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How to switch to a given block in SnapScrolling?
I found a lesson on creating a SnapScrollingMenu, but there was such a problem:
every time when the game starts, it shows the first one as the selected block, but if I want, for example, to show the 100th element of the array immediately upon loading? How to be here? Code from the lesson on Youtube, commented by the author). I don't know much about C#, so any detailed answers would be greatly appreciated.
//This script from tutorial by AndroidHelper.
//Link to the channel: https://www.youtube.com/c/huaweisonichelpAHRU
using UnityEngine;
using UnityEngine.UI;
public class SnapScrolling : MonoBehaviour
{
[Range(1, 50)]
[Header("Controllers")]
public int panCount;
[Range(0, 500)]
public int panOffset;
[Range(0f, 20f)]
public float snapSpeed;
[Range(0f, 10f)]
public float scaleOffset;
[Range(1f, 20f)]
public float scaleSpeed;
[Header("Other Objects")]
public GameObject panPrefab;
public ScrollRect scrollRect;
private GameObject[] instPans;
private Vector2[] pansPos;
private Vector2[] pansScale;
private RectTransform contentRect;
private Vector2 contentVector;
[SerializeField]
private int selectedPanID;
private bool isScrolling;
private void Start ()
{
contentRect = GetComponent<RectTransform>();
instPans = new GameObject[panCount];
pansPos = new Vector2[panCount];
pansScale = new Vector2[panCount];
for (int i = 0; i < panCount; i++)
{
instPans[i] = Instantiate(panPrefab, transform, false);
instPans[i].GetComponent<LoadLevelHandler>().level = i + 1;
if (i == 0)
{
instPans[i].transform.localPosition = new Vector2(0, 0);
continue;
}
instPans[i].transform.localPosition = new Vector2(instPans[i-1].transform.localPosition.x + panPrefab.GetComponent<RectTransform>().sizeDelta.x + panOffset,
0);
pansPos[i] = -instPans[i].transform.localPosition;
}
}
private void FixedUpdate()
{
if (contentRect.anchoredPosition.x >= pansPos[0].x && !isScrolling || contentRect.anchoredPosition.x <= pansPos[pansPos.Length - 1].x && !isScrolling)
scrollRect.inertia = false;
float nearestPos = float.MaxValue;
for (int i = 0; i < panCount; i++)
{
float distance = Mathf.Abs(contentRect.anchoredPosition.x - pansPos[i].x);
if (distance < nearestPos)
{
nearestPos = distance;
selectedPanID = i;
}
float scale = Mathf.Clamp(1 / (distance / panOffset) * scaleOffset, 0.5f, 1f);
pansScale[i].x = Mathf.SmoothStep(instPans[i].transform.localScale.x, scale + 0.3f, scaleSpeed * Time.fixedDeltaTime);
pansScale[i].y = Mathf.SmoothStep(instPans[i].transform.localScale.y, scale + 0.3f, scaleSpeed * Time.fixedDeltaTime);
instPans[i].transform.localScale = pansScale[i];
}
float scrollVelocity = Mathf.Abs(scrollRect.velocity.x);
if (scrollVelocity < 400 && !isScrolling) scrollRect.inertia = false;
if (isScrolling || scrollVelocity > 400) return;
contentVector.x = Mathf.SmoothStep(contentRect.anchoredPosition.x, pansPos[selectedPanID].x, snapSpeed * Time.fixedDeltaTime);
contentRect.anchoredPosition = contentVector;
}
public void Scrolling(bool scroll)
{
isScrolling = scroll;
if (scroll) scrollRect.inertia = true;
}
}
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Do not work with global variables, work with the Request object, it already has all the values: both url parameters and query parameters
public function supPage(Request $request){
$siteId = $request->query->get('siteId');
// ...
}
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