Files
tianrunCRM/Assets/CoolapeFrame/3rd/NGUI_Enhance/Scripts/Interaction/UICenterOnChild.cs
2020-07-04 14:41:25 +08:00

268 lines
7.5 KiB
C#

//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
using System.Collections.Generic;
using Coolape;
/// <summary>
/// Ever wanted to be able to auto-center on an object within a draggable panel?
/// Attach this script to the container that has the objects to center on as its children.
/// </summary>
[AddComponentMenu("NGUI/Interaction/Center Scroll View on Child")]
public class UICenterOnChild : MonoBehaviour
{
public delegate void OnCenterCallback (GameObject centeredObject);
/// <summary>
/// The strength of the spring.
/// </summary>
public float springStrength = 8f;
/// <summary>
/// If set to something above zero, it will be possible to move to the next page after dragging past the specified threshold.
/// </summary>
public float nextPageThreshold = 0f;
/// <summary>
/// Callback to be triggered when the centering operation completes.
/// </summary>
public SpringPanel.OnFinished onFinished;
/// <summary>
/// Callback triggered whenever the script begins centering on a new child object.
/// </summary>
public OnCenterCallback onCenter;
UIScrollView mScrollView;
GameObject mCenteredObject;
/// <summary>
/// Game object that the draggable panel is currently centered on.
/// </summary>
public GameObject centeredObject { get { return mCenteredObject; } }
void Start () { Recenter(); }
void OnEnable () { if (mScrollView) { mScrollView.centerOnChild = this; Recenter(); } }
void OnDisable () { if (mScrollView) mScrollView.centerOnChild = null; }
void OnDragFinished () { if (enabled) Recenter(); }
/// <summary>
/// Ensure that the threshold is always positive.
/// </summary>
void OnValidate () { nextPageThreshold = Mathf.Abs(nextPageThreshold); }
/// <summary>
/// Recenter the draggable list on the center-most child.
/// </summary>
[ContextMenu("Execute")]
public void Recenter ()
{
if (mScrollView == null)
{
mScrollView = NGUITools.FindInParents<UIScrollView>(gameObject);
if (mScrollView == null)
{
Debug.LogWarning(GetType() + " requires " + typeof(UIScrollView) + " on a parent object in order to work", this);
enabled = false;
return;
}
else
{
if (mScrollView)
{
mScrollView.centerOnChild = this;
mScrollView.onDragFinished += OnDragFinished;
}
if (mScrollView.horizontalScrollBar != null)
mScrollView.horizontalScrollBar.onDragFinished += OnDragFinished;
if (mScrollView.verticalScrollBar != null)
mScrollView.verticalScrollBar.onDragFinished += OnDragFinished;
}
}
if (mScrollView.panel == null) return;
Transform trans = transform;
if (trans.childCount == 0) return;
// Calculate the panel's center in world coordinates
Vector3[] corners = mScrollView.panel.worldCorners;
Vector3 panelCenter = (corners[2] + corners[0]) * 0.5f;
// Offset this value by the momentum
Vector3 momentum = mScrollView.currentMomentum * mScrollView.momentumAmount;
Vector3 moveDelta = NGUIMath.SpringDampen(ref momentum, 9f, 2f);
Vector3 pickingPoint = panelCenter - moveDelta * 0.01f; // Magic number based on what "feels right"
float min = float.MaxValue;
Transform closest = null;
int index = 0;
int ignoredIndex = 0;
// Determine the closest child
for (int i = 0, imax = trans.childCount, ii = 0; i < imax; ++i)
{
Transform t = trans.GetChild(i);
if (!t.gameObject.activeInHierarchy) continue;
float sqrDist = Vector3.SqrMagnitude(t.position - pickingPoint);
if (sqrDist < min)
{
min = sqrDist;
