NodeScript+ 导入了个 UI Extend
Signed-off-by: TRADER_FOER <lhf190@outlook.com>
This commit is contained in:
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/// Credit Mrs. YakaYocha
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/// Sourced from - https://www.youtube.com/channel/UCHp8LZ_0-iCvl-5pjHATsgw
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/// Please donate: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=RJ8D9FRFQF9VS
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using UnityEngine.Events;
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(ScrollRect))]
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[AddComponentMenu("Layout/Extensions/Vertical Scroller")]
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public class UIVerticalScroller : MonoBehaviour
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{
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private float[] distReposition;
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private float[] distance;
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[SerializeField]
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[Tooltip("desired ScrollRect")]
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private ScrollRect scrollRect;
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[SerializeField]
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[Tooltip("Elements to populate inside the scroller")]
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private GameObject[] arrayOfElements;
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[SerializeField]
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[Tooltip("Center display area (position of zoomed content)")]
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private RectTransform center;
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[SerializeField]
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[Tooltip("Size / spacing of elements")]
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private RectTransform elementSize;
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[SerializeField]
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[Tooltip("Scale = 1/ (1+distance from center * shrinkage)")]
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private Vector2 elementShrinkage = new Vector2(1f / 200, 1f / 200);
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[SerializeField]
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[Tooltip("Minimum element scale (furthest from center)")]
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private Vector2 minScale = new Vector2(0.7f, 0.7f);
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[SerializeField]
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[Tooltip("Select the item to be in center on start.")]
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private int startingIndex = -1;
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[SerializeField]
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[Tooltip("Stop scrolling past last element from inertia.")]
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private bool stopMomentumOnEnd = true;
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[SerializeField]
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[Tooltip("Set Items out of center to not interactible.")]
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private bool disableUnfocused = true;
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[SerializeField]
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[Tooltip("Button to go to the next page. (optional)")]
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private GameObject scrollUpButton;
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[SerializeField]
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[Tooltip("Button to go to the previous page. (optional)")]
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private GameObject scrollDownButton;
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[SerializeField]
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[Tooltip("Event fired when a specific item is clicked, exposes index number of item. (optional)")]
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private UnityEvent<int> onButtonClicked;
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[SerializeField]
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[Tooltip("Event fired when the focused item is Changed. (optional)")]
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private UnityEvent<int> onFocusChanged;
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public int FocusedElementIndex { get; private set; }
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public RectTransform Center { get => center; set => center = value; }
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public string Result { get; private set; }
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//Scrollable area (content of desired ScrollRect)
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public RectTransform ScrollingPanel{ get { return scrollRect.content; } }
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/// <summary>
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/// Constructor when not used as component but called from other script
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/// </summary>
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public UIVerticalScroller(RectTransform center, RectTransform elementSize, ScrollRect scrollRect, GameObject[] arrayOfElements)
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{
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this.center = center;
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this.elementSize = elementSize;
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this.scrollRect = scrollRect;
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this.arrayOfElements = arrayOfElements;
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}
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/// <summary>
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/// Awake this instance.
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/// </summary>
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public void Awake()
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{
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if (!scrollRect)
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{
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scrollRect = GetComponent<ScrollRect>();
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}
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if (!center)
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{
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Debug.LogError("Please define the RectTransform for the Center viewport of the scrollable area");
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}
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if (!elementSize)
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{
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elementSize = center;
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}
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if (arrayOfElements == null || arrayOfElements.Length == 0)
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{
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var childCount = ScrollingPanel.childCount;
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if (childCount > 0)
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{
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arrayOfElements = new GameObject[childCount];
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for (int i = 0; i < childCount; i++)
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{
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arrayOfElements[i] = ScrollingPanel.GetChild(i).gameObject;
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}
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}
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}
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}
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/// <summary>
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/// Recognises and resizes the children.
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/// </summary>
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/// <param name="startingIndex">Starting index.</param>
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/// <param name="arrayOfElements">Array of elements.</param>
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public void UpdateChildren(int startingIndex = -1, GameObject[] arrayOfElements = null)
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{
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// Set _arrayOfElements to arrayOfElements if given, otherwise to child objects of the scrolling panel.
