using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.UI.Models;
namespace UnityExplorer.UI.Widgets.InfiniteScroll
{
public class InfiniteScrollRect : UIBehaviourModel
{
public InfiniteScrollRect(ScrollRect scrollRect)
{
this.scrollRect = scrollRect;
Init();
}
public IListDataSource DataSource;
public int PoolCount => _cachedCells.Count;
public override GameObject UIRoot => scrollRect.gameObject;
/// Use
public override void ConstructUI(GameObject parent) => throw new NotImplementedException();
internal ScrollRect scrollRect;
internal RectTransform PrototypeCell;
internal Slider _slider;
// Cell pool
private float _cellWidth, _cellHeight;
private List _cellPool;
private List _cachedCells;
private Bounds _recyclableViewBounds;
private readonly Vector3[] _corners = new Vector3[4];
private bool _recycling;
private Vector2 _prevAnchoredPos;
internal Vector2 _lastScroll;
internal int currentItemCount; //item count corresponding to the datasource.
internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
// Flag to keep track of when we are manually setting our slider/scrollrect value directly, to avoid callback loops.
//private bool ExternallySetting = false;
// external sources use this flag, it will stay true until the start of the next frame to prevent our update overwriting it.
public bool ExternallySetting
{
get => externallySetting;
internal set
{
if (externallySetting == value)
return;
timeOfLastExternalSet = Time.time;
externallySetting = true;
}
}
private bool externallySetting;
private float timeOfLastExternalSet;
private Vector2 zeroVector = Vector2.zero;
public override void Init()
{
_slider = scrollRect.GetComponentInChildren();
_slider.onValueChanged.AddListener((float val) =>
{
if (this.ExternallySetting)
return;
this.ExternallySetting = true;
// Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
var index = Math.Floor(val * DataSource.ItemCount);
JumpToIndex((int)index);
//this.ExternallySetting = false;
});
}
public override void Update()
{
if (externallySetting && timeOfLastExternalSet < Time.time)
externallySetting = false;
}
internal void OnValueChangedListener(Vector2 _)
{
if (ExternallySetting)
return;
ExternallySetting = true;
Vector2 dir = scrollRect.content.anchoredPosition - _prevAnchoredPos;
scrollRect.m_ContentStartPosition += ProcessValueChange(dir);
_prevAnchoredPos = scrollRect.content.anchoredPosition;
SetSliderFromScrollValue();
// ExternallySetting = false;
}
///
/// Get the start and end indexes (relative to DataSource) of the cell pool
///
public Vector2 GetDisplayedRange()
{
int max = currentItemCount;
int min = max - _cachedCells.Count;
return new Vector2(min, max);
}
///
/// Initialize with the provided DataSource
///
///
public void Initialize(IListDataSource dataSource)
{
DataSource = dataSource;
scrollRect.vertical = true;
scrollRect.horizontal = false;
_prevAnchoredPos = scrollRect.content.anchoredPosition;
scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
{
scrollRect.onValueChanged.AddListener(OnValueChangedListener);
}));
}
public void ReloadData()
{
ReloadData(DataSource);
}
public void ReloadData(IListDataSource dataSource)
{
if (scrollRect.onValueChanged == null)
return;
scrollRect.StopMovement();
scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
DataSource = dataSource;
RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
scrollRect.onValueChanged.AddListener(OnValueChangedListener)
));
_prevAnchoredPos = scrollRect.content.anchoredPosition;
}
public void Refresh()
{
if (DataSource == null || _cellPool == null)
return;
int count = DataSource.ItemCount;
if (currentItemCount > count)
currentItemCount = Math.Max(count, _cellPool.Count);
SetRecyclingBounds();
RecycleBottomToTop();
RecycleTopToBottom();
PopulateCells();
RefreshContentSize();
//internallySetting = true;
//SetSliderFromScrollValue();
//internallySetting = false;
}
internal void SetSliderFromScrollValue()
{
// calculate where slider handle should be based on displayed range.
