Compare commits

...

55 Commits

Author SHA1 Message Date
Simon (Darkside) Jackson 35b9985bf2
Merge pull request #472 from Kurante2801/release
Add SetXWithoutNotify and SetYWithoutNotify to BoxSlider
2024-04-21 23:38:01 +01:00
Kurante 05682c7dd9
Add SetXWithoutNotify and SetYWithoutNotify to BoxSlider
Adds functions to set the X and Y values without calling OnValueChanged
2024-04-19 18:07:33 +02:00
action 855607ab67 Auto increment pre-release version to 2.3.2 [skip ci] 2023-11-26 18:28:50 +00:00
Simon (Darkside) Jackson 17835a66e8
Merge pull request #464 from Unity-UI-Extensions/development
Release 2.3.2 - take 4
2023-11-26 18:28:33 +00:00
Simon (Darkside) Jackson 6f09750bf0
Merge branch 'release' into development 2023-11-26 18:28:24 +00:00
Simon (Darkside) Jackson 1ed83c429d
Alin correct ancillary workflow 2023-11-26 18:27:15 +00:00
Simon (Darkside) Jackson 14279705a7
Merge pull request #463 from Unity-UI-Extensions/development
Release 2.3.2 - take 3
2023-11-26 18:25:24 +00:00
Simon (Darkside) Jackson 8694f1a134
Merge branch 'release' into development 2023-11-26 18:25:17 +00:00
Simon (Darkside) Jackson 98ab33952a
Fix proper branch name for UI Extensions in release workflow 2023-11-26 18:24:30 +00:00
Simon (Darkside) Jackson 5ec4b0ba93
Merge pull request #462 from Unity-UI-Extensions/development
Release 2.3.2 - take 2
2023-11-26 18:20:01 +00:00
Simon (Darkside) Jackson d69ee0c2c9
Merge branch 'release' into development 2023-11-26 18:19:26 +00:00
Simon (Darkside) Jackson a11eff0f51
Add missing workflow 2023-11-26 18:17:47 +00:00
Simon (Darkside) Jackson e909d73a6a
Merge pull request #461 from Unity-UI-Extensions/development
Release 2.3.2
2023-11-26 18:14:19 +00:00
SimonDarksideJ 2db16bbdb2 Update uGUI tools path as per Asset Store validation 2023-11-26 17:46:56 +00:00
SimonDarksideJ bce6e8b815 Update documentation for release 2023-11-26 17:31:49 +00:00
action 18a2269d63 Auto increment pre-release version to 2.3.2-pre.5 [skip ci] 2023-11-26 15:36:42 +00:00
Simon (Darkside) Jackson c2c098cad6
Merge pull request #460 from Unity-UI-Extensions/feature/2023testing
Feature/2023testing
2023-11-26 15:36:27 +00:00
SimonDarksideJ b171b2c1c2 Added extra event on the AutoCompleteComboBox, to fire when an item in the list is selected, with its display name
Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/200
2023-11-26 15:26:11 +00:00
SimonDarksideJ a47d694796 Added argument to the UpdateLayout method for the HSS/VSS to move to a new starting page
Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/451
2023-11-26 15:00:36 +00:00
SimonDarksideJ 9c7a59c9f2 Update to force Enumerated start for Accordion elements
Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/455
2023-11-26 13:41:48 +00:00
SimonDarksideJ b615c4b681 Merge branch 'development' of https://github.com/Unity-UI-Extensions/com.unity.uiextensions into feature/2023testing 2023-11-26 09:53:51 +00:00
SimonDarksideJ 5eaf48d256 Made deprecated components obsolete rather than just remove to reduce errors for upgrades 2023-11-26 09:52:36 +00:00
action 518bc09602 Auto increment pre-release version to 2.3.2-pre.4 [skip ci] 2023-11-23 22:55:06 +00:00
Simon (Darkside) Jackson ad4ec2d920
Merge pull request #459 from Unity-UI-Extensions/feature/test-release
Feature/test-release
2023-11-23 22:48:13 +00:00
Simon (Darkside) Jackson aa4d41322e
Touch 2023-11-23 22:46:52 +00:00
Simon (Darkside) Jackson 0b8f1a0555
Merge pull request #458 from Unity-UI-Extensions/feature/2023testing
Feature/2023testing
2023-11-23 22:28:02 +00:00
SimonDarksideJ 162e4d3ed9 Updated implementations to handle 2023 support, with 2023 moving in to public release 2023-11-23 20:32:53 +00:00
SimonDarksideJ 54d951350a Merge branch 'release' of https://github.com/Unity-UI-Extensions/com.unity.uiextensions into development 2023-10-05 20:49:48 +01:00
Simon (Darkside) Jackson 1464ae97bd
fix missing using 2023-10-05 20:43:41 +01:00
SimonDarksideJ 250befb08c Merge branch 'release' of https://github.com/Unity-UI-Extensions/com.unity.uiextensions into development 2023-10-05 20:36:27 +01:00
SimonDarksideJ 3000e3b40b Merge branch 'release' of https://github.com/Unity-UI-Extensions/com.unity.uiextensions into release 2023-10-05 20:35:46 +01:00
SimonDarksideJ 9a823060a7 Update workflows 2023-10-05 20:35:32 +01:00
SimonDarksideJ 15cb41b838 deprecate CylinderText in 2022 2023-10-05 20:34:35 +01:00
Simon (Darkside) Jackson 322e804f25
Merge pull request #453 from RobTranquillo/release
Minor enhancements on DropDown
2023-10-05 16:53:52 +01:00
Simon (Darkside) Jackson 289a50d796
Minor review corrections 2023-10-05 16:53:04 +01:00
Robert Wartenberg 95f1956f48 fix: SetActive() takes care of btn. Add: ded. Hide funct 2023-09-25 14:31:45 +02:00
Robert Wartenberg 2a59f37653 fix: tabs vs. spaces in DropDownList { } 2023-09-25 14:31:41 +02:00
Robert Wartenberg c06cd38081 add: public accessable reset function 2023-09-25 14:31:37 +02:00
Simon (Darkside) Jackson 69c96ab471
Merge pull request #446 from wanliyun/release
Fix Bug!NeicerOutline color.a Lose when m_UseGraphicAlpha is true!
2023-07-22 16:53:23 +01:00
Simon (Darkside) Jackson 884a8d63f1
Update case sensitivity of agent labels 2023-07-22 16:45:39 +01:00
Simon (Darkside) Jackson 5f535e0431
Merge branch 'development' into release 2023-07-22 16:12:16 +01:00
Simon (Darkside) Jackson 17b69878de
Merge pull request #442 from sandr01d/development
Fix release date of v2.3
2023-07-22 16:11:54 +01:00
Simon (Darkside) Jackson 70f98806e9
Merge branch 'development' into release 2023-07-22 16:11:29 +01:00
Simon (Darkside) Jackson 90fd22498f
Merge pull request #444 from solidsign/feature/UIParticleSystem_use_lengthScale
Add using lengthScale to UIParticleSystem
2023-07-22 16:11:13 +01:00
Simon (Darkside) Jackson 0dd1e6d7bb
Merge branch 'release' into feature/UIParticleSystem_use_lengthScale 2023-07-22 16:10:37 +01:00
Simon (Darkside) Jackson 0a424334e9
Merge pull request #443 from adibacco/patch-1
Update UILineRenderer.cs
2023-07-22 16:10:26 +01:00
Simon (Darkside) Jackson 5ef4736e68
Merge branch 'development' into development 2023-07-22 16:09:32 +01:00
SimonDarksideJ 9fbcd39b88 Deprecated Text Effects with Unity 2022 as they are incompatible with TextMeshPro 2023-07-09 16:48:55 +01:00
wanliyun 6a68933e48 Fix Bug!NeicerOutline color.a Lose when m_UseGraphicAlpha is true!
if (m_UseGraphicAlpha)
    newColor.a = (byte)((newColor.a * verts[i].color.a) / 255);  //newColor's type cannot be Color.Should be Color32.
2023-07-06 13:20:50 +08:00
eldar.zakaryaev 11de683781 Fix UIParticleSystem does not correspond to runtime lengthScale change 2023-07-05 11:24:50 +03:00
eldar.zakaryaev 2a925fcf65 Add using lengthScale to UIParticleSystem 2023-07-05 11:11:44 +03:00
adibacco 34e3f82395
Update UILineRenderer.cs
There is no need to draw either points or segments. Both should be drawn.
2023-06-28 23:00:16 +02:00
Sandroid 4857492384 Fix release date of v2.3 2023-06-21 15:10:24 +02:00
SimonDarksideJ 796f66c310 Updated LineRenderer and UILIneConnector implementations to both be safer and include warning about placing a UILineRenderer at any other position than 0,0,0. 2023-06-17 18:33:22 +01:00
SimonDarksideJ e7babe0dd6 Updated HSS/VSS to ensure events fire correctly if the control is dragged but not moved:
Resolves: #186
2023-06-17 17:16:31 +01:00
31 changed files with 763 additions and 620 deletions

