虚拟列表和循环列表提交

This commit is contained in:
2025-07-19 17:59:28 +08:00
parent 0dd304256c
commit 656e0b0652
38 changed files with 4420 additions and 39 deletions

View File

@@ -71,8 +71,12 @@ namespace CreatGame.AssetBundle
IsInitializeAsync = true;
}
}
public void LoadGameObject(string assetBundleName, Action<GameObject> callback)
/// <summary>
/// 异步加载资源
/// </summary>
/// <param name="assetBundleName"></param>
/// <param name="callback"></param>
public void LoadGameObjectAsync(string assetBundleName, Action<GameObject> callback)
{
if (assetBundles.TryGetValue(assetBundleName, out var bundle))
{
@@ -84,9 +88,9 @@ namespace CreatGame.AssetBundle
{
if (handle.Status == AsyncOperationStatus.Succeeded)
{
var asset = handle.Result;
assetBundles.Add(assetBundleName, new AssetBundleData { assetBundleName = assetBundleName, assetBundle = asset });
callback?.Invoke(GameObject.Instantiate(asset));
var assetData = CacheAssetBundles(assetBundleName, handle.Result);
Addressables.Release(handle);
callback?.Invoke(GameObject.Instantiate(assetData.assetBundle));
}
else
{
@@ -95,5 +99,41 @@ namespace CreatGame.AssetBundle
}
};
}
/// <summary>
/// 同步等待加载资源
/// </summary>
/// <param name="assetBundleName"></param>
public GameObject LoadGameObject(string assetBundleName)
{
if (assetBundles.TryGetValue(assetBundleName, out var bundle))
{
return GameObject.Instantiate(bundle.assetBundle);
}
var handle = Addressables.LoadAssetAsync<GameObject>(assetBundleName);
handle.WaitForCompletion();
if (handle.Status == AsyncOperationStatus.Succeeded)
{
bundle = CacheAssetBundles(assetBundleName, handle.Result);
Addressables.Release(handle);
return GameObject.Instantiate(bundle.assetBundle);
}
Debug.LogError("资源加载失败");
return null;
}
/// <summary>
/// 缓存加载出来的资源
/// </summary>
/// <param name="bundleName"></param>
/// <param name="bundle"></param>
/// <returns></returns>
private AssetBundleData CacheAssetBundles(string bundleName, GameObject bundle = null)
{
var data = new AssetBundleData(){assetBundleName = bundleName, assetBundle = GameObject.Instantiate(bundle)};
assetBundles.Add(bundleName, data);
return data;
}
}
}

View File

@@ -52,7 +52,7 @@ namespace CreatGame.UI
{
var view = new T();
//加载预制件
AssetBundleManager.Instance.LoadGameObject(view.PrefabPath, (obj) =>
AssetBundleManager.Instance.LoadGameObjectAsync(view.PrefabPath, (obj) =>
{
if (obj == null)
{

