using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System;
namespace EnhancedUI.EnhancedScroller
{
///
/// This delegate handles the visibility changes of cell views
///
/// The cell view that changed visibility
public delegate void CellViewVisibilityChangedDelegate(EnhancedScrollerCellView cellView);
///
/// This delegate handles the scrolling callback of the ScrollRect.
///
/// The scroller that called the delegate
/// The scroll value of the scroll rect
/// The scroll position in pixels from the start of the scroller
public delegate void ScrollerScrolledDelegate(EnhancedScroller scroller, Vector2 val, float scrollPosition);
///
/// This delegate handles the snapping of the scroller.
///
/// The scroller that called the delegate
/// The index of the cell view snapped on (this may be different than the data index in case of looping)
/// The index of the data the view snapped on
public delegate void ScrollerSnappedDelegate(EnhancedScroller scroller, int cellIndex, int dataIndex);
///
/// This delegate handles the change in state of the scroller (scrolling or not scrolling)
///
/// The scroller that changed state
/// Whether or not the scroller is scrolling
public delegate void ScrollerScrollingChangedDelegate(EnhancedScroller scroller, bool scrolling);
///
/// This delegate handles the change in state of the scroller (jumping or not jumping)
///
/// The scroller that changed state
/// Whether or not the scroller is tweening
public delegate void ScrollerTweeningChangedDelegate(EnhancedScroller scroller, bool tweening);
///
/// The EnhancedScroller allows you to easily set up a dynamic scroller that will recycle views for you. This means
/// that using only a handful of views, you can display thousands of rows. This will save memory and processing
/// power in your application.
///
[RequireComponent(typeof(ScrollRect))]
public class EnhancedScroller : MonoBehaviour
{
#region Public
///
/// The direction this scroller is handling
///
public enum ScrollDirectionEnum
{
Vertical,
Horizontal
}
///
/// Which side of a cell to reference.
/// For vertical scrollers, before means above, after means below.
/// For horizontal scrollers, before means to left of, after means to the right of.
///
public enum CellViewPositionEnum
{
Before,
After
}
///
/// This will set how the scroll bar should be shown based on the data. If no scrollbar
/// is attached, then this is ignored. OnlyIfNeeded will hide the scrollbar based on whether
/// the scroller is looping or there aren't enough items to scroll.
///
public enum ScrollbarVisibilityEnum
{
OnlyIfNeeded,
Always,
Never
}
///
/// The direction the scroller is handling
///
public ScrollDirectionEnum scrollDirection;
///
/// The number of pixels between cell views, starting after the first cell view
///
public float spacing;
///
/// The padding inside of the scroller: top, bottom, left, right.
///
public RectOffset padding;
///
/// Whether the scroller should loop the cell views
///
[SerializeField]
private bool loop;
///
/// Whether the scollbar should be shown
///
[SerializeField]
private ScrollbarVisibilityEnum scrollbarVisibility;
///
/// Whether snapping is turned on
///
public bool snapping;
///
/// This is the speed that will initiate the snap. When the
/// scroller slows down to this speed it will snap to the location
/// specified.
///
public float snapVelocityThreshold;
///
/// The snap offset to watch for. When the snap occurs, this
/// location in the scroller will be how which cell to snap to
/// is determined.
/// Typically, the offset is in the range 0..1, with 0 being
/// the top / left of the scroller and 1 being the bottom / right.
/// In most situations the watch offset and the jump offset
/// will be the same, they are just separated in case you need
/// that added functionality.
///
public float snapWatchOffset;
///
/// The snap location to move the cell to. When the snap occurs,
/// this location in the scroller will be where the snapped cell
/// is moved to.
/// Typically, the offset is in the range 0..1, with 0 being
/// the top / left of the scroller and 1 being the bottom / right.
/// In most situations the watch offset and the jump offset
/// will be the same, they are just separated in case you need
/// that added functionality.
///
public float snapJumpToOffset;
///
/// Once the cell has been snapped to the scroller location, this
/// value will determine how the cell is centered on that scroller
/// location.
/// Typically, the offset is in the range 0..1, with 0 being
/// the top / left of the cell and 1 being the bottom / right.
///
public float snapCellCenterOffset;
///
/// Whether to include the spacing between cells when determining the
/// cell offset centering.
///
public bool snapUseCellSpacing;
///
/// What function to use when interpolating between the current
/// scroll position and the snap location. This is also known as easing.
/// If you want to go immediately to the snap location you can either
/// set the snapTweenType to immediate or set the snapTweenTime to zero.
///
public TweenType snapTweenType;
///
/// The time it takes to interpolate between the current scroll
/// position and the snap location.
/// If you want to go immediately to the snap location you can either
/// set the snapTweenType to immediate or set the snapTweenTime to zero.
///
public float snapTweenTime;
///
/// This delegate is called when a cell view is hidden or shown
///
public CellViewVisibilityChangedDelegate cellViewVisibilityChanged;
///
/// This delegate is called when the scroll rect scrolls
///
public ScrollerScrolledDelegate scrollerScrolled;
///
/// This delegate is called when the scroller has snapped to a position
///
public ScrollerSnappedDelegate scrollerSnapped;
///
/// This delegate is called when the scroller has started or stopped scrolling
///
public ScrollerScrollingChangedDelegate scrollerScrollingChanged;
///
/// This delegate is called when the scroller has started or stopped tweening
///
public ScrollerTweeningChangedDelegate scrollerTweeningChanged;
///
/// The Delegate is what the scroller will call when it needs to know information about
/// the underlying data or views. This allows a true MVC process.
///
public IEnhancedScrollerDelegate Delegate { get { return _delegate; } set { _delegate = value; _reloadData = true; } }
///
/// The absolute position in pixels from the start of the scroller
///
public float ScrollPosition
{
get
{
return _scrollPosition;
}
set
{
// make sure the position is in the bounds of the current set of views
value = Mathf.Clamp(value, 0, GetScrollPositionForCellViewIndex(_cellViewSizeArray.Count - 1, CellViewPositionEnum.Before));
// only if the value has changed
if (_scrollPosition != value)
{
_scrollPosition = value;
if (scrollDirection == ScrollDirectionEnum.Vertical)
{
// set the vertical position
_scrollRect.verticalNormalizedPosition = 1f - (_scrollPosition / _ScrollSize);
}
else
{
// set the horizontal position
_scrollRect.horizontalNormalizedPosition = (_scrollPosition / _ScrollSize);
}
// flag that we need to refresh
_refreshActive = true;
}
}
}
///
/// Whether the scroller should loop the resulting cell views.
/// Looping creates three sets of internal size data, attempting
/// to keep the scroller in the middle set. If the scroller goes
/// outside of this set, it will jump back into the middle set,
/// giving the illusion of an infinite set of data.
