mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-16 22:27:45 +08:00
694 lines
23 KiB
C#
694 lines
23 KiB
C#
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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using UnityExplorer.Core.Input;
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using UnityExplorer.UI.Models;
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using UnityExplorer.UI.ObjectPool;
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namespace UnityExplorer.UI.Widgets
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{
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public struct CellInfo
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{
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public int cellIndex, dataIndex;
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}
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/// <summary>
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/// An object-pooled ScrollRect, attempts to support content of any size and provide a scrollbar for it.
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/// </summary>
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public class ScrollPool<T> : UIBehaviourModel where T : ICell
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{
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public ScrollPool(ScrollRect scrollRect)
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{
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this.ScrollRect = scrollRect;
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}
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public IPoolDataSource<T> DataSource { get; set; }
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public readonly List<T> CellPool = new List<T>();
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internal DataHeightCache<T> HeightCache;
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public float PrototypeHeight => _protoHeight ?? (float)(_protoHeight = Pool<T>.Instance.DefaultHeight);
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private float? _protoHeight;
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//private float PrototypeHeight => DefaultHeight.rect.height;
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public int ExtraPoolCells => 10;
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public float RecycleThreshold => PrototypeHeight * ExtraPoolCells;
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public float HalfThreshold => RecycleThreshold * 0.5f;
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// UI
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public override GameObject UIRoot
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{
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get
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{
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if (ScrollRect)
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return ScrollRect.gameObject;
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return null;
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}
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}
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public RectTransform Viewport => ScrollRect.viewport;
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public RectTransform Content => ScrollRect.content;
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internal Slider slider;
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internal ScrollRect ScrollRect;
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internal VerticalLayoutGroup contentLayout;
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// Cache / tracking
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private Vector2 RecycleViewBounds;
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private Vector2 NormalizedScrollBounds;
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/// <summary>
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/// The first and last pooled indices relative to the DataSource's list
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/// </summary>
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private int bottomDataIndex;
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private int TopDataIndex => Math.Max(0, bottomDataIndex - CellPool.Count + 1);
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private float TotalDataHeight => HeightCache.TotalHeight + contentLayout.padding.top + contentLayout.padding.bottom;
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/// <summary>
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/// The first and last indices of our CellPool in the transform heirarchy
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/// </summary>
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private int topPoolIndex, bottomPoolIndex;
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private int CurrentDataCount => bottomDataIndex + 1;
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private Vector2 prevAnchoredPos;
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private float prevViewportHeight;
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#region Internal set tracking and update
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// A sanity check so only one thing is setting the value per frame.
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public bool WritingLocked
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{
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get => writingLocked;
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internal set
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{
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if (writingLocked == value)
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return;
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timeofLastWriteLock = Time.time;
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writingLocked = value;
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}
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}
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private bool writingLocked;
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private float timeofLastWriteLock;
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private float prevContentHeight = 1.0f;
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public void SetUninitialized()
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{
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m_initialized = false;
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}
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public override void Update()
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{
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if (!m_initialized || !ScrollRect || DataSource == null)
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return;
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if (writingLocked && timeofLastWriteLock < Time.time)
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writingLocked = false;
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if (prevContentHeight <= 1f && Content?.rect.height > 1f)
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{
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prevContentHeight = Content.rect.height;
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}
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else if (Content.rect.height != prevContentHeight)
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{
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prevContentHeight = Content.rect.height;
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OnValueChangedListener(Vector2.zero);
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}
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}
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#endregion
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// Public methods
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public void Rebuild()
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{
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SetRecycleViewBounds(false);
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SetScrollBounds();
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ExtendCellPool();
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writingLocked = false;
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Content.anchoredPosition = Vector2.zero;
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UpdateSliderHandle(true);
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m_initialized = true;
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}
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public void RefreshAndJumpToTop()
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{
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bottomDataIndex = CellPool.Count - 1;
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RefreshCells(true);
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Content.anchoredPosition = Vector2.zero;
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UpdateSliderHandle(true);
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}
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public void RecreateHeightCache()
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{
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HeightCache = new DataHeightCache<T>(this);
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CheckDataSourceCountChange(out _);
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}
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public void RefreshCells(bool reloadData)
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{
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RefreshCells(reloadData, true);
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}
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// Initialize
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private bool m_initialized;
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public void Initialize(IPoolDataSource<T> dataSource)
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{
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// Ensure the pool for the cell type is initialized.
