public Vector2 AlignTopTargetPos(float scrollViewLength, float viewportSize, float viewTrackPos) { bool withInLimit = (Mathf.Pow(viewTrackPos, 2) < 0.1); float targetPos = 0; return(UtilityMethod.GetDirectionVector((withInLimit) ? targetPos : Mathf.Lerp(viewTrackPos, targetPos, 0.1f), 0, UltimateScrollView.Direction.TopDown)); }
public Vector2 AlignBottomTargetPos(float scrollViewLength, float viewportSize, float viewTrackPos) { bool withInLimit = (scrollViewLength - viewportSize - viewTrackPos > 0.1); float targetPos = scrollViewLength - viewportSize; return(UtilityMethod.GetDirectionVector( (withInLimit) ? targetPos : Mathf.Lerp(viewTrackPos, targetPos, 0.1f), 0, UltimateScrollView.Direction.RightLeft)); }
public Vector2 AlignBottomTargetPos(float scrollViewLength, float viewportSize, float viewTrackPos) { bool withInLimit = Mathf.Abs(scrollViewLength + viewportSize + viewTrackPos) < 0.1; float targetPos = -(scrollViewLength + viewportSize); Debug.Log("Bottom " + (scrollViewLength + viewportSize + viewTrackPos)); return(UtilityMethod.GetDirectionVector( (withInLimit) ? targetPos : Mathf.Lerp(viewTrackPos, targetPos, 0.1f), 0, UltimateScrollView.Direction.RightLeft)); }