///
public bool Loop
{
get
{
return loop;
}
set
{
// only if the value has changed
if (loop != value)
{
// get the original position so that when we turn looping on
// we can jump back to this position
var originalScrollPosition = _scrollPosition;
loop = value;
// call resize to generate more internal elements if loop is on,
// remove the elements if loop is off
_Resize(false);
if (loop)
{
// set the new scroll position based on the middle set of data + the original position
ScrollPosition = _loopFirstScrollPosition + originalScrollPosition;
}
else
{
// set the new scroll position based on the original position and the first loop position
ScrollPosition = originalScrollPosition - _loopFirstScrollPosition;
}
// update the scrollbars
ScrollbarVisibility = scrollbarVisibility;
}
}
}
///
/// Sets how the visibility of the scrollbars should be handled
///
public ScrollbarVisibilityEnum ScrollbarVisibility
{
get
{
return scrollbarVisibility;
}
set
{
scrollbarVisibility = value;
// only if the scrollbar exists
if (_scrollbar != null)
{
// make sure we actually have some cell views
if (_cellViewOffsetArray != null && _cellViewOffsetArray.Count > 0)
{
if (_cellViewOffsetArray.Last() < ScrollRectSize || loop)
{
// if the size of the scrollable area is smaller than the scroller
// or if we have looping on, hide the scrollbar unless the visibility
// is set to Always.
_scrollbar.gameObject.SetActive(scrollbarVisibility == ScrollbarVisibilityEnum.Always);
}
else
{
// if the size of the scrollable areas is larger than the scroller
// or looping is off, then show the scrollbars unless visibility
// is set to Never.
_scrollbar.gameObject.SetActive(scrollbarVisibility != ScrollbarVisibilityEnum.Never);
}
}
}
}
}
///
/// This is the velocity of the scroller.
///
public Vector2 Velocity
{
get
{
return _scrollRect.velocity;
}
set
{
_scrollRect.velocity = value;
}
}
///
/// The linear velocity is the velocity on one axis.
/// The scroller should only be moving one one axix.
///
public float LinearVelocity
{
get
{
// return the velocity component depending on which direction this is scrolling
return (scrollDirection == ScrollDirectionEnum.Vertical ? _scrollRect.velocity.y : _scrollRect.velocity.x);
}
set
{
// set the appropriate component of the velocity
if (scrollDirection == ScrollDirectionEnum.Vertical)
{
_scrollRect.velocity = new Vector2(0, value);
}
else
{
_scrollRect.velocity = new Vector2(value, 0);
}
}
}
///
/// Whether the scroller is scrolling or not
///
public bool IsScrolling
{
get; private set;
}
///
/// Whether the scroller is tweening or not
///
public bool IsTweening
{
get; private set;
}
///
/// This is the first cell view index showing in the scroller's visible area
///
public int StartCellViewIndex
{
get
{
return _activeCellViewsStartIndex;
}
}
///
/// This is the last cell view index showing in the scroller's visible area
///
public int EndCellViewIndex
{
get
{
return _activeCellViewsEndIndex;
}
}
///
/// This is the first data index showing in the scroller's visible area
///
public int StartDataIndex
{
get
{
return _activeCellViewsStartIndex % NumberOfCells;
}
}
///
/// This is the last data index showing in the scroller's visible area
///
public int EndDataIndex
{
get
{
return _activeCellViewsEndIndex % NumberOfCells;
}
}
///
/// This is the number of cells in the scroller
///
public int NumberOfCells
{
get
{
return (_delegate != null ? _delegate.GetNumberOfCells(this) : 0);
}
}
///
/// This is a convenience link to the scroller's scroll rect
///
public ScrollRect ScrollRect
{
get
{
return _scrollRect;
}
}
///
/// The size of the visible portion of the scroller
///
public float ScrollRectSize
{
get
{
if (scrollDirection == ScrollDirectionEnum.Vertical)
return _scrollRectTransform.rect.height;
else
return _scrollRectTransform.rect.width;
}
}
///
/// Create a cell view, or recycle one if it already exists
///
/// The prefab to use to create the cell view
///
public EnhancedScrollerCellView GetCellView(EnhancedScrollerCellView cellPrefab)
{
// see if there is a view to recycle
var cellView = _GetRecycledCellView(cellPrefab);
if (cellView == null)
{
// no recyleable cell found, so we create a new view
// and attach it to our container
var go = Instantiate(cellPrefab.gameObject);
cellView = go.GetComponent();
cellView.transform.SetParent(_container);
RectTransform rt = go.GetComponent();
rt.anchoredPosition3D = new Vector3(rt.anchoredPosition3D.x, rt.anchoredPosition3D.y, 0);
rt.localEulerAngles = Vector3.zero;
}
return cellView;
}
///
/// This resets the internal size list and refreshes the cell views
///
public void ReloadData()
{
_reloadData = false;
_scrollPosition = 0;
// recycle all the active cells so
// that we are sure to get fresh views
_RecycleAllCells();
// if we have a delegate handling our data, then
// call the resize
if (_delegate != null)
_Resize(false);
}
///
/// This calls the RefreshCellView method on each active cell.
/// If you override the RefreshCellView method in your cells
/// then you can update the UI without having to reload the data.
/// Note: this will not change the cell sizes, you will need
/// to call ReloadData for that to work.
///
public void RefreshActiveCellViews()
{
for (var i = 0; i < _activeCellViews.Count; i++)
{
_activeCellViews[i].RefreshCellView();
}
}
///
/// Removes all the recycled cell views. This should only be used after you
/// load in a completely different set of cell views that will not use the
/// recycled views. This will call garbage collection.
///
public void ClearRecycled()
{
for (var i = 0; i < _recycledCellViews.Count; i++)
{
DestroyImmediate(_recycledCellViews[i].gameObject);
}
_recycledCellViews.Clear();
}
///
/// Turn looping on or off. This is just a helper function so
/// you don't have to keep track of the state of the looping
/// in your own scripts.
///
public void ToggleLoop()
{
Loop = !loop;
}
///
/// Jump to a position in the scroller based on a dataIndex. This overload allows you
/// to specify a specific offset within a cell as well.
///
/// he data index to jump to
/// The offset from the start (top / left) of the scroller in the range 0..1.