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Pool<T>.GetPool();
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HeightCache = new DataHeightCache<T>(this);
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DataSource = dataSource;
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this.contentLayout = ScrollRect.content.GetComponent<VerticalLayoutGroup>();
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this.slider = ScrollRect.GetComponentInChildren<Slider>();
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slider.onValueChanged.AddListener(OnSliderValueChanged);
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ScrollRect.vertical = true;
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ScrollRect.horizontal = false;
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ScrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
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RuntimeProvider.Instance.StartCoroutine(InitCoroutine());
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}
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private IEnumerator InitCoroutine()
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{
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ScrollRect.content.anchoredPosition = Vector2.zero;
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yield return null;
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// set intial bounds
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prevAnchoredPos = Content.anchoredPosition;
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SetRecycleViewBounds(false);
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// create initial cell pool and set cells
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CreateCellPool();
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// update slider
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SetScrollBounds();
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UpdateSliderHandle();
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// add onValueChanged listener after setup
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ScrollRect.onValueChanged.AddListener(OnValueChangedListener);
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m_initialized = true;
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}
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private void SetScrollBounds()
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{
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NormalizedScrollBounds = new Vector2(Viewport.rect.height * 0.5f, TotalDataHeight - (Viewport.rect.height * 0.5f));
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}
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// Cell pool
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public void ReturnCells()
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{
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if (CellPool.Any())
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{
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foreach (var cell in CellPool)
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{
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DataSource.OnCellReturned(cell);
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Pool<T>.Return(cell);
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}
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CellPool.Clear();
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}
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}
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private void CreateCellPool(bool andResetDataIndex = true)
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{
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ReturnCells();
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float currentPoolCoverage = 0f;
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float requiredCoverage = ScrollRect.viewport.rect.height + RecycleThreshold;
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topPoolIndex = 0;
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bottomPoolIndex = -1;
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// create cells until the Pool area is covered.
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// use minimum default height so that maximum pool count is reached.
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while (currentPoolCoverage <= requiredCoverage)
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{
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bottomPoolIndex++;
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var cell = Pool<T>.Borrow();
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DataSource.OnCellBorrowed(cell);
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CellPool.Add(cell);
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cell.Rect.SetParent(ScrollRect.content, false);
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currentPoolCoverage += PrototypeHeight;
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}
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if (andResetDataIndex)
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bottomDataIndex = CellPool.Count - 1;
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LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
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// after creating pool, set displayed cells.
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var enumerator = GetPoolEnumerator();
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while (enumerator.MoveNext())
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SetCell(CellPool[enumerator.Current.cellIndex], enumerator.Current.dataIndex);
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}
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private void SetRecycleViewBounds(bool extendPoolIfGrown)
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{
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RecycleViewBounds = new Vector2(Viewport.MinY() + HalfThreshold, Viewport.MaxY() - HalfThreshold);
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if (extendPoolIfGrown && prevViewportHeight < Viewport.rect.height && prevViewportHeight != 0.0f)
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ExtendCellPool();
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prevViewportHeight = Viewport.rect.height;
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}
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private bool ExtendCellPool()
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{
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CheckDataSourceCountChange(out _);
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var requiredCoverage = Math.Abs(RecycleViewBounds.y - RecycleViewBounds.x);
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var currentCoverage = CellPool.Count * PrototypeHeight;
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int cellsRequired = (int)Math.Floor((decimal)(requiredCoverage - currentCoverage) / (decimal)PrototypeHeight);
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if (cellsRequired > 0)
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{
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WritingLocked = true;
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bottomDataIndex += cellsRequired;
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float prevAnchor = Content.localPosition.y;
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float prevHeight = Content.rect.height;
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for (int i = 0; i < cellsRequired; i++)
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{
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var cell = Pool<T>.Borrow();
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DataSource.OnCellBorrowed(cell);
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cell.Rect.SetParent(ScrollRect.content, false);
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CellPool.Add(cell);
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if (CellPool.Count > 1)
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{
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int index = CellPool.Count - 1 - (topPoolIndex % (CellPool.Count - 1));
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cell.Rect.SetSiblingIndex(index);
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}
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}
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RefreshCells(true);
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if (Content.localPosition.y != prevAnchor)
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{
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var diff = Content.localPosition.y - prevAnchor;
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Content.localPosition = new Vector3(Content.localPosition.x, Content.localPosition.y - diff);
