mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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597 lines
20 KiB
C#
597 lines
20 KiB
C#
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/// Credit setchi (https://github.com/setchi)
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/// Sourced from - https://github.com/setchi/FancyScrollView
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using System;
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using UnityEngine.EventSystems;
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using UnityEngine.UI.Extensions.EasingCore;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// スクロール位置の制御を行うコンポーネント.
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/// </summary>
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public class Scroller : UIBehaviour, IPointerUpHandler, IPointerDownHandler, IBeginDragHandler, IEndDragHandler, IDragHandler, IScrollHandler
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{
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[SerializeField] RectTransform viewport = default;
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/// <summary>
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/// ビューポートのサイズ.
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/// </summary>
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public float ViewportSize => scrollDirection == ScrollDirection.Horizontal
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? viewport.rect.size.x
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: viewport.rect.size.y;
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[SerializeField] ScrollDirection scrollDirection = ScrollDirection.Vertical;
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/// <summary>
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/// スクロール方向.
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/// </summary>
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public ScrollDirection ScrollDirection => scrollDirection;
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[SerializeField] MovementType movementType = MovementType.Elastic;
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/// <summary>
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/// コンテンツがスクロール範囲を越えて移動するときに使用する挙動.
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/// </summary>
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public MovementType MovementType
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{
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get => movementType;
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set => movementType = value;
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}
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[SerializeField] float elasticity = 0.1f;
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/// <summary>
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/// コンテンツがスクロール範囲を越えて移動するときに使用する弾力性の量.
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/// </summary>
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public float Elasticity
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{
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get => elasticity;
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set => elasticity = value;
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}
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[SerializeField] float scrollSensitivity = 1f;
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/// <summary>
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/// <see cref="ViewportSize"/> の端から端まで Drag したときのスクロール位置の変化量.
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/// </summary>
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public float ScrollSensitivity
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{
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get => scrollSensitivity;
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set => scrollSensitivity = value;
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}
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[SerializeField] bool inertia = true;
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/// <summary>
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/// 慣性を使用するかどうか. <c>true</c> を指定すると慣性が有効に, <c>false</c> を指定すると慣性が無効になります.
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/// </summary>
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public bool Inertia
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{
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get => inertia;
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set => inertia = value;
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}
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[SerializeField] float decelerationRate = 0.03f;
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/// <summary>
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/// スクロールの減速率. <see cref="Inertia"/> が <c>true</c> の場合のみ有効です.
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/// </summary>
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public float DecelerationRate
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{
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get => decelerationRate;
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set => decelerationRate = value;
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}
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[SerializeField] Snap snap = new Snap {
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Enable = true,
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VelocityThreshold = 0.5f,
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Duration = 0.3f,
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Easing = Ease.InOutCubic
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};
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/// <summary>
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/// <c>true</c> ならスナップし, <c>false</c>ならスナップしません.
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/// </summary>
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/// <remarks>
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/// スナップを有効にすると, 慣性でスクロールが止まる直前に最寄りのセルへ移動します.
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/// </remarks>
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public bool SnapEnabled
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{
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get => snap.Enable;
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set => snap.Enable = value;
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}
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[SerializeField] bool draggable = true;
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/// <summary>
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/// Drag 入力を受付けるかどうか.
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/// </summary>
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public bool Draggable
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{
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get => draggable;
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set => draggable = value;
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}
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[SerializeField] Scrollbar scrollbar = default;
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/// <summary>
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/// スクロールバーのオブジェクト.
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/// </summary>
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public Scrollbar Scrollbar => scrollbar;
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/// <summary>
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/// 現在のスクロール位置.
