Editor stuff

This commit is contained in:
Starpelly
2022-01-05 19:11:33 -05:00
parent 775fd7e580
commit 576b0d8482
458 changed files with 37611 additions and 15 deletions

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/*
* EasingCore (https://github.com/setchi/EasingCore)
* Copyright (c) 2020 setchi
* Licensed under MIT (https://github.com/setchi/EasingCore/blob/master/LICENSE)
*/
namespace UnityEngine.UI.Extensions.EasingCore
{
public enum Ease
{
Linear,
InBack,
InBounce,
InCirc,
InCubic,
InElastic,
InExpo,
InQuad,
InQuart,
InQuint,
InSine,
OutBack,
OutBounce,
OutCirc,
OutCubic,
OutElastic,
OutExpo,
OutQuad,
OutQuart,
OutQuint,
OutSine,
InOutBack,
InOutBounce,
InOutCirc,
InOutCubic,
InOutElastic,
InOutExpo,
InOutQuad,
InOutQuart,
InOutQuint,
InOutSine,
}
public delegate float EasingFunction(float t);
public static class Easing
{
/// <summary>
/// Gets the easing function
/// </summary>
/// <param name="type">Ease type</param>
/// <returns>Easing function</returns>
public static EasingFunction Get(Ease type)
{
switch (type)
{
case Ease.Linear: return linear;
case Ease.InBack: return inBack;
case Ease.InBounce: return inBounce;
case Ease.InCirc: return inCirc;
case Ease.InCubic: return inCubic;
case Ease.InElastic: return inElastic;
case Ease.InExpo: return inExpo;
case Ease.InQuad: return inQuad;
case Ease.InQuart: return inQuart;
case Ease.InQuint: return inQuint;
case Ease.InSine: return inSine;
case Ease.OutBack: return outBack;
case Ease.OutBounce: return outBounce;
case Ease.OutCirc: return outCirc;
case Ease.OutCubic: return outCubic;
case Ease.OutElastic: return outElastic;
case Ease.OutExpo: return outExpo;
case Ease.OutQuad: return outQuad;
case Ease.OutQuart: return outQuart;
case Ease.OutQuint: return outQuint;
case Ease.OutSine: return outSine;
case Ease.InOutBack: return inOutBack;
case Ease.InOutBounce: return inOutBounce;
case Ease.InOutCirc: return inOutCirc;
case Ease.InOutCubic: return inOutCubic;
case Ease.InOutElastic: return inOutElastic;
case Ease.InOutExpo: return inOutExpo;
case Ease.InOutQuad: return inOutQuad;
case Ease.InOutQuart: return inOutQuart;
case Ease.InOutQuint: return inOutQuint;
case Ease.InOutSine: return inOutSine;
default: return linear;
}
float linear(float t) => t;
float inBack(float t) => t * t * t - t * Mathf.Sin(t * Mathf.PI);
float outBack(float t) => 1f - inBack(1f - t);
float inOutBack(float t) =>
t < 0.5f
? 0.5f * inBack(2f * t)
: 0.5f * outBack(2f * t - 1f) + 0.5f;
float inBounce(float t) => 1f - outBounce(1f - t);
float outBounce(float t) =>
t < 4f / 11.0f ?
(121f * t * t) / 16.0f :
t < 8f / 11.0f ?
(363f / 40.0f * t * t) - (99f / 10.0f * t) + 17f / 5.0f :
t < 9f / 10.0f ?
