649 lines
26 KiB
C#
649 lines
26 KiB
C#
/// Credit BinaryX
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
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/// Updated by simonDarksideJ - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
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using System;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using UnityEngine.UI.Extensions;
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namespace UnityEngine.UI.Extensions
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{
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public class ScrollSnapBase : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IScrollSnap, IPointerClickHandler
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{
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internal Rect panelDimensions;
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internal RectTransform _screensContainer;
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internal bool _isVertical;
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internal int _screens = 1;
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internal float _scrollStartPosition;
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internal float _childSize;
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private float _childPos, _maskSize;
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internal Vector2 _childAnchorPoint;
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internal ScrollRect _scroll_rect;
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internal Vector3 _lerp_target;
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internal bool _lerp;
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internal bool _pointerDown = false;
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internal bool _settled = true;
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internal Vector3 _startPosition = new Vector3();
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[Tooltip("The currently active page")]
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internal int _currentPage;
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internal int _previousPage;
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internal int _halfNoVisibleItems;
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internal bool _isInfinite; // Is a UI Infinite scroller attached to the control
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internal int _infiniteWindow; // The infinite window the control is in
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internal float _infiniteOffset; // How much to offset a repositioning
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private int _bottomItem, _topItem;
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internal bool _startEventCalled = false;
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internal bool _endEventCalled = false;
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internal bool _suspendEvents = false;
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[Serializable]
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public class SelectionChangeStartEvent : UnityEvent { }
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[Serializable]
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public class SelectionPageChangedEvent : UnityEvent<int> { }
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[Serializable]
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public class SelectionChangeEndEvent : UnityEvent<int> { }
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[Tooltip("The screen / page to start the control on\n*Note, this is a 0 indexed array")]
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[SerializeField]
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public int StartingScreen = 0;
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[Tooltip("The distance between two pages based on page height, by default pages are next to each other")]
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[SerializeField]
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[Range(0, 8)]
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public float PageStep = 1;
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[Tooltip("The gameobject that contains toggles which suggest pagination. (optional)")]
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public GameObject Pagination;
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[Tooltip("Button to go to the previous page. (optional)")]
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public GameObject PrevButton;
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[Tooltip("Button to go to the next page. (optional)")]
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public GameObject NextButton;
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[Tooltip("Transition speed between pages. (optional)")]
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public float transitionSpeed = 7.5f;
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[Tooltip("Hard Swipe forces to swiping to the next / previous page (optional)")]
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public Boolean UseHardSwipe = false;
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[Tooltip("Fast Swipe makes swiping page next / previous (optional)")]
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public Boolean UseFastSwipe = false;
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[Tooltip("Swipe Delta Threshold looks at the speed of input to decide if a swipe will be initiated (optional)")]
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public Boolean UseSwipeDeltaThreshold = false;
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[Tooltip("Offset for how far a swipe has to travel to initiate a page change (optional)")]
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public int FastSwipeThreshold = 100;
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[Tooltip("Speed at which the ScrollRect will keep scrolling before slowing down and stopping (optional)")]
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public int SwipeVelocityThreshold = 100;
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[Tooltip("Threshold for swipe speed to initiate a swipe, below threshold will return to closest page (optional)")]
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public float SwipeDeltaThreshold = 5.0f;
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[Tooltip("Use time scale instead of unscaled time (optional)")]
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public Boolean UseTimeScale = true;
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[Tooltip("The visible bounds area, controls which items are visible/enabled. *Note Should use a RectMask. (optional)")]
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public RectTransform MaskArea;
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[Tooltip("Pixel size to buffer around Mask Area. (optional)")]
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public float MaskBuffer = 1;
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public int CurrentPage
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{
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get
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{
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return _currentPage;
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}
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internal set
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{
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if (_isInfinite)
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{
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//Work out which infinite window we are in
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float infWindow = (float)value / (float)_screensContainer.childCount;
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if (infWindow < 0)
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{
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_infiniteWindow = (int)(Math.Floor(infWindow));
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}
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else
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{
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_infiniteWindow = value / _screensContainer.childCount;
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}
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//Invert the value if negative and differentiate from Window 0
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_infiniteWindow = value < 0 ? (-_infiniteWindow) : _infiniteWindow;
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//Calculate the page within the child count range
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value = value % _screensContainer.childCount;
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if (value < 0)
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{
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value = _screensContainer.childCount + value;
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}
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else if (value > _screensContainer.childCount - 1)
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{
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value = value - _screensContainer.childCount;
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}
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}
