private void SetupVRScrollRect() { _scrollableSetup = new VRUIScrollableSetup(Direction); // 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 = UnityUIToVRDFUI.ScrollbarDirectionToUIDirection(verticalScrollbar.direction); verticalScrollbar.onValueChanged.AddListener(delegate { OnValueChangedCallback(); }); } else if (horizontal && horizontalScrollbar != null) { Direction = UnityUIToVRDFUI.ScrollbarDirectionToUIDirection(horizontalScrollbar.direction); horizontalScrollbar.onValueChanged.AddListener(delegate { OnValueChangedCallback(); }); } OnVRClickerStartClicking.Listeners += CheckClickedObject; OnVRClickerStopClicking.Listeners += CheckUnclickedObject; // We setup the Min and Max pos transform _scrollableSetup.CheckMinMaxGameObjects(transform, Direction, ref _minPosBar, ref _maxPosBar); _scrollableSetup.CheckContentStatus(viewport, content); }
private void SliderSetup() { OnSetupVRReady.RegisterSetupVRCallback(CheckDevice); CheckSliderReferences(); _scrollableSetup = new VRUIScrollableSetup(UnityUIToVRDFUI.SliderDirectionToUIDirection(direction), minValue, maxValue, wholeNumbers); _scrollableSetup.CheckMinMaxGameObjects(handleRect.parent, UnityUIToVRDFUI.SliderDirectionToUIDirection(direction), ref _minPosBar, ref _maxPosBar); }
private void ScrollbarSetup() { GetHandleRectReference(); OnSetupVRReady.RegisterSetupVRCallback(CheckDevice); _scrollableSetup = new VRUIScrollableSetup(UnityUIToVRDFUI.ScrollbarDirectionToUIDirection(direction)); // Check if the Min and Max object are already created, and set there references _scrollableSetup.CheckMinMaxGameObjects(handleRect.parent, UnityUIToVRDFUI.ScrollbarDirectionToUIDirection(direction), ref _minPosBar, ref _maxPosBar); value = 1; }