(4356f / 361.0f * t * t) - (35442f / 1805.0f * t) + 16061f / 1805.0f :
(54f / 5.0f * t * t) - (513f / 25.0f * t) + 268f / 25.0f;
float inOutBounce(float t) =>
t < 0.5f
? 0.5f * inBounce(2f * t)
: 0.5f * outBounce(2f * t - 1f) + 0.5f;
float inCirc(float t) => 1f - Mathf.Sqrt(1f - (t * t));
float outCirc(float t) => Mathf.Sqrt((2f - t) * t);
float inOutCirc(float t) =>
t < 0.5f
? 0.5f * (1 - Mathf.Sqrt(1f - 4f * (t * t)))
: 0.5f * (Mathf.Sqrt(-((2f * t) - 3f) * ((2f * t) - 1f)) + 1f);
float inCubic(float t) => t * t * t;
float outCubic(float t) => inCubic(t - 1f) + 1f;
float inOutCubic(float t) =>
t < 0.5f
? 4f * t * t * t
: 0.5f * inCubic(2f * t - 2f) + 1f;
float inElastic(float t) => Mathf.Sin(13f * (Mathf.PI * 0.5f) * t) * Mathf.Pow(2f, 10f * (t - 1f));
float outElastic(float t) => Mathf.Sin(-13f * (Mathf.PI * 0.5f) * (t + 1)) * Mathf.Pow(2f, -10f * t) + 1f;
float inOutElastic(float t) =>
t < 0.5f
? 0.5f * Mathf.Sin(13f * (Mathf.PI * 0.5f) * (2f * t)) * Mathf.Pow(2f, 10f * ((2f * t) - 1f))
: 0.5f * (Mathf.Sin(-13f * (Mathf.PI * 0.5f) * ((2f * t - 1f) + 1f)) * Mathf.Pow(2f, -10f * (2f * t - 1f)) + 2f);
float inExpo(float t) => Mathf.Approximately(0.0f, t) ? t : Mathf.Pow(2f, 10f * (t - 1f));
float outExpo(float t) => Mathf.Approximately(1.0f, t) ? t : 1f - Mathf.Pow(2f, -10f * t);
float inOutExpo(float v) =>
Mathf.Approximately(0.0f, v) || Mathf.Approximately(1.0f, v)
? v
: v < 0.5f
? 0.5f * Mathf.Pow(2f, (20f * v) - 10f)
: -0.5f * Mathf.Pow(2f, (-20f * v) + 10f) + 1f;
float inQuad(float t) => t * t;
float outQuad(float t) => -t * (t - 2f);
float inOutQuad(float t) =>
t < 0.5f
? 2f * t * t
: -2f * t * t + 4f * t - 1f;
float inQuart(float t) => t * t * t * t;
float outQuart(float t)
{
var u = t - 1f;
return u * u * u * (1f - t) + 1f;
}
float inOutQuart(float t) =>
t < 0.5f
? 8f * inQuart(t)
: -8f * inQuart(t - 1f) + 1f;
float inQuint(float t) => t * t * t * t * t;
float outQuint(float t) => inQuint(t - 1f) + 1f;
float inOutQuint(float t) =>
t < 0.5f
? 16f * inQuint(t)
: 0.5f * inQuint(2f * t - 2f) + 1f;
float inSine(float t) => Mathf.Sin((t - 1f) * (Mathf.PI * 0.5f)) + 1f;
float outSine(float t) => Mathf.Sin(t * (Mathf.PI * 0.5f));
float inOutSine(float t) => 0.5f * (1f - Mathf.Cos(t * Mathf.PI));
}
}
}

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
namespace UnityEngine.UI.Extensions
{
public enum MovementDirection
{
Left,
Right,
Up,
Down,
}
}

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
namespace UnityEngine.UI.Extensions
{
public enum MovementType
{
Unrestricted = ScrollRect.MovementType.Unrestricted,
Elastic = ScrollRect.MovementType.Elastic,
Clamped = ScrollRect.MovementType.Clamped
}
}

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
namespace UnityEngine.UI.Extensions
{
public enum ScrollDirection
{
Vertical,
Horizontal,
}
}

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
using System;
using UnityEngine.EventSystems;
using UnityEngine.UI.Extensions.EasingCore;
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// スクロール位置の制御を行うコンポーネント.
