Esempio n. 1
0
 Vector2 SnapOutTarget(RectTransform content, SnapDir dir, float offsetRate)
 {
     if (dir == SnapDir.left)
     {
         return(content.anchoredPosition + Vector2.left * (DistanceToLeft(content) + content.rect.width + canvasWidth * offsetRate));
     }
     else if (dir == SnapDir.right)
     {
         return(content.anchoredPosition + Vector2.right * (DistanceToRight(content) + content.rect.width + canvasWidth * offsetRate));
     }
     else if (dir == SnapDir.up)
     {
         return(content.anchoredPosition + Vector2.up * (DistanceToUp(content) + content.rect.height + canvasHeight * offsetRate));
     }
     else if (dir == SnapDir.down)
     {
         return(content.anchoredPosition + Vector2.down * (DistanceToDown(content) + content.rect.height + canvasHeight * offsetRate));
     }
     else
     {
         throw new System.Exception("Invalid direction");
     }
 }
Esempio n. 2
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    void SnapOut(RectTransform content, SnapDir dir, AnimationCurve curve, float offsetRate = 0)
    {
        Vector2 target = SnapOutTarget(content, dir, offsetRate);

        StartCoroutine(Animate(content, target, curve));
    }
Esempio n. 3
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    void SnapOut(RectTransform content, SnapDir dir, AnimationCurve curve, UnityEvent OnSnapEnd, float offsetRate = 0)
    {
        Vector2 target = SnapOutTarget(content, dir, offsetRate);

        StartCoroutine(AnimateWithEvent(content, target, curve, OnSnapEnd));
    }
Esempio n. 4
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    void Snap(RectTransform content, SnapDir dir, float offsetRate = 0)
    {
        Vector2 target = SnapTarget(content, dir, offsetRate);

        StartCoroutine(Animate(content, target, defaultCurve));
    }