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
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28 changed files with 741 additions and 674 deletions

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@ -52,16 +52,28 @@ jobs:
unityVersion: 2021.3 unityVersion: 2021.3
build-target: WSAPlayer build-target: WSAPlayer
- os: windows - os: windows
unityVersion: 2022.2 unityVersion: 2022.3
build-target: Android build-target: Android
- os: macOS - os: macOS
unityVersion: 2022.2 unityVersion: 2022.3
build-target: iOS build-target: iOS
- os: windows - os: windows
unityVersion: 2022.2 unityVersion: 2022.3
build-target: StandaloneWindows64 build-target: StandaloneWindows64
- os: windows - 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 build-target: WSAPlayer
steps: steps:
- name: Script Version - name: Script Version

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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/). 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. 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.
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.
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. 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: > 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 > - [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 > 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
- Added new FIFO based UI Line Render when dynamic line rendering is needed. - Add CalculatePointOnCurve for uilinerenderer (@victornor)
- 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.
## Changed ## Changed
- Refresh FancyScrollView with the latest fixes - fix: Fixed an null reference exception with the ResetSelectableHighlight (@FejZa)
- All Text based components updated to use TextMeshPro from Unity 2022 **Breaking Change** - 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)
- Clean-up and reset pivots on scene start. - fix: Fix Bug! NicerOutline color.a Loss when m_UseGraphicAlpha is true (wanliyun)
- Merged in feature/improved-ui-highlightable (pull request UILineRenderer - issues with specifying point locations at runtime #123). - fix: Update to force Enumerated start for Accordion elements, Resolves: #455
- Merged in fix/rangesliderfix (pull request HorizontalScrollSnap Mask Area doesn't work when content created dynamically #125). - Added argument to the UpdateLayout method for the HSS/VSS to move to a new starting page.
- Merged in fix/infinitescrollcontentsize (pull request Gradient initialization should be in Awake() #126). - Updated implementations to handle 2023 support, with 2023 moving in to public release.
- Merged in feature/controlTouchUp (pull request UILineRenderer mesh not updating in Editor scene view #127). - Added extra event on the AutoCompleteComboBox, to fire when an item in the list is selected, with its display name.
- Upgraded RangeSlider to work in both Horizontal and Vertical setups. - FlowLayoutGroup components updated to latest (likely the last as the author has stopped development)
- 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.
## Deprecated ## Deprecated
- Marked ScrollPositionController as Obsolete, users should use the new Scoller. - 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.
- 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.
## Additional Notes ## Additional Notes
@ -98,6 +58,7 @@ New for 2020, we have added OpenUPM support and the package can be installed usi
```cli ```cli
`openupm add com.unity.uiextensions` `openupm add com.unity.uiextensions`
``` ```
> For more details on using [OpenUPM CLI, check the docs here](https://github.com/openupm/openupm-cli#installation). > For more details on using [OpenUPM CLI, check the docs here](https://github.com/openupm/openupm-cli#installation).
- Unity Package Manager - manual - 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 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. 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.
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.
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. 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: > 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 > - [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 > 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
- Added new FIFO based UI Line Render when dynamic line rendering is needed. - Add CalculatePointOnCurve for uilinerenderer (@victornor)
- 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.
## Changed ## Changed
- Refresh FancyScrollView with the latest fixes - fix: Fixed an null reference exception with the ResetSelectableHighlight (@FejZa)
- All Text based components updated to use TextMeshPro from Unity 2022 **Breaking Change** - 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)
- Clean-up and reset pivots on scene start. - fix: Fix Bug! NicerOutline color.a Loss when m_UseGraphicAlpha is true (wanliyun)
- Merged in feature/improved-ui-highlightable (pull request UILineRenderer - issues with specifying point locations at runtime #123). - fix: Update to force Enumerated start for Accordion elements, Resolves: #455
- Merged in fix/ragesliderfix (pull request HorizontalScrollSnap Mask Area doesn't work when content created dynamically #125). - Added argument to the UpdateLayout method for the HSS/VSS to move to a new starting page.
- Merged in fix/infinitescrollcontentsize (pull request Gradient initialization should be in Awake() #126). - Updated implementations to handle 2023 support, with 2023 moving in to public release.
- Merged in feature/controlTouchUp (pull request UILineRenderer mesh not updating in Editor scene view #127). - Added extra event on the AutoCompleteComboBox, to fire when an item in the list is selected, with its display name.
- Upgraded RangeSlider to work in both Horizontal and Vertical setups. - FlowLayoutGroup components updated to latest (likely the last as the author has stopped development)
- 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.
## Deprecated ## Deprecated
- Marked ScrollPositionController as Obsolete, users should use the new Scoller. - 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.
- 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.
- [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)

