mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-18 06:57:46 +08:00
498 lines
17 KiB
C#
498 lines
17 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.UI;
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namespace UnityExplorer.UI.Widgets.InfiniteScroll
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{
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public class InfiniteScrollRect : ScrollRect
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{
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public IListDataSource DataSource;
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internal RectTransform PrototypeCell;
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internal Slider _slider;
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// Cell pool
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private float _cellWidth, _cellHeight;
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private List<RectTransform> _cellPool;
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private List<ICell> _cachedCells;
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private Bounds _recyclableViewBounds;
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//Temps, Flags
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private readonly Vector3[] _corners = new Vector3[4];
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private bool _recycling;
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private Vector2 _prevAnchoredPos;
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//Trackers
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internal int currentItemCount; //item count corresponding to the datasource.
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internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
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internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
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private Vector2 zeroVector = Vector2.zero;
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// Flag to keep track of when we are manually setting our slider/scrollrect value directly, to avoid callback loops.
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private bool internallySetting = false;
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// external sources use this flag, it will stay true until the start of the next frame to prevent our update overwriting it.
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public bool ExternallySetting
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{
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get => externallySetting;
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internal set
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{
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if (externallySetting == value)
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return;
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timeOfLastExternalSet = Time.time;
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externallySetting = true;
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}
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}
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private bool externallySetting;
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private float timeOfLastExternalSet;
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internal new void Start()
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{
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// Link up the Slider and ScrollRect onValueChanged to sync them.
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_slider = this.GetComponentInChildren<Slider>();
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onValueChanged.AddListener((Vector2 val) =>
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{
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try
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{
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if (internallySetting || ExternallySetting)
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return;
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internallySetting = true;
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SetSliderFromScrollValue();
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internallySetting = false;
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}
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catch (Exception ex)
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{
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ExplorerCore.Log(ex);
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}
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});
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_slider.onValueChanged.AddListener((float val) =>
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{
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if (internallySetting || ExternallySetting)
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return;
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internallySetting = true;
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// Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
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var index = Math.Floor(val * DataSource.ItemCount);
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JumpToIndex((int)index);
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internallySetting = false;
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});
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}
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internal void SetSliderFromScrollValue()
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{
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// calculate where slider handle should be based on displayed range.
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var range = GetDisplayedRange();
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int total = DataSource.ItemCount;
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var spread = range.y - range.x;
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//var orig = _slider.value;
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if (spread >= total)
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_slider.value = 0f;
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else
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// top-most displayed index divided by (totalCount - displayedRange)
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_slider.value = (float)((decimal)range.x / (decimal)(total - spread));
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}
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internal void Update()
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{
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if (externallySetting && timeOfLastExternalSet < Time.time)
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externallySetting = false;
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}
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/// <summary>
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/// public API for Initializing when datasource is not set in controller's Awake. Make sure selfInitalize is set to false.
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/// </summary>
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public void Initialize(IListDataSource dataSource)
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{
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DataSource = dataSource;
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vertical = true;
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horizontal = false;
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_prevAnchoredPos = base.content.anchoredPosition;
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onValueChanged.RemoveListener(OnValueChangedListener);
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RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
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{
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onValueChanged.AddListener(OnValueChangedListener);
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}));
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}
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/// <summary>
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/// Added as a listener to the OnValueChanged event of Scroll rect.
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/// Recycling entry point for recyling systems.
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/// </summary>
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/// <param name="direction">scroll direction</param>
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internal void OnValueChangedListener(Vector2 normalizedPos)
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{
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Vector2 dir = base.content.anchoredPosition - _prevAnchoredPos;
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m_ContentStartPosition += ProcessValueChange(dir);
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_prevAnchoredPos = base.content.anchoredPosition;
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}
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/// <summary>
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///Reloads the data. Call this if a new datasource is assigned.
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/// </summary>
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public void ReloadData()
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{
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ReloadData(DataSource);
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}
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/// <summary>
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/// Overloaded ReloadData with dataSource param
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///Reloads the data. Call this if a new datasource is assigned.
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/// </summary>
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public void ReloadData(IListDataSource dataSource)
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{
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if (onValueChanged == null)
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return;
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StopMovement();
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onValueChanged.RemoveListener(OnValueChangedListener);
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DataSource = dataSource;
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RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
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onValueChanged.AddListener(OnValueChangedListener)
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));
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_prevAnchoredPos = base.content.anchoredPosition;
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}
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public void Refresh()
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{
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if (DataSource == null || _cellPool == null)
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return;
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int count = DataSource.ItemCount;
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if (currentItemCount > count)
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currentItemCount = Math.Max(count, _cellPool.Count);
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SetRecyclingBounds();
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RecycleBottomToTop();
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RecycleTopToBottom();
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PopulateCells();
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RefreshContentSize();
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//// Close, but not quite accurate enough to be useful.