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if ((value != _currentPage && value >= 0 && value < _screensContainer.childCount) || (value == 0 && _screensContainer.childCount == 0))
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{
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_previousPage = _currentPage;
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_currentPage = value;
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if (MaskArea) UpdateVisible();
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if (!_lerp) ScreenChange();
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OnCurrentScreenChange(_currentPage);
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}
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}
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}
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[Tooltip("By default the container will lerp to the start when enabled in the scene, this option overrides this and forces it to simply jump without lerping")]
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public bool JumpOnEnable = false;
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[Tooltip("By default the container will return to the original starting page when enabled, this option overrides this behaviour and stays on the current selection")]
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public bool RestartOnEnable = false;
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[Tooltip("(Experimental)\nBy default, child array objects will use the parent transform\nHowever you can disable this for some interesting effects")]
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public bool UseParentTransform = true;
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[Tooltip("Scroll Snap children. (optional)\nEither place objects in the scene as children OR\nPrefabs in this array, NOT BOTH")]
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public GameObject[] ChildObjects;
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[SerializeField]
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[Tooltip("Event fires when a user starts to change the selection")]
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private SelectionChangeStartEvent m_OnSelectionChangeStartEvent = new SelectionChangeStartEvent();
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public SelectionChangeStartEvent OnSelectionChangeStartEvent { get { return m_OnSelectionChangeStartEvent; } set { m_OnSelectionChangeStartEvent = value; } }
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[SerializeField]
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[Tooltip("Event fires as the page changes, while dragging or jumping")]
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private SelectionPageChangedEvent m_OnSelectionPageChangedEvent = new SelectionPageChangedEvent();
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public SelectionPageChangedEvent OnSelectionPageChangedEvent { get { return m_OnSelectionPageChangedEvent; } set { m_OnSelectionPageChangedEvent = value; } }
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[SerializeField]
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[Tooltip("Event fires when the page settles after a user has dragged")]
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private SelectionChangeEndEvent m_OnSelectionChangeEndEvent = new SelectionChangeEndEvent();
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public SelectionChangeEndEvent OnSelectionChangeEndEvent { get { return m_OnSelectionChangeEndEvent; } set { m_OnSelectionChangeEndEvent = value; } }
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// Use this for initialization
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void Awake()
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{
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if (_scroll_rect == null)
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{
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_scroll_rect = gameObject.GetComponent<ScrollRect>();
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}
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if (_scroll_rect.horizontalScrollbar && _scroll_rect.horizontal)
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{
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var hscroll = _scroll_rect.horizontalScrollbar.gameObject.AddComponent<ScrollSnapScrollbarHelper>();
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hscroll.ss = this;
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}
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if (_scroll_rect.verticalScrollbar && _scroll_rect.vertical)
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{
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var vscroll = _scroll_rect.verticalScrollbar.gameObject.AddComponent<ScrollSnapScrollbarHelper>();
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vscroll.ss = this;
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}
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panelDimensions = gameObject.GetComponent<RectTransform>().rect;
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if (StartingScreen < 0)
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{
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StartingScreen = 0;
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}
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_screensContainer = _scroll_rect.content;
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InitialiseChildObjects();
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if (NextButton)
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NextButton.GetComponent<Button>().onClick.AddListener(() => { NextScreen(); });
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if (PrevButton)
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PrevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousScreen(); });
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_isInfinite = GetComponent<UI_InfiniteScroll>() != null;
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}
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internal void InitialiseChildObjects()
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{
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if (ChildObjects != null && ChildObjects.Length > 0)
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{
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if (_screensContainer.transform.childCount > 0)
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{
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Debug.LogError("ScrollRect Content has children, this is not supported when using managed Child Objects\n Either remove the ScrollRect Content children or clear the ChildObjects array");
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return;
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}
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InitialiseChildObjectsFromArray();
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if (GetComponent<UI_InfiniteScroll>() != null)
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{
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GetComponent<UI_InfiniteScroll>().Init();
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}
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}
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else
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{
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InitialiseChildObjectsFromScene();
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}
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}
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internal void InitialiseChildObjectsFromScene()
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{
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int childCount = _screensContainer.childCount;
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ChildObjects = new GameObject[childCount];
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for (int i = 0; i < childCount; i++)
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{
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ChildObjects[i] = _screensContainer.transform.GetChild(i).gameObject;
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if (MaskArea && ChildObjects[i].activeSelf)
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{
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ChildObjects[i].SetActive(false);
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}
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}
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}
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internal void InitialiseChildObjectsFromArray()
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{
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int childCount = ChildObjects.Length;
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RectTransform childRect;
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GameObject child;
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for (int i = 0; i < childCount; i++)
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{
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child = GameObject.Instantiate(ChildObjects[i]);
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//Optionally, use original GO transform when initialising, by default will use parent RectTransform position/rotation
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if (UseParentTransform)
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{
