using System; using UILib; using UnityEngine; using XUtliPoolLib; public class XUIScrollView : XUIObject, IXUIScrollView { protected override void OnAwake() { base.OnAwake(); m_uiScrollView = GetComponent(); if (null == m_uiScrollView) { XDebug.singleton.AddErrorLog("null == m_uiScrollView"); } } public void ResetPosition() { m_uiScrollView.ResetPosition(); } public void UpdatePosition() { m_uiScrollView.UpdatePosition(); } public void SetCustomMovement(Vector2 movment) { m_uiScrollView.customMovement = movment; } public void SetPosition(float pos) { Vector2 pv = NGUIMath.GetPivotOffset(m_uiScrollView.contentPivot); m_uiScrollView.SetDragAmount(pv.x, pos, false); // Next move the clipping area back and update the scroll bars m_uiScrollView.SetDragAmount(pv.x, pos, true); } public void SetDragPositionX(float pos) { Vector2 pv = NGUIMath.GetPivotOffset(m_uiScrollView.contentPivot); m_uiScrollView.SetDragAmount(pos+pv.x, pv.y, false); // Next move the clipping area back and update the scroll bars m_uiScrollView.SetDragAmount(pos + pv.x, pv.y, true); } public void SetDragFinishDelegate(Delegate func) { m_uiScrollView.onDragFinished = (UIScrollView.OnDragFinished)func; } public void SetAutoMove(float from, float to, float moveSpeed) { m_uiScrollView.SetAutoMove(from, to, moveSpeed); } public bool RestrictWithinBounds(bool instant) { return m_uiScrollView.RestrictWithinBounds(instant); } public void MoveAbsolute(Vector3 absolute) { m_uiScrollView.MoveAbsolute(absolute); } public void MoveRelative(Vector3 relative) { m_uiScrollView.MoveRelative(relative); } public void NeedRecalcBounds() { m_uiScrollView.NeedRecalcBounds(); } private UIScrollView m_uiScrollView = null; }