/// Outside this range will jump to the location before or after the scroller's viewable area
/// The offset from the start (top / left) of the cell in the range 0..1
/// Whether to calculate in the spacing of the scroller in the jump
/// What easing to use for the jump
/// How long to interpolate to the jump point
/// This delegate is fired when the jump completes
public void JumpToDataIndex(int dataIndex,
float scrollerOffset = 0,
float cellOffset = 0,
bool useSpacing = true,
TweenType tweenType = TweenType.immediate,
float tweenTime = 0f,
Action jumpComplete = null
)
{
var cellOffsetPosition = 0f;
if (cellOffset != 0)
{
// calculate the cell offset position
// get the cell's size
var cellSize = (_delegate != null ? _delegate.GetCellViewSize(this, dataIndex) : 0);
if (useSpacing)
{
// if using spacing add spacing from one side
cellSize += spacing;
// if this is not a bounday cell, then add spacing from the other side
if (dataIndex > 0 && dataIndex < (NumberOfCells - 1)) cellSize += spacing;
}
// calculate the position based on the size of the cell and the offset within that cell
cellOffsetPosition = cellSize * cellOffset;
}
var newScrollPosition = 0f;
// cache the offset for quicker calculation
var offset = -(scrollerOffset * ScrollRectSize) + cellOffsetPosition;
if (loop)
{
// if looping, then we need to determine the closest jump position.
// we do that by checking all three sets of data locations, and returning the closest one
// get the scroll positions for each data set.
// Note: we are calculating the position based on the cell view index, not the data index here
var set1Position = GetScrollPositionForCellViewIndex(dataIndex, CellViewPositionEnum.Before) + offset;
var set2Position = GetScrollPositionForCellViewIndex(dataIndex + NumberOfCells, CellViewPositionEnum.Before) + offset;
var set3Position = GetScrollPositionForCellViewIndex(dataIndex + (NumberOfCells * 2), CellViewPositionEnum.Before) + offset;
// get the offsets of each scroll position from the current scroll position
var set1Diff = (Mathf.Abs(_scrollPosition - set1Position));
var set2Diff = (Mathf.Abs(_scrollPosition - set2Position));
var set3Diff = (Mathf.Abs(_scrollPosition - set3Position));
// choose the smallest offset from the current position (the closest position)
if (set1Diff < set2Diff)
{
if (set1Diff < set3Diff)
{
newScrollPosition = set1Position;
}
else
{
newScrollPosition = set3Position;
}
}
else
{
if (set2Diff < set3Diff)
{
newScrollPosition = set2Position;
}
else
{
newScrollPosition = set3Position;
}
}
}
else
{
// not looping, so just get the scroll position from the dataIndex
newScrollPosition = GetScrollPositionForDataIndex(dataIndex, CellViewPositionEnum.Before) + offset;
}
// clamp the scroll position to a valid location
newScrollPosition = Mathf.Clamp(newScrollPosition, 0, GetScrollPositionForCellViewIndex(_cellViewSizeArray.Count - 1, CellViewPositionEnum.Before));
// if spacing is used, adjust the final position
if (useSpacing)
{
// move back by the spacing if necessary
newScrollPosition = Mathf.Clamp(newScrollPosition - spacing, 0, GetScrollPositionForCellViewIndex(_cellViewSizeArray.Count - 1, CellViewPositionEnum.Before));
}
// start tweening
StartCoroutine(TweenPosition(tweenType, tweenTime, ScrollPosition, newScrollPosition, jumpComplete));
}
///
/// Jump to a position in the scroller based on a dataIndex.
///
/// The data index to jump to
/// Whether you should jump before or after the cell view
[System.Obsolete("This is an obsolete method, please use the version of this function with a cell offset.")]
public void JumpToDataIndex(int dataIndex,
CellViewPositionEnum position = CellViewPositionEnum.Before,
bool useSpacing = true)
{
// if looping is on, we need to jump to the middle set of data, otherwise just use the dataIndex for the cellIndex
ScrollPosition = GetScrollPositionForDataIndex(dataIndex, position);
// if spacing is used, adjust the final position
if (useSpacing)
{
if (position == CellViewPositionEnum.Before)
ScrollPosition = _scrollPosition - spacing;
else
ScrollPosition = _scrollPosition + spacing;
}
}
///
/// Snaps the scroller on command. This is called internally when snapping is set to true and the velocity
/// has dropped below the threshold. You can use this to manually snap whenever you like.
///
public void Snap()
{
if (NumberOfCells == 0) return;
// set snap jumping to true so other events won't process while tweening
_snapJumping = true;
// stop the scroller
LinearVelocity = 0;
// cache the current inertia state and turn off inertia
_snapInertia = _scrollRect.inertia;
_scrollRect.inertia = false;
// calculate the snap position
var snapPosition = ScrollPosition + (ScrollRectSize * Mathf.Clamp01(snapWatchOffset));
// get the cell view index of cell at the watch location
_snapCellViewIndex = GetCellViewIndexAtPosition(snapPosition);
// get the data index of the cell at the watch location
_snapDataIndex = _snapCellViewIndex % NumberOfCells;
// jump the snapped cell to the jump offset location and center it on the cell offset
JumpToDataIndex(_snapDataIndex, snapJumpToOffset, snapCellCenterOffset, snapUseCellSpacing, snapTweenType, snapTweenTime, SnapJumpComplete);
}
///
/// Gets the scroll position in pixels from the start of the scroller based on the cellViewIndex
///
/// The cell index to look for. This is used instead of dataIndex in case of looping
/// Do we want the start or end of the cell view's position
///
public float GetScrollPositionForCellViewIndex(int cellViewIndex, CellViewPositionEnum insertPosition)
{
if (NumberOfCells == 0) return 0;
if (cellViewIndex == 0 && insertPosition == CellViewPositionEnum.Before)
{
return 0;
}
else
{
if (cellViewIndex < _cellViewOffsetArray.Count)
{
// the index is in the range of cell view offsets
if (insertPosition == CellViewPositionEnum.Before)
{
// return the previous cell view's offset + the spacing between cell views
return _cellViewOffsetArray[cellViewIndex - 1] + spacing + (scrollDirection == ScrollDirectionEnum.Vertical ? padding.top : padding.left);
}
else
{
// return the offset of the cell view (offset is after the cell)
return _cellViewOffsetArray[cellViewIndex] + (scrollDirection == ScrollDirectionEnum.Vertical ? padding.top : padding.left);
}
}
else
{
// get the start position of the last cell (the offset of the second to last cell)
return _cellViewOffsetArray[_cellViewOffsetArray.Count - 2];
}
}
}
///
/// Gets the scroll position in pixels from the start of the scroller based on the dataIndex
///
/// The data index to look for
/// Do we want the start or end of the cell view's position
///
public float GetScrollPositionForDataIndex(int dataIndex, CellViewPositionEnum insertPosition)
{
return GetScrollPositionForCellViewIndex(loop ? _delegate.GetNumberOfCells(this) + dataIndex : dataIndex, insertPosition);
}
///
/// Gets the index of a cell view at a given position
///
/// The pixel offset from the start of the scroller
///
public int GetCellViewIndexAtPosition(float position)
{
// call the overrloaded method on the entire range of the list
return _GetCellIndexAtPosition(position, 0, _cellViewOffsetArray.Count - 1);
}
#endregion
#region Private
///
/// Cached reference to the scrollRect
///
private ScrollRect _scrollRect;
///
/// Cached reference to the scrollRect's transform
///
private RectTransform _scrollRectTransform;
///
/// Cached reference to the scrollbar if it exists
///
private Scrollbar _scrollbar;
///
/// Cached reference to the active cell view container
///
private RectTransform _container;
///
/// Cached reference to the layout group that handles view positioning
///
private HorizontalOrVerticalLayoutGroup _layoutGroup;
///
/// Reference to the delegate that will tell this scroller information
/// about the underlying data
///
private IEnhancedScrollerDelegate _delegate;
///
/// Flag to tell the scroller to reload the data
///
private bool _reloadData;
///
/// Flag to tell the scroller to refresh the active list of cell views
///
private bool _refreshActive;
///
/// List of views that have been recycled
///
private SmallList _recycledCellViews = new SmallList();
///
/// Cached reference to the element used to offset the first visible cell view
///
private LayoutElement _firstPadder;
///
/// Cached reference to the element used to keep the cell views at the correct size
///
private LayoutElement _lastPadder;
///
/// Cached reference to the container that holds the recycled cell views
///
private RectTransform _recycledCellViewContainer;
///
/// Internal list of cell view sizes. This is created when the data is reloaded
/// to speed up processing.
