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using UnityEngine; |
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using System.Collections; |
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using Holoville.HOTween; |
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namespace FS.Handlers |
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{ |
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public class FSScrollController : MonoBehaviour { |
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public float contentOverflowY = 0f; |
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public float contentHeight = 0f; |
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public float viewHeight = 0f; |
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public float inertiaDuration = 0.95f; |
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private Vector3 scrollPosition; |
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private float scrollVelocity = 0f; |
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private float timeTouchPhaseEnded = 0f; |
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private float elasticSpringBackTime = 0.5f; |
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static private float SCROLL_RESISTANCE_COEFFICIENT = 8f; |
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private void setupBounds(){ |
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// create a default viewHeight, unless it is provided for us externally. |
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if (viewHeight == 0f) { |
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viewHeight = (Camera.main.orthographicSize * 2); |
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} |
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// create a default contentHeight, unless it is provided for us externally. |
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if (contentHeight == 0f) { |
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contentHeight = viewHeight; |
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} |
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// contentOverflowY is calculated by subtracting the viewheight from the content height. |
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// this leaves us with the amount we need to be able to move the view. |
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if (contentOverflowY == 0f) { |
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contentOverflowY = contentHeight - viewHeight; |
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} |
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// Finally, if our overflow is less than the viewHeight, we get strange scrolling |
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// behavior, since it snaps the bottom of the content to the bottom of the view. |
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if (contentOverflowY < 0) { |
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contentOverflowY = 0; |
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} |
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} |
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public void Reset() { |
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// create a default viewHeight, unless it is provided for us externally. |
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viewHeight = 0f; |
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contentHeight = 0f; |
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contentOverflowY = 0f; |
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} |
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public bool ScrollController(){ |
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bool scrolling = false; |
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setupBounds(); |
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scrollPosition = this.gameObject.transform.position; |
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// Support the computer scrollwheel |
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float scroll = Input.GetAxis("Mouse ScrollWheel"); |
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if (0f != scroll) { |
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scrollPosition = this.gameObject.transform.position; |
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scrollPosition += Vector3.down * scroll * 400f; |
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this.gameObject.transform.position = scrollPosition; |
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SpringToEdge(); |
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// We are scrolling with the mouse scrollwheel, |
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// so we don't need to execute any more code here. |
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return true; |
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} |
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if (Input.touchCount < 1) { |
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if ( scrollVelocity != 0.0f ) { |
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// slow down over time |
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float t = (Time.time - timeTouchPhaseEnded) / inertiaDuration; |
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float frameVelocity = Mathf.Lerp(scrollVelocity, 0f, t); |
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scrollPosition.y += (frameVelocity * Time.deltaTime); |
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// We finish after the time is up. |
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if (t >= inertiaDuration) scrollVelocity = 0.0f; |
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SpringToEdge(); |
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this.gameObject.transform.position = scrollPosition; |
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} |
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return false; |
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} |
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Touch touch = Input.touches[0]; |
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float drag; |
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if (touch.phase == TouchPhase.Began){ |
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scrollVelocity = 0.0f; |
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scrolling = true; |
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} else if (touch.phase == TouchPhase.Moved) { |
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float velocity; |
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// Figure out where we are starting from: |
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drag = scrollPosition.y; |
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// Add scroll resistance if we are past the bounds of the screen |
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// AKA elastic scrolling - doesn't work quite right. |
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// With micro-movements of the fingers, we get to a place where we |
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// start working our way back to the start. |
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if(scrollPosition.y < 0) |
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drag -= drag/SCROLL_RESISTANCE_COEFFICIENT; |
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else if(scrollPosition.y > contentOverflowY) |
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drag -= SCROLL_RESISTANCE_COEFFICIENT; |
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drag += touch.deltaPosition.y; |
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scrollPosition.y = drag; |
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// Impart momentum to the scrolled view, using the velocity of the finger |
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// to compute the momentum of the scroll. |
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velocity = (touch.deltaPosition.y / touch.deltaTime); |
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// Moving average filter to get rid of wild variations... |
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scrollVelocity = 0.8f * velocity + 0.2f * scrollVelocity; |
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// If we move past a certain threshold, then we are scrolling |
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// otherwise, we are possibly trying to tap. This allows us |
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// to detect when we are just trying to push a button. |
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scrolling = (Mathf.Abs(touch.deltaPosition.y) >= 3.0f) ? true : false; |
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} else if (touch.phase == TouchPhase.Ended) { |
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// track the time we ended so we can compute when to stop the scroll. |
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timeTouchPhaseEnded = Time.time; |
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// Add the elastic bounce to the end if we're past bounds. |
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SpringToEdge(); |
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scrolling = false; |
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} |
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this.gameObject.transform.position = scrollPosition; |
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return scrolling; |
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} |
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private void SpringToEdge() { |
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TweenParms parms = new TweenParms(); |
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if(scrollPosition.y < 0) { |
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scrollVelocity = 0f; |
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parms.Prop("position", new Vector3(scrollPosition.x, 0, scrollPosition.z)); // Position tween |
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parms.Ease(EaseType.EaseOutCubic); // Easing type |
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HOTween.To(this.gameObject.transform, elasticSpringBackTime, parms); |
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return; |
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} |
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if(scrollPosition.y > contentOverflowY) { |
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scrollVelocity = 0f; |
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parms.Prop("position", new Vector3(scrollPosition.x, contentOverflowY,scrollPosition.z)); // Position tween |
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parms.Ease(EaseType.EaseOutCubic); // Easing type |
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HOTween.To(this.gameObject.transform, elasticSpringBackTime, parms); |
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return; |
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} |
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} |
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} |
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} |
Do you have a newer more up to date version of this that perhaps works with the mouse as well?
Edit: And doesn't require the use of HOTween?