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

323 lines
7.8 KiB
C#

/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
using System;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
public class ScrollPositionController : UIBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
{
#region Sub-Classes
[System.Serializable]
public class UpdatePositionEvent : UnityEvent<float> { }
[System.Serializable]
public class ItemSelectedEvent : UnityEvent<int> { }
#endregion
[Serializable]
struct Snap
{
public bool Enable;
public float VelocityThreshold;
public float Duration;
}
enum ScrollDirection
{
Vertical,
Horizontal,
}
enum MovementType
{
Unrestricted = ScrollRect.MovementType.Unrestricted,
Elastic = ScrollRect.MovementType.Elastic,
Clamped = ScrollRect.MovementType.Clamped
}
[SerializeField]
RectTransform viewport = null;
[SerializeField]
ScrollDirection directionOfRecognize = ScrollDirection.Vertical;
[SerializeField]
MovementType movementType = MovementType.Elastic;
[SerializeField]
float elasticity = 0.1f;
[SerializeField]
float scrollSensitivity = 1f;
[SerializeField]
bool inertia = true;
[SerializeField, Tooltip("Only used when inertia is enabled")]
float decelerationRate = 0.03f;
[SerializeField, Tooltip("Only used when inertia is enabled")]
Snap snap = new Snap { Enable = true, VelocityThreshold = 0.5f, Duration = 0.3f };
[SerializeField]
int dataCount;
#region Events
[Tooltip("Event that fires when the position of an item changes")]
public UpdatePositionEvent OnUpdatePosition;
[Tooltip("Event that fires when an item is selected/focused")]
public ItemSelectedEvent OnItemSelected;
#endregion
Vector2 pointerStartLocalPosition;
float dragStartScrollPosition;
float currentScrollPosition;
bool dragging;
void IBeginDragHandler.OnBeginDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
{
return;
}
pointerStartLocalPosition = Vector2.zero;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
viewport,
eventData.position,
eventData.pressEventCamera,
out pointerStartLocalPosition);
dragStartScrollPosition = currentScrollPosition;
dragging = true;
}
void IDragHandler.OnDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
{
return;
}
if (!dragging)
{
return;
}
Vector2 localCursor;
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
viewport,
eventData.position,
eventData.pressEventCamera,
out localCursor))
{
return;
}
var pointerDelta = localCursor - pointerStartLocalPosition;
var position = (directionOfRecognize == ScrollDirection.Horizontal ? -pointerDelta.x : pointerDelta.y)
/ GetViewportSize()
* scrollSensitivity
+ dragStartScrollPosition;
var offset = CalculateOffset(position);
position += offset;
if (movementType == MovementType.Elastic)
{
if (offset != 0)
{
position -= RubberDelta(offset, scrollSensitivity);
}
}
UpdatePosition(position);
}
void IEndDragHandler.OnEndDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
{
return;
}
dragging = false;
}
float GetViewportSize()
{
return directionOfRecognize == ScrollDirection.Horizontal
? viewport.rect.size.x
: viewport.rect.size.y;
}
float CalculateOffset(float position)
{
if (movementType == MovementType.Unrestricted)
{
return 0;
}
if (position < 0)
{
return -position;
}
if (position > dataCount - 1)
{
return (dataCount - 1) - position;
}
return 0f;
}
void UpdatePosition(float position)
{
currentScrollPosition = position;
if (OnUpdatePosition != null)
{
OnUpdatePosition.Invoke(currentScrollPosition);
}
}
float RubberDelta(float overStretching, float viewSize)
{
return (1 - (1 / ((Mathf.Abs(overStretching) * 0.55f / viewSize) + 1))) * viewSize * Mathf.Sign(overStretching);
}
//public void OnUpdatePosition(Action<float> onUpdatePosition)
//{
// this.onUpdatePosition = onUpdatePosition;
//}
public void SetDataCount(int dataCont)
{
this.dataCount = dataCont;
}
float velocity;
float prevScrollPosition;
bool autoScrolling;
float autoScrollDuration;
float autoScrollStartTime;
float autoScrollPosition;
void Update()
{
var deltaTime = Time.unscaledDeltaTime;
var offset = CalculateOffset(currentScrollPosition);
if (autoScrolling)
{
var alpha = Mathf.Clamp01((Time.unscaledTime - autoScrollStartTime) / Mathf.Max(autoScrollDuration, float.Epsilon));
var position = Mathf.Lerp(dragStartScrollPosition, autoScrollPosition, EaseInOutCubic(0, 1, alpha));
UpdatePosition(position);
if (Mathf.Approximately(alpha, 1f))
{
autoScrolling = false;
// Auto scrolling is completed, get the item's index and firing OnItemSelected event.
if(OnItemSelected != null)
{
OnItemSelected.Invoke(Mathf.RoundToInt(GetLoopPosition(autoScrollPosition, dataCount)));
}
}
}
else if (!dragging && (offset != 0 || velocity != 0))
{
var position = currentScrollPosition;
// Apply spring physics if movement is elastic and content has an offset from the view.
if (movementType == MovementType.Elastic && offset != 0)
{
var speed = velocity;
position = Mathf.SmoothDamp(currentScrollPosition, currentScrollPosition + offset, ref speed, elasticity, Mathf.Infinity, deltaTime);
velocity = speed;
}
// Else move content according to velocity with deceleration applied.
else if (inertia)
{
velocity *= Mathf.Pow(decelerationRate, deltaTime);
if (Mathf.Abs(velocity) < 0.001f)
velocity = 0;
position += velocity * deltaTime;
if (snap.Enable && Mathf.Abs(velocity) < snap.VelocityThreshold)
{
ScrollTo(Mathf.RoundToInt(currentScrollPosition), snap.Duration);
}
}
// If we have neither elaticity or friction, there shouldn't be any velocity.
else
{
velocity = 0;
}
if (velocity != 0)
{
if (movementType == MovementType.Clamped)
{
offset = CalculateOffset(position);
position += offset;
}
UpdatePosition(position);
}
}
if (!autoScrolling && dragging && inertia)
{
var newVelocity = (currentScrollPosition - prevScrollPosition) / deltaTime;
velocity = Mathf.Lerp(velocity, newVelocity, deltaTime * 10f);
}
if (currentScrollPosition != prevScrollPosition)
{
prevScrollPosition = currentScrollPosition;
}
}
public void ScrollTo(int index, float duration)
{
velocity = 0;
autoScrolling = true;
autoScrollDuration = duration;
autoScrollStartTime = Time.unscaledTime;
dragStartScrollPosition = currentScrollPosition;
autoScrollPosition = movementType == MovementType.Unrestricted
? CalculateClosestPosition(index)
: index;
}
float CalculateClosestPosition(int index)
{
var diff = GetLoopPosition(index, dataCount)
- GetLoopPosition(currentScrollPosition, dataCount);
if (Mathf.Abs(diff) > dataCount * 0.5f)
{
diff = Mathf.Sign(-diff) * (dataCount - Mathf.Abs(diff));
}
return diff + currentScrollPosition;
}
float GetLoopPosition(float position, int length)
{
if (position < 0)
{
position = (length - 1) + (position + 1) % length;
}
else if (position > length - 1)
{
position = position % length;
}
return position;
}
float EaseInOutCubic(float start, float end, float value)
{
value /= 0.5f;
end -= start;
if (value < 1f)
{
return end * 0.5f * value * value * value + start;
}
value -= 2f;
return end * 0.5f * (value * value * value + 2f) + start;
}
}
}