mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-17 08:37:49 +08:00
Make abstract UIPanel class, refactor SceneExplorer into that, some fixes
This commit is contained in:
@ -37,6 +37,11 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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private List<ICell> _cachedCells;
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private Bounds _recyclableViewBounds;
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/// <summary>
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/// Extra pooled cells above AND below the viewport (so actual extra pool is double this value).
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/// </summary>
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public int ExtraCellPoolSize = 2;
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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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@ -46,10 +51,8 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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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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// 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 ExternallySetting = false;
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public bool AutoResizeHandleRect;
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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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@ -79,8 +82,6 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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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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//this.ExternallySetting = false;
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});
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}
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@ -106,7 +107,70 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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// ExternallySetting = false;
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}
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internal void SetSliderFromScrollValue(bool forceValue = true)
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{
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int total = DataSource.ItemCount;
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// avoid DivideByZeroException, this is harmless if count was <= 0.
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if (total <= 0)
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total = 1;
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var spread = _cellPool.Count - (ExtraCellPoolSize * 2);
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if (forceValue)
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{
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var range = GetDisplayedRange();
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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 / (total - _cellPool.Count));
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}
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// resize the handle rect to reflect the size of the displayed content vs. the total content height.
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if (AutoResizeHandleRect)
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{
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var viewportHeight = scrollRect.viewport.rect.height;
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var handleRatio = (decimal)spread / total;
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var handleHeight = viewportHeight * (float)Math.Min(1, handleRatio);
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// need to resize the handle container area for the size of the handle (bigger handle = smaller area)
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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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var handle = _slider.handleRect;
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handle.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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}
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}
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/// <summary>
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/// Try to jump to the specified index. Pretty accurate, not perfect. Currently assumes all elements are the same height.
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/// </summary>
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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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// clamp to real index limit
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index = Math.Min(index, realCount - 1);
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// add the buffer count to desired index and set our currentItemCount to that.
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currentItemCount = index + _cachedCells.Count;
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currentItemCount = Math.Max(Math.Min(currentItemCount, realCount - 1), _cachedCells.Count);
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Refresh();
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// if we're jumping to the very bottom we need to show the extra pooled cells which are normally hidden.
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var y = 0f;
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if (index >= realCount - (ExtraCellPoolSize * 4))
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y = _cellHeight * (index - realCount + (4 * ExtraCellPoolSize)) + ExtraCellPoolSize; // add +1 to show the last entry.
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scrollRect.content.anchoredPosition = new Vector2(scrollRect.content.anchoredPosition.x, y);
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}
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/// <summary>
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/// Get the start and end indexes (relative to DataSource) of the cell pool
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/// </summary>
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@ -178,47 +242,10 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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RefreshContentSize();
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//internallySetting = true;
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//SetSliderFromScrollValue();
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SetSliderFromScrollValue(false);
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//internallySetting = false;
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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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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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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;
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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 = scrollRect.viewport.rect.height / _cellHeight;
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var poolRange = scrollRect.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 * 2));
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scrollRect.content.anchoredPosition = new Vector2(scrollRect.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 = scrollRect.viewport.GetComponent<RectTransform>().rect.width;
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@ -282,7 +309,7 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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private void SetRecyclingBounds()