///
private SmallList _cellViewSizeArray = new SmallList();
///
/// Internal list of cell view offsets. Each cell view offset is an accumulation
/// of the offsets previous to it.
/// This is created when the data is reloaded to speed up processing.
///
private SmallList _cellViewOffsetArray = new SmallList();
///
/// The scrollers position
///
private float _scrollPosition;
///
/// The list of cell views that are currently being displayed
///
private SmallList _activeCellViews = new SmallList();
///
/// The index of the first cell view that is being displayed
///
private int _activeCellViewsStartIndex;
///
/// The index of the last cell view that is being displayed
///
private int _activeCellViewsEndIndex;
///
/// The index of the first element of the middle section of cell view sizes.
/// Used only when looping
///
private int _loopFirstCellIndex;
///
/// The index of the last element of the middle seciton of cell view sizes.
/// used only when looping
///
private int _loopLastCellIndex;
///
/// The scroll position of the first element of the middle seciotn of cell views.
/// Used only when looping
///
private float _loopFirstScrollPosition;
///
/// The scroll position of the last element of the middle section of cell views.
/// Used only when looping
///
private float _loopLastScrollPosition;
///
/// The position that triggers the scroller to jump to the end of the middle section
/// of cell views. This keeps the scroller in the middle section as much as possible.
///
private float _loopFirstJumpTrigger;
///
/// The position that triggers the scroller to jump to the start of the middle section
/// of cell views. This keeps the scroller in the middle section as much as possible.
///
private float _loopLastJumpTrigger;
///
/// The cached value of the last scroll rect size. This is checked every frame to see
/// if the scroll rect has resized. If so, it will refresh.
///
private float _lastScrollRectSize;
///
/// The cached value of the last loop setting. This is checked every frame to see
/// if looping was toggled. If so, it will refresh.
///
private bool _lastLoop;
///
/// The cell view index we are snapping to
///
private int _snapCellViewIndex;
///
/// The data index we are snapping to
///
private int _snapDataIndex;
///
/// Whether we are currently jumping due to a snap
///
private bool _snapJumping;
///
/// What the previous inertia setting was before the snap jump.
/// We cache it here because we need to turn off inertia while
/// manually tweeing.
///
private bool _snapInertia;
///
/// The cached value of the last scrollbar visibility setting. This is checked every
/// frame to see if the scrollbar visibility needs to be changed.
///
private ScrollbarVisibilityEnum _lastScrollbarVisibility;
///
/// Where in the list we are
///
private enum ListPositionEnum
{
First,
Last
}
///
/// The size of the active cell view container minus the visibile portion
/// of the scroller
///
private float _ScrollSize
{
get
{
if (scrollDirection == ScrollDirectionEnum.Vertical)
return _container.rect.height - _scrollRectTransform.rect.height;
else
return _container.rect.width - _scrollRectTransform.rect.width;
}
}
///
/// This function will create an internal list of sizes and offsets to be used in all calculations.
/// It also sets up the loop triggers and positions and initializes the cell views.
///
/// If true, then the scroller will try to go back to the position it was at before the resize
private void _Resize(bool keepPosition)
{
// cache the original position
var originalScrollPosition = _scrollPosition;
// clear out the list of cell view sizes and create a new list
_cellViewSizeArray.Clear();
var offset = _AddCellViewSizes();
// if looping, we need to create three sets of size data
if (loop)
{
// if the cells don't entirely fill up the scroll area,
// make some more size entries to fill it up
if (offset < ScrollRectSize)
{
int additionalRounds = Mathf.CeilToInt(ScrollRectSize / offset);
_DuplicateCellViewSizes(additionalRounds, _cellViewSizeArray.Count);
}
// set up the loop indices
_loopFirstCellIndex = _cellViewSizeArray.Count;
_loopLastCellIndex = _loopFirstCellIndex + _cellViewSizeArray.Count - 1;
// create two more copies of the cell sizes
_DuplicateCellViewSizes(2, _cellViewSizeArray.Count);
}
// calculate the offsets of each cell view
_CalculateCellViewOffsets();
// set the size of the active cell view container based on the number of cell views there are and each of their sizes
if (scrollDirection == ScrollDirectionEnum.Vertical)
_container.sizeDelta = new Vector2(_container.sizeDelta.x, _cellViewOffsetArray.Last() + padding.top + padding.bottom);
else
_container.sizeDelta = new Vector2(_cellViewOffsetArray.Last() + padding.left + padding.right, _container.sizeDelta.y);
// if looping, set up the loop positions and triggers
if (loop)
{
_loopFirstScrollPosition = GetScrollPositionForCellViewIndex(_loopFirstCellIndex, CellViewPositionEnum.Before) + (spacing * 0.5f);
_loopLastScrollPosition = GetScrollPositionForCellViewIndex(_loopLastCellIndex, CellViewPositionEnum.After) - ScrollRectSize + (spacing * 0.5f);
_loopFirstJumpTrigger = _loopFirstScrollPosition - ScrollRectSize;
_loopLastJumpTrigger = _loopLastScrollPosition + ScrollRectSize;
}
// create the visibile cells
_ResetVisibleCellViews();
// if we need to maintain our original position
if (keepPosition)
{
ScrollPosition = originalScrollPosition;
}
else
{
if (loop)
{
ScrollPosition = _loopFirstScrollPosition;
}
else
{
ScrollPosition = 0;
}
}
// set up the visibility of the scrollbar
ScrollbarVisibility = scrollbarVisibility;
}
///
/// Creates a list of cell view sizes for faster access
///
///
private float _AddCellViewSizes()
{
var offset = 0f;
// add a size for each row in our data based on how many the delegate tells us to create
for (var i = 0; i < NumberOfCells; i++)
{
// add the size of this cell based on what the delegate tells us to use. Also add spacing if this cell isn't the first one
_cellViewSizeArray.Add(_delegate.GetCellViewSize(this, i) + (i == 0 ? 0 : _layoutGroup.spacing));
offset += _cellViewSizeArray[_cellViewSizeArray.Count - 1];
}
return offset;
}
///
/// Create a copy of the cell view sizes. This is only used in looping
///
/// How many times the copy should be made
/// How many cells to copy
private void _DuplicateCellViewSizes(int numberOfTimes, int cellCount)
{
for (var i = 0; i < numberOfTimes; i++)
{
for (var j = 0; j < cellCount; j++)
{
_cellViewSizeArray.Add(_cellViewSizeArray[j] + (j == 0 ? _layoutGroup.spacing : 0));
}
}
}
///
/// Calculates the offset of each cell, accumulating the values from previous cells
///
private void _CalculateCellViewOffsets()
{
_cellViewOffsetArray.Clear();
var offset = 0f;
for (var i = 0; i < _cellViewSizeArray.Count; i++)
{
offset += _cellViewSizeArray[i];
_cellViewOffsetArray.Add(offset);
}
}
///
/// Get a recycled cell with a given identifier if available
///
/// The prefab to check for
///
private EnhancedScrollerCellView _GetRecycledCellView(EnhancedScrollerCellView cellPrefab)
{
for (var i = 0; i < _recycledCellViews.Count; i++)
{
if (_recycledCellViews[i].cellIdentifier == cellPrefab.cellIdentifier)
{
// the cell view was found, so we use this recycled one.
