private void Init(OnSetupVRReady _) { if (VRSF_Components.DeviceLoaded != EDevice.SIMULATOR) { // We setup the references to the ScrollRect elements SetScrollRectReferences(); // We override the directio selected in the inspector by the scrollbar direction if we use one // The vertical direction will always have top priority on the horizontal direction if (vertical && verticalScrollbar != null) { Direction = UnityUIToVRSFUI.ScrollbarDirectionToUIDirection(verticalScrollbar.direction); verticalScrollbar.onValueChanged.AddListener(delegate { OnValueChangedCallback(); }); } else if (horizontal && horizontalScrollbar != null) { Direction = UnityUIToVRSFUI.ScrollbarDirectionToUIDirection(horizontalScrollbar.direction); horizontalScrollbar.onValueChanged.AddListener(delegate { OnValueChangedCallback(); }); } ObjectWasClickedEvent.Listeners += CheckRectClick; _eventWereRegistered = true; // We setup the Min and Max pos transform _scrollableSetup.CheckMinMaxGameObjects(transform, Direction, ref _minPosBar, ref _maxPosBar); } }
private void Init(OnSetupVRReady _) { if (VRSF_Components.DeviceLoaded != EDevice.SIMULATOR) { ObjectWasClickedEvent.Listeners += CheckSliderClick; ObjectWasHoveredEvent.Listeners += CheckObjectOvered; CheckSliderReferences(); _scrollableSetup = new VRUIScrollableSetup(UnityUIToVRSFUI.SliderDirectionToUIDirection(direction), minValue, maxValue, wholeNumbers); _scrollableSetup.CheckMinMaxGameObjects(handleRect.parent, UnityUIToVRSFUI.SliderDirectionToUIDirection(direction), ref _minPosBar, ref _maxPosBar); } }
private void Init(OnSetupVRReady _) { if (VRSF_Components.DeviceLoaded != EDevice.SIMULATOR) { GetHandleRectReference(); // We register the Listener ObjectWasClickedEvent.Listeners += CheckBarClick; ObjectWasHoveredEvent.Listeners += CheckObjectOvered; _scrollableSetup = new VRUIScrollableSetup(UnityUIToVRSFUI.ScrollbarDirectionToUIDirection(direction)); // Check if the Min and Max object are already created, and set there references _scrollableSetup.CheckMinMaxGameObjects(handleRect.parent, UnityUIToVRSFUI.ScrollbarDirectionToUIDirection(direction), ref _minPosBar, ref _maxPosBar); value = 1; } }