/// </summary>
public class Scroller : UIBehaviour, IPointerUpHandler, IPointerDownHandler, IBeginDragHandler, IEndDragHandler, IDragHandler, IScrollHandler
{
[SerializeField] RectTransform viewport = default;
/// <summary>
/// ビューポートのサイズ.
/// </summary>
public float ViewportSize => scrollDirection == ScrollDirection.Horizontal
? viewport.rect.size.x
: viewport.rect.size.y;
[SerializeField] ScrollDirection scrollDirection = ScrollDirection.Vertical;
/// <summary>
/// スクロール方向.
/// </summary>
public ScrollDirection ScrollDirection => scrollDirection;
[SerializeField] MovementType movementType = MovementType.Elastic;
/// <summary>
/// コンテンツがスクロール範囲を越えて移動するときに使用する挙動.
/// </summary>
public MovementType MovementType
{
get => movementType;
set => movementType = value;
}
[SerializeField] float elasticity = 0.1f;
/// <summary>
/// コンテンツがスクロール範囲を越えて移動するときに使用する弾力性の量.
/// </summary>
public float Elasticity
{
get => elasticity;
set => elasticity = value;
}
[SerializeField] float scrollSensitivity = 1f;
/// <summary>
/// <see cref="ViewportSize"/> の端から端まで Drag したときのスクロール位置の変化量.
/// </summary>
public float ScrollSensitivity
{
get => scrollSensitivity;
set => scrollSensitivity = value;
}
[SerializeField] bool inertia = true;
/// <summary>
/// 慣性を使用するかどうか. <c>true</c> を指定すると慣性が有効に, <c>false</c> を指定すると慣性が無効になります.
/// </summary>
public bool Inertia
{
get => inertia;
set => inertia = value;
}
[SerializeField] float decelerationRate = 0.03f;
/// <summary>
/// スクロールの減速率. <see cref="Inertia"/> が <c>true</c> の場合のみ有効です.
/// </summary>
public float DecelerationRate
{
get => decelerationRate;
set => decelerationRate = value;
}
[SerializeField] Snap snap = new Snap {
Enable = true,
VelocityThreshold = 0.5f,
Duration = 0.3f,
Easing = Ease.InOutCubic
};
/// <summary>
/// <c>true</c> ならスナップし, <c>false</c>ならスナップしません.
/// </summary>
/// <remarks>
/// スナップを有効にすると, 慣性でスクロールが止まる直前に最寄りのセルへ移動します.
/// </remarks>
public bool SnapEnabled
{
get => snap.Enable;
set => snap.Enable = value;
}
[SerializeField] bool draggable = true;
/// <summary>
/// Drag 入力を受付けるかどうか.
/// </summary>
public bool Draggable
{
get => draggable;
set => draggable = value;
}
[SerializeField] Scrollbar scrollbar = default;
/// <summary>
/// スクロールバーのオブジェクト.
/// </summary>
public Scrollbar Scrollbar => scrollbar;
/// <summary>
/// 現在のスクロール位置.
/// </summary>
/// <value></value>
public float Position
{
get => currentPosition;
set
{
autoScrollState.Reset();
velocity = 0f;
dragging = false;
UpdatePosition(value);
}
}
readonly AutoScrollState autoScrollState = new AutoScrollState();
Action<float> onValueChanged;
Action<int> onSelectionChanged;
Vector2 beginDragPointerPosition;
float scrollStartPosition;
float prevPosition;
float currentPosition;
int totalCount;
bool hold;
bool scrolling;
bool dragging;
float velocity;
[Serializable]
class Snap
{
public bool Enable;
public float VelocityThreshold;
public float Duration;
public Ease Easing;
}
static readonly EasingFunction DefaultEasingFunction = Easing.Get(Ease.OutCubic);
class AutoScrollState
{
public bool Enable;
public bool Elastic;
public float Duration;
public EasingFunction EasingFunction;
public float StartTime;
public float EndPosition;
public Action OnComplete;
public void Reset()
{
Enable = false;
Elastic = false;
Duration = 0f;
StartTime = 0f;
EasingFunction = DefaultEasingFunction;
EndPosition = 0f;
OnComplete = null;
}
public void Complete()
{
OnComplete?.Invoke();
Reset();
}
}
protected override void Start()
{
base.Start();
if (scrollbar)
{
scrollbar.onValueChanged.AddListener(x => UpdatePosition(x * (totalCount - 1f), false));
}
}
/// <summary>
/// スクロール位置が変化したときのコールバックを設定します.
