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using System;
using UILib;
using UnityEngine;
using XUtliPoolLib;
public class XUIScrollView : XUIObject, IXUIScrollView
{
protected override void OnAwake()
{
base.OnAwake();
m_uiScrollView = GetComponent<UIScrollView>();
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;
}
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