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