69,17 +74,18 @@ To get started with the project, here's a little guide:
## [Updates:](https://unity-ui-extensions.github.io/ReleaseNotes/RELEASENOTES)
## Release 2.3 - Reanimation - 2022/02/07
## Release 2.3.2 - Rejuvenation - 2023/11/26
It has been a tough time for all since the last update, but things have been moving steadily along. In the past few months there has been a concerted effort to revamp and update the project ready for Unity 2022, as well as migrating the source repository over to GitHub and refreshing all the things.
We hope the new release is better for everyone and we have paid close attention to the editor menus and places to find all the controls for this release.
2023 is certainly an interesting year to keep you on your toes, and finding time to keep managing all the requests and updates that come in are taking their toll, especially for a FREE project, but nonetheless, I still do it.
Mainly bugfixes for the end of year update, promoting some resolutions that have been verified and tested since the last release.
To get up to speed with the Unity UI Extensions, check out the [Getting Started](https://unity-ui-extensions.github.io/GettingStarted.html) Page.
> Ways to get in touch:
>
> - [Gitter Chat](https://gitter.im/Unity-UI-Extensions/Lobby) site for the UI Extensions project
> - [GitHub Discussions](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/discussions), if you have any questions, queries or suggestions
> - [Gitter Chat](https://gitter.im/Unity-UI-Extensions/Lobby) site for the UI Extensions project
>
> Much easier that posting a question / issue on YouTube, Twitter or Facebook :D
@ -93,66 +99,25 @@ For more details, see the [deprecation notice](https://github.com/Unity-UI-Exten
## Added
- Added new FIFO based UI Line Render when dynamic line rendering is needed.
- Added ResetSelectableHighlight component.
- Added SetArc method to UICircle as requested.
- Added new UIHorizontalScroller based on UIVerticalScroller.
- Added OnHighlightChanged and OnPressChanged events for UI Button.
- Added error handling around setting Unity UI Components for Vertical/Horizontal ScrollSnaps.
- Added Editor Menu Option to create a Min/Max slider.
- Added the ability to set a specific item for combobox controls on start and not just the first.
- Added the ability to disable the combo boxes and make them read-only.
- Add CalculatePointOnCurve for uilinerenderer (@victornor)
## Changed
- Refresh FancyScrollView with the latest fixes
- All Text based components updated to use TextMeshPro from Unity 2022 **Breaking Change**
- Clean-up and reset pivots on scene start.
- Merged in feature/improved-ui-highlightable (pull request UILineRenderer - issues with specifying point locations at runtime #123).
- Merged in fix/ragesliderfix (pull request HorizontalScrollSnap Mask Area doesn't work when content created dynamically #125).
- Merged in fix/infinitescrollcontentsize (pull request Gradient initialization should be in Awake() #126).
- Merged in feature/controlTouchUp (pull request UILineRenderer mesh not updating in Editor scene view #127).
- Upgraded RangeSlider to work in both Horizontal and Vertical setups.
- Merged in RangeSlider-upgrade. (pull request Newtonsoft.Json.dll conflict #131)
- Updated UIVertical scroller to be 2022 compliant.
- Updated Curly UI to wait until end of the frame to recalculate positions.
- Updated Depth Texture sampler in UI Particles Shaders.
- Updated Points to always be an array of 1 when set to nothing for the Line Renderer.
- Updated Cooldown button to work with Keyboard input.
- Removed unneeded size calculation which caused some issues with mixed content.
- Resolved an issue whereby the last row in a flow layout group would not size correctly.
- Updated all components using "LayoutGroup" to override their OnDisable.
- Updated validation in the new MinMaxSlider.
- Updated Editor create options to add the correct Event System Input manager.
- Updated initialisation logic to not cause an endless loop in the TabNavigationHelper.
- Updated "Action" use to "UnityAction" to avoid Unity issues for DropDowns.
- Updated UIVerticalScroller for standards.
- Updated ReorderableList/ReorderableListElement to prevent creating a fake object for non-transferable items.
- Updated panel drawing for ComboBox controls and added DropdownOffset.
- Updated build issue with ReorderableListElement.
- Updated NonDrawingGraphic to require a CanvasRender, else it causes an error on run.
- fix: Fixed an null reference exception with the ResetSelectableHighlight (@FejZa)
- fix: Resolved an issue where the last line in a flow layout group would overflow the rect bounds.
- fix: GetPosition when Segments is null (@victornor)
- fix: Fix Bug! NicerOutline color.a Loss when m_UseGraphicAlpha is true (wanliyun)
- fix: Update to force Enumerated start for Accordion elements, Resolves: #455
- Added argument to the UpdateLayout method for the HSS/VSS to move to a new starting page.
- Updated implementations to handle 2023 support, with 2023 moving in to public release.
- Added extra event on the AutoCompleteComboBox, to fire when an item in the list is selected, with its display name.
- FlowLayoutGroup components updated to latest (likely the last as the author has stopped development)
## Deprecated
- Marked ScrollPositionController as Obsolete, users should use the new Scoller.
- BestFitOutline - Deprecated in Unity 2020 onwards. (still available for earlier versions)
- NicerOutline - Deprecated in Unity 2020 onwards. (still available for earlier versions)
- Marked TileSizeFitter as obsolete as Unity has made this unworkable.
- All deprecated Text based components now have "obsolete" tags, to avoid breaking code. Note, these do not function in 2022 and above, as Unity have "changed" things. For any affected component, I recommend updating to use TextMeshPro native features.
## Fixed
- Resolved issues with DisplayAbove and using a 0 ItemsToDisplay for ComboBox controls.
- Resolved startup issue that prevented the control from being used (Unity changed the start order in some instances), this was causing null reference issues with comboboxes.
- Patch fix for UILineRenderer.
- Resolves issue where the lower range value would become stuck when moving.
- Updated Infinite scroll to work with content of different sizes.
- Updated Dropdown list to NOT resize text Rect on draw.
- Revised the Curly UI fix as it was preventing the graphic from being updated in the scene view.
- Cleanup and ensuring the UIParticleSystem is disposed in onDestroy correctly.
- Clean up range slider unused variables.
* [UI Extensions Issue log](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues)
- [UI Extensions Issue log](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues)
## Upgrade Notes
@ -209,6 +174,8 @@ There are almost 70+ extension controls / effect and other utilities in the proj
|NicerOutline|RaycastMask|UIFlippable|UIImageCrop|SoftAlphaMask|
|CylinderText|UIParticleSystem|CurlyUI|Shine Effect|Shader Effects|
> Text Effects are not supported with TextMeshPro due to its architecture, try using the native TextMeshPro effects instead.
[Additional Components](https://unity-ui-extensions.github.io/Controls.html#additional-components)
|ReturnKeyTrigger|TabNavigation|uGUITools|ScrollRectTweener|ScrollRectLinker|
@ -249,9 +216,9 @@ Got a script you want added? Then just fork the [GitHub repository](https://gith
Just ensure:
* The header of the script should match the standard used in all scripts.
* The script uses the **Unity.UI.Extensions** namespace so they do not affect any other developments.
* (optional) Add Component and Editor options where possible. (editor options are in the Editor\UIExtensionsMenuOptions.cs file)
- The header of the script should match the standard used in all scripts.
- The script uses the **Unity.UI.Extensions** namespace so they do not affect any other developments.
- (optional) Add Component and Editor options where possible. (editor options are in the Editor\UIExtensionsMenuOptions.cs file)
## [License](https://raw.githubusercontent.com/Unity-UI-Extensions/com.unity.uiextensions/release/LICENSE.md)
@ -264,7 +231,7 @@ Check out the [page on my blog](http://bit.ly/Unity3DUIEssentials) for more deta
## [The downloads](https://unity-ui-extensions.github.io/Downloads)
As this repo was created to support my new Unity UI Title ["Unity 3D UI Essentials"](http://bit.ly/Unity3DUIEssentials), in the downloads section you will find two custom assets (SpaceShip-DemoScene-Start.unitypackage and RollABallSample-Start.unitypackage). These are just here as starter scenes for doing UI tasks in the book.
As this repo was created to support my new Unity UI Title ["Unity 3D UI Essentials"](http://bit.ly/Unity3DUIEssentials), in the downloads section you will find two custom assets (SpaceShip-DemoScene-Start.unitypackage and RollABallSample-Start.unitypackage). These are just here as starter scenes for doing UI tasks in the book.
I will add more sample scenes for the UI examples in this repository and detail them above over time.

