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676 lines
25 KiB
C#
676 lines
25 KiB
C#
/// Credit Beka Westberg
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/// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/28
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/// Updated by SimonDarksideJ - Added some exception management and a SetNewItems to replace the content programmatically
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.EventSystems;
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using UnityEngine.Events;
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using System;
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namespace UnityEngine.UI.Extensions
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{
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[ExecuteInEditMode]
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[RequireComponent(typeof(ScrollRect))]
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[AddComponentMenu("UI/Extensions/ContentSnapScrollHorizontal")]
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public class ContentScrollSnapHorizontal : MonoBehaviour, IBeginDragHandler, IEndDragHandler
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{
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[Serializable]
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public class StartMovementEvent : UnityEvent { }
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[Serializable]
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public class CurrentItemChangeEvent : UnityEvent<int> { }
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[Serializable]
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public class FoundItemToSnapToEvent : UnityEvent<int> { }
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[Serializable]
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public class SnappedToItemEvent : UnityEvent<int> { }
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public bool ignoreInactiveItems = true;
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public MoveInfo startInfo = new MoveInfo(MoveInfo.IndexType.positionIndex, 0);
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public GameObject prevButton;
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public GameObject nextButton;
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public GameObject pagination;
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[Tooltip("The velocity below which the scroll rect will start to snap")]
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public int snappingVelocityThreshold = 50;
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[Header("Paging Info")]
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[Tooltip("Should the pagination & buttons jump or lerp to the items")]
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public bool jumpToItem = false;
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[Tooltip("The time it will take for the pagination or buttons to move between items")]
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public float lerpTime = .3f;
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[Header("Events")]
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[SerializeField]
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[Tooltip("Event is triggered whenever the scroll rect starts to move, even when triggered programmatically")]
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private StartMovementEvent m_StartMovementEvent = new StartMovementEvent();
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public StartMovementEvent MovementStarted
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{
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get
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{
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return m_StartMovementEvent;
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}
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set
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{
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m_StartMovementEvent = value;
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}
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}
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[SerializeField]
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[Tooltip("Event is triggered whenever the closest item to the center of the scrollrect changes")]
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private CurrentItemChangeEvent m_CurrentItemChangeEvent = new CurrentItemChangeEvent();
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public CurrentItemChangeEvent CurrentItemChanged
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{
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get
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{
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return m_CurrentItemChangeEvent;
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}
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set
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{
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m_CurrentItemChangeEvent = value;
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}
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}
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[SerializeField]
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[Tooltip("Event is triggered when the ContentSnapScroll decides which item it is going to snap to. Returns the index of the closest position.")]
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private FoundItemToSnapToEvent m_FoundItemToSnapToEvent = new FoundItemToSnapToEvent();
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public FoundItemToSnapToEvent ItemFoundToSnap
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{
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get
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{
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return m_FoundItemToSnapToEvent;
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}
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set
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{
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m_FoundItemToSnapToEvent = value;
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}
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}
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[SerializeField]
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[Tooltip("Event is triggered when we finally settle on an element. Returns the index of the item's position.")]
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private SnappedToItemEvent m_SnappedToItemEvent = new SnappedToItemEvent();
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public SnappedToItemEvent ItemSnappedTo
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{
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get
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{
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return m_SnappedToItemEvent;
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}
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set
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{
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m_SnappedToItemEvent = value;
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}
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}
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private ScrollRect scrollRect = null;
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private RectTransform scrollRectTransform = null;
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private RectTransform contentTransform = null;
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private List<Vector3> contentPositions = new List<Vector3>();
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private Vector3 lerpTarget = Vector3.zero;
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private float totalScrollableWidth = 0;
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private DrivenRectTransformTracker tracker ;
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private float mLerpTime = 0;
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private int _closestItem = 0;
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private bool mSliding = false;
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private bool mLerping = false;
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private bool ContentIsHorizonalLayoutGroup
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{
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get
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{
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return contentTransform.GetComponent<HorizontalLayoutGroup>() != null;
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}
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}
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#region Public Info
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/// <summary>