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}
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ScrollRect.UpdatePrevData();
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SetScrollBounds();
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UpdateSliderHandle(true);
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return true;
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}
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return false;
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}
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// Refresh methods
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private CellInfo _cellInfo = new CellInfo();
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public IEnumerator<CellInfo> GetPoolEnumerator()
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{
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int cellIdx = topPoolIndex;
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int dataIndex = TopDataIndex;
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int iterated = 0;
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while (iterated < CellPool.Count)
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{
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_cellInfo.cellIndex = cellIdx;
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_cellInfo.dataIndex = dataIndex;
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yield return _cellInfo;
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cellIdx++;
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if (cellIdx >= CellPool.Count)
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cellIdx = 0;
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dataIndex++;
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iterated++;
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}
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}
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private bool CheckDataSourceCountChange(out bool shouldJumpToBottom)
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{
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shouldJumpToBottom = false;
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int count = DataSource.ItemCount;
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if (bottomDataIndex > count && bottomDataIndex >= CellPool.Count)
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{
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bottomDataIndex = Math.Max(count - 1, CellPool.Count - 1);
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shouldJumpToBottom = true;
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}
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if (HeightCache.Count < count)
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{
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HeightCache.SetIndex(count - 1, PrototypeHeight);
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return true;
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}
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else if (HeightCache.Count > count)
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{
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while (HeightCache.Count > count)
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HeightCache.RemoveLast();
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return false;
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}
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return false;
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}
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private void RefreshCells(bool andReloadFromDataSource, bool setSlider)
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{
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if (!CellPool.Any()) return;
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SetRecycleViewBounds(true);
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CheckDataSourceCountChange(out bool jumpToBottom);
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// update date height cache, and set cells if 'andReload'
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var enumerator = GetPoolEnumerator();
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while (enumerator.MoveNext())
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{
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var curr = enumerator.Current;
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var cell = CellPool[curr.cellIndex];
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if (andReloadFromDataSource)
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SetCell(cell, curr.dataIndex);
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else
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HeightCache.SetIndex(curr.dataIndex, cell.Rect.rect.height);
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}
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// force check recycles
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if (andReloadFromDataSource)
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{
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RecycleBottomToTop();
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RecycleTopToBottom();
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}
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if (setSlider)
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UpdateSliderHandle();
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if (jumpToBottom)
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{
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var diff = Viewport.MaxY() - CellPool[bottomPoolIndex].Rect.MaxY();
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Content.anchoredPosition += Vector2.up * diff;
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}
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LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
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SetScrollBounds();
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ScrollRect.UpdatePrevData();
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}
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private void SetCell(T cachedCell, int dataIndex)
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{
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cachedCell.Enable();
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DataSource.SetCell(cachedCell, dataIndex);
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LayoutRebuilder.ForceRebuildLayoutImmediate(cachedCell.Rect);
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HeightCache.SetIndex(dataIndex, cachedCell.Rect.rect.height);
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}
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// Value change processor
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private void OnValueChangedListener(Vector2 val)
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{
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if (WritingLocked || !m_initialized)
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return;
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if (InputManager.MouseScrollDelta != Vector2.zero)
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ScrollRect.StopMovement();
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SetRecycleViewBounds(true);
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float yChange = ((Vector2)ScrollRect.content.localPosition - prevAnchoredPos).y;
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float adjust = 0f;
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if (yChange > 0) // Scrolling down
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{
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if (ShouldRecycleTop)
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adjust = RecycleTopToBottom();
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}
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else if (yChange < 0) // Scrolling up
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{
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if (ShouldRecycleBottom)
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adjust = RecycleBottomToTop();
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}
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var vector = new Vector2(0, adjust);
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ScrollRect.m_ContentStartPosition += vector;
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ScrollRect.m_PrevPosition += vector;
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prevAnchoredPos = ScrollRect.content.anchoredPosition;
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SetScrollBounds();
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//WritingLocked = true;