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@ -2,217 +2,225 @@
///Sourced from - http://forum.unity3d.com/threads/accordion-type-layout.271818/
using System;
using System.Collections;
using UnityEngine.UI.Extensions.Tweens;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform), typeof(LayoutElement))]
[AddComponentMenu("UI/Extensions/Accordion/Accordion Element")]
public class AccordionElement : Toggle
{
[AddComponentMenu("UI/Extensions/Accordion/Accordion Element")]
public class AccordionElement : Toggle
{
[SerializeField] private float m_MinHeight = 18f;
[SerializeField] private float m_MinHeight = 18f;
public float MinHeight => m_MinHeight;
public float MinHeight => m_MinHeight;
[SerializeField] private float m_MinWidth = 40f;
[SerializeField] private float m_MinWidth = 40f;
public float MinWidth => m_MinWidth;
public float MinWidth => m_MinWidth;
private Accordion m_Accordion;
private RectTransform m_RectTransform;
private LayoutElement m_LayoutElement;
[NonSerialized]
private readonly TweenRunner<FloatTween> m_FloatTweenRunner;
protected AccordionElement()
{
if (this.m_FloatTweenRunner == null)
this.m_FloatTweenRunner = new TweenRunner<FloatTween>();
this.m_FloatTweenRunner.Init(this);
}
protected override void Awake()
{
base.Awake();
base.transition = Transition.None;
base.toggleTransition = ToggleTransition.None;
this.m_Accordion = this.gameObject.GetComponentInParent<Accordion>();
this.m_RectTransform = this.transform as RectTransform;
this.m_LayoutElement = this.gameObject.GetComponent<LayoutElement>();
this.onValueChanged.AddListener(OnValueChanged);
}
private Accordion m_Accordion;
private RectTransform m_RectTransform;
private LayoutElement m_LayoutElement;
[NonSerialized]
private readonly TweenRunner<FloatTween> m_FloatTweenRunner;
protected AccordionElement()
{
if (this.m_FloatTweenRunner == null)
this.m_FloatTweenRunner = new TweenRunner<FloatTween>();
this.m_FloatTweenRunner.Init(this);
}
protected override void Awake()
{
base.Awake();
base.transition = Transition.None;
base.toggleTransition = ToggleTransition.None;
this.m_Accordion = this.gameObject.GetComponentInParent<Accordion>();
this.m_RectTransform = this.transform as RectTransform;
this.m_LayoutElement = this.gameObject.GetComponent<LayoutElement>();
this.onValueChanged.AddListener(OnValueChanged);
}
private new IEnumerator Start()
{
base.Start();
yield return new WaitForEndOfFrame(); // Wait for the first frame
OnValueChanged(this.isOn);
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
this.m_Accordion = this.gameObject.GetComponentInParent<Accordion>();
protected override void OnValidate()
{
base.OnValidate();
this.m_Accordion = this.gameObject.GetComponentInParent<Accordion>();
if (this.group == null)
{
ToggleGroup tg = this.GetComponentInParent<ToggleGroup>();
if (tg != null)
{
this.group = tg;
}
}
LayoutElement le = this.gameObject.GetComponent<LayoutElement>();
if (this.group == null)
{
ToggleGroup tg = this.GetComponentInParent<ToggleGroup>();
if (le != null && m_Accordion != null)
{
if (this.isOn)
{
if (tg != null)
{
this.group = tg;
}
}
LayoutElement le = this.gameObject.GetComponent<LayoutElement>();
if (le != null && m_Accordion != null)
{
if (this.isOn)
{
if (m_Accordion.ExpandVerticval)
{
le.preferredHeight = -1f;
}
else
{
le.preferredWidth = -1f;
le.preferredHeight = -1f;
}
}
else
{
if (m_Accordion.ExpandVerticval)
{
le.preferredHeight = this.m_MinHeight;
}
else
{
le.preferredWidth = this.m_MinWidth;
le.preferredWidth = -1f;
}
}
else
{
if (m_Accordion.ExpandVerticval)
{
le.preferredHeight = this.m_MinHeight;
}
else
{
le.preferredWidth = this.m_MinWidth;
}
}
}
}
}
}
}
}
#endif
public void OnValueChanged(bool state)
{
if (this.m_LayoutElement == null)
return;
Accordion.Transition transition = (this.m_Accordion != null) ? this.m_Accordion.transition : Accordion.Transition.Instant;
public void OnValueChanged(bool state)
{
if (this.m_LayoutElement == null)
return;
if (transition == Accordion.Transition.Instant && m_Accordion != null)
{
if (state)
{
if (m_Accordion.ExpandVerticval)
{
this.m_LayoutElement.preferredHeight = -1f;
}
Accordion.Transition transition = (this.m_Accordion != null) ? this.m_Accordion.transition : Accordion.Transition.Instant;
if (transition == Accordion.Transition.Instant && m_Accordion != null)
{
if (state)
{
if (m_Accordion.ExpandVerticval)
{
this.m_LayoutElement.preferredHeight = -1f;
}
else
{
this.m_LayoutElement.preferredWidth = -1f;
}
}
else
{
if (m_Accordion.ExpandVerticval)
{
this.m_LayoutElement.preferredHeight = this.m_MinHeight;
}
this.m_LayoutElement.preferredWidth = -1f;
}
}
else
{
if (m_Accordion.ExpandVerticval)
{
this.m_LayoutElement.preferredHeight = this.m_MinHeight;
}
else
{
this.m_LayoutElement.preferredWidth = this.m_MinWidth;
}
}
}
else if (transition == Accordion.Transition.Tween)
{
if (state)
{
if (m_Accordion.ExpandVerticval)
{
this.StartTween(this.m_MinHeight, this.GetExpandedHeight());
}
this.m_LayoutElement.preferredWidth = this.m_MinWidth;
}
}
}
else if (transition == Accordion.Transition.Tween)
{
if (state)
{
if (m_Accordion.ExpandVerticval)
{
this.StartTween(this.m_MinHeight, this.GetExpandedHeight());
}
else
{
this.StartTween(this.m_MinWidth, this.GetExpandedWidth());
}
}
else
{
if (m_Accordion.ExpandVerticval)
{
this.StartTween(this.m_RectTransform.rect.height, this.m_MinHeight);
}
this.StartTween(this.m_MinWidth, this.GetExpandedWidth());
}
}
else
{
if (m_Accordion.ExpandVerticval)
{
this.StartTween(this.m_RectTransform.rect.height, this.m_MinHeight);
}
else
{
this.StartTween(this.m_RectTransform.rect.width, this.m_MinWidth);
}
}
}
}
protected float GetExpandedHeight()
{
if (this.m_LayoutElement == null)
return this.m_MinHeight;
float originalPrefH = this.m_LayoutElement.preferredHeight;
this.m_LayoutElement.preferredHeight = -1f;
float h = LayoutUtility.GetPreferredHeight(this.m_RectTransform);
this.m_LayoutElement.preferredHeight = originalPrefH;
return h;
}
this.StartTween(this.m_RectTransform.rect.width, this.m_MinWidth);
}
}
}
}
protected float GetExpandedWidth()
{
if (this.m_LayoutElement == null)
return this.m_MinWidth;
protected float GetExpandedHeight()
{
if (this.m_LayoutElement == null)
return this.m_MinHeight;
float originalPrefW = this.m_LayoutElement.preferredWidth;
this.m_LayoutElement.preferredWidth = -1f;
float w = LayoutUtility.GetPreferredWidth(this.m_RectTransform);
this.m_LayoutElement.preferredWidth = originalPrefW;
float originalPrefH = this.m_LayoutElement.preferredHeight;
this.m_LayoutElement.preferredHeight = -1f;
float h = LayoutUtility.GetPreferredHeight(this.m_RectTransform);
this.m_LayoutElement.preferredHeight = originalPrefH;
return w;
}
return h;
}
protected void StartTween(float startFloat, float targetFloat)
{
float duration = (this.m_Accordion != null) ? this.m_Accordion.transitionDuration : 0.3f;
FloatTween info = new FloatTween
{
duration = duration,
startFloat = startFloat,
targetFloat = targetFloat
};
if (m_Accordion.ExpandVerticval)
{
info.AddOnChangedCallback(SetHeight);
}
protected float GetExpandedWidth()
{
if (this.m_LayoutElement == null)
return this.m_MinWidth;
float originalPrefW = this.m_LayoutElement.preferredWidth;
this.m_LayoutElement.preferredWidth = -1f;
float w = LayoutUtility.GetPreferredWidth(this.m_RectTransform);
this.m_LayoutElement.preferredWidth = originalPrefW;
return w;
}
protected void StartTween(float startFloat, float targetFloat)
{
float duration = (this.m_Accordion != null) ? this.m_Accordion.transitionDuration : 0.3f;
FloatTween info = new FloatTween
{
duration = duration,
startFloat = startFloat,
targetFloat = targetFloat
};
if (m_Accordion.ExpandVerticval)
{
info.AddOnChangedCallback(SetHeight);
}
else
{
info.AddOnChangedCallback(SetWidth);
}
info.ignoreTimeScale = true;
this.m_FloatTweenRunner.StartTween(info);
}
protected void SetHeight(float height)
{
if (this.m_LayoutElement == null)
return;
this.m_LayoutElement.preferredHeight = height;
}
info.AddOnChangedCallback(SetWidth);
}
info.ignoreTimeScale = true;
this.m_FloatTweenRunner.StartTween(info);
}
protected void SetWidth(float width)
{
if (this.m_LayoutElement == null)
return;
protected void SetHeight(float height)
{
if (this.m_LayoutElement == null)
return;
this.m_LayoutElement.preferredWidth = width;
}
}
this.m_LayoutElement.preferredHeight = height;
}
protected void SetWidth(float width)
{
if (this.m_LayoutElement == null)
return;
this.m_LayoutElement.preferredWidth = width;
}
}
}