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/// </summary>
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/// <value></value>
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public float Position
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{
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get => currentPosition;
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set
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{
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autoScrollState.Reset();
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velocity = 0f;
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dragging = false;
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UpdatePosition(value);
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}
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}
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readonly AutoScrollState autoScrollState = new AutoScrollState();
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Action<float> onValueChanged;
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Action<int> onSelectionChanged;
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Vector2 beginDragPointerPosition;
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float scrollStartPosition;
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float prevPosition;
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float currentPosition;
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int totalCount;
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bool hold;
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bool scrolling;
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bool dragging;
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float velocity;
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[Serializable]
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class Snap
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{
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public bool Enable;
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public float VelocityThreshold;
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public float Duration;
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public Ease Easing;
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}
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static readonly EasingFunction DefaultEasingFunction = Easing.Get(Ease.OutCubic);
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class AutoScrollState
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{
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public bool Enable;
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public bool Elastic;
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public float Duration;
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public EasingFunction EasingFunction;
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public float StartTime;
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public float EndPosition;
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public Action OnComplete;
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public void Reset()
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{
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Enable = false;
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Elastic = false;
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Duration = 0f;
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StartTime = 0f;
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EasingFunction = DefaultEasingFunction;
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EndPosition = 0f;
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OnComplete = null;
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}
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public void Complete()
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{
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OnComplete?.Invoke();
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Reset();
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}
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}
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protected override void Start()
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{
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base.Start();
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if (scrollbar)
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{
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scrollbar.onValueChanged.AddListener(x => UpdatePosition(x * (totalCount - 1f), false));
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}
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}
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/// <summary>
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/// スクロール位置が変化したときのコールバックを設定します.
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/// </summary>
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/// <param name="callback">スクロール位置が変化したときのコールバック.</param>
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public void OnValueChanged(Action<float> callback) => onValueChanged = callback;
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/// <summary>
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/// 選択位置が変化したときのコールバックを設定します.
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/// </summary>
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/// <param name="callback">選択位置が変化したときのコールバック.</param>
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public void OnSelectionChanged(Action<int> callback) => onSelectionChanged = callback;
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/// <summary>
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/// アイテムの総数を設定します.
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/// </summary>
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/// <remarks>
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/// <paramref name="totalCount"/> を元に最大スクロール位置を計算します.
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/// </remarks>
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/// <param name="totalCount">アイテムの総数.</param>
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public void SetTotalCount(int totalCount) => this.totalCount = totalCount;
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/// <summary>
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/// 指定した位置まで移動します.
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/// </summary>
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/// <param name="position">スクロール位置. <c>0f</c> ~ <c>totalCount - 1f</c> の範囲.</param>
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/// <param name="duration">移動にかける秒数.</param>
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/// <param name="onComplete">移動が完了した際に呼び出されるコールバック.</param>
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public void ScrollTo(float position, float duration, Action onComplete = null) => ScrollTo(position, duration, Ease.OutCubic, onComplete);
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/// <summary>
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/// 指定した位置まで移動します.
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/// </summary>
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/// <param name="position">スクロール位置. <c>0f</c> ~ <c>totalCount - 1f</c> の範囲.</param>
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/// <param name="duration">移動にかける秒数.</param>
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/// <param name="easing">移動に使用するイージング.</param>
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/// <param name="onComplete">移動が完了した際に呼び出されるコールバック.</param>
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public void ScrollTo(float position, float duration, Ease easing, Action onComplete = null) => ScrollTo(position, duration, Easing.Get(easing), onComplete);
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/// <summary>
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/// 指定した位置まで移動します.