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 42130aa0870f6df4bb6217cc2e5805c3
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b10ceda9bec25b14ea5e190eb9bb0341
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,311 @@
using UnityEditor;
using UnityEditor.AnimatedValues;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UIElements;
namespace UnityEditor.UI
{
[CustomEditor(typeof(LoopScrollRectBase), true)]
public class LoopScrollRectInspector : Editor
{
SerializedProperty m_Content;
SerializedProperty m_Horizontal;
SerializedProperty m_Vertical;
SerializedProperty m_MovementType;
SerializedProperty m_Elasticity;
SerializedProperty m_Inertia;
SerializedProperty m_DecelerationRate;
SerializedProperty m_ScrollSensitivity;
SerializedProperty m_Viewport;
SerializedProperty m_HorizontalScrollbar;
SerializedProperty m_VerticalScrollbar;
SerializedProperty m_HorizontalScrollbarVisibility;
SerializedProperty m_VerticalScrollbarVisibility;
SerializedProperty m_HorizontalScrollbarSpacing;
SerializedProperty m_VerticalScrollbarSpacing;
SerializedProperty m_OnValueChanged;
AnimBool m_ShowElasticity;
AnimBool m_ShowDecelerationRate;
bool m_ViewportIsNotChild, m_HScrollbarIsNotChild, m_VScrollbarIsNotChild;
static string s_HError = "For this visibility mode, the Viewport property and the Horizontal Scrollbar property both needs to be set to a Rect Transform that is a child to the Scroll Rect.";
static string s_VError = "For this visibility mode, the Viewport property and the Vertical Scrollbar property both needs to be set to a Rect Transform that is a child to the Scroll Rect.";
//==========LoopScrollRect==========
SerializedProperty totalCount;
SerializedProperty reverseDirection;
int firstItem = 0, lastItem = 0, scrollIndex = 0;
float firstOffset = 0.0f, lastOffset = 0.0f, scrollOffset = 0;
LoopScrollRectBase.ScrollMode scrollMode = LoopScrollRectBase.ScrollMode.ToStart;
float scrollSpeed = 1000, scrollTime = 1;
protected virtual void OnEnable()
{
m_Content = serializedObject.FindProperty("m_Content");
m_Horizontal = serializedObject.FindProperty("m_Horizontal");
m_Vertical = serializedObject.FindProperty("m_Vertical");
m_MovementType = serializedObject.FindProperty("m_MovementType");
m_Elasticity = serializedObject.FindProperty("m_Elasticity");
m_Inertia = serializedObject.FindProperty("m_Inertia");
m_DecelerationRate = serializedObject.FindProperty("m_DecelerationRate");
m_ScrollSensitivity = serializedObject.FindProperty("m_ScrollSensitivity");
m_Viewport = serializedObject.FindProperty("m_Viewport");
m_HorizontalScrollbar = serializedObject.FindProperty("m_HorizontalScrollbar");
m_VerticalScrollbar = serializedObject.FindProperty("m_VerticalScrollbar");
m_HorizontalScrollbarVisibility = serializedObject.FindProperty("m_HorizontalScrollbarVisibility");
m_VerticalScrollbarVisibility = serializedObject.FindProperty("m_VerticalScrollbarVisibility");
m_HorizontalScrollbarSpacing = serializedObject.FindProperty("m_HorizontalScrollbarSpacing");
m_VerticalScrollbarSpacing = serializedObject.FindProperty("m_VerticalScrollbarSpacing");
m_OnValueChanged = serializedObject.FindProperty("m_OnValueChanged");
m_ShowElasticity = new AnimBool(Repaint);
m_ShowDecelerationRate = new AnimBool(Repaint);
SetAnimBools(true);
//==========LoopScrollRect==========
totalCount = serializedObject.FindProperty("totalCount");
reverseDirection = serializedObject.FindProperty("reverseDirection");
}
protected virtual void OnDisable()
{
m_ShowElasticity.valueChanged.RemoveListener(Repaint);
m_ShowDecelerationRate.valueChanged.RemoveListener(Repaint);
}
void SetAnimBools(bool instant)
{
SetAnimBool(m_ShowElasticity, !m_MovementType.hasMultipleDifferentValues && m_MovementType.enumValueIndex == (int)ScrollRect.MovementType.Elastic, instant);
SetAnimBool(m_ShowDecelerationRate, !m_Inertia.hasMultipleDifferentValues && m_Inertia.boolValue == true, instant);
}
void SetAnimBool(AnimBool a, bool value, bool instant)
{
if (instant)
a.value = value;
else
a.target = value;
}
void CalculateCachedValues()
{
m_ViewportIsNotChild = false;
m_HScrollbarIsNotChild = false;
m_VScrollbarIsNotChild = false;
if (targets.Length == 1)
{
Transform transform = ((LoopScrollRectBase)target).transform;
if (m_Viewport.objectReferenceValue == null || ((RectTransform)m_Viewport.objectReferenceValue).transform.parent != transform)
m_ViewportIsNotChild = true;
if (m_HorizontalScrollbar.objectReferenceValue == null || ((Scrollbar)m_HorizontalScrollbar.objectReferenceValue).transform.parent != transform)
m_HScrollbarIsNotChild = true;
if (m_VerticalScrollbar.objectReferenceValue == null || ((Scrollbar)m_VerticalScrollbar.objectReferenceValue).transform.parent != transform)
m_VScrollbarIsNotChild = true;
}
}
public override void OnInspectorGUI()
{
SetAnimBools(false);
serializedObject.Update();
// Once we have a reliable way to know if the object changed, only re-cache in that case.
CalculateCachedValues();
EditorGUILayout.LabelField("Scroll Rect", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_Content);
EditorGUILayout.PropertyField(m_Horizontal);
EditorGUILayout.PropertyField(m_Vertical);
EditorGUILayout.PropertyField(m_MovementType);
if (EditorGUILayout.BeginFadeGroup(m_ShowElasticity.faded))
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_Elasticity);
EditorGUI.indentLevel--;
}
EditorGUILayout.EndFadeGroup();
EditorGUILayout.PropertyField(m_Inertia);
if (EditorGUILayout.BeginFadeGroup(m_ShowDecelerationRate.faded))
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DecelerationRate);
EditorGUI.indentLevel--;
}
EditorGUILayout.EndFadeGroup();
EditorGUILayout.PropertyField(m_ScrollSensitivity);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_Viewport);
EditorGUILayout.PropertyField(m_HorizontalScrollbar);
if (m_HorizontalScrollbar.objectReferenceValue && !m_HorizontalScrollbar.hasMultipleDifferentValues)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_HorizontalScrollbarVisibility, EditorGUIUtility.TrTextContent("Visibility"));
if ((ScrollRect.ScrollbarVisibility)m_HorizontalScrollbarVisibility.enumValueIndex == ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport
&& !m_HorizontalScrollbarVisibility.hasMultipleDifferentValues)
{
if (m_ViewportIsNotChild || m_HScrollbarIsNotChild)
EditorGUILayout.HelpBox(s_HError, MessageType.Error);
EditorGUILayout.PropertyField(m_HorizontalScrollbarSpacing, EditorGUIUtility.TrTextContent("Spacing"));
}
EditorGUI.indentLevel--;
}
EditorGUILayout.PropertyField(m_VerticalScrollbar);
if (m_VerticalScrollbar.objectReferenceValue && !m_VerticalScrollbar.hasMultipleDifferentValues)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_VerticalScrollbarVisibility, EditorGUIUtility.TrTextContent("Visibility"));
if ((ScrollRect.ScrollbarVisibility)m_VerticalScrollbarVisibility.enumValueIndex == ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport
&& !m_VerticalScrollbarVisibility.hasMultipleDifferentValues)
{
if (m_ViewportIsNotChild || m_VScrollbarIsNotChild)
EditorGUILayout.HelpBox(s_VError, MessageType.Error);
EditorGUILayout.PropertyField(m_VerticalScrollbarSpacing, EditorGUIUtility.TrTextContent("Spacing"));
}
EditorGUI.indentLevel--;
}
EditorGUILayout.PropertyField(m_OnValueChanged);
//==========LoopScrollRect==========
EditorGUILayout.LabelField("Loop Scroll Rect", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(totalCount);
EditorGUILayout.PropertyField(reverseDirection);
serializedObject.ApplyModifiedProperties();
LoopScrollRectBase scroll = (LoopScrollRectBase)target;
GUI.enabled = Application.isPlaying;
const float buttonWidth = 100f;
#region Basic Test
EditorGUILayout.LabelField("Basic Test", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Clear existing items");
GUILayout.FlexibleSpace();
if (GUILayout.Button("Clear", GUILayout.Width(buttonWidth)))
{
scroll.ClearCells();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Refresh existing items(only update data)");
GUILayout.FlexibleSpace();
if (GUILayout.Button("Refresh", GUILayout.Width(buttonWidth)))
{
scroll.RefreshCells();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Refill(0, 0.0f)");
GUILayout.FlexibleSpace();
if(GUILayout.Button("Refill", GUILayout.Width(buttonWidth)))
{
scroll.RefillCells();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("RefillFromEnd(0, 0.0f)");
GUILayout.FlexibleSpace();
if(GUILayout.Button("RefillFromEnd", GUILayout.Width(buttonWidth)))
{
scroll.RefillCellsFromEnd();
}
EditorGUILayout.EndHorizontal();
#endregion
#region Refill Test
EditorGUILayout.LabelField("Refill Test", EditorStyles.boldLabel);
firstItem = EditorGUILayout.IntField("FirstItem", firstItem);
firstOffset = EditorGUILayout.FloatField("FirstOffset", firstOffset);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Get first item and offset");
GUILayout.FlexibleSpace();
if (GUILayout.Button("GetFirstItem", GUILayout.Width(buttonWidth)))
{
firstItem = scroll.GetFirstItem(out firstOffset);
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Refill with first item and offset");
GUILayout.FlexibleSpace();
if(GUILayout.Button("Refill", GUILayout.Width(buttonWidth)))
{
scroll.RefillCells(scroll.reverseDirection ? (scroll.totalCount - firstItem) : firstItem, firstOffset);
}
EditorGUILayout.EndHorizontal();
#endregion
#region Refill Test
EditorGUILayout.LabelField("RefillFromEnd Test", EditorStyles.boldLabel);
lastItem = EditorGUILayout.IntField("LastItem", lastItem);
lastOffset = EditorGUILayout.FloatField("LastOffset", lastOffset);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Get last item and offset");
GUILayout.FlexibleSpace();
if (GUILayout.Button("GetLastItem", GUILayout.Width(buttonWidth)))
{
lastItem = scroll.GetLastItem(out lastOffset);
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("RefillFromEnd with last item and offset");
GUILayout.FlexibleSpace();
if(GUILayout.Button("RefillFromEnd", GUILayout.Width(buttonWidth)))
{
scroll.RefillCellsFromEnd(scroll.reverseDirection ? lastItem : (scroll.totalCount - lastItem), lastOffset);
}
EditorGUILayout.EndHorizontal();
#endregion
#region Scroll Test
EditorGUILayout.LabelField("Scroll Test", EditorStyles.boldLabel);
scrollIndex = EditorGUILayout.IntField("ScrollIndex", scrollIndex);
scrollOffset = EditorGUILayout.FloatField("ScrollOffset", scrollOffset);
scrollMode = (LoopScrollRectBase.ScrollMode)EditorGUILayout.EnumPopup("Mode", scrollMode);
scrollSpeed = EditorGUILayout.FloatField("Speed", scrollSpeed);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Scroll to index and offset with speed");
GUILayout.FlexibleSpace();
if(GUILayout.Button("ScrollToCell", GUILayout.Width(buttonWidth)))
{
scroll.ScrollToCell(scrollIndex, scrollSpeed, scrollOffset, scrollMode);
}
EditorGUILayout.EndHorizontal();
scrollTime = EditorGUILayout.FloatField("Time", scrollTime);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Scroll to index and offset whtin time");
GUILayout.FlexibleSpace();
if(GUILayout.Button("ScrollToCellWithinTime", GUILayout.Width(buttonWidth)))
{
scroll.ScrollToCellWithinTime(scrollIndex, scrollTime, scrollOffset, scrollMode);
}
EditorGUILayout.EndHorizontal();
#endregion
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 216d44a40b90b944db6c5f4624768e58
timeCreated: 1439395663
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,182 @@
using UnityEngine;
using System.Collections.Generic;
namespace UnityEngine.UI
{
public static class SGDefaultControls
{
#region code from DefaultControls.cs
public struct Resources
{
public Sprite standard;
public Sprite background;
public Sprite inputField;
public Sprite knob;
public Sprite checkmark;
public Sprite dropdown;
public Sprite mask;
}
private const float kWidth = 160f;
private const float kThickHeight = 30f;
private const float kThinHeight = 20f;
//private static Vector2 s_ThickElementSize = new Vector2(kWidth, kThickHeight);
//private static Vector2 s_ThinElementSize = new Vector2(kWidth, kThinHeight);
//private static Vector2 s_ImageElementSize = new Vector2(100f, 100f);
//private static Color s_DefaultSelectableColor = new Color(1f, 1f, 1f, 1f);
//private static Color s_PanelColor = new Color(1f, 1f, 1f, 0.392f);
private static Color s_TextColor = new Color(50f / 255f, 50f / 255f, 50f / 255f, 1f);
// Helper methods at top
private static GameObject CreateUIElementRoot(string name, Vector2 size)
{
GameObject child = new GameObject(name);
RectTransform rectTransform = child.AddComponent<RectTransform>();
rectTransform.sizeDelta = size;
return child;
}
static GameObject CreateUIObject(string name, GameObject parent)
{
GameObject go = new GameObject(name);
go.AddComponent<RectTransform>();
SetParentAndAlign(go, parent);
return go;
}
private static void SetDefaultTextValues(Text lbl)
{
// Set text values we want across UI elements in default controls.
// Don't set values which are the same as the default values for the Text component,
// since there's no point in that, and it's good to keep them as consistent as possible.
lbl.color = s_TextColor;
}
private static void SetDefaultColorTransitionValues(Selectable slider)
{
ColorBlock colors = slider.colors;
colors.highlightedColor = new Color(0.882f, 0.882f, 0.882f);
colors.pressedColor = new Color(0.698f, 0.698f, 0.698f);
colors.disabledColor = new Color(0.521f, 0.521f, 0.521f);
}
private static void SetParentAndAlign(GameObject child, GameObject parent)
{
if (parent == null)
return;
child.transform.SetParent(parent.transform, false);
SetLayerRecursively(child, parent.layer);
}
private static void SetLayerRecursively(GameObject go, int layer)
{
go.layer = layer;
Transform t = go.transform;
for (int i = 0; i < t.childCount; i++)
SetLayerRecursively(t.GetChild(i).gameObject, layer);
}
#endregion
public static GameObject CreateLoopHorizontalScrollRect(DefaultControls.Resources resources)
{
GameObject root = CreateUIElementRoot("Loop Horizontal Scroll Rect", new Vector2(200, 200));
GameObject viewport = CreateUIObject("Viewport", root);
RectTransform viewportRT = viewport.GetComponent<RectTransform>();
viewportRT.anchorMin = new Vector2(0, 0);
viewportRT.anchorMax = new Vector2(1, 1);
viewportRT.sizeDelta = new Vector2(0, 0);
viewportRT.pivot = new Vector2(0.5f, 0.5f);
viewport.AddComponent<RectMask2D>();
GameObject content = CreateUIObject("Content", viewport);
RectTransform contentRT = content.GetComponent<RectTransform>();
contentRT.anchorMin = new Vector2(0, 0);
contentRT.anchorMax = new Vector2(0, 1);
contentRT.sizeDelta = new Vector2(0, 0);
contentRT.pivot = new Vector2(0, 0.5f);
// Setup UI components.
LoopHorizontalScrollRect scrollRect = root.AddComponent<LoopHorizontalScrollRect>();
scrollRect.content = contentRT;
scrollRect.viewport = viewportRT;
scrollRect.horizontalScrollbar = null;
scrollRect.verticalScrollbar = null;
scrollRect.horizontal = true;
scrollRect.vertical = false;
scrollRect.horizontalScrollbarVisibility = LoopScrollRect.ScrollbarVisibility.Permanent;
scrollRect.verticalScrollbarVisibility = LoopScrollRect.ScrollbarVisibility.Permanent;
scrollRect.horizontalScrollbarSpacing = 0;
scrollRect.verticalScrollbarSpacing = 0;
root.AddComponent<CreatGame.UI.UILoopList>();
HorizontalLayoutGroup layoutGroup = content.AddComponent<HorizontalLayoutGroup>();
layoutGroup.childAlignment = TextAnchor.MiddleLeft;
layoutGroup.childForceExpandWidth = false;
layoutGroup.childForceExpandHeight = true;
ContentSizeFitter sizeFitter = content.AddComponent<ContentSizeFitter>();
sizeFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
sizeFitter.verticalFit = ContentSizeFitter.FitMode.Unconstrained;
return root;
}
public static GameObject CreateLoopVerticalScrollRect(DefaultControls.Resources resources)
{
GameObject root = CreateUIElementRoot("Loop Vertical Scroll Rect", new Vector2(200, 200));
GameObject viewport = CreateUIObject("Viewport", root);
RectTransform viewportRT = viewport.GetComponent<RectTransform>();
viewportRT.anchorMin = new Vector2(0, 0);
viewportRT.anchorMax = new Vector2(1, 1);
viewportRT.sizeDelta = new Vector2(0, 0);
viewportRT.pivot = new Vector2(0.5f, 0.5f);
viewport.AddComponent<RectMask2D>();
GameObject content = CreateUIObject("Content", viewport);
RectTransform contentRT = content.GetComponent<RectTransform>();
contentRT.anchorMin = new Vector2(0, 1);
contentRT.anchorMax = new Vector2(1, 1);
contentRT.sizeDelta = new Vector2(0, 0);
contentRT.pivot = new Vector2(0.5f, 1);
// Setup UI components.
LoopVerticalScrollRect scrollRect = root.AddComponent<LoopVerticalScrollRect>();
scrollRect.content = contentRT;
scrollRect.viewport = viewportRT;
scrollRect.horizontalScrollbar = null;
scrollRect.verticalScrollbar = null;
scrollRect.horizontal = false;
scrollRect.vertical = true;
scrollRect.horizontalScrollbarVisibility = LoopScrollRect.ScrollbarVisibility.Permanent;
scrollRect.verticalScrollbarVisibility = LoopScrollRect.ScrollbarVisibility.Permanent;
scrollRect.horizontalScrollbarSpacing = 0;
scrollRect.verticalScrollbarSpacing = 0;
root.AddComponent<CreatGame.UI.UILoopList>();
VerticalLayoutGroup layoutGroup = content.AddComponent<VerticalLayoutGroup>();
layoutGroup.childAlignment = TextAnchor.UpperCenter;
layoutGroup.childForceExpandWidth = true;
layoutGroup.childForceExpandHeight = false;
ContentSizeFitter sizeFitter = content.AddComponent<ContentSizeFitter>();
sizeFitter.horizontalFit = ContentSizeFitter.FitMode.Unconstrained;
sizeFitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
return root;
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 9e2cfa47387224a4eb069fc6dc8ac8b3
timeCreated: 1476279563
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,151 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace UnityEditor.UI
{
static internal class SGMenuOptions
{
#region code from MenuOptions.cs
private const string kUILayerName = "UI";
private const string kStandardSpritePath = "UI/Skin/UISprite.psd";
private const string kBackgroundSpritePath = "UI/Skin/Background.psd";
private const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
private const string kKnobPath = "UI/Skin/Knob.psd";
private const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
private const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
private const string kMaskPath = "UI/Skin/UIMask.psd";
static private DefaultControls.Resources s_StandardResources;
static private DefaultControls.Resources GetStandardResources()
{
if (s_StandardResources.standard == null)
{
s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
}
return s_StandardResources;
}
private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform)
{
// Find the best scene view
SceneView sceneView = SceneView.lastActiveSceneView;
if (sceneView == null && SceneView.sceneViews.Count > 0)
sceneView = SceneView.sceneViews[0] as SceneView;
// Couldn't find a SceneView. Don't set position.
if (sceneView == null || sceneView.camera == null)
return;
// Create world space Plane from canvas position.
Vector2 localPlanePosition;
Camera camera = sceneView.camera;
Vector3 position = Vector3.zero;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition))
{
// Adjust for canvas pivot
localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;
localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;
localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);
localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);
// Adjust for anchoring
position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;
position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;
Vector3 minLocalPosition;
minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;
minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;
Vector3 maxLocalPosition;
maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;
maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;
position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);
position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);
}
itemTransform.anchoredPosition = position;
itemTransform.localRotation = Quaternion.identity;
itemTransform.localScale = Vector3.one;
}
private static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand)
{
GameObject parent = menuCommand.context as GameObject;
if (parent == null || parent.GetComponentInParent<Canvas>() == null)
{
parent = GetOrCreateCanvasGameObject();
}
string uniqueName = GameObjectUtility.GetUniqueNameForSibling(parent.transform, element.name);
element.name = uniqueName;
Undo.RegisterCreatedObjectUndo(element, "Create " + element.name);
Undo.SetTransformParent(element.transform, parent.transform, "Parent " + element.name);
GameObjectUtility.SetParentAndAlign(element, parent);
if (parent != menuCommand.context) // not a context click, so center in sceneview
SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
Selection.activeGameObject = element;
}
static public GameObject CreateNewUI()
{
// Root for the UI
var root = new GameObject("Canvas");
root.layer = LayerMask.NameToLayer(kUILayerName);
Canvas canvas = root.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
root.AddComponent<CanvasScaler>();
root.AddComponent<GraphicRaycaster>();
Undo.RegisterCreatedObjectUndo(root, "Create " + root.name);
// if there is no event system add one...
// CreateEventSystem(false);
return root;
}
// Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
static public GameObject GetOrCreateCanvasGameObject()
{
GameObject selectedGo = Selection.activeGameObject;
// Try to find a gameobject that is the selected GO or one if its parents.
Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;
if (canvas != null && canvas.gameObject.activeInHierarchy)
return canvas.gameObject;
// No canvas in selection or its parents? Then use just any canvas..
canvas = Object.FindObjectOfType(typeof(Canvas)) as Canvas;
if (canvas != null && canvas.gameObject.activeInHierarchy)
return canvas.gameObject;
// No canvas in the scene at all? Then create a new one.
return SGMenuOptions.CreateNewUI();
}
#endregion
[MenuItem("GameObject/UI/Loop Horizontal Scroll Rect", false, 2151)]
static public void AddLoopHorizontalScrollRect(MenuCommand menuCommand)
{
GameObject go = SGDefaultControls.CreateLoopHorizontalScrollRect(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Loop Vertical Scroll Rect", false, 2152)]
static public void AddLoopVerticalScrollRect(MenuCommand menuCommand)
{
GameObject go = SGDefaultControls.CreateLoopVerticalScrollRect(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
}
}

