diff --git a/Source/Engine/UI/GUI/Panels/ScrollBar.cs b/Source/Engine/UI/GUI/Panels/ScrollBar.cs index c6f70fc2c..db47976a8 100644 --- a/Source/Engine/UI/GUI/Panels/ScrollBar.cs +++ b/Source/Engine/UI/GUI/Panels/ScrollBar.cs @@ -59,15 +59,6 @@ namespace FlaxEngine.GUI /// public float TrackThickness { get; set; } = 2.0f; - /// - /// Gets or sets the value smoothing scale (0 to not use it). - /// [Deprecated on 26.09.2023, expires on 26.09.2025] - /// This property is deprecated, use instead - /// Set this to >= 0 to use legacy behavior - /// - [Obsolete("Deprecated in 1.7")] - public float SmoothingScale { get; set; } = -1f; - /// /// The maximum time it takes to animate from current to target scroll position /// @@ -76,15 +67,7 @@ namespace FlaxEngine.GUI /// /// Gets a value indicating whether use scroll value smoothing. /// - public bool UseSmoothing - { - get - { - if (!EnableSmoothing || Mathf.IsZero(SmoothingScale)) { return false; } - - return SmoothingScale > 0 || SmoothingScale < 0 && !Mathf.IsZero(ScrollAnimationDuration); - } - } + public bool UseSmoothing => EnableSmoothing && !Mathf.IsZero(ScrollAnimationDuration); /// /// Enables scroll smoothing @@ -332,29 +315,21 @@ namespace FlaxEngine.GUI float value; if (!isDeltaSlow && UseSmoothing) { - // use legacy behavior - if (SmoothingScale >= 0) - { - value = Mathf.Lerp(_value, _targetValue, deltaTime * 20.0f * SmoothingScale); - } - else - { - // percentage of scroll from 0 to _scrollChange, ex. 0.5 at _scrollChange / 2 - var minScrollChangeRatio = Mathf.Clamp(Mathf.Abs(_targetValue - _startValue) / _scrollChange, 0, 1); + // percentage of scroll from 0 to _scrollChange, ex. 0.5 at _scrollChange / 2 + var minScrollChangeRatio = Mathf.Clamp(Mathf.Abs(_targetValue - _startValue) / _scrollChange, 0, 1); - // shorten the duration if we scrolled less than _scrollChange - var actualDuration = ScrollAnimationDuration * minScrollChangeRatio; - var step = deltaTime / actualDuration; + // shorten the duration if we scrolled less than _scrollChange + var actualDuration = ScrollAnimationDuration * minScrollChangeRatio; + var step = deltaTime / actualDuration; - var progress = _scrollAnimationProgress; - progress = Mathf.Clamp(progress + step, 0, 1); + var progress = _scrollAnimationProgress; + progress = Mathf.Clamp(progress + step, 0, 1); - // https://easings.net/#easeInOutQuad - var easedProgress = Mathf.Sin((progress * Mathf.Pi) / 2); - value = Mathf.Lerp(_startValue, _targetValue, easedProgress); + // https://easings.net/#easeInOutQuad + var easedProgress = Mathf.Sin((progress * Mathf.Pi) / 2); + value = Mathf.Lerp(_startValue, _targetValue, easedProgress); - _scrollAnimationProgress = progress; - } + _scrollAnimationProgress = progress; } else {