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UpdateSliderHandle();
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}
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private bool ShouldRecycleTop => GetCellExtent(CellPool[topPoolIndex].Rect) > RecycleViewBounds.x
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&& GetCellExtent(CellPool[bottomPoolIndex].Rect) > RecycleViewBounds.y;
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private bool ShouldRecycleBottom => CellPool[bottomPoolIndex].Rect.position.y < RecycleViewBounds.y
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&& CellPool[topPoolIndex].Rect.position.y < RecycleViewBounds.x;
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private float GetCellExtent(RectTransform cell) => cell.MaxY() - contentLayout.spacing;
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private float RecycleTopToBottom()
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{
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WritingLocked = true;
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float recycledheight = 0f;
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while (ShouldRecycleTop && CurrentDataCount < DataSource.ItemCount)
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{
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var cell = CellPool[topPoolIndex];
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//Move top cell to bottom
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cell.Rect.SetAsLastSibling();
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var prevHeight = cell.Rect.rect.height;
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// update content position
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Content.anchoredPosition -= Vector2.up * prevHeight;
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recycledheight += prevHeight + contentLayout.spacing;
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//set Cell
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SetCell(cell, CurrentDataCount);
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//set new indices
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bottomDataIndex++;
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bottomPoolIndex = topPoolIndex;
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topPoolIndex = (topPoolIndex + 1) % CellPool.Count;
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}
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//LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
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return -recycledheight;
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}
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private float RecycleBottomToTop()
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{
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WritingLocked = true;
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float recycledheight = 0f;
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while (ShouldRecycleBottom && CurrentDataCount > CellPool.Count)
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{
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var cell = CellPool[bottomPoolIndex];
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//Move bottom cell to top
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cell.Rect.SetAsFirstSibling();
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var prevHeight = cell.Rect.rect.height;
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// update content position
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Content.anchoredPosition += Vector2.up * prevHeight;
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recycledheight += prevHeight + contentLayout.spacing;
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//set new index
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bottomDataIndex--;
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//set Cell
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SetCell(cell, TopDataIndex);
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// move content again for new cell size
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var newHeight = cell.Rect.rect.height;
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var diff = newHeight - prevHeight;
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if (diff != 0.0f)
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{
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Content.anchoredPosition += Vector2.up * diff;
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recycledheight += diff;
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}
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//set new indices
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topPoolIndex = bottomPoolIndex;
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bottomPoolIndex = (bottomPoolIndex - 1 + CellPool.Count) % CellPool.Count;
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}
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//LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
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return recycledheight;
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}
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// Slider
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private void UpdateSliderHandle(bool forcePositionValue = true)
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{
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CheckDataSourceCountChange(out _);
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var dataHeight = TotalDataHeight;
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// calculate handle size based on viewport / total data height
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var viewportHeight = Viewport.rect.height;
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var handleHeight = viewportHeight * Math.Min(1, viewportHeight / dataHeight);
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handleHeight = Math.Max(15f, handleHeight);
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// resize the handle container area for the size of the handle (bigger handle = smaller container)
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var container = slider.m_HandleContainerRect;
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container.offsetMax = new Vector2(container.offsetMax.x, -(handleHeight * 0.5f));
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container.offsetMin = new Vector2(container.offsetMin.x, handleHeight * 0.5f);
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// set handle size
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slider.handleRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, handleHeight);
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// if slider is 100% height then make it not interactable
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slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
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if (forcePositionValue)
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{
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float val = 0f;
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if (TotalDataHeight > 0f)
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{
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float topPos = 0f;
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if (HeightCache.Count > 0)
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topPos = HeightCache[TopDataIndex].startPosition;
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var scrollPos = topPos + Content.anchoredPosition.y;
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val = (float)((decimal)scrollPos / (decimal)(TotalDataHeight - Viewport.rect.height));
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}
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bool prev = writingLocked;
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WritingLocked = true;
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slider.value = val;
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WritingLocked = prev;
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}
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}
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private void OnSliderValueChanged(float val)
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{
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if (this.WritingLocked || !m_initialized)
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return;
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this.WritingLocked = true;
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ScrollRect.StopMovement();
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// normalize the scroll position for the scroll bounds.