var range = GetDisplayedRange();
int total = DataSource.ItemCount;
var spread = range.y - range.x;
if (spread >= total)
_slider.value = 0f;
else
// top-most displayed index divided by (totalCount - displayedRange)
_slider.value = (float)((decimal)range.x / (decimal)(total - spread));
}
public void JumpToIndex(int index)
{
var realCount = DataSource.ItemCount;
index = Math.Min(index, realCount - 1);
var indexBuffer = (int)(_cachedCells.Count * (1 - (index / (decimal)(realCount - 1))));
currentItemCount = index + indexBuffer;
currentItemCount = Math.Max(Math.Min(currentItemCount, realCount), _cachedCells.Count);
Refresh();
var y = 0f;
var displayRange = scrollRect.viewport.rect.height / _cellHeight;
var poolRange = scrollRect.content.rect.height / _cellHeight;
var poolExtra = poolRange - displayRange;
if (index >= realCount - poolExtra)
y = _cellHeight * (index - realCount + (poolExtra * 2));
scrollRect.content.anchoredPosition = new Vector2(scrollRect.content.anchoredPosition.x, y);
}
public void PopulateCells()
{
var width = scrollRect.viewport.GetComponent().rect.width;
scrollRect.content.sizeDelta = new Vector2(width, scrollRect.content.sizeDelta.y);
int cellIndex = topMostCellIndex;
var itemIndex = currentItemCount - _cachedCells.Count;
int iterated = 0;
while (iterated < _cachedCells.Count)
{
var cell = _cachedCells[cellIndex];
cellIndex++;
if (cellIndex < 0)
continue;
if (cellIndex >= _cachedCells.Count)
cellIndex = 0;
DataSource.SetCell(cell, itemIndex);
itemIndex++;
var rect = _cellPool[cellIndex];
rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
iterated++;
}
}
#region RECYCLING INIT
private IEnumerator InitCoroutine(Action onInitialized)
{
yield return null;
SetTopAnchor(scrollRect.content);
scrollRect.content.anchoredPosition = Vector3.zero;
yield return null;
SetRecyclingBounds();
//Cell Poool
CreateCellPool();
currentItemCount = _cellPool.Count;
topMostCellIndex = 0;
bottomMostCellIndex = _cellPool.Count - 1;
//Set content height according to no of rows
RefreshContentSize();
SetTopAnchor(scrollRect.content);
onInitialized?.Invoke();
}
private void RefreshContentSize()
{
int noOfRows = 0;
foreach (var cell in _cachedCells)
if (cell.Enabled) noOfRows++;
float contentYSize = noOfRows * _cellHeight;
scrollRect.content.sizeDelta = new Vector2(scrollRect.content.sizeDelta.x, contentYSize);
}
private void SetRecyclingBounds()
{
scrollRect.viewport.GetCorners(_corners);
float threshHold = _cellHeight * 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
_recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
_recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
}
private void CreateCellPool()
{
//Reseting Pool
if (_cellPool != null)
{
_cellPool.ForEach((RectTransform item) => GameObject.Destroy(item.gameObject));
_cellPool.Clear();
_cachedCells.Clear();
}
else
{
_cachedCells = new List();
_cellPool = new List();
}
//Set the prototype cell active and set cell anchor as top
PrototypeCell.gameObject.SetActive(true);
SetTopAnchor(PrototypeCell);
//Reset
_topMostCellColoumn = _bottomMostCellColoumn = 0;
//Temps
float currentPoolCoverage = 0;
int poolSize = 0;
float posY = 0;
//set new cell size according to its aspect ratio
_cellWidth = scrollRect.content.rect.width;
_cellHeight = PrototypeCell.rect.height;
//Get the required pool coverage and mininum size for the Cell pool
float requiredCoverage = scrollRect.viewport.rect.height + (_cellHeight * 4);
//create cells untill the Pool area is covered
while (currentPoolCoverage < requiredCoverage)
{
//Instantiate and add to Pool
RectTransform item = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent();
item.name = $"Cell_{_cachedCells.Count + 1}";
item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
_cellPool.Add(item);
item.SetParent(scrollRect.content, false);
item.anchoredPosition = new Vector2(0, posY);
posY = item.anchoredPosition.y - item.rect.height;
currentPoolCoverage += item.rect.height;
//Setting data for Cell
var cell = DataSource.CreateCell(item);
_cachedCells.Add(cell);
DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
//Update the Pool size
poolSize++;
}
//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
if (PrototypeCell.gameObject.scene.IsValid())
PrototypeCell.gameObject.SetActive(false);
}
#endregion
#region RECYCLING
public Vector2 ProcessValueChange(Vector2 direction)
{
if (_recycling || _cellPool == null || _cellPool.Count == 0)
return zeroVector;
//Updating Recyclable view bounds since it can change with resolution changes.
