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June 1, 2017 07:49
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Grid snapping for unity3d , Add Grid layout group And Add a Event trigger to the parent object and Add Begin Drag and End Drag Event listener to the respective function in the script
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using UnityEngine; | |
using System.Collections; | |
using UnityEngine.UI; | |
public class gridsnap : MonoBehaviour { | |
GridLayoutGroup grid; | |
RectTransform rect; | |
ScrollRect scrollRect; | |
Vector2 targetPos; | |
bool done = false; | |
float t = 0; | |
void Start() { | |
grid = GetComponent<GridLayoutGroup>(); | |
rect = GetComponent<RectTransform>(); | |
scrollRect = GetComponentInParent<ScrollRect>(); | |
// auto adjust the width of the grid to have space for all the childs | |
rect.sizeDelta = new Vector2((transform.childCount + 2f) * grid.cellSize.x + (transform.childCount - 1f) * grid.spacing.x, rect.sizeDelta.y); | |
} | |
public void Update() { | |
t = Time.deltaTime * 15f; | |
if (t > 1f) { | |
t = 1f; | |
} | |
if (Mathf.Abs(scrollRect.velocity.x) > 800f && !done) { | |
touchUp(); | |
} | |
if (!done && Mathf.Abs(scrollRect.velocity.x) < 800f) { | |
rect.localPosition = Vector2.Lerp(rect.localPosition, targetPos, t); | |
if (Vector3.Distance(rect.localPosition, targetPos) < 0.001f) { | |
rect.localPosition = targetPos; | |
done = true; | |
} | |
} | |
Vector2 tempPos = new Vector2(Mathf.Round(rect.localPosition.x / (grid.cellSize.x + grid.spacing.x)) * (grid.cellSize.x + grid.spacing.x) * -1f, 0); | |
for (int i = 0; i < transform.childCount; i++) { | |
Transform child = transform.GetChild(i); | |
if (child.localPosition.x == tempPos.x) { | |
// do what you want with the child | |
child.localScale = Vector3.Lerp(child.localScale, new Vector3(1.1f, 1.1f, 1f), t); | |
} | |
else { | |
child.localScale = Vector3.Lerp(child.localScale, new Vector3(1f, 1f, 1f), t); | |
} | |
} | |
} | |
public void BeginDrag() { | |
done = true; | |
} | |
public void EndDrag() { | |
float newX = Mathf.Round(rect.localPosition.x / (grid.cellSize.x + grid.spacing.x)) * (grid.cellSize.x + grid.spacing.x); | |
newX = Mathf.Sign(newX) * Mathf.Min(Mathf.Abs(newX), (rect.rect.width - scrollRect.GetComponent<RectTransform>().rect.width) / 2f); | |
targetPos = new Vector2(newX, 0); | |
done = false; | |
} | |
} |
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