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{
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scrollRect.viewport.GetCorners(_corners);
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float threshHold = _cellHeight * 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
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float threshHold = _cellHeight * ExtraCellPoolSize; //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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@ -319,7 +346,7 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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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 = scrollRect.viewport.rect.height + (_cellHeight * 4);
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float requiredCoverage = scrollRect.viewport.rect.height + (_cellHeight * (ExtraCellPoolSize * 2));
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//create cells untill the Pool area is covered
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while (currentPoolCoverage < requiredCoverage)
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@ -470,466 +497,4 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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#endregion
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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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// 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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// internal Vector2 _lastScroll;
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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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// // 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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// private Vector2 zeroVector = Vector2.zero;
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// public int PoolCount => _cachedCells.Count;
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// #region MONOBEHAVIOUR
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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 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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// #endregion
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// #region LISTENERS
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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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// #endregion
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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 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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// public void ReloadData()
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// {
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// ReloadData(DataSource);
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// }
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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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// 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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// 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;
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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 = _cellPool[cellIndex].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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// private 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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// 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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// 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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||||
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||||
// //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<RectTransform>();
|
||||
// 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<ICell>());
|
||||
// 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;
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// Recycles cells from top to bottom in the List heirarchy
|
||||
// /// </summary>
|
||||
// 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);
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// Recycles cells from bottom to top in the List heirarchy
|
||||
// /// </summary>
|
||||
// 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
|
||||
//}
|
||||
|
||||
}
|
||||
|
@ -116,8 +116,8 @@ namespace UnityExplorer.UI.Utility
|
||||
GameObject sliderObj = UIFactory.CreateUIObject("SliderScrollbar", parent, UIFactory._smallElementSize);
|
||||
|
||||
GameObject bgObj = UIFactory.CreateUIObject("Background", sliderObj);
|
||||
GameObject fillAreaObj = UIFactory.CreateUIObject("Fill Area", sliderObj);
|
||||
GameObject fillObj = UIFactory.CreateUIObject("Fill", fillAreaObj);
|
||||
//GameObject fillAreaObj = UIFactory.CreateUIObject("Fill Area", sliderObj);
|
||||
//GameObject fillObj = UIFactory.CreateUIObject("Fill", fillAreaObj);
|
||||
GameObject handleSlideAreaObj = UIFactory.CreateUIObject("Handle Slide Area", sliderObj);
|
||||
GameObject handleObj = UIFactory.CreateUIObject("Handle", handleSlideAreaObj);
|
||||
|
||||
@ -131,22 +131,11 @@ namespace UnityExplorer.UI.Utility
|
||||
bgRect.sizeDelta = Vector2.zero;
|
||||
bgRect.offsetMax = new Vector2(0f, 0f);
|
||||
|
||||
RectTransform fillAreaRect = fillAreaObj.GetComponent<RectTransform>();
|
||||
fillAreaRect.anchorMin = new Vector2(0f, 0.20f);
|
||||
fillAreaRect.anchorMax = new Vector2(1f, 0.8f);
|
||||
fillAreaRect.anchoredPosition = new Vector2(0f, 0f);
|
||||
fillAreaRect.sizeDelta = new Vector2(-20f, 0f);
|
||||
|
||||
Image fillImage = fillObj.AddComponent<Image>();
|
||||
fillImage.type = Image.Type.Sliced;
|
||||
fillImage.color = Color.clear;
|
||||
|
||||
fillObj.GetComponent<RectTransform>().sizeDelta = new Vector2(10f, 0f);
|
||||
|
||||
RectTransform handleSlideRect = handleSlideAreaObj.GetComponent<RectTransform>();
|
||||
handleSlideRect.anchorMin = new Vector2(0f, 0f);
|
||||
handleSlideRect.anchorMax = new Vector2(1f, 1f);
|
||||
handleSlideRect.offsetMin = new Vector2(25f, 30f);
|
||||
handleSlideRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
handleSlideRect.offsetMin = new Vector2(27f, 30f);
|
||||
handleSlideRect.offsetMax = new Vector2(-15f, 0f);
|
||||
handleSlideRect.sizeDelta = new Vector2(-20f, -30f);
|
||||
|
||||
@ -165,13 +154,12 @@ namespace UnityExplorer.UI.Utility
|
||||
sliderBarLayout.flexibleHeight = 5000;
|
||||
|
||||
slider = sliderObj.AddComponent<Slider>();
|
||||
slider.fillRect = fillObj.GetComponent<RectTransform>();
|
||||
//slider.fillRect = fillObj.GetComponent<RectTransform>();
|
||||
slider.handleRect = handleObj.GetComponent<RectTransform>();
|
||||
slider.targetGraphic = handleImage;
|
||||
slider.direction = Slider.Direction.BottomToTop;
|
||||
|
||||
RuntimeProvider.Instance.SetColorBlock(
|
||||
slider,
|
||||
RuntimeProvider.Instance.SetColorBlock(slider,
|
||||
new Color(0.25f, 0.25f, 0.25f),
|
||||
new Color(0.3f, 0.3f, 0.3f),
|
||||
new Color(0.2f, 0.2f, 0.2f));
|
||||
|
@ -92,14 +92,15 @@ namespace UnityExplorer.UI.Widgets
|
||||
|
||||
public void RefreshData(bool andReload = false)
|
||||
{
|
||||
//tempObjectCache = objectCache.ToDictionary(it => it.Key, it => it.Value);
|
||||
displayedObjects.Clear();
|
||||
// objectCache.Clear();
|
||||
|
||||
var rootObjects = GetRootEntriesMethod.Invoke();
|
||||
|
||||
foreach (var obj in rootObjects)
|
||||
Traverse(obj.transform);
|
||||
{
|
||||
if (obj)
|
||||
Traverse(obj.transform);
|
||||
}
|
||||
|
||||
if (andReload)
|
||||
Scroller.Refresh();
|
||||
|
Reference in New Issue
Block a user