/// /// Curved Layout Group Created by Freezy - http://www.ElicitIce.com /// Posted on Unity Forums http://forum.unity3d.com/threads/script-curved-layout.403985/ /// /// Free for any use and alteration, source code may not be sold without my permission. /// If you make improvements on this script please share them with the community. /// /// namespace UnityEngine.UI.Extensions { /// /// TODO: /// - add automatic child sizing, like in the HorizontalOrVerticalLayoutGroup.cs /// - nicer anchor handling for initial child positions /// [AddComponentMenu( "Layout/Extensions/Curved Layout" )] public class CurvedLayout : LayoutGroup { public Vector3 CurveOffset; // Yes these two could be combined into a single vector // but this makes it easier to use? [Tooltip( "axis along which to place the items, Normalized before use" )] public Vector3 itemAxis; [Tooltip( "size of each item along the Normalized axis" )] public float itemSize; // the slope can be moved by altering this setting, it could be constrained to the 0-1 range, but other values are usefull for animations public float centerpoint = 0.5f; protected override void OnEnable() { base.OnEnable(); CalculateRadial(); } public override void SetLayoutHorizontal() { } public override void SetLayoutVertical() { } public override void CalculateLayoutInputVertical() { CalculateRadial(); } public override void CalculateLayoutInputHorizontal() { CalculateRadial(); } #if UNITY_EDITOR protected override void OnValidate() { base.OnValidate(); CalculateRadial(); } #endif void CalculateRadial() { m_Tracker.Clear(); if ( transform.childCount == 0 ) return; //one liner for figuring out the pivot (why not a utility function switch statement?) Vector2 pivot = new Vector2( ( ( int )childAlignment % 3 ) * 0.5f, ( ( int )childAlignment / 3 ) * 0.5f ); //this seems to work ok-ish Vector3 lastPos = new Vector3( GetStartOffset( 0, GetTotalPreferredSize( 0 ) ), GetStartOffset( 1, GetTotalPreferredSize( 1 ) ), 0f ); // 0 = first, 1 = last child float lerp = 0; //no need to catch divide by 0 as childCount > 0 float step = 1f / transform.childCount; //normalize and create a distance between items var dist = itemAxis.normalized * itemSize; for ( int i = 0; i < transform.childCount; i++ ) { RectTransform child = ( RectTransform )transform.GetChild( i ); if ( child != null ) { //stop the user from altering certain values in the editor m_Tracker.Add( this, child, DrivenTransformProperties.Anchors | DrivenTransformProperties.AnchoredPosition | DrivenTransformProperties.Pivot ); Vector3 vPos = lastPos + dist; child.localPosition = lastPos = vPos + ( lerp - centerpoint ) * CurveOffset; child.pivot = pivot; //child anchors are not yet calculated, each child should set it's own size for now child.anchorMin = child.anchorMax = new Vector2( 0.5f, 0.5f ); lerp += step; } } } } }