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/// </summary>
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/// <param name="position">スクロール位置. <c>0f</c> ~ <c>totalCount - 1f</c> の範囲.</param>
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/// <param name="duration">移動にかける秒数.</param>
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/// <param name="easingFunction">移動に使用するイージング関数.</param>
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/// <param name="onComplete">移動が完了した際に呼び出されるコールバック.</param>
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public void ScrollTo(float position, float duration, EasingFunction easingFunction, Action onComplete = null)
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{
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if (duration <= 0f)
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{
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Position = CircularPosition(position, totalCount);
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onComplete?.Invoke();
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return;
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}
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autoScrollState.Reset();
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autoScrollState.Enable = true;
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autoScrollState.Duration = duration;
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autoScrollState.EasingFunction = easingFunction ?? DefaultEasingFunction;
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autoScrollState.StartTime = Time.unscaledTime;
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autoScrollState.EndPosition = currentPosition + CalculateMovementAmount(currentPosition, position);
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autoScrollState.OnComplete = onComplete;
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velocity = 0f;
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scrollStartPosition = currentPosition;
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UpdateSelection(Mathf.RoundToInt(CircularPosition(autoScrollState.EndPosition, totalCount)));
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}
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/// <summary>
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/// 指定したインデックスの位置までジャンプします.
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/// </summary>
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/// <param name="index">アイテムのインデックス.</param>
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public void JumpTo(int index)
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{
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if (index < 0 || index > totalCount - 1)
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{
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throw new ArgumentOutOfRangeException(nameof(index));
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}
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UpdateSelection(index);
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Position = index;
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}
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/// <summary>
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/// <paramref name="sourceIndex"/> から <paramref name="destIndex"/> に移動する際の移動方向を返します.
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/// スクロール範囲が無制限に設定されている場合は, 最短距離の移動方向を返します.
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/// </summary>
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/// <param name="sourceIndex">移動元のインデックス.</param>
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/// <param name="destIndex">移動先のインデックス.</param>
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/// <returns></returns>
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public MovementDirection GetMovementDirection(int sourceIndex, int destIndex)
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{
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var movementAmount = CalculateMovementAmount(sourceIndex, destIndex);
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return scrollDirection == ScrollDirection.Horizontal
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? movementAmount > 0
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? MovementDirection.Left
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: MovementDirection.Right
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: movementAmount > 0
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? MovementDirection.Up
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: MovementDirection.Down;
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}
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/// <inheritdoc/>
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void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
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{
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if (!draggable || eventData.button != PointerEventData.InputButton.Left)
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{
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return;
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}
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hold = true;
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velocity = 0f;
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autoScrollState.Reset();
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}
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/// <inheritdoc/>
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void IPointerUpHandler.OnPointerUp(PointerEventData eventData)
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{
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if (!draggable || eventData.button != PointerEventData.InputButton.Left)
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{
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return;
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}
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if (hold && snap.Enable)
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{
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UpdateSelection(Mathf.Clamp(Mathf.RoundToInt(currentPosition), 0, totalCount - 1));
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ScrollTo(Mathf.RoundToInt(currentPosition), snap.Duration, snap.Easing);
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}
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hold = false;
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}
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/// <inheritdoc/>
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void IScrollHandler.OnScroll(PointerEventData eventData)
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{
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if (!draggable)
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{
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return;
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}
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var delta = eventData.scrollDelta;
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// Down is positive for scroll events, while in UI system up is positive.
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delta.y *= -1;
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var scrollDelta = scrollDirection == ScrollDirection.Horizontal
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? Mathf.Abs(delta.y) > Mathf.Abs(delta.x)
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? delta.y
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: delta.x
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: Mathf.Abs(delta.x) > Mathf.Abs(delta.y)
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? delta.x
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: delta.y;
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if (eventData.IsScrolling())
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{
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scrolling = true;
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}
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var position = currentPosition + scrollDelta / ViewportSize * scrollSensitivity;
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if (movementType == MovementType.Clamped)
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{
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position += CalculateOffset(position);
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}
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if (autoScrollState.Enable)
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{
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autoScrollState.Reset();
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}
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UpdatePosition(position);
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}
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/// <inheritdoc/>
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void IBeginDragHandler.OnBeginDrag(PointerEventData eventData)
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{
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if (!draggable || eventData.button != PointerEventData.InputButton.Left)
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{
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return;
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}
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hold = false;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(
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viewport,
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eventData.position,
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eventData.pressEventCamera,
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out beginDragPointerPosition);
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scrollStartPosition = currentPosition;
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dragging = true;
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autoScrollState.Reset();
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}
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/// <inheritdoc/>
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void IDragHandler.OnDrag(PointerEventData eventData)
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{
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if (!draggable || eventData.button != PointerEventData.InputButton.Left || !dragging)
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{
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return;
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}
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if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
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viewport,
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eventData.position,
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eventData.pressEventCamera,
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out var dragPointerPosition))
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{
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return;
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}
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var pointerDelta = dragPointerPosition - beginDragPointerPosition;
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var position = (scrollDirection == ScrollDirection.Horizontal ? -pointerDelta.x : pointerDelta.y)
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/ ViewportSize
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* scrollSensitivity
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+ scrollStartPosition;
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var offset = CalculateOffset(position);
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position += offset;
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if (movementType == MovementType.Elastic)
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{
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if (offset != 0f)
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{
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position -= RubberDelta(offset, scrollSensitivity);
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}
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|||
|
}
|
|||
|
|
|||
|
UpdatePosition(position);
|
|||
|
}
|
|||
|
|
|||
|
/// <inheritdoc/>
|
|||
|
void IEndDragHandler.OnEndDrag(PointerEventData eventData)
|
|||
|
{
|
|||
|
if (!draggable || eventData.button != PointerEventData.InputButton.Left)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
dragging = false;
|
|||
|
}
|
|||
|
|
|||
|
float CalculateOffset(float position)
|
|||
|
{
|
|||
|
if (movementType == MovementType.Unrestricted)
|
|||
|
{
|
|||
|
return 0f;
|
|||
|
}
|
|||
|
|
|||
|
if (position < 0f)
|
|||
|
{
|
|||
|
return -position;
|
|||
|
}
|
|||
|
|
|||
|
if (position > totalCount - 1)
|
|||
|
{
|
|||
|
return totalCount - 1 - position;
|
|||
|
}
|
|||
|
|
|||
|
return 0f;
|
|||
|
}
|
|||
|
|
|||
|
void UpdatePosition(float position, bool updateScrollbar = true)
|
|||
|
{
|
|||
|
onValueChanged?.Invoke(currentPosition = position);
|
|||
|
|
|||
|
if (scrollbar && updateScrollbar)
|
|||
|
{
|
|||
|
scrollbar.value = Mathf.Clamp01(position / Mathf.Max(totalCount - 1f, 1e-4f));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void UpdateSelection(int index) => onSelectionChanged?.Invoke(index);
|
|||
|
|
|||
|
float RubberDelta(float overStretching, float viewSize) =>
|
|||
|
(1 - 1 / (Mathf.Abs(overStretching) * 0.55f / viewSize + 1)) * viewSize * Mathf.Sign(overStretching);
|
|||
|
|
|||
|
void Update()
|
|||
|
{
|
|||
|
var deltaTime = Time.unscaledDeltaTime;
|
|||
|
var offset = CalculateOffset(currentPosition);
|
|||
|
|
|||
|
if (autoScrollState.Enable)
|
|||
|
{
|
|||
|
var position = 0f;
|
|||
|
|
|||
|
if (autoScrollState.Elastic)
|
|||
|
{
|
|||
|
position = Mathf.SmoothDamp(currentPosition, currentPosition + offset, ref velocity,
|
|||
|
elasticity, Mathf.Infinity, deltaTime);
|
|||
|
|
|||
|
if (Mathf.Abs(velocity) < 0.01f)
|
|||
|
{
|
|||
|
position = Mathf.Clamp(Mathf.RoundToInt(position), 0, totalCount - 1);
|
|||
|
velocity = 0f;
|
|||
|
autoScrollState.Complete();
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
var alpha = Mathf.Clamp01((Time.unscaledTime - autoScrollState.StartTime) /
|
|||
|
Mathf.Max(autoScrollState.Duration, float.Epsilon));
|
|||
|
position = Mathf.LerpUnclamped(scrollStartPosition, autoScrollState.EndPosition,
|
|||
|
autoScrollState.EasingFunction(alpha));
|
|||
|
|
|||
|
if (Mathf.Approximately(alpha, 1f))
|
|||
|
{
|
|||
|
autoScrollState.Complete();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
UpdatePosition(position);
|
|||
|
}
|
|||
|
else if (!(dragging || scrolling) && (!Mathf.Approximately(offset, 0f) || !Mathf.Approximately(velocity, 0f)))
|
|||
|
{
|
|||
|
var position = currentPosition;
|
|||
|
|
|||
|
if (movementType == MovementType.Elastic && !Mathf.Approximately(offset, 0f))
|
|||
|
{
|
|||
|
autoScrollState.Reset();
|
|||
|
autoScrollState.Enable = true;
|
|||
|
autoScrollState.Elastic = true;
|
|||
|
|
|||
|
UpdateSelection(Mathf.Clamp(Mathf.RoundToInt(position), 0, totalCount - 1));
|
|||
|
}
|
|||
|
else if (inertia)
|
|||
|
{
|
|||
|
velocity *= Mathf.Pow(decelerationRate, deltaTime);
|
|||
|
|
|||
|
if (Mathf.Abs(velocity) < 0.001f)
|
|||
|
{
|
|||
|
velocity = 0f;
|
|||
|
}
|
|||
|
|
|||
|
position += velocity * deltaTime;
|
|||
|
|
|||
|
if (snap.Enable && Mathf.Abs(velocity) < snap.VelocityThreshold)
|
|||
|
{
|
|||
|
ScrollTo(Mathf.RoundToInt(currentPosition), snap.Duration, snap.Easing);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
velocity = 0f;
|
|||
|
}
|
|||
|
|
|||
|
if (!Mathf.Approximately(velocity, 0f))
|
|||
|
{
|
|||
|
if (movementType == MovementType.Clamped)
|
|||
|
{
|
|||
|
offset = CalculateOffset(position);
|
|||
|
position += offset;
|
|||
|
|
|||
|
if (Mathf.Approximately(position, 0f) || Mathf.Approximately(position, totalCount - 1f))
|
|||
|
{
|
|||
|
velocity = 0f;
|
|||
|
UpdateSelection(Mathf.RoundToInt(position));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
UpdatePosition(position);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (!autoScrollState.Enable && (dragging || scrolling) && inertia)
|
|||
|
{
|
|||
|
var newVelocity = (currentPosition - prevPosition) / deltaTime;
|
|||
|
velocity = Mathf.Lerp(velocity, newVelocity, deltaTime * 10f);
|
|||
|
}
|
|||
|
|
|||
|
prevPosition = currentPosition;
|
|||
|
scrolling = false;
|
|||
|
}
|
|||
|
|
|||
|
float CalculateMovementAmount(float sourcePosition, float destPosition)
|
|||
|
{
|
|||
|
if (movementType != MovementType.Unrestricted)
|
|||
|
{
|
|||
|
return Mathf.Clamp(destPosition, 0, totalCount - 1) - sourcePosition;
|
|||
|
}
|
|||
|
|
|||
|
var amount = CircularPosition(destPosition, totalCount) - CircularPosition(sourcePosition, totalCount);
|
|||
|
|
|||
|
if (Mathf.Abs(amount) > totalCount * 0.5f)
|
|||
|
{
|
|||
|
amount = Mathf.Sign(-amount) * (totalCount - Mathf.Abs(amount));
|
|||
|
}
|
|||
|
|
|||
|
return amount;
|
|||
|
}
|
|||
|
|
|||
|
float CircularPosition(float p, int size) => size < 1 ? 0 : p < 0 ? size - 1 + (p + 1) % size : p % size;
|
|||
|
}
|
|||
|
}
|