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604 lines
20 KiB
C#
604 lines
20 KiB
C#
/// Credit Ben MacKinnon @Dover8
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/// Sourced from - https://github.com/Dover8/Unity-UI-Extensions/tree/range-slider
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/// Usage: Extension of the standard slider. Two handles determine a low and high value between a Min and Max.
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/// Raises a UnityEvent passing the low and high values
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using System;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Range Slider", 34)]
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[ExecuteInEditMode]
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[RequireComponent(typeof(RectTransform))]
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public class RangeSlider : Selectable, IDragHandler, IInitializePotentialDragHandler, ICanvasElement
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{
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[Serializable]
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public class RangeSliderEvent : UnityEvent<float, float> { }
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[SerializeField]
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private RectTransform m_FillRect;
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public RectTransform FillRect { get { return m_FillRect; } set { if (SetClass(ref m_FillRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } }
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[SerializeField]
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private RectTransform m_LowHandleRect;
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public RectTransform LowHandleRect { get { return m_LowHandleRect; } set { if (SetClass(ref m_LowHandleRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } }
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[SerializeField]
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private RectTransform m_HighHandleRect;
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public RectTransform HighHandleRect { get { return m_HighHandleRect; } set { if (SetClass(ref m_HighHandleRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } }
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[Space]
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[SerializeField]
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private float m_MinValue = 0;
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public float MinValue { get { return m_MinValue; } set { if (SetStruct(ref m_MinValue, value)) { SetLow(m_LowValue); SetHigh(m_HighValue); UpdateVisuals(); } } }
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[SerializeField]
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private float m_MaxValue = 1;
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public float MaxValue { get { return m_MaxValue; } set { if (SetStruct(ref m_MaxValue, value)) { SetLow(m_LowValue); SetHigh(m_HighValue); UpdateVisuals(); } } }
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[SerializeField]
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private bool m_WholeNumbers = false;
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public bool WholeNumbers { get { return m_WholeNumbers; } set { if (SetStruct(ref m_WholeNumbers, value)) { SetLow(m_LowValue); SetHigh(m_HighValue); UpdateVisuals(); } } }
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[SerializeField]
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private float m_LowValue;
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public virtual float LowValue
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{
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get
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{
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if (WholeNumbers)
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{
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return Mathf.Round(m_LowValue);
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}
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return m_LowValue;
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}
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set
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{
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SetLow(value);
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}
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}
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public float NormalizedLowValue
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{
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get
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{
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if (Mathf.Approximately(MinValue, MaxValue))
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{
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return 0;
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}
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return Mathf.InverseLerp(MinValue, MaxValue, LowValue);
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}
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set
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{
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this.LowValue = Mathf.Lerp(MinValue, MaxValue, value);
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}
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}
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[SerializeField]
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private float m_HighValue;
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public virtual float HighValue
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{
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get
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{
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if (WholeNumbers)
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{
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return Mathf.Round(m_HighValue);
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}
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return m_HighValue;
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}
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set
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{
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SetHigh(value);
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}
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}
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public float NormalizedHighValue
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{
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get
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{
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if (Mathf.Approximately(MinValue, MaxValue))
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{
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return 0;
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}
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return Mathf.InverseLerp(MinValue, MaxValue, HighValue);
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}
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set
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{
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this.HighValue = Mathf.Lerp(MinValue, MaxValue, value);
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}
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}
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/// <summary>
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/// Set the value of the slider without invoking onValueChanged callback.
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/// </summary>
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/// <param name="input">The new value for the slider.</param>
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public virtual void SetValueWithoutNotify(float low, float high)
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{
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SetLow(low, false);
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SetHigh(high, false);
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}
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[Space]
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[SerializeField]
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private RangeSliderEvent m_OnValueChanged = new RangeSliderEvent();
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public RangeSliderEvent OnValueChanged { get { return m_OnValueChanged; } set { m_OnValueChanged = value; } }
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// Private fields
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/// <summary>
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/// An Enum that says in what state we and interacting with the slider
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/// </summary>
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private enum InteractionState
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{
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Low,
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High,
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Bar,
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None
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}
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private InteractionState interactionState = InteractionState.None;
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private Image m_FillImage;
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private Transform m_FillTransform;
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private RectTransform m_FillContainerRect;
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private Transform m_HighHandleTransform;
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private RectTransform m_HighHandleContainerRect;
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private Transform m_LowHandleTransform;
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private RectTransform m_LowHandleContainerRect;
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// The offset from handle position to mouse down position
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private Vector2 m_LowOffset = Vector2.zero;
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// The offset from handle position to mouse down position
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private Vector2 m_HighOffset = Vector2.zero;
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private DrivenRectTransformTracker m_Tracker;
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// This "delayed" mechanism is required for case 1037681.