View File

@ -0,0 +1,70 @@
name: Get the Package version from a UPM Package.json file
on:
workflow_call:
inputs:
build-host:
required: true
type: string
version-file-path:
description: 'Optional, specify a path to search for the upm package.json file. Use this if validation fails to find a valid package.json file.\n **Note, Version file MUST contain the attribute "Unity" with the full Unity version expected, e.g. "2020.2.3f1"'
type: string
required: false
outputs:
packageversion:
description: "Returns the version of the UPM package"
value: ${{ jobs.get_package_version.outputs.upmpackageversion }}
jobs:
get_package_version:
name: Get required Package version from UPM Package
runs-on: ${{ inputs.build-host }}
outputs:
upmpackageversion: ${{ steps.getVersion.outputs.packageversion }}
steps:
- name: Script Version
run: |
echo "::group::Script Versioning"
$scriptVersion = "1.0.0"
echo "Build Script Version: $scriptVersion"
echo "::endgroup::"
shell: pwsh
- uses: actions/checkout@v3
with:
submodules: recursive
clean: true
- id: getVersion
name: 'Get Package Version Number'
run: |
echo "::group::Validating input"
$versionFile = "${{ inputs.version-file-path }}"
if([string]::IsNullOrEmpty($versionFile))
{
echo 'version input was empty, using default'
$versionFile = 'package.json'
}
echo 'Checking for project json at $versionFile'
if ( -not (Test-Path -Path $versionFile) ) {
Write-Error "Failed to find a valid package.json file"
exit 1
}
echo "::endgroup::"
echo "::group::Package Version UPM check"
$package_json = Get-Content -Path $versionFile | ConvertFrom-Json
$packageVersion = $package_json.version
if([string]::IsNullOrEmpty($packageVersion)) {
Write-Error "Project.json version number does not exist or is empty"
exit 1
}
echo "packageversion=$packageVersion" >> $env:GITHUB_OUTPUT
echo "Detected version is $packageVersion"
echo "::endgroup::"
shell: pwsh

