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path: root/Client/Assembly-CSharp/Scroller.cs
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using System;
using UnityEngine;

public class Scroller : MonoBehaviour
{
	public bool AtTop
	{
		get
		{
			return this.Inner.localPosition.y <= this.YBounds.min + 0.25f;
		}
	}

	public bool AtBottom
	{
		get
		{
			return this.Inner.localPosition.y >= this.YBounds.max - 0.25f;
		}
	}

	public Transform Inner;

	public Collider2D HitBox;

	private Controller myController = new Controller();

	private Vector3 origin;

	public bool allowX;

	public FloatRange XBounds = new FloatRange(-10f, 10f);

	public bool allowY;

	public FloatRange YBounds = new FloatRange(-10f, 10f);

	public float YBoundPerItem;

	public void FixedUpdate()
	{
		if (!this.Inner)
		{
			return;
		}
		Vector2 mouseScrollDelta = Input.mouseScrollDelta;
		mouseScrollDelta.y = -mouseScrollDelta.y;
		this.DoScroll(this.Inner.transform.localPosition, mouseScrollDelta);
		this.myController.Update();
		DragState dragState = this.myController.CheckDrag(this.HitBox, false);
		if (dragState == DragState.TouchStart)
		{
			this.origin = this.Inner.transform.localPosition;
			return;
		}
		if (dragState != DragState.Dragging)
		{
			return;
		}
		Vector2 del = this.myController.DragPosition - this.myController.DragStartPosition;
		this.DoScroll(this.origin, del);
	}

	private void DoScroll(Vector3 origin, Vector2 del)
	{
		if (del.magnitude < 0.05f)
		{
			return;
		}
		if (!this.allowX)
		{
			del.x = 0f;
		}
		if (!this.allowY)
		{
			del.y = 0f;
		}
		Vector3 vector = origin + del;
		vector.x = this.XBounds.Clamp(vector.x);
		int childCount = this.Inner.transform.childCount;
		float max = Mathf.Max(this.YBounds.min, this.YBounds.max + this.YBoundPerItem * (float)childCount);
		vector.y = Mathf.Clamp(vector.y, this.YBounds.min, max);
		this.Inner.transform.localPosition = vector;
	}
}