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private bool m_DelayedUpdateVisuals = false;
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// Size of each step.
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float StepSize { get { return WholeNumbers ? 1 : (MaxValue - MinValue) * 0.1f; } }
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protected RangeSlider()
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{ }
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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base.OnValidate();
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if (WholeNumbers)
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{
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m_MinValue = Mathf.Round(m_MinValue);
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m_MaxValue = Mathf.Round(m_MaxValue);
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}
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if (IsActive())
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{
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UpdateCachedReferences();
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SetLow(m_LowValue, false);
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SetHigh(m_HighValue, false);
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//Update rects since other things might affect them even if value didn't change
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m_DelayedUpdateVisuals = true;
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}
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if (!UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this) && !Application.isPlaying)
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{
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CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
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}
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}
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#endif
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public virtual void Rebuild(CanvasUpdate executing)
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{
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#if UNITY_EDITOR
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if (executing == CanvasUpdate.Prelayout)
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{
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OnValueChanged.Invoke(LowValue, HighValue);
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}
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#endif
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}
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/// <summary>
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/// See ICanvasElement.LayoutComplete
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/// </summary>
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public virtual void LayoutComplete()
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{ }
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/// <summary>
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/// See ICanvasElement.GraphicUpdateComplete
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/// </summary>
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public virtual void GraphicUpdateComplete()
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{ }
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public static bool SetClass<T>(ref T currentValue, T newValue) where T : class
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{
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if ((currentValue == null && newValue == null) || (currentValue != null && currentValue.Equals(newValue)))
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return false;
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currentValue = newValue;
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return true;
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}
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public static bool SetStruct<T>(ref T currentValue, T newValue) where T : struct
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{
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if (currentValue.Equals(newValue))
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return false;
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currentValue = newValue;
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return true;
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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UpdateCachedReferences();
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SetLow(LowValue, false);
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SetHigh(HighValue, false);
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// Update rects since they need to be initialized correctly.
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UpdateVisuals();
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}
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protected override void OnDisable()
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{
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m_Tracker.Clear();
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base.OnDisable();
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}
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/// <summary>
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/// Update the rect based on the delayed update visuals.
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/// Got around issue of calling sendMessage from onValidate.
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/// </summary>
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protected virtual void Update()
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{
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if (m_DelayedUpdateVisuals)
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{
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m_DelayedUpdateVisuals = false;
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UpdateVisuals();
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}
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}
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protected override void OnDidApplyAnimationProperties()
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{
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base.OnDidApplyAnimationProperties();
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}
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void UpdateCachedReferences()
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{
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if (m_FillRect && m_FillRect != (RectTransform)transform)
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{
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m_FillTransform = m_FillRect.transform;
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m_FillImage = m_FillRect.GetComponent<Image>();
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if (m_FillTransform.parent != null)
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m_FillContainerRect = m_FillTransform.parent.GetComponent<RectTransform>();
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}
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else
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{
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m_FillRect = null;
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m_FillContainerRect = null;
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m_FillImage = null;
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}
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if (m_HighHandleRect && m_HighHandleRect != (RectTransform)transform)
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{
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m_HighHandleTransform = m_HighHandleRect.transform;
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if (m_HighHandleTransform.parent != null)
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m_HighHandleContainerRect = m_HighHandleTransform.parent.GetComponent<RectTransform>();
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}
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else
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{
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m_HighHandleRect = null;
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m_HighHandleContainerRect = null;
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}
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if (m_LowHandleRect && m_LowHandleRect != (RectTransform)transform)
