Firstborn/Assets/RPG Creation Kit/Scripts/UI/UIScrollToSelectionXY.cs

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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;
/// Credit zero3growlithe
/// sourced from: http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-2011648
/*USAGE:
Simply place the script on the ScrollRect that contains the selectable children we'll be scroling to
and drag'n'drop the RectTransform of the options "container" that we'll be scrolling.*/
[RequireComponent(typeof(ScrollRect))]
public class UIScrollToSelectionXY : MonoBehaviour
{
#region Variables
// settings
public float scrollSpeed = 10f;
[SerializeField]
private RectTransform layoutListGroup = null;
// temporary variables
private RectTransform targetScrollObject;
private bool scrollToSelection = true;
// references
private RectTransform scrollWindow;
private RectTransform currentCanvas;
private ScrollRect targetScrollRect;
#endregion
// Use this for initialization
private void Start()
{
targetScrollRect = GetComponent<ScrollRect>();
scrollWindow = targetScrollRect.GetComponent<RectTransform>();
}
// Update is called once per frame
private void Update()
{
ScrollRectToLevelSelection();
}
private void ScrollRectToLevelSelection()
{
// FIX: if you dont do that here events can have null value
var events = EventSystem.current;
// check main references
bool referencesAreIncorrect =
(targetScrollRect == null || layoutListGroup == null || scrollWindow == null);
if (referencesAreIncorrect == true)
{
return;
}
// get calculation references
RectTransform selection = events.currentSelectedGameObject != null ?
events.currentSelectedGameObject.GetComponent<RectTransform>() :
null;
if (selection != targetScrollObject)
{
scrollToSelection = true;
}
// check if scrolling is possible
bool isScrollDirectionUnknown = (selection == null || scrollToSelection == false);
if (isScrollDirectionUnknown == true || selection.transform.parent != layoutListGroup.transform)
{
return;
}
bool finishedX = false, finishedY = false;
if (targetScrollRect.vertical)
{
// move the current scroll rect to correct position
float selectionPos = -selection.anchoredPosition.y;
//float elementHeight = layoutListGroup.sizeDelta.y / layoutListGroup.transform.childCount;
//float maskHeight = currentCanvas.sizeDelta.y + scrollWindow.sizeDelta.y;
float listPixelAnchor = layoutListGroup.anchoredPosition.y;
// get the element offset value depending on the cursor move direction
float offlimitsValue = 0;
offlimitsValue = listPixelAnchor - selectionPos;
// move the target scroll rect
targetScrollRect.verticalNormalizedPosition += (offlimitsValue / layoutListGroup.sizeDelta.y) * Time.deltaTime * scrollSpeed;
finishedY = Mathf.Abs(offlimitsValue) < 2f;
}
if (targetScrollRect.horizontal)
{
// move the current scroll rect to correct position
float selectionPos = -selection.anchoredPosition.x;
//float elementWidth = layoutListGroup.sizeDelta.x / layoutListGroup.transform.childCount;
//float maskWidth = currentCanvas.sizeDelta.y + scrollWindow.sizeDelta.y;
float listPixelAnchor = layoutListGroup.anchoredPosition.x;
// get the element offset value depending on the cursor move direction
float offlimitsValue = 0;
offlimitsValue = listPixelAnchor - selectionPos;
// move the target scroll rect
targetScrollRect.horizontalNormalizedPosition += (offlimitsValue / layoutListGroup.sizeDelta.x) * Time.deltaTime * scrollSpeed;
finishedX = Mathf.Abs(offlimitsValue) < 2f;
}
// check if we reached our destination
if (finishedX && finishedY)
{
scrollToSelection = false;
}
// save last object we were "heading to" to prevent blocking
targetScrollObject = selection;
}
}