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101 lines
4.1 KiB
C#
101 lines
4.1 KiB
C#
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/// Credit Danny Goodayle
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/// Sourced from - http://www.justapixel.co.uk/radial-layouts-nice-and-simple-in-unity3ds-ui-system/
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/// Updated by SimonDarksideJ - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
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/// Child Layout fix by John Hattan - enables an options
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/*
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Radial Layout Group by Just a Pixel (Danny Goodayle) - http://www.justapixel.co.uk
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Copyright (c) 2015
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("Layout/Extensions/Radial Layout")]
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public class RadialLayout : LayoutGroup
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{
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public float fDistance;
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[Range(0f, 360f)]
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public float MinAngle, MaxAngle, StartAngle;
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public bool OnlyLayoutVisible = false;
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protected override void OnEnable() { base.OnEnable(); CalculateRadial(); }
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public override void SetLayoutHorizontal()
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{
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}
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public override void SetLayoutVertical()
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{
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}
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public override void CalculateLayoutInputVertical()
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{
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CalculateRadial();
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}
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public override void CalculateLayoutInputHorizontal()
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{
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CalculateRadial();
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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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CalculateRadial();
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}
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#endif
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void CalculateRadial()
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{
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m_Tracker.Clear();
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if (transform.childCount == 0)
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return;
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int ChildrenToFormat = 0;
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if (OnlyLayoutVisible)
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{
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for (int i = 0; i < transform.childCount; i++)
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{
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RectTransform child = (RectTransform)transform.GetChild(i);
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if ((child != null) && child.gameObject.activeSelf)
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++ChildrenToFormat;
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}
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}
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else
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{
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ChildrenToFormat = transform.childCount;
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}
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float fOffsetAngle = (MaxAngle - MinAngle) / ChildrenToFormat;
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float fAngle = StartAngle;
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for (int i = 0; i < transform.childCount; i++)
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{
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RectTransform child = (RectTransform)transform.GetChild(i);
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if ((child != null) && (!OnlyLayoutVisible || child.gameObject.activeSelf))
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{
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//Adding the elements to the tracker stops the user from modifying their positions via the editor.
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m_Tracker.Add(this, child,
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DrivenTransformProperties.Anchors |
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DrivenTransformProperties.AnchoredPosition |
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DrivenTransformProperties.Pivot);
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Vector3 vPos = new Vector3(Mathf.Cos(fAngle * Mathf.Deg2Rad), Mathf.Sin(fAngle * Mathf.Deg2Rad), 0);
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child.localPosition = vPos * fDistance;
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//Force objects to be center aligned, this can be changed however I'd suggest you keep all of the objects with the same anchor points.
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child.anchorMin = child.anchorMax = child.pivot = new Vector2(0.5f, 0.5f);
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fAngle += fOffsetAngle;
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}
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}
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}
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}
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}
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