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{
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m_LowHandleTransform = m_LowHandleRect.transform;
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if (m_LowHandleTransform.parent != null)
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{
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m_LowHandleContainerRect = m_LowHandleTransform.parent.GetComponent<RectTransform>();
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}
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}
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else
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{
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m_LowHandleRect = null;
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m_LowHandleContainerRect = null;
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}
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}
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void SetLow(float input)
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{
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SetLow(input, true);
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}
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protected virtual void SetLow(float input, bool sendCallback)
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{
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// Clamp the input
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float newValue = Mathf.Clamp(input, MinValue, HighValue); //clamp between min and High
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if (WholeNumbers)
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{
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newValue = Mathf.Round(newValue);
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}
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// If the stepped value doesn't match the last one, it's time to update
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if (m_LowValue == newValue)
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return;
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m_LowValue = newValue;
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UpdateVisuals();
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if (sendCallback)
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{
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UISystemProfilerApi.AddMarker("RangeSlider.lowValue", this);
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m_OnValueChanged.Invoke(newValue, HighValue);
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}
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}
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void SetHigh(float input)
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{
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SetHigh(input, true);
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}
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protected virtual void SetHigh(float input, bool sendCallback)
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{
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// Clamp the input
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float newValue = Mathf.Clamp(input, LowValue, MaxValue); //clamp between min and High
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if (WholeNumbers)
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{
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newValue = Mathf.Round(newValue);
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}
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// If the stepped value doesn't match the last one, it's time to update
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if (m_HighValue == newValue)
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return;
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m_HighValue = newValue;
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UpdateVisuals();
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if (sendCallback)
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{
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UISystemProfilerApi.AddMarker("RangeSlider.highValue", this);
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m_OnValueChanged.Invoke(LowValue, newValue);
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}
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}
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protected override void OnRectTransformDimensionsChange()
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{
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base.OnRectTransformDimensionsChange();
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//This can be invoked before OnEnabled is called. So we shouldn't be accessing other objects, before OnEnable is called.
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if (!IsActive())
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return;
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UpdateVisuals();
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}
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// Force-update the slider. Useful if you've changed the properties and want it to update visually.
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private void UpdateVisuals()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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UpdateCachedReferences();
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#endif
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m_Tracker.Clear();
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if (m_FillContainerRect != null)
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{
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m_Tracker.Add(this, m_FillRect, DrivenTransformProperties.Anchors);
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Vector2 anchorMin = Vector2.zero;
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Vector2 anchorMax = Vector2.one;
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//this is where some new magic must happen. Slider just uses a filled image
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//and changes the % of fill. We must move the image anchors to be between the two handles.
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anchorMin[0] = NormalizedLowValue;
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anchorMax[0] = NormalizedHighValue;
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m_FillRect.anchorMin = anchorMin;
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m_FillRect.anchorMax = anchorMax;
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}
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if (m_LowHandleContainerRect != null)
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{
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m_Tracker.Add(this, m_LowHandleRect, DrivenTransformProperties.Anchors);
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Vector2 anchorMin = Vector2.zero;
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Vector2 anchorMax = Vector2.one;
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anchorMin[0] = anchorMax[0] = NormalizedLowValue;
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m_LowHandleRect.anchorMin = anchorMin;
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m_LowHandleRect.anchorMax = anchorMax;
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}
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if (m_HighHandleContainerRect != null)
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{
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m_Tracker.Add(this, m_HighHandleRect, DrivenTransformProperties.Anchors);
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Vector2 anchorMin = Vector2.zero;
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Vector2 anchorMax = Vector2.one;
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anchorMin[0] = anchorMax[0] = NormalizedHighValue;
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m_HighHandleRect.anchorMin = anchorMin;
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m_HighHandleRect.anchorMax = anchorMax;
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}
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}
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// Update the slider's position based on the mouse.
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void UpdateDrag(PointerEventData eventData, Camera cam)
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{
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//this needs to differ from slider in that we have two handles, and need to move the right one.
