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October 23, 2021 10:09
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,70 @@ 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 ); } }