// we also remove it from the recycled list
var cellView = _recycledCellViews.RemoveAt(i);
return cellView;
}
}
return null;
}
///
/// This sets up the visible cells, adding and recycling as necessary
///
private void _ResetVisibleCellViews()
{
int startIndex;
int endIndex;
// calculate the range of the visible cells
_CalculateCurrentActiveCellRange(out startIndex, out endIndex);
// go through each previous active cell and recycle it if it no longer falls in the range
var i = 0;
SmallList remainingCellIndices = new SmallList();
while (i < _activeCellViews.Count)
{
if (_activeCellViews[i].cellIndex < startIndex || _activeCellViews[i].cellIndex > endIndex)
{
_RecycleCell(_activeCellViews[i]);
}
else
{
// this cell index falls in the new range, so we add its
// index to the reusable list
remainingCellIndices.Add(_activeCellViews[i].cellIndex);
i++;
}
}
if (remainingCellIndices.Count == 0)
{
// there were no previous active cells remaining,
// this list is either brand new, or we jumped to
// an entirely different part of the list.
// just add all the new cell views
for (i = startIndex; i <= endIndex; i++)
{
_AddCellView(i, ListPositionEnum.Last);
}
}
else
{
// we are able to reuse some of the previous
// cell views
// first add the views that come before the
// previous list, going backward so that the
// new views get added to the front
for (i = endIndex; i >= startIndex; i--)
{
if (i < remainingCellIndices.First())
{
_AddCellView(i, ListPositionEnum.First);
}
}
// next add teh views that come after the
// previous list, going forward and adding
// at the end of the list
for (i = startIndex; i <= endIndex; i++)
{
if (i > remainingCellIndices.Last())
{
_AddCellView(i, ListPositionEnum.Last);
}
}
}
// update the start and end indices
_activeCellViewsStartIndex = startIndex;
_activeCellViewsEndIndex = endIndex;
// adjust the padding elements to offset the cell views correctly
_SetPadders();
}
///
/// Recycles all the active cells
///
private void _RecycleAllCells()
{
while (_activeCellViews.Count > 0) _RecycleCell(_activeCellViews[0]);
_activeCellViewsStartIndex = 0;
_activeCellViewsEndIndex = 0;
}
///
/// Recycles one cell view
///
///
private void _RecycleCell(EnhancedScrollerCellView cellView)
{
// remove the cell view from the active list
_activeCellViews.Remove(cellView);
// add the cell view to the recycled list
_recycledCellViews.Add(cellView);
// move the GameObject to the recycled container
cellView.transform.SetParent(_recycledCellViewContainer);
// reset the cellView's properties
cellView.dataIndex = 0;
cellView.cellIndex = 0;
cellView.active = false;
if (cellViewVisibilityChanged != null) cellViewVisibilityChanged(cellView);
}
///
/// Creates a cell view, or recycles if it can
///
/// The index of the cell view
/// Whether to add the cell to the beginning or the end
private void _AddCellView(int cellIndex, ListPositionEnum listPosition)
{
if (NumberOfCells == 0) return;
// get the dataIndex. Modulus is used in case of looping so that the first set of cells are ignored
var dataIndex = cellIndex % NumberOfCells;
// request a cell view from the delegate
var cellView = _delegate.GetCellView(this, dataIndex, cellIndex);
// set the cell's properties
cellView.cellIndex = cellIndex;
cellView.dataIndex = dataIndex;
cellView.active = true;
// add the cell view to the active container
cellView.transform.SetParent(_container, false);
cellView.transform.localScale = Vector3.one;
// add a layout element to the cellView
LayoutElement layoutElement = cellView.GetComponent();
if (layoutElement == null) layoutElement = cellView.gameObject.AddComponent();
// set the size of the layout element
if (scrollDirection == ScrollDirectionEnum.Vertical)
layoutElement.minHeight = _cellViewSizeArray[cellIndex] - (cellIndex > 0 ? _layoutGroup.spacing : 0);
else
layoutElement.minWidth = _cellViewSizeArray[cellIndex] - (cellIndex > 0 ? _layoutGroup.spacing : 0);
// add the cell to the active list
if (listPosition == ListPositionEnum.First)
_activeCellViews.AddStart(cellView);
else
_activeCellViews.Add(cellView);
// set the hierarchy position of the cell view in the container
if (listPosition == ListPositionEnum.Last)
cellView.transform.SetSiblingIndex(_container.childCount - 2);
else if (listPosition == ListPositionEnum.First)
cellView.transform.SetSiblingIndex(1);
// call the visibility change delegate if available
if (cellViewVisibilityChanged != null) cellViewVisibilityChanged(cellView);
}
///
/// This function adjusts the two padders that control the first cell view's
/// offset and the overall size of each cell.
