Drag a panel from anywhere on its surface (header, padding, labels, background) instead of only the header. Dragging is cancelled when the press starts on an interactable (Selectable toggle/slider or the color picker's UiPointerSurface), so widgets stay fully operable. Clamping is now anchor/pivot-agnostic, computed from the panel's real corners, so panels anchored bottom-center stay reachable in every screen corner. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
110 lines
4.7 KiB
C#
110 lines
4.7 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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/// <summary>
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/// Makes a UI panel draggable. Attach to the panel itself: it follows the pointer from any of the panel's
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/// non-interactive surface (title bar, padding, labels, background) but ignores presses that begin on a
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/// widget - a <see cref="Selectable"/> (toggle, slider, ...) or a <see cref="UiPointerSurface"/> (the
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/// colour-picker field) - so those keep their own click/drag behaviour. It keeps a slice of the panel on
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/// screen and raises it above its siblings while interacting.
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///
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/// Works under any canvas scale (it tracks the pointer in the drag area's local space and applies the
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/// movement delta) and under any anchor/pivot (the on-screen clamp is derived from the panel's real
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/// corners in its parent, not from a fixed top-left assumption).
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/// </summary>
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[RequireComponent(typeof(RectTransform))]
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public class DraggablePanel : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IDragHandler
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{
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[Tooltip("Panel moved by the drag. Empty = this object's RectTransform.")]
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public RectTransform target;
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[Tooltip("Panel pixels (canvas units) kept on screen on every edge so it can never be lost.")]
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public float keepVisible = 48f;
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private RectTransform _area; // the panel's parent; pointer positions are tracked in its local space
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private Vector2 _grabOffset;
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private bool _dragging;
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private void Awake() => Resolve();
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private void Resolve()
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{
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if (!target) target = transform as RectTransform;
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if (target) _area = target.parent as RectTransform;
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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// Raise the panel when pressing its own surface. (A press that lands on a widget is consumed by
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// that widget's own handler and never reaches us, so this rarely needs the guard - but it is cheap.)
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if (!StartedOnWidget(eventData)) BringToFront();
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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_dragging = false;
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if (!target) Resolve();
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if (!target || !_area) return;
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if (StartedOnWidget(eventData)) return; // a toggle/slider/picker owns this gesture, not the panel
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_dragging = true;
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BringToFront();
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// Capture grab offset; the constant frame difference between the area pivot and the panel anchor
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// cancels out because we only ever apply the pointer delta on top of this offset.
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(
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_area, eventData.position, eventData.pressEventCamera, out var local))
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_grabOffset = target.anchoredPosition - local;
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}
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public void OnDrag(PointerEventData eventData)
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{
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if (!_dragging || !target || !_area) return;
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if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
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_area, eventData.position, eventData.pressEventCamera, out var local))
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return;
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target.anchoredPosition = Clamp(local + _grabOffset);
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}
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// True when the press started on an interactive widget inside the panel (which then owns the gesture).
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private bool StartedOnWidget(PointerEventData eventData)
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{
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var hit = eventData.pointerPressRaycast.gameObject;
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for (var t = hit ? hit.transform : null; t && t != target; t = t.parent)
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if (t.GetComponent<Selectable>() || t.GetComponent<UiPointerSurface>())
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return true;
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return false;
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}
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private void BringToFront()
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{
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if (target) target.SetAsLastSibling();
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}
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// Anchor/pivot-agnostic clamp: keep at least `keepVisible` px of the panel inside the parent on every
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// edge, computed from the panel's real corners so it is correct wherever the panel is anchored.
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private Vector2 Clamp(Vector2 pos)
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{
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if (!_area) return pos;
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Rect area = _area.rect;
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Rect size = target.rect;
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Vector2 pivot = target.pivot;
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// Anchor reference point in the area's local space (panels are point-anchored: anchorMin == anchorMax).
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Vector2 anchorRef = new Vector2(
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area.xMin + target.anchorMin.x * area.width,
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area.yMin + target.anchorMin.y * area.height);
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Vector2 pivotToCorner = new Vector2(pivot.x * size.width, pivot.y * size.height);
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// Bottom-left corner of the panel for this anchoredPosition.
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Vector2 corner = anchorRef + pos - pivotToCorner;
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float keepX = Mathf.Min(keepVisible, size.width);
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float keepY = Mathf.Min(keepVisible, size.height);
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corner.x = Mathf.Clamp(corner.x, area.xMin + keepX - size.width, area.xMax - keepX);
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corner.y = Mathf.Clamp(corner.y, area.yMin + keepY - size.height, area.yMax - keepY);
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return corner + pivotToCorner - anchorRef;
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}
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}
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