/// Credit setchi (https://github.com/setchi) /// Sourced from - https://github.com/setchi/FancyScrollView using System; using UnityEngine.EventSystems; using UnityEngine.UI.Extensions.EasingCore; namespace UnityEngine.UI.Extensions { /// /// スクロール位置の制御を行うコンポーネント. /// public class Scroller : UIBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler { [SerializeField] RectTransform viewport = default; /// /// ビューポートのサイズ. /// public float ViewportSize => scrollDirection == ScrollDirection.Horizontal ? viewport.rect.size.x : viewport.rect.size.y; [SerializeField] ScrollDirection scrollDirection = ScrollDirection.Vertical; /// /// スクロール方向. /// public ScrollDirection ScrollDirection => scrollDirection; [SerializeField] MovementType movementType = MovementType.Elastic; /// /// コンテンツがスクロール範囲を越えて移動するときに使用する挙動. /// public MovementType MovementType { get => movementType; set => movementType = value; } [SerializeField] float elasticity = 0.1f; /// /// コンテンツがスクロール範囲を越えて移動するときに使用する弾力性の量. /// public float Elasticity { get => elasticity; set => elasticity = value; } [SerializeField] float scrollSensitivity = 1f; /// /// の端から端まで Drag したときのスクロール位置の変化量. /// public float ScrollSensitivity { get => scrollSensitivity; set => scrollSensitivity = value; } [SerializeField] bool inertia = true; /// /// 慣性を使用するかどうか. true を指定すると慣性が有効に, false を指定すると慣性が無効になります. /// public bool Inertia { get => inertia; set => inertia = value; } [SerializeField] float decelerationRate = 0.03f; /// /// スクロールの減速率. true の場合のみ有効です. /// public float DecelerationRate { get => decelerationRate; set => decelerationRate = value; } [SerializeField] Snap snap = new Snap { Enable = true, VelocityThreshold = 0.5f, Duration = 0.3f, Easing = Ease.InOutCubic }; /// /// true ならスナップし, falseならスナップしません. /// /// /// スナップを有効にすると, 慣性でスクロールが止まる直前に最寄りのセルへ移動します. /// public bool SnapEnabled { get => snap.Enable; set => snap.Enable = value; } [SerializeField] bool draggable = true; /// /// Drag 入力を受付けるかどうか. /// public bool Draggable { get => draggable; set => draggable = value; } [SerializeField] Scrollbar scrollbar = default; /// /// スクロールバーのオブジェクト. /// public Scrollbar Scrollbar => scrollbar; /// /// 現在のスクロール位置. /// /// public float Position { get => currentPosition; set { autoScrollState.Reset(); velocity = 0f; dragging = false; UpdatePosition(value); } } readonly AutoScrollState autoScrollState = new AutoScrollState(); Action onValueChanged; Action onSelectionChanged; Vector2 beginDragPointerPosition; float scrollStartPosition; float prevPosition; float currentPosition; int totalCount; bool dragging; float velocity; [Serializable] class Snap { public bool Enable; public float VelocityThreshold; public float Duration; public Ease Easing; } static readonly Func DefaultEasingFunction = EasingFunction.Get(Ease.OutCubic); class AutoScrollState { public bool Enable; public bool Elastic; public float Duration; public Func EasingFunction; public float StartTime; public float EndPosition; public Action OnComplete; public void Reset() { Enable = false; Elastic = false; Duration = 0f; StartTime = 0f; EasingFunction = DefaultEasingFunction; EndPosition = 0f; OnComplete = null; } public void Complete() { OnComplete?.Invoke(); Reset(); } } protected override void Start() { base.Start(); if (scrollbar) { scrollbar.onValueChanged.AddListener(x => UpdatePosition(x * (totalCount - 1f), false)); } } /// /// スクロール位置が変化したときのコールバックを設定します. /// /// スクロール位置が変化したときのコールバック. public void OnValueChanged(Action callback) => onValueChanged = callback; /// /// 選択位置が変化したときのコールバックを設定します. /// /// 選択位置が変化したときのコールバック. public void OnSelectionChanged(Action callback) => onSelectionChanged = callback; /// /// アイテムの総数を設定します. /// /// /// を元に最大スクロール位置を計算します. /// /// アイテムの総数. public void SetTotalCount(int totalCount) => this.totalCount = totalCount; /// /// 指定した位置まで移動します. /// /// スクロール位置. 