HeavenStudioPlus/Assets/Plugins/com.unity.uiextensions/Runtime/Scripts/Utilities/UIScrollToSelection.cs

303 lines
8.5 KiB
C#
Raw Normal View History

2022-01-06 00:11:33 +00:00
/// Credit zero3growlithe
/// sourced from: http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-2011648
/*USAGE:
Simply place the script on the ScrollRect that contains the selectable children you will be scrolling
*/
using System;
using System.Collections;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("UI/Extensions/UIScrollToSelection")]
public class UIScrollToSelection : MonoBehaviour
{
#region MEMBERS
[Header("[ References ]")]
[SerializeField, Tooltip("View (boundaries/mask) rect transform. Used to check if automatic scroll to selection is required.")]
private RectTransform viewportRectTransform;
[SerializeField, Tooltip("Scroll rect used to reach selected element.")]
private ScrollRect targetScrollRect;
[Header("[ Scrolling ]")]
[SerializeField, Tooltip("Allow automatic scrolling only on these axes.")]
private Axis scrollAxes = Axis.ANY;
[SerializeField, Tooltip("MOVE_TOWARDS: stiff movement, LERP: smoothed out movement")]
private ScrollMethod usedScrollMethod = ScrollMethod.MOVE_TOWARDS;
[SerializeField]
private float scrollSpeed = 50;
[Space(5)]
[SerializeField, Tooltip("Scroll speed used when element to select is out of \"JumpOffsetThreshold\" range")]
private float endOfListJumpScrollSpeed = 150;
[SerializeField, Range(0, 1), Tooltip("If next element to scroll to is located over this screen percentage, use \"EndOfListJumpScrollSpeed\" to reach this element faster.")]
private float jumpOffsetThreshold = 1;
[Header("[ Input ]")]
[SerializeField]
private MouseButton cancelScrollMouseButtons = MouseButton.ANY;
[SerializeField]
private KeyCode[] cancelScrollKeys = new KeyCode[0];
// INTERNAL - MEMBERS ONLY
private Vector3[] viewRectCorners = new Vector3[4];
private Vector3[] selectedElementCorners = new Vector3[4];
#endregion
#region PROPERTIES
// REFERENCES
public RectTransform ViewRectTransform
{
get { return viewportRectTransform; }
set { viewportRectTransform = value; }
}
public ScrollRect TargetScrollRect
{
get { return targetScrollRect; }
set { targetScrollRect = value; }
}
// SCROLLING
public Axis ScrollAxes => scrollAxes;
public ScrollMethod UsedScrollMethod => usedScrollMethod;
public float ScrollSpeed => scrollSpeed;
public float EndOfListJumpScrollSpeed => endOfListJumpScrollSpeed;
public float JumpOffsetThreshold => jumpOffsetThreshold;
// INPUT
public MouseButton CancelScrollMouseButtons => cancelScrollMouseButtons;
public KeyCode[] CancelScrollKeys => cancelScrollKeys;
// VARIABLES
private RectTransform scrollRectContentTransform;
private GameObject lastCheckedSelection;
// COROUTINES
private Coroutine animationCoroutine;
#endregion
#region FUNCTIONS
protected void Awake()
{
ValidateReferences();
}
protected void LateUpdate()
{
TryToScrollToSelection();
}
protected void Reset()
{
TargetScrollRect = gameObject.GetComponentInParent<ScrollRect>() ?? gameObject.GetComponentInChildren<ScrollRect>();
ViewRectTransform = gameObject.GetComponent<RectTransform>();
}
private void ValidateReferences()
{
if (!targetScrollRect)
{
targetScrollRect = GetComponent<ScrollRect>();
}
if (!targetScrollRect)
{
Debug.LogError("[UIScrollToSelection] No ScrollRect found. Either attach this script to a ScrollRect or assign on in the 'Target Scroll Rect' property");
gameObject.SetActive(false);
return;
}
if (ViewRectTransform == null)
{
ViewRectTransform = TargetScrollRect.GetComponent<RectTransform>();
}
if (TargetScrollRect != null)
{
scrollRectContentTransform = TargetScrollRect.content;
}
if (EventSystem.current == null)
{
Debug.LogError("[UIScrollToSelection] Unity UI EventSystem not found. It is required to check current selected object.");
gameObject.SetActive(false);
return;
}
}
private void TryToScrollToSelection()
{
// update references if selection changed
GameObject selection = EventSystem.current.currentSelectedGameObject;