///
private void _SetPadders()
{
if (NumberOfCells == 0) return;
// calculate the size of each padder
var firstSize = _cellViewOffsetArray[_activeCellViewsStartIndex] - _cellViewSizeArray[_activeCellViewsStartIndex];
var lastSize = _cellViewOffsetArray.Last() - _cellViewOffsetArray[_activeCellViewsEndIndex];
if (scrollDirection == ScrollDirectionEnum.Vertical)
{
// set the first padder and toggle its visibility
_firstPadder.minHeight = firstSize;
_firstPadder.gameObject.SetActive(_firstPadder.minHeight > 0);
// set the last padder and toggle its visibility
_lastPadder.minHeight = lastSize;
_lastPadder.gameObject.SetActive(_lastPadder.minHeight > 0);
}
else
{
// set the first padder and toggle its visibility
_firstPadder.minWidth = firstSize;
_firstPadder.gameObject.SetActive(_firstPadder.minWidth > 0);
// set the last padder and toggle its visibility
_lastPadder.minWidth = lastSize;
_lastPadder.gameObject.SetActive(_lastPadder.minWidth > 0);
}
}
///
/// This function is called if the scroller is scrolled, updating the active list of cells
///
private void _RefreshActive()
{
_refreshActive = false;
int startIndex;
int endIndex;
var velocity = Vector2.zero;
// if looping, check to see if we scrolled past a trigger
if (loop)
{
if (_scrollPosition < _loopFirstJumpTrigger)
{
velocity = _scrollRect.velocity;
ScrollPosition = _loopLastScrollPosition - (_loopFirstJumpTrigger - _scrollPosition);
_scrollRect.velocity = velocity;
}
else if (_scrollPosition > _loopLastJumpTrigger)
{
velocity = _scrollRect.velocity;
ScrollPosition = _loopFirstScrollPosition + (_scrollPosition - _loopLastJumpTrigger);
_scrollRect.velocity = velocity;
}
}
// get the range of visibile cells
_CalculateCurrentActiveCellRange(out startIndex, out endIndex);
// if the index hasn't changed, ignore and return
if (startIndex == _activeCellViewsStartIndex && endIndex == _activeCellViewsEndIndex) return;
// recreate the visibile cells
_ResetVisibleCellViews();
}
///
/// Determines which cells can be seen
///
/// The index of the first cell visible
/// The index of the last cell visible
private void _CalculateCurrentActiveCellRange(out int startIndex, out int endIndex)
{
startIndex = 0;
endIndex = 0;
// get the positions of the scroller
var startPosition = _scrollPosition;
var endPosition = _scrollPosition + (scrollDirection == ScrollDirectionEnum.Vertical ? _scrollRectTransform.rect.height : _scrollRectTransform.rect.width);
// calculate each index based on the positions
startIndex = GetCellViewIndexAtPosition(startPosition);
endIndex = GetCellViewIndexAtPosition(endPosition);
}
///
/// Gets the index of a cell at a given position based on a subset range.
/// This function uses a recursive binary sort to find the index faster.
///
/// The pixel offset from the start of the scroller
/// The first index of the range
/// The last index of the rnage
///
private int _GetCellIndexAtPosition(float position, int startIndex, int endIndex)
{
// if the range is invalid, then we found our index, return the start index
if (startIndex >= endIndex) return startIndex;
// determine the middle point of our binary search
var middleIndex = (startIndex + endIndex) / 2;
// if the middle index is greater than the position, then search the last
// half of the binary tree, else search the first half
if ((_cellViewOffsetArray[middleIndex] + (scrollDirection == ScrollDirectionEnum.Vertical ? padding.top : padding.left)) >= position)
return _GetCellIndexAtPosition(position, startIndex, middleIndex);
else
return _GetCellIndexAtPosition(position, middleIndex + 1, endIndex);
}
///
/// Caches and initializes the scroller
///
void Awake()
{
GameObject go;
// cache some components
_scrollRect = this.GetComponent();
_scrollRectTransform = _scrollRect.GetComponent();
// destroy any content objects if they exist. Likely there will be
// one at design time because Unity gives errors if it can't find one.
if (_scrollRect.content != null)
{
DestroyImmediate(_scrollRect.content.gameObject);
}
// Create a new active cell view container with a layout group
go = new GameObject("Container", typeof(RectTransform));
go.transform.SetParent(_scrollRectTransform);
if (scrollDirection == ScrollDirectionEnum.Vertical)
go.AddComponent();
else
go.AddComponent();
_container = go.GetComponent();
_container.localEulerAngles = Vector3.zero;
Vector3 pos3D = _container.anchoredPosition3D;
pos3D.z = 0;
_container.anchoredPosition3D = pos3D;
// set the containers anchor and pivot
if (scrollDirection == ScrollDirectionEnum.Vertical)
{
_container.anchorMin = new Vector2(0, 1);
_container.anchorMax = Vector2.one;
_container.pivot = new Vector2(0.5f, 1f);
}
else
{
_container.anchorMin = Vector2.zero;
_container.anchorMax = new Vector2(0, 1f);
_container.pivot = new Vector2(0, 0.5f);
}
_container.offsetMax = Vector2.zero;
_container.offsetMin = Vector2.zero;
_container.localScale = Vector3.one;
_scrollRect.content = _container;
// cache the scrollbar if it exists
if (scrollDirection == ScrollDirectionEnum.Vertical)
{
_scrollbar = _scrollRect.verticalScrollbar;
}
else
{
_scrollbar = _scrollRect.horizontalScrollbar;
}
// cache the layout group and set up its spacing and padding
_layoutGroup = _container.GetComponent();
_layoutGroup.spacing = spacing;
_layoutGroup.padding = padding;
_layoutGroup.childAlignment = TextAnchor.UpperLeft;
_layoutGroup.childForceExpandHeight = true;
_layoutGroup.childForceExpandWidth = true;
// force the scroller to scroll in the direction we want
_scrollRect.horizontal = scrollDirection == ScrollDirectionEnum.Horizontal;
_scrollRect.vertical = scrollDirection == ScrollDirectionEnum.Vertical;
// create the padder objects
go = new GameObject("First Padder", typeof(RectTransform), typeof(LayoutElement));
go.transform.SetParent(_container, false);
_firstPadder = go.GetComponent();
go = new GameObject("Last Padder", typeof(RectTransform), typeof(LayoutElement));
go.transform.SetParent(_container, false);
_lastPadder = go.GetComponent();
// create the recycled cell view container
go = new GameObject("Recycled Cells", typeof(RectTransform));
go.transform.SetParent(_scrollRect.transform, false);
_recycledCellViewContainer = go.GetComponent();
_recycledCellViewContainer.gameObject.SetActive(false);
// set up the last values for updates
_lastScrollRectSize = ScrollRectSize;
_lastLoop = loop;
_lastScrollbarVisibility = scrollbarVisibility;
}
void Update()
{
if (_reloadData)
{
// if the reload flag is true, then reload the data
ReloadData();
}
// if the scroll rect size has changed and looping is on,
// or the loop setting has changed, then we need to resize
if (
(loop && _lastScrollRectSize != ScrollRectSize)
||
(loop != _lastLoop)
)
{
_Resize(true);
_lastScrollRectSize = ScrollRectSize;
_lastLoop = loop;
}
// update the scroll bar visibility if it has changed
if (_lastScrollbarVisibility != scrollbarVisibility)
{
ScrollbarVisibility = scrollbarVisibility;
_lastScrollbarVisibility = scrollbarVisibility;
}
// determine if the scroller has started or stopped scrolling
// and call the delegate if so.
