├── .gitignore
├── Assets
├── Images.meta
├── Images
│ ├── active.png
│ ├── active.png.meta
│ ├── inactive.png
│ └── inactive.png.meta
├── Resources.meta
├── Scenes.meta
├── Scenes
│ ├── Demo.unity
│ └── Demo.unity.meta
├── Scripts.meta
└── Scripts
│ ├── Demo.cs
│ ├── Demo.cs.meta
│ ├── NonVisualWidget.cs
│ ├── NonVisualWidget.cs.meta
│ ├── Tab.meta
│ └── Tab
│ ├── TabContainer.cs
│ ├── TabContainer.cs.meta
│ ├── TabView.cs
│ ├── TabView.cs.meta
│ ├── TabsController.cs
│ ├── TabsController.cs.meta
│ ├── TabsIndicator.cs
│ └── TabsIndicator.cs.meta
├── LICENSE
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
└── XRSettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 |
13 | # Asset meta data should only be ignored when the corresponding asset is also ignored
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | # Autogenerated Jetbrains Rider plugin
20 | [Aa]ssets/Plugins/Editor/JetBrains*
21 |
22 | # Visual Studio cache directory
23 | .vs/
24 |
25 | # Gradle cache directory
26 | .gradle/
27 |
28 | # Autogenerated VS/MD/Consulo solution and project files
29 | ExportedObj/
30 | .consulo/
31 | *.csproj
32 | *.unityproj
33 | *.sln
34 | *.suo
35 | *.tmp
36 | *.user
37 | *.userprefs
38 | *.pidb
39 | *.booproj
40 | *.svd
41 | *.pdb
42 | *.mdb
43 | *.opendb
44 | *.VC.db
45 |
46 | # Unity3D generated meta files
47 | *.pidb.meta
48 | *.pdb.meta
49 | *.mdb.meta
50 |
51 | # Unity3D generated file on crash reports
52 | sysinfo.txt
53 |
54 | # Builds
55 | *.apk
56 | *.unitypackage
57 |
58 | # Crashlytics generated file
59 | crashlytics-build.properties
60 |
61 |
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/Assets/Scripts/Demo.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using Mopsicus.Tab;
5 | using UnityEngine;
6 |
7 | public class Demo : MonoBehaviour {
8 |
9 | ///
10 | /// Link to TabsController
11 | ///
12 | [SerializeField]
13 | private TabsController Controller = null;
14 |
15 | ///
16 | /// Init callback for detect change tab
17 | /// Activate first tab
18 | ///
19 | void Start () {
20 | if (Controller == null) {
21 | #if DEBUG
22 | Debug.LogError ("TabsController should be initialized");
23 | #endif
24 | return;
25 | }
26 | Controller.OnStateChange += OnTabChange;
27 | Controller.Activate (0, TabDirection.NONE);
28 | }
29 |
30 | ///
31 | /// Callback on tab changed
32 | ///
33 | /// Tab index
34 | private void OnTabChange (int index) {
35 | Debug.LogFormat ("Tab {0} shows", index);
36 | }
37 |
38 | }
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/Assets/Scripts/NonVisualWidget.cs:
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1 | // ----------------------------------------------------------------------------
2 | // The MIT License
3 | // LeopotamGroupLibrary https://github.com/Leopotam/LeopotamGroupLibraryUnity
4 | // Copyright (c) 2012-2019 Leopotam
5 | // ----------------------------------------------------------------------------
6 |
7 | using UnityEngine;
8 | using UnityEngine.UI;
9 |
10 | namespace LeopotamGroup.SystemUi.Widgets {
11 | ///
12 | /// Non visual interactive UI widget, keep fillrate / no rendering / alpha-blending.
