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Save mandarinx/eae10c9e8d1a5534b7b19b74aeb2a665 to your computer and use it in GitHub Desktop.
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.EventSystems; | |
using UnityEngine.UI; | |
[RequireComponent(typeof(ScrollRect))] | |
public class ScrollRectAutoScroll : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler | |
{ | |
public float scrollSpeed = 10f; | |
private bool mouseOver = false; | |
private List<Selectable> m_Selectables = new List<Selectable>(); | |
private ScrollRect m_ScrollRect; | |
private Vector2 m_NextScrollPosition = Vector2.up; | |
void OnEnable() | |
{ | |
if (m_ScrollRect) | |
{ | |
m_ScrollRect.content.GetComponentsInChildren(m_Selectables); | |
} | |
} | |
void Awake() | |
{ | |
m_ScrollRect = GetComponent<ScrollRect>(); | |
} | |
void Start() | |
{ | |
if (m_ScrollRect) | |
{ | |
m_ScrollRect.content.GetComponentsInChildren(m_Selectables); | |
} | |
ScrollToSelected(true); | |
} | |
void Update() | |
{ | |
// Scroll via input. | |
InputScroll(); | |
if (!mouseOver) | |
{ | |
// Lerp scrolling code. | |
m_ScrollRect.normalizedPosition = Vector2.Lerp(m_ScrollRect.normalizedPosition, m_NextScrollPosition, scrollSpeed * Time.deltaTime); | |
} | |
else | |
{ | |
m_NextScrollPosition = m_ScrollRect.normalizedPosition; | |
} | |
} | |
void InputScroll() | |
{ | |
if (m_Selectables.Count > 0) | |
{ | |
if (Input.GetButtonDown("Horizontal") || Input.GetButtonDown("Vertical") || Input.GetButton("Horizontal") || Input.GetButton("Vertical")) | |
{ | |
ScrollToSelected(false); | |
} | |
} | |
} | |
void ScrollToSelected(bool quickScroll) | |
{ | |
int selectedIndex = -1; | |
Selectable selectedElement = EventSystem.current.currentSelectedGameObject ? EventSystem.current.currentSelectedGameObject.GetComponent<Selectable>() : null; | |
if (selectedElement) | |
{ | |
selectedIndex = m_Selectables.IndexOf(selectedElement); | |
} | |
if (selectedIndex > -1) | |
{ | |
if (quickScroll) | |
{ | |
m_ScrollRect.normalizedPosition = new Vector2(0, 1 - (selectedIndex / ((float)m_Selectables.Count - 1))); | |
m_NextScrollPosition = m_ScrollRect.normalizedPosition; | |
} | |
else | |
{ | |
m_NextScrollPosition = new Vector2(0, 1 - (selectedIndex / ((float)m_Selectables.Count - 1))); | |
} | |
} | |
} | |
public void OnPointerEnter(PointerEventData eventData) | |
{ | |
mouseOver = true; | |
} | |
public void OnPointerExit(PointerEventData eventData) | |
{ | |
mouseOver = false; | |
ScrollToSelected(false); | |
} | |
} |
If the technique still applies, it's no necro in my opinion. Glad it's been of use to all of you. :-)
Yeah, works great. Though I just spent like 30 mins trying to understand why it was working on my main menu but not on my pause menu, then I saw the Lerp function, and well, can't use Time.deltaTime if Time.timeScale is 0, so i just changed it to Time.unscaledDeltaTime, which I think is much better for UI in general, just in case.
Anyways, thanks a bunch again, i've spent hours and all I found were methods involving the dropdown component, 300 lines code, or over-complicated stuff. This is much more elegant, easy to read and understan, and really easy to implement.
Again, thanks.
Ah! Good catch. It totally agree on letting UI run on a separate timer from game time.
@Nebuchaddy Can you share your rewrite with the new Input System?
@Brouilles A bit late, but I created a fork for this in case anyone else needs it. I've tested it on PC with a keyboard, an Xbox One gamepad and on an Android phone, it worked fine on all of them.
https://gist.github.com/emredesu/af597de14a4377e1ecf96b6f7b6cc506
Amazing how it still works after 5 years <3
@PostleService That's because Unity hasn't touched their own UI system in 5 years. :-)
@mandarinx I got back to the code because it confused me why it wouldn't actually center on the selected option on option change.
Imho, You may be missing:
m_ScrollRect.normalizedPosition = m_NextScrollPosition;
after line 76
since You set the new m_NextScrollPosition but never tell the RectTransform to use the new position after the input
I created an account just to thank you for this script. I tried lots of things before finding this and none of them worked.
For anyone who has the same issue as me, I had to add this else in the InputScroll method:
else
{
ScrollToSelected(true);
}
The issue happened when this script was attatched to the template of a TMP_Dropdown which is part of a prefab that gets instantiated in runtime, it wouldn't scroll when I pressed down or up, but that else fixed it :)
I stripped this down to instantly scroll to the selected item when the dropdown opens and nothing else.
Figured I'd share it and maybe save someone some time:
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
[RequireComponent(typeof(ScrollRect))]
public class ScrollRectAutoScroll : MonoBehaviour
{
private readonly List<Selectable> _selectables = new();
private ScrollRect _scrollRect;
private void Awake()
{
_scrollRect = GetComponent<ScrollRect>();
}
private void Start()
{
ScrollToSelected();
}
private void ScrollToSelected()
{
if (_scrollRect == null) { return; }
_scrollRect.content.GetComponentsInChildren(_selectables);
if(_selectables.Count <= 1) { return; }
GameObject selected = EventSystem.current.currentSelectedGameObject;
if (selected != null && selected.TryGetComponent(out Selectable selectedElement))
{
int selectedIndex = _selectables.IndexOf(selectedElement);
float normalizedPositionY = 1 - Mathf.InverseLerp(0, _selectables.Count - 1, selectedIndex);
_scrollRect.normalizedPosition = Vector2.up * normalizedPositionY;
}
}
}
Thank you so much!
@j-schoch works great for mouse and kb with the new input system, but when scrolling the list using a gamepad, the list is not being scrolled. Any idea how to fix this?
god, thanks!!!!
If the technique still applies, it's no necro in my opinion. Glad it's been of use to all of you. :-)