0f ~ totalCount - 1f の範囲. /// 移動にかける秒数. /// 移動が完了した際に呼び出されるコールバック. public void ScrollTo(float position, float duration, Action onComplete = null) => ScrollTo(position, duration, Ease.OutCubic, onComplete); /// /// 指定した位置まで移動します. /// /// スクロール位置. 0f ~ totalCount - 1f の範囲. /// 移動にかける秒数. /// 移動に使用するイージング. /// 移動が完了した際に呼び出されるコールバック. public void ScrollTo(float position, float duration, Ease easing, Action onComplete = null) => ScrollTo(position, duration, EasingFunction.Get(easing), onComplete); /// /// 指定した位置まで移動します. /// /// スクロール位置. 0f ~ totalCount - 1f の範囲. /// 移動にかける秒数. /// 移動に使用するイージング関数. /// 移動が完了した際に呼び出されるコールバック. public void ScrollTo(float position, float duration, Func easingFunction, Action onComplete = null) { if (duration <= 0f) { Position = CircularPosition(position, totalCount); onComplete?.Invoke(); return; } autoScrollState.Reset(); autoScrollState.Enable = true; autoScrollState.Duration = duration; autoScrollState.EasingFunction = easingFunction ?? DefaultEasingFunction; autoScrollState.StartTime = Time.unscaledTime; autoScrollState.EndPosition = currentPosition + CalculateMovementAmount(currentPosition, position); autoScrollState.OnComplete = onComplete; velocity = 0f; scrollStartPosition = currentPosition; UpdateSelection(Mathf.RoundToInt(CircularPosition(autoScrollState.EndPosition, totalCount))); } /// /// 指定したインデックスの位置までジャンプします. /// /// アイテムのインデックス. public void JumpTo(int index) { if (index < 0 || index > totalCount - 1) { throw new ArgumentOutOfRangeException(nameof(index)); } autoScrollState.Reset(); velocity = 0f; dragging = false; UpdateSelection(index); UpdatePosition(index); } /// /// から に移動する際の移動方向を返します. /// スクロール範囲が無制限に設定されている場合は, 最短距離の移動方向を返します. /// /// 移動元のインデックス. /// 移動先のインデックス. /// public MovementDirection GetMovementDirection(int sourceIndex, int destIndex) { var movementAmount = CalculateMovementAmount(sourceIndex, destIndex); return scrollDirection == ScrollDirection.Horizontal ? movementAmount > 0 ? MovementDirection.Left : MovementDirection.Right : movementAmount > 0 ? MovementDirection.Up : MovementDirection.Down; } /// void IBeginDragHandler.OnBeginDrag(PointerEventData eventData) { if (!draggable || eventData.button != PointerEventData.InputButton.Left) { return; } RectTransformUtility.ScreenPointToLocalPointInRectangle( viewport, eventData.position, eventData.pressEventCamera, out beginDragPointerPosition); scrollStartPosition = currentPosition; dragging = true; autoScrollState.Reset(); } /// void IDragHandler.OnDrag(PointerEventData eventData) { if (!draggable || eventData.button != PointerEventData.InputButton.Left || !dragging) { return; } if (!RectTransformUtility.ScreenPointToLocalPointInRectangle( viewport, eventData.position, eventData.pressEventCamera, out var dragPointerPosition)) { return; } var pointerDelta = dragPointerPosition - beginDragPointerPosition; var position = (scrollDirection == ScrollDirection.Horizontal ? -pointerDelta.x : pointerDelta.y) / ViewportSize * scrollSensitivity + scrollStartPosition; var offset = CalculateOffset(position); position += offset; if (movementType == MovementType.Elastic) { if (offset != 0f) { position -= RubberDelta(offset, scrollSensitivity); } } UpdatePosition(position); } /// void IEndDragHandler.OnEndDrag(PointerEventData eventData) { if (!draggable || eventData.button != PointerEventData.InputButton.Left) { return; } dragging = false; } float CalculateOffset(float position) { if (movementType == MovementType.Unrestricted) { return 0f; } if (position < 0f) { return -position; } if (position > totalCount - 1) { return totalCount - 1 - position; } return 0f; } void UpdatePosition(float position, bool updateScrollbar = true) { onValueChanged?.Invoke(currentPosition = position); if (scrollbar && updateScrollbar) { scrollbar.value = Mathf.Clamp01(position / Mathf.Max(totalCount - 1f, 1e-4f)); } } void UpdateSelection(int index) => onSelectionChanged?.Invoke(index); float RubberDelta(float overStretching, float viewSize) => (1 - 1 / (Mathf.Abs(overStretching) * 0.55f / viewSize + 1)) * viewSize * Mathf.Sign(overStretching); void Update() { var deltaTime = Time.unscaledDeltaTime; var offset = CalculateOffset(currentPosition); if (autoScrollState.Enable) { var position = 0f; if (autoScrollState.Elastic) { position = Mathf.SmoothDamp(currentPosition, currentPosition + offset, ref velocity, elasticity, Mathf.Infinity, deltaTime); if (Mathf.Abs(velocity) < 0.01f) { position = Mathf.Clamp(Mathf.RoundToInt(position), 0, totalCount - 1); velocity = 0f; autoScrollState.Complete(); } } else { var alpha = Mathf.Clamp01((Time.unscaledTime - autoScrollState.StartTime) / Mathf.Max(autoScrollState.Duration, float.Epsilon)); position = Mathf.LerpUnclamped(scrollStartPosition, autoScrollState.EndPosition, autoScrollState.EasingFunction(alpha)); if (Mathf.Approximately(alpha, 1f)) { autoScrollState.Complete(); } } UpdatePosition(position); } else if (!dragging && (!Mathf.Approximately(offset, 0f) || !Mathf.Approximately(velocity, 0f))) { var position = currentPosition; if (movementType == MovementType.Elastic && !Mathf.Approximately(offset, 0f)) { autoScrollState.Reset(); autoScrollState.Enable = true; autoScrollState.Elastic = true; UpdateSelection(Mathf.Clamp(Mathf.RoundToInt(position), 0, totalCount - 1)); } else if (inertia) { velocity *= Mathf.Pow(decelerationRate, deltaTime); if (Mathf.Abs(velocity) < 0.001f) { velocity = 0f; } position += velocity * deltaTime; if (snap.Enable && Mathf.Abs(velocity) < snap.VelocityThreshold) { ScrollTo(Mathf.RoundToInt(currentPosition), snap.Duration, snap.Easing); } } else { velocity = 0f; } if (!Mathf.Approximately(velocity, 0f)) { if (movementType == MovementType.Clamped) { offset = CalculateOffset(position); position += offset; if (Mathf.Approximately(position, 0f) || Mathf.Approximately(position, totalCount - 1f)) { velocity = 0f; UpdateSelection(Mathf.RoundToInt(position)); } } UpdatePosition(position); } } if (!autoScrollState.Enable && dragging && inertia) { var newVelocity = (currentPosition - prevPosition) / deltaTime; velocity = Mathf.Lerp(velocity, newVelocity, deltaTime * 10f); } prevPosition = currentPosition; } float CalculateMovementAmount(float sourcePosition, float destPosition) { if (movementType != MovementType.Unrestricted) { return Mathf.Clamp(destPosition, 0, totalCount - 1) - sourcePosition; } var amount = CircularPosition(destPosition, totalCount) - CircularPosition(sourcePosition, totalCount); if (Mathf.Abs(amount) > totalCount * 0.5f) { amount = Mathf.Sign(-amount) * (totalCount - Mathf.Abs(amount)); } return amount; } float CircularPosition(float p, int size) => size < 1 ? 0 : p < 0 ? size - 1 + (p + 1) % size : p % size; } }