View File

@ -5,7 +5,7 @@ on:
types: types:
- closed - closed
branches: branches:
- main - release
jobs: jobs:
# Get Version to tag and release the branch, no up-version - [no-ver] included in PR title # Get Version to tag and release the branch, no up-version - [no-ver] included in PR title

View File

@ -18,7 +18,7 @@ jobs:
- os: windows - os: windows
unityVersion: 2019.4 unityVersion: 2019.4
build-target: Android build-target: Android
- os: macos - os: macOS
unityVersion: 2019.4 unityVersion: 2019.4
build-target: iOS build-target: iOS
- os: windows - os: windows
@ -30,7 +30,7 @@ jobs:
- os: windows - os: windows
unityVersion: 2020.3 unityVersion: 2020.3
build-target: Android build-target: Android
- os: macos - os: macOS
unityVersion: 2020.3 unityVersion: 2020.3
build-target: iOS build-target: iOS
- os: windows - os: windows
@ -42,7 +42,7 @@ jobs:
- os: windows - os: windows
unityVersion: 2021.3 unityVersion: 2021.3
build-target: Android build-target: Android
- os: macos - os: macOS
unityVersion: 2021.3 unityVersion: 2021.3
build-target: iOS build-target: iOS
- os: windows - os: windows
@ -52,17 +52,29 @@ 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 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: steps:
- name: Script Version - name: Script Version
run: | run: |
@ -101,12 +113,12 @@ jobs:
} }
elseif ( $global:PSVersionTable.OS.Contains("Darwin") ) elseif ( $global:PSVersionTable.OS.Contains("Darwin") )
{ {
$hubPath = "/Applications/Unity Hub.app/Contents/MacOS/Unity Hub" $hubPath = "/Applications/Unity Hub.app/Contents/macOS/Unity Hub"
$editorRootPath = "/Applications/Unity/Hub/Editor/" $editorRootPath = "/Applications/Unity/Hub/Editor/"
$editorFileEx = "/Unity.app/Contents/MacOS/Unity" $editorFileEx = "/Unity.app/Contents/macOS/Unity"
$directorySeparatorChar = "/" $directorySeparatorChar = "/"
# /Applications/Unity\ Hub.app/Contents/MacOS/Unity\ Hub -- --headless help # /Applications/Unity\ Hub.app/Contents/macOS/Unity\ Hub -- --headless help
function unity-hub function unity-hub
{ {
& $hubPath -- --headless $args.Split(" ") | Out-String -NoNewline & $hubPath -- --headless $args.Split(" ") | Out-String -NoNewline
@ -218,7 +230,7 @@ jobs:
} }
elseif ( $global:PSVersionTable.OS.Contains("Darwin") ) { elseif ( $global:PSVersionTable.OS.Contains("Darwin") ) {
echo 'Building using Mac' echo 'Building using Mac'
$editorFileEx = "/Unity.app/Contents/MacOS/Unity" $editorFileEx = "/Unity.app/Contents/macOS/Unity"
$editorrunpath = Join-Path $editorRootPath $unityVersion $editorFileEx $editorrunpath = Join-Path $editorRootPath $unityVersion $editorFileEx
function unity-editor { function unity-editor {

View File

@ -19,7 +19,7 @@ jobs:
strategy: strategy:
matrix: matrix:
include: include:
- os: macos - os: macOS
build-target: iOS build-target: iOS
- os: windows - os: windows
build-target: Android build-target: Android

View File

@ -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

View File

@ -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)

View File

@ -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()

View File

@ -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)
@ -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) ## [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. I will add more sample scenes for the UI examples in this repository and detail them above over time.

