959e80cf72
assets upload description.
96 lines
3.8 KiB
C#
96 lines
3.8 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using System.Collections;
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namespace Menu
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{
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// Detects if an immediate child is selected and out of the scroll view. If so it auto-scrolls everything into view.
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public class AutoScroll : MonoBehaviour
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{
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[SerializeField] bool debug;
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[SerializeField] ScrollRect scrollRect;
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[SerializeField] Scrollbar scrollbar;
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[SerializeField] float scrollPadding = 20f;
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void Start()
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{
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StartCoroutine(DetectScroll());
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}
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IEnumerator DetectScroll()
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{
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GameObject current;
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GameObject prevGo = null;
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Rect currentRect = new Rect();
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Rect viewRect = new Rect();
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RectTransform view = scrollRect.GetComponent<RectTransform>();
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while (true)
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{
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current = EventSystem.current.currentSelectedGameObject;
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if (current != null && current.transform.parent == transform)
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{
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// Get a cached instance of the RectTransform
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if (current != prevGo)
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{
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RectTransform rt = current.GetComponent<RectTransform>();
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// Create rectangles for comparison
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currentRect = GetRect(current.transform.position, rt.rect, Vector2.zero);
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viewRect = GetRect(scrollRect.transform.position, view.rect, view.offsetMax);
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Vector2 heading = currentRect.center - viewRect.center;
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if (heading.y > 0f && !viewRect.Contains(currentRect.max))
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{
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float distance = Mathf.Abs(currentRect.max.y - viewRect.max.y) + scrollPadding;
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view.anchoredPosition = new Vector2(view.anchoredPosition.x, view.anchoredPosition.y - distance);
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if (debug) Debug.LogFormat("Scroll up {0}", distance); // Decrease y value
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}
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else if (heading.y < 0f && !viewRect.Contains(currentRect.min))
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{
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float distance = Mathf.Abs(currentRect.min.y - viewRect.min.y) + scrollPadding;
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view.anchoredPosition = new Vector2(view.anchoredPosition.x, view.anchoredPosition.y + distance);
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if (debug) Debug.LogFormat("Scroll down {0}", distance); // Increase y value
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}
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// Get adjusted rectangle positions
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currentRect = GetRect(current.transform.position, rt.rect, Vector2.zero);
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viewRect = GetRect(scrollRect.transform.position, view.rect, view.offsetMax);
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}
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}
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prevGo = current;
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if (debug)
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{
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DrawBoundary(viewRect, Color.cyan);
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DrawBoundary(currentRect, Color.green);
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}
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yield return null;
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}
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}
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static Rect GetRect(Vector3 pos, Rect rect, Vector2 offset)
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{
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float x = pos.x + rect.xMin - offset.x;
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float y = pos.y + rect.yMin - offset.y;
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Vector2 xy = new Vector2(x, y);
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return new Rect(xy, rect.size);
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}
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public static void DrawBoundary(Rect rect, Color color)
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{
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Vector2 topLeft = new Vector2(rect.xMin, rect.yMax);
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Vector2 bottomRight = new Vector2(rect.xMax, rect.yMin);
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Debug.DrawLine(rect.min, topLeft, color); // Top
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Debug.DrawLine(rect.max, topLeft, color); // Left
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Debug.DrawLine(rect.min, bottomRight, color); // Bottom
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Debug.DrawLine(rect.max, bottomRight, color); // Right
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}
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}
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}
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