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using UnityEngine;
using System.Collections;
namespace UnityEngine.UI
{
[AddComponentMenu("UI/Loop Horizontal Scroll Rect", 50)]
[DisallowMultipleComponent]
public class LoopHorizontalScrollRect : LoopScrollRect
{
protected LoopHorizontalScrollRect()
{
direction = LoopScrollRectDirection.Horizontal;
}
protected override float GetSize(RectTransform item, bool includeSpacing)
{
float size = includeSpacing ? contentSpacing : 0;
if (m_GridLayout != null)
{
size += m_GridLayout.cellSize.x;
}
else
{
size += LoopScrollSizeUtils.GetPreferredWidth(item);
}
size *= m_Content.localScale.x;
return size;
}
protected override float GetDimension(Vector2 vector)
{
return -vector.x;
}
protected override float GetAbsDimension(Vector2 vector)
{
return vector.x;
}
protected override Vector2 GetVector(float value)
{
return new Vector2(-value, 0);
}
protected override void Awake()
{
base.Awake();
if (m_Content)
{
GridLayoutGroup layout = m_Content.GetComponent<GridLayoutGroup>();
if (layout != null && layout.constraint != GridLayoutGroup.Constraint.FixedRowCount)
{
Debug.LogError("[LoopScrollRect] unsupported GridLayoutGroup constraint");
}
}
}
protected override bool UpdateItems(ref Bounds viewBounds, ref Bounds contentBounds)
{
bool changed = false;
// special case: handling move several page in one frame
if ((viewBounds.size.x < contentBounds.min.x - viewBounds.max.x) && itemTypeEnd > itemTypeStart)
{
float currentSize = contentBounds.size.x;
float elementSize = EstimiateElementSize();
ReturnToTempPool(false, itemTypeEnd - itemTypeStart);
itemTypeEnd = itemTypeStart;
int offsetCount = Mathf.FloorToInt((contentBounds.min.x - viewBounds.max.x) / (elementSize + contentSpacing));
if (totalCount >= 0 && itemTypeStart - offsetCount * contentConstraintCount < 0)
{
offsetCount = Mathf.FloorToInt((float)(itemTypeStart) / contentConstraintCount);
}
itemTypeStart -= offsetCount * contentConstraintCount;
if (totalCount >= 0)
{
itemTypeStart = Mathf.Max(itemTypeStart, 0);
}
itemTypeEnd = itemTypeStart;
itemTypeSize = 0;
float offset = offsetCount * (elementSize + contentSpacing);
m_Content.anchoredPosition -= new Vector2(offset + (reverseDirection ? currentSize : 0), 0);
contentBounds.center -= new Vector3(offset + currentSize / 2, 0, 0);
contentBounds.size = Vector3.zero;
changed = true;
}
if ((viewBounds.min.x - contentBounds.max.x > viewBounds.size.x) && itemTypeEnd > itemTypeStart)
{
int maxItemTypeStart = -1;
if (totalCount >= 0)
{
maxItemTypeStart = Mathf.Max(0, totalCount - (itemTypeEnd - itemTypeStart));
maxItemTypeStart = (maxItemTypeStart / contentConstraintCount) * contentConstraintCount;
}
float currentSize = contentBounds.size.x;
float elementSize = EstimiateElementSize();
ReturnToTempPool(true, itemTypeEnd - itemTypeStart);
// TODO: fix with contentConstraint?
itemTypeStart = itemTypeEnd;
int offsetCount = Mathf.FloorToInt((viewBounds.min.x - contentBounds.max.x) / (elementSize + contentSpacing));
if (maxItemTypeStart >= 0 && itemTypeStart + offsetCount * contentConstraintCount > maxItemTypeStart)
{
offsetCount = Mathf.FloorToInt((float)(maxItemTypeStart - itemTypeStart) / contentConstraintCount);
}
itemTypeStart += offsetCount * contentConstraintCount;
if (totalCount >= 0)
{
itemTypeStart = Mathf.Max(itemTypeStart, 0);
}
itemTypeEnd = itemTypeStart;
itemTypeSize = 0;
float offset = offsetCount * (elementSize + contentSpacing);
m_Content.anchoredPosition += new Vector2(offset + (reverseDirection ? 0 : currentSize), 0);
contentBounds.center += new Vector3(offset + currentSize / 2, 0, 0);
contentBounds.size = Vector3.zero;
changed = true;
}
if (viewBounds.max.x > contentBounds.max.x - m_ContentRightPadding)
{
float size = NewItemAtEnd(), totalSize = size;
while (size > 0 && viewBounds.max.x > contentBounds.max.x - m_ContentRightPadding + totalSize)
{
size = NewItemAtEnd();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
else if ((itemTypeEnd % contentConstraintCount != 0) && (itemTypeEnd < totalCount || totalCount < 0))
{
NewItemAtEnd();
}
if (viewBounds.min.x < contentBounds.min.x + m_ContentLeftPadding)
{
float size = NewItemAtStart(), totalSize = size;
while (size > 0 && viewBounds.min.x < contentBounds.min.x + m_ContentLeftPadding - totalSize)
{
size = NewItemAtStart();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (viewBounds.max.x < contentBounds.max.x - threshold - m_ContentRightPadding
&& viewBounds.size.x < contentBounds.size.x - threshold)
{
float size = DeleteItemAtEnd(), totalSize = size;
while (size > 0 && viewBounds.max.x < contentBounds.max.x - threshold - m_ContentRightPadding - totalSize)
{
size = DeleteItemAtEnd();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (viewBounds.min.x > contentBounds.min.x + threshold + m_ContentLeftPadding
&& viewBounds.size.x < contentBounds.size.x - threshold)
{
float size = DeleteItemAtStart(), totalSize = size;
while (size > 0 && viewBounds.min.x > contentBounds.min.x + threshold + m_ContentLeftPadding + totalSize)
{
size = DeleteItemAtStart();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (changed)
{
ClearTempPool();
}
return changed;
}
}
}

