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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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141 lines
4.1 KiB
C#
141 lines
4.1 KiB
C#
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/// Credit Martin Sharkbomb
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/// Sourced from - http://www.sharkbombs.com/2015/08/26/unity-ui-scrollrect-tools/
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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/ScrollRectTweener")]
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public class ScrollRectTweener : MonoBehaviour, IDragHandler
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{
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ScrollRect scrollRect;
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Vector2 startPos;
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Vector2 targetPos;
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bool wasHorizontal;
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bool wasVertical;
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public float moveSpeed = 5000f;
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public bool disableDragWhileTweening = false;
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void Awake()
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{
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scrollRect = GetComponent<ScrollRect>();
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wasHorizontal = scrollRect.horizontal;
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wasVertical = scrollRect.vertical;
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}
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public void ScrollHorizontal(float normalizedX)
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{
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Scroll(new Vector2(normalizedX, scrollRect.verticalNormalizedPosition));
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}
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public void ScrollHorizontal(float normalizedX, float duration)
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{
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Scroll(new Vector2(normalizedX, scrollRect.verticalNormalizedPosition), duration);
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}
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public void ScrollVertical(float normalizedY)
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{
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Scroll(new Vector2(scrollRect.horizontalNormalizedPosition, normalizedY));
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}
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public void ScrollVertical(float normalizedY, float duration)
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{
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Scroll(new Vector2(scrollRect.horizontalNormalizedPosition, normalizedY), duration);
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}
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public void Scroll(Vector2 normalizedPos)
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{
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Scroll(normalizedPos, GetScrollDuration(normalizedPos));
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}
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float GetScrollDuration(Vector2 normalizedPos)
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{
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Vector2 currentPos = GetCurrentPos();
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return Vector2.Distance(DeNormalize(currentPos), DeNormalize(normalizedPos)) / moveSpeed;
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}
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Vector2 DeNormalize(Vector2 normalizedPos)
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{
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return new Vector2(normalizedPos.x * scrollRect.content.rect.width, normalizedPos.y * scrollRect.content.rect.height);
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}
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Vector2 GetCurrentPos()
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{
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return new Vector2(scrollRect.horizontalNormalizedPosition, scrollRect.verticalNormalizedPosition);
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}
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public void Scroll(Vector2 normalizedPos, float duration)
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{
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startPos = GetCurrentPos();
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targetPos = normalizedPos;
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if (disableDragWhileTweening)
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LockScrollability();
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StopAllCoroutines();
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StartCoroutine(DoMove(duration));
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}
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IEnumerator DoMove(float duration)
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{
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// Abort if movement would be too short
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if (duration < 0.05f)
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yield break;
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Vector2 posOffset = targetPos - startPos;
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float currentTime = 0f;
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while (currentTime < duration)
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{
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currentTime += Time.deltaTime;
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scrollRect.normalizedPosition = EaseVector(currentTime, startPos, posOffset, duration);
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yield return null;
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}
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scrollRect.normalizedPosition = targetPos;
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if (disableDragWhileTweening)
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RestoreScrollability();
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}
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public Vector2 EaseVector(float currentTime, Vector2 startValue, Vector2 changeInValue, float duration)
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{
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return new Vector2(
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changeInValue.x * Mathf.Sin(currentTime / duration * (Mathf.PI / 2)) + startValue.x,
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changeInValue.y * Mathf.Sin(currentTime / duration * (Mathf.PI / 2)) + startValue.y
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);
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}
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public void OnDrag(PointerEventData eventData)
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{
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if (!disableDragWhileTweening)
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StopScroll();
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}
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void StopScroll()
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{
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StopAllCoroutines();
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if (disableDragWhileTweening)
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RestoreScrollability();
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}
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void LockScrollability()
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{
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scrollRect.horizontal = false;
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scrollRect.vertical = false;
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}
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void RestoreScrollability()
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{
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scrollRect.horizontal = wasHorizontal;
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scrollRect.vertical = wasVertical;
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}
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}
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}
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