using UnityEngine; using UnityEngine.Events; using UnityEngine.EventSystems; using UnityEngine.UI; namespace AibisDream { [ExecuteAlways] [RequireComponent(typeof(RectTransform))] public class SliderEx : Selectable, IDragHandler, IInitializePotentialDragHandler, ICanvasElement { /// /// Setting that indicates one of four directions. /// public enum Direction { /// /// From the left to the right /// LeftToRight, /// /// From the right to the left /// RightToLeft, /// /// From the bottom to the top. /// BottomToTop, /// /// From the top to the bottom. /// TopToBottom, } private bool _isHolding; [SerializeField] private RectTransform m_FillRect; /// /// Optional RectTransform to use as fill for the slider. /// /// /// /// /// /// public RectTransform fillRect { get => m_FillRect; set { if (SetPropertyUtility.SetClass(ref m_FillRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } } [SerializeField] private RectTransform m_HandleRect; /// /// Optional RectTransform to use as a handle for the slider. /// /// /// /// /// /// public RectTransform handleRect { get => m_HandleRect; set { if (SetPropertyUtility.SetClass(ref m_HandleRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } } [Space] [SerializeField] private Direction m_Direction = Direction.LeftToRight; /// /// The direction of the slider, from minimum to maximum value. /// /// /// /// /// /// public Direction direction { get => m_Direction; set { if (SetPropertyUtility.SetStruct(ref m_Direction, value)) UpdateVisuals(); } } [SerializeField] private float m_MinValue = 0; /// /// The minimum allowed value of the slider. /// /// /// /// /// /// public float minValue { get => m_MinValue; set { if (SetPropertyUtility.SetStruct(ref m_MinValue, value)) { Set(m_Value); UpdateVisuals(); } } } [SerializeField] private float m_MaxValue = 1; /// /// The maximum allowed value of the slider. /// /// /// /// /// /// public float maxValue { get => m_MaxValue; set { if (SetPropertyUtility.SetStruct(ref m_MaxValue, value)) { Set(m_Value); UpdateVisuals(); } } } [SerializeField] private bool m_WholeNumbers = false; /// /// Should the value only be allowed to be whole numbers? /// /// /// /// /// /// public bool wholeNumbers { get => m_WholeNumbers; set { if (SetPropertyUtility.SetStruct(ref m_WholeNumbers, value)) { Set(m_Value); UpdateVisuals(); } } } [SerializeField] protected float m_Value; /// /// The current value of the slider. /// /// /// /// /// /// public virtual float value { get => wholeNumbers ? Mathf.Round(m_Value) : m_Value; set => Set(value); } /// /// Set the value of the slider without invoking onValueChanged callback. /// /// The new value for the slider. public virtual void SetValueWithoutNotify(float input) { Set(input, false); } /// /// The current value of the slider normalized into a value between 0 and 1. /// /// /// /// /// /// public float NormalizedValue { get { if (Mathf.Approximately(minValue, maxValue)) return 0; return Mathf.InverseLerp(minValue, maxValue, value); } set => this.value = Mathf.Lerp(minValue, maxValue, value); } [Space] [SerializeField] private UnityEvent m_OnValueChanged = new(); /// /// Callback executed when the value of the slider is changed. /// /// /// /// /// /// public UnityEvent onValueChanged { get => m_OnValueChanged; set => m_OnValueChanged = value; } [SerializeField] private UnityEvent m_OnStartDrag = new(); public UnityEvent onStartDrag { get => m_OnStartDrag; set => m_OnStartDrag = value; } [SerializeField] private UnityEvent m_OnEndDrag = new(); public UnityEvent onEndDrag { get => m_OnEndDrag; set => m_OnEndDrag = value; } // Private fields private Image m_FillImage; private Transform m_FillTransform; private RectTransform m_FillContainerRect; private Transform m_HandleTransform; private RectTransform m_HandleContainerRect; // The offset from handle position to mouse down position private Vector2 m_Offset = Vector2.zero; // field is never assigned warning #pragma warning disable 649 private DrivenRectTransformTracker m_Tracker; #pragma warning restore 649 // This "delayed" mechanism is required for case 1037681. private bool m_DelayedUpdateVisuals = false; // Size of each step. float stepSize => wholeNumbers ? 