View File

@ -1,7 +1,6 @@
///Credit perchik
///Sourced from - http://forum.unity3d.com/threads/receive-onclick-event-and-pass-it-on-to-lower-ui-elements.293642/
using System;
using System.Collections.Generic;
using System.Linq;
@ -132,6 +131,9 @@ namespace UnityEngine.UI.Extensions
[System.Serializable]
public class SelectionValidityChangedEvent : Events.UnityEvent<bool> { }
[System.Serializable]
public class ItemSelectedEvent : Events.UnityEvent<string> { }
[System.Serializable]
public class ControlDisabledEvent : Events.UnityEvent<bool> { }
@ -142,6 +144,8 @@ namespace UnityEngine.UI.Extensions
public SelectionValidityChangedEvent OnSelectionValidityChanged;
// fires in both cases
public SelectionChangedEvent OnSelectionChanged;
// fires when an item is clicked
public ItemSelectedEvent OnItemSelected;
// fires when item is changed;
public ControlDisabledEvent OnControlDisabled;
@ -359,10 +363,10 @@ namespace UnityEngine.UI.Extensions
/// <param name="item"></param>
private void OnItemClicked(string item)
{
//Debug.Log("item " + item + " clicked");
Text = item;
_mainInput.text = Text;
ToggleDropdownPanel(true);
OnItemSelected?.Invoke(Text);
}
private void RedrawPanel()

View File

@ -166,7 +166,7 @@ namespace UnityEngine.UI.Extensions
/// <param name="index"></param>
public void SelectItemIndex(int index)
{
ToggleDropdownPanel(false);
ToggleDropdownPanel();
OnItemClicked(index);
}
@ -351,7 +351,7 @@ namespace UnityEngine.UI.Extensions
if (indx != _selectedIndex && OnSelectionChanged != null) OnSelectionChanged.Invoke(indx);
_selectedIndex = indx;
ToggleDropdownPanel(true);
ToggleDropdownPanel();
UpdateSelected();
}
@ -471,7 +471,7 @@ namespace UnityEngine.UI.Extensions
return;
}
ToggleDropdownPanel(false);
ToggleDropdownPanel();
}
/// <summary>

View File

@ -13,7 +13,11 @@ namespace UnityEngine.UI.Extensions
void Awake()
{
#if UNITY_2023_1_OR_NEWER
foreach (var list in FindObjectsByType<ReorderableList>(FindObjectsSortMode.None))
#else
foreach (var list in FindObjectsOfType<ReorderableList>())
#endif
{
list.OnElementDropped.AddListener(ElementDropped);
}

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@ -169,7 +169,11 @@ namespace UnityEngine.UI.Extensions
// If we do not have a group of selectables already set, we'll just loop through every object that's a monobehaviour, and look for selectable interfaces in them
if (selectableGroup == null) {
#if UNITY_2023_1_OR_NEWER
behavioursToGetSelectionsFrom = GameObject.FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None);
#else
behavioursToGetSelectionsFrom = GameObject.FindObjectsOfType<MonoBehaviour>();
#endif
} else {
behavioursToGetSelectionsFrom = selectableGroup;
}

View File

@ -2,10 +2,19 @@
/// Sourced from - http://forum.unity3d.com/members/melang.593409/
/// NOT supported in Unity 2022
using System;
#if !UNITY_2022_1_OR_NEWER
using System.Collections.Generic;
#endif
namespace UnityEngine.UI.Extensions
{
#if UNITY_2022_1_OR_NEWER
[Obsolete("BestFitOutline is not supported in Unity 2022.1 or newer. Use TMPro instead.")]
public class BestFitOutline : Shadow
{
}
#else
[AddComponentMenu("UI/Effects/Extensions/BestFit Outline")]
public class BestFitOutline : Shadow
{
@ -61,5 +70,5 @@ namespace UnityEngine.UI.Extensions
}
}
}
}
#endif
#endif
}

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@ -1,13 +1,18 @@
/// Credit Breyer
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1777407

using System;
namespace UnityEngine.UI.Extensions
{
#if UNITY_2022_1_OR_NEWER
[RequireComponent(typeof(TMPro.TMP_Text))]
[Obsolete("CurvedText is not supported in Unity 2022.1 or newer. Use TMPro instead.")]
public class CurvedText : BaseMeshEffect
{
public override void ModifyMesh(VertexHelper vh)
{
}
}
#else
[RequireComponent(typeof(Text))]
#endif
[RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Effects/Extensions/Curved Text")]
public class CurvedText : BaseMeshEffect
@ -86,4 +91,5 @@ namespace UnityEngine.UI.Extensions
}
}
}
}
#endif
}