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//internallySetting = true;
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//SetSliderFromScrollValue();
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//internallySetting = false;
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}
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public Vector2 GetDisplayedRange()
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{
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int max = currentItemCount;
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int min = max - _cachedCells.Count;
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return new Vector2(min, max);
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}
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public void JumpToIndex(int index)
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{
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var realCount = DataSource.ItemCount;
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index = Math.Min(index, realCount - 1);
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var indexBuffer = (int)(_cachedCells.Count * (1 - (index / (decimal)(realCount - 1))));
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currentItemCount = index + indexBuffer;// Math.Max(index + _cachedCells.Count, currentItemCount);
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currentItemCount = Math.Max(Math.Min(currentItemCount, realCount), _cachedCells.Count);
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Refresh();
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var y = 0f;
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var displayRange = viewport.rect.height / _cellHeight;
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var poolRange = content.rect.height / _cellHeight;
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var poolExtra = poolRange - displayRange;
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if (index >= realCount - poolExtra)
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y = _cellHeight * (index - realCount + poolExtra);
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content.anchoredPosition = new Vector2(content.anchoredPosition.x, y);
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}
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public void PopulateCells()
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{
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var width = viewport.GetComponent<RectTransform>().rect.width;
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content.sizeDelta = new Vector2(width, content.sizeDelta.y);
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int cellIndex = topMostCellIndex;
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var itemIndex = currentItemCount - _cachedCells.Count;
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int iterated = 0;
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while (iterated < _cachedCells.Count)
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{
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var cell = _cachedCells[cellIndex];
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cellIndex++;
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if (cellIndex < 0)
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continue;
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if (cellIndex >= _cachedCells.Count)
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cellIndex = 0;
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DataSource.SetCell(cell, itemIndex);
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itemIndex++;
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var rect = (cell as Component).GetComponent<RectTransform>();
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rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
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iterated++;
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}
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}
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#region RECYCLING INIT
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/// <summary>
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/// Corotuine for initiazation.
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/// Using coroutine for init because few UI stuff requires a frame to update
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/// </summary>
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/// <param name="onInitialized">callback when init done</param>
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/// <returns></returns>>
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public IEnumerator InitCoroutine(Action onInitialized)
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{
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yield return null;
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SetTopAnchor(content);
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content.anchoredPosition = Vector3.zero;
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yield return null;
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SetRecyclingBounds();
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//Cell Poool
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CreateCellPool();
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currentItemCount = _cellPool.Count;
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topMostCellIndex = 0;
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bottomMostCellIndex = _cellPool.Count - 1;
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//Set content height according to no of rows
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RefreshContentSize();
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SetTopAnchor(content);
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onInitialized?.Invoke();
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}
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private void RefreshContentSize()
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{
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int noOfRows = _cachedCells.Where(it => it.Enabled).Count();
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float contentYSize = noOfRows * _cellHeight;
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content.sizeDelta = new Vector2(content.sizeDelta.x, contentYSize);
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}
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/// <summary>
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/// Sets the uppper and lower bounds for recycling cells.
