게임 프로그래밍
[유니티] 스크롤뷰 하나씩 넘기기 본문
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using System.Collections;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/// <summary>
/// Snap a scroll rect to its children items. All self contained.
/// Note: Only supports 1 direction
/// </summary>
public class DragSnapper : UIBehaviour, IEndDragHandler, IBeginDragHandler
{
public ScrollRect scrollRect; // the scroll rect to scroll
public SnapDirection direction; // the direction we are scrolling
public int itemCount; // how many items we have in our scroll rect
public int CurrentitemCount;
public AnimationCurve curve = AnimationCurve.Linear(0f, 0f, 1f, 1f); // a curve for transitioning in order to give it a little bit of extra polish
public float speed; // the speed in which we snap ( normalized position per second? )
public void OnBeginDrag(PointerEventData eventData)
{
StopCoroutine(SnapRect(direction == SnapDirection.Horizontal ? scrollRect.horizontalNormalizedPosition : scrollRect.verticalNormalizedPosition)); // if we are snapping, stop for the next input
}
public void OnEndDrag(PointerEventData eventData)
{
StartCoroutine(SnapRect(direction == SnapDirection.Horizontal ? scrollRect.horizontalNormalizedPosition : scrollRect.verticalNormalizedPosition)); // simply start our coroutine ( better than using update )
}
public void NextSnap()
{
float nextStartNormal = direction == SnapDirection.Horizontal ? scrollRect.horizontalNormalizedPosition : scrollRect.verticalNormalizedPosition;
nextStartNormal += (1f / (float)(itemCount - 1)) / 1.5f;
StartCoroutine(SnapRect(nextStartNormal));
}
public int GetCurrentitemCount()
{
float delta = 1f / (float)(itemCount - 1);
int count = Mathf.RoundToInt(scrollRect.horizontalNormalizedPosition / delta);
if (count <= 0)
count = 0;
if (count >= itemCount - 1)
count = itemCount - 1;
return count;
}
public void PreviousSnap()
{
float nextStartNormal = direction == SnapDirection.Horizontal ? scrollRect.horizontalNormalizedPosition : scrollRect.verticalNormalizedPosition;
nextStartNormal -= (1f / (float)(itemCount - 1)) / 1.5f;
StartCoroutine(SnapRect(nextStartNormal));
}
private IEnumerator SnapRect(float startNormal)
{
if (scrollRect == null)
throw new System.Exception("Scroll Rect can not be null");
if (itemCount == 0)
throw new System.Exception("Item count can not be zero");
//float startNormal = direction == SnapDirection.Horizontal ? scrollRect.horizontalNormalizedPosition : scrollRect.verticalNormalizedPosition; // find our start position
float delta = 1f / (float)(itemCount - 1); // percentage each item takes
int target = Mathf.RoundToInt(startNormal / delta); // this finds us the closest target based on our starting point
float endNormal = delta * target; // this finds the normalized value of our target
float duration = Mathf.Abs((endNormal - startNormal) / speed); // this calculates the time it takes based on our speed to get to our target
float timer = 0f; // timer value of course
while (timer < 1f) // loop until we are done
{
timer = Mathf.Min(1f, timer + Time.deltaTime / duration); // calculate our timer based on our speed
float value = Mathf.Lerp(startNormal, endNormal, curve.Evaluate(timer)); // our value based on our animation curve, cause linear is lame
if (direction == SnapDirection.Horizontal) // depending on direction we set our horizontal or vertical position
scrollRect.horizontalNormalizedPosition = value;
else
scrollRect.verticalNormalizedPosition = value;
yield return new WaitForEndOfFrame(); // wait until next frame
}
}
}
// The direction we are snapping in
public enum SnapDirection
{
Horizontal,
Vertical,
}
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cs |
스크롤뷰에서 요소를 하나씩 넘기는 코드. 이동 할때 AnimationCurve를 넣어서 사용할수도 있다.
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