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@ -1,14 +1,21 @@
/// adaption for cylindrical bending by herbst

using System;
/// adaption for cylindrical bending by herbst
/// Credit Breyer
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1777407
namespace UnityEngine.UI.Extensions
{
#if UNITY_2022_1_OR_NEWER
[RequireComponent(typeof(TMPro.TMP_Text))]
[Obsolete("CylinderText is not supported in Unity 2022.1 or newer. Use TMPro instead.")]
public class CylinderText : BaseMeshEffect
{
public override void ModifyMesh(VertexHelper vh)
{
}
}
#else
[RequireComponent(typeof(Text))]
#endif
[RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Effects/Extensions/Cylinder Text")]
public class CylinderText : BaseMeshEffect
@ -56,4 +63,5 @@ namespace UnityEngine.UI.Extensions
}
}
}
}
#endif
}

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@ -1,6 +1,4 @@
/// Credit Deeperbeige
/// Sourced from - http://forum.unity3d.com/threads/adjustable-character-spacing-free-script.288277/
/*
/*
Produces an simple tracking/letter-spacing effect on UI Text components.
@ -40,11 +38,25 @@ use HTML-like tags in your text. Try it out, you'll see what I mean. It doesn't
break down entirely, but it doesn't really do what you'd want either.
*/
#if !UNITY_2022_1_OR_NEWER
using System.Collections.Generic;
#endif
using System;
/// Credit Deeperbeige
/// Sourced from - http://forum.unity3d.com/threads/adjustable-character-spacing-free-script.288277/
namespace UnityEngine.UI.Extensions
{
#if UNITY_2022_1_OR_NEWER
[Obsolete("LetterSpacing is not supported in Unity 2022.1 or newer. Use TMPro instead.")]
public class LetterSpacing : BaseMeshEffect
{
public override void ModifyMesh(VertexHelper vh)
{
}
}
#else
[AddComponentMenu("UI/Effects/Extensions/Letter Spacing")]
///Summary
/// Note, Vertex Count has changed in 5.2.1+, is now 6 (two tris) instead of 4 (tri strip).
@ -55,13 +67,13 @@ namespace UnityEngine.UI.Extensions
protected LetterSpacing() { }
#if UNITY_EDITOR
#if UNITY_EDITOR
protected override void OnValidate()
{
spacing = m_spacing;
base.OnValidate();
}
#endif
#endif
public float spacing
{
@ -74,6 +86,11 @@ namespace UnityEngine.UI.Extensions
}
}
protected override void Awake()
{
Debug.Log($"Awake, [{m_spacing}]");
}
public override void ModifyMesh(VertexHelper vh)
{
if (! IsActive()) return;
@ -81,11 +98,8 @@ namespace UnityEngine.UI.Extensions
List<UIVertex> verts = new List<UIVertex>();
vh.GetUIVertexStream(verts);
#if UNITY_2022_1_OR_NEWER
var text = GetComponent<TMPro.TMP_Text>();
#else
var text = GetComponent<Text>();
#endif
if (text == null)
{
Debug.LogWarning("LetterSpacing: Missing Text component");
@ -98,28 +112,6 @@ namespace UnityEngine.UI.Extensions
float alignmentFactor = 0;
int glyphIdx = 0;
#if UNITY_2022_1_OR_NEWER
switch (text.alignment)
{
case TMPro.TextAlignmentOptions.BottomLeft:
case TMPro.TextAlignmentOptions.MidlineLeft:
case TMPro.TextAlignmentOptions.TopLeft:
alignmentFactor = 0f;
break;
case TMPro.TextAlignmentOptions.BottomJustified:
case TMPro.TextAlignmentOptions.MidlineJustified:
case TMPro.TextAlignmentOptions.TopJustified:
alignmentFactor = 0.5f;
break;
case TMPro.TextAlignmentOptions.BottomRight:
case TMPro.TextAlignmentOptions.MidlineRight:
case TMPro.TextAlignmentOptions.TopRight:
alignmentFactor = 1f;
break;
}
#else
switch (text.alignment)
{
case TextAnchor.LowerLeft:
@ -140,8 +132,7 @@ namespace UnityEngine.UI.Extensions
alignmentFactor = 1f;
break;
}
#endif
for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
{
string line = lines[lineIdx];
@ -192,4 +183,5 @@ namespace UnityEngine.UI.Extensions
vh.AddUIVertexTriangleStream(verts);
}
}
}
#endif
}

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@ -1,5 +1,3 @@
/// Credit herbst / derived from LetterSpacing by Deeperbeige
/// Sourced from - http://forum.unity3d.com/threads/adjustable-character-spacing-free-script.288277/
/*
Produces an simple mono-spacing effect on UI Text components.
@ -40,17 +38,27 @@ use HTML-like tags in your text. Try it out, you'll see what I mean. It doesn't
break down entirely, but it doesn't really do what you'd want either.
*/
#if !UNITY_2022_1_OR_NEWER
using System.Collections.Generic;
#endif
using System;
/// Credit herbst / derived from LetterSpacing by Deeperbeige
/// Sourced from - http://forum.unity3d.com/threads/adjustable-character-spacing-free-script.288277/
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Effects/Extensions/Mono Spacing")]
#if UNITY_2022_1_OR_NEWER
[RequireComponent(typeof(TMPro.TMP_Text))]
[Obsolete("MonoSpacing is not supported in Unity 2022.1 or newer. Use TMPro instead.")]
public class MonoSpacing : BaseMeshEffect
{
public override void ModifyMesh(VertexHelper vh)
{
}
}
#else
[AddComponentMenu("UI/Effects/Extensions/Mono Spacing")]
[RequireComponent(typeof(Text))]
#endif
[RequireComponent(typeof(RectTransform))]
///Summary
/// Note, Vertex Count has changed in 5.2.1+, is now 6 (two tris) instead of 4 (tri strip).
@ -62,21 +70,15 @@ namespace UnityEngine.UI.Extensions
public bool UseHalfCharWidth = false;
private RectTransform rectTransform;
#if UNITY_2022_1_OR_NEWER
private TMPro.TMP_Text text;
#else
private Text text;
#endif
protected MonoSpacing() { }
protected override void Awake()
{
#if UNITY_2022_1_OR_NEWER
text = GetComponent<TMPro.TMP_Text>();
#else
text = GetComponent<Text>();
#endif
if (text == null)
{
Debug.LogWarning("MonoSpacing: Missing Text component");
@ -85,13 +87,13 @@ namespace UnityEngine.UI.Extensions
rectTransform = text.GetComponent<RectTransform>();
}
#if UNITY_EDITOR
#if UNITY_EDITOR
protected override void OnValidate()
{
Spacing = m_spacing;
base.OnValidate();
}
#endif
#endif
public float Spacing
{
@ -117,28 +119,6 @@ namespace UnityEngine.UI.Extensions
float alignmentFactor = 0;
int glyphIdx = 0;
#if UNITY_2022_1_OR_NEWER
switch (text.alignment)
{
case TMPro.TextAlignmentOptions.BottomLeft:
case TMPro.TextAlignmentOptions.MidlineLeft:
case TMPro.TextAlignmentOptions.TopLeft:
alignmentFactor = 0f;
break;
case TMPro.TextAlignmentOptions.BottomJustified:
case TMPro.TextAlignmentOptions.MidlineJustified:
case TMPro.TextAlignmentOptions.TopJustified:
alignmentFactor = 0.5f;
break;
case TMPro.TextAlignmentOptions.BottomRight:
case TMPro.TextAlignmentOptions.MidlineRight:
case TMPro.TextAlignmentOptions.TopRight:
alignmentFactor = 1f;
break;
}
#else
switch (text.alignment)
{
case TextAnchor.LowerLeft:
@ -159,7 +139,7 @@ namespace UnityEngine.UI.Extensions
alignmentFactor = 1f;
break;
}
#endif
for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
{
string line = lines[lineIdx];
@ -221,4 +201,5 @@ namespace UnityEngine.UI.Extensions
vh.AddUIVertexTriangleStream(verts);
}
}
}
#endif
}

