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