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/// <summary>
/// Curved Layout Group Created by Freezy - http://www.ElicitIce.com
/// Posted on Unity Forums http://forum.unity3d.com/threads/script-curved-layout.403985/
///
/// Free for any use and alteration, source code may not be sold without my permission.
/// If you make improvements on this script please share them with the community.
///
/// </summary>
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// TODO:
/// - add automatic child sizing, like in the HorizontalOrVerticalLayoutGroup.cs
/// - nicer anchor handling for initial child positions
/// </summary>
[AddComponentMenu( "Layout/Extensions/Curved Layout" )]
public class CurvedLayout : LayoutGroup
{
public Vector3 CurveOffset;
// Yes these two could be combined into a single vector
// but this makes it easier to use?
[Tooltip( "axis along which to place the items, Normalized before use" )]
public Vector3 itemAxis;
[Tooltip( "size of each item along the Normalized axis" )]
public float itemSize;
// the slope can be moved by altering this setting, it could be constrained to the 0-1 range, but other values are usefull for animations
public float centerpoint = 0.5f;
protected override void OnEnable() { base.OnEnable(); CalculateRadial(); }
public override void SetLayoutHorizontal()
{
}
public override void SetLayoutVertical()
{
}
public override void CalculateLayoutInputVertical()
{
CalculateRadial();
}
public override void CalculateLayoutInputHorizontal()
{
CalculateRadial();
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
CalculateRadial();
}
#endif
void CalculateRadial()
{
m_Tracker.Clear();
if ( transform.childCount == 0 )
return;
//one liner for figuring out the pivot (why not a utility function switch statement?)
Vector2 pivot = new Vector2( ( ( int )childAlignment % 3 ) * 0.5f, ( ( int )childAlignment / 3 ) * 0.5f );
//this seems to work ok-ish
Vector3 lastPos = new Vector3(
GetStartOffset( 0, GetTotalPreferredSize( 0 ) ),
GetStartOffset( 1, GetTotalPreferredSize( 1 ) ),
0f
);
// 0 = first, 1 = last child
float lerp = 0;
//no need to catch divide by 0 as childCount > 0
float step = 1f / transform.childCount;
//normalize and create a distance between items
var dist = itemAxis.normalized * itemSize;
for ( int i = 0; i < transform.childCount; i++ )
{
RectTransform child = ( RectTransform )transform.GetChild( i );
if ( child != null )
{
//stop the user from altering certain values in the editor
m_Tracker.Add( this, child,
DrivenTransformProperties.Anchors |
DrivenTransformProperties.AnchoredPosition |
DrivenTransformProperties.Pivot );
Vector3 vPos = lastPos + dist;
child.localPosition = lastPos = vPos + ( lerp - centerpoint ) * CurveOffset;
child.pivot = pivot;
//child anchors are not yet calculated, each child should set it's own size for now
child.anchorMin = child.anchorMax = new Vector2( 0.5f, 0.5f );
lerp += step;
}
}
}
}
}
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