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

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

View File

@ -6,7 +6,7 @@ namespace UnityEngine.UI.Extensions
{ {
public static class uGUITools public static class uGUITools
{ {
[MenuItem("uGUI/Anchors to Corners %[")] [MenuItem("Tools/UnityUIExtensions/Anchors to Corners %[")]
static void AnchorsToCorners() static void AnchorsToCorners()
{ {
if (Selection.transforms == null || Selection.transforms.Length == 0) if (Selection.transforms == null || Selection.transforms.Length == 0)
@ -37,7 +37,7 @@ namespace UnityEngine.UI.Extensions
Undo.CollapseUndoOperations(undoGroup); Undo.CollapseUndoOperations(undoGroup);
} }
[MenuItem("uGUI/Corners to Anchors %]")] [MenuItem("Tools/UnityUIExtensions/Corners to Anchors %]")]
static void CornersToAnchors() static void CornersToAnchors()
{ {
if (Selection.transforms == null || Selection.transforms.Length == 0) if (Selection.transforms == null || Selection.transforms.Length == 0)
@ -60,13 +60,13 @@ namespace UnityEngine.UI.Extensions
Undo.CollapseUndoOperations(undoGroup); Undo.CollapseUndoOperations(undoGroup);
} }
[MenuItem("uGUI/Mirror Horizontally Around Anchors %;")] [MenuItem("Tools/UnityUIExtensions/Mirror Horizontally Around Anchors %;")]
static void MirrorHorizontallyAnchors() static void MirrorHorizontallyAnchors()
{ {
MirrorHorizontally(false); MirrorHorizontally(false);
} }
[MenuItem("uGUI/Mirror Horizontally Around Parent Center %:")] [MenuItem("Tools/UnityUIExtensions/Mirror Horizontally Around Parent Center %:")]
static void MirrorHorizontallyParent() static void MirrorHorizontallyParent()
{ {
MirrorHorizontally(true); 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() static void MirrorVerticallyAnchors()
{ {
MirrorVertically(false); MirrorVertically(false);
} }
[MenuItem("uGUI/Mirror Vertically Around Parent Center %\"")] [MenuItem("Tools/UnityUIExtensions/Mirror Vertically Around Parent Center %\"")]
static void MirrorVerticallyParent() static void MirrorVerticallyParent()
{ {
MirrorVertically(true); 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/) > [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) ## [Intro](https://unity-ui-extensions.github.io/GettingStarted)
For more info, here's a little introduction video for the project: 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) ## [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. 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.
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.
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. 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: > 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 > - [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 > 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
- Added new FIFO based UI Line Render when dynamic line rendering is needed. - Add CalculatePointOnCurve for uilinerenderer (@victornor)
- 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.
## Changed ## Changed
- Refresh FancyScrollView with the latest fixes - fix: Fixed an null reference exception with the ResetSelectableHighlight (@FejZa)
- All Text based components updated to use TextMeshPro from Unity 2022 **Breaking Change** - 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)
- Clean-up and reset pivots on scene start. - fix: Fix Bug! NicerOutline color.a Loss when m_UseGraphicAlpha is true (wanliyun)
- Merged in feature/improved-ui-highlightable (pull request UILineRenderer - issues with specifying point locations at runtime #123). - fix: Update to force Enumerated start for Accordion elements, Resolves: #455
- Merged in fix/ragesliderfix (pull request HorizontalScrollSnap Mask Area doesn't work when content created dynamically #125). - Added argument to the UpdateLayout method for the HSS/VSS to move to a new starting page.
- Merged in fix/infinitescrollcontentsize (pull request Gradient initialization should be in Awake() #126). - Updated implementations to handle 2023 support, with 2023 moving in to public release.
- Merged in feature/controlTouchUp (pull request UILineRenderer mesh not updating in Editor scene view #127). - Added extra event on the AutoCompleteComboBox, to fire when an item in the list is selected, with its display name.
- Upgraded RangeSlider to work in both Horizontal and Vertical setups. - FlowLayoutGroup components updated to latest (likely the last as the author has stopped development)
- 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.
## Deprecated ## Deprecated
- Marked ScrollPositionController as Obsolete, users should use the new Scoller. - 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.
- 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 - [UI Extensions Issue log](https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues)
- 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)
## Upgrade Notes ## Upgrade Notes
@ -209,6 +174,8 @@ There are almost 70+ extension controls / effect and other utilities in the proj
|NicerOutline|RaycastMask|UIFlippable|UIImageCrop|SoftAlphaMask| |NicerOutline|RaycastMask|UIFlippable|UIImageCrop|SoftAlphaMask|
|CylinderText|UIParticleSystem|CurlyUI|Shine Effect|Shader Effects| |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) [Additional Components](https://unity-ui-extensions.github.io/Controls.html#additional-components)
|ReturnKeyTrigger|TabNavigation|uGUITools|ScrollRectTweener|ScrollRectLinker| |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: Just ensure:
* The header of the script should match the standard used in all scripts. - 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. - 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) - (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) ## [License](https://raw.githubusercontent.com/Unity-UI-Extensions/com.unity.uiextensions/release/LICENSE.md)

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@ -2,6 +2,7 @@
///Sourced from - http://forum.unity3d.com/threads/accordion-type-layout.271818/ ///Sourced from - http://forum.unity3d.com/threads/accordion-type-layout.271818/
using System; using System;
using System.Collections;
using UnityEngine.UI.Extensions.Tweens; using UnityEngine.UI.Extensions.Tweens;
namespace UnityEngine.UI.Extensions namespace UnityEngine.UI.Extensions
@ -45,6 +46,13 @@ namespace UnityEngine.UI.Extensions
this.onValueChanged.AddListener(OnValueChanged); 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 #if UNITY_EDITOR
protected override void OnValidate() protected override void OnValidate()
{ {

View File

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

View File

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

View File

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

View File

@ -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 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 (selectableGroup == null) {
#if UNITY_2023_1_OR_NEWER
behavioursToGetSelectionsFrom = GameObject.FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None);
#else
behavioursToGetSelectionsFrom = GameObject.FindObjectsOfType<MonoBehaviour>(); behavioursToGetSelectionsFrom = GameObject.FindObjectsOfType<MonoBehaviour>();
#endif
} else { } else {
behavioursToGetSelectionsFrom = selectableGroup; behavioursToGetSelectionsFrom = selectableGroup;
} }