/// </summary>
/// <param name="callback">スクロール位置が変化したときのコールバック.</param>
public void OnValueChanged(Action<float> callback) => onValueChanged = callback;
/// <summary>
/// 選択位置が変化したときのコールバックを設定します.
/// </summary>
/// <param name="callback">選択位置が変化したときのコールバック.</param>
public void OnSelectionChanged(Action<int> callback) => onSelectionChanged = callback;
/// <summary>
/// アイテムの総数を設定します.
/// </summary>
/// <remarks>
/// <paramref name="totalCount"/> を元に最大スクロール位置を計算します.
/// </remarks>
/// <param name="totalCount">アイテムの総数.</param>
public void SetTotalCount(int totalCount) => this.totalCount = totalCount;
/// <summary>
/// 指定した位置まで移動します.
/// </summary>
/// <param name="position">スクロール位置. <c>0f</c> ~ <c>totalCount - 1f</c> の範囲.</param>
/// <param name="duration">移動にかける秒数.</param>
/// <param name="onComplete">移動が完了した際に呼び出されるコールバック.</param>
public void ScrollTo(float position, float duration, Action onComplete = null) => ScrollTo(position, duration, Ease.OutCubic, onComplete);
/// <summary>
/// 指定した位置まで移動します.
/// </summary>
/// <param name="position">スクロール位置. <c>0f</c> ~ <c>totalCount - 1f</c> の範囲.</param>
/// <param name="duration">移動にかける秒数.</param>
/// <param name="easing">移動に使用するイージング.</param>
/// <param name="onComplete">移動が完了した際に呼び出されるコールバック.</param>
public void ScrollTo(float position, float duration, Ease easing, Action onComplete = null) => ScrollTo(position, duration, Easing.Get(easing), onComplete);
/// <summary>
/// 指定した位置まで移動します.
/// </summary>
/// <param name="position">スクロール位置. <c>0f</c> ~ <c>totalCount - 1f</c> の範囲.</param>
/// <param name="duration">移動にかける秒数.</param>
/// <param name="easingFunction">移動に使用するイージング関数.</param>
/// <param name="onComplete">移動が完了した際に呼び出されるコールバック.</param>
public void ScrollTo(float position, float duration, EasingFunction easingFunction, Action onComplete = null)
{
if (duration <= 0f)
{
Position = CircularPosition(position, totalCount);
onComplete?.Invoke();
return;
}
autoScrollState.Reset();
autoScrollState.Enable = true;
autoScrollState.Duration = duration;
autoScrollState.EasingFunction = easingFunction ?? DefaultEasingFunction;
autoScrollState.StartTime = Time.unscaledTime;
autoScrollState.EndPosition = currentPosition + CalculateMovementAmount(currentPosition, position);
autoScrollState.OnComplete = onComplete;
velocity = 0f;
scrollStartPosition = currentPosition;
UpdateSelection(Mathf.RoundToInt(CircularPosition(autoScrollState.EndPosition, totalCount)));
}
/// <summary>
/// 指定したインデックスの位置までジャンプします.
/// </summary>
/// <param name="index">アイテムのインデックス.</param>
public void JumpTo(int index)
{
if (index < 0 || index > totalCount - 1)
{
throw new ArgumentOutOfRangeException(nameof(index));
}
UpdateSelection(index);
Position = index;
}
/// <summary>
/// <paramref name="sourceIndex"/> から <paramref name="destIndex"/> に移動する際の移動方向を返します.