if (selection == null || selection.activeInHierarchy == false || selection == lastCheckedSelection ||
selection.transform.IsChildOf(transform) == false)
{
return;
}
RectTransform selectionRect = selection.GetComponent<RectTransform>();
ViewRectTransform.GetWorldCorners(viewRectCorners);
selectionRect.GetWorldCorners(selectedElementCorners);
ScrollToSelection(selection);
lastCheckedSelection = selection;
}
private void ScrollToSelection(GameObject selection)
{
// initial check if we can scroll at all
if (selection == null)
{
return;
}
// this is just to make names shorter a bit
Vector3[] corners = viewRectCorners;
Vector3[] selectionCorners = selectedElementCorners;
// calculate scroll offset
Vector2 offsetToSelection = Vector2.zero;
offsetToSelection.x =
(selectionCorners[0].x < corners[0].x ? selectionCorners[0].x - corners[0].x : 0) +
(selectionCorners[2].x > corners[2].x ? selectionCorners[2].x - corners[2].x : 0);
offsetToSelection.y =
(selectionCorners[0].y < corners[0].y ? selectionCorners[0].y - corners[0].y : 0) +
(selectionCorners[1].y > corners[1].y ? selectionCorners[1].y - corners[1].y : 0);
// calculate final scroll speed
float finalScrollSpeed = ScrollSpeed;
if (Math.Abs(offsetToSelection.x) / Screen.width >= JumpOffsetThreshold || Math.Abs(offsetToSelection.y) / Screen.height >= JumpOffsetThreshold)
{
finalScrollSpeed = EndOfListJumpScrollSpeed;
}
// initiate animation coroutine
Vector2 targetPosition = (Vector2)scrollRectContentTransform.localPosition - offsetToSelection;
if (animationCoroutine != null)
{
StopCoroutine(animationCoroutine);
}
animationCoroutine = StartCoroutine(ScrollToPosition(targetPosition, finalScrollSpeed));
}
private IEnumerator ScrollToPosition(Vector2 targetPosition, float speed)
{
Vector3 startPosition = scrollRectContentTransform.localPosition;
// cancel movement on axes not specified in ScrollAxes mask
targetPosition.x = ((ScrollAxes | Axis.HORIZONTAL) == ScrollAxes) ? targetPosition.x : startPosition.x;
targetPosition.y = ((ScrollAxes | Axis.VERTICAL) == ScrollAxes) ? targetPosition.y : startPosition.y;
// move to target position
Vector2 currentPosition2D = startPosition;
float horizontalSpeed = (Screen.width / Screen.dpi) * speed;
float verticalSpeed = (Screen.height / Screen.dpi) * speed;
while (currentPosition2D != targetPosition && CheckIfScrollInterrupted() == false)
{
currentPosition2D.x = MoveTowardsValue(currentPosition2D.x, targetPosition.x, horizontalSpeed, UsedScrollMethod);
currentPosition2D.y = MoveTowardsValue(currentPosition2D.y, targetPosition.y, verticalSpeed, UsedScrollMethod);
scrollRectContentTransform.localPosition = currentPosition2D;
yield return null;
}
scrollRectContentTransform.localPosition = currentPosition2D;
}
private bool CheckIfScrollInterrupted()
{
bool mouseButtonClicked = false;
// check mouse buttons
switch (CancelScrollMouseButtons)
{
case MouseButton.LEFT:
mouseButtonClicked |= Input.GetMouseButtonDown(0);
break;
case MouseButton.RIGHT:
mouseButtonClicked |= Input.GetMouseButtonDown(1);
break;
case MouseButton.MIDDLE:
mouseButtonClicked |= Input.GetMouseButtonDown(2);
break;
}
if (mouseButtonClicked == true)
{
return true;
}
// check keyboard buttons
for (int i = 0; i < CancelScrollKeys.Length; i++)
{
if (Input.GetKeyDown(CancelScrollKeys[i]) == true)
{
return true;
}
}
return false;
}
private float MoveTowardsValue(float from, float to, float delta, ScrollMethod method)
{
switch (method)
{
case ScrollMethod.MOVE_TOWARDS:
return Mathf.MoveTowards(from, to, delta * Time.unscaledDeltaTime);
case ScrollMethod.LERP:
return Mathf.Lerp(from, to, delta * Time.unscaledDeltaTime);
default:
return from;
}
}
#endregion
#region CLASS_ENUMS
[Flags]
public enum Axis
{
NONE = 0x00000000,
HORIZONTAL = 0x00000001,
VERTICAL = 0x00000010,
ANY = 0x00000011
}
[Flags]
public enum MouseButton
{
NONE = 0x00000000,
LEFT = 0x00000001,
RIGHT = 0x00000010,
MIDDLE = 0x00000100,
ANY = 0x00000111
}
public enum ScrollMethod
{
MOVE_TOWARDS,
LERP
}
#endregion
}
}