View File

@ -2,217 +2,225 @@
///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
{ {
[RequireComponent(typeof(RectTransform), typeof(LayoutElement))] [RequireComponent(typeof(RectTransform), typeof(LayoutElement))]
[AddComponentMenu("UI/Extensions/Accordion/Accordion Element")] [AddComponentMenu("UI/Extensions/Accordion/Accordion Element")]
public class AccordionElement : Toggle 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 Accordion m_Accordion;
private RectTransform m_RectTransform; private RectTransform m_RectTransform;
private LayoutElement m_LayoutElement; private LayoutElement m_LayoutElement;
[NonSerialized] [NonSerialized]
private readonly TweenRunner<FloatTween> m_FloatTweenRunner; private readonly TweenRunner<FloatTween> m_FloatTweenRunner;
protected AccordionElement() protected AccordionElement()
{ {
if (this.m_FloatTweenRunner == null) if (this.m_FloatTweenRunner == null)
this.m_FloatTweenRunner = new TweenRunner<FloatTween>(); this.m_FloatTweenRunner = new TweenRunner<FloatTween>();
this.m_FloatTweenRunner.Init(this); this.m_FloatTweenRunner.Init(this);
} }
protected override void Awake() protected override void Awake()
{ {
base.Awake(); base.Awake();
base.transition = Transition.None; base.transition = Transition.None;
base.toggleTransition = ToggleTransition.None; base.toggleTransition = ToggleTransition.None;
this.m_Accordion = this.gameObject.GetComponentInParent<Accordion>(); this.m_Accordion = this.gameObject.GetComponentInParent<Accordion>();
this.m_RectTransform = this.transform as RectTransform; this.m_RectTransform = this.transform as RectTransform;
this.m_LayoutElement = this.gameObject.GetComponent<LayoutElement>(); this.m_LayoutElement = this.gameObject.GetComponent<LayoutElement>();
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()
{ {
base.OnValidate(); base.OnValidate();
this.m_Accordion = this.gameObject.GetComponentInParent<Accordion>(); this.m_Accordion = this.gameObject.GetComponentInParent<Accordion>();
if (this.group == null) if (this.group == null)
{ {
ToggleGroup tg = this.GetComponentInParent<ToggleGroup>(); ToggleGroup tg = this.GetComponentInParent<ToggleGroup>();
if (tg != null)
{
this.group = tg;
}
}
LayoutElement le = this.gameObject.GetComponent<LayoutElement>();
if (le != null && m_Accordion != null) if (tg != null)
{ {
if (this.isOn) this.group = tg;
{ }
}
LayoutElement le = this.gameObject.GetComponent<LayoutElement>();
if (le != null && m_Accordion != null)
{
if (this.isOn)
{
if (m_Accordion.ExpandVerticval) if (m_Accordion.ExpandVerticval)
{ {
le.preferredHeight = -1f; le.preferredHeight = -1f;
}
else
{
le.preferredWidth = -1f;
} }
}
else
{
if (m_Accordion.ExpandVerticval)
{
le.preferredHeight = this.m_MinHeight;
}
else 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 #endif
public void OnValueChanged(bool state) public void OnValueChanged(bool state)
{ {
if (this.m_LayoutElement == null) if (this.m_LayoutElement == null)
return; return;
Accordion.Transition transition = (this.m_Accordion != null) ? this.m_Accordion.transition : Accordion.Transition.Instant;
if (transition == Accordion.Transition.Instant && m_Accordion != null) Accordion.Transition transition = (this.m_Accordion != null) ? this.m_Accordion.transition : Accordion.Transition.Instant;
{
if (state) if (transition == Accordion.Transition.Instant && m_Accordion != null)
{ {
if (m_Accordion.ExpandVerticval) if (state)
{ {
this.m_LayoutElement.preferredHeight = -1f; if (m_Accordion.ExpandVerticval)
} {
this.m_LayoutElement.preferredHeight = -1f;
}
else else
{ {
this.m_LayoutElement.preferredWidth = -1f; this.m_LayoutElement.preferredWidth = -1f;
} }
} }
else else
{ {
if (m_Accordion.ExpandVerticval) if (m_Accordion.ExpandVerticval)
{ {
this.m_LayoutElement.preferredHeight = this.m_MinHeight; this.m_LayoutElement.preferredHeight = this.m_MinHeight;
} }
else else
{ {
this.m_LayoutElement.preferredWidth = this.m_MinWidth; this.m_LayoutElement.preferredWidth = this.m_MinWidth;
} }
} }
} }
else if (transition == Accordion.Transition.Tween) else if (transition == Accordion.Transition.Tween)
{ {
if (state) if (state)
{ {
if (m_Accordion.ExpandVerticval) if (m_Accordion.ExpandVerticval)
{ {
this.StartTween(this.m_MinHeight, this.GetExpandedHeight()); this.StartTween(this.m_MinHeight, this.GetExpandedHeight());
} }
else else
{ {
this.StartTween(this.m_MinWidth, this.GetExpandedWidth()); this.StartTween(this.m_MinWidth, this.GetExpandedWidth());
} }
} }
else else
{ {
if (m_Accordion.ExpandVerticval) if (m_Accordion.ExpandVerticval)
{ {
this.StartTween(this.m_RectTransform.rect.height, this.m_MinHeight); this.StartTween(this.m_RectTransform.rect.height, this.m_MinHeight);
} }
else else
{ {
this.StartTween(this.m_RectTransform.rect.width, this.m_MinWidth); 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;
}
protected float GetExpandedWidth() protected float GetExpandedHeight()
{ {
if (this.m_LayoutElement == null) if (this.m_LayoutElement == null)
return this.m_MinWidth; return this.m_MinHeight;
float originalPrefW = this.m_LayoutElement.preferredWidth; float originalPrefH = this.m_LayoutElement.preferredHeight;
this.m_LayoutElement.preferredWidth = -1f; this.m_LayoutElement.preferredHeight = -1f;
float w = LayoutUtility.GetPreferredWidth(this.m_RectTransform); float h = LayoutUtility.GetPreferredHeight(this.m_RectTransform);
this.m_LayoutElement.preferredWidth = originalPrefW; this.m_LayoutElement.preferredHeight = originalPrefH;
return w; return h;
} }
protected void StartTween(float startFloat, float targetFloat) protected float GetExpandedWidth()
{ {
float duration = (this.m_Accordion != null) ? this.m_Accordion.transitionDuration : 0.3f; if (this.m_LayoutElement == null)
return this.m_MinWidth;
FloatTween info = new FloatTween
{ float originalPrefW = this.m_LayoutElement.preferredWidth;
duration = duration, this.m_LayoutElement.preferredWidth = -1f;
startFloat = startFloat, float w = LayoutUtility.GetPreferredWidth(this.m_RectTransform);
targetFloat = targetFloat this.m_LayoutElement.preferredWidth = originalPrefW;
};
if (m_Accordion.ExpandVerticval) return w;
{ }
info.AddOnChangedCallback(SetHeight);
} 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 else
{ {
info.AddOnChangedCallback(SetWidth); info.AddOnChangedCallback(SetWidth);
} }
info.ignoreTimeScale = true; info.ignoreTimeScale = true;
this.m_FloatTweenRunner.StartTween(info); this.m_FloatTweenRunner.StartTween(info);
} }
protected void SetHeight(float height)
{
if (this.m_LayoutElement == null)
return;
this.m_LayoutElement.preferredHeight = height;
}
protected void SetWidth(float width) protected void SetHeight(float height)
{ {
if (this.m_LayoutElement == null) if (this.m_LayoutElement == null)
return; 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 ///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

