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[Closed]How to make Scrollbar only visibel when used?
I have a Scrollbar which use to scroll some Text vertically, i know there is funktion which calls when its used, but how do i make invisibel whent not used and visibel again when used?
You could use a flag (boolean) set to true by the OnValueChanged event of the scrollbar. then in a simple update hide or show the scrollbar depending on the flag value.
Now to hide the scrollbar you could make transparent all the different parts (boring because you need to get all the references of the items), you can use a mask in front of it (but that is still one more object to manage), or the simpler I thought about : set the scale of the scrollBar to 0 or 1 to hide or show.
$$anonymous$$aybe there is a more elegant solution :p
I though of that, but how do i know when i should set the flag back to false?
Worked for me, thanks. Please post this code as an Answer so i can mark it as right and close the question.
Answer by Nerevar · Jun 25, 2015 at 12:38 PM
Got it working with this :
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class show : MonoBehaviour {
// Update is called once per frame
void Update () {
gameObject.GetComponent<RectTransform>().localScale = new Vector3(0,0,0);
}
public void ShowScrollBar(){
gameObject.GetComponent<RectTransform>().localScale = new Vector3(1,1,1);
}
}
ShowScrollBar() is the function to assign from the inspector to the OnValueChange event of your scrollBar, put the script on your scrollBar.
It is a bit sensitive though, maybe it can still be improved.
Answer by fafase · Jun 25, 2015 at 01:38 PM
public class Test : MonoBehaviour , IPointerDownHandler, IPointerUpHandler
{
public Image image;
void Start()
{
Color col = image.color;
col.a = 0f;
image.color = col;
foreach(Transform t in transform)
{
t.gameObject.SetActive(false);
}
}
public void OnPointerDown (PointerEventData eventData)
{
Color col = image.color;
col.a = 1f;
image.color = col;
foreach(Transform t in transform)
{
t.gameObject.SetActive(true);
}
}
public void OnPointerUp (PointerEventData eventData)
{
Color col = image.color;
col.a = 0f;
image.color = col;
foreach(Transform t in transform)
{
t.gameObject.SetActive(false);
}
}
}
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