mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-04 12:32:23 +08:00
rename "InfiniteScrollRect" to "ScrollPool"
This commit is contained in:
501
src/UI/Widgets/ScrollPool/ScrollPool.cs
Normal file
501
src/UI/Widgets/ScrollPool/ScrollPool.cs
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@ -0,0 +1,501 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityExplorer.UI.Models;
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namespace UnityExplorer.UI.Widgets
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{
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public class ScrollPool : UIBehaviourModel
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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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Init();
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}
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public IPoolDataSource DataSource;
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public int PoolCount => _cachedCells.Count;
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public override GameObject UIRoot => scrollRect.gameObject;
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/// <summary>Use <see cref="UIFactory.CreateInfiniteScroll"/></summary>
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public override void ConstructUI(GameObject parent) => throw new NotImplementedException();
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internal ScrollRect scrollRect;
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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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/// <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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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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public bool AutoResizeHandleRect;
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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 override void Init()
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{
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_slider = scrollRect.GetComponentInChildren<Slider>();
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_slider.onValueChanged.AddListener((float val) =>
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{
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if (this.ExternallySetting)
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return;
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this.ExternallySetting = 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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});
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}
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public override 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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internal void OnValueChangedListener(Vector2 _)
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{
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if (ExternallySetting)
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return;
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ExternallySetting = true;
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Vector2 dir = scrollRect.content.anchoredPosition - _prevAnchoredPos;
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scrollRect.m_ContentStartPosition += ProcessValueChange(dir);
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_prevAnchoredPos = scrollRect.content.anchoredPosition;
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SetSliderFromScrollValue();
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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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total = Math.Max(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 / Math.Max(1, (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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// minimum handle size
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handleHeight = Math.Max(handleHeight, 15f);
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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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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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/// <summary>
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/// Initialize with the provided DataSource
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/// </summary>
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/// <param name="dataSource"></param>
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public void Initialize(IPoolDataSource dataSource)
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{
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DataSource = dataSource;
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scrollRect.vertical = true;
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scrollRect.horizontal = false;
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_prevAnchoredPos = scrollRect.content.anchoredPosition;
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scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
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RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
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{
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scrollRect.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(IPoolDataSource dataSource)
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{
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if (scrollRect.onValueChanged == null)
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return;
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scrollRect.StopMovement();
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scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
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DataSource = dataSource;
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RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
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scrollRect.onValueChanged.AddListener(OnValueChangedListener)
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));
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_prevAnchoredPos = scrollRect.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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//internallySetting = true;
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SetSliderFromScrollValue(false);
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//internallySetting = false;
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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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scrollRect.content.sizeDelta = new Vector2(width, scrollRect.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];
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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(scrollRect.content);
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scrollRect.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(scrollRect.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 = 0;
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foreach (var cell in _cachedCells)
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if (cell.Enabled) noOfRows++;
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float contentYSize = noOfRows * _cellHeight;
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scrollRect.content.sizeDelta = new Vector2(scrollRect.content.sizeDelta.x, contentYSize);
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}
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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 * 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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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) => GameObject.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 = scrollRect.content.rect.width;
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_cellHeight = PrototypeCell.rect.height;
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//Get the required pool coverage and mininum size for the Cell pool
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float requiredCoverage = 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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{
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//Instantiate and add to Pool
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RectTransform item = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
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item.name = $"Cell_{_cachedCells.Count + 1}";
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item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
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_cellPool.Add(item);
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item.SetParent(scrollRect.content, false);
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item.anchoredPosition = new Vector2(0, posY);
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posY = item.anchoredPosition.y - item.rect.height;
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currentPoolCoverage += item.rect.height;
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//Setting data for Cell
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var cell = DataSource.CreateCell(item);
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_cachedCells.Add(cell);
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DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
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//Update the Pool size
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poolSize++;
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}
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//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
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if (PrototypeCell.gameObject.scene.IsValid())
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PrototypeCell.gameObject.SetActive(false);
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}
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#endregion
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#region RECYCLING
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public Vector2 ProcessValueChange(Vector2 direction)
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{
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if (_recycling || _cellPool == null || _cellPool.Count == 0)
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return zeroVector;
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//Updating Recyclable view bounds since it can change with resolution changes.
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SetRecyclingBounds();
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_lastScroll = direction;
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if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
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{
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return RecycleTopToBottom();
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}
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else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
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{
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return RecycleBottomToTop();
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}
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return zeroVector;
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}
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/// <summary>
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/// Recycles cells from top to bottom in the List heirarchy
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/// </summary>
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private Vector2 RecycleTopToBottom()
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{
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_recycling = true;
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int n = 0;
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float posY;
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//to determine if content size needs to be updated
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//Recycle until cell at Top is avaiable and current item count smaller than datasource
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while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.ItemCount)
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{
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//Move top cell to bottom
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posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
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_cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
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//Cell for row at
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DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
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//set new indices
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bottomMostCellIndex = topMostCellIndex;
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topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
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currentItemCount++;
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n++;
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}
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//Content anchor position adjustment.
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_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
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scrollRect.content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
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_recycling = false;
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return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
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}
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/// <summary>
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/// Recycles cells from bottom to top in the List heirarchy
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/// </summary>
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private Vector2 RecycleBottomToTop()
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{
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_recycling = true;
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int n = 0;
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float posY = 0;
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//to determine if content size needs to be updated
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//Recycle until cell at bottom is avaiable and current item count is greater than cellpool size
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while (_cellPool[bottomMostCellIndex].MaxY() < _recyclableViewBounds.min.y && currentItemCount > _cellPool.Count)
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{
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//Move bottom cell to top
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posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y;
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_cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(_cellPool[bottomMostCellIndex].anchoredPosition.x, posY);
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n++;
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currentItemCount--;
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//Cell for row at
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DataSource.SetCell(_cachedCells[bottomMostCellIndex], currentItemCount - _cellPool.Count);
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//set new indices
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topMostCellIndex = bottomMostCellIndex;
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bottomMostCellIndex = (bottomMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
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}
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_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
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scrollRect.content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
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_recycling = false;
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return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
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}
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#endregion
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#region HELPERS
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/// <summary>
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/// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
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/// </summary>
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/// <param name="rectTransform"></param>
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private void SetTopAnchor(RectTransform rectTransform)
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{
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//Saving to reapply after anchoring. Width and height changes if anchoring is change.
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float width = rectTransform.rect.width;
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float height = rectTransform.rect.height;
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//Setting top anchor
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rectTransform.anchorMin = new Vector2(0.5f, 1);
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rectTransform.anchorMax = new Vector2(0.5f, 1);
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rectTransform.pivot = new Vector2(0.5f, 1);
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//Reapply size
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rectTransform.sizeDelta = new Vector2(width, height);
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}
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#endregion
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}
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}
|
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Block a user