/// スクロール範囲が無制限に設定されている場合は, 最短距離の移動方向を返します.
/// </summary>
/// <param name="sourceIndex">移動元のインデックス.</param>
/// <param name="destIndex">移動先のインデックス.</param>
/// <returns></returns>
public MovementDirection GetMovementDirection(int sourceIndex, int destIndex)
{
var movementAmount = CalculateMovementAmount(sourceIndex, destIndex);
return scrollDirection == ScrollDirection.Horizontal
? movementAmount > 0
? MovementDirection.Left
: MovementDirection.Right
: movementAmount > 0
? MovementDirection.Up
: MovementDirection.Down;
}
/// <inheritdoc/>
void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
{
if (!draggable || eventData.button != PointerEventData.InputButton.Left)
{
return;
}
hold = true;
velocity = 0f;
autoScrollState.Reset();
}
/// <inheritdoc/>
void IPointerUpHandler.OnPointerUp(PointerEventData eventData)
{
if (!draggable || eventData.button != PointerEventData.InputButton.Left)
{
return;
}
if (hold && snap.Enable)
{
UpdateSelection(Mathf.Clamp(Mathf.RoundToInt(currentPosition), 0, totalCount - 1));
ScrollTo(Mathf.RoundToInt(currentPosition), snap.Duration, snap.Easing);
}
hold = false;
}
/// <inheritdoc/>
void IScrollHandler.OnScroll(PointerEventData eventData)
{
if (!draggable)
{
return;
}
var delta = eventData.scrollDelta;
// Down is positive for scroll events, while in UI system up is positive.
delta.y *= -1;
var scrollDelta = scrollDirection == ScrollDirection.Horizontal
? Mathf.Abs(delta.y) > Mathf.Abs(delta.x)
? delta.y
: delta.x
: Mathf.Abs(delta.x) > Mathf.Abs(delta.y)
? delta.x
: delta.y;
if (eventData.IsScrolling())
{
scrolling = true;
}
var position = currentPosition + scrollDelta / ViewportSize * scrollSensitivity;
if (movementType == MovementType.Clamped)
{
position += CalculateOffset(position);
}
if (autoScrollState.Enable)
{
autoScrollState.Reset();
}
UpdatePosition(position);
}
/// <inheritdoc/>
void IBeginDragHandler.OnBeginDrag(PointerEventData eventData)
{
if (!draggable || eventData.button != PointerEventData.InputButton.Left)
{
return;
}
hold = false;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
viewport,
eventData.position,
eventData.pressEventCamera,
out beginDragPointerPosition);
scrollStartPosition = currentPosition;
dragging = true;
autoScrollState.Reset();
}
/// <inheritdoc/>
void IDragHandler.OnDrag(PointerEventData eventData)
{
if (!draggable || eventData.button != PointerEventData.InputButton.Left || !dragging)
{
return;
}
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
viewport,
eventData.position,
eventData.pressEventCamera,
out var dragPointerPosition))
{
return;
}
var pointerDelta = dragPointerPosition - beginDragPointerPosition;
var position = (scrollDirection == ScrollDirection.Horizontal ? -pointerDelta.x : pointerDelta.y)
/ ViewportSize
* scrollSensitivity
+ scrollStartPosition;
var offset = CalculateOffset(position);
position += offset;
if (movementType == MovementType.Elastic)
{
if (offset != 0f)
{
position -= RubberDelta(offset, scrollSensitivity);
}
}
UpdatePosition(position);
}
/// <inheritdoc/>
void IEndDragHandler.OnEndDrag(PointerEventData eventData)
{
if (!draggable || eventData.button != PointerEventData.InputButton.Left)
{
return;
}
dragging = false;
}
float CalculateOffset(float position)
{
if (movementType == MovementType.Unrestricted)
{
return 0f;
}
