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81 行
2.6 KiB

using UnityEngine;
namespace Unity.UIWidgets.editor {
public class ScrollInput {
readonly float _bufferSize = 20.0f / 60; // a scroll action leads to 20 frames, i.e., ( 20 / 60 ) seconds smoothly-scrolling when fps = 60 (default)
readonly float _scrollScale = 20;
float _scrollDeltaX;
float _scrollDeltaY;
float _bufferIndex;
float _curDeltaX;
float _curDeltaY;
float _pointerX;
float _pointerY;
int _buttonId;
public ScrollInput(float? bufferSize = null, float? scrollScale = null) {
_bufferSize = bufferSize ?? _bufferSize;
_scrollScale = scrollScale ?? _scrollScale;
_bufferIndex = _bufferSize;
_scrollDeltaX = 0;
_scrollDeltaY = 0;
_curDeltaX = 0;
_curDeltaY = 0;
}
public void onScroll(float deltaX, float deltaY, float pointerX, float pointerY, int buttonId) {
_scrollDeltaX += deltaX * _scrollScale;
_scrollDeltaY += deltaY * _scrollScale;
_bufferIndex = _bufferSize;
_curDeltaX = _scrollDeltaX / _bufferIndex;
_curDeltaY = _scrollDeltaY / _bufferIndex;
_pointerX = pointerX;
_pointerY = pointerY;
_buttonId = buttonId;
}
public int getDeviceId() {
return _buttonId;
}
public float getPointerPosX() {
return _pointerX;
}
public float getPointerPosY() {
return _pointerY;
}
public Vector2 getScrollDelta(float deltaTime) {
if (_scrollDeltaX == 0 && _scrollDeltaY == 0) {
return Vector2.zero;
}
var deltaScroll = new Vector2();
if (_bufferIndex <= deltaTime) {
deltaScroll.x = _scrollDeltaX;
deltaScroll.y = _scrollDeltaY;
_scrollDeltaX = 0;
_scrollDeltaY = 0;
}
else {
deltaScroll.x = _curDeltaX * deltaTime;
deltaScroll.y = _curDeltaY * deltaTime;
_scrollDeltaX = _curDeltaX > 0
? Mathf.Max(0, _scrollDeltaX - _curDeltaX * deltaTime)
: Mathf.Min(0, _scrollDeltaX - _curDeltaX * deltaTime);
_scrollDeltaY = _curDeltaY > 0
? Mathf.Max(0, _scrollDeltaY - _curDeltaY * deltaTime)
: Mathf.Min(0, _scrollDeltaY - _curDeltaY * deltaTime);
_bufferIndex -= deltaTime;
}
return deltaScroll;
}
}
}