1 : (maxValue - minValue) * 0.1f; protected SliderEx() { } #if UNITY_EDITOR protected override void OnValidate() { base.OnValidate(); if (wholeNumbers) { m_MinValue = Mathf.Round(m_MinValue); m_MaxValue = Mathf.Round(m_MaxValue); } //Onvalidate is called before OnEnabled. We need to make sure not to touch any other objects before OnEnable is run. if (IsActive()) { UpdateCachedReferences(); // Update rects in next update since other things might affect them even if value didn't change. m_DelayedUpdateVisuals = true; } if (!UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this) && !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 } /// /// See ICanvasElement.LayoutComplete /// public virtual void LayoutComplete() { } /// /// See ICanvasElement.GraphicUpdateComplete /// 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(); } /// /// Update the rect based on the delayed update visuals. /// Got around issue of calling sendMessage from onValidate. /// protected virtual void Update() { if (m_DelayedUpdateVisuals) { m_DelayedUpdateVisuals = false; Set(m_Value, false); UpdateVisuals(); } } protected override void OnDidApplyAnimationProperties() { // Has value changed? Various elements of the slider have the old normalisedValue assigned, we can use this to perform a comparison. // We also need to ensure the value stays within min/max. m_Value = ClampValue(m_Value); float oldNormalizedValue = NormalizedValue; if (m_FillContainerRect != null) { if (m_FillImage != null && m_FillImage.type == Image.Type.Filled) oldNormalizedValue = m_FillImage.fillAmount; else oldNormalizedValue = (ReverseValue ? 1 - m_FillRect.anchorMin[(int)axis] : m_FillRect.anchorMax[(int)axis]); } else if (m_HandleContainerRect != null) oldNormalizedValue = (ReverseValue ? 1 - m_HandleRect.anchorMin[(int)axis] : m_HandleRect.anchorMin[(int)axis]); UpdateVisuals(); if (!Mathf.Approximately(oldNormalizedValue, NormalizedValue)) { UISystemProfilerApi.AddMarker("Slider.value", this); onValueChanged.Invoke(m_Value); } // UUM-34170 Apparently, some properties on slider such as IsInteractable and Normalcolor Animation is broken. // We need to call base here to render the animation on Scene base.OnDidApplyAnimationProperties(); } void UpdateCachedReferences() { if (m_FillRect && m_FillRect != (RectTransform)transform) { m_FillTransform = m_FillRect.transform; m_FillImage = m_FillRect.GetComponent(); if (m_FillTransform.parent != null) m_FillContainerRect = m_FillTransform.parent.GetComponent(); } else { m_FillRect = null; m_FillContainerRect = null; m_FillImage = null; } if (m_HandleRect && m_HandleRect != (RectTransform)transform) { m_HandleTransform = m_HandleRect.transform; if (m_HandleTransform.parent != null) m_HandleContainerRect = m_HandleTransform.parent.GetComponent(); } else { m_HandleRect = null; m_HandleContainerRect = null; } } float ClampValue(float input) { float newValue = Mathf.Clamp(input, minValue, maxValue); if (wholeNumbers) newValue = Mathf.Round(newValue); return newValue; } /// /// Set the value of the slider. /// /// The new value for the slider. /// If the OnValueChanged callback should be invoked. /// /// Process the input to ensure the value is between min and max value. If the input is different set the value and send the callback is required. /// protected virtual void Set(float input, bool sendCallback = true) { // Clamp the input float newValue = ClampValue(input); // If the stepped value doesn't match the last one, it's time to update if (Mathf.Approximately(m_Value, newValue)) return; m_Value = newValue; UpdateVisuals(); if (sendCallback) { UISystemProfilerApi.AddMarker("Slider.value", this); m_OnValueChanged.Invoke(newValue); } } 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 => m_Direction is Direction.LeftToRight or Direction.RightToLeft ? Axis.Horizontal : Axis.Vertical; private bool ReverseValue => m_Direction is Direction.RightToLeft or Direction.TopToBottom; // Force-update the slider. 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_FillContainerRect != null) { m_Tracker.Add(this, m_FillRect, DrivenTransformProperties.Anchors); Vector2 anchorMin = Vector2.zero; Vector2 anchorMax = Vector2.one; if (m_FillImage != null && m_FillImage.type == Image.Type.Filled) { m_FillImage.fillAmount = NormalizedValue; } else { if (ReverseValue) anchorMin[(int)axis] = 1 - NormalizedValue; else anchorMax[(int)axis] = NormalizedValue; } m_FillRect.anchorMin = anchorMin; m_FillRect.anchorMax = anchorMax; } if (m_HandleContainerRect != null) { m_Tracker.Add(this, m_HandleRect, DrivenTransformProperties.Anchors); Vector2 anchorMin = Vector2.zero; Vector2 anchorMax = Vector2.one; anchorMin[(int)axis] = anchorMax[(int)axis] = (ReverseValue ? (1 - NormalizedValue) : NormalizedValue); m_HandleRect.anchorMin = anchorMin; m_HandleRect.anchorMax = anchorMax; } } // Update the slider's position based on the mouse. void UpdateDrag(PointerEventData eventData, Camera cam) { RectTransform clickRect = m_HandleContainerRect ?? m_FillContainerRect; if (clickRect != null && clickRect.rect.size[(int)axis] > 0) { Vector2 position = Vector2.zero; if (!MultipleDisplayUtilities.GetRelativeMousePositionForDrag(eventData, ref position)) return; if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(clickRect, position, cam, out var localCursor)) return; localCursor -= clickRect.rect.position; float val = Mathf.Clamp01((localCursor - m_Offset)[(int)axis] / clickRect.rect.size[(int)axis]); NormalizedValue = ReverseValue ? 1f - val : val; } } private bool MayDrag(PointerEventData eventData) { return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left; } public override void OnPointerDown(PointerEventData eventData) { if (!MayDrag(eventData)) return; base.OnPointerDown(eventData); m_Offset = Vector2.zero; if (m_HandleContainerRect != null && RectTransformUtility.RectangleContainsScreenPoint(m_HandleRect, eventData.pointerPressRaycast.screenPosition, eventData.enterEventCamera)) { if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, eventData.pointerPressRaycast.screenPosition, eventData.pressEventCamera, out var localMousePos)) m_Offset = localMousePos; _isHolding = true; m_OnStartDrag?.Invoke(); } } public override void OnPointerUp(PointerEventData eventData) { if (_isHolding) { _isHolding = false; m_OnEndDrag?.Invoke(value); } if (!MayDrag(eventData)) return; base.OnPointerUp(eventData); } public virtual void OnDrag(PointerEventData eventData) { if (!_isHolding || !MayDrag(eventData)) return; UpdateDrag(eventData, eventData.pressEventCamera); } 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; } } /// /// See Selectable.FindSelectableOnLeft /// public override Selectable FindSelectableOnLeft() { if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal) return null; return base.FindSelectableOnLeft(); } /// /// See Selectable.FindSelectableOnRight /// public override Selectable FindSelectableOnRight() { if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal) return null; return base.FindSelectableOnRight(); } /// /// See Selectable.FindSelectableOnUp /// public override Selectable FindSelectableOnUp() { if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Vertical) return null; return base.FindSelectableOnUp(); } /// /// See Selectable.FindSelectableOnDown /// 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; } /// /// Sets the direction of this slider, optionally changing the layout as well. /// /// The direction of the slider /// Should the layout be flipped together with the slider direction /// /// /// /// /// public void SetDirection(Direction vDirection, bool includeRectLayouts) { Axis oldAxis = axis; bool oldReverse = ReverseValue; this.direction = vDirection; 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); } } }