View File

@ -1,12 +1,25 @@
#if !UNITY_2022_1_OR_NEWER
using System.Collections.Generic;
#endif
using System;
/// Credit Melang, Lee Hui
/// Sourced from - http://forum.unity3d.com/members/melang.593409/
/// GC Alloc fix - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130
/// NOT supported in Unity 2022
#if !UNITY_2022_1_OR_NEWER
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
#if UNITY_2022_1_OR_NEWER
[Obsolete("BestFitOutline is not supported in Unity 2022.1 or newer. Use TMPro instead.")]
public class NicerOutline : BaseMeshEffect
{
public override void ModifyMesh(VertexHelper vh)
{
}
}
#else
//An outline that looks a bit nicer than the default one. It has less "holes" in the outline by drawing more copies of the effect
[AddComponentMenu("UI/Effects/Extensions/Nicer Outline")]
public class NicerOutline : BaseMeshEffect
@ -134,7 +147,7 @@ namespace UnityEngine.UI.Extensions
start += ApplyText(m_Verts, vh, start);
}
private int ApplyOutlineNoGC(List<UIVertex> verts, Color color, float x, float y, VertexHelper vh, int startIndex)
private int ApplyOutlineNoGC(List<UIVertex> verts, Color32 color, float x, float y, VertexHelper vh, int startIndex)
{
int length = verts.Count;
for (int i = 0; i < length; ++i)
@ -194,5 +207,5 @@ namespace UnityEngine.UI.Extensions
}
#endif
}
}
#endif
#endif
}