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using UnityEngine;
using System.Collections;
namespace UnityEngine.UI
{
[AddComponentMenu("UI/Loop Horizontal Scroll Rect(MultiPrefab)", 52)]
[DisallowMultipleComponent]
public class LoopHorizontalScrollRectMulti : LoopScrollRectMulti
{
protected LoopHorizontalScrollRectMulti()
{
direction = LoopScrollRectDirection.Horizontal;
}
protected override float GetSize(RectTransform item, bool includeSpacing)
{
float size = includeSpacing ? contentSpacing : 0;
if (m_GridLayout != null)
{
size += m_GridLayout.cellSize.x;
}
else
{
size += LoopScrollSizeUtils.GetPreferredWidth(item);
}
size *= m_Content.localScale.x;
return size;
}
protected override float GetDimension(Vector2 vector)
{
return -vector.x;
}
protected override float GetAbsDimension(Vector2 vector)
{
return vector.x;
}
protected override Vector2 GetVector(float value)
{
return new Vector2(-value, 0);
}
protected override void Awake()
{
base.Awake();
if (m_Content)
{
GridLayoutGroup layout = m_Content.GetComponent<GridLayoutGroup>();
if (layout != null && layout.constraint != GridLayoutGroup.Constraint.FixedRowCount)
{
Debug.LogError("[LoopScrollRect] unsupported GridLayoutGroup constraint");
}
}
}
protected override bool UpdateItems(ref Bounds viewBounds, ref Bounds contentBounds)
{
bool changed = false;
// special case: handling move several page in one frame
if ((viewBounds.size.x < contentBounds.min.x - viewBounds.max.x) && itemTypeEnd > itemTypeStart)
{
float currentSize = contentBounds.size.x;
float elementSize = EstimiateElementSize();
ReturnToTempPool(false, itemTypeEnd - itemTypeStart);
itemTypeEnd = itemTypeStart;
int offsetCount = Mathf.FloorToInt((contentBounds.min.x - viewBounds.max.x) / (elementSize + contentSpacing));
if (totalCount >= 0 && itemTypeStart - offsetCount * contentConstraintCount < 0)
{
offsetCount = Mathf.FloorToInt((float)(itemTypeStart) / contentConstraintCount);
}
itemTypeStart -= offsetCount * contentConstraintCount;
if (totalCount >= 0)
{
itemTypeStart = Mathf.Max(itemTypeStart, 0);
}
itemTypeEnd = itemTypeStart;
itemTypeSize = 0;
float offset = offsetCount * (elementSize + contentSpacing);
m_Content.anchoredPosition -= new Vector2(offset + (reverseDirection ? currentSize : 0), 0);
contentBounds.center -= new Vector3(offset + currentSize / 2, 0, 0);
contentBounds.size = Vector3.zero;
changed = true;
}
if ((viewBounds.min.x - contentBounds.max.x > viewBounds.size.x) && itemTypeEnd > itemTypeStart)
{
int maxItemTypeStart = -1;
if (totalCount >= 0)
{
maxItemTypeStart = Mathf.Max(0, totalCount - (itemTypeEnd - itemTypeStart));
maxItemTypeStart = (maxItemTypeStart / contentConstraintCount) * contentConstraintCount;
}
float currentSize = contentBounds.size.x;
float elementSize = EstimiateElementSize();
ReturnToTempPool(true, itemTypeEnd - itemTypeStart);
// TODO: fix with contentConstraint?
itemTypeStart = itemTypeEnd;
int offsetCount = Mathf.FloorToInt((viewBounds.min.x - contentBounds.max.x) / (elementSize + contentSpacing));
if (maxItemTypeStart >= 0 && itemTypeStart + offsetCount * contentConstraintCount > maxItemTypeStart)
{
offsetCount = Mathf.FloorToInt((float)(maxItemTypeStart - itemTypeStart) / contentConstraintCount);
}
itemTypeStart += offsetCount * contentConstraintCount;
if (totalCount >= 0)
{
itemTypeStart = Mathf.Max(itemTypeStart, 0);
}
itemTypeEnd = itemTypeStart;
itemTypeSize = 0;
float offset = offsetCount * (elementSize + contentSpacing);
m_Content.anchoredPosition += new Vector2(offset + (reverseDirection ? 0 : currentSize), 0);
contentBounds.center += new Vector3(offset + currentSize / 2, 0, 0);
contentBounds.size = Vector3.zero;
changed = true;
}
if (viewBounds.max.x > contentBounds.max.x - m_ContentRightPadding)
{
float size = NewItemAtEnd(), totalSize = size;
while (size > 0 && viewBounds.max.x > contentBounds.max.x - m_ContentRightPadding + totalSize)
{
size = NewItemAtEnd();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
else if ((itemTypeEnd % contentConstraintCount != 0) && (itemTypeEnd < totalCount || totalCount < 0))
{
NewItemAtEnd();
}
if (viewBounds.min.x < contentBounds.min.x + m_ContentLeftPadding)
{
float size = NewItemAtStart(), totalSize = size;
while (size > 0 && viewBounds.min.x < contentBounds.min.x + m_ContentLeftPadding - totalSize)
{
size = NewItemAtStart();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (viewBounds.max.x < contentBounds.max.x - threshold - m_ContentRightPadding
&& viewBounds.size.x < contentBounds.size.x - threshold)
{
float size = DeleteItemAtEnd(), totalSize = size;
while (size > 0 && viewBounds.max.x < contentBounds.max.x - threshold - m_ContentRightPadding - totalSize)
{
size = DeleteItemAtEnd();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (viewBounds.min.x > contentBounds.min.x + threshold + m_ContentLeftPadding
&& viewBounds.size.x < contentBounds.size.x - threshold)
{
float size = DeleteItemAtStart(), totalSize = size;
while (size > 0 && viewBounds.min.x > contentBounds.min.x + threshold + m_ContentLeftPadding + totalSize)
{
size = DeleteItemAtStart();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (changed)
{
ClearTempPool();
}
return changed;
}
}
}