View File

@ -2,10 +2,19 @@
/// Sourced from - http://forum.unity3d.com/members/melang.593409/ /// Sourced from - http://forum.unity3d.com/members/melang.593409/
/// NOT supported in Unity 2022 /// NOT supported in Unity 2022
using System;
#if !UNITY_2022_1_OR_NEWER #if !UNITY_2022_1_OR_NEWER
using System.Collections.Generic; using System.Collections.Generic;
#endif
namespace UnityEngine.UI.Extensions 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")] [AddComponentMenu("UI/Effects/Extensions/BestFit Outline")]
public class BestFitOutline : Shadow 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 namespace UnityEngine.UI.Extensions
{ {
#if UNITY_2022_1_OR_NEWER #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 #else
[RequireComponent(typeof(Text))] [RequireComponent(typeof(Text))]
#endif
[RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Effects/Extensions/Curved Text")] [AddComponentMenu("UI/Effects/Extensions/Curved Text")]
public class CurvedText : BaseMeshEffect public class CurvedText : BaseMeshEffect
@ -86,4 +91,5 @@ namespace UnityEngine.UI.Extensions
} }
} }
} }
#endif
} }

View File

@ -1,14 +1,21 @@
/// adaption for cylindrical bending by herbst 
using System;
/// adaption for cylindrical bending by herbst
/// Credit Breyer /// Credit Breyer
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1777407 /// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1777407
namespace UnityEngine.UI.Extensions namespace UnityEngine.UI.Extensions
{ {
#if UNITY_2022_1_OR_NEWER #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 #else
[RequireComponent(typeof(Text))] [RequireComponent(typeof(Text))]
#endif
[RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Effects/Extensions/Cylinder Text")] [AddComponentMenu("UI/Effects/Extensions/Cylinder Text")]
public class CylinderText : BaseMeshEffect public class CylinderText : BaseMeshEffect
@ -56,4 +63,5 @@ namespace UnityEngine.UI.Extensions
} }
} }
} }
#endif
} }

View File

@ -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. 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. break down entirely, but it doesn't really do what you'd want either.
*/ */
#if !UNITY_2022_1_OR_NEWER
using System.Collections.Generic; 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 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")] [AddComponentMenu("UI/Effects/Extensions/Letter Spacing")]
///Summary ///Summary
/// Note, Vertex Count has changed in 5.2.1+, is now 6 (two tris) instead of 4 (tri strip). /// 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() { } protected LetterSpacing() { }
#if UNITY_EDITOR #if UNITY_EDITOR
protected override void OnValidate() protected override void OnValidate()
{ {
spacing = m_spacing; spacing = m_spacing;
base.OnValidate(); base.OnValidate();
} }
#endif #endif
public float spacing 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) public override void ModifyMesh(VertexHelper vh)
{ {
if (! IsActive()) return; if (! IsActive()) return;
@ -81,11 +98,8 @@ namespace UnityEngine.UI.Extensions
List<UIVertex> verts = new List<UIVertex>(); List<UIVertex> verts = new List<UIVertex>();
vh.GetUIVertexStream(verts); vh.GetUIVertexStream(verts);
#if UNITY_2022_1_OR_NEWER
var text = GetComponent<TMPro.TMP_Text>();
#else
var text = GetComponent<Text>(); var text = GetComponent<Text>();
#endif
if (text == null) if (text == null)
{ {
Debug.LogWarning("LetterSpacing: Missing Text component"); Debug.LogWarning("LetterSpacing: Missing Text component");
@ -98,28 +112,6 @@ namespace UnityEngine.UI.Extensions
float alignmentFactor = 0; float alignmentFactor = 0;
int glyphIdx = 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) switch (text.alignment)
{ {
case TextAnchor.LowerLeft: case TextAnchor.LowerLeft:
@ -140,7 +132,6 @@ namespace UnityEngine.UI.Extensions
alignmentFactor = 1f; alignmentFactor = 1f;
break; break;
} }
#endif
for (int lineIdx=0; lineIdx < lines.Length; lineIdx++) for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
{ {
@ -192,4 +183,5 @@ namespace UnityEngine.UI.Extensions
vh.AddUIVertexTriangleStream(verts); vh.AddUIVertexTriangleStream(verts);
} }
} }
#endif
} }