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/// Returns if the SnapScroll is moving
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/// </summary>
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public bool Moving
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{
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get
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{
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return Sliding || Lerping;
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}
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}
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/// <summary>
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/// Returns if the SnapScroll is moving because of a touch
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/// </summary>
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public bool Sliding
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{
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get
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{
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return mSliding;
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}
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}
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/// <summary>
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/// Returns if the SnapScroll is moving programmatically
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/// </summary>
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public bool Lerping
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{
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get
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{
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return mLerping;
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}
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}
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/// <summary>
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/// Returns the closest item's index
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/// *Note this is zero based, and based on position not child order
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/// </summary>
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public int ClosestItemIndex
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{
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get
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{
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return contentPositions.IndexOf(FindClosestFrom(contentTransform.localPosition));
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}
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}
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/// <summary>
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/// Returns the lerpTarget's index
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/// *Note this is zero-based, and based on position not child order
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/// </summary>
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public int LerpTargetIndex
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{
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get
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{
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return contentPositions.IndexOf(lerpTarget);
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}
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}
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#endregion
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#region Setup
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private void Awake()
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{
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scrollRect = GetComponent<ScrollRect>();
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scrollRectTransform = (RectTransform) scrollRect.transform;
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contentTransform = scrollRect.content;
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if (nextButton)
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nextButton.GetComponent<Button>().onClick.AddListener(() => { NextItem(); });
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if (prevButton)
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prevButton.GetComponent<Button>().onClick.AddListener(() => { PreviousItem(); });
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if (IsScrollRectAvailable)
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{
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SetupDrivenTransforms();
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SetupSnapScroll();
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scrollRect.horizontalNormalizedPosition = 0;
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_closestItem = 0;
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GoTo(startInfo);
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}
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}
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public void SetNewItems(ref List<Transform> newItems)
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{
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if (scrollRect && contentTransform)
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{
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for (int i = scrollRect.content.childCount - 1; i >= 0; i--)
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{
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Transform child = contentTransform.GetChild(i);
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child.SetParent(null);
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GameObject.DestroyImmediate(child.gameObject);
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}
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foreach (Transform item in newItems)
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{
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GameObject newItem = item.gameObject;
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if (newItem.IsPrefab())
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{
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newItem = Instantiate(item.gameObject, contentTransform);
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}
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else
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{
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newItem.transform.SetParent(contentTransform);
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}
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}
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SetupDrivenTransforms();
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SetupSnapScroll();
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scrollRect.horizontalNormalizedPosition = 0;
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_closestItem = 0;
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GoTo(startInfo);
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}
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}
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private bool IsScrollRectAvailable
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{
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get
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{
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if (scrollRect &&
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contentTransform &&
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contentTransform.childCount > 0)
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{
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return true;
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}
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return false;
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}
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}
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private void OnDisable()
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{
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tracker.Clear();
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}
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private void SetupDrivenTransforms()
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{
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tracker = new DrivenRectTransformTracker();
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tracker.Clear();
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//So that we can calculate everything correctly
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foreach (RectTransform child in contentTransform)
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{
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tracker.Add(this, child, DrivenTransformProperties.Anchors);
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child.anchorMax = new Vector2(0, 1);
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child.anchorMin = new Vector2(0, 1);