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using UnityEngine;
using System.Collections;
namespace UnityEngine.UI
{
public interface LoopScrollDataSource
{
void ProvideData(Transform transform, int idx);
}
}

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using UnityEngine;
using System.Collections;
namespace UnityEngine.UI
{
public interface LoopScrollMultiDataSource
{
void ProvideData(Transform transform, int index);
}
}

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using UnityEngine;
using System.Collections;
namespace UnityEngine.UI
{
public interface LoopScrollPrefabSource
{
GameObject GetObject(int index);
void ReturnObject(Transform trans);
}
}

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using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using System;
using System.Collections;
using System.Collections.Generic;
namespace UnityEngine.UI
{
public abstract class LoopScrollRect : LoopScrollRectBase
{
[HideInInspector]
[NonSerialized]
public LoopScrollDataSource dataSource = null;
protected override void ProvideData(Transform transform, int index)
{
dataSource.ProvideData(transform, index);
}
protected override RectTransform GetFromTempPool(int itemIdx)
{
RectTransform nextItem = null;
if (deletedItemTypeStart > 0)
{
deletedItemTypeStart--;
nextItem = m_Content.GetChild(0) as RectTransform;
nextItem.SetSiblingIndex(itemIdx - itemTypeStart + deletedItemTypeStart);
}
else if (deletedItemTypeEnd > 0)
{
deletedItemTypeEnd--;
nextItem = m_Content.GetChild(m_Content.childCount - 1) as RectTransform;
nextItem.SetSiblingIndex(itemIdx - itemTypeStart + deletedItemTypeStart);
}
else
{
nextItem = prefabSource.GetObject(itemIdx).transform as RectTransform;
nextItem.transform.SetParent(m_Content, false);
nextItem.gameObject.SetActive(true);
}
ProvideData(nextItem, itemIdx);
return nextItem;
}
protected override void ReturnToTempPool(bool fromStart, int count)
{
if (fromStart)
deletedItemTypeStart += count;
else
deletedItemTypeEnd += count;
}
protected override void ClearTempPool()
{
Debug.Assert(m_Content.childCount >= deletedItemTypeStart + deletedItemTypeEnd);
if (deletedItemTypeStart > 0)
{
for (int i = deletedItemTypeStart - 1; i >= 0; i--)
{
prefabSource.ReturnObject(m_Content.GetChild(i));
}
deletedItemTypeStart = 0;
}
if (deletedItemTypeEnd > 0)
{
int t = m_Content.childCount - deletedItemTypeEnd;
for (int i = m_Content.childCount - 1; i >= t; i--)
{
prefabSource.ReturnObject(m_Content.GetChild(i));
}
deletedItemTypeEnd = 0;
}
}
}
}