View File

@ -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. 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. break down entirely, but it doesn't really do what you'd want either.
*/ */
#if !UNITY_2022_1_OR_NEWER
using System.Collections.Generic; 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 namespace UnityEngine.UI.Extensions
{ {
[AddComponentMenu("UI/Effects/Extensions/Mono Spacing")]
#if UNITY_2022_1_OR_NEWER #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 #else
[AddComponentMenu("UI/Effects/Extensions/Mono Spacing")]
[RequireComponent(typeof(Text))] [RequireComponent(typeof(Text))]
#endif
[RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(RectTransform))]
///Summary ///Summary
/// Note, Vertex Count has changed in 5.2.1+, is now 6 (two tris) instead of 4 (tri strip). /// 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; public bool UseHalfCharWidth = false;
private RectTransform rectTransform; private RectTransform rectTransform;
#if UNITY_2022_1_OR_NEWER
private TMPro.TMP_Text text;
#else
private Text text; private Text text;
#endif
protected MonoSpacing() { } protected MonoSpacing() { }
protected override void Awake() protected override void Awake()
{ {
#if UNITY_2022_1_OR_NEWER
text = GetComponent<TMPro.TMP_Text>();
#else
text = GetComponent<Text>(); text = GetComponent<Text>();
#endif
if (text == null) if (text == null)
{ {
Debug.LogWarning("MonoSpacing: Missing Text component"); Debug.LogWarning("MonoSpacing: Missing Text component");
@ -85,13 +87,13 @@ namespace UnityEngine.UI.Extensions
rectTransform = text.GetComponent<RectTransform>(); rectTransform = text.GetComponent<RectTransform>();
} }
#if UNITY_EDITOR #if UNITY_EDITOR
protected override void OnValidate() protected override void OnValidate()
{ {
Spacing = m_spacing; Spacing = m_spacing;
base.OnValidate(); base.OnValidate();
} }
#endif #endif
public float Spacing public float Spacing
{ {
@ -117,28 +119,6 @@ namespace UnityEngine.UI.Extensions
float alignmentFactor = 0; float alignmentFactor = 0;
int glyphIdx = 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) switch (text.alignment)
{ {
case TextAnchor.LowerLeft: case TextAnchor.LowerLeft:
@ -159,7 +139,7 @@ namespace UnityEngine.UI.Extensions
alignmentFactor = 1f; alignmentFactor = 1f;
break; break;
} }
#endif
for (int lineIdx=0; lineIdx < lines.Length; lineIdx++) for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
{ {
string line = lines[lineIdx]; string line = lines[lineIdx];
@ -221,4 +201,5 @@ namespace UnityEngine.UI.Extensions
vh.AddUIVertexTriangleStream(verts); 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 /// Credit Melang, Lee Hui
/// Sourced from - http://forum.unity3d.com/members/melang.593409/ /// Sourced from - http://forum.unity3d.com/members/melang.593409/
/// GC Alloc fix - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130 /// GC Alloc fix - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130
/// NOT supported in Unity 2022 /// NOT supported in Unity 2022
#if !UNITY_2022_1_OR_NEWER
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions 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 //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")] [AddComponentMenu("UI/Effects/Extensions/Nicer Outline")]
public class NicerOutline : BaseMeshEffect public class NicerOutline : BaseMeshEffect
@ -134,7 +147,7 @@ namespace UnityEngine.UI.Extensions
start += ApplyText(m_Verts, vh, start); 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; int length = verts.Count;
for (int i = 0; i < length; ++i) for (int i = 0; i < length; ++i)
@ -194,5 +207,5 @@ namespace UnityEngine.UI.Extensions
} }
#endif #endif
} }
}
#endif #endif
}