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/// </summary>
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private void SetRecyclingBounds()
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{
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viewport.GetWorldCorners(_corners);
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float threshHold = _cellHeight / 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
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_recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
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_recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
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}
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/// <summary>
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/// Creates cell Pool for recycling, Caches ICells
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/// </summary>
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private void CreateCellPool()
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{
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//Reseting Pool
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if (_cellPool != null)
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{
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_cellPool.ForEach((RectTransform item) => Destroy(item.gameObject));
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_cellPool.Clear();
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_cachedCells.Clear();
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}
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else
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{
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_cachedCells = new List<ICell>();
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_cellPool = new List<RectTransform>();
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}
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//Set the prototype cell active and set cell anchor as top
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PrototypeCell.gameObject.SetActive(true);
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SetTopAnchor(PrototypeCell);
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//Reset
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_topMostCellColoumn = _bottomMostCellColoumn = 0;
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//Temps
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float currentPoolCoverage = 0;
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int poolSize = 0;
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float posY = 0;
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//set new cell size according to its aspect ratio
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_cellWidth = content.rect.width;
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_cellHeight = PrototypeCell.rect.height;
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//Get the required pool coverage and mininum size for the Cell pool
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float requiredCoverage = viewport.rect.height + (_cellHeight * 2);
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//create cells untill the Pool area is covered
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while (currentPoolCoverage < requiredCoverage)
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{
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//Instantiate and add to Pool
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RectTransform item = Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
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item.name = $"Cell_{_cachedCells.Count + 1}";
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item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
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_cellPool.Add(item);
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item.SetParent(content, false);
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item.anchoredPosition = new Vector2(0, posY);
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posY = item.anchoredPosition.y - item.rect.height;
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currentPoolCoverage += item.rect.height;
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//Setting data for Cell
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_cachedCells.Add(item.GetComponent<ICell>());
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DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
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//Update the Pool size
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poolSize++;
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}
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//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
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if (PrototypeCell.gameObject.scene.IsValid())
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PrototypeCell.gameObject.SetActive(false);
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}
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#endregion
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#region RECYCLING
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internal Vector2 LastScroll;
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/// <summary>
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/// Recyling entry point
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/// </summary>
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/// <param name="direction">scroll direction </param>
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/// <returns></returns>
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public Vector2 ProcessValueChange(Vector2 direction)
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{
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if (_recycling || _cellPool == null || _cellPool.Count == 0) return zeroVector;
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//Updating Recyclable view bounds since it can change with resolution changes.
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SetRecyclingBounds();
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LastScroll = direction;
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if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
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{
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return RecycleTopToBottom();
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}
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else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
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{
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return RecycleBottomToTop();
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}
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return zeroVector;
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}
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/// <summary>
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/// Recycles cells from top to bottom in the List heirarchy
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/// </summary>
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private Vector2 RecycleTopToBottom()
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{
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_recycling = true;
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int n = 0;
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float posY;
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//to determine if content size needs to be updated
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//Recycle until cell at Top is avaiable and current item count smaller than datasource
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while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.ItemCount)
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{
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//Move top cell to bottom
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posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
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_cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
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//Cell for row at
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DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
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//set new indices
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bottomMostCellIndex = topMostCellIndex;
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topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
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currentItemCount++;
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n++;
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}
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//Content anchor position adjustment.
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_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
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content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
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_recycling = false;
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return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
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}
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/// <summary>
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/// Recycles cells from bottom to top in the List heirarchy
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/// </summary>
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private Vector2 RecycleBottomToTop()
|
|||
|
{
|
|||
|
_recycling = true;
|
|||
|
|
|||
|
int n = 0;
|
|||
|
float posY = 0;
|
|||
|
|
|||
|
//to determine if content size needs to be updated
|
|||
|
//Recycle until cell at bottom is avaiable and current item count is greater than cellpool size
|
|||
|
while (_cellPool[bottomMostCellIndex].MaxY() < _recyclableViewBounds.min.y && currentItemCount > _cellPool.Count)
|
|||
|
{
|
|||
|
//Move bottom cell to top
|
|||
|
posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y;
|
|||
|
_cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(_cellPool[bottomMostCellIndex].anchoredPosition.x, posY);
|
|||
|
n++;
|
|||
|
|
|||
|
currentItemCount--;
|
|||
|
|
|||
|
//Cell for row at
|
|||
|
DataSource.SetCell(_cachedCells[bottomMostCellIndex], currentItemCount - _cellPool.Count);
|
|||
|
|
|||
|
//set new indices
|
|||
|
topMostCellIndex = bottomMostCellIndex;
|
|||
|
bottomMostCellIndex = (bottomMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
|
|||
|
}
|
|||
|
|
|||
|
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
|
|||
|
content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
|
|||
|
_recycling = false;
|
|||
|
return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region HELPERS
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
|
|||
|
/// </summary>
|
|||
|
/// <param name="rectTransform"></param>
|
|||
|
private void SetTopAnchor(RectTransform rectTransform)
|
|||
|
{
|
|||
|
//Saving to reapply after anchoring. Width and height changes if anchoring is change.
|
|||
|
float width = rectTransform.rect.width;
|
|||
|
float height = rectTransform.rect.height;
|
|||
|
|
|||
|
//Setting top anchor
|
|||
|
rectTransform.anchorMin = new Vector2(0.5f, 1);
|
|||
|
rectTransform.anchorMax = new Vector2(0.5f, 1);
|
|||
|
rectTransform.pivot = new Vector2(0.5f, 1);
|
|||
|
|
|||
|
//Reapply size
|
|||
|
rectTransform.sizeDelta = new Vector2(width, height);
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
|
|||
|
}
|