示例#1
0
 public void SelectElement(UICarouselElement element)
 {
     if (!element)
     {
         return;
     }
     EventSystem.current.SetSelectedGameObject(element.gameObject);
     OnElementSelect(element);
 }
示例#2
0
        public void SelectElement(int index)
        {
            if (IsEmpty)
            {
                return;
            }

            UICarouselElement element = m_Elements[Mathf.Clamp(index, 0, m_Elements.Count - 1)];

            SelectElement(element);
        }
示例#3
0
        protected virtual void ScrollToElement(UICarouselElement element)
        {
            /// Where the element is inside the scroll rect
            Vector3 elementCenterPos = GetWorldPointInWidget(m_RectTransform, GetWidgetWorldPoint(element.RectTransform));

            /// Where the element should be inside the scroll rect
            Vector3 targetPos = GetWorldPointInWidget(m_RectTransform, GetWidgetWorldPoint(scrollMask));

            Vector3 difference = targetPos - elementCenterPos;

            if (!horizontal)
            {
                difference.x = 0f;
            }

            if (!vertical)
            {
                difference.y = 0f;
            }

            Vector2 normalizedDifference;

            Rect rect = content.rect, rect1 = m_RectTransform.rect;

            normalizedDifference.x = difference.x / (rect.size.x - rect1.size.x);
            normalizedDifference.y = difference.y / (rect.size.y - rect1.size.y);

            Vector2 newNormalizedPosition = normalizedPosition - normalizedDifference;

            if (movementType != MovementType.Unrestricted)
            {
                newNormalizedPosition.x = Mathf.Clamp01(newNormalizedPosition.x);
                newNormalizedPosition.y = Mathf.Clamp01(newNormalizedPosition.y);
            }

            //normalizedPosition = newNormalizedPosition;
            DG.Tweening.DOTween.To(() => normalizedPosition, (x) => normalizedPosition = x, newNormalizedPosition, 1f / scrollSpeed).SetEase(scrollEase);
        }
示例#4
0
        public virtual UICarouselElement CreateElement(int id, bool selected)
        {
            GameObject elementGO = Instantiate(elementPrefab, content);
            var        element   = elementGO.GetComponent <UICarouselElement>();

            element.ID = id;
            element.onSelectElement   += OnElementSelect;
            element.onDeselectElement += OnElementDeselect;

            m_Elements.Add(element);

            if (selected)
            {
                element.PlaySelectAnim();
                SelectedElement = element;
            }
            else
            {
                element.PlayDeselectAnim();
            }

            return(element);
        }
示例#5
0
 protected virtual void OnElementDeselect(UICarouselElement element) => onDeselectElement?.Invoke(element);
示例#6
0
 protected virtual void OnElementSelect(UICarouselElement element)
 {
     SelectedElement = element;
     ScrollToElement(element);
     onSelectElement?.Invoke(element);
 }