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Editor stuff
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/// Credit BinaryX, SimonDarksideJ
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
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/// Updated by SimonDarksideJ - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
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/// Updated by SimonDarksideJ - major refactoring on updating current position and scroll management
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using System;
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(ScrollRect))]
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[AddComponentMenu("Layout/Extensions/Vertical Scroll Snap")]
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public class VerticalScrollSnap : ScrollSnapBase
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{
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private bool updated = true;
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void Start()
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{
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_isVertical = true;
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_childAnchorPoint = new Vector2(0.5f,0);
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_currentPage = StartingScreen;
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panelDimensions = gameObject.GetComponent<RectTransform>().rect;
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UpdateLayout();
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}
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void Update()
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{
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updated = false;
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if (!_lerp && _scroll_rect.velocity == Vector2.zero)
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{
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if (!_settled && !_pointerDown)
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{
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if (!IsRectSettledOnaPage(_screensContainer.anchoredPosition))
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{
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ScrollToClosestElement();
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}
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}
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return;
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}
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else if (_lerp)
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{
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_screensContainer.anchoredPosition = Vector3.Lerp(_screensContainer.anchoredPosition, _lerp_target, transitionSpeed * (UseTimeScale ? Time.deltaTime : Time.unscaledDeltaTime));
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if (Vector3.Distance(_screensContainer.anchoredPosition, _lerp_target) < 0.1f)
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{
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_screensContainer.anchoredPosition = _lerp_target;
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_lerp = false;
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EndScreenChange();
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}
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}
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if (UseHardSwipe) return;
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CurrentPage = GetPageforPosition(_screensContainer.anchoredPosition);
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//If the container is moving check if it needs to settle on a page
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if (!_pointerDown)
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{
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if (_scroll_rect.velocity.y > 0.01 || _scroll_rect.velocity.y < -0.01)
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{
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// if the pointer is released and is moving slower than the threshold, then just land on a page
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if (IsRectMovingSlowerThanThreshold(0))
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{
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ScrollToClosestElement();
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}
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}
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}
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}
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private bool IsRectMovingSlowerThanThreshold(float startingSpeed)
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{
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return (_scroll_rect.velocity.y > startingSpeed && _scroll_rect.velocity.y < SwipeVelocityThreshold) ||
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(_scroll_rect.velocity.y < startingSpeed && _scroll_rect.velocity.y > -SwipeVelocityThreshold);
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}
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public void DistributePages()
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{
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_screens = _screensContainer.childCount;
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_scroll_rect.verticalNormalizedPosition = 0;
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float _offset = 0;
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float _dimension = 0;
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Rect panelDimensions = gameObject.GetComponent<RectTransform>().rect;
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float currentYPosition = 0;
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var pageStepValue = _childSize = (int)panelDimensions.height * ((PageStep == 0) ? 3 : PageStep);
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for (int i = 0; i < _screensContainer.transform.childCount; i++)
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{
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RectTransform child = _screensContainer.transform.GetChild(i).gameObject.GetComponent<RectTransform>();
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currentYPosition = _offset + i * pageStepValue;
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child.sizeDelta = new Vector2(panelDimensions.width, panelDimensions.height);
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child.anchoredPosition = new Vector2(0f, currentYPosition);
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child.anchorMin = child.anchorMax = child.pivot = _childAnchorPoint;
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}
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_dimension = currentYPosition + _offset * -1;
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_screensContainer.GetComponent<RectTransform>().offsetMax = new Vector2(0f, _dimension);
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}
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/// <summary>
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/// Add a new child to this Scroll Snap and recalculate it's children
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/// </summary>
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/// <param name="GO">GameObject to add to the ScrollSnap</param>
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public void AddChild(GameObject GO)
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{
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AddChild(GO, false);
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}
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/// <summary>
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/// Add a new child to this Scroll Snap and recalculate it's children
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/// </summary>
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/// <param name="GO">GameObject to add to the ScrollSnap</param>
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/// <param name="WorldPositionStays">Should the world position be updated to it's parent transform?</param>
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public void AddChild(GameObject GO, bool WorldPositionStays)
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{
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_scroll_rect.verticalNormalizedPosition = 0;
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GO.transform.SetParent(_screensContainer, WorldPositionStays);
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InitialiseChildObjectsFromScene();
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DistributePages();
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if (MaskArea) UpdateVisible();
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SetScrollContainerPosition();
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}
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/// <summary>
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/// Remove a new child to this Scroll Snap and recalculate it's children
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/// *Note, this is an index address (0-x)
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/// </summary>
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/// <param name="index">Index element of child to remove</param>
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/// <param name="ChildRemoved">Resulting removed GO</param>
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public void RemoveChild(int index, out GameObject ChildRemoved)
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{
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RemoveChild(index, false, out ChildRemoved);
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}
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/// <summary>
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/// Remove a new child to this Scroll Snap and recalculate it's children
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/// *Note, this is an index address (0-x)
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/// </summary>
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/// <param name="index">Index element of child to remove</param>
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/// <param name="WorldPositionStays">If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before</param>
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/// <param name="ChildRemoved">Resulting removed GO</param>
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public void RemoveChild(int index, bool WorldPositionStays, out GameObject ChildRemoved)
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{
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ChildRemoved = null;
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if (index < 0 || index > _screensContainer.childCount)
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{
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return;
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}
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_scroll_rect.verticalNormalizedPosition = 0;