SetRecyclingBounds();
_lastScroll = direction;
if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
{
return RecycleTopToBottom();
}
else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
{
return RecycleBottomToTop();
}
return zeroVector;
}
///
/// Recycles cells from top to bottom in the List heirarchy
///
private Vector2 RecycleTopToBottom()
{
_recycling = true;
int n = 0;
float posY;
//to determine if content size needs to be updated
//Recycle until cell at Top is avaiable and current item count smaller than datasource
while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.ItemCount)
{
//Move top cell to bottom
posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
_cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
//Cell for row at
DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
//set new indices
bottomMostCellIndex = topMostCellIndex;
topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
currentItemCount++;
n++;
}
//Content anchor position adjustment.
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
scrollRect.content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
_recycling = false;
return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
}
///
/// Recycles cells from bottom to top in the List heirarchy
///
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);
scrollRect.content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
_recycling = false;
return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
}
#endregion
#region HELPERS
///
/// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
///
///
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
}
//public class InfiniteScrollRect : ScrollRect
//{
// public IListDataSource DataSource;
// internal RectTransform PrototypeCell;
// internal Slider _slider;
// // Cell pool
// private float _cellWidth, _cellHeight;
// private List _cellPool;
// private List _cachedCells;
// private Bounds _recyclableViewBounds;
// private readonly Vector3[] _corners = new Vector3[4];
// private bool _recycling;
// private Vector2 _prevAnchoredPos;
// internal Vector2 _lastScroll;
// internal int currentItemCount; //item count corresponding to the datasource.
// internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
// internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
// // Flag to keep track of when we are manually setting our slider/scrollrect value directly, to avoid callback loops.
// private bool internallySetting = false;
// // external sources use this flag, it will stay true until the start of the next frame to prevent our update overwriting it.
// public bool ExternallySetting
// {
// get => externallySetting;
// internal set
// {
// if (externallySetting == value)
// return;
// timeOfLastExternalSet = Time.time;
// externallySetting = true;
// }
// }
// private bool externallySetting;
// private float timeOfLastExternalSet;
// private Vector2 zeroVector = Vector2.zero;
// public int PoolCount => _cachedCells.Count;
// #region MONOBEHAVIOUR
// internal new void Start()
// {
// // Link up the Slider and ScrollRect onValueChanged to sync them.