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}
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}
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private void SetupSnapScroll()
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{
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if (ContentIsHorizonalLayoutGroup)
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{
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//because you can't get the anchored positions of UI elements
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//when they are in a layout group (as far as I could tell)
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SetupWithHorizontalLayoutGroup();
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}
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else
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{
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SetupWithCalculatedSpacing();
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}
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}
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private void SetupWithHorizontalLayoutGroup()
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{
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HorizontalLayoutGroup horizLayoutGroup = contentTransform.GetComponent<HorizontalLayoutGroup>();
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float childTotalWidths = 0;
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int activeChildren = 0;
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for (int i = 0; i < contentTransform.childCount; i++)
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{
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if (!ignoreInactiveItems || contentTransform.GetChild(i).gameObject.activeInHierarchy)
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{
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childTotalWidths += ((RectTransform)contentTransform.GetChild(i)).sizeDelta.x;
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activeChildren++;
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}
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}
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float spacingTotal = (activeChildren - 1) * horizLayoutGroup.spacing;
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float totalWidth = childTotalWidths + spacingTotal + horizLayoutGroup.padding.left + horizLayoutGroup.padding.right;
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contentTransform.sizeDelta = new Vector2(totalWidth, contentTransform.sizeDelta.y);
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float scrollRectWidth = Mathf.Min(((RectTransform)contentTransform.GetChild(0)).sizeDelta.x, ((RectTransform)contentTransform.GetChild(contentTransform.childCount - 1)).sizeDelta.x);
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/*---If the scroll view is set to stretch width this breaks stuff---*/
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scrollRectTransform.sizeDelta = new Vector2(scrollRectWidth, scrollRectTransform.sizeDelta.y);
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contentPositions = new List<Vector3>();
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float widthOfScrollRect = scrollRectTransform.sizeDelta.x;
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totalScrollableWidth = totalWidth - widthOfScrollRect;
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float checkedChildrenTotalWidths = horizLayoutGroup.padding.left;
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int activeChildrenBeforeSelf = 0;
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for (int i = 0; i < contentTransform.childCount; i++)
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{
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if (!ignoreInactiveItems || contentTransform.GetChild(i).gameObject.activeInHierarchy)
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{
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float widthOfSelf = ((RectTransform)contentTransform.GetChild(i)).sizeDelta.x;
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float offset = checkedChildrenTotalWidths + (horizLayoutGroup.spacing * activeChildrenBeforeSelf) + ((widthOfSelf - widthOfScrollRect) / 2);
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scrollRect.horizontalNormalizedPosition = offset / totalScrollableWidth;
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contentPositions.Add(contentTransform.localPosition);
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checkedChildrenTotalWidths += widthOfSelf;
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activeChildrenBeforeSelf++;
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}
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}
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}
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private void SetupWithCalculatedSpacing()
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{
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//we need them in order from left to right for pagination & buttons & our scrollRectWidth
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List<RectTransform> childrenFromLeftToRight = new List<RectTransform>();
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for (int i = 0; i < contentTransform.childCount; i++)
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{
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if (!ignoreInactiveItems || contentTransform.GetChild(i).gameObject.activeInHierarchy)
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{
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RectTransform childBeingSorted = ((RectTransform)contentTransform.GetChild(i));
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int insertIndex = childrenFromLeftToRight.Count;
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for (int j = 0; j < childrenFromLeftToRight.Count; j++)
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{
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if (DstFromTopLeftOfTransformToTopLeftOfParent(childBeingSorted).x < DstFromTopLeftOfTransformToTopLeftOfParent(childrenFromLeftToRight[j]).x)
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{
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insertIndex = j;
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break;
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}
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}
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childrenFromLeftToRight.Insert(insertIndex, childBeingSorted);
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}
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}
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RectTransform childFurthestToTheRight = childrenFromLeftToRight[childrenFromLeftToRight.Count - 1];
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float totalWidth = DstFromTopLeftOfTransformToTopLeftOfParent(childFurthestToTheRight).x + childFurthestToTheRight.sizeDelta.x;
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contentTransform.sizeDelta = new Vector2(totalWidth, contentTransform.sizeDelta.y);
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float scrollRectWidth = Mathf.Min(childrenFromLeftToRight[0].sizeDelta.x, childrenFromLeftToRight[childrenFromLeftToRight.Count - 1].sizeDelta.x);
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// Note: sizeDelta will not be calculated properly if the scroll view is set to stretch width.
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scrollRectTransform.sizeDelta = new Vector2(scrollRectWidth, scrollRectTransform.sizeDelta.y);
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contentPositions = new List<Vector3>();
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float widthOfScrollRect = scrollRectTransform.sizeDelta.x;
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totalScrollableWidth = totalWidth - widthOfScrollRect;
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for (int i = 0; i < childrenFromLeftToRight.Count; i++)
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{
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float offset = DstFromTopLeftOfTransformToTopLeftOfParent(childrenFromLeftToRight[i]).x + ((childrenFromLeftToRight[i].sizeDelta.x - widthOfScrollRect) / 2);
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scrollRect.horizontalNormalizedPosition = offset / totalScrollableWidth;
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contentPositions.Add(contentTransform.localPosition);
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}
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}
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#endregion
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#region Public Movement Functions
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/// <summary>
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/// Function for going to a specific screen.
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/// *Note the index is based on a zero-starting index.