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Transform child = _screensContainer.transform.GetChild(index);
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child.SetParent(null, WorldPositionStays);
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ChildRemoved = child.gameObject;
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InitialiseChildObjectsFromScene();
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DistributePages();
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if (MaskArea) UpdateVisible();
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if (_currentPage > _screens - 1)
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{
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CurrentPage = _screens - 1;
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}
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SetScrollContainerPosition();
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}
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/// <summary>
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/// Remove all children from this ScrollSnap
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/// </summary>
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/// <param name="ChildrenRemoved">Array of child GO's removed</param>
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public void RemoveAllChildren(out GameObject[] ChildrenRemoved)
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{
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RemoveAllChildren(false, out ChildrenRemoved);
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}
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/// <summary>
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/// Remove all children from this ScrollSnap
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/// </summary>
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/// <param name="WorldPositionStays">If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before</param>
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/// <param name="ChildrenRemoved">Array of child GO's removed</param>
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public void RemoveAllChildren(bool WorldPositionStays, out GameObject[] ChildrenRemoved)
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{
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var _screenCount = _screensContainer.childCount;
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ChildrenRemoved = new GameObject[_screenCount];
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for (int i = _screenCount - 1; i >= 0; i--)
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{
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ChildrenRemoved[i] = _screensContainer.GetChild(i).gameObject;
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ChildrenRemoved[i].transform.SetParent(null, WorldPositionStays);
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}
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_scroll_rect.verticalNormalizedPosition = 0;
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CurrentPage = 0;
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InitialiseChildObjectsFromScene();
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DistributePages();
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if (MaskArea) UpdateVisible();
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}
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private void SetScrollContainerPosition()
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{
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_scrollStartPosition = _screensContainer.anchoredPosition.y;
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_scroll_rect.verticalNormalizedPosition = (float)(_currentPage) / (_screens - 1);
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OnCurrentScreenChange(_currentPage);
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}
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/// <summary>
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/// used for changing / updating between screen resolutions
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/// </summary>
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public void UpdateLayout()
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{
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_lerp = false;
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DistributePages();
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if (MaskArea) UpdateVisible();
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SetScrollContainerPosition();
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OnCurrentScreenChange(_currentPage);
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}
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private void OnRectTransformDimensionsChange()
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{
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if (_childAnchorPoint != Vector2.zero)
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{
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UpdateLayout();
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}
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}
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private void OnEnable()
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{
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InitialiseChildObjectsFromScene();
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DistributePages();
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if (MaskArea)
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UpdateVisible();
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if (JumpOnEnable || !RestartOnEnable)
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SetScrollContainerPosition();
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if (RestartOnEnable)
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GoToScreen(StartingScreen);
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}
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/// <summary>
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/// Release screen to swipe
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/// </summary>
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/// <param name="eventData"></param>
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public override void OnEndDrag(PointerEventData eventData)
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{
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if (updated)
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{
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return;
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}
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// to prevent double dragging, only act on EndDrag once per frame
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updated = true;
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_pointerDown = false;
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if (_scroll_rect.vertical)
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{
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if (UseSwipeDeltaThreshold && Math.Abs(eventData.delta.y) < SwipeDeltaThreshold)
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{
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ScrollToClosestElement();
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}
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else
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{
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var distance = Vector3.Distance(_startPosition, _screensContainer.anchoredPosition);
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if (UseHardSwipe)
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{
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_scroll_rect.velocity = Vector3.zero;
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if (distance > FastSwipeThreshold)
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{
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if (_startPosition.y - _screensContainer.anchoredPosition.y > 0)
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{
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NextScreen();
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}
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else
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{
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PreviousScreen();
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}
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}
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else
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{
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ScrollToClosestElement();
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}
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}
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else
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{
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if (UseFastSwipe && distance < panelDimensions.height + FastSwipeThreshold && distance >= 1f)
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{
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_scroll_rect.velocity = Vector3.zero;
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if (_startPosition.y - _screensContainer.anchoredPosition.y > 0)
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{
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if (_startPosition.y - _screensContainer.anchoredPosition.y > _childSize / 3)
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{
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ScrollToClosestElement();
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}
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else
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{
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NextScreen();
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}
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}
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else
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{
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if (_startPosition.y - _screensContainer.anchoredPosition.y > -_childSize / 3)
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{
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ScrollToClosestElement();
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}
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else
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{
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PreviousScreen();
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}
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}
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}
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}
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}
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}
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}
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}
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}
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