Files
BeatSaber/Assets/VRBeatsKit/Scripts/UI/Carousel.cs
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using UnityEngine;
using Platinio.UI;
using VRBeats.Events;
namespace VRBeats
{
public class Carousel : MonoBehaviour
{
[SerializeField] private RectTransform viewRect = null;
[SerializeField] private float moveTime = 1.0f;
[SerializeField] private Ease ease = Ease.EaseOutExpo;
[SerializeField] private OnIntValueChange onIndexValueChange = null;
private RectTransform[] elements = null;
public OnIntValueChange OnIndexValueChange
{
get
{
return onIndexValueChange;
}
}
public int CurrentIndex
{
get
{
return currentIndex;
}
private set
{
currentIndex = value;
onIndexValueChange.Invoke(currentIndex);
}
}
private int currentIndex = 0;
private bool isBusy = false;
private void Start()
{
CurrentIndex = transform.childCount - 1;
SetupCarouselElements();
}
private void SetupCarouselElements()
{
elements = new RectTransform[transform.childCount];
//this is the canvas center
float x = 0.5f;
for (int n = 0; n < transform.childCount; n++)
{
elements[n] = transform.GetChild(n).GetComponent<RectTransform>();
elements[n].anchoredPosition = elements[n].FromAbsolutePositionToAnchoredPosition(new Vector2(x, 0.5f) , viewRect);
x -= 1.0f;
}
}
public void MoveLeft()
{
if (currentIndex + 1 >= transform.childCount || isBusy)
return;
CurrentIndex++;
isBusy = true;
for (int n = 0; n < transform.childCount; n++)
{
Vector2 currentPos = elements[n].FromAnchoredPositionToAbsolutePosition(viewRect);
elements[n].MoveUI(currentPos + new Vector2(-1.0f , 0.0f ) , viewRect , moveTime ).SetOnComplete(delegate { isBusy = false; }).SetEase(ease);
}
}
public void MoveRight()
{
if (currentIndex - 1 < 0 || isBusy)
return;
CurrentIndex--;
isBusy = true;
for (int n = 0; n < transform.childCount; n++)
{
Vector2 currentPos = elements[n].FromAnchoredPositionToAbsolutePosition(viewRect);
elements[n].MoveUI(currentPos + new Vector2(1.0f, 0.0f), viewRect, moveTime).SetOnComplete(delegate { isBusy = false; }).SetEase(ease);
}
}
public void Focus(int index)
{
int offset = currentIndex - index;
CurrentIndex = index;
isBusy = true;
for (int n = 0; n < transform.childCount; n++)
{
Vector2 currentPos = elements[n].FromAnchoredPositionToAbsolutePosition(viewRect);
elements[n].MoveUI(currentPos + new Vector2(1.0f * offset, 0.0f), viewRect, moveTime).SetOnComplete(delegate { isBusy = false; }).SetEase(ease);
}
}
}
}