13 | ///
14 | [RequireComponent (typeof (CanvasRenderer))]
15 | [RequireComponent (typeof (RectTransform))]
16 | public class NonVisualWidget : Graphic {
17 | public override void SetMaterialDirty () { return; }
18 | public override void SetVerticesDirty () { return; }
19 | public override Material material { get { return defaultMaterial; } set { } }
20 | public override void Rebuild (CanvasUpdate update) { return; }
21 | }
22 | }
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/Assets/Scripts/Tab/TabContainer.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace Mopsicus.Tab {
5 |
6 | ///
7 | /// Tab states
8 | ///
9 | public enum TabState {
10 |
11 | ///
12 | /// Hide tab
13 | ///
14 | DISABLE = 0,
15 |
16 | ///
17 | /// Show tab
18 | ///
19 | ENABLE = 1
20 | }
21 |
22 | ///
23 | /// Tab container for data
24 | /// Just object to manage show/hide and position animation
25 | ///
26 | public class TabContainer : MonoBehaviour {
27 |
28 | ///
29 | /// Tab index
30 | ///
31 | [HideInInspector]
32 | public int Index = 0;
33 |
34 | ///
35 | /// Callback of tab change state
36 | ///
37 | public Action OnStateChange = delegate { };
38 |
39 | ///
40 | /// Current state
41 | ///
42 | private bool _state = false;
43 |
44 | ///
45 | /// View
46 | ///
47 | private TabView _view = null;
48 |
49 | ///
50 | /// Contructor
51 | ///
52 | void Awake () {
53 | _view = GetComponent ();
54 | }
55 |
56 | ///
57 | /// Set state manually from controller
58 | ///
59 | /// State to change
60 | /// Swipe direction
61 | public void SetState (bool state, TabDirection direction) {
62 | _state = state;
63 | _view.Switch (_state, direction);
64 | }
65 |
66 | ///
67 | /// Change tab state
68 | ///
69 | /// State to change
70 | /// Swipe direction
71 | public void ChangeState (TabState state, TabDirection direction) {
72 | _state = (state == TabState.DISABLE) ? false : true;
73 | OnStateChange (this, _state);
74 | SetState (_state, direction);
75 | }
76 |
77 | }
78 |
79 | }
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/Assets/Scripts/Tab/TabView.cs:
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1 | using System;
2 | using DG.Tweening;
3 | using UnityEngine;
4 |
5 | namespace Mopsicus.Tab {
6 |
7 | ///
8 | /// View for tab container
9 | ///
10 | public class TabView : MonoBehaviour {
11 |
12 | ///
13 | /// Get this value from config
14 | ///
15 | const float REFERENCE_SCREEN_WIDTH = 1080f;
16 |
17 | ///
18 | /// Duration for move tab
19 | ///
20 | const float TAB_MOVE_DURATION = 0.4f;
21 |
22 | ///
23 | /// Content object to show/hide
24 | ///
25 | [SerializeField]
26 | private GameObject Content = null;
27 |
28 | ///
29 | /// Tab rect cache
30 | ///
31 | private RectTransform _transform = null;
32 |
33 | ///
34 | /// Contructor
35 | ///
36 | void Awake () {
37 | _transform = GetComponent ();
38 | }
39 |
40 | ///
41 | /// Show/hide tab content
42 | ///
43 | /// State
44 | /// Direction to move tab
45 | public void Switch (bool value, TabDirection direction) {
46 | if (direction == TabDirection.NONE) {
47 | Content.SetActive (value);
48 | _transform.DOAnchorPosX (0f, 0f);
49 | return;
50 | }
51 | if (value) {
52 | float position = (direction == TabDirection.LEFT) ? -REFERENCE_SCREEN_WIDTH : REFERENCE_SCREEN_WIDTH;
53 | _transform.DOAnchorPosX (position, 0f).OnComplete (() => {
54 | Content.SetActive (true);
55 | _transform.DOAnchorPosX (0f, TAB_MOVE_DURATION);
56 | });
57 | } else {
58 | float position = (direction == TabDirection.LEFT) ? REFERENCE_SCREEN_WIDTH : -REFERENCE_SCREEN_WIDTH;
59 | _transform.DOAnchorPosX (position, TAB_MOVE_DURATION).OnComplete (() => {
60 | Content.SetActive (false);
61 | });
62 | }
63 | }
64 |
65 | }
66 |
67 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/Tab/TabsController.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using LeopotamGroup.SystemUi.Widgets;
3 | using UnityEngine;
4 | using UnityEngine.EventSystems;
5 |
6 | namespace Mopsicus.Tab {
7 |
8 | ///
9 | /// Swipe directions for tabs controller
10 | ///
11 | public enum TabDirection {
12 |
13 | ///
14 | /// Show from left
15 | ///
16 | LEFT,
17 |
18 | ///
19 | /// Show from right
20 | ///
21 | RIGHT,
22 |
23 | ///
24 | /// Show without animation
25 | ///
26 | NONE
27 | }
28 |
29 | ///
30 | /// Controller for tabs
31 | /// Manage tabs visibility
32 | ///
33 | [RequireComponent (typeof (NonVisualWidget))]
34 | public class TabsController : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler {
35 |
36 | ///
37 | /// Min swipe distance to detect swipe
38 | ///
39 | const float MIN_SWIPE_DISTANCE = 100f;
40 |
41 | ///
42 | /// Array of tabs
43 | ///
44 | [SerializeField]
45 | private TabContainer[] Tabs = null;
46 |
47 | ///
48 | /// Callback on tabs change
49 | ///
50 | public Action OnStateChange = delegate { };
