void Update()
        {
            if (_Adapter == null)
            {
                return;
            }

            float pullAmount01 = 0f;
            var   piv          = _SrollbarPivotOnInit;
            int   sign         = 1;

            if (_Adapter.GetContentSizeToViewportRatio() > 1d)
            {
                var insetStart = _Adapter.ContentVirtualInsetFromViewportStart;
                if (insetStart > 0d)
                {
                    if (_Adapter.IsHorizontal)
                    {
                        pullAmount01 = (float)(insetStart / _Adapter.BaseParameters.Viewport.rect.width);
                        piv.x        = 0f;
                    }
                    else
                    {
                        pullAmount01 = (float)(insetStart / _Adapter.BaseParameters.Viewport.rect.height);
                        piv.y        = 1f;
                    }
                }
                else
                {
                    var insetEnd = _Adapter.ContentVirtualInsetFromViewportEnd;
                    if (insetEnd > 0d)
                    {
                        sign         = -1;
                        pullAmount01 = (float)(insetEnd / _Adapter.GetContentSize());
                        if (_Adapter.IsHorizontal)
                        {
                            pullAmount01 = (float)(insetEnd / _Adapter.BaseParameters.Viewport.rect.width);
                            piv.x        = 1f;
                        }
                        else
                        {
                            pullAmount01 = (float)(insetEnd / _Adapter.BaseParameters.Viewport.rect.height);
                            piv.y        = 0f;
                        }
                    }
                }
            }
            if (_HandleRT.pivot != piv)
            {
                _HandleRT.pivot = piv;
            }

            var euler = _HandleRT.localEulerAngles;

            // Multiplying argument by _Speed to speed up sine function growth
            euler.z = Mathf.Sin(pullAmount01 * _RotationSensivity * Mathf.PI) * _DegreesOfFreedom * sign;
            _HandleRT.localEulerAngles = euler;
        }
Exemple #2
0
        internal void StartSnappingIfNeeded()
        {
            if (!_StartCalled)
            {
                return;
            }

            // Disabling the script should make it unoperable
            if (!enabled)
            {
                return;
            }

            if (_SnappingDoneAndEndSnappingEventPending)
            {
                OnSnappingEndedOrCancelled();
                return;
            }

            if (_Adapter == null || !_Adapter.IsInitialized)
            {
                return;
            }

            // Commented: this now works
            //if (_Adapter.GetItemsCount() > OSAConst.MAX_ITEMS_TO_SUPPORT_SMOOTH_SCROLL_AND_ITEM_RESIZING)
            //	return;

            // Initializing it here, because in Start the adapter may not be initialized
            if (_GetSignedAbstractSpeed == null)
            {
                // _ScrollRect.velocity doesn't reflect <curNormPos-prevNormPos>, as it would be expected, but the opposite of that (opposite sign)
                // Returning: negative, if towards end; positive, else.
                if (_Adapter.BaseParameters.IsHorizontal)
                {
                    _GetSignedAbstractSpeed = () => _Adapter.Velocity[0];
                }
                else
                {
                    _GetSignedAbstractSpeed = () => - _Adapter.Velocity[1];
                }
            }

            //Debug.Log("SnappingInProgress=" + SnappingInProgress + ", _SnapNeeded=" + _SnapNeeded + ", magnitude=" + _ScrollRect.velocity.magnitude + ", IsPointerDraggingOnScrollRect=" + IsPointerDraggingOnScrollRect + ", IsPointerDraggingOnScrollbar=" + IsPointerDraggingOnScrollbar);
            float signedSpeed = _GetSignedAbstractSpeed();
            float speed       = Mathf.Abs(signedSpeed);

            if (SnappingInProgress || !_SnapNeeded || speed >= snapWhenSpeedFallsBelow || IsPointerDraggingOnScrollRect || IsPointerDraggingOnScrollbar)
            {
                return;
            }

            if (_Adapter.ContentVirtualInsetFromViewportStart >= 0d || _Adapter.ContentVirtualInsetFromViewportEnd >= 0d)             // Content is at end => don't force any snapping
            {
                return;
            }

            float distanceToTarget;
            var   middle = GetMiddleVH(out distanceToTarget);

            //if (middle == null)
            //	Debug.Log("null");
            if (middle == null)
            {
                return;
            }

            _SnapNeeded = false;
            if (distanceToTarget <= snapAllowedError)
            {
                return;
            }

            //Debug.Log(middle.ItemIndex);

            int  indexToSnapTo  = middle.ItemIndex;
            bool snapToNextOnly =
                speed >= minSpeedToAllowSnapToNext
                // Not allowed to skip neighbors. Snapping to neigbors is only allowed if the current middle is the previous middle
                && indexToSnapTo == _LastSnappedItemIndex;

            if (snapToNextOnly)
            {
                bool loopingEnabled = _Adapter.BaseParameters.effects.loopItems && _Adapter.GetContentSizeToViewportRatio() > 1d;
                int  count          = _Adapter.GetItemsCount();
                if (signedSpeed < 0)                 // going towards end => snap to bigger indexInView
                {
                    if (indexToSnapTo == count - 1 && !loopingEnabled)
                    {
                        return;
                    }
                    indexToSnapTo = (indexToSnapTo + 1) % count;
                }
                else                 // going towards start => snap to smaller indexInView
                {
                    if (indexToSnapTo == 0 && !loopingEnabled)
                    {
                        return;
                    }
                    indexToSnapTo = ((indexToSnapTo + count) /*adding count to prevent a negative dividend*/ - 1) % count;
                }
            }
            else
            {
                indexToSnapTo = middle.ItemIndex;
            }

            //Debug.Log("start: " + s);
            _SnappingCancelled = false;
            bool continuteAnimation;
            bool cancelledOrEnded = false;             // used to check if the scroll was cancelled immediately after calling SmoothScrollTo (i.e. without first setting SnappingInProgress = true)

            _Adapter.SmoothScrollTo(
                indexToSnapTo,
                snapDuration,
                viewportSnapPivot01,
                itemSnapPivot01,
                progress =>
            {
                continuteAnimation = true;
                if (progress == 1f || _SnappingCancelled || IsPointerDraggingOnScrollRect || IsPointerDraggingOnScrollbar)                         // done. last iteration
                {
                    cancelledOrEnded   = true;
                    continuteAnimation = false;

                    //Debug.Log("received end callback: SnappingInProgress=" + SnappingInProgress);
                    if (SnappingInProgress)
                    {
                        _LastSnappedItemIndex = indexToSnapTo;
                        SnappingInProgress    = false;
                        _SnappingDoneAndEndSnappingEventPending = true;
                    }
                }

                // If the items were refreshed while the snap animation was playing or if the user touched the scrollview, don't continue;
                return(continuteAnimation);
            },
                true
                );

            // The scroll was cancelled immediately after calling SmoothScrollTo => cancel
            if (cancelledOrEnded)
            {
                return;
            }

            SnappingInProgress = true;             //always true, because we're overriding the previous scroll

            if (SnappingInProgress)
            {
                OnSnappingStarted();
            }
        }