// Use this for initialization public virtual void Awake() { if (scrollWindowFrame != null) { boundaries_.GetLimits(scrollWindowFrame, gameObject); scrollWindow.transform.localPosition = new Vector3((boundaries_.r + boundaries_.l) / 2.0f, (boundaries_.t + boundaries_.b) / 2.0f, 0.0f); scrollWindow.transform.localScale = new Vector3((boundaries_.r - boundaries_.l), (boundaries_.t - boundaries_.b), 0.0f); } else { boundaries_.GetLimits(scrollWindow, gameObject); } }
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; } }