HeavenStudioPlus/Assets/Plugins/com.unity.uiextensions/Runtime/Scripts/Utilities/UI_InfiniteScroll.cs
2022-01-05 19:11:33 -05:00

218 lines
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9 KiB
C#

/// Credit Tomasz Schelenz
/// Sourced from - https://bitbucket.org/SimonDarksideJ/unity-ui-extensions/issues/81/infinite-scrollrect
/// Demo - https://www.youtube.com/watch?v=uVTV7Udx78k - configures automatically. - works in both vertical and horizontal (but not both at the same time) - drag and drop - can be initialized by code (in case you populate your scrollview content from code)
/// Updated by Febo Zodiaco - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/349/magnticinfinitescroll
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// Infinite scroll view with automatic configuration
///
/// Fields
/// - InitByUSer - in case your scrollrect is populated from code, you can explicitly Initialize the infinite scroll after your scroll is ready
/// by calling Init() method
///
/// Notes
/// - does not work in both vertical and horizontal orientation at the same time.
/// - in order to work it disables layout components and size fitter if present(automatically)
///
/// </summary>
[AddComponentMenu("UI/Extensions/UI Infinite Scroll")]
public class UI_InfiniteScroll : MonoBehaviour
{
//if true user will need to call Init() method manually (in case the contend of the scrollview is generated from code or requires special initialization)
[Tooltip("If false, will Init automatically, otherwise you need to call Init() method")]
public bool InitByUser = false;
protected ScrollRect _scrollRect;
private ContentSizeFitter _contentSizeFitter;
private VerticalLayoutGroup _verticalLayoutGroup;
private HorizontalLayoutGroup _horizontalLayoutGroup;
private GridLayoutGroup _gridLayoutGroup;
protected bool _isVertical = false;
protected bool _isHorizontal = false;
private float _disableMarginX = 0;
private float _disableMarginY = 0;
private bool _hasDisabledGridComponents = false;
protected List<RectTransform> items = new List<RectTransform>();
private Vector2 _newAnchoredPosition = Vector2.zero;
//TO DISABLE FLICKERING OBJECT WHEN SCROLL VIEW IS IDLE IN BETWEEN OBJECTS
private float _threshold = 100f;
private int _itemCount = 0;
private float _recordOffsetX = 0;
private float _recordOffsetY = 0;
protected virtual void Awake()
{
if (!InitByUser)
Init();
}
public virtual void SetNewItems(ref List<Transform> newItems)
{
if (_scrollRect != null)
{
if (_scrollRect.content == null && newItems == null)
{
return;
}
if (items != null)
{
items.Clear();
}
for (int i = _scrollRect.content.childCount - 1; i >= 0; i--)
{
Transform child = _scrollRect.content.GetChild(i);
child.SetParent(null);
GameObject.DestroyImmediate(child.gameObject);
}
foreach (Transform newItem in newItems)
{
newItem.SetParent(_scrollRect.content);
}
SetItems();
}
}
private void SetItems()
{
for (int i = 0; i < _scrollRect.content.childCount; i++)
{
items.Add(_scrollRect.content.GetChild(i).GetComponent<RectTransform>());
}
_itemCount = _scrollRect.content.childCount;
}
public void Init()
{
if (GetComponent<ScrollRect>() != null)
{
_scrollRect = GetComponent<ScrollRect>();
_scrollRect.onValueChanged.AddListener(OnScroll);
_scrollRect.movementType = ScrollRect.MovementType.Unrestricted;
if (_scrollRect.content.GetComponent<VerticalLayoutGroup>() != null)
{
_verticalLayoutGroup = _scrollRect.content.GetComponent<VerticalLayoutGroup>();
}
if (_scrollRect.content.GetComponent<HorizontalLayoutGroup>() != null)
{
_horizontalLayoutGroup = _scrollRect.content.GetComponent<HorizontalLayoutGroup>();
}
if (_scrollRect.content.GetComponent<GridLayoutGroup>() != null)
{
_gridLayoutGroup = _scrollRect.content.GetComponent<GridLayoutGroup>();
}
if (_scrollRect.content.GetComponent<ContentSizeFitter>() != null)
{
_contentSizeFitter = _scrollRect.content.GetComponent<ContentSizeFitter>();
}
_isHorizontal = _scrollRect.horizontal;
_isVertical = _scrollRect.vertical;
if (_isHorizontal && _isVertical)
{
Debug.LogError("UI_InfiniteScroll doesn't support scrolling in both directions, please choose one direction (horizontal or vertical)");
}
SetItems();
}
else
{
Debug.LogError("UI_InfiniteScroll => No ScrollRect component found");
}
}
void DisableGridComponents()
{
if (_isVertical)
{
_recordOffsetY = items[1].GetComponent<RectTransform>().anchoredPosition.y - items[0].GetComponent<RectTransform>().anchoredPosition.y;
if (_recordOffsetY < 0)
{
_recordOffsetY *= -1;
}
_disableMarginY = _recordOffsetY * _itemCount / 2;
}
if (_isHorizontal)
{
_recordOffsetX = items[1].GetComponent<RectTransform>().anchoredPosition.x - items[0].GetComponent<RectTransform>().anchoredPosition.x;
if (_recordOffsetX < 0)
{
_recordOffsetX *= -1;
}
_disableMarginX = _recordOffsetX * _itemCount / 2;
}
if (_verticalLayoutGroup)
{
_verticalLayoutGroup.enabled = false;
}
if (_horizontalLayoutGroup)
{
_horizontalLayoutGroup.enabled = false;
}
if (_contentSizeFitter)
{
_contentSizeFitter.enabled = false;
}
if (_gridLayoutGroup)
{
_gridLayoutGroup.enabled = false;
}
_hasDisabledGridComponents = true;
}
public void OnScroll(Vector2 pos)
{
if (!_hasDisabledGridComponents)
DisableGridComponents();
for (int i = 0; i < items.Count; i++)
{
if (_isHorizontal)
{
if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x > _disableMarginX + _threshold)
{
_newAnchoredPosition = items[i].anchoredPosition;
_newAnchoredPosition.x -= _itemCount * _recordOffsetX;
items[i].anchoredPosition = _newAnchoredPosition;
_scrollRect.content.GetChild(_itemCount - 1).transform.SetAsFirstSibling();
}
else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x < -_disableMarginX)
{
_newAnchoredPosition = items[i].anchoredPosition;
_newAnchoredPosition.x += _itemCount * _recordOffsetX;
items[i].anchoredPosition = _newAnchoredPosition;
_scrollRect.content.GetChild(0).transform.SetAsLastSibling();
}
}
if (_isVertical)
{
if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y > _disableMarginY + _threshold)
{
_newAnchoredPosition = items[i].anchoredPosition;
_newAnchoredPosition.y -= _itemCount * _recordOffsetY;
items[i].anchoredPosition = _newAnchoredPosition;
_scrollRect.content.GetChild(_itemCount - 1).transform.SetAsFirstSibling();
}
else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y < -_disableMarginY)
{
_newAnchoredPosition = items[i].anchoredPosition;
_newAnchoredPosition.y += _itemCount * _recordOffsetY;
items[i].anchoredPosition = _newAnchoredPosition;
_scrollRect.content.GetChild(0).transform.SetAsLastSibling();
}
}
}
}
}
}