51 |
52 | ///
53 | /// Previous key of changed tab
54 | ///
55 | private int _previousIndex = -1;
56 |
57 | ///
58 | /// Cache for drag position begin
59 | ///
60 | private Vector2 _startDragPosition = Vector2.zero;
61 |
62 | ///
63 | /// Cache for drag position end
64 | ///
65 | private Vector2 _endDragPosition = Vector2.zero;
66 |
67 | ///
68 | /// Init tabber
69 | ///
70 | private void Start () {
71 | if (Tabs.Length == 0) {
72 | #if DEBUG
73 | Debug.LogError ("Invalid tabs count in controller");
74 | #endif
75 | return;
76 | }
77 | int index = 0;
78 | foreach (TabContainer item in Tabs) {
79 | item.Index = index;
80 | item.OnStateChange = OnStateChage;
81 | index++;
82 | }
83 | Activate (0, TabDirection.NONE);
84 | }
85 |
86 | ///
87 | /// Tabs count
88 | ///
89 | public int Count {
90 | get {
91 | return Tabs.Length;
92 | }
93 | }
94 |
95 | ///
96 | /// Callback on tabs change
97 | ///
98 | /// Tab container instance
99 | /// Changed state
100 | void OnStateChage (TabContainer tab, bool state) {
101 | if (_previousIndex == tab.Index) {
102 | return;
103 | }
104 | int previous = _previousIndex;
105 | _previousIndex = tab.Index;
106 | if (previous < 0) {
107 | return;
108 | }
109 | TabDirection direction = (previous > tab.Index) ? TabDirection.LEFT : TabDirection.RIGHT;
110 | Tabs[previous].SetState (false, direction);
111 | OnStateChange (tab.Index);
112 | }
113 |
114 | ///
115 | /// Activate tab
116 | ///
117 | /// Tab index
118 | /// Swipe direction
119 | public void Activate (int index, TabDirection direction) {
120 | if (index < 0 || index > Tabs.Length - 1) {
121 | return;
122 | }
123 | Tabs[index].ChangeState (TabState.ENABLE, direction);
124 | }
125 |
126 | ///
127 | /// Event on begin swipe
128 | ///
129 | /// Event data
130 |
131 | public void OnBeginDrag (PointerEventData data) {
132 | _startDragPosition = data.position;
133 | }
134 |
135 | ///
136 | /// Event end drag and release touch
137 | /// Detect swipe and direction
138 | ///
139 | /// Event data
140 | public void OnEndDrag (PointerEventData data) {
141 | _endDragPosition = data.position;
142 | float distance = Vector2.Distance (_startDragPosition, _endDragPosition);
143 | if (distance < MIN_SWIPE_DISTANCE) {
144 | return;
145 | }
146 | if (_startDragPosition.x < _endDragPosition.x) {
147 | Activate (_previousIndex - 1, TabDirection.LEFT);
148 | } else {
149 | Activate (_previousIndex + 1, TabDirection.RIGHT);
150 | }
151 | }
152 |
153 | ///
154 | /// Event on swipe
155 | ///
156 | /// Event data
157 | public void OnDrag (PointerEventData data) { }
158 | }
159 |
160 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/Tab/TabsIndicator.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 | using UnityEngine.UI;
4 |
5 | namespace Mopsicus.Tab {
6 |
7 | ///
8 | /// View for indicate current active tab
9 | ///
10 | public class TabsIndicator : MonoBehaviour {
11 |
12 | ///
13 | /// Tabs controller to indicate for
14 | ///
15 | [SerializeField]
16 | private TabsController Controller = null;
17 |
18 | ///
19 | /// Array with images
20 | ///
21 | [SerializeField]
22 | private Image[] Indicators = null;
23 |
24 | ///
25 | /// Sprite to show active tab
26 | ///
27 | [SerializeField]
28 | private Sprite ActiveSprite = null;
29 |
30 | ///
31 | /// Sprite to show inactive tabs
32 | ///
33 | [SerializeField]
34 | private Sprite InactiveSprite = null;
35 |
36 | ///
37 | /// Init indicator
38 | ///
39 | void Start () {
40 | if (Indicators.Length == 0) {
41 | #if DEBUG
42 | Debug.LogError ("Invalid indicators count in controller");
43 | #endif
44 | return;
45 | }
46 | Controller.OnStateChange += OnStateChange;
47 | }
48 |
49 | ///
50 | /// Callback when tab changed
51 | ///
52 | /// New active index
53 | void OnStateChange (int index) {
54 | foreach (Image item in Indicators) {
55 | item.sprite = InactiveSprite;
56 | }
57 | Indicators[index].sprite = ActiveSprite;
58 | }
59 | }
60 |
61 | }
--------------------------------------------------------------------------------
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2020 Igor
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | # TabsView
2 | Simple tabs controller for Unity UI.
3 |
4 | ## Features
5 | 1. Easy, light
6 | 2. Control by swipes
7 | 3. Indicate tabs state
8 | 4. Tune animations by DOTween
9 | 5. Demos, tutorials and full C# source code are all included
10 |
11 | ## How to use
12 | 1. Copy the files into your existing unity project asset folder
13 | 2. Look at hierarchy in Demo and reproduce it in your project
14 | 3. Setup DOTween
15 | 4. Define callbacks
16 |
17 | ## Demo
18 | Open Demo scene and build, to try how it works
19 |
20 | ## Example
21 | [](https://youtu.be/RKvR7h9oFAI)
22 |
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