@ -1,29 +1,30 @@
///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;
namespace UnityEngine.UI.Extensions namespace UnityEngine.UI.Extensions
{ {
/// <summary> /// <summary>
/// Extension to the UI class which creates a dropdown list /// Extension to the UI class which creates a dropdown list
/// </summary> /// </summary>
[RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Extensions/ComboBox/Dropdown List")] [AddComponentMenu("UI/Extensions/ComboBox/Dropdown List")]
public class DropDownList : MonoBehaviour public class DropDownList : MonoBehaviour
{ {
public Color disabledTextColor; public Color disabledTextColor;
public DropDownListItem SelectedItem { get; private set; } //outside world gets to get this, not set it public DropDownListItem SelectedItem { get; private set; } //outside world gets to get this, not set it
[Header("Dropdown List Items")] [Header("Dropdown List Items")]
public List<DropDownListItem> Items; public List<DropDownListItem> Items;
[Header("Properties")] [Header("Properties")]
[SerializeField] [SerializeField]
private bool isActive = true; private bool isActive = true;
public bool OverrideHighlighted = true; public bool OverrideHighlighted = true;
//private bool isInitialized = false; //private bool isInitialized = false;
private bool _isPanelActive = false; private bool _isPanelActive = false;
@ -46,10 +47,13 @@ namespace UnityEngine.UI.Extensions
private List<DropDownListButton> _panelItems = new List<DropDownListButton>(); private List<DropDownListButton> _panelItems = new List<DropDownListButton>();
private GameObject _itemTemplate; private GameObject _itemTemplate;
private bool _initialized; private bool _initialized;
[SerializeField] private string _defaultMainButtonCaption = null;
private Color _defaultNormalColor;
[SerializeField]
private float _scrollBarWidth = 20.0f; private float _scrollBarWidth = 20.0f;
public float ScrollBarWidth public float ScrollBarWidth
{ {
@ -61,7 +65,6 @@ namespace UnityEngine.UI.Extensions
} }
} }
// private int scrollOffset; //offset of the selected item
private int _selectedIndex = -1; private int _selectedIndex = -1;
[SerializeField] [SerializeField]
@ -76,42 +79,42 @@ namespace UnityEngine.UI.Extensions
} }
} }
[SerializeField] [SerializeField]
private float dropdownOffset; private float dropdownOffset;
[SerializeField] [SerializeField]
private bool _displayPanelAbove = false; private bool _displayPanelAbove = false;
public bool SelectFirstItemOnStart = false; public bool SelectFirstItemOnStart = false;
[SerializeField] [SerializeField]
private int selectItemIndexOnStart = 0; private int selectItemIndexOnStart = 0;
private bool shouldSelectItemOnStart => SelectFirstItemOnStart || selectItemIndexOnStart > 0; private bool shouldSelectItemOnStart => SelectFirstItemOnStart || selectItemIndexOnStart > 0;
[System.Serializable] [System.Serializable]
public class SelectionChangedEvent : Events.UnityEvent<int> { } public class SelectionChangedEvent : Events.UnityEvent<int> { }
// fires when item is changed; // fires when item is changed;
[Header("Events")] [Header("Events")]
public SelectionChangedEvent OnSelectionChanged; public SelectionChangedEvent OnSelectionChanged;
[System.Serializable] [System.Serializable]
public class ControlDisabledEvent : Events.UnityEvent<bool> { } public class ControlDisabledEvent : Events.UnityEvent<bool> { }
// fires when item is changed; // fires when item changes between enabled and disabled;
public ControlDisabledEvent OnControlDisabled; public ControlDisabledEvent OnControlDisabled;
public void Start() public void Start()
{ {
Initialize(); Initialize();
if (shouldSelectItemOnStart && Items.Count > 0) if (shouldSelectItemOnStart && Items.Count > 0)
{ {
SelectItemIndex(SelectFirstItemOnStart ? 0 : selectItemIndexOnStart); SelectItemIndex(SelectFirstItemOnStart ? 0 : selectItemIndexOnStart);
} }
RedrawPanel(); RedrawPanel();
} }
private bool Initialize() private bool Initialize()
{ {
if (_initialized) return true; if (_initialized) return true;
@ -121,6 +124,9 @@ namespace UnityEngine.UI.Extensions
_rectTransform = GetComponent<RectTransform>(); _rectTransform = GetComponent<RectTransform>();
_mainButton = new DropDownListButton(_rectTransform.Find("MainButton").gameObject); _mainButton = new DropDownListButton(_rectTransform.Find("MainButton").gameObject);
_defaultMainButtonCaption = _mainButton.txt.text;
_defaultNormalColor = _mainButton.btn.colors.normalColor;
_overlayRT = _rectTransform.Find("Overlay").GetComponent<RectTransform>(); _overlayRT = _rectTransform.Find("Overlay").GetComponent<RectTransform>();
_overlayRT.gameObject.SetActive(false); _overlayRT.gameObject.SetActive(false);
_scrollPanelRT = _overlayRT.Find("ScrollPanel").GetComponent<RectTransform>(); _scrollPanelRT = _overlayRT.Find("ScrollPanel").GetComponent<RectTransform>();
@ -147,32 +153,32 @@ namespace UnityEngine.UI.Extensions
Debug.LogError("Something is setup incorrectly with the dropdownlist component causing a Null Reference Exception"); Debug.LogError("Something is setup incorrectly with the dropdownlist component causing a Null Reference Exception");
success = false; success = false;
} }
_initialized = true; _initialized = true;
RebuildPanel(); RebuildPanel();
RedrawPanel(); RedrawPanel();
return success; return success;
} }
/// <summary> /// <summary>
/// Update the drop down selection to a specific index /// Update the drop down selection to a specific index
/// </summary> /// </summary>
/// <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);
} }
