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This script allows you to offset element slots (e.g. a DialogList or InventoryBox) with the mousewheel. To use it:

  1. Create a new C# script named ScrollWheelMenuList.cs, and paste in the code below
  2. For each element you wish to enable scrolling for, place an instance of the script in the scene. For Unity UI-linked Menus, the script can be attached to the prefab's root Canvas.
  3. Configure the Inspector values. You will need to ensure that the Input Name field matches an Input defined in Unity's Input Manager.

ScrollWheelMenuList.cs:

using UnityEngine;
using AC;

public class ScrollWheelMenuList : MonoBehaviour
{

[SerializeField] private string inputName = "Mouse ScrollWheel";
[SerializeField] private float inputThreshold = 0.05f;
[SerializeField] private string menuName = "Conversation";
[SerializeField] private string elementName = "DialogueList";

private bool allowScrollWheel;
private bool menuIsOn;
private bool hasCanvas;


private void OnEnable ()
{
EventManager.OnMenuTurnOn += OnMenuTurnOn;
EventManager.OnMenuTurnOff += OnMenuTurnOff;

hasCanvas = (GetComponent<Canvas> () != null);
}


private void OnDisable ()
{
EventManager.OnMenuTurnOn -= OnMenuTurnOn;
EventManager.OnMenuTurnOff -= OnMenuTurnOff;
}


private void Update ()
{
if (menuIsOn || hasCanvas)
{
float scrollInput = Input.GetAxisRaw (inputName);
if (scrollInput > inputThreshold)
{
if (allowScrollWheel)
{
PlayerMenus.GetElementWithName (menuName, elementName).Shift (AC_ShiftInventory.ShiftPrevious, 1);
allowScrollWheel = false;
}
}
else if (scrollInput < -inputThreshold)
{
if (allowScrollWheel)
{
PlayerMenus.GetElementWithName (menuName, elementName).Shift (AC_ShiftInventory.ShiftNext, 1);
allowScrollWheel = false;
}
}
else
{
allowScrollWheel = true;
}
}
}


private void OnMenuTurnOn (Menu menu, bool isInstant)
{
if (menu.title == menuName)
{
menuIsOn = true;
}
}


private void OnMenuTurnOff (Menu menu, bool isInstant)
{
if (menu.title == menuName)
{
menuIsOn = false;
}
}

}
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