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using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using System;
using System.Collections;
using System.Collections.Generic;
namespace UnityEngine.UI
{
public abstract class LoopScrollRectMulti : LoopScrollRectBase
{
[HideInInspector]
[NonSerialized]
public LoopScrollMultiDataSource dataSource = null;
protected override void ProvideData(Transform transform, int index)
{
dataSource.ProvideData(transform, index);
}
// Multi Data Source cannot support TempPool
protected override RectTransform GetFromTempPool(int itemIdx)
{
RectTransform nextItem = prefabSource.GetObject(itemIdx).transform as RectTransform;
nextItem.transform.SetParent(m_Content, false);
nextItem.gameObject.SetActive(true);
ProvideData(nextItem, itemIdx);
return nextItem;
}
protected override void ReturnToTempPool(bool fromStart, int count)
{
Debug.Assert(m_Content.childCount >= count);
if (fromStart)
{
for (int i = count - 1; i >= 0; i--)
{
prefabSource.ReturnObject(m_Content.GetChild(i));
}
}
else
{
int t = m_Content.childCount - count;
for (int i = m_Content.childCount - 1; i >= t; i--)
{
prefabSource.ReturnObject(m_Content.GetChild(i));
}
}
}
protected override void ClearTempPool()
{
}
}
}

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using UnityEngine;
using System.Collections;
namespace UnityEngine.UI
{
// optional class for better scroll support
public interface LoopScrollSizeHelper
{
Vector2 GetItemsSize(int itemsCount);
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace UnityEngine.UI
{
public static class LoopScrollSizeUtils
{
public static float GetPreferredHeight(RectTransform item)
{
ILayoutElement minLayoutElement;
ILayoutElement preferredLayoutElement;
var minHeight = LayoutUtility.GetLayoutProperty(item, e => e.minHeight, 0, out minLayoutElement);
var preferredHeight = LayoutUtility.GetLayoutProperty(item, e => e.preferredHeight, 0, out preferredLayoutElement);
var result = Mathf.Max(minHeight, preferredHeight);
if (preferredLayoutElement == null && minLayoutElement == null)
{
result = item.rect.height;
}
return result;
}
public static float GetPreferredWidth(RectTransform item)
{
ILayoutElement minLayoutElement;
ILayoutElement preferredLayoutElement;
var minWidth = LayoutUtility.GetLayoutProperty(item, e => e.minWidth, 0, out minLayoutElement);
var preferredWidth = LayoutUtility.GetLayoutProperty(item, e => e.preferredWidth, 0, out preferredLayoutElement);
var result = Mathf.Max(minWidth, preferredWidth);
if (preferredLayoutElement == null && minLayoutElement == null)
{
result = item.rect.width;
}
return result;
}
}
}

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fileFormatVersion: 2
guid: e089162759fe4031997b918866745978
timeCreated: 1721785991

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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
namespace UnityEngine.UI
{
[AddComponentMenu("UI/Loop Vertical Scroll Rect", 51)]
[DisallowMultipleComponent]
public class LoopVerticalScrollRect : LoopScrollRect
{
protected LoopVerticalScrollRect()
{
direction = LoopScrollRectDirection.Vertical;
}
protected override float GetSize(RectTransform item, bool includeSpacing)
{
float size = includeSpacing ? contentSpacing : 0;
if (m_GridLayout != null)
{
size += m_GridLayout.cellSize.y;
}
else
{
size += LoopScrollSizeUtils.GetPreferredHeight(item);
}
size *= m_Content.localScale.y;
return size;
}
protected override float GetDimension(Vector2 vector)
{
return vector.y;
}
protected override float GetAbsDimension(Vector2 vector)
{
return vector.y;
}
protected override Vector2 GetVector(float value)
{
return new Vector2(0, value);
}
protected override void Awake()
{
base.Awake();
if (m_Content)
{
GridLayoutGroup layout = m_Content.GetComponent<GridLayoutGroup>();
if (layout != null && layout.constraint != GridLayoutGroup.Constraint.FixedColumnCount)
{
Debug.LogError("[LoopScrollRect] unsupported GridLayoutGroup constraint");
}
}
}
protected override bool UpdateItems(ref Bounds viewBounds, ref Bounds contentBounds)
{
bool changed = false;
// special case: handling move several page in one frame
if ((viewBounds.size.y < contentBounds.min.y - viewBounds.max.y) && itemTypeEnd > itemTypeStart)
{
int maxItemTypeStart = -1;
if (totalCount >= 0)
{
maxItemTypeStart = Mathf.Max(0, totalCount - (itemTypeEnd - itemTypeStart));
}
float currentSize = contentBounds.size.y;
float elementSize = EstimiateElementSize();
ReturnToTempPool(true, itemTypeEnd - itemTypeStart);
itemTypeStart = itemTypeEnd;
int offsetCount = Mathf.FloorToInt((contentBounds.min.y - viewBounds.max.y) / (elementSize + contentSpacing));
if (maxItemTypeStart >= 0 && itemTypeStart + offsetCount * contentConstraintCount > maxItemTypeStart)
{
offsetCount = Mathf.FloorToInt((float)(maxItemTypeStart - itemTypeStart) / contentConstraintCount);
}
itemTypeStart += offsetCount * contentConstraintCount;
if (totalCount >= 0)
{
itemTypeStart = Mathf.Max(itemTypeStart, 0);
}
itemTypeEnd = itemTypeStart;
itemTypeSize = 0;
float offset = offsetCount * (elementSize + contentSpacing);
m_Content.anchoredPosition -= new Vector2(0, offset + (reverseDirection ? 0 : currentSize));
contentBounds.center -= new Vector3(0, offset + currentSize / 2, 0);
contentBounds.size = Vector3.zero;
changed = true;
}
if ((viewBounds.min.y - contentBounds.max.y > viewBounds.size.y) && itemTypeEnd > itemTypeStart)
{
float currentSize = contentBounds.size.y;
float elementSize = EstimiateElementSize();
ReturnToTempPool(false, itemTypeEnd - itemTypeStart);
itemTypeEnd = itemTypeStart;
int offsetCount = Mathf.FloorToInt((viewBounds.min.y - contentBounds.max.y) / (elementSize + contentSpacing));
if (totalCount >= 0 && itemTypeStart - offsetCount * contentConstraintCount < 0)
{
offsetCount = Mathf.FloorToInt((float)(itemTypeStart) / contentConstraintCount);
}
itemTypeStart -= offsetCount * contentConstraintCount;
if (totalCount >= 0)
{
itemTypeStart = Mathf.Max(itemTypeStart, 0);
}
itemTypeEnd = itemTypeStart;
itemTypeSize = 0;
float offset = offsetCount * (elementSize + contentSpacing);
m_Content.anchoredPosition += new Vector2(0, offset + (reverseDirection ? currentSize : 0));
contentBounds.center += new Vector3(0, offset + currentSize / 2, 0);
contentBounds.size = Vector3.zero;
changed = true;
}
// issue #149: new item before delete
if (viewBounds.min.y < contentBounds.min.y + m_ContentBottomPadding)
{
float size = NewItemAtEnd(), totalSize = size;
while (size > 0 && viewBounds.min.y < contentBounds.min.y + m_ContentBottomPadding - totalSize)
{
size = NewItemAtEnd();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
// issue #178: grid layout could increase totalCount at any time
else if ((itemTypeEnd % contentConstraintCount != 0) && (itemTypeEnd < totalCount || totalCount < 0))
{
NewItemAtEnd();
}
if (viewBounds.max.y > contentBounds.max.y - m_ContentTopPadding)
{
float size = NewItemAtStart(), totalSize = size;
while (size > 0 && viewBounds.max.y > contentBounds.max.y - m_ContentTopPadding + totalSize)
{
size = NewItemAtStart();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (viewBounds.min.y > contentBounds.min.y + threshold + m_ContentBottomPadding
&& viewBounds.size.y < contentBounds.size.y - threshold)
{
float size = DeleteItemAtEnd(), totalSize = size;
while (size > 0 && viewBounds.min.y > contentBounds.min.y + threshold + m_ContentBottomPadding + totalSize)
{
size = DeleteItemAtEnd();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (viewBounds.max.y < contentBounds.max.y - threshold - m_ContentTopPadding
&& viewBounds.size.y < contentBounds.size.y - threshold)
{
float size = DeleteItemAtStart(), totalSize = size;
while (size > 0 && viewBounds.max.y < contentBounds.max.y - threshold - m_ContentTopPadding - totalSize)
{
size = DeleteItemAtStart();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (changed)
{
ClearTempPool();
}
return changed;
}
}
}