if (position < 0f)
{
return -position;
}
if (position > totalCount - 1)
{
return totalCount - 1 - position;
}
return 0f;
}
void UpdatePosition(float position, bool updateScrollbar = true)
{
onValueChanged?.Invoke(currentPosition = position);
if (scrollbar && updateScrollbar)
{
scrollbar.value = Mathf.Clamp01(position / Mathf.Max(totalCount - 1f, 1e-4f));
}
}
void UpdateSelection(int index) => onSelectionChanged?.Invoke(index);
float RubberDelta(float overStretching, float viewSize) =>
(1 - 1 / (Mathf.Abs(overStretching) * 0.55f / viewSize + 1)) * viewSize * Mathf.Sign(overStretching);
void Update()
{
var deltaTime = Time.unscaledDeltaTime;
var offset = CalculateOffset(currentPosition);
if (autoScrollState.Enable)
{
var position = 0f;
if (autoScrollState.Elastic)
{
position = Mathf.SmoothDamp(currentPosition, currentPosition + offset, ref velocity,
elasticity, Mathf.Infinity, deltaTime);
if (Mathf.Abs(velocity) < 0.01f)
{
position = Mathf.Clamp(Mathf.RoundToInt(position), 0, totalCount - 1);
velocity = 0f;
autoScrollState.Complete();
}
}
else
{
var alpha = Mathf.Clamp01((Time.unscaledTime - autoScrollState.StartTime) /
Mathf.Max(autoScrollState.Duration, float.Epsilon));
position = Mathf.LerpUnclamped(scrollStartPosition, autoScrollState.EndPosition,
autoScrollState.EasingFunction(alpha));
if (Mathf.Approximately(alpha, 1f))
{
autoScrollState.Complete();
}
}
UpdatePosition(position);
}
else if (!(dragging || scrolling) && (!Mathf.Approximately(offset, 0f) || !Mathf.Approximately(velocity, 0f)))
{
var position = currentPosition;
if (movementType == MovementType.Elastic && !Mathf.Approximately(offset, 0f))
{
autoScrollState.Reset();
autoScrollState.Enable = true;
autoScrollState.Elastic = true;
UpdateSelection(Mathf.Clamp(Mathf.RoundToInt(position), 0, totalCount - 1));
}
else if (inertia)
{
velocity *= Mathf.Pow(decelerationRate, deltaTime);
if (Mathf.Abs(velocity) < 0.001f)
{
velocity = 0f;
}
position += velocity * deltaTime;
if (snap.Enable && Mathf.Abs(velocity) < snap.VelocityThreshold)
{
ScrollTo(Mathf.RoundToInt(currentPosition), snap.Duration, snap.Easing);
}
}
else
{
velocity = 0f;
}
if (!Mathf.Approximately(velocity, 0f))
{
if (movementType == MovementType.Clamped)
{
offset = CalculateOffset(position);
position += offset;
if (Mathf.Approximately(position, 0f) || Mathf.Approximately(position, totalCount - 1f))
{
velocity = 0f;
UpdateSelection(Mathf.RoundToInt(position));
}
}
UpdatePosition(position);
}
}
if (!autoScrollState.Enable && (dragging || scrolling) && inertia)
{
var newVelocity = (currentPosition - prevPosition) / deltaTime;
velocity = Mathf.Lerp(velocity, newVelocity, deltaTime * 10f);
}
prevPosition = currentPosition;
scrolling = false;
}
float CalculateMovementAmount(float sourcePosition, float destPosition)
{
if (movementType != MovementType.Unrestricted)
{
return Mathf.Clamp(destPosition, 0, totalCount - 1) - sourcePosition;
}
var amount = CircularPosition(destPosition, totalCount) - CircularPosition(sourcePosition, totalCount);
if (Mathf.Abs(amount) > totalCount * 0.5f)
{
amount = Mathf.Sign(-amount) * (totalCount - Mathf.Abs(amount));
}
return amount;
}
float CircularPosition(float p, int size) => size < 1 ? 0 : p < 0 ? size - 1 + (p + 1) % size : p % size;
}
}

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