// currently just using items in the list instead of being able to add to it. // currently just using items in the list instead of being able to add to it.
/// <summary> /// <summary>
/// Rebuilds the list from a new collection. /// Rebuilds the list from a new collection.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// NOTE, this will clear all existing items /// NOTE, this will clear all existing items
/// </remarks> /// </remarks>
/// <param name="list"></param> /// <param name="list"></param>
public void RefreshItems(params object[] list) public void RefreshItems(params object[] list)
{ {
Items.Clear(); Items.Clear();
List<DropDownListItem> ddItems = new List<DropDownListItem>(); List<DropDownListItem> ddItems = new List<DropDownListItem>();
@ -197,76 +203,94 @@ namespace UnityEngine.UI.Extensions
} }
Items.AddRange(ddItems); Items.AddRange(ddItems);
RebuildPanel(); RebuildPanel();
RedrawPanel(); RedrawPanel();
} }
/// <summary> /// <summary>
/// Adds an additional item to the drop down list (recommended) /// Adds an additional item to the drop down list (recommended)
/// </summary> /// </summary>
/// <param name="item">Item of type DropDownListItem</param> /// <param name="item">Item of type DropDownListItem</param>
public void AddItem(DropDownListItem item) public void AddItem(DropDownListItem item)
{ {
Items.Add(item); Items.Add(item);
RebuildPanel(); RebuildPanel();
RedrawPanel(); RedrawPanel();
} }
/// <summary> /// <summary>
/// Adds an additional drop down list item using a string name /// Adds an additional drop down list item using a string name
/// </summary> /// </summary>
/// <param name="item">Item of type String</param> /// <param name="item">Item of type String</param>
public void AddItem(string item) public void AddItem(string item)
{ {
Items.Add(new DropDownListItem(caption: (string)item)); Items.Add(new DropDownListItem(caption: (string)item));
RebuildPanel(); RebuildPanel();
RedrawPanel(); RedrawPanel();
} }
/// <summary> /// <summary>
/// Adds an additional drop down list item using a sprite image /// Adds an additional drop down list item using a sprite image
/// </summary> /// </summary>
/// <param name="item">Item of type UI Sprite</param> /// <param name="item">Item of type UI Sprite</param>
public void AddItem(Sprite item) public void AddItem(Sprite item)
{ {
Items.Add(new DropDownListItem(image: (Sprite)item)); Items.Add(new DropDownListItem(image: (Sprite)item));
RebuildPanel(); RebuildPanel();
RedrawPanel(); RedrawPanel();
} }
/// <summary> /// <summary>
/// Removes an item from the drop down list (recommended) /// Removes an item from the drop down list (recommended)
/// </summary> /// </summary>
/// <param name="item">Item of type DropDownListItem</param> /// <param name="item">Item of type DropDownListItem</param>
public void RemoveItem(DropDownListItem item) public void RemoveItem(DropDownListItem item)
{ {
Items.Remove(item); Items.Remove(item);
RebuildPanel(); RebuildPanel();
RedrawPanel(); RedrawPanel();
} }
/// <summary> /// <summary>
/// Removes an item from the drop down list item using a string name /// Removes an item from the drop down list item using a string name
/// </summary> /// </summary>
/// <param name="item">Item of type String</param> /// <param name="item">Item of type String</param>
public void RemoveItem(string item) public void RemoveItem(string item)
{ {
Items.Remove(new DropDownListItem(caption: (string)item)); Items.Remove(new DropDownListItem(caption: (string)item));
RebuildPanel(); RebuildPanel();
RedrawPanel(); RedrawPanel();
} }
/// <summary> /// <summary>
/// Removes an item from the drop down list item using a sprite image /// Removes an item from the drop down list item using a sprite image
/// </summary> /// </summary>
/// <param name="item">Item of type UI Sprite</param> /// <param name="item">Item of type UI Sprite</param>
public void RemoveItem(Sprite item) public void RemoveItem(Sprite item)
{ {
Items.Remove(new DropDownListItem(image: (Sprite)item)); Items.Remove(new DropDownListItem(image: (Sprite)item));
RebuildPanel(); RebuildPanel();
RedrawPanel(); RedrawPanel();
} }
public void ResetItems() public void ResetDropDown()
{
if (!_initialized)
{
return;
}
_mainButton.txt.text = _defaultMainButtonCaption;
for (int i = 0; i < _itemsPanelRT.childCount; i++)
{
_panelItems[i].btnImg.color = _defaultNormalColor;
}
_selectedIndex = -1;
_initialized = false;
Initialize();
}
public void ResetItems()
{ {
Items.Clear(); Items.Clear();
RebuildPanel(); RebuildPanel();
@ -304,7 +328,7 @@ namespace UnityEngine.UI.Extensions
_panelItems[i].txt.text = item.Caption; _panelItems[i].txt.text = item.Caption;
if (item.IsDisabled) _panelItems[i].txt.color = disabledTextColor; if (item.IsDisabled) _panelItems[i].txt.color = disabledTextColor;
if (_panelItems[i].btnImg != null) _panelItems[i].btnImg.sprite = null;//hide the button image if (_panelItems[i].btnImg != null) _panelItems[i].btnImg.sprite = null;//hide the button image
_panelItems[i].img.sprite = item.Image; _panelItems[i].img.sprite = item.Image;
_panelItems[i].img.color = (item.Image == null) ? new Color(1, 1, 1, 0) _panelItems[i].img.color = (item.Image == null) ? new Color(1, 1, 1, 0)
: item.IsDisabled ? new Color(1, 1, 1, .5f) : item.IsDisabled ? new Color(1, 1, 1, .5f)
@ -327,7 +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();
} }
@ -349,25 +373,25 @@ namespace UnityEngine.UI.Extensions
_mainButton.txt.text = SelectedItem.Caption; _mainButton.txt.text = SelectedItem.Caption;
//update selected index color //update selected index color