closest = t;
index = i;
ignoredIndex = ii;
}
++ii;
}
// If we have a touch in progress and the next page threshold set
if (nextPageThreshold > 0f && UICamera.currentTouch != null)
{
// If we're still on the same object
if (mCenteredObject != null && mCenteredObject.transform == trans.GetChild(index))
{
Vector3 totalDelta = UICamera.currentTouch.totalDelta;
totalDelta = transform.rotation * totalDelta;
float delta = 0f;
switch (mScrollView.movement)
{
case UIScrollView.Movement.Horizontal:
{
delta = totalDelta.x;
break;
}
case UIScrollView.Movement.Vertical:
{
delta = totalDelta.y;
break;
}
default:
{
delta = totalDelta.magnitude;
break;
}
}
if (Mathf.Abs(delta) > nextPageThreshold)
{
UIGrid grid = GetComponent<UIGrid>();
CLUILoopGrid loopGrid = GetComponent<CLUILoopGrid>(); // add by chenbin
if (loopGrid == null) {
if (grid != null && grid.sorting != UIGrid.Sorting.None) {
List<Transform> list = grid.GetChildList ();
if (delta > nextPageThreshold) {
// Next page
if (ignoredIndex > 0)
closest = list [ignoredIndex - 1];
else
closest = (GetComponent<UIWrapContent> () == null) ? list [0] : list [list.Count - 1];
} else if (delta < -nextPageThreshold) {
// Previous page
if (ignoredIndex < list.Count - 1)
closest = list [ignoredIndex + 1];
else
closest = (GetComponent<UIWrapContent> () == null) ? list [list.Count - 1] : list [0];
}
} else
Debug.LogWarning ("Next Page Threshold requires a sorted UIGrid in order to work properly", this);
#region add by chenbin
} else {
int _index = NumEx.stringToInt(closest.name);
if (delta > nextPageThreshold) {
// Next page
if (_index > 0) {
_index--;
closest = trans.Find(NumEx.nStrForLen(_index, 6));
}
} else if (delta < -nextPageThreshold) {
// Previous page
if (_index < loopGrid.list.Count - 1) {
_index++;
closest = trans.Find(NumEx.nStrForLen(_index, 6));
}
}
}
#endregion
}
}
}
CenterOn(closest, panelCenter);
}
/// <summary>
/// Center the panel on the specified target.
/// </summary>
void CenterOn (Transform target, Vector3 panelCenter)
{
if (target != null && mScrollView != null && mScrollView.panel != null)
{
Transform panelTrans = mScrollView.panel.cachedTransform;
mCenteredObject = target.gameObject;
// Figure out the difference between the chosen child and the panel's center in local coordinates
Vector3 cp = panelTrans.InverseTransformPoint(target.position);
Vector3 cc = panelTrans.InverseTransformPoint(panelCenter);
Vector3 localOffset = cp - cc;
// Offset shouldn't occur if blocked
if (!mScrollView.canMoveHorizontally) localOffset.x = 0f;
if (!mScrollView.canMoveVertically) localOffset.y = 0f;
localOffset.z = 0f;
// Spring the panel to this calculated position
#if UNITY_EDITOR
if (!Application.isPlaying)
{
panelTrans.localPosition = panelTrans.localPosition - localOffset;
Vector4 co = mScrollView.panel.clipOffset;
co.x += localOffset.x;
co.y += localOffset.y;
mScrollView.panel.clipOffset = co;
}
else
#endif
{
SpringPanel.Begin(mScrollView.panel.cachedGameObject,
panelTrans.localPosition - localOffset, springStrength).onFinished = onFinished;
}
}
else mCenteredObject = null;
// Notify the listener
if (onCenter != null) onCenter(mCenteredObject);
}
/// <summary>
/// Center the panel on the specified target.
/// </summary>
public void CenterOn (Transform target)
{
if (mScrollView != null && mScrollView.panel != null)
{
Vector3[] corners = mScrollView.panel.worldCorners;
Vector3 panelCenter = (corners[2] + corners[0]) * 0.5f;
CenterOn(target, panelCenter);
}
}
}