226 lines
7.7 KiB
C#
226 lines
7.7 KiB
C#
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/// Credit zero3growlithe
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/// sourced from: http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-2011648
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/*USAGE:
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Simply place the script on the ScrollRect that contains the selectable children we'll be scroling to
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and drag'n'drop the RectTransform of the options "container" that we'll be scrolling.*/
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using System.Collections.Generic;
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(ScrollRect))]
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[AddComponentMenu("UI/Extensions/UIScrollToSelection")]
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public class UIScrollToSelection : MonoBehaviour
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{
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//*** ATTRIBUTES ***//
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[Header("[ Settings ]")]
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[SerializeField]
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private ScrollType scrollDirection = ScrollType.BOTH;
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[SerializeField]
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private float scrollSpeed = 10f;
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[Header("[ Input ]")]
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[SerializeField]
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private bool cancelScrollOnInput = false;
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[SerializeField]
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private List<KeyCode> cancelScrollKeycodes = new List<KeyCode>();
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//*** PROPERTIES ***//
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// REFERENCES
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protected RectTransform LayoutListGroup
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{
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get { return TargetScrollRect != null ? TargetScrollRect.content : null; }
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}
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// SETTINGS
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protected ScrollType ScrollDirection
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{
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get { return scrollDirection; }
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}
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protected float ScrollSpeed
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{
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get { return scrollSpeed; }
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}
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// INPUT
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protected bool CancelScrollOnInput
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{
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get { return cancelScrollOnInput; }
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}
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protected List<KeyCode> CancelScrollKeycodes
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{
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get { return cancelScrollKeycodes; }
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}
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// CACHED REFERENCES
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protected RectTransform ScrollWindow { get; set; }
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protected ScrollRect TargetScrollRect { get; set; }
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// SCROLLING
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protected EventSystem CurrentEventSystem
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{
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get { return EventSystem.current; }
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}
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protected GameObject LastCheckedGameObject { get; set; }
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protected GameObject CurrentSelectedGameObject
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{
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get { return EventSystem.current.currentSelectedGameObject; }
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}
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protected RectTransform CurrentTargetRectTransform { get; set; }
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protected bool IsManualScrollingAvailable { get; set; }
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//*** METHODS - PUBLIC ***//
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//*** METHODS - PROTECTED ***//
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protected virtual void Awake()
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{
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TargetScrollRect = GetComponent<ScrollRect>();
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ScrollWindow = TargetScrollRect.GetComponent<RectTransform>();
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}
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protected virtual void Start()
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{
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}
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protected virtual void Update()
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{
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UpdateReferences();
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CheckIfScrollingShouldBeLocked();
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ScrollRectToLevelSelection();
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}
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//*** METHODS - PRIVATE ***//
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private void UpdateReferences()
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{
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// update current selected rect transform
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if (CurrentSelectedGameObject != LastCheckedGameObject)
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{
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CurrentTargetRectTransform = (CurrentSelectedGameObject != null) ?
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CurrentSelectedGameObject.GetComponent<RectTransform>() :
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null;
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// unlock automatic scrolling
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if (CurrentSelectedGameObject != null &&
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CurrentSelectedGameObject.transform.parent == LayoutListGroup.transform)
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{
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IsManualScrollingAvailable = false;
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}
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}
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LastCheckedGameObject = CurrentSelectedGameObject;
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}
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private void CheckIfScrollingShouldBeLocked()
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{
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if (CancelScrollOnInput == false || IsManualScrollingAvailable == true)
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{
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return;
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}
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for (int i = 0; i < CancelScrollKeycodes.Count; i++)
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{
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if (Input.GetKeyDown(CancelScrollKeycodes[i]) == true)
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{
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IsManualScrollingAvailable = true;
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break;
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}
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}
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}
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private void ScrollRectToLevelSelection()
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{
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// check main references
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bool referencesAreIncorrect = (TargetScrollRect == null || LayoutListGroup == null || ScrollWindow == null);
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if (referencesAreIncorrect == true || IsManualScrollingAvailable == true)
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{
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return;
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}
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RectTransform selection = CurrentTargetRectTransform;
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// check if scrolling is possible
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if (selection == null || selection.transform.parent != LayoutListGroup.transform)
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{
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return;
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}
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// depending on selected scroll direction move the scroll rect to selection
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switch (ScrollDirection)
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{
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case ScrollType.VERTICAL:
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UpdateVerticalScrollPosition(selection);
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break;
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case ScrollType.HORIZONTAL:
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UpdateHorizontalScrollPosition(selection);
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break;
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case ScrollType.BOTH:
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UpdateVerticalScrollPosition(selection);
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UpdateHorizontalScrollPosition(selection);
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break;
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}
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}
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private void UpdateVerticalScrollPosition(RectTransform selection)
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{
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// move the current scroll rect to correct position
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float selectionPosition = -selection.anchoredPosition.y - (selection.rect.height * (1 - selection.pivot.y));
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float elementHeight = selection.rect.height;
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float maskHeight = ScrollWindow.rect.height;
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float listAnchorPosition = LayoutListGroup.anchoredPosition.y;
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// get the element offset value depending on the cursor move direction
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float offlimitsValue = GetScrollOffset(selectionPosition, listAnchorPosition, elementHeight, maskHeight);
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// move the target scroll rect
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TargetScrollRect.verticalNormalizedPosition +=
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(offlimitsValue / LayoutListGroup.rect.height) * Time.unscaledDeltaTime * scrollSpeed;
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}
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private void UpdateHorizontalScrollPosition(RectTransform selection)
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{
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// move the current scroll rect to correct position
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float selectionPosition = -selection.anchoredPosition.x - (selection.rect.width * (1 - selection.pivot.x));
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float elementWidth = selection.rect.width;
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float maskWidth = ScrollWindow.rect.width;
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float listAnchorPosition = -LayoutListGroup.anchoredPosition.x;
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// get the element offset value depending on the cursor move direction
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float offlimitsValue = -GetScrollOffset(selectionPosition, listAnchorPosition, elementWidth, maskWidth);
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// move the target scroll rect
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TargetScrollRect.horizontalNormalizedPosition +=
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(offlimitsValue / LayoutListGroup.rect.width) * Time.unscaledDeltaTime * scrollSpeed;
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}
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private float GetScrollOffset(float position, float listAnchorPosition, float targetLength, float maskLength)
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{
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if (position < listAnchorPosition + (targetLength / 2))
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{
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return (listAnchorPosition + maskLength) - (position - targetLength);
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}
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else if (position + targetLength > listAnchorPosition + maskLength)
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{
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return (listAnchorPosition + maskLength) - (position + targetLength);
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}
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return 0;
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}
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//*** ENUMS ***//
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public enum ScrollType
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{
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VERTICAL,
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HORIZONTAL,
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BOTH
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}
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}
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}
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