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

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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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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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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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