View File

@ -6,6 +6,7 @@
/// Vertical Flow by Ramon Molossi
using System.Collections.Generic;
using System.Text;
namespace UnityEngine.UI.Extensions
{
@ -17,27 +18,32 @@ namespace UnityEngine.UI.Extensions
{
public enum Axis { Horizontal = 0, Vertical = 1 }
public float SpacingX = 0f;
private float _layoutHeight;
private float _layoutWidth;
public float SpacingX = 0f;
public float SpacingY = 0f;
public bool ExpandHorizontalSpacing = false;
public bool ChildForceExpandWidth = false;
public bool ChildForceExpandHeight = false;
public bool invertOrder = false;
private float _layoutHeight;
private float _layoutWidth;
[SerializeField] protected Axis m_StartAxis = Axis.Horizontal;
public Axis startAxis { get { return m_StartAxis; } set { SetProperty(ref m_StartAxis, value); } }
[SerializeField]
protected Axis m_StartAxis = Axis.Horizontal;
public Axis StartAxis { get { return m_StartAxis; } set { SetProperty(ref m_StartAxis, value); } }
public override void CalculateLayoutInputHorizontal()
{
if (startAxis == Axis.Horizontal) {
base.CalculateLayoutInputHorizontal ();
var minWidth = GetGreatestMinimumChildWidth () + padding.left + padding.right;
SetLayoutInputForAxis (minWidth, -1, -1, 0);
} else {
_layoutWidth = SetLayout (0, true);
if (StartAxis == Axis.Horizontal)
{
base.CalculateLayoutInputHorizontal();
var minWidth = GetGreatestMinimumChildWidth() + padding.left + padding.right;
SetLayoutInputForAxis(minWidth, -1, -1, 0);
}
else
{
_layoutWidth = SetLayout(0, true);
}
}
@ -54,55 +60,42 @@ namespace UnityEngine.UI.Extensions
public override void CalculateLayoutInputVertical()
{
if (startAxis == Axis.Horizontal) {
_layoutHeight = SetLayout (1, true);
} else {
base.CalculateLayoutInputHorizontal ();
var minHeight = GetGreatestMinimumChildHeigth () + padding.bottom + padding.top;
SetLayoutInputForAxis (minHeight, -1, -1, 1);
if (StartAxis == Axis.Horizontal)
{
_layoutHeight = SetLayout(1, true);
}
else
{
base.CalculateLayoutInputHorizontal();
var minHeight = GetGreatestMinimumChildHeigth() + padding.bottom + padding.top;
SetLayoutInputForAxis(minHeight, -1, -1, 1);
}
}
protected bool IsCenterAlign
{
get
{
return childAlignment == TextAnchor.LowerCenter || childAlignment == TextAnchor.MiddleCenter ||
childAlignment == TextAnchor.UpperCenter;
}
get => childAlignment == TextAnchor.LowerCenter || childAlignment == TextAnchor.MiddleCenter || childAlignment == TextAnchor.UpperCenter;
}
protected bool IsRightAlign
{
get
{
return childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.MiddleRight ||
childAlignment == TextAnchor.UpperRight;
}
get => childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.MiddleRight || childAlignment == TextAnchor.UpperRight;
}
protected bool IsMiddleAlign
{
get
{
return childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.MiddleRight ||
childAlignment == TextAnchor.MiddleCenter;
}
get => childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.MiddleRight || childAlignment == TextAnchor.MiddleCenter;
}
protected bool IsLowerAlign
{
get
{
return childAlignment == TextAnchor.LowerLeft || childAlignment == TextAnchor.LowerRight ||
childAlignment == TextAnchor.LowerCenter;
}
get => childAlignment == TextAnchor.LowerLeft || childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.LowerCenter;
}
/// <summary>
/// Holds the rects that will make up the current bar being processed
/// </summary>
private readonly IList<RectTransform> _itemList = new List<RectTransform>();
private readonly IList<RectTransform> _itemList = new List<RectTransform>();
/// <summary>
/// Main layout method
@ -122,25 +115,34 @@ namespace UnityEngine.UI.Extensions
float counterOffset = 0;
float groupSize = 0;
float workingSize = 0;
if (startAxis == Axis.Horizontal) {
if (StartAxis == Axis.Horizontal)
{
groupSize = groupHeight;
workingSize = groupWidth - padding.left - padding.right;
if (IsLowerAlign) {
if (IsLowerAlign)
{
offset = (float)padding.bottom;
counterOffset = (float)padding.top;
} else {
}
else
{
offset = (float)padding.top;
counterOffset = (float)padding.bottom;
}
spacingBetweenBars = SpacingY;
spacingBetweenElements = SpacingX;
} else if (startAxis == Axis.Vertical) {
}
else if (StartAxis == Axis.Vertical)
{
groupSize = groupWidth;
workingSize = groupHeight - padding.top - padding.bottom;
if (IsRightAlign) {
if (IsRightAlign)
{
offset = (float)padding.right;
counterOffset = (float)padding.left;
} else {
}
else
{
offset = (float)padding.left;
counterOffset = (float)padding.right;
}
@ -151,50 +153,59 @@ namespace UnityEngine.UI.Extensions
var currentBarSize = 0f;
var currentBarSpace = 0f;
for (var i = 0; i < rectChildren.Count; i++) {
for (var i = 0; i < rectChildren.Count; i++)
{
int index = i;
var child = rectChildren [index];
var child = rectChildren[index];
float childSize = 0;
float childOtherSize = 0;
//get height and width of elements.
if (startAxis == Axis.Horizontal) {
if (invertOrder) {
index = IsLowerAlign ? rectChildren.Count - 1 - i : i;
if (StartAxis == Axis.Horizontal)
{
if (invertOrder)
{
index = IsLowerAlign ? rectChildren.Count - 1 - i : i;
}
child = rectChildren [index];
childSize = LayoutUtility.GetPreferredSize (child, 0);
childSize = Mathf.Min (childSize, workingSize);
childOtherSize = LayoutUtility.GetPreferredSize (child, 1);
} else if (startAxis == Axis.Vertical) {
if (invertOrder) {
child = rectChildren[index];
childSize = LayoutUtility.GetPreferredSize(child, 0);
childSize = Mathf.Min(childSize, workingSize);
childOtherSize = LayoutUtility.GetPreferredSize(child, 1);
}
else if (StartAxis == Axis.Vertical)
{
if (invertOrder)
{
index = IsRightAlign ? rectChildren.Count - 1 - i : i;
}
child = rectChildren [index];
childSize = LayoutUtility.GetPreferredSize (child, 1);
childSize = Mathf.Min (childSize, workingSize);
childOtherSize = LayoutUtility.GetPreferredSize (child, 0);
child = rectChildren[index];
childSize = LayoutUtility.GetPreferredSize(child, 1);
childSize = Mathf.Min(childSize, workingSize);
childOtherSize = LayoutUtility.GetPreferredSize(child, 0);
}
// If adding this element would exceed the bounds of the container,
// go to a new bar after processing the current bar
if (currentBarSize + childSize > workingSize) {
if (currentBarSize + childSize > workingSize)
{
currentBarSize -= spacingBetweenElements;
// Process current bar elements positioning
if (!layoutInput) {
if (startAxis == Axis.Horizontal) {
float newOffset = CalculateRowVerticalOffset (groupSize, offset, currentBarSpace);
LayoutRow (_itemList, currentBarSize, currentBarSpace, workingSize, padding.left, newOffset, axis);
} else if (startAxis == Axis.Vertical) {
float newOffset = CalculateColHorizontalOffset (groupSize, offset, currentBarSpace);
LayoutCol (_itemList, currentBarSpace, currentBarSize, workingSize, newOffset, padding.top, axis);
if (!layoutInput)
{
if (StartAxis == Axis.Horizontal)
{
float newOffset = CalculateRowVerticalOffset(groupSize, offset, currentBarSpace);
LayoutRow(_itemList, currentBarSize, currentBarSpace, workingSize, padding.left, newOffset, axis);
}
else if (StartAxis == Axis.Vertical)
{
float newOffset = CalculateColHorizontalOffset(groupSize, offset, currentBarSpace);
LayoutCol(_itemList, currentBarSpace, currentBarSize, workingSize, newOffset, padding.top, axis);
}
}
// Clear existing bar
_itemList.Clear ();
_itemList.Clear();
// Add the current bar space to total barSpace accumulator, and reset to 0 for the next row
offset += currentBarSpace;
@ -202,31 +213,28 @@ namespace UnityEngine.UI.Extensions
currentBarSpace = 0;
currentBarSize = 0;
}
currentBarSize += childSize;
_itemList.Add (child);
_itemList.Add(child);
// We need the largest element height to determine the starting position of the next line
if (childOtherSize > currentBarSpace) {
currentBarSpace = childOtherSize;
}
currentBarSpace = childOtherSize > currentBarSpace ? childOtherSize : currentBarSpace;
// Don't do this for the last one
if (i < rectChildren.Count - 1){
currentBarSize += spacingBetweenElements;
}
currentBarSize += spacingBetweenElements;
}
// Layout the final bar
if (!layoutInput) {
if (startAxis == Axis.Horizontal) {
float newOffset = CalculateRowVerticalOffset (groupHeight, offset, currentBarSpace);
if (!layoutInput)
{
if (StartAxis == Axis.Horizontal)
{
float newOffset = CalculateRowVerticalOffset(groupHeight, offset, currentBarSpace);
currentBarSize -= spacingBetweenElements;
LayoutRow (_itemList, currentBarSize, currentBarSpace, workingSize, padding.left, newOffset, axis);
}else if (startAxis == Axis.Vertical) {
LayoutRow(_itemList, currentBarSize, currentBarSpace, workingSize, padding.left, newOffset, axis);
}
else if (StartAxis == Axis.Vertical)
{
float newOffset = CalculateColHorizontalOffset(groupWidth, offset, currentBarSpace);
currentBarSize -= spacingBetweenElements;
LayoutCol(_itemList, currentBarSpace, currentBarSize, workingSize, newOffset, padding.top, axis);
@ -239,7 +247,8 @@ namespace UnityEngine.UI.Extensions
offset += currentBarSpace;
offset += counterOffset;
if (layoutInput) {
if (layoutInput)
{
SetLayoutInputForAxis(offset, offset, -1, axis);
}
return offset;
@ -247,87 +256,109 @@ namespace UnityEngine.UI.Extensions
private float CalculateRowVerticalOffset(float groupHeight, float yOffset, float currentRowHeight)
{
if (IsLowerAlign) {
if (IsLowerAlign)
{
return groupHeight - yOffset - currentRowHeight;
} else if (IsMiddleAlign) {
return groupHeight * 0.5f - _layoutHeight * 0.5f + yOffset;
} else {
return yOffset;
}
else if (IsMiddleAlign)
{
return groupHeight * 0.5f - _layoutHeight * 0.5f + yOffset;
}
return yOffset;
}
private float CalculateColHorizontalOffset(float groupWidth, float xOffset, float currentColWidth)
{
if (IsRightAlign) {
if (IsRightAlign)
{
return groupWidth - xOffset - currentColWidth;
} else if (IsCenterAlign) {
return groupWidth * 0.5f - _layoutWidth * 0.5f + xOffset;
} else {
return xOffset;
}
else if (IsCenterAlign)
{
return groupWidth * 0.5f - _layoutWidth * 0.5f + xOffset;
}
return xOffset;
}
protected void LayoutRow(IList<RectTransform> contents, float rowWidth, float rowHeight, float maxWidth, float xOffset, float yOffset, int axis)
{
var xPos = xOffset;
if (!ChildForceExpandWidth && IsCenterAlign) {
if (!ChildForceExpandWidth && IsCenterAlign)
{
xPos += (maxWidth - rowWidth) * 0.5f;
} else if (!ChildForceExpandWidth && IsRightAlign) {
}
else if (!ChildForceExpandWidth && IsRightAlign)
{
xPos += (maxWidth - rowWidth);
}
var extraWidth = 0f;
var extraSpacing = 0f;
if (ChildForceExpandWidth) {
extraWidth = (maxWidth - rowWidth)/_itemList.Count;
if (ChildForceExpandWidth)
{
extraWidth = (maxWidth - rowWidth) / contents.Count;
}
else if (ExpandHorizontalSpacing) {
extraSpacing = (maxWidth - rowWidth)/(_itemList.Count - 1);
if (_itemList.Count > 1) {
if (IsCenterAlign) {
xPos -= extraSpacing * 0.5f * (_itemList.Count - 1);
} else if (IsRightAlign) {
xPos -= extraSpacing * (_itemList.Count - 1);
else if (ExpandHorizontalSpacing)
{
extraSpacing = (maxWidth - rowWidth) / (contents.Count - 1);
if (contents.Count > 1)
{
if (IsCenterAlign)
{
xPos -= extraSpacing * 0.5f * (contents.Count - 1);
}
else if (IsRightAlign)
{
xPos -= extraSpacing * (contents.Count - 1);
}
}
}
for (var j = 0; j < _itemList.Count; j++) {
for (var j = 0; j < contents.Count; j++)
{
var index = IsLowerAlign ? contents.Count - 1 - j : j;
var index = IsLowerAlign ? _itemList.Count - 1 - j : j;
var rowChild = _itemList[index];
var rowChild = contents[index];
var rowChildWidth = LayoutUtility.GetPreferredSize(rowChild, 0) + extraWidth;
var rowChildHeight = LayoutUtility.GetPreferredSize(rowChild, 1);
if (ChildForceExpandHeight)
{
rowChildHeight = rowHeight;
}
rowChildWidth = Mathf.Min(rowChildWidth, maxWidth);
var yPos = yOffset;
if (IsMiddleAlign) {
if (IsMiddleAlign)
{
yPos += (rowHeight - rowChildHeight) * 0.5f;
} else if (IsLowerAlign) {
}
else if (IsLowerAlign)
{
yPos += (rowHeight - rowChildHeight);
}
if (ExpandHorizontalSpacing && j > 0) {
if (ExpandHorizontalSpacing && j > 0)
{
xPos += extraSpacing;
}
if (axis == 0) {
SetChildAlongAxis (rowChild, 0, xPos, rowChildWidth);
} else {
SetChildAlongAxis (rowChild, 1, yPos, rowChildHeight);
if (axis == 0)
{
SetChildAlongAxis(rowChild, 0, xPos, rowChildWidth);
}
else
{
SetChildAlongAxis(rowChild, 1, yPos, rowChildHeight);
}
// Don't do horizontal spacing for the last one
if (j < _itemList.Count - 1) {
if (j < contents.Count - 1)
{
xPos += rowChildWidth + SpacingX;
}
}
@ -337,39 +368,49 @@ namespace UnityEngine.UI.Extensions
{
var yPos = yOffset;
if (!ChildForceExpandHeight && IsMiddleAlign) {
if (!ChildForceExpandHeight && IsMiddleAlign)
{
yPos += (maxHeight - colHeight) * 0.5f;
} else if (!ChildForceExpandHeight && IsLowerAlign) {
}
else if (!ChildForceExpandHeight && IsLowerAlign)
{
yPos += (maxHeight - colHeight);
}
var extraHeight = 0f;
var extraSpacing = 0f;
if (ChildForceExpandHeight) {
extraHeight = (maxHeight - colHeight)/_itemList.Count;
if (ChildForceExpandHeight)
{
extraHeight = (maxHeight - colHeight) / contents.Count;
}
else if (ExpandHorizontalSpacing) {
extraSpacing = (maxHeight - colHeight)/(_itemList.Count - 1);
if (_itemList.Count > 1) {
if (IsMiddleAlign) {
yPos -= extraSpacing * 0.5f * (_itemList.Count - 1);
} else if (IsLowerAlign) {
yPos -= extraSpacing * (_itemList.Count - 1);
else if (ExpandHorizontalSpacing)
{
extraSpacing = (maxHeight - colHeight) / (contents.Count - 1);
if (contents.Count > 1)
{
if (IsMiddleAlign)
{
yPos -= extraSpacing * 0.5f * (contents.Count - 1);
}
else if (IsLowerAlign)
{
yPos -= extraSpacing * (contents.Count - 1);
}
}
}
for (var j = 0; j < _itemList.Count; j++) {
for (var j = 0; j < contents.Count; j++)
{
var index = IsRightAlign ? contents.Count - 1 - j : j;
var index = IsRightAlign ? _itemList.Count - 1 - j : j;
var rowChild = contents[index];
var rowChild = _itemList[index];
var rowChildWidth = LayoutUtility.GetPreferredSize(rowChild, 0) ;
var rowChildWidth = LayoutUtility.GetPreferredSize(rowChild, 0);
var rowChildHeight = LayoutUtility.GetPreferredSize(rowChild, 1) + extraHeight;
if (ChildForceExpandWidth) {
if (ChildForceExpandWidth)
{
rowChildWidth = colWidth;
}
@ -377,25 +418,32 @@ namespace UnityEngine.UI.Extensions
var xPos = xOffset;
if (IsCenterAlign) {
if (IsCenterAlign)
{
xPos += (colWidth - rowChildWidth) * 0.5f;
} else if (IsRightAlign) {
}
else if (IsRightAlign)
{
xPos += (colWidth - rowChildWidth);
}
//
if (ExpandHorizontalSpacing && j > 0) {
if (ExpandHorizontalSpacing && j > 0)
{
yPos += extraSpacing;
}
if (axis == 0) {
SetChildAlongAxis (rowChild, 0, xPos, rowChildWidth);
} else {
SetChildAlongAxis (rowChild, 1, yPos, rowChildHeight);
if (axis == 0)
{
SetChildAlongAxis(rowChild, 0, xPos, rowChildWidth);
}
else
{
SetChildAlongAxis(rowChild, 1, yPos, rowChildHeight);
}
// Don't do vertical spacing for the last one
if (j < _itemList.Count - 1) {
if (j < contents.Count - 1)
{
yPos += rowChildHeight + SpacingY;
}
}
@ -404,9 +452,9 @@ namespace UnityEngine.UI.Extensions
public float GetGreatestMinimumChildWidth()
{
var max = 0f;
for (var i = 0; i < rectChildren.Count; i++) {
for (var i = 0; i < rectChildren.Count; i++)
{
var w = LayoutUtility.GetMinWidth(rectChildren[i]);
max = Mathf.Max(w, max);
}
return max;
@ -415,20 +463,18 @@ namespace UnityEngine.UI.Extensions
public float GetGreatestMinimumChildHeigth()
{
var max = 0f;
for (var i = 0; i < rectChildren.Count; i++) {
for (var i = 0; i < rectChildren.Count; i++)
{
var w = LayoutUtility.GetMinHeight(rectChildren[i]);
max = Mathf.Max(w, max);
}
return max;
}
protected override void OnDisable()
{
m_Tracker.Clear();
LayoutRebuilder.MarkLayoutForRebuild(rectTransform);
}
}
protected override void OnDisable()
{
m_Tracker.Clear();
LayoutRebuilder.MarkLayoutForRebuild(rectTransform);
}
}
}