View File

@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: ce71017a2903f7c4c9a699e438d0b897
timeCreated: 1439395663
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,187 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
namespace UnityEngine.UI
{
[AddComponentMenu("UI/Loop Vertical Scroll Rect(MultiPrefab)", 53)]
[DisallowMultipleComponent]
public class LoopVerticalScrollRectMulti : LoopScrollRectMulti
{
protected LoopVerticalScrollRectMulti()
{
direction = LoopScrollRectDirection.Vertical;
}
protected override float GetSize(RectTransform item, bool includeSpacing)
{
float size = includeSpacing ? contentSpacing : 0;
if (m_GridLayout != null)
{
size += m_GridLayout.cellSize.y;
}
else
{
size += LoopScrollSizeUtils.GetPreferredHeight(item);
}
size *= m_Content.localScale.y;
return size;
}
protected override float GetDimension(Vector2 vector)
{
return vector.y;
}
protected override float GetAbsDimension(Vector2 vector)
{
return vector.y;
}
protected override Vector2 GetVector(float value)
{
return new Vector2(0, value);
}
protected override void Awake()
{
base.Awake();
if (m_Content)
{
GridLayoutGroup layout = m_Content.GetComponent<GridLayoutGroup>();
if (layout != null && layout.constraint != GridLayoutGroup.Constraint.FixedColumnCount)
{
Debug.LogError("[LoopScrollRect] unsupported GridLayoutGroup constraint");
}
}
}
protected override bool UpdateItems(ref Bounds viewBounds, ref Bounds contentBounds)
{
bool changed = false;
// special case: handling move several page in one frame
if ((viewBounds.size.y < contentBounds.min.y - viewBounds.max.y) && itemTypeEnd > itemTypeStart)
{
int maxItemTypeStart = -1;
if (totalCount >= 0)
{
maxItemTypeStart = Mathf.Max(0, totalCount - (itemTypeEnd - itemTypeStart));
}
float currentSize = contentBounds.size.y;
float elementSize = EstimiateElementSize();
ReturnToTempPool(true, itemTypeEnd - itemTypeStart);
itemTypeStart = itemTypeEnd;
int offsetCount = Mathf.FloorToInt((contentBounds.min.y - viewBounds.max.y) / (elementSize + contentSpacing));
if (maxItemTypeStart >= 0 && itemTypeStart + offsetCount * contentConstraintCount > maxItemTypeStart)
{
offsetCount = Mathf.FloorToInt((float)(maxItemTypeStart - itemTypeStart) / contentConstraintCount);
}
itemTypeStart += offsetCount * contentConstraintCount;
if (totalCount >= 0)
{
itemTypeStart = Mathf.Max(itemTypeStart, 0);
}
itemTypeEnd = itemTypeStart;
itemTypeSize = 0;
float offset = offsetCount * (elementSize + contentSpacing);
m_Content.anchoredPosition -= new Vector2(0, offset + (reverseDirection ? 0 : currentSize));
contentBounds.center -= new Vector3(0, offset + currentSize / 2, 0);
contentBounds.size = Vector3.zero;
changed = true;
}
if ((viewBounds.min.y - contentBounds.max.y > viewBounds.size.y) && itemTypeEnd > itemTypeStart)
{
float currentSize = contentBounds.size.y;
float elementSize = EstimiateElementSize();
ReturnToTempPool(false, itemTypeEnd - itemTypeStart);
itemTypeEnd = itemTypeStart;
int offsetCount = Mathf.FloorToInt((viewBounds.min.y - contentBounds.max.y) / (elementSize + contentSpacing));
if (totalCount >= 0 && itemTypeStart - offsetCount * contentConstraintCount < 0)
{
offsetCount = Mathf.FloorToInt((float)(itemTypeStart) / contentConstraintCount);
}
itemTypeStart -= offsetCount * contentConstraintCount;
if (totalCount >= 0)
{
itemTypeStart = Mathf.Max(itemTypeStart, 0);
}
itemTypeEnd = itemTypeStart;
itemTypeSize = 0;
float offset = offsetCount * (elementSize + contentSpacing);
m_Content.anchoredPosition += new Vector2(0, offset + (reverseDirection ? currentSize : 0));
contentBounds.center += new Vector3(0, offset + currentSize / 2, 0);
contentBounds.size = Vector3.zero;
changed = true;
}
if (viewBounds.min.y < contentBounds.min.y + m_ContentBottomPadding)
{
float size = NewItemAtEnd(), totalSize = size;
while (size > 0 && viewBounds.min.y < contentBounds.min.y + m_ContentBottomPadding - totalSize)
{
size = NewItemAtEnd();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
else if ((itemTypeEnd % contentConstraintCount != 0) && (itemTypeEnd < totalCount || totalCount < 0))
{
NewItemAtEnd();
}
if (viewBounds.max.y > contentBounds.max.y - m_ContentTopPadding)
{
float size = NewItemAtStart(), totalSize = size;
while (size > 0 && viewBounds.max.y > contentBounds.max.y - m_ContentTopPadding + totalSize)
{
size = NewItemAtStart();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (viewBounds.min.y > contentBounds.min.y + threshold + m_ContentBottomPadding
&& viewBounds.size.y < contentBounds.size.y - threshold)
{
float size = DeleteItemAtEnd(), totalSize = size;
while (size > 0 && viewBounds.min.y > contentBounds.min.y + threshold + m_ContentBottomPadding + totalSize)
{
size = DeleteItemAtEnd();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (viewBounds.max.y < contentBounds.max.y - threshold - m_ContentTopPadding
&& viewBounds.size.y < contentBounds.size.y - threshold)
{
float size = DeleteItemAtStart(), totalSize = size;
while (size > 0 && viewBounds.max.y < contentBounds.max.y - threshold - m_ContentTopPadding - totalSize)
{
size = DeleteItemAtStart();
totalSize += size;
}
if (totalSize > 0)
changed = true;
}
if (changed)
{
ClearTempPool();
}
return changed;
}
}
}

View File

@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: a4ae502f584e1924d83adb15f18817dc
timeCreated: 1439395663
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,135 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace CreatGame.UI
{
/// <summary>
/// item提供者
/// </summary>
public delegate string LoopListItemProvider(int index);
/// <summary>
/// item渲染函数
/// </summary>
public delegate void LoopListItemRenderer(GameObject item,int index);
public class UILoopList : MonoBehaviour, LoopScrollPrefabSource, LoopScrollDataSource
{
/// <summary>
///
/// </summary>
public LoopListItemProvider ListItemProvider;
/// <summary>
///
/// </summary>
public LoopListItemRenderer ListItemRenderer;
/// <summary>
///
/// </summary>
private Dictionary<string, Stack<GameObject>> itemPool = new Dictionary<string, Stack<GameObject>>();
/// <summary>
/// 预制件
/// </summary>
public GameObject itemPrefab;
public GameObject GetObject(int index)
{
string itemPath = String.Empty;
if (ListItemProvider != null)
{
itemPath = ListItemProvider(index);
}
else
{
itemPath = "Default";
}
if (itemPool.TryGetValue(itemPath, out Stack<GameObject> itemList) == false)
{
itemList = new Stack<GameObject>();
itemPool.Add(itemPath, itemList);
}
if (itemList.Count == 0)
{
if (ListItemProvider == null)
{
if (itemPrefab != null)
{
itemList.Push(Instantiate(itemPrefab));
}
else
{
Debug.LogError("ItemPrefab is null and ListItemProvider == null");
return null;
}
}
else
{
var item = AssetBundle.AssetBundleManager.Instance.LoadGameObject(itemPath);
var export = item.GetComponent<UIViewBase>();
if (export == null)
{
Debug.LogError("预制件没有绑定导出代码的UIViewBase");
}
export.PreLoad(item);
itemList.Push(item);
}
}
return itemList.Pop();
}
public void ReturnObject(Transform trans)
{
var export = trans.GetComponent<UIViewBase>();
if (export != null)
{
if (itemPool.TryGetValue(export.PrefabPath, out Stack<GameObject> itemList) ==false)
{
itemList = itemPool["Default"];
}
itemList.Push(trans.gameObject);
}
else
{
Debug.LogError("返回对象池失败");
}
}
public void ProvideData(Transform transform, int idx)
{
if (ListItemRenderer == null)
{
Debug.LogError("ListItemRenderer is null");
return;
}
ListItemRenderer(transform.gameObject, idx);
}
/// <summary>
///
/// </summary>
public LoopScrollRect ScrollRect { get; private set; }
private void Start()
{
ScrollRect = GetComponent<LoopScrollRect>();
ScrollRect.prefabSource = this;
ScrollRect.dataSource = this;
}
public int ItemCount
{
get => ScrollRect.totalCount;
set => ScrollRect.totalCount = value;
}
public void RefillCells()
{
ScrollRect?.RefillCells();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7147f1d79bae489b95b90268646bc8bf
timeCreated: 1752913702

