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Save yasirkula/75ca350fb83ddcc1558d33a8ecf1483f to your computer and use it in GitHub Desktop.
using System.Collections; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public static class ScrollViewFocusFunctions | |
{ | |
public static Vector2 CalculateFocusedScrollPosition( this ScrollRect scrollView, Vector2 focusPoint ) | |
{ | |
Vector2 contentSize = scrollView.content.rect.size; | |
Vector2 viewportSize = ( (RectTransform) scrollView.content.parent ).rect.size; | |
Vector2 contentScale = scrollView.content.localScale; | |
contentSize.Scale( contentScale ); | |
focusPoint.Scale( contentScale ); | |
Vector2 scrollPosition = scrollView.normalizedPosition; | |
if( scrollView.horizontal && contentSize.x > viewportSize.x ) | |
scrollPosition.x = Mathf.Clamp01( ( focusPoint.x - viewportSize.x * 0.5f ) / ( contentSize.x - viewportSize.x ) ); | |
if( scrollView.vertical && contentSize.y > viewportSize.y ) | |
scrollPosition.y = Mathf.Clamp01( ( focusPoint.y - viewportSize.y * 0.5f ) / ( contentSize.y - viewportSize.y ) ); | |
return scrollPosition; | |
} | |
public static Vector2 CalculateFocusedScrollPosition( this ScrollRect scrollView, RectTransform item ) | |
{ | |
Vector2 itemCenterPoint = scrollView.content.InverseTransformPoint( item.transform.TransformPoint( item.rect.center ) ); | |
Vector2 contentSizeOffset = scrollView.content.rect.size; | |
contentSizeOffset.Scale( scrollView.content.pivot ); | |
return scrollView.CalculateFocusedScrollPosition( itemCenterPoint + contentSizeOffset ); | |
} | |
public static void FocusAtPoint( this ScrollRect scrollView, Vector2 focusPoint ) | |
{ | |
scrollView.normalizedPosition = scrollView.CalculateFocusedScrollPosition( focusPoint ); | |
} | |
public static void FocusOnItem( this ScrollRect scrollView, RectTransform item ) | |
{ | |
scrollView.normalizedPosition = scrollView.CalculateFocusedScrollPosition( item ); | |
} | |
private static IEnumerator LerpToScrollPositionCoroutine( this ScrollRect scrollView, Vector2 targetNormalizedPos, float speed ) | |
{ | |
Vector2 initialNormalizedPos = scrollView.normalizedPosition; | |
float t = 0f; | |
while( t < 1f ) | |
{ | |
scrollView.normalizedPosition = Vector2.LerpUnclamped( initialNormalizedPos, targetNormalizedPos, 1f - ( 1f - t ) * ( 1f - t ) ); | |
yield return null; | |
t += speed * Time.unscaledDeltaTime; | |
} | |
scrollView.normalizedPosition = targetNormalizedPos; | |
} | |
public static IEnumerator FocusAtPointCoroutine( this ScrollRect scrollView, Vector2 focusPoint, float speed ) | |
{ | |
yield return scrollView.LerpToScrollPositionCoroutine( scrollView.CalculateFocusedScrollPosition( focusPoint ), speed ); | |
} | |
public static IEnumerator FocusOnItemCoroutine( this ScrollRect scrollView, RectTransform item, float speed ) | |
{ | |
yield return scrollView.LerpToScrollPositionCoroutine( scrollView.CalculateFocusedScrollPosition( item ), speed ); | |
} | |
} |
Thank you! I had my own system, but yours is more accurate
Thank you, You are awesome man
Really nice thank you !
for those who want to chain up scroll coroutine and cancel the previous one to avoid glitches.
here are some new coroutine functions
public static bool cancelOutPreviousCoroutine = false;
public static int runningLerpCoroutine = 0;
private static IEnumerator LerpToScrollPositionCoroutine( this ScrollRect scrollView, Vector2 targetNormalizedPos, float speed )
{
Vector2 initialNormalizedPos = scrollView.normalizedPosition;
float t = 0f;
while( t < 1f )
{
scrollView.normalizedPosition = Vector2.LerpUnclamped( initialNormalizedPos, targetNormalizedPos, 1f - ( 1f - t ) * ( 1f - t ) );
yield return null;
t += speed * Time.unscaledDeltaTime;
if (cancelOutPreviousCoroutine) {
t = 1;
cancelOutPreviousCoroutine = false;
}
if (t < 1f) {
scrollView.normalizedPosition = targetNormalizedPos;
}
}
runningLerpCoroutine--;
}
public static IEnumerator FocusAtPointCoroutine( this ScrollRect scrollView, Vector2 focusPoint, float speed )
{
if (runningLerpCoroutine > 0) cancelOutPreviousCoroutine = true;
runningLerpCoroutine++;
yield return scrollView.LerpToScrollPositionCoroutine( scrollView.CalculateFocusedScrollPosition( focusPoint ), speed );
}
public static IEnumerator FocusOnItemCoroutine( this ScrollRect scrollView, RectTransform item, float speed )
{
if (runningLerpCoroutine > 0) cancelOutPreviousCoroutine = true;
runningLerpCoroutine++;
yield return scrollView.LerpToScrollPositionCoroutine( scrollView.CalculateFocusedScrollPosition( item ), speed );
}
I can't express how I thank you. This works just perfect! Thank you very much.
Thanks
Great. thank you
Hello sir, I'd like to use your code but there is no license could you please add one when you have time :)
Thank you
@gimpycpu Hi! Feel free to use it under MIT License.
thanks man, your are a saviour for my stupid brain
public static bool cancelOutPreviousTask = false;
public static int runningLerpTask = 0;
private static async UniTask LerpToScrollPositionAsync(this ScrollRect scrollView, Vector2 targetNormalizedPos, float speed)
{
Vector2 initialNormalizedPos = scrollView.normalizedPosition;
float t = 0f;
while (t < 1f)
{
scrollView.normalizedPosition = Vector2.LerpUnclamped(initialNormalizedPos, targetNormalizedPos, 1f - (1f - t) * (1f - t));
await UniTask.Yield(PlayerLoopTiming.Update);
t += speed * Time.unscaledDeltaTime;
if (cancelOutPreviousTask)
{
t = 1;
cancelOutPreviousTask = false;
}
}
scrollView.normalizedPosition = targetNormalizedPos;
runningLerpTask--;
}
public static async UniTask FocusAtPointAsync(this ScrollRect scrollView, Vector2 focusPoint, float speed)
{
if (runningLerpTask > 0) cancelOutPreviousTask = true;
runningLerpTask++;
await scrollView.LerpToScrollPositionAsync(scrollView.CalculateFocusedScrollPosition(focusPoint), speed);
}
public static async UniTask FocusOnItemAsync(this ScrollRect scrollView, RectTransform item, float speed)
{
if (runningLerpTask > 0) cancelOutPreviousTask = true;
runningLerpTask++;
await scrollView.LerpToScrollPositionAsync(scrollView.CalculateFocusedScrollPosition(item), speed);
}
I prefer Unitask rather than old coroutine, here are some refactor codes
If you are using a content size filter and you have the position set incorrectly, use Canvas.ForceUpdateCanvases() before calling it
thank you so much, it works perfectly 💯
Thank you :)
Thanks a lot for sharing this. Great!!!