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childRect = child.GetComponent<RectTransform>();
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childRect.rotation = _screensContainer.rotation;
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childRect.localScale = _screensContainer.localScale;
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childRect.position = _screensContainer.position;
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}
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child.transform.SetParent(_screensContainer.transform);
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ChildObjects[i] = child;
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if (MaskArea && ChildObjects[i].activeSelf)
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{
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ChildObjects[i].SetActive(false);
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}
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}
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}
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internal void UpdateVisible()
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{
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//If there are no objects in the scene or a mask, exit
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if (!MaskArea || ChildObjects == null || ChildObjects.Length < 1 || _screensContainer.childCount < 1)
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{
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return;
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}
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_maskSize = _isVertical ? MaskArea.rect.height : MaskArea.rect.width;
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_halfNoVisibleItems = (int)Math.Round(_maskSize / (_childSize * MaskBuffer), MidpointRounding.AwayFromZero) / 2;
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_bottomItem = _topItem = 0;
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//work out how many items below the current page can be visible
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for (int i = _halfNoVisibleItems + 1; i > 0; i--)
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{
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_bottomItem = _currentPage - i < 0 ? 0 : i;
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if (_bottomItem > 0) break;
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}
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//work out how many items above the current page can be visible
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for (int i = _halfNoVisibleItems + 1; i > 0; i--)
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{
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_topItem = _screensContainer.childCount - _currentPage - i < 0 ? 0 : i;
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if (_topItem > 0) break;
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}
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//Set the active items active
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for (int i = CurrentPage - _bottomItem; i < CurrentPage + _topItem; i++)
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{
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try
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{
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ChildObjects[i].SetActive(true);
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}
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catch
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{
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Debug.Log("Failed to setactive child [" + i + "]");
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}
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}
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//Deactivate items out of visibility at the bottom of the ScrollRect Mask (only on scroll)
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if (_currentPage > _halfNoVisibleItems) ChildObjects[CurrentPage - _bottomItem].SetActive(false);
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//Deactivate items out of visibility at the top of the ScrollRect Mask (only on scroll)
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if (_screensContainer.childCount - _currentPage > _topItem) ChildObjects[CurrentPage + _topItem].SetActive(false);
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}
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//Function for switching screens with buttons
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public void NextScreen()
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{
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_scroll_rect.velocity = Vector2.zero;
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if (_currentPage < _screens - 1 || _isInfinite)
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{
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if (!_lerp) StartScreenChange();
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_lerp = true;
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if (_isInfinite)
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{
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CurrentPage = GetPageforPosition(_screensContainer.anchoredPosition) + 1;
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}
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else
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{
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CurrentPage = _currentPage + 1;
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}
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GetPositionforPage(_currentPage, ref _lerp_target);
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ScreenChange();
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}
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}
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//Function for switching screens with buttons
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public void PreviousScreen()
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{
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_scroll_rect.velocity = Vector2.zero;
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if (_currentPage > 0 || _isInfinite)
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{
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if (!_lerp) StartScreenChange();
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_lerp = true;
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if (_isInfinite)
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{
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CurrentPage = GetPageforPosition(_screensContainer.anchoredPosition) - 1;
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}
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else
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{
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CurrentPage = _currentPage - 1;
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}
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GetPositionforPage(_currentPage, ref _lerp_target);
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ScreenChange();
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}
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}
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/// <summary>
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/// Function for switching to a specific screen
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/// *Note, this is based on a 0 starting index - 0 to x
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/// </summary>
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/// <param name="screenIndex">0 starting index of page to jump to</param>
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/// <param name="pagination">Override the screen movement if driven from a pagination control</param>
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public void GoToScreen(int screenIndex, bool pagination = false)
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{
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if (screenIndex <= _screens - 1 && screenIndex >= 0)
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{
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if (!_lerp || pagination) StartScreenChange();
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_lerp = true;
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CurrentPage = screenIndex;
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GetPositionforPage(_currentPage, ref _lerp_target);
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ScreenChange();
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}
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}
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/// <summary>
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/// Gets the closest page for the current Scroll Rect container position
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/// </summary>
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/// <param name="pos">Position to test, normally the Scroll Rect container Local position</param>
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/// <returns>Closest Page number (zero indexed array value)</returns>
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internal int GetPageforPosition(Vector3 pos)
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{
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return _isVertical ?