if (LinearVelocity != 0 && !IsScrolling)
{
IsScrolling = true;
if (scrollerScrollingChanged != null) scrollerScrollingChanged(this, true);
}
else if (LinearVelocity == 0 && IsScrolling)
{
IsScrolling = false;
if (scrollerScrollingChanged != null) scrollerScrollingChanged(this, false);
}
}
void LateUpdate()
{
if (_refreshActive)
{
// if the refresh toggle is on, then
// refresh the list
_RefreshActive();
}
}
void OnEnable()
{
// when the scroller is enabled, add a listener to the onValueChanged handler
_scrollRect.onValueChanged.AddListener(_ScrollRect_OnValueChanged);
}
void OnDisable()
{
// when the scroller is disabled, remove the listener
_scrollRect.onValueChanged.RemoveListener(_ScrollRect_OnValueChanged);
}
///
/// Handler for when the scroller changes value
///
/// The scroll rect's value
private void _ScrollRect_OnValueChanged(Vector2 val)
{
// set the internal scroll position
if (scrollDirection == ScrollDirectionEnum.Vertical)
_scrollPosition = (1f - val.y) * _ScrollSize;
else
_scrollPosition = val.x * _ScrollSize;
_refreshActive = true;
// call the handler if it exists
if (scrollerScrolled != null) scrollerScrolled(this, val, _scrollPosition);
// if the snapping is turned on, handle it
if (snapping && !_snapJumping)
{
// if the speed has dropped below the threshhold velocity
if (Mathf.Abs(LinearVelocity) <= snapVelocityThreshold)
{
// Call the snap function
Snap();
}
}
_RefreshActive();
}
///
/// This is fired by the tweener when the snap tween is completed
///
private void SnapJumpComplete()
{
// reset the snap jump to false and restore the inertia state
_snapJumping = false;
_scrollRect.inertia = _snapInertia;
// fire the scroller snapped delegate
if (scrollerSnapped != null) scrollerSnapped(this, _snapCellViewIndex, _snapDataIndex);
}
#endregion
#region Tweening
///
/// The easing type
///
public enum TweenType
{
immediate,
linear,
spring,
easeInQuad,
easeOutQuad,
easeInOutQuad,
easeInCubic,
easeOutCubic,
easeInOutCubic,
easeInQuart,
easeOutQuart,
easeInOutQuart,
easeInQuint,
easeOutQuint,
easeInOutQuint,
easeInSine,
easeOutSine,
easeInOutSine,
easeInExpo,
easeOutExpo,
easeInOutExpo,
easeInCirc,
easeOutCirc,
easeInOutCirc,
easeInBounce,
easeOutBounce,
easeInOutBounce,
easeInBack,
easeOutBack,
easeInOutBack,
easeInElastic,
easeOutElastic,
easeInOutElastic
}
private float _tweenTimeLeft;
///
/// Moves the scroll position over time between two points given an easing function. When the
/// tween is complete it will fire the jumpComplete delegate.
///
/// The type of easing to use
/// The amount of time to interpolate
/// The starting scroll position
/// The ending scroll position
/// The action to fire when the tween is complete
///
IEnumerator TweenPosition(TweenType tweenType, float time, float start, float end, Action tweenComplete)
{
if (tweenType == TweenType.immediate || time == 0)
{
// if the easing is immediate or the time is zero, just jump to the end position
ScrollPosition = end;
}
else
{
// zero out the velocity
_scrollRect.velocity = Vector2.zero;
// fire the delegate for the tween start
IsTweening = true;
if (scrollerTweeningChanged != null) scrollerTweeningChanged(this, true);
_tweenTimeLeft = 0;
var newPosition = 0f;
// while the tween has time left, use an easing function
while (_tweenTimeLeft < time)
{
switch (tweenType)
{
case TweenType.linear: newPosition = linear(start, end, (_tweenTimeLeft / time)); break;
case TweenType.spring: newPosition = spring(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInQuad: newPosition = easeInQuad(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutQuad: newPosition = easeOutQuad(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutQuad: newPosition = easeInOutQuad(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInCubic: newPosition = easeInCubic(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutCubic: newPosition = easeOutCubic(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutCubic: newPosition = easeInOutCubic(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInQuart: newPosition = easeInQuart(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutQuart: newPosition = easeOutQuart(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutQuart: newPosition = easeInOutQuart(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInQuint: newPosition = easeInQuint(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutQuint: newPosition = easeOutQuint(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutQuint: newPosition = easeInOutQuint(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInSine: newPosition = easeInSine(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutSine: newPosition = easeOutSine(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutSine: newPosition = easeInOutSine(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInExpo: newPosition = easeInExpo(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutExpo: newPosition = easeOutExpo(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutExpo: newPosition = easeInOutExpo(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInCirc: newPosition = easeInCirc(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutCirc: newPosition = easeOutCirc(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutCirc: newPosition = easeInOutCirc(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInBounce: newPosition = easeInBounce(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutBounce: newPosition = easeOutBounce(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutBounce: newPosition = easeInOutBounce(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInBack: newPosition = easeInBack(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutBack: newPosition = easeOutBack(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutBack: newPosition = easeInOutBack(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInElastic: newPosition = easeInElastic(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutElastic: newPosition = easeOutElastic(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutElastic: newPosition = easeInOutElastic(start, end, (_tweenTimeLeft / time)); break;
}
if (loop)
{
// if we are looping, we need to make sure the new position isn't past the jump trigger.
// if it is we need to reset back to the jump position on the other side of the area.
if (end > start && newPosition > _loopLastJumpTrigger)
{
//Debug.Log("name: " + name + " went past the last jump trigger, looping back around");
newPosition = _loopFirstScrollPosition + (newPosition - _loopLastJumpTrigger);
}
else if (start > end && newPosition < _loopFirstJumpTrigger)
{
//Debug.Log("name: " + name + " went past the first jump trigger, looping back around");
newPosition = _loopLastScrollPosition - (_loopFirstJumpTrigger - newPosition);
}
}
// set the scroll position to the tweened position
ScrollPosition = newPosition;
// increase the time elapsed
_tweenTimeLeft += Time.unscaledDeltaTime;
yield return null;
}
// the time has expired, so we make sure the final scroll position
// is the actual end position.
