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//----------------------------------------------
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// NGUI: Next-Gen UI kit
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// Copyright © 2011-2015 Tasharen Entertainment
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//----------------------------------------------
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using UnityEngine;
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using System.Collections.Generic;
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using Coolape;
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/// <summary>
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/// Ever wanted to be able to auto-center on an object within a draggable panel?
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/// Attach this script to the container that has the objects to center on as its children.
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/// </summary>
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[AddComponentMenu("NGUI/Interaction/Center Scroll View on Child")]
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public class UICenterOnChild : MonoBehaviour
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{
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public delegate void OnCenterCallback (GameObject centeredObject);
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/// <summary>
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/// The strength of the spring.
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/// </summary>
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public float springStrength = 8f;
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/// <summary>
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/// If set to something above zero, it will be possible to move to the next page after dragging past the specified threshold.
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/// </summary>
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public float nextPageThreshold = 0f;
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/// <summary>
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/// Callback to be triggered when the centering operation completes.
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/// </summary>
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public SpringPanel.OnFinished onFinished;
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/// <summary>
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/// Callback triggered whenever the script begins centering on a new child object.
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/// </summary>
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public OnCenterCallback onCenter;
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UIScrollView mScrollView;
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GameObject mCenteredObject;
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/// <summary>
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/// Game object that the draggable panel is currently centered on.
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/// </summary>
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public GameObject centeredObject { get { return mCenteredObject; } }
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void Start () { Recenter(); }
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void OnEnable () { if (mScrollView) { mScrollView.centerOnChild = this; Recenter(); } }
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void OnDisable () { if (mScrollView) mScrollView.centerOnChild = null; }
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void OnDragFinished () { if (enabled) Recenter(); }
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/// <summary>
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/// Ensure that the threshold is always positive.
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/// </summary>
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void OnValidate () { nextPageThreshold = Mathf.Abs(nextPageThreshold); }
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/// <summary>
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/// Recenter the draggable list on the center-most child.
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/// </summary>
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[ContextMenu("Execute")]
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public void Recenter ()
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{
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if (mScrollView == null)
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{
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mScrollView = NGUITools.FindInParents<UIScrollView>(gameObject);
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if (mScrollView == null)
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{
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Debug.LogWarning(GetType() + " requires " + typeof(UIScrollView) + " on a parent object in order to work", this);
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enabled = false;
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return;
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}
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else
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{
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if (mScrollView)
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{
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mScrollView.centerOnChild = this;
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mScrollView.onDragFinished += OnDragFinished;
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}
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if (mScrollView.horizontalScrollBar != null)
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mScrollView.horizontalScrollBar.onDragFinished += OnDragFinished;
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if (mScrollView.verticalScrollBar != null)
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mScrollView.verticalScrollBar.onDragFinished += OnDragFinished;
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}
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}
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if (mScrollView.panel == null) return;
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Transform trans = transform;
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if (trans.childCount == 0) return;
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// Calculate the panel's center in world coordinates
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Vector3[] corners = mScrollView.panel.worldCorners;
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Vector3 panelCenter = (corners[2] + corners[0]) * 0.5f;
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// Offset this value by the momentum
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Vector3 momentum = mScrollView.currentMomentum * mScrollView.momentumAmount;
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Vector3 moveDelta = NGUIMath.SpringDampen(ref momentum, 9f, 2f);
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Vector3 pickingPoint = panelCenter - moveDelta * 0.01f; // Magic number based on what "feels right"
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float min = float.MaxValue;
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Transform closest = null;
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int index = 0;
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int ignoredIndex = 0;
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// Determine the closest child
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for (int i = 0, imax = trans.childCount, ii = 0; i < imax; ++i)
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{
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Transform t = trans.GetChild(i);
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if (!t.gameObject.activeInHierarchy) continue;
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float sqrDist = Vector3.SqrMagnitude(t.position - pickingPoint);
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if (sqrDist < min)
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{
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min = sqrDist;
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closest = t;
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index = i;
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ignoredIndex = ii;
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}
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++ii;
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}
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// If we have a touch in progress and the next page threshold set
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if (nextPageThreshold > 0f && UICamera.currentTouch != null)
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{
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// If we're still on the same object
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if (mCenteredObject != null && mCenteredObject.transform == trans.GetChild(index))