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(int)Math.Round((_scrollStartPosition - pos.y) / _childSize) :
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(int)Math.Round((_scrollStartPosition - pos.x) / _childSize);
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}
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/// <summary>
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/// Validates if the current Scroll Rect container position is within the bounds for a page
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/// </summary>
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/// <param name="pos">Position to test, normally the Scroll Rect container Local position</param>
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/// <returns>True / False, is the position in the bounds of a page</returns>
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internal bool IsRectSettledOnaPage(Vector3 pos)
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{
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return _isVertical ?
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-((pos.y - _scrollStartPosition) / _childSize) == -(int)Math.Round((pos.y - _scrollStartPosition) / _childSize) :
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-((pos.x - _scrollStartPosition) / _childSize) == -(int)Math.Round((pos.x - _scrollStartPosition) / _childSize);
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}
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/// <summary>
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/// Returns the local position for a child page based on the required page number
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/// </summary>
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/// <param name="page">Page that the position is required for (Zero indexed array value)</param>
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/// <param name="target">Outputs the local position for the selected page</param>
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internal void GetPositionforPage(int page, ref Vector3 target)
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{
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_childPos = -_childSize * page;
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if (_isVertical)
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{
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_infiniteOffset = _screensContainer.anchoredPosition.y < 0 ? -_screensContainer.sizeDelta.y * _infiniteWindow : _screensContainer.sizeDelta.y * _infiniteWindow;
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_infiniteOffset = _infiniteOffset == 0 ? 0 : _infiniteOffset < 0 ? _infiniteOffset - _childSize * _infiniteWindow : _infiniteOffset + _childSize * _infiniteWindow;
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target.y = _childPos + _scrollStartPosition + _infiniteOffset;
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}
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else
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{
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_infiniteOffset = _screensContainer.anchoredPosition.x < 0 ? -_screensContainer.sizeDelta.x * _infiniteWindow : _screensContainer.sizeDelta.x * _infiniteWindow;
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_infiniteOffset = _infiniteOffset == 0 ? 0 : _infiniteOffset < 0 ? _infiniteOffset - _childSize * _infiniteWindow : _infiniteOffset + _childSize * _infiniteWindow;
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target.x = _childPos + _scrollStartPosition + _infiniteOffset;
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}
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}
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/// <summary>
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/// Updates the _Lerp target to the closest page and updates the pagination bullets. Each control's update loop will then handle the move.
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/// </summary>
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internal void ScrollToClosestElement()
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{
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_lerp = true;
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CurrentPage = GetPageforPosition(_screensContainer.anchoredPosition);
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GetPositionforPage(_currentPage, ref _lerp_target);
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OnCurrentScreenChange(_currentPage);
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}
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/// <summary>
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/// notifies pagination indicator and navigation buttons of a screen change
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/// </summary>
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internal void OnCurrentScreenChange(int currentScreen)
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{
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ChangeBulletsInfo(currentScreen);
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ToggleNavigationButtons(currentScreen);
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}
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/// <summary>
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/// changes the bullets on the bottom of the page - pagination
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/// </summary>
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/// <param name="targetScreen"></param>
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private void ChangeBulletsInfo(int targetScreen)
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{
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if (Pagination)
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{
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for (int i = 0; i < Pagination.transform.childCount; i++)
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{
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Pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (targetScreen == i) ? true : false;
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}
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}
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}
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// Make a lock function for pagination, to prevent event leaking
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/// <summary>
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/// disables the page navigation buttons when at the first or last screen
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/// </summary>
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/// <param name="targetScreen"></param>
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private void ToggleNavigationButtons(int targetScreen)
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{
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//If this is using an Infinite Scroll, then don't disable
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if (!_isInfinite)
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{
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if (PrevButton)
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{
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PrevButton.GetComponent<Button>().interactable = targetScreen > 0;
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}
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if (NextButton)
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{
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NextButton.GetComponent<Button>().interactable = targetScreen < _screensContainer.transform.childCount - 1;
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}
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}
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}
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private void OnValidate()
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{
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if (_scroll_rect == null)
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{
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_scroll_rect = GetComponent<ScrollRect>();
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}
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if (!_scroll_rect.horizontal && !_scroll_rect.vertical)
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{
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Debug.LogError("ScrollRect has to have a direction, please select either Horizontal OR Vertical with the appropriate control.");
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}
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if (_scroll_rect.horizontal && _scroll_rect.vertical)
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{
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Debug.LogError("ScrollRect has to be unidirectional, only use either Horizontal or Vertical on the ScrollRect, NOT both.");
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}
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var ScrollRectContent = gameObject.GetComponent<ScrollRect>().content;
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if (ScrollRectContent != null)
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{
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var children = ScrollRectContent.childCount;
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if (children != 0 || ChildObjects != null)
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{
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var childCount = ChildObjects == null || ChildObjects.Length == 0 ? children : ChildObjects.Length;
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if (StartingScreen > childCount - 1)
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{
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StartingScreen = childCount - 1;
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}
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if (StartingScreen < 0)
|
|
{
|
|
StartingScreen = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (MaskBuffer <= 0)
|
|
{
|
|
MaskBuffer = 1;
|
|
}
|
|
|
|
PageStep.Clamp(0, 9);
|
|
|
|
var infiniteScroll = GetComponent<UI_InfiniteScroll>();
|
|
if (ChildObjects != null && ChildObjects.Length > 0 && infiniteScroll != null && !infiniteScroll.InitByUser)
|
|
{
|
|
Debug.LogError($"[{gameObject.name}]When using procedural children with a ScrollSnap (Adding Prefab ChildObjects) and the Infinite Scroll component\nYou must set the 'InitByUser' option to true, to enable late initialising");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event fires when the user starts to change the page, either via swipe or button.