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@ -6,6 +6,7 @@
/// Vertical Flow by Ramon Molossi /// Vertical Flow by Ramon Molossi
using System.Collections.Generic; using System.Collections.Generic;
using System.Text;
namespace UnityEngine.UI.Extensions namespace UnityEngine.UI.Extensions
{ {
@ -17,27 +18,32 @@ namespace UnityEngine.UI.Extensions
{ {
public enum Axis { Horizontal = 0, Vertical = 1 } public enum Axis { Horizontal = 0, Vertical = 1 }
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 _layoutHeight;
private float _layoutWidth; private float _layoutWidth;
[SerializeField] protected Axis m_StartAxis = Axis.Horizontal; public float SpacingX = 0f;
public Axis startAxis { get { return m_StartAxis; } set { SetProperty(ref m_StartAxis, value); } } public float SpacingY = 0f;
public bool ExpandHorizontalSpacing = false;
public bool ChildForceExpandWidth = false;
public bool ChildForceExpandHeight = false;
public bool invertOrder = false;
[SerializeField]
protected Axis m_StartAxis = Axis.Horizontal;
public Axis StartAxis { get { return m_StartAxis; } set { SetProperty(ref m_StartAxis, value); } }
public override void CalculateLayoutInputHorizontal() public override void CalculateLayoutInputHorizontal()
{ {
if (startAxis == Axis.Horizontal) { if (StartAxis == Axis.Horizontal)
base.CalculateLayoutInputHorizontal (); {
var minWidth = GetGreatestMinimumChildWidth () + padding.left + padding.right; base.CalculateLayoutInputHorizontal();
SetLayoutInputForAxis (minWidth, -1, -1, 0); var minWidth = GetGreatestMinimumChildWidth() + padding.left + padding.right;
} else { SetLayoutInputForAxis(minWidth, -1, -1, 0);
_layoutWidth = SetLayout (0, true); }
else
{
_layoutWidth = SetLayout(0, true);
} }
} }
@ -54,49 +60,36 @@ namespace UnityEngine.UI.Extensions
public override void CalculateLayoutInputVertical() public override void CalculateLayoutInputVertical()
{ {
if (startAxis == Axis.Horizontal) { if (StartAxis == Axis.Horizontal)
_layoutHeight = SetLayout (1, true); {
} else { _layoutHeight = SetLayout(1, true);
base.CalculateLayoutInputHorizontal (); }
var minHeight = GetGreatestMinimumChildHeigth () + padding.bottom + padding.top; else
SetLayoutInputForAxis (minHeight, -1, -1, 1); {
base.CalculateLayoutInputHorizontal();
var minHeight = GetGreatestMinimumChildHeigth() + padding.bottom + padding.top;
SetLayoutInputForAxis(minHeight, -1, -1, 1);
} }
} }
protected bool IsCenterAlign protected bool IsCenterAlign
{ {
get get => childAlignment == TextAnchor.LowerCenter || childAlignment == TextAnchor.MiddleCenter || childAlignment == TextAnchor.UpperCenter;
{
return childAlignment == TextAnchor.LowerCenter || childAlignment == TextAnchor.MiddleCenter ||
childAlignment == TextAnchor.UpperCenter;
}
} }
protected bool IsRightAlign protected bool IsRightAlign
{ {
get get => childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.MiddleRight || childAlignment == TextAnchor.UpperRight;
{
return childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.MiddleRight ||
childAlignment == TextAnchor.UpperRight;
}
} }
protected bool IsMiddleAlign protected bool IsMiddleAlign
{ {
get get => childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.MiddleRight || childAlignment == TextAnchor.MiddleCenter;
{
return childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.MiddleRight ||
childAlignment == TextAnchor.MiddleCenter;
}
} }
protected bool IsLowerAlign protected bool IsLowerAlign
{ {
get get => childAlignment == TextAnchor.LowerLeft || childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.LowerCenter;
{
return childAlignment == TextAnchor.LowerLeft || childAlignment == TextAnchor.LowerRight ||
childAlignment == TextAnchor.LowerCenter;
}
} }
/// <summary> /// <summary>
@ -122,25 +115,34 @@ namespace UnityEngine.UI.Extensions
float counterOffset = 0; float counterOffset = 0;
float groupSize = 0; float groupSize = 0;
float workingSize = 0; float workingSize = 0;
if (startAxis == Axis.Horizontal) { if (StartAxis == Axis.Horizontal)
{
groupSize = groupHeight; groupSize = groupHeight;
workingSize = groupWidth - padding.left - padding.right; workingSize = groupWidth - padding.left - padding.right;
if (IsLowerAlign) { if (IsLowerAlign)
{
offset = (float)padding.bottom; offset = (float)padding.bottom;
counterOffset = (float)padding.top; counterOffset = (float)padding.top;
} else { }
else
{
offset = (float)padding.top; offset = (float)padding.top;
counterOffset = (float)padding.bottom; counterOffset = (float)padding.bottom;
} }
spacingBetweenBars = SpacingY; spacingBetweenBars = SpacingY;
spacingBetweenElements = SpacingX; spacingBetweenElements = SpacingX;
} else if (startAxis == Axis.Vertical) { }
else if (StartAxis == Axis.Vertical)
{
groupSize = groupWidth; groupSize = groupWidth;
workingSize = groupHeight - padding.top - padding.bottom; workingSize = groupHeight - padding.top - padding.bottom;
if (IsRightAlign) { if (IsRightAlign)
{
offset = (float)padding.right; offset = (float)padding.right;
counterOffset = (float)padding.left; counterOffset = (float)padding.left;
} else { }
else
{
offset = (float)padding.left; offset = (float)padding.left;
counterOffset = (float)padding.right; counterOffset = (float)padding.right;
} }
@ -151,50 +153,59 @@ namespace UnityEngine.UI.Extensions
var currentBarSize = 0f; var currentBarSize = 0f;
var currentBarSpace = 0f; var currentBarSpace = 0f;
for (var i = 0; i < rectChildren.Count; i++) { for (var i = 0; i < rectChildren.Count; i++)
{
int index = i; int index = i;
var child = rectChildren [index]; var child = rectChildren[index];
float childSize = 0; float childSize = 0;
float childOtherSize = 0; float childOtherSize = 0;
//get height and width of elements. //get height and width of elements.
if (startAxis == Axis.Horizontal) { if (StartAxis == Axis.Horizontal)
if (invertOrder) { {
if (invertOrder)
{