View File

@@ -19,7 +19,7 @@ MonoBehaviour:
width: 2048
height: 1060.8
m_ShowMode: 4
m_Title: Console
m_Title: Project
m_RootView: {fileID: 7}
m_MinSize: {x: 875, y: 300}
m_MaxSize: {x: 10000, y: 10000}
@@ -74,7 +74,7 @@ MonoBehaviour:
m_MinSize: {x: 200, y: 50}
m_MaxSize: {x: 16192, y: 8096}
vertical: 0
controlID: 54
controlID: 92
draggingID: 0
--- !u!114 &4
MonoBehaviour:
@@ -126,7 +126,7 @@ MonoBehaviour:
m_MinSize: {x: 300, y: 100}
m_MaxSize: {x: 24288, y: 16192}
vertical: 1
controlID: 16
controlID: 91
draggingID: 0
--- !u!114 &6
MonoBehaviour:
@@ -229,7 +229,7 @@ MonoBehaviour:
m_MinSize: {x: 300, y: 50}
m_MaxSize: {x: 24288, y: 8096}
vertical: 0
controlID: 17
controlID: 38
draggingID: 0
--- !u!114 &10
MonoBehaviour:
@@ -271,8 +271,8 @@ MonoBehaviour:
y: 0
width: 590.4
height: 652
m_MinSize: {x: 275, y: 50}
m_MaxSize: {x: 4000, y: 4000}
m_MinSize: {x: 276, y: 71}
m_MaxSize: {x: 4001, y: 4021}
m_ActualView: {fileID: 15}
m_Panes:
- {fileID: 15}
@@ -376,9 +376,9 @@ MonoBehaviour:
m_SceneHierarchy:
m_TreeViewState:
scrollPos: {x: 0, y: 0}
m_SelectedIDs: 90600000
m_SelectedIDs: 0a5f0000
m_LastClickedID: 0
m_ExpandedIDs: 6af4ffff76f4ffff9c6000009e600000
m_ExpandedIDs: 0cfaffff
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
@@ -494,7 +494,7 @@ MonoBehaviour:
m_SkipHidden: 0
m_SearchArea: 1
m_Folders:
- Assets/AssetBundle/Config
- Assets/Scripts/ThirdParty/LoopList/Runtime
m_Globs: []
m_OriginalText:
m_ImportLogFlags: 0
@@ -510,7 +510,7 @@ MonoBehaviour:
scrollPos: {x: 0, y: 0}
m_SelectedIDs: b2df0000
m_LastClickedID: 57266
m_ExpandedIDs: 00000000985f00009a5f00009c5f00009e5f0000a05f0000a25f0000a45f0000a65f0000a85f0000aa5f0000ac5f0000ae5f0000b05f0000
m_ExpandedIDs: 00000000fc5f0000fe5f000000600000026000000460000006600000086000000a6000000c6000000e6000001060000012600000146000001660000018600000
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
@@ -535,10 +535,10 @@ MonoBehaviour:
m_Icon: {fileID: 0}
m_ResourceFile:
m_AssetTreeState:
scrollPos: {x: 0, y: 0}
scrollPos: {x: 0, y: 172.19995}
m_SelectedIDs:
m_LastClickedID: 0
m_ExpandedIDs: ffffffff00000000985f00009a5f00009c5f00009e5f0000a05f0000a25f0000a45f0000a65f0000a85f0000aa5f0000ac5f0000ae5f0000b05f0000da5f0000e45f0000
m_ExpandedIDs: ffffffff00000000ca5e0000d25e0000fc5f0000fe5f00000260000004600000066000000c6000000e60000054600000
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
@@ -770,7 +770,7 @@ MonoBehaviour:
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 24.8}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 1
id: unity-search-toolbar
index: 1
@@ -822,7 +822,7 @@ MonoBehaviour:
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 24.8}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Light Settings
index: 0
@@ -848,7 +848,7 @@ MonoBehaviour:
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 24.8}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Cloth Constraints
index: 1
@@ -861,7 +861,7 @@ MonoBehaviour:
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 24.8}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Cloth Collisions
index: 2
@@ -913,7 +913,7 @@ MonoBehaviour:
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 24.8}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Occlusion Culling
index: 3
@@ -926,7 +926,7 @@ MonoBehaviour:
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 24.8}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Physics Debugger
index: 4
@@ -939,7 +939,7 @@ MonoBehaviour:
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 24.8}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Scene Visibility
index: 5
@@ -952,7 +952,7 @@ MonoBehaviour:
collapsed: 0
displayed: 0
snapOffset: {x: 0, y: 0}
snapOffsetDelta: {x: 0, y: 24.8}
snapOffsetDelta: {x: 0, y: 0}
snapCorner: 0
id: Scene View/Particles
index: 6
@@ -1053,15 +1053,15 @@ MonoBehaviour:
m_OverlaysVisible: 1
m_WindowGUID: 4b0f6f5c8c62bf3488500418d3d8472c
m_Gizmos: 1
m_OverrideSceneCullingMask: 0
m_SceneIsLit: 0
m_OverrideSceneCullingMask: 6917529027641081856
m_SceneIsLit: 1
m_SceneLighting: 1
m_2DMode: 1
m_2DMode: 0
m_isRotationLocked: 0
m_PlayAudio: 0
m_AudioPlay: 0
m_Position:
m_Target: {x: 555.8997, y: 291.5927, z: -0.53083503}
m_Target: {x: -3.6708412, y: -4.282875, z: 44.11006}
speed: 2
m_Value: {x: 555.8997, y: 291.5927, z: -0.53083503}
m_RenderMode: 0
@@ -1074,7 +1074,7 @@ MonoBehaviour:
m_SceneViewState:
m_AlwaysRefresh: 0
showFog: 1
showSkybox: 0
showSkybox: 1
showFlares: 1
showImageEffects: 1
showParticleSystems: 1
@@ -1091,15 +1091,15 @@ MonoBehaviour:
m_Size: {x: 0, y: 0}
yGrid:
m_Fade:
m_Target: 0
m_Target: 1
speed: 2
m_Value: 0
m_Value: 1
m_Color: {r: 0.5, g: 0.5, b: 0.5, a: 0.4}
m_Pivot: {x: 0, y: 0, z: 0}
m_Size: {x: 1, y: 1}
zGrid:
m_Fade:
m_Target: 1
m_Target: 0
speed: 2
m_Value: 1
m_Color: {r: 0.5, g: 0.5, b: 0.5, a: 0.4}
@@ -1109,17 +1109,17 @@ MonoBehaviour:
m_GridAxis: 1
m_gridOpacity: 0.5
m_Rotation:
m_Target: {x: 0, y: 0, z: 0, w: 1}
m_Target: {x: -0.25270963, y: 0.65854186, z: -0.25104713, w: -0.6629036}
speed: 2
m_Value: {x: 0, y: 0, z: 0, w: 1}
m_Size:
m_Target: 522.41943
m_Target: 53.034447
speed: 2
m_Value: 522.41943
m_Ortho:
m_Target: 1
m_Target: 0
speed: 2
m_Value: 1
m_Value: 0
m_CameraSettings:
m_Speed: 1
m_SpeedNormalized: 0.5
@@ -1133,7 +1133,7 @@ MonoBehaviour:
m_FarClip: 10000
m_DynamicClip: 1
m_OcclusionCulling: 0
m_LastSceneViewRotation: {x: -0.25270963, y: 0.65854186, z: -0.25104713, w: -0.6629036}
m_LastSceneViewRotation: {x: -0.08717229, y: 0.89959055, z: -0.21045254, w: -0.3726226}
m_LastSceneViewOrtho: 0
m_ReplacementShader: {fileID: 0}
m_ReplacementString: