mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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303 lines
8.5 KiB
C#
303 lines
8.5 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 you will be scrolling
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*/
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using System;
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using System.Collections;
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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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#region MEMBERS
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[Header("[ References ]")]
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[SerializeField, Tooltip("View (boundaries/mask) rect transform. Used to check if automatic scroll to selection is required.")]
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private RectTransform viewportRectTransform;
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[SerializeField, Tooltip("Scroll rect used to reach selected element.")]
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private ScrollRect targetScrollRect;
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[Header("[ Scrolling ]")]
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[SerializeField, Tooltip("Allow automatic scrolling only on these axes.")]
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private Axis scrollAxes = Axis.ANY;
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[SerializeField, Tooltip("MOVE_TOWARDS: stiff movement, LERP: smoothed out movement")]
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private ScrollMethod usedScrollMethod = ScrollMethod.MOVE_TOWARDS;
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[SerializeField]
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private float scrollSpeed = 50;
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[Space(5)]
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[SerializeField, Tooltip("Scroll speed used when element to select is out of \"JumpOffsetThreshold\" range")]
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private float endOfListJumpScrollSpeed = 150;
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[SerializeField, Range(0, 1), Tooltip("If next element to scroll to is located over this screen percentage, use \"EndOfListJumpScrollSpeed\" to reach this element faster.")]
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private float jumpOffsetThreshold = 1;
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[Header("[ Input ]")]
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[SerializeField]
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private MouseButton cancelScrollMouseButtons = MouseButton.ANY;
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[SerializeField]
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private KeyCode[] cancelScrollKeys = new KeyCode[0];
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// INTERNAL - MEMBERS ONLY
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private Vector3[] viewRectCorners = new Vector3[4];
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private Vector3[] selectedElementCorners = new Vector3[4];
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#endregion
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#region PROPERTIES
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// REFERENCES
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public RectTransform ViewRectTransform
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{
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get { return viewportRectTransform; }
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set { viewportRectTransform = value; }
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}
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public ScrollRect TargetScrollRect
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{
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get { return targetScrollRect; }
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set { targetScrollRect = value; }
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}
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// SCROLLING
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public Axis ScrollAxes => scrollAxes;
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public ScrollMethod UsedScrollMethod => usedScrollMethod;
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public float ScrollSpeed => scrollSpeed;
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public float EndOfListJumpScrollSpeed => endOfListJumpScrollSpeed;
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public float JumpOffsetThreshold => jumpOffsetThreshold;
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// INPUT
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public MouseButton CancelScrollMouseButtons => cancelScrollMouseButtons;
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public KeyCode[] CancelScrollKeys => cancelScrollKeys;
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// VARIABLES
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private RectTransform scrollRectContentTransform;
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private GameObject lastCheckedSelection;
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// COROUTINES
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private Coroutine animationCoroutine;
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#endregion
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#region FUNCTIONS
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protected void Awake()
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{
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ValidateReferences();
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}
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protected void LateUpdate()
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{
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TryToScrollToSelection();
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}
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protected void Reset()
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{
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TargetScrollRect = gameObject.GetComponentInParent<ScrollRect>() ?? gameObject.GetComponentInChildren<ScrollRect>();
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ViewRectTransform = gameObject.GetComponent<RectTransform>();
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}
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private void ValidateReferences()
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{
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if (!targetScrollRect)
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{
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targetScrollRect = GetComponent<ScrollRect>();
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}
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if (!targetScrollRect)
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{
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Debug.LogError("[UIScrollToSelection] No ScrollRect found. Either attach this script to a ScrollRect or assign on in the 'Target Scroll Rect' property");
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gameObject.SetActive(false);
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return;
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}
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if (ViewRectTransform == null)
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{
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ViewRectTransform = TargetScrollRect.GetComponent<RectTransform>();
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}
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if (TargetScrollRect != null)
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{
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scrollRectContentTransform = TargetScrollRect.content;
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}
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if (EventSystem.current == null)
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{
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Debug.LogError("[UIScrollToSelection] Unity UI EventSystem not found. It is required to check current selected object.");
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gameObject.SetActive(false);
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return;
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}
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}
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private void TryToScrollToSelection()
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{
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// update references if selection changed
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GameObject selection = EventSystem.current.currentSelectedGameObject;
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if (selection == null || selection.activeInHierarchy == false || selection == lastCheckedSelection ||
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selection.transform.IsChildOf(transform) == false)
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{
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return;
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}
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RectTransform selectionRect = selection.GetComponent<RectTransform>();
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ViewRectTransform.GetWorldCorners(viewRectCorners);
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selectionRect.GetWorldCorners(selectedElementCorners);
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ScrollToSelection(selection);
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lastCheckedSelection = selection;
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}
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private void ScrollToSelection(GameObject selection)
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{
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// initial check if we can scroll at all
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if (selection == null)
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{
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return;
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}
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// this is just to make names shorter a bit
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Vector3[] corners = viewRectCorners;
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Vector3[] selectionCorners = selectedElementCorners;
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// calculate scroll offset
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Vector2 offsetToSelection = Vector2.zero;
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offsetToSelection.x =
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(selectionCorners[0].x < corners[0].x ? selectionCorners[0].x - corners[0].x : 0) +
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(selectionCorners[2].x > corners[2].x ? selectionCorners[2].x - corners[2].x : 0);
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offsetToSelection.y =
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(selectionCorners[0].y < corners[0].y ? selectionCorners[0].y - corners[0].y : 0) +
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(selectionCorners[1].y > corners[1].y ? selectionCorners[1].y - corners[1].y : 0);
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// calculate final scroll speed
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float finalScrollSpeed = ScrollSpeed;
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if (Math.Abs(offsetToSelection.x) / Screen.width >= JumpOffsetThreshold || Math.Abs(offsetToSelection.y) / Screen.height >= JumpOffsetThreshold)
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{
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finalScrollSpeed = EndOfListJumpScrollSpeed;
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}
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// initiate animation coroutine
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Vector2 targetPosition = (Vector2)scrollRectContentTransform.localPosition - offsetToSelection;
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if (animationCoroutine != null)
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{
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StopCoroutine(animationCoroutine);
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}
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animationCoroutine = StartCoroutine(ScrollToPosition(targetPosition, finalScrollSpeed));
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}
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private IEnumerator ScrollToPosition(Vector2 targetPosition, float speed)
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{
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Vector3 startPosition = scrollRectContentTransform.localPosition;
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// cancel movement on axes not specified in ScrollAxes mask
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targetPosition.x = ((ScrollAxes | Axis.HORIZONTAL) == ScrollAxes) ? targetPosition.x : startPosition.x;
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targetPosition.y = ((ScrollAxes | Axis.VERTICAL) == ScrollAxes) ? targetPosition.y : startPosition.y;
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// move to target position
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Vector2 currentPosition2D = startPosition;
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float horizontalSpeed = (Screen.width / Screen.dpi) * speed;
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float verticalSpeed = (Screen.height / Screen.dpi) * speed;
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while (currentPosition2D != targetPosition && CheckIfScrollInterrupted() == false)
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{
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currentPosition2D.x = MoveTowardsValue(currentPosition2D.x, targetPosition.x, horizontalSpeed, UsedScrollMethod);
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currentPosition2D.y = MoveTowardsValue(currentPosition2D.y, targetPosition.y, verticalSpeed, UsedScrollMethod);
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scrollRectContentTransform.localPosition = currentPosition2D;
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yield return null;
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}
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scrollRectContentTransform.localPosition = currentPosition2D;
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}
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private bool CheckIfScrollInterrupted()
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{
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bool mouseButtonClicked = false;
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// check mouse buttons
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switch (CancelScrollMouseButtons)
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{
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case MouseButton.LEFT:
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mouseButtonClicked |= Input.GetMouseButtonDown(0);
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break;
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case MouseButton.RIGHT:
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mouseButtonClicked |= Input.GetMouseButtonDown(1);
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break;
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case MouseButton.MIDDLE:
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mouseButtonClicked |= Input.GetMouseButtonDown(2);
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break;
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}
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if (mouseButtonClicked == true)
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{
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return true;
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}
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// check keyboard buttons
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for (int i = 0; i < CancelScrollKeys.Length; i++)
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{
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if (Input.GetKeyDown(CancelScrollKeys[i]) == true)
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{
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return true;
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}
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}
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return false;
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}
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private float MoveTowardsValue(float from, float to, float delta, ScrollMethod method)
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{
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switch (method)
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{
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case ScrollMethod.MOVE_TOWARDS:
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return Mathf.MoveTowards(from, to, delta * Time.unscaledDeltaTime);
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case ScrollMethod.LERP:
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return Mathf.Lerp(from, to, delta * Time.unscaledDeltaTime);
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default:
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return from;
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}
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}
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#endregion
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#region CLASS_ENUMS
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[Flags]
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public enum Axis
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{
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NONE = 0x00000000,
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HORIZONTAL = 0x00000001,
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VERTICAL = 0x00000010,
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ANY = 0x00000011
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}
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[Flags]
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public enum MouseButton
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{
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NONE = 0x00000000,
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LEFT = 0x00000001,
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RIGHT = 0x00000010,
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MIDDLE = 0x00000100,
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ANY = 0x00000111
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}
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public enum ScrollMethod
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{
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MOVE_TOWARDS,
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LERP
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}
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#endregion
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}
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}
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