Example #1
0
 // checks if a position is indie the fade area
 private bool CanFade(Vector3 position, UIScrollElement element)
 {
     // in between the bounds => inside
     //if ((int)position.y == (int)upFade || (int)position.y == (int)lowFade)
     //if (upFade > position.y && !dragUp || lowFade < position.y && dragUp)
     if ((upFade > position.y && lowFade < position.y) && !element.isFadedIn)
     {
         return(true);
     }
     return(false);
 }
Example #2
0
        private IEnumerator cGetScrollElements()
        {
            yield return(new WaitForEndOfFrame());

            yield return(new WaitForEndOfFrame());

            started        = false;
            firstGUIcall   = true;
            firstUpdate    = true;
            scrollElements = new List <UIScrollElement>();
            for (int i = 0; i < scrollRect.content.childCount; i++)
            {
                UIScrollElement element = scrollRect.content.GetChild(i).GetComponent <UIScrollElement>();
                //element.isFadedIn = false;
                if (element != null)
                {
                    // set the inside value to fit its first position

                    print("INSIDE - element " + i + ", position " + element.transform.position);

                    if (!IsInside(element.transform.position))
                    {
                        if (element.elementType == UIScrollElement.ElementType.editorLevel)
                        {
                            Debug.Log("nicht inside " + element.gameObject.name);
                        }
                        // begin fading animations if object is actually outside but still set to inside
                        //element.gameObject.SetActive(false);
                        element.InstantFadeOut();
                    }
                    else// if (element.elementType == UIScrollElement.ElementType.product)
                    {
                        element.gameObject.SetActive(true);
                        element.FadeIn();
                        // element.FadeIn();
                    }

                    // reference the element
                    scrollElements.Add(element);
                }
            }
            //started = true;
            //StartCoroutine(cCorrectInsideSetting());
            yield break;
        }
Example #3
0
        // correct the current state of an scrollelement, if it should be faded out(-> outside the inside area) and its not, fade it and vice versa
        private IEnumerator cCorrectInsideSetting()
        {
            yield return(new WaitForEndOfFrame());

            yield return(new WaitForEndOfFrame());

            for (int i = 0; i < scrollElements.Count; i++)
            {
                UIScrollElement element = scrollElements[i];

                //if (i == scrollElements.Count - 1 && element.transform.position.y >= lowInside)
                //    dragUpPossible = false;
                //else if (i == 0 && element.transform.position.y <= upInside)
                //    dragDownPossible = false;

                bool inside = IsInside(element.transform.position);
                //Debug.Log("inside? " + inside + " i " + i + " pos " + element.transform.position);

                if (inside && element.isFadedIn)
                {
                    //// first product
                    //if (i == 0 && !dragUp)
                    //{
                    //    dragDownPossible = true;
                    //    dragUpPossible = false;
                    //}
                    //// last product
                    //else if (i == scrollElements.Count - 1 && dragUp)
                    //{
                    //    dragUpPossible = false;
                    //    dragDownPossible = true;
                    //}
                }

                // element is not inside => perform checks if thats correct
                else if (!inside)
                {
                    //// first product
                    //if (i == 0 && dragUp && IsInside(scrollElements[scrollElements.Count - 1].transform.position))
                    //{
                    //    dragDownPossible = true;
                    //    dragUpPossible = false;
                    //}
                    //// last product
                    //else if (i == scrollElements.Count - 1 && !dragUp && IsInside(scrollElements[0].transform.position))
                    //{
                    //    dragUpPossible = true;
                    //    dragDownPossible = false;
                    //}

                    // begin fading animations if object is actually outside but still set to inside
                    if (element.isFadedIn)
                    {
                        element.FadeOut();
                    }
                    else
                    {
                        //dragDownPossible = true;
                        //dragUpPossible = true;
                    }
                }
                // element is between the fade lines, and outside the inside area
                else if (CanFade(element.transform.position, element) && !element.isFadedIn)
                {
                    // begin fading animations if object is actually inside but not set to inside
                    element.gameObject.SetActive(true);
                    element.FadeIn();

                    //// the first item is inside, which means we cant drag
                    //if (i == 0)
                    //{
                    //    dragDownPossible = false;
                    //}
                    //else if (i == scrollElements.Count - 1 && scrollElements.Count > 2)
                    //{
                    //    dragUpPossible = false;
                    //}
                }
            }
            yield break;
        }