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/// </summary>
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/// <param name="info">All of the info about how you want it to move</param>
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public void GoTo(MoveInfo info)
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{
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if (!Moving && info.index != ClosestItemIndex)
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{
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MovementStarted.Invoke();
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}
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if (info.indexType == MoveInfo.IndexType.childIndex)
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{
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mLerpTime = info.duration;
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GoToChild(info.index, info.jump);
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}
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else if (info.indexType == MoveInfo.IndexType.positionIndex)
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{
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mLerpTime = info.duration;
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GoToContentPos(info.index, info.jump);
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}
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}
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private void GoToChild(int index, bool jump)
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{
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int clampedIndex = Mathf.Clamp(index, 0, contentPositions.Count - 1); //contentPositions amount == the amount of available children
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if (ContentIsHorizonalLayoutGroup) //the contentPositions are in child order
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{
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lerpTarget = contentPositions[clampedIndex];
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if (jump)
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{
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contentTransform.localPosition = lerpTarget;
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}
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else
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{
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StopMovement();
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StartCoroutine("LerpToContent");
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}
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}
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else //the contentPositions are in order from left -> right;
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{
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int availableChildIndex = 0; //an available child is one we can snap to
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Vector3 previousContentTransformPos = contentTransform.localPosition;
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for (int i = 0; i < contentTransform.childCount; i++)
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{
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if (!ignoreInactiveItems || contentTransform.GetChild(i).gameObject.activeInHierarchy)
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{
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if (availableChildIndex == clampedIndex)
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{
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RectTransform startChild = (RectTransform) contentTransform.GetChild(i);
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float offset = DstFromTopLeftOfTransformToTopLeftOfParent(startChild).x + ((startChild.sizeDelta.x - scrollRectTransform.sizeDelta.x) / 2);
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scrollRect.horizontalNormalizedPosition = offset / totalScrollableWidth;
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lerpTarget = contentTransform.localPosition;
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if (!jump)
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{
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contentTransform.localPosition = previousContentTransformPos;
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StopMovement();
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StartCoroutine("LerpToContent");
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}
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return;
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}
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availableChildIndex++;
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}
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}
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}
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}
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private void GoToContentPos(int index, bool jump)
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{
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int clampedIndex = Mathf.Clamp(index, 0, contentPositions.Count - 1); //contentPositions amount == the amount of available children
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//the content positions are all in order from left -> right
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//which is what we want so there's no need to check
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lerpTarget = contentPositions[clampedIndex];
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if (jump)
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{
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contentTransform.localPosition = lerpTarget;
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}
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else
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{
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StopMovement();
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StartCoroutine("LerpToContent");
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}
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}
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/// <summary>
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/// Function for going to the next item
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/// *Note the next item is the item to the right of the current item, this is not based on child order
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/// </summary>
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public void NextItem()
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{
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int index;
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if (Sliding)
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{
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index = ClosestItemIndex + 1;
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}
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else
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{
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index = LerpTargetIndex + 1;
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}
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MoveInfo info = new MoveInfo(MoveInfo.IndexType.positionIndex, index, jumpToItem, lerpTime);
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GoTo(info);
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}
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/// <summary>
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/// Function for going to the previous item
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/// *Note the next item is the item to the left of the current item, this is not based on child order
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/// </summary>
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public void PreviousItem()
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{
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int index;
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if (Sliding)
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{
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index = ClosestItemIndex - 1;
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}
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else
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{