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//and if it was neither handle, we will have a separate case where both handles move uniformly
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//moving the entire range
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//this is where we use our interationState
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switch (interactionState)
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{
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case InteractionState.Low:
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NormalizedLowValue = CalculateDrag(eventData, cam, m_LowHandleContainerRect, m_LowOffset);
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break;
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case InteractionState.High:
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NormalizedHighValue = CalculateDrag(eventData, cam, m_HighHandleContainerRect, m_HighOffset);
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break;
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case InteractionState.Bar:
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//special case
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CalculateBarDrag(eventData, cam);
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break;
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case InteractionState.None:
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break;
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}
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}
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private float CalculateDrag(PointerEventData eventData, Camera cam, RectTransform containerRect, Vector2 offset)
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{
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RectTransform clickRect = containerRect ?? m_FillContainerRect;
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if (clickRect != null && clickRect.rect.size[0] > 0)
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{
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Vector2 localCursor;
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if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(clickRect, eventData.position, cam, out localCursor))
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{
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return 0f;
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}
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localCursor -= clickRect.rect.position;
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float val = Mathf.Clamp01((localCursor - offset)[0] / clickRect.rect.size[0]);
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return val;
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}
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return 0;
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}
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private void CalculateBarDrag(PointerEventData eventData, Camera cam)
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{
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RectTransform clickRect = m_FillContainerRect;
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if (clickRect != null && clickRect.rect.size[0] > 0)
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{
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Vector2 localCursor;
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if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(clickRect, eventData.position, cam, out localCursor))
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{
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return;
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}
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localCursor -= clickRect.rect.position;
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//now we need to get the delta drag on the bar
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//and move both the normalized low and high values by this amount
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//but also check that neither is going beyond the bounds
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if (NormalizedLowValue >= 0 && NormalizedHighValue <= 1)
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{
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//find the mid point on the current bar
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float mid = (NormalizedHighValue + NormalizedLowValue)/2;
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//find where the new mid point should be
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float val = Mathf.Clamp01((localCursor)[0] / clickRect.rect.size[0]);
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//calculate the delta
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float delta = val - mid;
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//check the clamp range
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if (NormalizedLowValue + delta < 0)
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{
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delta = -NormalizedLowValue;
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}
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else if (NormalizedHighValue + delta > 1)
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{
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delta = 1 - NormalizedHighValue;
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}
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//adjust both ends
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NormalizedLowValue += delta;
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NormalizedHighValue += delta;
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}
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}
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}
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private bool MayDrag(PointerEventData eventData)
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{
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return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left;
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}
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public override void OnPointerDown(PointerEventData eventData)
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{
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if (!MayDrag(eventData))
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return;
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//HANDLE DRAG EVENTS
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m_LowOffset = m_HighOffset = Vector2.zero;
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Vector2 localMousePos;
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if (m_HighHandleRect != null && RectTransformUtility.RectangleContainsScreenPoint(m_HighHandleRect, eventData.position, eventData.enterEventCamera))
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{
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//dragging the high value handle
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HighHandleRect, eventData.position, eventData.pressEventCamera, out localMousePos))
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{
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m_HighOffset = localMousePos;
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}
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interactionState = InteractionState.High;
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if (transition == Transition.ColorTint)
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{
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targetGraphic = m_HighHandleRect.GetComponent<Graphic>();
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}
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}
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else if (m_LowHandleRect != null && RectTransformUtility.RectangleContainsScreenPoint(m_LowHandleRect, eventData.position, eventData.enterEventCamera))
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{
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//dragging the low value handle
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_LowHandleRect, eventData.position, eventData.pressEventCamera, out localMousePos))
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{
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m_LowOffset = localMousePos;
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}
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interactionState = InteractionState.Low;
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if (transition == Transition.ColorTint)
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{
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targetGraphic = m_LowHandleRect.GetComponent<Graphic>();
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}
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}
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else
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{
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//outside the handles, move the entire slider along
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UpdateDrag(eventData, eventData.pressEventCamera);
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if (eventData.pointerCurrentRaycast.gameObject == m_FillRect.gameObject)
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{
|
|
interactionState = InteractionState.Bar;
|
|
}
|
|
if (transition == Transition.ColorTint)
|
|
{
|
|
targetGraphic = m_FillImage;
|
|
}
|
|
}
|
|
base.OnPointerDown(eventData);
|
|
}
|
|
|
|
public virtual void OnDrag(PointerEventData eventData)
|
|
{
|
|
if (!MayDrag(eventData))
|
|
{
|
|
return;
|
|
}
|
|
|
|
UpdateDrag(eventData, eventData.pressEventCamera);
|
|
}
|
|
|
|
public override void OnPointerUp(PointerEventData eventData)
|
|
{
|
|
base.OnPointerUp(eventData);
|
|
interactionState = InteractionState.None;
|
|
}
|
|
|
|
public override void OnMove(AxisEventData eventData)
|
|
{
|
|
//this requires further investigation
|
|
}
|
|
|
|
public virtual void OnInitializePotentialDrag(PointerEventData eventData)
|
|
{
|
|
eventData.useDragThreshold = false;
|
|
}
|
|
}
|
|
}
|