// _slider = this.GetComponentInChildren();
// onValueChanged.AddListener((Vector2 val) =>
// {
// try
// {
// if (internallySetting || ExternallySetting)
// return;
// internallySetting = true;
// SetSliderFromScrollValue();
// internallySetting = false;
// }
// catch (Exception ex)
// {
// ExplorerCore.Log(ex);
// }
// });
// _slider.onValueChanged.AddListener((float val) =>
// {
// if (internallySetting || ExternallySetting)
// return;
// internallySetting = true;
// // Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
// var index = Math.Floor(val * DataSource.ItemCount);
// JumpToIndex((int)index);
// internallySetting = false;
// });
// }
// internal void Update()
// {
// if (externallySetting && timeOfLastExternalSet < Time.time)
// externallySetting = false;
// }
// #endregion
// #region LISTENERS
// internal void OnValueChangedListener(Vector2 normalizedPos)
// {
// Vector2 dir = base.content.anchoredPosition - _prevAnchoredPos;
// m_ContentStartPosition += ProcessValueChange(dir);
// _prevAnchoredPos = base.content.anchoredPosition;
// }
// #endregion
// public Vector2 GetDisplayedRange()
// {
// int max = currentItemCount;
// int min = max - _cachedCells.Count;
// return new Vector2(min, max);
// }
// public void Initialize(IListDataSource dataSource)
// {
// DataSource = dataSource;
// vertical = true;
// horizontal = false;
// _prevAnchoredPos = base.content.anchoredPosition;
// onValueChanged.RemoveListener(OnValueChangedListener);
// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
// {
// onValueChanged.AddListener(OnValueChangedListener);
// }));
// }
// public void ReloadData()
// {
// ReloadData(DataSource);
// }
// public void ReloadData(IListDataSource dataSource)
// {
// if (onValueChanged == null)
// return;
// StopMovement();
// onValueChanged.RemoveListener(OnValueChangedListener);
// DataSource = dataSource;
// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
// onValueChanged.AddListener(OnValueChangedListener)
// ));
// _prevAnchoredPos = base.content.anchoredPosition;
// }
// public void Refresh()
// {
// if (DataSource == null || _cellPool == null)
// return;
// int count = DataSource.ItemCount;
// if (currentItemCount > count)
// currentItemCount = Math.Max(count, _cellPool.Count);
// SetRecyclingBounds();
// RecycleBottomToTop();
// RecycleTopToBottom();
// PopulateCells();
// RefreshContentSize();
// // Close, but not quite accurate enough to be useful.
// internallySetting = true;
// SetSliderFromScrollValue();
// internallySetting = false;
// }
// internal void SetSliderFromScrollValue()
// {
// // calculate where slider handle should be based on displayed range.
// var range = GetDisplayedRange();
// int total = DataSource.ItemCount;
// var spread = range.y - range.x;
// //var orig = _slider.value;
// if (spread >= total)
// _slider.value = 0f;
// else
// // top-most displayed index divided by (totalCount - displayedRange)
// _slider.value = (float)((decimal)range.x / (decimal)(total - spread));
// }
// public void JumpToIndex(int index)
// {
// var realCount = DataSource.ItemCount;
// index = Math.Min(index, realCount - 1);
// var indexBuffer = (int)(_cachedCells.Count * (1 - (index / (decimal)(realCount - 1))));
// currentItemCount = index + indexBuffer;
// currentItemCount = Math.Max(Math.Min(currentItemCount, realCount), _cachedCells.Count);
// Refresh();
// var y = 0f;
// var displayRange = viewport.rect.height / _cellHeight;
// var poolRange = content.rect.height / _cellHeight;
// var poolExtra = poolRange - displayRange;
// if (index >= realCount - poolExtra)
// y = _cellHeight * (index - realCount + poolExtra);
// content.anchoredPosition = new Vector2(content.anchoredPosition.x, y);
// }
// public void PopulateCells()
// {
// var width = viewport.GetComponent().rect.width;
// content.sizeDelta = new Vector2(width, content.sizeDelta.y);
// int cellIndex = topMostCellIndex;
// var itemIndex = currentItemCount - _cachedCells.Count;
// int iterated = 0;
// while (iterated < _cachedCells.Count)
// {
// var cell = _cachedCells[cellIndex];
// cellIndex++;
// if (cellIndex < 0)
// continue;
// if (cellIndex >= _cachedCells.Count)
// cellIndex = 0;
// DataSource.SetCell(cell, itemIndex);
// itemIndex++;
// var rect = _cellPool[cellIndex].GetComponent();
// rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
// iterated++;
// }
// }
// #region RECYCLING INIT