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index = LerpTargetIndex - 1;
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}
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MoveInfo info = new MoveInfo(MoveInfo.IndexType.positionIndex, index, jumpToItem, lerpTime);
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GoTo(info);
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}
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/// <summary>
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/// Function for recalculating the size of the content & the snap positions, such as when you remove or add a child
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/// </summary>
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public void UpdateLayout()
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{
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SetupDrivenTransforms();
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SetupSnapScroll();
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}
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/// <summary>
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/// Recalculates the size of the content & snap positions, and moves to a new item afterwards.
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/// </summary>
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/// <param name="info">All of the info about how you want it to move</param>
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public void UpdateLayoutAndMoveTo(MoveInfo info)
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{
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SetupDrivenTransforms();
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SetupSnapScroll();
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GoTo(info);
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}
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#endregion
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#region Behind the Scenes Movement stuff
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public void OnBeginDrag(PointerEventData ped)
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{
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if (contentPositions.Count < 2)
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{
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return;
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}
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StopMovement();
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if (!Moving)
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{
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MovementStarted.Invoke();
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}
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}
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public void OnEndDrag(PointerEventData ped)
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{
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if (contentPositions.Count <= 1)
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{
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return;
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}
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if (IsScrollRectAvailable)
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{
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StartCoroutine("SlideAndLerp");
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}
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}
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private void Update()
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{
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if (IsScrollRectAvailable)
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{
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if (_closestItem != ClosestItemIndex)
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{
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CurrentItemChanged.Invoke(ClosestItemIndex);
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ChangePaginationInfo(ClosestItemIndex);
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_closestItem = ClosestItemIndex;
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}
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}
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}
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private IEnumerator SlideAndLerp()
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{
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mSliding = true;
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while (Mathf.Abs(scrollRect.velocity.x) > snappingVelocityThreshold)
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
lerpTarget = FindClosestFrom(contentTransform.localPosition);
|
|
ItemFoundToSnap.Invoke(LerpTargetIndex);
|
|
|
|
while (Vector3.Distance(contentTransform.localPosition, lerpTarget) > 1)
|
|
{
|
|
contentTransform.localPosition = Vector3.Lerp(scrollRect.content.localPosition, lerpTarget, 7.5f * Time.deltaTime);
|
|
yield return null;
|
|
}
|
|
mSliding = false;
|
|
scrollRect.velocity = Vector2.zero;
|
|
contentTransform.localPosition = lerpTarget;
|
|
ItemSnappedTo.Invoke(LerpTargetIndex);
|
|
}
|
|
|
|
private IEnumerator LerpToContent()
|
|
{
|
|
ItemFoundToSnap.Invoke(LerpTargetIndex);
|
|
mLerping = true;
|
|
Vector3 originalContentPos = contentTransform.localPosition;
|
|
float elapsedTime = 0;
|
|
while (elapsedTime < mLerpTime)
|
|
{
|
|
elapsedTime += Time.deltaTime;
|
|
contentTransform.localPosition = Vector3.Lerp(originalContentPos, lerpTarget, (elapsedTime / mLerpTime));
|
|
yield return null;
|
|
}
|
|
ItemSnappedTo.Invoke(LerpTargetIndex);
|
|
mLerping = false;
|
|
}
|
|
#endregion
|
|
|
|
private void StopMovement()
|
|
{
|
|
scrollRect.velocity = Vector2.zero;
|
|
StopCoroutine("SlideAndLerp");
|
|
StopCoroutine("LerpToContent");
|
|
}
|
|
|
|
private void ChangePaginationInfo(int targetScreen)
|
|
{
|
|
if (pagination)
|
|
for (int i = 0; i < pagination.transform.childCount; i++)
|
|
{
|
|
pagination.transform.GetChild(i).GetComponent<Toggle>().isOn = (targetScreen == i);
|
|
}
|
|
}
|
|
|
|
private Vector2 DstFromTopLeftOfTransformToTopLeftOfParent(RectTransform rt)
|
|
{
|
|
//gets rid of any pivot weirdness
|
|
return new Vector2(rt.anchoredPosition.x - (rt.sizeDelta.x * rt.pivot.x), rt.anchoredPosition.y + (rt.sizeDelta.y * (1 - rt.pivot.y)));
|
|
}
|
|
|
|
private Vector3 FindClosestFrom(Vector3 start)
|
|
{
|
|
Vector3 closest = Vector3.zero;
|
|
float distance = Mathf.Infinity;
|
|
|
|
foreach (Vector3 position in contentPositions)
|
|
{
|
|
if (Vector3.Distance(start, position) < distance)
|
|
{
|
|
distance = Vector3.Distance(start, position);
|
|
closest = position;
|
|
}
|
|
}
|
|
return closest;
|
|
}
|
|
|
|
[System.Serializable]
|
|
public struct MoveInfo
|
|
{
|
|
public enum IndexType { childIndex, positionIndex }
|
|
[Tooltip("Child Index means the Index corresponds to the content item at that index in the hierarchy.\n" +
|
|
"Position Index means the Index corresponds to the content item in that snap position.\n" +
|
|
"A higher Position Index in a Horizontal Scroll Snap means it would be further to the right.")]
|
|
public IndexType indexType;
|
|
[Tooltip("Zero based")]
|
|
public int index;
|
|
[Tooltip("If this is true the snap scroll will jump to the index, otherwise it will lerp there.")]
|
|
public bool jump;
|
|
[Tooltip("If jump is false this is the time it will take to lerp to the index")]
|
|
public float duration;
|
|
|
|
/// <summary>
|
|
/// Creates a MoveInfo that jumps to the index
|
|
/// </summary>
|
|
/// <param name="_indexType">Whether you want to get the child at the index or the snap position at the index</param>
|
|
/// <param name="_index">Where you want it to jump</param>
|
|
public MoveInfo(IndexType _indexType, int _index)
|
|
{
|
|
indexType = _indexType;
|
|
index = _index;
|
|
jump = true;
|
|
duration = 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a MoveInfo
|
|
/// </summary>
|
|
/// <param name="_indexType">Whether you want to get the child at the index or the snap position at the index</param>
|
|
/// <param name="_index">Where you want it to jump</param>
|
|
/// <param name="_jump">Whether you want it to jump or lerp to the index</param>
|
|
/// <param name="_duration">How long it takes to lerp to the index</param>
|
|
public MoveInfo(IndexType _indexType, int _index, bool _jump, float _duration)
|
|
{
|
|
indexType = _indexType;
|
|
index = _index;
|
|
jump = _jump;
|
|
duration = _duration;
|
|
}
|
|
}
|
|
}
|
|
}
|