View File

@ -223,12 +223,21 @@ namespace UnityEngine.UI.Extensions
/// <summary>
/// used for changing / updating between screen resolutions
/// </summary>
public void UpdateLayout()
public void UpdateLayout(bool resetPositionToStart = false)
{
_lerp = false;
DistributePages();
if (resetPositionToStart)
{
_currentPage = StartingScreen;
}
if (MaskArea)
{
UpdateVisible();
}
SetScrollContainerPosition();
OnCurrentScreenChange(_currentPage);
}
@ -328,6 +337,10 @@ namespace UnityEngine.UI.Extensions
}
}
}
else if (distance == 0)
{
EndScreenChange();
}
}
}
}

View File

@ -218,11 +218,21 @@ namespace UnityEngine.UI.Extensions
/// <summary>
/// used for changing / updating between screen resolutions
/// </summary>
public void UpdateLayout()
public void UpdateLayout(bool resetPositionToStart = false)
{
_lerp = false;
DistributePages();
if (MaskArea) UpdateVisible();
if (resetPositionToStart)
{
_currentPage = StartingScreen;
}
if (MaskArea)
{
UpdateVisible();
}
SetScrollContainerPosition();
OnCurrentScreenChange(_currentPage);
}
@ -321,6 +331,10 @@ namespace UnityEngine.UI.Extensions
}
}
}
else if (distance == 0)
{
EndScreenChange();
}
}
}
}

