181 lines
8.0 KiB
C#
181 lines
8.0 KiB
C#
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/// Credit Tomasz Schelenz
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/// Sourced from - https://bitbucket.org/ddreaper/unity-ui-extensions/issues/81/infinite-scrollrect
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/// Demo - https://www.youtube.com/watch?v=uVTV7Udx78k - configures automatically. - works in both vertical and horizontal (but not both at the same time) - drag and drop - can be initialized by code (in case you populate your scrollview content from code)
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// Infinite scroll view with automatic configuration
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///
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/// Fields
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/// - InitByUSer - in case your scrollrect is populated from code, you can explicitly Initialize the infinite scroll after your scroll is ready
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/// by callin Init() method
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///
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/// Notes
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/// - doesn't work in both vertical and horizontal orientation at the same time.
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/// - in order to work it disables layout components and size fitter if present(automatically)
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///
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/// </summary>
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[AddComponentMenu("UI/Extensions/UI Infinite Scroll")]
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public class UI_InfiniteScroll : MonoBehaviour
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{
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//if true user will need to call Init() method manually (in case the contend of the scrollview is generated from code or requires special initialization)
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[Tooltip("If false, will Init automatically, otherwise you need to call Init() method")]
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public bool InitByUser = false;
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private ScrollRect _scrollRect;
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private ContentSizeFitter _contentSizeFitter;
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private VerticalLayoutGroup _verticalLayoutGroup;
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private HorizontalLayoutGroup _horizontalLayoutGroup;
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private GridLayoutGroup _gridLayoutGroup;
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private bool _isVertical = false;
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private bool _isHorizontal = false;
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private float _disableMarginX = 0;
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private float _disableMarginY = 0;
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private bool _hasDisabledGridComponents = false;
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private List<RectTransform> items = new List<RectTransform>();
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private Vector2 _newAnchoredPosition = Vector2.zero;
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//TO DISABLE FLICKERING OBJECT WHEN SCROLL VIEW IS IDLE IN BETWEEN OBJECTS
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private float _treshold = 100f;
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private int _itemCount = 0;
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private float _recordOffsetX = 0;
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private float _recordOffsetY = 0;
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void Awake()
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{
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if (!InitByUser)
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Init();
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}
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public void Init()
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{
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if (GetComponent<ScrollRect>() != null)
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{
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_scrollRect = GetComponent<ScrollRect>();
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_scrollRect.onValueChanged.AddListener(OnScroll);
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_scrollRect.movementType = ScrollRect.MovementType.Unrestricted;
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for (int i = 0; i < _scrollRect.content.childCount; i++)
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{
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items.Add(_scrollRect.content.GetChild(i).GetComponent<RectTransform>());
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}
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if (_scrollRect.content.GetComponent<VerticalLayoutGroup>() != null)
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{
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_verticalLayoutGroup = _scrollRect.content.GetComponent<VerticalLayoutGroup>();
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}
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if (_scrollRect.content.GetComponent<HorizontalLayoutGroup>() != null)
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{
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_horizontalLayoutGroup = _scrollRect.content.GetComponent<HorizontalLayoutGroup>();
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}
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if (_scrollRect.content.GetComponent<GridLayoutGroup>() != null)
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{
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_gridLayoutGroup = _scrollRect.content.GetComponent<GridLayoutGroup>();
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}
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if (_scrollRect.content.GetComponent<ContentSizeFitter>() != null)
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{
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_contentSizeFitter = _scrollRect.content.GetComponent<ContentSizeFitter>();
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}
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_isHorizontal = _scrollRect.horizontal;
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_isVertical = _scrollRect.vertical;
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if (_isHorizontal && _isVertical)
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{
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Debug.LogError("UI_InfiniteScroll doesn't support scrolling in both directions, plase choose one direction (horizontal or vertical)");
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}
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_itemCount = _scrollRect.content.childCount;
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}
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else
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{
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Debug.LogError("UI_InfiniteScroll => No ScrollRect component found");
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}
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}
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void DisableGridComponents()
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{
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if (_isVertical)
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{
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_recordOffsetY = items[1].GetComponent<RectTransform>().anchoredPosition.y - items[0].GetComponent<RectTransform>().anchoredPosition.y;
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if (_recordOffsetY < 0)
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{
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_recordOffsetY *= -1;
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}
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_disableMarginY = _recordOffsetY * _itemCount / 2;// _scrollRect.GetComponent<RectTransform>().rect.height/2 + items[0].sizeDelta.y;
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}
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if (_isHorizontal)
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{
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_recordOffsetX = items[1].GetComponent<RectTransform>().anchoredPosition.x - items[0].GetComponent<RectTransform>().anchoredPosition.x;
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if (_recordOffsetX < 0)
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{
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_recordOffsetX *= -1;
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}
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_disableMarginX = _recordOffsetX * _itemCount / 2;//_scrollRect.GetComponent<RectTransform>().rect.width/2 + items[0].sizeDelta.x;
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}
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if (_verticalLayoutGroup)
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{
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_verticalLayoutGroup.enabled = false;
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}
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if (_horizontalLayoutGroup)
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{
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_horizontalLayoutGroup.enabled = false;
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}
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if (_contentSizeFitter)
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{
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_contentSizeFitter.enabled = false;
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}
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if (_gridLayoutGroup)
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{
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_gridLayoutGroup.enabled = false;
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}
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_hasDisabledGridComponents = true;
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}
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public void OnScroll(Vector2 pos)
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{
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if (!_hasDisabledGridComponents)
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DisableGridComponents();
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for (int i = 0; i < items.Count; i++)
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{
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if (_isHorizontal)
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{
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if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x > _disableMarginX + _treshold)
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{
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_newAnchoredPosition = items[i].anchoredPosition;
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_newAnchoredPosition.x -= _itemCount * _recordOffsetX;
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items[i].anchoredPosition = _newAnchoredPosition;
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_scrollRect.content.GetChild(_itemCount - 1).transform.SetAsFirstSibling();
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}
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else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x < -_disableMarginX)
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{
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_newAnchoredPosition = items[i].anchoredPosition;
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_newAnchoredPosition.x += _itemCount * _recordOffsetX;
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items[i].anchoredPosition = _newAnchoredPosition;
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_scrollRect.content.GetChild(0).transform.SetAsLastSibling();
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}
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}
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if (_isVertical)
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{
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if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y > _disableMarginY + _treshold)
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{
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_newAnchoredPosition = items[i].anchoredPosition;
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_newAnchoredPosition.y -= _itemCount * _recordOffsetY;
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items[i].anchoredPosition = _newAnchoredPosition;
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_scrollRect.content.GetChild(_itemCount - 1).transform.SetAsFirstSibling();
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}
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else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y < -_disableMarginY)
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{
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_newAnchoredPosition = items[i].anchoredPosition;
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_newAnchoredPosition.y += _itemCount * _recordOffsetY;
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items[i].anchoredPosition = _newAnchoredPosition;
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_scrollRect.content.GetChild(0).transform.SetAsLastSibling();
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}
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}
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}
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}
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}
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}
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