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if (arrayOfElements != null)
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{
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this.arrayOfElements = arrayOfElements;
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}
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else
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{
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this.arrayOfElements = new GameObject[ScrollingPanel.childCount];
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for (int i = 0; i < ScrollingPanel.childCount; i++)
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{
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this.arrayOfElements[i] = ScrollingPanel.GetChild(i).gameObject;
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}
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}
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// resize the elements to match elementSize rect
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for (var i = 0; i < this.arrayOfElements.Length; i++)
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{
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AddListener(arrayOfElements[i], i);
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RectTransform r = this.arrayOfElements[i].GetComponent<RectTransform>();
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r.anchorMax = r.anchorMin = r.pivot = new Vector2(0.5f, 0.5f);
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r.localPosition = new Vector2(0, i * elementSize.rect.size.y);
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r.sizeDelta = elementSize.rect.size;
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}
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// prepare for scrolling
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distance = new float[this.arrayOfElements.Length];
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distReposition = new float[this.arrayOfElements.Length];
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FocusedElementIndex = -1;
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// if starting index is given, snap to respective element
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if (startingIndex > -1)
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{
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startingIndex = startingIndex > this.arrayOfElements.Length ? this.arrayOfElements.Length - 1 : startingIndex;
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SnapToElement(startingIndex);
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}
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}
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private void AddListener(GameObject button, int index)
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{
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var buttonClick = button.GetComponent<Button>();
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buttonClick.onClick.RemoveAllListeners();
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buttonClick.onClick.AddListener(() => onButtonClicked?.Invoke(index));
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}
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public void Start()
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{
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if (scrollUpButton)
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{
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scrollUpButton.GetComponent<Button>().onClick.AddListener(() => ScrollUp());
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}
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if (scrollDownButton)
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{
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scrollDownButton.GetComponent<Button>().onClick.AddListener(() => ScrollDown());
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}
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UpdateChildren(startingIndex, arrayOfElements);
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}
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public void Update()
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{
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if (arrayOfElements.Length < 1)
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{
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return;
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}
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for (var i = 0; i < arrayOfElements.Length; i++)
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{
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var arrayElementRT = arrayOfElements[i].GetComponent<RectTransform>();
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distReposition[i] = center.position.y - arrayElementRT.position.y;
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distance[i] = Mathf.Abs(distReposition[i]);
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//Magnifying effect
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Vector2 scale = Vector2.Max(minScale, new Vector2(1 / (1 + distance[i] * elementShrinkage.x), (1 / (1 + distance[i] * elementShrinkage.y))));
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arrayElementRT.transform.localScale = new Vector3(scale.x, scale.y, 1f);
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}
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// detect focused element
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float minDistance = Mathf.Min(distance);
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int oldFocusedElement = FocusedElementIndex;
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for (var i = 0; i < arrayOfElements.Length; i++)
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{
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arrayOfElements[i].GetComponent<CanvasGroup>().interactable = !disableUnfocused || minDistance == distance[i];
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if (minDistance == distance[i])
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{
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FocusedElementIndex = i;
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#if UNITY_2022_1_OR_NEWER
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var textComponentTxtMeshPro = arrayOfElements[i].GetComponentInChildren<TMPro.TMP_Text>();
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if (textComponentTxtMeshPro != null)
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{
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Result = textComponentTxtMeshPro.text;
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}
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#else
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var textComponent = arrayOfElements[i].GetComponentInChildren<Text>();
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if (textComponent != null)
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{
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Result = textComponent.text;
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}
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#endif
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}
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}
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if (FocusedElementIndex != oldFocusedElement)
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{
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onFocusChanged?.Invoke(FocusedElementIndex);
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}
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if (!UIExtensionsInputManager.GetMouseButton(0))
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{
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// scroll slowly to nearest element when not dragged
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ScrollingElements();
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}
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// stop scrolling past last element from inertia
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if (stopMomentumOnEnd
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&& (arrayOfElements[0].GetComponent<RectTransform>().position.y > center.position.y
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|| arrayOfElements[arrayOfElements.Length - 1].GetComponent<RectTransform>().position.y < center.position.y))
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{
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scrollRect.velocity = Vector2.zero;
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}
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}
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private void ScrollingElements()
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{
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float newY = Mathf.Lerp(ScrollingPanel.anchoredPosition.y, ScrollingPanel.anchoredPosition.y + distReposition[FocusedElementIndex], Time.deltaTime * 2f);
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Vector2 newPosition = new Vector2(ScrollingPanel.anchoredPosition.x, newY);
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ScrollingPanel.anchoredPosition = newPosition;
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}
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public void SnapToElement(int element)
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{
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float deltaElementPositionY = elementSize.rect.height * element;
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Vector2 newPosition = new Vector2(ScrollingPanel.anchoredPosition.x, -deltaElementPositionY);
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ScrollingPanel.anchoredPosition = newPosition;
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}
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public void ScrollUp()
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{
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float deltaUp = elementSize.rect.height / 1.2f;
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Vector2 newPositionUp = new Vector2(ScrollingPanel.anchoredPosition.x, ScrollingPanel.anchoredPosition.y - deltaUp);
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ScrollingPanel.anchoredPosition = Vector2.Lerp(ScrollingPanel.anchoredPosition, newPositionUp, 1);
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}
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public void ScrollDown()
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{
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float deltaDown = elementSize.rect.height / 1.2f;
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Vector2 newPositionDown = new Vector2(ScrollingPanel.anchoredPosition.x, ScrollingPanel.anchoredPosition.y + deltaDown);
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ScrollingPanel.anchoredPosition = newPositionDown;
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}
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}
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}
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