View File

@ -296,8 +296,6 @@ namespace UnityEngine.UI.Extensions
PopulateMesh (vh, pointsToDraw);
}
}
}
private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type)
@ -419,7 +417,7 @@ namespace UnityEngine.UI.Extensions
{
return Segments[segmentIndex - 1][index - 1];
}
else if (Segments.Count > 0)
else if (Segments?.Count > 0)
{
var segmentIndexCount = 0;
var indexCount = index;
@ -443,6 +441,29 @@ namespace UnityEngine.UI.Extensions
}
}
/// <summary>
/// Calculates the position of a point on the curve, given t (0-1), start point, control points and end point.
/// </summary>
/// <param name="t">Required Percentage between start and end point, in the range 0 to 1</param>
/// <param name="p1">Required Starting point</param>
/// <param name="p1">Required Control point 1</param>
/// <param name="p1">Required Control point 2</param>
/// <param name="p1">Required End point</param>
/// <returns>Vector2 position of point on curve at t percentage between p1 and p4</returns>
public Vector2 CalculatePointOnCurve(float t, Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4)
{
var t2 = t * t;
var t3 = t2 * t;
var x = p1.x + (-p1.x * 3 + t * (3 * p1.x - p1.x * t)) * t + (3 * p2.x + t * (-6 * p2.x + p2.x * 3 * t)) * t +
(p3.x * 3 - p3.x * 3 * t) * t2 + p4.x * t3;
var y = p1.y + (-p1.y * 3 + t * (3 * p1.y - p1.y * t)) * t + (3 * p2.y + t * (-6 * p2.y + p2.y * 3 * t)) * t +
(p3.y * 3 - p3.y * 3 * t) * t2 + p4.y * t3;
return new Vector2(x, y);
}
/// <summary>
/// Get the Vector2 position of a line within a specific segment
/// </summary>
@ -478,6 +499,10 @@ namespace UnityEngine.UI.Extensions
{
m_points = new Vector2[1];
}
if (transform.GetComponent<RectTransform>().position != Vector3.zero)
{
Debug.LogWarning("A Line Renderer component should be on a RectTransform positioned at (0,0,0), do not use in child Objects.\nFor best results, create separate RectTransforms as children of the canvas positioned at (0,0) for a UILineRenderer and do not move.");
}
}
}
}

View File

@ -46,7 +46,13 @@ namespace UnityEngine.UI.Extensions
get
{
if (instance == null)
{
#if UNITY_2023_1_OR_NEWER
instance = GameObject.FindFirstObjectByType<BoundTooltipItem>();
#else
instance = GameObject.FindObjectOfType<BoundTooltipItem>();
#endif
}
return instance;
}
}

View File

@ -92,7 +92,13 @@ namespace UnityEngine.UI.Extensions
get
{
if (instance == null)
{
#if UNITY_2023_1_OR_NEWER
instance = FindFirstObjectByType<ToolTip>();
#else
instance = FindObjectOfType<ToolTip>();
#endif
}
return instance;
}
}

View File

@ -1,29 +1,24 @@
/// Credit SimonDarksideJ
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
/*
Handy Selectable script to un-highlight a selectable component in Unity (e.g. a Button) when the user moves away from it, EVEN IF the user has holding a button on it.
Resolves the situation where Unity UI Components remain in a highlighted state even after the pointer has moved away (e.g. user holding a button, mouse, pointer down).
Now whenever the cursor leaves the component, it will force the UI component to revert to un-highlighted.
*/
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/// <summary>
/// Handy Selectable script to un-highlight a selectable component in Unity (e.g. a Button) when the user moves away from it, EVEN IF the user has holding a button on it.
/// Resolves the situation where Unity UI Components remain in a highlighted state even after the pointer has moved away (e.g. user holding a button, mouse, pointer down).
/// Now whenever the cursor leaves the component, it will force the UI component to revert to un-highlighted.
/// </summary>
[AddComponentMenu("UI/Extensions/ResetSelectableHighlight", 31)]
[RequireComponent(typeof(Selectable))]
public class ResetSelectableHighlight : MonoBehaviour, IPointerExitHandler
{
[SerializeField]
private Selectable attachedSelectable;
private Selectable attachedSelectable = null;
// Start is called before the first frame update
void Awake()
private void Awake()
{
if (!attachedSelectable)
if (attachedSelectable == null || !attachedSelectable)
{
attachedSelectable = GetComponent<Selectable>();
}
@ -31,7 +26,12 @@ namespace UnityEngine.UI.Extensions
public void OnPointerExit(PointerEventData eventData)
{
if (!attachedSelectable.interactable)
{
return;
}
attachedSelectable.targetGraphic.CrossFadeColor(attachedSelectable.colors.normalColor, 0f, true, true);
}
}
}
}

View File

@ -40,6 +40,10 @@ namespace UnityEngine.UI.Extensions
bool updateLine = false;
for (int i = 0; i < transforms.Length; i++)
{
if (transforms[i] == null)
{
continue;
}
if (!updateLine && previousPositions[i] != transforms[i].position)
{
updateLine = true;
@ -60,6 +64,10 @@ namespace UnityEngine.UI.Extensions
// First, convert the pivot to worldspace
for (int i = 0; i < transforms.Length; i++)
{
if (transforms[i] == null)
{
continue;
}
worldSpaces[i] = transforms[i].TransformPoint(thisPivot);
}
@ -83,6 +91,10 @@ namespace UnityEngine.UI.Extensions
previousPositions = new Vector3[transforms.Length];
for (int i = 0; i < transforms.Length; i++)
{
if (transforms[i] == null)
{
continue;
}
previousPositions[i] = transforms[i].position;
}
}

View File

@ -1,35 +1,35 @@
{
"name": "com.unity.uiextensions",
"displayName": "Unity UI Extensions",
"version": "2.3.0",
"description": "An extension project for the Unity3D UI system, all crafted and contributed by the awesome Unity community",
"author": "Simon darkside Jackson <@SimonDarksideJ>",
"contributors": [
{
"name": "SimonDarksideJ",
"twitter": "@SimonDarksideJ"
}
],
"unity": "2020.3",
"repository": {
"type": "git",
"url": "git+https://github.com/Unity-UI-Extensions/com.unity.uiextensions.git"
},
"bugs": {
"url": "https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues"
},
"keywords": [
"Unity3D",
"Unity",
"Unity UI",
"UI Extensions"
],
"samples": [
{
"displayName": "UI Extensions Samples",
"description": "Examples and demonstrations of the Unity UI Extensions controls",
"path": "Examples~"
}
],
"license": "BSD3"
}
{
"name": "com.unity.uiextensions",
"displayName": "Unity UI Extensions",
"version": "2.3.2-pre.5",
"description": "An extension project for the Unity3D UI system, all crafted and contributed by the awesome Unity community",
"author": "Simon darkside Jackson <@SimonDarksideJ>",
"contributors": [
{
"name": "SimonDarksideJ",
"twitter": "@SimonDarksideJ"
}
],
"unity": "2020.3",
"repository": {
"type": "git",
"url": "git+https://github.com/Unity-UI-Extensions/com.unity.uiextensions.git"
},
"bugs": {
"url": "https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues"
},
"keywords": [
"Unity3D",
"Unity",
"Unity UI",
"UI Extensions"
],
"samples": [
{
"displayName": "UI Extensions Samples",
"description": "Examples and demonstrations of the Unity UI Extensions controls",
"path": "Examples~"
}
],
"license": "BSD3"
}