|
|
/// </summary>
|
|
public void StartScreenChange()
|
|
{
|
|
if (!_startEventCalled)
|
|
{
|
|
_suspendEvents = true;
|
|
|
|
_startEventCalled = true;
|
|
_endEventCalled = false;
|
|
OnSelectionChangeStartEvent.Invoke();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event fires when the currently viewed page changes, also updates while the scroll is moving
|
|
/// </summary>
|
|
internal void ScreenChange()
|
|
{
|
|
OnSelectionPageChangedEvent.Invoke(_currentPage);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event fires when control settles on a page, outputs the new page number
|
|
/// </summary>
|
|
internal void EndScreenChange()
|
|
{
|
|
if (!_endEventCalled)
|
|
{
|
|
_suspendEvents = false;
|
|
|
|
_endEventCalled = true;
|
|
_startEventCalled = false;
|
|
_settled = true;
|
|
OnSelectionChangeEndEvent.Invoke(_currentPage);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the Transform of the Current page
|
|
/// </summary>
|
|
/// <returns>Currently selected Page Transform</returns>
|
|
public Transform CurrentPageObject()
|
|
{
|
|
return _screensContainer.GetChild(CurrentPage);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the Transform of the Current page in an out parameter for performance
|
|
/// </summary>
|
|
/// <param name="returnObject">Currently selected Page Transform</param>
|
|
public void CurrentPageObject(out Transform returnObject)
|
|
{
|
|
returnObject = _screensContainer.GetChild(CurrentPage);
|
|
}
|
|
|
|
#region Drag Interfaces
|
|
/// <summary>
|
|
/// Touch screen to start swiping
|
|
/// </summary>
|
|
/// <param name="eventData"></param>
|
|
public void OnBeginDrag(PointerEventData eventData)
|
|
{
|
|
_pointerDown = true;
|
|
_settled = false;
|
|
StartScreenChange();
|
|
_startPosition = _screensContainer.anchoredPosition;
|
|
}
|
|
|
|
/// <summary>
|
|
/// While dragging do
|
|
/// </summary>
|
|
/// <param name="eventData"></param>
|
|
public void OnDrag(PointerEventData eventData)
|
|
{
|
|
_lerp = false;
|
|
}
|
|
|
|
public virtual void OnEndDrag(PointerEventData eventData) { }
|
|
|
|
#endregion
|
|
|
|
#region IScrollSnap Interface
|
|
|
|
/// <summary>
|
|
/// Added to provide a uniform interface for the ScrollBarHelper
|
|
/// </summary>
|
|
int IScrollSnap.CurrentPage()
|
|
{
|
|
return CurrentPage = GetPageforPosition(_screensContainer.anchoredPosition);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Added to provide a uniform interface for the ScrollBarHelper
|
|
/// </summary>
|
|
public void SetLerp(bool value)
|
|
{
|
|
_lerp = value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Added to provide a uniform interface for the ScrollBarHelper
|
|
/// </summary>
|
|
public void ChangePage(int page)
|
|
{
|
|
GoToScreen(page);
|
|
}
|
|
|
|
public void OnPointerClick(PointerEventData eventData)
|
|
{
|
|
var position = _screensContainer.anchoredPosition;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|