using UnityEngine; namespace OneP.InfinityScrollView { public static class RectTransformExtensions { /// /// Set the scale to 1,1,1 /// public static void SetDefaultScale(this RectTransform trans) { trans.localScale = new Vector3(1, 1, 1); } /// /// Set the point in which both anchors and the pivot should be placed. This makes it very easy to set positions and scales, but it destroys autoscaling /// public static void SetPivotAndAnchors(this RectTransform trans, Vector2 aVec) { trans.pivot = aVec; trans.anchorMin = aVec; trans.anchorMax = aVec; } /// /// Get the current size of the RectTransform as a Vector2 /// public static Vector2 GetSize(this RectTransform trans) { return trans.rect.size; } public static float GetWidth(this RectTransform trans) { return trans.rect.width; } public static float GetHeight(this RectTransform trans) { return trans.rect.height; } /// /// Set the position of the RectTransform within it's parent's coordinates. Depending on the position of the pivot, the RectTransform actual position will differ. /// public static void SetLocalPosition(this RectTransform trans, Vector2 newPos) { trans.localPosition = new Vector3(newPos.x, newPos.y, trans.localPosition.z); } public static void SetLeftBottomPosition(this RectTransform trans, Vector2 newPos) { trans.localPosition = new Vector3(newPos.x + (trans.pivot.x * trans.rect.width), newPos.y + (trans.pivot.y * trans.rect.height), trans.localPosition.z); } public static void SetLeftTopPosition(this RectTransform trans, Vector2 newPos) { trans.localPosition = new Vector3(newPos.x + (trans.pivot.x * trans.rect.width), newPos.y - ((1f - trans.pivot.y) * trans.rect.height), trans.localPosition.z); } public static void SetRightBottomPosition(this RectTransform trans, Vector2 newPos) { trans.localPosition = new Vector3(newPos.x - ((1f - trans.pivot.x) * trans.rect.width), newPos.y + (trans.pivot.y * trans.rect.height), trans.localPosition.z); } public static void SetRightTopPosition(this RectTransform trans, Vector2 newPos) { trans.localPosition = new Vector3(newPos.x - ((1f - trans.pivot.x) * trans.rect.width), newPos.y - ((1f - trans.pivot.y) * trans.rect.height), trans.localPosition.z); } public static void SetSizeDelta(this RectTransform trans, Vector2 newSize) { Vector2 oldSize = trans.rect.size; Vector2 deltaSize = newSize - oldSize; trans.offsetMin = trans.offsetMin - new Vector2(deltaSize.x * trans.pivot.x, deltaSize.y * trans.pivot.y); trans.offsetMax = trans.offsetMax + new Vector2(deltaSize.x * (1f - trans.pivot.x), deltaSize.y * (1f - trans.pivot.y)); } public static void SetWidth(this RectTransform trans, float newSize) { SetSizeDelta(trans, new Vector2(newSize, trans.rect.size.y)); } public static void SetHeight(this RectTransform trans, float newSize) { SetSizeDelta(trans, new Vector2(trans.rect.size.x, newSize)); } } }