com.unity.uiextensions/Scripts/Layout/HorizontalScrollSnap.cs

219 lines
7.9 KiB
C#

/// Credit BinaryX
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
/// Updated by ddreaper - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
using System;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("Layout/Extensions/Horizontal Scroll Snap")]
public class HorizontalScrollSnap : ScrollSnapBase, IEndDragHandler
{
// Use this for initialization
void Awake()
{
_scroll_rect = gameObject.GetComponent<ScrollRect>();
if (_scroll_rect.horizontalScrollbar || _scroll_rect.verticalScrollbar)
{
Debug.LogWarning("Warning, using scrollbars with the Scroll Snap controls is not advised as it causes unpredictable results");
}
_screensContainer = _scroll_rect.content;
DistributePages();
if (NextButton)
NextButton.GetComponent<Button>().onClick.AddListener(() => { NextScreen(); });
if (PrevButton)
PrevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousScreen(); });
}
void Start()
{
UpdateChildPositions();
_lerp = false;
_currentScreen = StartingScreen - 1;
_scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
ChangeBulletsInfo(_currentScreen);
}
void Update()
{
//Three Use cases:
//1: Swipe Next - FastSwipeNextPrev
//2: Swipe next while in motion - FastSwipeNextPrev
//3: Swipe to end - default
//If lerping, NOT swiping and (!fastswipenextprev & velocity < 200)
//Aim is to settle on target "page"
if (!_lerp && _scroll_rect.velocity == Vector2.zero)
{
return;
}
else if (_lerp)
{
_screensContainer.localPosition = Vector3.Lerp(_screensContainer.localPosition, _lerp_target, transitionSpeed * Time.deltaTime);
if (Vector3.Distance(_screensContainer.localPosition, _lerp_target) < 0.1f)
{
_lerp = false;
EndScreenChange();
}
}
//If the container is moving faster than the threshold, then just update the pages as they pass
else if ((_scroll_rect.velocity.x > 0 && _scroll_rect.velocity.x > SwipeVelocityThreshold) ||
_scroll_rect.velocity.x < 0 && _scroll_rect.velocity.x < -SwipeVelocityThreshold)
{
_currentScreen = GetPageforPosition(FindClosestFrom(_screensContainer.localPosition, _visiblePositions));
if (_currentScreen != _previousScreen)
{
_previousScreen = _currentScreen;
ChangeBulletsInfo(_currentScreen);
}
}
else if (!_pointerDown)
{
ScrollToClosestElement();
}
}
//used for changing between screen resolutions
private void DistributePages()
{
int _offset = 0;
float _dimension = 0;
Rect panelDimensions = gameObject.GetComponent<RectTransform>().rect;
float currentXPosition = 0;
var pageStepValue = (int)panelDimensions.width * ((PageStep == 0) ? 3 : PageStep);
for (int i = 0; i < _screensContainer.transform.childCount; i++)
{
RectTransform child = _screensContainer.transform.GetChild(i).gameObject.GetComponent<RectTransform>();
currentXPosition = _offset + (int)(i * pageStepValue);
child.sizeDelta = new Vector2(panelDimensions.width, panelDimensions.height);
child.anchoredPosition = new Vector2(currentXPosition, 0f);
child.anchorMin = new Vector2(0f, child.anchorMin.y);
child.anchorMax = new Vector2(0f, child.anchorMax.y);
child.pivot = new Vector2(0f, child.pivot.y);
}
_dimension = currentXPosition + _offset * -1;
_screensContainer.GetComponent<RectTransform>().offsetMax = new Vector2(_dimension, 0f);
}
void UpdateChildPositions()
{
_screens = _screensContainer.childCount;
_positions = new Vector3[_screens];
if (_screens > 0)
{
for (int i = 0; i < _screens; ++i)
{
_scroll_rect.horizontalNormalizedPosition = (float)i / (float)(_screens - 1);
_positions[i] = _screensContainer.localPosition;
}
}
//debug visible
_visiblePositions = _positions;
}
/// <summary>
/// Add a new child to this Scroll Snap and recalculate it's children
/// </summary>
/// <param name="GO">GameObject to add to the ScrollSnap</param>
public void AddChild(GameObject GO)
{
_scroll_rect.horizontalNormalizedPosition = 0;
GO.transform.SetParent(_screensContainer);
DistributePages();
UpdateChildPositions();
_scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
}
/// <summary>
/// Remove a new child to this Scroll Snap and recalculate it's children
/// *Note, this is an index address (0-x)
/// </summary>
/// <param name="index"></param>
/// <param name="ChildRemoved"></param>
public void RemoveChild(int index, out GameObject ChildRemoved)
{
ChildRemoved = null;
if (index < 0 || index > _screensContainer.childCount)
{
return;
}
_scroll_rect.horizontalNormalizedPosition = 0;
var children = _screensContainer.transform;
int i = 0;
foreach (Transform child in children)
{
if (i == index)
{
child.SetParent(null);
ChildRemoved = child.gameObject;
break;
}
i++;
}
DistributePages();
UpdateChildPositions();
if (_currentScreen > _screens - 1)
{
_currentScreen = _screens - 1;
}
_scroll_rect.horizontalNormalizedPosition = (float)(_currentScreen) / (_screens - 1);
}
#region Interfaces
/// <summary>
/// Release screen to swipe
/// </summary>
/// <param name="eventData"></param>
public void OnEndDrag(PointerEventData eventData)
{
if (_scroll_rect.horizontal)
{
if (UseFastSwipe)
{
//If using fastswipe - then a swipe does page next / previous
if (_scroll_rect.velocity.x > SwipeVelocityThreshold)
{
_scroll_rect.velocity = Vector3.zero;
if (_startPosition.x - _screensContainer.localPosition.x > 0)
{
NextScreen();
}
else
{
PreviousScreen();
}
}
else
{
ScrollToClosestElement();
}
}
}
}
#endregion
}
}