using System; using System.Collections; using UnityEngine.Events; using UnityEngine.EventSystems; namespace UnityEngine.UI { [AddComponentMenu("UI/Scrollbar", 34)] [RequireComponent(typeof(RectTransform))] public class Scrollbar : Selectable , IBeginDragHandler , IDragHandler , IInitializePotentialDragHandler , ICanvasElement { public enum Direction { LeftToRight, RightToLeft, BottomToTop, TopToBottom, } [Serializable] public class ScrollEvent : UnityEvent {} [SerializeField] private RectTransform m_HandleRect; public RectTransform handleRect { get { return m_HandleRect; } set { if (SetPropertyUtility.SetClass(ref m_HandleRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } } // Direction of movement. [SerializeField] private Direction m_Direction = Direction.LeftToRight; public Direction direction { get { return m_Direction; } set { if (SetPropertyUtility.SetStruct(ref m_Direction, value)) UpdateVisuals(); } } protected Scrollbar() {} // Scroll bar's current value in 0 to 1 range. [Range(0f, 1f)] [SerializeField] private float m_Value; public float value { get { float val = m_Value; if (m_NumberOfSteps > 1) val = Mathf.Round(val * (m_NumberOfSteps - 1)) / (m_NumberOfSteps - 1); return val; } set { Set(value); } } // Scroll bar's current size in 0 to 1 range. [Range(0f, 1f)] [SerializeField] private float m_Size = 0.2f; public float size { get { return m_Size; } set { if (SetPropertyUtility.SetStruct(ref m_Size, Mathf.Clamp01(value))) UpdateVisuals(); } } // Number of steps the scroll bar should be divided into. For example 5 means possible values of 0, 0.25, 0.5, 0.75, and 1.0. [Range(0, 11)] [SerializeField] private int m_NumberOfSteps = 0; public int numberOfSteps { get { return m_NumberOfSteps; } set { if (SetPropertyUtility.SetStruct(ref m_NumberOfSteps, value)) { Set(m_Value); UpdateVisuals(); } } } [Space(6)] // Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers. [SerializeField] private ScrollEvent m_OnValueChanged = new ScrollEvent(); public ScrollEvent onValueChanged { get { return m_OnValueChanged; } set { m_OnValueChanged = value; } } // Private fields private RectTransform m_ContainerRect; // The offset from handle position to mouse down position private Vector2 m_Offset = Vector2.zero; // Size of each step. float stepSize { get { return (m_NumberOfSteps > 1) ? 1f / (m_NumberOfSteps - 1) : 0.1f; } } private DrivenRectTransformTracker m_Tracker; private Coroutine m_PointerDownRepeat; private bool isPointerDownAndNotDragging = false; #if UNITY_EDITOR protected override void OnValidate() { base.OnValidate(); m_Size = Mathf.Clamp01(m_Size); //This can be invoked before OnEnabled is called. So we shouldn't be accessing other objects, before OnEnable is called. if (IsActive()) { UpdateCachedReferences(); Set(m_Value, false); // Update rects since other things might affect them even if value didn't change. UpdateVisuals(); } var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this); if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying) CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this); } #endif // if UNITY_EDITOR public virtual void Rebuild(CanvasUpdate executing) { #if UNITY_EDITOR if (executing == CanvasUpdate.Prelayout) onValueChanged.Invoke(value); #endif } public virtual void LayoutComplete() {} public virtual void GraphicUpdateComplete() {} protected override void OnEnable() { base.OnEnable(); UpdateCachedReferences(); Set(m_Value, false); // Update rects since they need to be initialized correctly. UpdateVisuals(); } protected override void OnDisable() { m_Tracker.Clear(); base.OnDisable(); } void UpdateCachedReferences() { if (m_HandleRect && m_HandleRect.parent != null) m_ContainerRect = m_HandleRect.parent.GetComponent(); else m_ContainerRect = null; } // Update the visible Image. void Set(float input) { Set(input, true); } void Set(float input, bool sendCallback) { float currentValue = m_Value; // Clamp the input m_Value = Mathf.Clamp01(input); // If the stepped value doesn't match the last one, it's time to update if (currentValue == value) return; UpdateVisuals(); if (sendCallback) { UISystemProfilerApi.AddMarker("Scrollbar.value", this); m_OnValueChanged.Invoke(value); } } protected override void OnRectTransformDimensionsChange() { base.OnRectTransformDimensionsChange(); //This can be invoked before OnEnabled is called. So we shouldn't be accessing other objects, before OnEnable is called. if (!IsActive()) return; UpdateVisuals(); } enum Axis { Horizontal = 0, Vertical = 1 } Axis axis { get { return (m_Direction == Direction.LeftToRight || m_Direction == Direction.RightToLeft) ? Axis.Horizontal : Axis.Vertical; } } bool reverseValue { get { return m_Direction == Direction.RightToLeft || m_Direction == Direction.TopToBottom; } } // Force-update the scroll bar. Useful if you've changed the properties and want it to update visually. private void UpdateVisuals() { #if UNITY_EDITOR if (!Application.isPlaying) UpdateCachedReferences(); #endif m_Tracker.Clear(); if (m_ContainerRect != null) { m_Tracker.Add(this, m_HandleRect, DrivenTransformProperties.Anchors); Vector2 anchorMin = Vector2.zero; Vector2 anchorMax = Vector2.one; float movement = value * (1 - size); if (reverseValue) { anchorMin[(int)axis] = 1 - movement - size; anchorMax[(int)axis] = 1 - movement; } else { anchorMin[(int)axis] = movement; anchorMax[(int)axis] = movement + size; } m_HandleRect.anchorMin = anchorMin; m_HandleRect.anchorMax = anchorMax; } } // Update the scroll bar's position based on the mouse. void UpdateDrag(PointerEventData eventData) { if (eventData.button != PointerEventData.InputButton.Left) return; if (m_ContainerRect == null) return; Vector2 localCursor; if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(m_ContainerRect, eventData.position, eventData.pressEventCamera, out localCursor)) return; Vector2 handleCenterRelativeToContainerCorner = localCursor - m_Offset - m_ContainerRect.rect.position; Vector2 handleCorner = handleCenterRelativeToContainerCorner - (m_HandleRect.rect.size - m_HandleRect.sizeDelta) * 0.5f; float parentSize = axis == 0 ? m_ContainerRect.rect.width : m_ContainerRect.rect.height; float remainingSize = parentSize * (1 - size); if (remainingSize <= 0) return; switch (m_Direction) { case Direction.LeftToRight: Set(handleCorner.x / remainingSize); break; case Direction.RightToLeft: Set(1f - (handleCorner.x / remainingSize)); break; case Direction.BottomToTop: Set(handleCorner.y / remainingSize); break; case Direction.TopToBottom: Set(1f - (handleCorner.y / remainingSize)); break; } } private bool MayDrag(PointerEventData eventData) { return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left; } public virtual void OnBeginDrag(PointerEventData eventData) { isPointerDownAndNotDragging = false; if (!MayDrag(eventData)) return; if (m_ContainerRect == null) return; m_Offset = Vector2.zero; if (RectTransformUtility.RectangleContainsScreenPoint(m_HandleRect, eventData.position, eventData.enterEventCamera)) { Vector2 localMousePos; if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, eventData.position, eventData.pressEventCamera, out localMousePos)) m_Offset = localMousePos - m_HandleRect.rect.center; } } public virtual void OnDrag(PointerEventData eventData) { if (!MayDrag(eventData)) return; if (m_ContainerRect != null) UpdateDrag(eventData); } public override void OnPointerDown(PointerEventData eventData) { if (!MayDrag(eventData)) return; base.OnPointerDown(eventData); isPointerDownAndNotDragging = true; m_PointerDownRepeat = StartCoroutine(ClickRepeat(eventData)); } protected IEnumerator ClickRepeat(PointerEventData eventData) { while (isPointerDownAndNotDragging) { // 如果点击的位置没在handle里,但是在进度条其他地方,表明要跳到对应的位置(准确来说是对应的size*n位置) if (!RectTransformUtility.RectangleContainsScreenPoint(m_HandleRect, eventData.position, eventData.enterEventCamera)) { Vector2 localMousePos; if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, eventData.position, eventData.pressEventCamera, out localMousePos)) { Debug.Log("ClickRepeat"); var axisCoordinate = axis == 0 ? localMousePos.x : localMousePos.y; if (axisCoordinate < 0) value -= size; else value += size; } } yield return new WaitForEndOfFrame(); } StopCoroutine(m_PointerDownRepeat); } public override void OnPointerUp(PointerEventData eventData) { base.OnPointerUp(eventData); isPointerDownAndNotDragging = false; } public override void OnMove(AxisEventData eventData) { if (!IsActive() || !IsInteractable()) { base.OnMove(eventData); return; } switch (eventData.moveDir) { case MoveDirection.Left: if (axis == Axis.Horizontal && FindSelectableOnLeft() == null) Set(reverseValue ? value + stepSize : value - stepSize); else base.OnMove(eventData); break; case MoveDirection.Right: if (axis == Axis.Horizontal && FindSelectableOnRight() == null) Set(reverseValue ? value - stepSize : value + stepSize); else base.OnMove(eventData); break; case MoveDirection.Up: if (axis == Axis.Vertical && FindSelectableOnUp() == null) Set(reverseValue ? value - stepSize : value + stepSize); else base.OnMove(eventData); break; case MoveDirection.Down: if (axis == Axis.Vertical && FindSelectableOnDown() == null) Set(reverseValue ? value + stepSize : value - stepSize); else base.OnMove(eventData); break; } } public override Selectable FindSelectableOnLeft() { if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal) return null; return base.FindSelectableOnLeft(); } public override Selectable FindSelectableOnRight() { if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal) return null; return base.FindSelectableOnRight(); } public override Selectable FindSelectableOnUp() { if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Vertical) return null; return base.FindSelectableOnUp(); } public override Selectable FindSelectableOnDown() { if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Vertical) return null; return base.FindSelectableOnDown(); } public virtual void OnInitializePotentialDrag(PointerEventData eventData) { eventData.useDragThreshold = false; } public void SetDirection(Direction direction, bool includeRectLayouts) { Axis oldAxis = axis; bool oldReverse = reverseValue; this.direction = direction; if (!includeRectLayouts) return; if (axis != oldAxis) RectTransformUtility.FlipLayoutAxes(transform as RectTransform, true, true); if (reverseValue != oldReverse) RectTransformUtility.FlipLayoutOnAxis(transform as RectTransform, (int)axis, true, true); } } }