index = IsLowerAlign ? rectChildren.Count - 1 - i : i; index = IsLowerAlign ? rectChildren.Count - 1 - i : i;
} }
child = rectChildren [index]; child = rectChildren[index];
childSize = LayoutUtility.GetPreferredSize (child, 0); childSize = LayoutUtility.GetPreferredSize(child, 0);
childSize = Mathf.Min (childSize, workingSize); childSize = Mathf.Min(childSize, workingSize);
childOtherSize = LayoutUtility.GetPreferredSize (child, 1); childOtherSize = LayoutUtility.GetPreferredSize(child, 1);
} else if (startAxis == Axis.Vertical) { }
if (invertOrder) { else if (StartAxis == Axis.Vertical)
{
if (invertOrder)
{
index = IsRightAlign ? rectChildren.Count - 1 - i : i; index = IsRightAlign ? rectChildren.Count - 1 - i : i;
} }
child = rectChildren [index]; child = rectChildren[index];
childSize = LayoutUtility.GetPreferredSize (child, 1); childSize = LayoutUtility.GetPreferredSize(child, 1);
childSize = Mathf.Min (childSize, workingSize); childSize = Mathf.Min(childSize, workingSize);
childOtherSize = LayoutUtility.GetPreferredSize (child, 0); childOtherSize = LayoutUtility.GetPreferredSize(child, 0);
} }
// If adding this element would exceed the bounds of the container, // If adding this element would exceed the bounds of the container,
// go to a new bar after processing the current bar // go to a new bar after processing the current bar
if (currentBarSize + childSize > workingSize) { if (currentBarSize + childSize > workingSize)
{
currentBarSize -= spacingBetweenElements; currentBarSize -= spacingBetweenElements;
// Process current bar elements positioning // Process current bar elements positioning
if (!layoutInput) { if (!layoutInput)
if (startAxis == Axis.Horizontal) { {
float newOffset = CalculateRowVerticalOffset (groupSize, offset, currentBarSpace); if (StartAxis == Axis.Horizontal)
LayoutRow (_itemList, currentBarSize, currentBarSpace, workingSize, padding.left, newOffset, axis); {
} else if (startAxis == Axis.Vertical) { float newOffset = CalculateRowVerticalOffset(groupSize, offset, currentBarSpace);
float newOffset = CalculateColHorizontalOffset (groupSize, offset, currentBarSpace); LayoutRow(_itemList, currentBarSize, currentBarSpace, workingSize, padding.left, newOffset, axis);
LayoutCol (_itemList, currentBarSpace, currentBarSize, workingSize, newOffset, padding.top, axis); }
else if (StartAxis == Axis.Vertical)
{
float newOffset = CalculateColHorizontalOffset(groupSize, offset, currentBarSpace);
LayoutCol(_itemList, currentBarSpace, currentBarSize, workingSize, newOffset, padding.top, axis);
} }
} }
// Clear existing bar // Clear existing bar
_itemList.Clear (); _itemList.Clear();
// Add the current bar space to total barSpace accumulator, and reset to 0 for the next row // Add the current bar space to total barSpace accumulator, and reset to 0 for the next row
offset += currentBarSpace; offset += currentBarSpace;
@ -202,31 +213,28 @@ namespace UnityEngine.UI.Extensions
currentBarSpace = 0; currentBarSpace = 0;
currentBarSize = 0; currentBarSize = 0;
} }
currentBarSize += childSize; currentBarSize += childSize;
_itemList.Add (child); _itemList.Add(child);
// We need the largest element height to determine the starting position of the next line // We need the largest element height to determine the starting position of the next line
if (childOtherSize > currentBarSpace) { currentBarSpace = childOtherSize > currentBarSpace ? childOtherSize : currentBarSpace;
currentBarSpace = childOtherSize;
}
// Don't do this for the last one
if (i < rectChildren.Count - 1){
currentBarSize += spacingBetweenElements; currentBarSize += spacingBetweenElements;
} }
}
// Layout the final bar // Layout the final bar
if (!layoutInput) { if (!layoutInput)
if (startAxis == Axis.Horizontal) { {
float newOffset = CalculateRowVerticalOffset (groupHeight, offset, currentBarSpace); if (StartAxis == Axis.Horizontal)
{
float newOffset = CalculateRowVerticalOffset(groupHeight, offset, currentBarSpace);
currentBarSize -= spacingBetweenElements; currentBarSize -= spacingBetweenElements;
LayoutRow (_itemList, currentBarSize, currentBarSpace, workingSize, padding.left, newOffset, axis); LayoutRow(_itemList, currentBarSize, currentBarSpace, workingSize, padding.left, newOffset, axis);
}else if (startAxis == Axis.Vertical) { }
else if (StartAxis == Axis.Vertical)
{
float newOffset = CalculateColHorizontalOffset(groupWidth, offset, currentBarSpace); float newOffset = CalculateColHorizontalOffset(groupWidth, offset, currentBarSpace);
currentBarSize -= spacingBetweenElements; currentBarSize -= spacingBetweenElements;
LayoutCol(_itemList, currentBarSpace, currentBarSize, workingSize, newOffset, padding.top, axis); LayoutCol(_itemList, currentBarSpace, currentBarSize, workingSize, newOffset, padding.top, axis);
@ -239,7 +247,8 @@ namespace UnityEngine.UI.Extensions
offset += currentBarSpace; offset += currentBarSpace;
offset += counterOffset; offset += counterOffset;
if (layoutInput) { if (layoutInput)
{
SetLayoutInputForAxis(offset, offset, -1, axis); SetLayoutInputForAxis(offset, offset, -1, axis);
} }
return offset; return offset;
@ -247,87 +256,109 @@ namespace UnityEngine.UI.Extensions
private float CalculateRowVerticalOffset(float groupHeight, float yOffset, float currentRowHeight) private float CalculateRowVerticalOffset(float groupHeight, float yOffset, float currentRowHeight)
{ {
if (IsLowerAlign) { if (IsLowerAlign)
{
return groupHeight - yOffset - currentRowHeight; 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) private float CalculateColHorizontalOffset(float groupWidth, float xOffset, float currentColWidth)
{ {
if (IsRightAlign) { if (IsRightAlign)
{
return groupWidth - xOffset - currentColWidth; 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) protected void LayoutRow(IList<RectTransform> contents, float rowWidth, float rowHeight, float maxWidth, float xOffset, float yOffset, int axis)
{ {