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{
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Vector3 totalDelta = UICamera.currentTouch.totalDelta;
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totalDelta = transform.rotation * totalDelta;
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float delta = 0f;
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switch (mScrollView.movement)
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{
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case UIScrollView.Movement.Horizontal:
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{
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delta = totalDelta.x;
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break;
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}
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case UIScrollView.Movement.Vertical:
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{
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delta = totalDelta.y;
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break;
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}
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default:
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{
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delta = totalDelta.magnitude;
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break;
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}
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}
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if (Mathf.Abs(delta) > nextPageThreshold)
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{
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UIGrid grid = GetComponent<UIGrid>();
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CLUILoopGrid loopGrid = GetComponent<CLUILoopGrid>(); // add by chenbin
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if (loopGrid == null) {
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if (grid != null && grid.sorting != UIGrid.Sorting.None) {
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List<Transform> list = grid.GetChildList ();
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if (delta > nextPageThreshold) {
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// Next page
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if (ignoredIndex > 0)
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closest = list [ignoredIndex - 1];
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else
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closest = (GetComponent<UIWrapContent> () == null) ? list [0] : list [list.Count - 1];
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} else if (delta < -nextPageThreshold) {
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// Previous page
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if (ignoredIndex < list.Count - 1)
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closest = list [ignoredIndex + 1];
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else
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closest = (GetComponent<UIWrapContent> () == null) ? list [list.Count - 1] : list [0];
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}
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} else
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Debug.LogWarning ("Next Page Threshold requires a sorted UIGrid in order to work properly", this);
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#region add by chenbin
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} else {
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int _index = NumEx.stringToInt(closest.name);
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if (delta > nextPageThreshold) {
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// Next page
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if (_index > 0) {
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_index--;
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closest = trans.Find(NumEx.nStrForLen(_index, 6));
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}
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} else if (delta < -nextPageThreshold) {
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// Previous page
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if (_index < loopGrid.list.Count - 1) {
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_index++;
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closest = trans.Find(NumEx.nStrForLen(_index, 6));
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}
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}
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}
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#endregion
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}
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}
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}
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CenterOn(closest, panelCenter);
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}
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/// <summary>
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/// Center the panel on the specified target.
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/// </summary>
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void CenterOn (Transform target, Vector3 panelCenter)
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{
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if (target != null && mScrollView != null && mScrollView.panel != null)
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{
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Transform panelTrans = mScrollView.panel.cachedTransform;
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mCenteredObject = target.gameObject;
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// Figure out the difference between the chosen child and the panel's center in local coordinates
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Vector3 cp = panelTrans.InverseTransformPoint(target.position);
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Vector3 cc = panelTrans.InverseTransformPoint(panelCenter);
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Vector3 localOffset = cp - cc;
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// Offset shouldn't occur if blocked
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if (!mScrollView.canMoveHorizontally) localOffset.x = 0f;
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if (!mScrollView.canMoveVertically) localOffset.y = 0f;
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localOffset.z = 0f;
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// Spring the panel to this calculated position
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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panelTrans.localPosition = panelTrans.localPosition - localOffset;
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Vector4 co = mScrollView.panel.clipOffset;
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co.x += localOffset.x;
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co.y += localOffset.y;
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mScrollView.panel.clipOffset = co;
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}
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else
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#endif
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{
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SpringPanel.Begin(mScrollView.panel.cachedGameObject,
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panelTrans.localPosition - localOffset, springStrength).onFinished = onFinished;
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}
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}
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else mCenteredObject = null;
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// Notify the listener
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if (onCenter != null) onCenter(mCenteredObject);
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}
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/// <summary>
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/// Center the panel on the specified target.
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/// </summary>
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public void CenterOn (Transform target)
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{
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if (mScrollView != null && mScrollView.panel != null)
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{
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Vector3[] corners = mScrollView.panel.worldCorners;
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Vector3 panelCenter = (corners[2] + corners[0]) * 0.5f;
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CenterOn(target, panelCenter);
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}
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}
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}
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