|
|
// this translates the value into saying "point at the center of the height of the viewport"
|
|
var scrollHeight = NormalizedScrollBounds.y - NormalizedScrollBounds.x;
|
|
var desiredPosition = val * scrollHeight + NormalizedScrollBounds.x;
|
|
|
|
// add offset above it for viewport height
|
|
var halfView = Viewport.rect.height * 0.5f;
|
|
var desiredMinY = desiredPosition - halfView;
|
|
|
|
// get the data index at the top of the viewport
|
|
int topViewportIndex = HeightCache.GetDataIndexAtPosition(desiredMinY);
|
|
topViewportIndex = Math.Max(0, topViewportIndex);
|
|
topViewportIndex = Math.Min(DataSource.ItemCount - 1, topViewportIndex);
|
|
|
|
// get the real top pooled data index to display our content
|
|
int poolStartIndex = Math.Max(0, topViewportIndex - (int)(ExtraPoolCells * 0.5f));
|
|
poolStartIndex = Math.Min(Math.Max(0, DataSource.ItemCount - CellPool.Count), poolStartIndex);
|
|
|
|
var topStartPos = HeightCache[poolStartIndex].startPosition;
|
|
|
|
float desiredAnchor;
|
|
if (desiredMinY < HalfThreshold)
|
|
desiredAnchor = desiredMinY;
|
|
else
|
|
desiredAnchor = desiredMinY - topStartPos;
|
|
Content.anchoredPosition = new Vector2(0, desiredAnchor);
|
|
|
|
int desiredBottomIndex = poolStartIndex + CellPool.Count - 1;
|
|
|
|
// check if our pool indices contain the desired index. If so, rotate and set
|
|
if (bottomDataIndex == desiredBottomIndex)
|
|
{
|
|
// cells will be the same, do nothing?
|
|
}
|
|
else
|
|
{
|
|
if (TopDataIndex > poolStartIndex && TopDataIndex < desiredBottomIndex)
|
|
{
|
|
// top cell falls within the new range, rotate around that
|
|
int rotate = TopDataIndex - poolStartIndex;
|
|
for (int i = 0; i < rotate; i++)
|
|
{
|
|
CellPool[bottomPoolIndex].Rect.SetAsFirstSibling();
|
|
|
|
//set new indices
|
|
topPoolIndex = bottomPoolIndex;
|
|
bottomPoolIndex = (bottomPoolIndex - 1 + CellPool.Count) % CellPool.Count;
|
|
bottomDataIndex--;
|
|
|
|
SetCell(CellPool[topPoolIndex], TopDataIndex);
|
|
}
|
|
}
|
|
else if (bottomDataIndex > poolStartIndex && bottomDataIndex < desiredBottomIndex)
|
|
{
|
|
// bottom cells falls within the new range, rotate around that
|
|
int rotate = desiredBottomIndex - bottomDataIndex;
|
|
for (int i = 0; i < rotate; i++)
|
|
{
|
|
CellPool[topPoolIndex].Rect.SetAsLastSibling();
|
|
|
|
//set new indices
|
|
bottomPoolIndex = topPoolIndex;
|
|
topPoolIndex = (topPoolIndex + 1) % CellPool.Count;
|
|
bottomDataIndex++;
|
|
|
|
SetCell(CellPool[bottomPoolIndex], bottomDataIndex);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bottomDataIndex = desiredBottomIndex;
|
|
var enumerator = GetPoolEnumerator();
|
|
while (enumerator.MoveNext())
|
|
{
|
|
var curr = enumerator.Current;
|
|
var cell = CellPool[curr.cellIndex];
|
|
SetCell(cell, curr.dataIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
SetRecycleViewBounds(true);
|
|
|
|
SetScrollBounds();
|
|
ScrollRect.UpdatePrevData();
|
|
|
|
UpdateSliderHandle(false);
|
|
}
|
|
|
|
/// <summary>Use <see cref="UIFactory.CreateScrollPool"/></summary>
|
|
public override void ConstructUI(GameObject parent) => throw new NotImplementedException();
|
|
}
|
|
}
|