if (OverrideHighlighted) if (OverrideHighlighted)
{ {
for (int i = 0; i < _itemsPanelRT.childCount; i++) for (int i = 0; i < _itemsPanelRT.childCount; i++)
{ {
_panelItems[i].btnImg.color = (_selectedIndex == i) ? _mainButton.btn.colors.highlightedColor : new Color(0, 0, 0, 0); _panelItems[i].btnImg.color = (_selectedIndex == i) ? _mainButton.btn.colors.highlightedColor : new Color(0, 0, 0, 0);
} }
} }
} }
private void RedrawPanel() private void RedrawPanel()
{ {
float scrollbarWidth = _panelItems.Count > ItemsToDisplay ? _scrollBarWidth : 0f;//hide the scrollbar if there's not enough items float scrollbarWidth = _panelItems.Count > ItemsToDisplay ? _scrollBarWidth : 0f;//hide the scrollbar if there's not enough items
_scrollBarRT.gameObject.SetActive(_panelItems.Count > ItemsToDisplay); _scrollBarRT.gameObject.SetActive(_panelItems.Count > ItemsToDisplay);
float dropdownHeight = _itemsToDisplay > 0 ? _rectTransform.sizeDelta.y * Mathf.Min(_itemsToDisplay, _panelItems.Count) : _rectTransform.sizeDelta.y * _panelItems.Count; float dropdownHeight = _itemsToDisplay > 0 ? _rectTransform.sizeDelta.y * Mathf.Min(_itemsToDisplay, _panelItems.Count) : _rectTransform.sizeDelta.y * _panelItems.Count;
dropdownHeight += dropdownOffset; dropdownHeight += dropdownOffset;
if (!_hasDrawnOnce || _rectTransform.sizeDelta != _mainButton.rectTransform.sizeDelta) if (!_hasDrawnOnce || _rectTransform.sizeDelta != _mainButton.rectTransform.sizeDelta)
{ {
_hasDrawnOnce = true; _hasDrawnOnce = true;
_mainButton.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x); _mainButton.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x);
@ -377,12 +401,12 @@ namespace UnityEngine.UI.Extensions
itemsRemaining = itemsRemaining < 0 ? 0 : itemsRemaining; itemsRemaining = itemsRemaining < 0 ? 0 : itemsRemaining;
_scrollPanelRT.SetParent(transform, true); _scrollPanelRT.SetParent(transform, true);
_scrollPanelRT.anchoredPosition = _displayPanelAbove ? _scrollPanelRT.anchoredPosition = _displayPanelAbove ?
new Vector2(0, dropdownOffset + dropdownHeight) : new Vector2(0, dropdownOffset + dropdownHeight) :
new Vector2(0, -(dropdownOffset + _rectTransform.sizeDelta.y)); new Vector2(0, -(dropdownOffset + _rectTransform.sizeDelta.y));
//make the overlay fill the screen //make the overlay fill the screen
_overlayRT.SetParent(_canvas.transform, false); _overlayRT.SetParent(_canvas.transform, false);
_overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _canvasRT.sizeDelta.x); _overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _canvasRT.sizeDelta.x);
_overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _canvasRT.sizeDelta.y); _overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _canvasRT.sizeDelta.y);
@ -392,7 +416,7 @@ namespace UnityEngine.UI.Extensions
if (_panelItems.Count < 1) return; if (_panelItems.Count < 1) return;
_scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight); _scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
_scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x); _scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x);
_itemsPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _scrollPanelRT.sizeDelta.x - scrollbarWidth - 5); _itemsPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _scrollPanelRT.sizeDelta.x - scrollbarWidth - 5);
@ -407,38 +431,63 @@ namespace UnityEngine.UI.Extensions
} }
/// <summary> /// <summary>
/// Toggle the drop down list /// Toggle the drop down list if it is active
/// </summary> /// </summary>
/// <param name="directClick"> whether an item was directly clicked on</param> /// <param name="directClick">Retained for backwards compatibility only.</param>
public void ToggleDropdownPanel(bool directClick) [Obsolete("DirectClick Parameter is no longer required")]
public void ToggleDropdownPanel(bool directClick = false)
{ {
if (!isActive) return; ToggleDropdownPanel();
}
/// <summary>
/// Toggle the drop down list if it is active
/// </summary>
public void ToggleDropdownPanel()
{
if (!isActive)
{
return;
}
_overlayRT.transform.localScale = new Vector3(1, 1, 1); _overlayRT.transform.localScale = new Vector3(1, 1, 1);
_scrollBarRT.transform.localScale = new Vector3(1, 1, 1); _scrollBarRT.transform.localScale = new Vector3(1, 1, 1);
_isPanelActive = !_isPanelActive; _isPanelActive = !_isPanelActive;
_overlayRT.gameObject.SetActive(_isPanelActive); _overlayRT.gameObject.SetActive(_isPanelActive);
if (_isPanelActive) if (_isPanelActive)
{ {
transform.SetAsLastSibling(); transform.SetAsLastSibling();
} }
else if (directClick)
{
// scrollOffset = Mathf.RoundToInt(itemsPanelRT.anchoredPosition.y / _rectTransform.sizeDelta.y);
}
} }
/// <summary> /// <summary>
/// Updates the control and sets its active status, determines whether the dropdown will open ot not /// Hides the drop down panel if its visible at the moment
/// </summary> /// </summary>
/// <param name="status"></param> public void HideDropDownPanel()
public void SetActive(bool status) {
{ if (!_isPanelActive)
if (status != isActive) {
{ return;
OnControlDisabled?.Invoke(status); }
}
isActive = status; ToggleDropdownPanel();
} }
}
/// <summary>
/// Updates the control and sets its active status, determines whether the dropdown will open ot not
/// and takes care of the underlying button to follow the status.
/// </summary>
/// <param name="status"></param>
public void SetActive(bool status)
{
if (status == isActive)
{
return;
}
isActive = status;
OnControlDisabled?.Invoke(isActive);
_mainButton.btn.enabled = isActive;
}
}
} }