ScrollPosition = end;
}
// the tween jump is complete, so we fire the delegate
if (tweenComplete != null) tweenComplete();
// fire the delegate for the tween ending
IsTweening = false;
if (scrollerTweeningChanged != null) scrollerTweeningChanged(this, false);
}
private float linear(float start, float end, float val)
{
return Mathf.Lerp(start, end, val);
}
private static float spring(float start, float end, float val)
{
val = Mathf.Clamp01(val);
val = (Mathf.Sin(val * Mathf.PI * (0.2f + 2.5f * val * val * val)) * Mathf.Pow(1f - val, 2.2f) + val) * (1f + (1.2f * (1f - val)));
return start + (end - start) * val;
}
private static float easeInQuad(float start, float end, float val)
{
end -= start;
return end * val * val + start;
}
private static float easeOutQuad(float start, float end, float val)
{
end -= start;
return -end * val * (val - 2) + start;
}
private static float easeInOutQuad(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return end / 2 * val * val + start;
val--;
return -end / 2 * (val * (val - 2) - 1) + start;
}
private static float easeInCubic(float start, float end, float val)
{
end -= start;
return end * val * val * val + start;
}
private static float easeOutCubic(float start, float end, float val)
{
val--;
end -= start;
return end * (val * val * val + 1) + start;
}
private static float easeInOutCubic(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return end / 2 * val * val * val + start;
val -= 2;
return end / 2 * (val * val * val + 2) + start;
}
private static float easeInQuart(float start, float end, float val)
{
end -= start;
return end * val * val * val * val + start;
}
private static float easeOutQuart(float start, float end, float val)
{
val--;
end -= start;
return -end * (val * val * val * val - 1) + start;
}
private static float easeInOutQuart(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return end / 2 * val * val * val * val + start;
val -= 2;
return -end / 2 * (val * val * val * val - 2) + start;
}
private static float easeInQuint(float start, float end, float val)
{
end -= start;
return end * val * val * val * val * val + start;
}
private static float easeOutQuint(float start, float end, float val)
{
val--;
end -= start;
return end * (val * val * val * val * val + 1) + start;
}
private static float easeInOutQuint(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return end / 2 * val * val * val * val * val + start;
val -= 2;
return end / 2 * (val * val * val * val * val + 2) + start;
}
private static float easeInSine(float start, float end, float val)
{
end -= start;
return -end * Mathf.Cos(val / 1 * (Mathf.PI / 2)) + end + start;
}
private static float easeOutSine(float start, float end, float val)
{
end -= start;
return end * Mathf.Sin(val / 1 * (Mathf.PI / 2)) + start;
}
private static float easeInOutSine(float start, float end, float val)
{
end -= start;
return -end / 2 * (Mathf.Cos(Mathf.PI * val / 1) - 1) + start;
}
private static float easeInExpo(float start, float end, float val)
{
end -= start;
return end * Mathf.Pow(2, 10 * (val / 1 - 1)) + start;
}
private static float easeOutExpo(float start, float end, float val)
{
end -= start;
return end * (-Mathf.Pow(2, -10 * val / 1) + 1) + start;
}
private static float easeInOutExpo(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return end / 2 * Mathf.Pow(2, 10 * (val - 1)) + start;
val--;
return end / 2 * (-Mathf.Pow(2, -10 * val) + 2) + start;
}
private static float easeInCirc(float start, float end, float val)
{
end -= start;
return -end * (Mathf.Sqrt(1 - val * val) - 1) + start;
}
private static float easeOutCirc(float start, float end, float val)
{
val--;
end -= start;
return end * Mathf.Sqrt(1 - val * val) + start;
}
private static float easeInOutCirc(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return -end / 2 * (Mathf.Sqrt(1 - val * val) - 1) + start;
val -= 2;
return end / 2 * (Mathf.Sqrt(1 - val * val) + 1) + start;
}
private static float easeInBounce(float start, float end, float val)
{
end -= start;
float d = 1f;
return end - easeOutBounce(0, end, d - val) + start;
}
private static float easeOutBounce(float start, float end, float val)
{
val /= 1f;
end -= start;
if (val < (1 / 2.75f))
{
return end * (7.5625f * val * val) + start;
}
else if (val < (2 / 2.75f))
{
val -= (1.5f / 2.75f);
return end * (7.5625f * (val) * val + .75f) + start;
}
else if (val < (2.5 / 2.75))
{
val -= (2.25f / 2.75f);
return end * (7.5625f * (val) * val + .9375f) + start;
}
else
{
val -= (2.625f / 2.75f);
return end * (7.5625f * (val) * val + .984375f) + start;
}
}
private static float easeInOutBounce(float start, float end, float val)
{
end -= start;
float d = 1f;
if (val < d / 2) return easeInBounce(0, end, val * 2) * 0.5f + start;
else return easeOutBounce(0, end, val * 2 - d) * 0.5f + end * 0.5f + start;
}
private static float easeInBack(float start, float end, float val)
{
end -= start;
val /= 1;
float s = 1.70158f;
return end * (val) * val * ((s + 1) * val - s) + start;
}
private static float easeOutBack(float start, float end, float val)
{
float s = 1.70158f;
end -= start;
val = (val / 1) - 1;
return end * ((val) * val * ((s + 1) * val + s) + 1) + start;
}
private static float easeInOutBack(float start, float end, float val)
{
float s = 1.70158f;
end -= start;
val /= .5f;
if ((val) < 1)
{
s *= (1.525f);
return end / 2 * (val * val * (((s) + 1) * val - s)) + start;
}
val -= 2;
s *= (1.525f);
return end / 2 * ((val) * val * (((s) + 1) * val + s) + 2) + start;
}
private static float easeInElastic(float start, float end, float val)
{
end -= start;
float d = 1f;
float p = d * .3f;
float s = 0;
float a = 0;
if (val == 0) return start;
val = val / d;
if (val == 1) return start + end;
if (a == 0f || a < Mathf.Abs(end))
{
a = end;
s = p / 4;
}
else
{
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
}
val = val - 1;
return -(a * Mathf.Pow(2, 10 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p)) + start;
}
private static float easeOutElastic(float start, float end, float val)
{
end -= start;
float d = 1f;
float p = d * .3f;
float s = 0;
float a = 0;
if (val == 0) return start;
val = val / d;
if (val == 1) return start + end;
if (a == 0f || a < Mathf.Abs(end))
{
a = end;
s = p / 4;
}
else
{
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
}
return (a * Mathf.Pow(2, -10 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p) + end + start);
}
private static float easeInOutElastic(float start, float end, float val)
{
end -= start;
float d = 1f;
float p = d * .3f;
float s = 0;
float a = 0;
if (val == 0) return start;
val = val / (d / 2);
if (val == 2) return start + end;
if (a == 0f || a < Mathf.Abs(end))
{
a = end;
s = p / 4;
}
else
{
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
}
if (val < 1)
{
val = val - 1;
return -0.5f * (a * Mathf.Pow(2, 10 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p)) + start;
}
val = val - 1;
return a * Mathf.Pow(2, -10 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p) * 0.5f + end + start;
}
#endregion
}
}