// private IEnumerator InitCoroutine(Action onInitialized)
// {
// yield return null;
// SetTopAnchor(content);
// content.anchoredPosition = Vector3.zero;
// yield return null;
// SetRecyclingBounds();
// //Cell Poool
// CreateCellPool();
// currentItemCount = _cellPool.Count;
// topMostCellIndex = 0;
// bottomMostCellIndex = _cellPool.Count - 1;
// //Set content height according to no of rows
// RefreshContentSize();
// SetTopAnchor(content);
// onInitialized?.Invoke();
// }
// private void RefreshContentSize()
// {
// int noOfRows = _cachedCells.Where(it => it.Enabled).Count();
// float contentYSize = noOfRows * _cellHeight;
// content.sizeDelta = new Vector2(content.sizeDelta.x, contentYSize);
// }
// private void SetRecyclingBounds()
// {
// viewport.GetWorldCorners(_corners);
// float threshHold = _cellHeight / 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
// _recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
// _recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
// }
// private void CreateCellPool()
// {
// //Reseting Pool
// if (_cellPool != null)
// {
// _cellPool.ForEach((RectTransform item) => Destroy(item.gameObject));
// _cellPool.Clear();
// _cachedCells.Clear();
// }
// else
// {
// _cachedCells = new List();
// _cellPool = new List();
// }
// //Set the prototype cell active and set cell anchor as top
// PrototypeCell.gameObject.SetActive(true);
// SetTopAnchor(PrototypeCell);
// //Reset
// _topMostCellColoumn = _bottomMostCellColoumn = 0;
// //Temps
// float currentPoolCoverage = 0;
// int poolSize = 0;
// float posY = 0;
// //set new cell size according to its aspect ratio
// _cellWidth = content.rect.width;
// _cellHeight = PrototypeCell.rect.height;
// //Get the required pool coverage and mininum size for the Cell pool
// float requiredCoverage = viewport.rect.height + (_cellHeight * 2);
// //create cells untill the Pool area is covered
// while (currentPoolCoverage < requiredCoverage)
// {
// //Instantiate and add to Pool
// RectTransform item = Instantiate(PrototypeCell.gameObject).GetComponent();
// item.name = $"Cell_{_cachedCells.Count + 1}";
// item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
// _cellPool.Add(item);
// item.SetParent(content, false);
// item.anchoredPosition = new Vector2(0, posY);
// posY = item.anchoredPosition.y - item.rect.height;
// currentPoolCoverage += item.rect.height;
// //Setting data for Cell
// _cachedCells.Add(item.GetComponent());
// DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
// //Update the Pool size
// poolSize++;
// }
// //Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
// if (PrototypeCell.gameObject.scene.IsValid())
// PrototypeCell.gameObject.SetActive(false);
// }
// #endregion
// #region RECYCLING
// public Vector2 ProcessValueChange(Vector2 direction)
// {
// if (_recycling || _cellPool == null || _cellPool.Count == 0) return zeroVector;
// //Updating Recyclable view bounds since it can change with resolution changes.
// SetRecyclingBounds();
// _lastScroll = direction;
// if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
// {
// return RecycleTopToBottom();
// }
// else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
// {
// return RecycleBottomToTop();
// }
// return zeroVector;
// }
// ///
// /// Recycles cells from top to bottom in the List heirarchy
// ///
// private Vector2 RecycleTopToBottom()
// {
// _recycling = true;
// int n = 0;
// float posY;
// //to determine if content size needs to be updated
// //Recycle until cell at Top is avaiable and current item count smaller than datasource
// while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.ItemCount)
// {
// //Move top cell to bottom
// posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
// _cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
// //Cell for row at
// DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
// //set new indices
// bottomMostCellIndex = topMostCellIndex;
// topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
// currentItemCount++;
// n++;
// }
// //Content anchor position adjustment.
// _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);
// }
// ///
// /// Recycles cells from bottom to top in the List heirarchy
// ///
// 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
// ///
// /// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
// ///
// ///
// 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
//}
}