var xPos = xOffset; var xPos = xOffset;
if (!ChildForceExpandWidth && IsCenterAlign) { if (!ChildForceExpandWidth && IsCenterAlign)
{
xPos += (maxWidth - rowWidth) * 0.5f; xPos += (maxWidth - rowWidth) * 0.5f;
} else if (!ChildForceExpandWidth && IsRightAlign) { }
else if (!ChildForceExpandWidth && IsRightAlign)
{
xPos += (maxWidth - rowWidth); xPos += (maxWidth - rowWidth);
} }
var extraWidth = 0f; var extraWidth = 0f;
var extraSpacing = 0f; var extraSpacing = 0f;
if (ChildForceExpandWidth) { if (ChildForceExpandWidth)
extraWidth = (maxWidth - rowWidth)/_itemList.Count; {
extraWidth = (maxWidth - rowWidth) / contents.Count;
} }
else if (ExpandHorizontalSpacing) { else if (ExpandHorizontalSpacing)
extraSpacing = (maxWidth - rowWidth)/(_itemList.Count - 1); {
if (_itemList.Count > 1) { extraSpacing = (maxWidth - rowWidth) / (contents.Count - 1);
if (IsCenterAlign) { if (contents.Count > 1)
xPos -= extraSpacing * 0.5f * (_itemList.Count - 1); {
} else if (IsRightAlign) { if (IsCenterAlign)
xPos -= extraSpacing * (_itemList.Count - 1); {
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 = contents[index];
var rowChild = _itemList[index];
var rowChildWidth = LayoutUtility.GetPreferredSize(rowChild, 0) + extraWidth; var rowChildWidth = LayoutUtility.GetPreferredSize(rowChild, 0) + extraWidth;
var rowChildHeight = LayoutUtility.GetPreferredSize(rowChild, 1); var rowChildHeight = LayoutUtility.GetPreferredSize(rowChild, 1);
if (ChildForceExpandHeight) if (ChildForceExpandHeight)
{
rowChildHeight = rowHeight; rowChildHeight = rowHeight;
}
rowChildWidth = Mathf.Min(rowChildWidth, maxWidth); rowChildWidth = Mathf.Min(rowChildWidth, maxWidth);
var yPos = yOffset; var yPos = yOffset;
if (IsMiddleAlign) { if (IsMiddleAlign)
{
yPos += (rowHeight - rowChildHeight) * 0.5f; yPos += (rowHeight - rowChildHeight) * 0.5f;
} else if (IsLowerAlign) { }
else if (IsLowerAlign)
{
yPos += (rowHeight - rowChildHeight); yPos += (rowHeight - rowChildHeight);
} }
if (ExpandHorizontalSpacing && j > 0) { if (ExpandHorizontalSpacing && j > 0)
{
xPos += extraSpacing; xPos += extraSpacing;
} }
if (axis == 0) { if (axis == 0)
SetChildAlongAxis (rowChild, 0, xPos, rowChildWidth); {
} else { SetChildAlongAxis(rowChild, 0, xPos, rowChildWidth);
SetChildAlongAxis (rowChild, 1, yPos, rowChildHeight); }
else
{
SetChildAlongAxis(rowChild, 1, yPos, rowChildHeight);
} }
// Don't do horizontal spacing for the last one // Don't do horizontal spacing for the last one
if (j < _itemList.Count - 1) { if (j < contents.Count - 1)
{
xPos += rowChildWidth + SpacingX; xPos += rowChildWidth + SpacingX;
} }
} }
@ -337,39 +368,49 @@ namespace UnityEngine.UI.Extensions
{ {
var yPos = yOffset; var yPos = yOffset;
if (!ChildForceExpandHeight && IsMiddleAlign) { if (!ChildForceExpandHeight && IsMiddleAlign)
{
yPos += (maxHeight - colHeight) * 0.5f; yPos += (maxHeight - colHeight) * 0.5f;
} else if (!ChildForceExpandHeight && IsLowerAlign) { }
else if (!ChildForceExpandHeight && IsLowerAlign)
{
yPos += (maxHeight - colHeight); yPos += (maxHeight - colHeight);
} }
var extraHeight = 0f; var extraHeight = 0f;
var extraSpacing = 0f; var extraSpacing = 0f;
if (ChildForceExpandHeight) { if (ChildForceExpandHeight)
extraHeight = (maxHeight - colHeight)/_itemList.Count; {
extraHeight = (maxHeight - colHeight) / contents.Count;
} }
else if (ExpandHorizontalSpacing) { else if (ExpandHorizontalSpacing)
extraSpacing = (maxHeight - colHeight)/(_itemList.Count - 1); {
if (_itemList.Count > 1) { extraSpacing = (maxHeight - colHeight) / (contents.Count - 1);
if (IsMiddleAlign) { if (contents.Count > 1)
yPos -= extraSpacing * 0.5f * (_itemList.Count - 1); {
} else if (IsLowerAlign) { if (IsMiddleAlign)
yPos -= extraSpacing * (_itemList.Count - 1); {
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; var rowChildHeight = LayoutUtility.GetPreferredSize(rowChild, 1) + extraHeight;
if (ChildForceExpandWidth) { if (ChildForceExpandWidth)
{
rowChildWidth = colWidth; rowChildWidth = colWidth;
} }
@ -377,25 +418,32 @@ namespace UnityEngine.UI.Extensions
var xPos = xOffset; var xPos = xOffset;
if (IsCenterAlign) { if (IsCenterAlign)
{
xPos += (colWidth - rowChildWidth) * 0.5f; xPos += (colWidth - rowChildWidth) * 0.5f;
} else if (IsRightAlign) { }
else if (IsRightAlign)
{
xPos += (colWidth - rowChildWidth); xPos += (colWidth - rowChildWidth);
} }
// if (ExpandHorizontalSpacing && j > 0)
if (ExpandHorizontalSpacing && j > 0) { {
yPos += extraSpacing; yPos += extraSpacing;
} }
if (axis == 0) { if (axis == 0)
SetChildAlongAxis (rowChild, 0, xPos, rowChildWidth); {
} else { SetChildAlongAxis(rowChild, 0, xPos, rowChildWidth);
SetChildAlongAxis (rowChild, 1, yPos, rowChildHeight); }
else
{
SetChildAlongAxis(rowChild, 1, yPos, rowChildHeight);
} }
// Don't do vertical spacing for the last one // Don't do vertical spacing for the last one
if (j < _itemList.Count - 1) { if (j < contents.Count - 1)
{
yPos += rowChildHeight + SpacingY; yPos += rowChildHeight + SpacingY;
} }
} }
@ -404,9 +452,9 @@ namespace UnityEngine.UI.Extensions
public float GetGreatestMinimumChildWidth() public float GetGreatestMinimumChildWidth()
{ {
var max = 0f; 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]); var w = LayoutUtility.GetMinWidth(rectChildren[i]);
max = Mathf.Max(w, max); max = Mathf.Max(w, max);
} }
return max; return max;
@ -415,9 +463,9 @@ namespace UnityEngine.UI.Extensions
public float GetGreatestMinimumChildHeigth() public float GetGreatestMinimumChildHeigth()
{ {
var max = 0f; 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]); var w = LayoutUtility.GetMinHeight(rectChildren[i]);
max = Mathf.Max(w, max); max = Mathf.Max(w, max);
} }
return max; return max;
@ -428,7 +476,5 @@ namespace UnityEngine.UI.Extensions
m_Tracker.Clear(); m_Tracker.Clear();
LayoutRebuilder.MarkLayoutForRebuild(rectTransform); LayoutRebuilder.MarkLayoutForRebuild(rectTransform);
} }
} }
} }

