public virtual void Start()
    {
      Limits viewer_limits = new Limits();
      viewer_limits.GetLimits(viewer.scrollWindow, gameObject);

      Vector3 local_scale = transform.localScale;
      local_scale.x = (viewer_limits.r - viewer_limits.l);
      local_scale.y = (viewer_limits.t - viewer_limits.b);
      transform.localScale = local_scale;

      prev_content_pos_ = content.transform.position;
    }
        public virtual void Start()
        {
            Limits viewer_limits = new Limits();

            viewer_limits.GetLimits(viewer.scrollWindow, gameObject);

            Vector3 local_scale = transform.localScale;

            local_scale.x        = (viewer_limits.r - viewer_limits.l);
            local_scale.y        = (viewer_limits.t - viewer_limits.b);
            transform.localScale = local_scale;

            prev_content_pos_ = content.transform.position;
        }
    public virtual void Start()
    {
      Limits content_limits = new Limits();
      content_limits.GetLimits(gameObject);
      Limits viewer_limits = new Limits();
      viewer_limits.GetLimits(scrollViewer.scrollWindow, gameObject);

      float viewer_height = viewer_limits.t - viewer_limits.b;

      if (content_limits.t - content_limits.b > viewer_height)
      {
        float y_offset = (content_limits.t + content_limits.b) / 2.0f - transform.localPosition.y;
        upper_limit_ = y_offset + content_limits.t - viewer_height / 2.0f;
        lower_limit_ = y_offset + content_limits.b + viewer_height / 2.0f;
      }
      else
      {
        upper_limit_ = 0.0f;
        lower_limit_ = 0.0f;
      }
    }
Exemple #4
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        public virtual void Start()
        {
            Limits content_limits = new Limits();

            content_limits.GetLimits(gameObject);
            Limits viewer_limits = new Limits();

            viewer_limits.GetLimits(scrollViewer.scrollWindow, gameObject);

            float viewer_height = viewer_limits.t - viewer_limits.b;

            if (content_limits.t - content_limits.b > viewer_height)
            {
                float y_offset = (content_limits.t + content_limits.b) / 2.0f - transform.localPosition.y;
                upper_limit_ = y_offset + content_limits.t - viewer_height / 2.0f;
                lower_limit_ = y_offset + content_limits.b + viewer_height / 2.0f;
            }
            else
            {
                upper_limit_ = 0.0f;
                lower_limit_ = 0.0f;
            }
        }