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;
} }

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@ -367,5 +367,14 @@ namespace UnityEngine.UI.Extensions
eventData.useDragThreshold = false; eventData.useDragThreshold = false;
} }
public void SetXWithoutNotify(float x)
{
SetX(x, false);
}
public void SetYWithoutNotify(float y)
{
SetY(y, false);
}
} }
} }

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@ -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
}

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@ -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:
@ -140,8 +132,7 @@ 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];
@ -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 }

View File

@ -16,6 +16,9 @@ namespace UnityEngine.UI.Extensions
[Tooltip("Enables 3d rotation for the particles")] [Tooltip("Enables 3d rotation for the particles")]
public bool use3dRotation = false; public bool use3dRotation = false;
[Tooltip("Enables using Renderer.lengthScale parameter")]
public bool _useLengthScale = false;
private Transform _transform; private Transform _transform;
private ParticleSystem pSystem; private ParticleSystem pSystem;
private ParticleSystem.Particle[] particles; private ParticleSystem.Particle[] particles;
@ -91,7 +94,7 @@ namespace UnityEngine.UI.Extensions
pRenderer = pSystem.GetComponent<ParticleSystemRenderer>(); pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
if (pRenderer != null) if (pRenderer != null)
pRenderer.enabled = false; pRenderer.enabled = false;
if (material == null) if (material == null)
{ {
var foundShader = ShaderLibrary.GetShaderInstance("UI Extensions/Particles/Additive"); var foundShader = ShaderLibrary.GetShaderInstance("UI Extensions/Particles/Additive");
@ -183,8 +186,6 @@ namespace UnityEngine.UI.Extensions
#else #else
Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position)); Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#endif #endif
float rotation = -particle.rotation * Mathf.Deg2Rad;
float rotation90 = rotation + Mathf.PI / 2;
Color32 color = particle.GetCurrentColor(pSystem); Color32 color = particle.GetCurrentColor(pSystem);
float size = particle.GetCurrentSize(pSystem) * 0.5f; float size = particle.GetCurrentSize(pSystem) * 0.5f;
@ -280,13 +281,29 @@ namespace UnityEngine.UI.Extensions
_quad[3].color = color; _quad[3].color = color;
_quad[3].uv0 = temp; _quad[3].uv0 = temp;
float rotation = -particle.rotation * Mathf.Deg2Rad;
var lengthScale = pRenderer.lengthScale;
if (_useLengthScale)
{
// rotate towards velocity
var normalizedVelocity = particle.velocity.normalized;
rotation = Mathf.Atan2(normalizedVelocity.y, normalizedVelocity.x);
}
else
{
lengthScale = 1f;
}
float rotation90 = rotation + Mathf.PI / 2;
if (rotation == 0) if (rotation == 0)
{ {
// no rotation // no rotation
corner1.x = position.x - size; corner1.x = position.x - size;
corner1.y = position.y - size; corner1.y = position.y - size * lengthScale;
corner2.x = position.x + size; corner2.x = position.x + size;
corner2.y = position.y + size; corner2.y = position.y + size * lengthScale;
temp.x = corner1.x; temp.x = corner1.x;
temp.y = corner1.y; temp.y = corner1.y;
@ -339,7 +356,7 @@ namespace UnityEngine.UI.Extensions
else else
{ {
// apply rotation // apply rotation
Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size; Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size * lengthScale;
Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size; Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;
_quad[0].position = position - right - up; _quad[0].position = position - right - up;

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

@ -287,7 +287,7 @@ namespace UnityEngine.UI.Extensions
PopulateMesh (vh, m_points); PopulateMesh (vh, m_points);
} }
else if (m_segments != null && m_segments.Count > 0) { if (m_segments != null && m_segments.Count > 0) {
GeneratedUVs (); GeneratedUVs ();
vh.Clear (); vh.Clear ();
@ -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)
@ -501,6 +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

@ -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": "2.3.2-pre.3", "version": "2.3.2",
"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": [