View File

@ -223,12 +223,21 @@ namespace UnityEngine.UI.Extensions
/// <summary> /// <summary>
/// used for changing / updating between screen resolutions /// used for changing / updating between screen resolutions
/// </summary> /// </summary>
public void UpdateLayout() public void UpdateLayout(bool resetPositionToStart = false)
{ {
_lerp = false; _lerp = false;
DistributePages(); DistributePages();
if (resetPositionToStart)
{
_currentPage = StartingScreen;
}
if (MaskArea) if (MaskArea)
{
UpdateVisible(); UpdateVisible();
}
SetScrollContainerPosition(); SetScrollContainerPosition();
OnCurrentScreenChange(_currentPage); 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> /// <summary>
/// used for changing / updating between screen resolutions /// used for changing / updating between screen resolutions
/// </summary> /// </summary>
public void UpdateLayout() public void UpdateLayout(bool resetPositionToStart = false)
{ {
_lerp = false; _lerp = false;
DistributePages(); DistributePages();
if (MaskArea) UpdateVisible();
if (resetPositionToStart)
{
_currentPage = StartingScreen;
}
if (MaskArea)
{
UpdateVisible();
}
SetScrollContainerPosition(); SetScrollContainerPosition();
OnCurrentScreenChange(_currentPage); 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); PopulateMesh (vh, pointsToDraw);
} }
} }
} }
private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type) private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type)
@ -419,7 +417,7 @@ namespace UnityEngine.UI.Extensions
{ {
return Segments[segmentIndex - 1][index - 1]; return Segments[segmentIndex - 1][index - 1];
} }
else if (Segments.Count > 0) else if (Segments?.Count > 0)
{ {
var segmentIndexCount = 0; var segmentIndexCount = 0;
var indexCount = index; 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> /// <summary>
/// Get the Vector2 position of a line within a specific segment /// Get the Vector2 position of a line within a specific segment
/// </summary> /// </summary>
@ -478,6 +499,10 @@ namespace UnityEngine.UI.Extensions
{ {
m_points = new Vector2[1]; 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 get
{ {
if (instance == null) if (instance == null)
{
#if UNITY_2023_1_OR_NEWER
instance = GameObject.FindFirstObjectByType<BoundTooltipItem>();
#else
instance = GameObject.FindObjectOfType<BoundTooltipItem>(); instance = GameObject.FindObjectOfType<BoundTooltipItem>();
#endif
}
return instance; return instance;
} }
} }

View File

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

View File

@ -1,29 +1,24 @@
/// Credit SimonDarksideJ /// Credit SimonDarksideJ
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions namespace UnityEngine.UI.Extensions
{ {
/* /// <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. /// 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).
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.
Now whenever the cursor leaves the component, it will force the UI component to revert to un-highlighted. /// </summary>
*/
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
[AddComponentMenu("UI/Extensions/ResetSelectableHighlight", 31)] [AddComponentMenu("UI/Extensions/ResetSelectableHighlight", 31)]
[RequireComponent(typeof(Selectable))] [RequireComponent(typeof(Selectable))]
public class ResetSelectableHighlight : MonoBehaviour, IPointerExitHandler public class ResetSelectableHighlight : MonoBehaviour, IPointerExitHandler
{ {
[SerializeField] [SerializeField]
private Selectable attachedSelectable; private Selectable attachedSelectable = null;
// Start is called before the first frame update private void Awake()
void Awake()
{ {
if (!attachedSelectable) if (attachedSelectable == null || !attachedSelectable)
{ {
attachedSelectable = GetComponent<Selectable>(); attachedSelectable = GetComponent<Selectable>();
} }
@ -31,6 +26,11 @@ namespace UnityEngine.UI.Extensions
public void OnPointerExit(PointerEventData eventData) public void OnPointerExit(PointerEventData eventData)
{ {
if (!attachedSelectable.interactable)
{
return;
}
attachedSelectable.targetGraphic.CrossFadeColor(attachedSelectable.colors.normalColor, 0f, true, true); attachedSelectable.targetGraphic.CrossFadeColor(attachedSelectable.colors.normalColor, 0f, true, true);
} }
} }

View File

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

View File

@ -1,7 +1,7 @@
{ {
"name": "com.unity.uiextensions", "name": "com.unity.uiextensions",
"displayName": "Unity UI Extensions", "displayName": "Unity UI Extensions",
"version": "2.3.0", "version": "2.3.2-pre.5",
"description": "An extension project for the Unity3D UI system, all crafted and contributed by the awesome Unity community", "description": "An extension project for the Unity3D UI system, all crafted and contributed by the awesome Unity community",
"author": "Simon darkside Jackson <@SimonDarksideJ>", "author": "Simon darkside Jackson <@SimonDarksideJ>",
"contributors": [ "contributors": [