初始化
This commit is contained in:
3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/.LoopScrollRect/Extend.meta
vendored
Normal file
3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/.LoopScrollRect/Extend.meta
vendored
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 95a3ff7f87754ac9b754edb88a8dd18f
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timeCreated: 1684231887
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@@ -0,0 +1,34 @@
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using Sirenix.OdinInspector;
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namespace UnityEngine.UI
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{
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public abstract partial class LoopScrollRect
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{
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[SerializeField]
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[LabelText("缓存父级对象")]
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internal RectTransform u_CacheRect;
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[SerializeField]
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[LabelText("最大可点击数")]
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[MinValue(1)]
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internal int u_MaxClickCount = 1;
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[SerializeField]
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[LabelText("自动取消上一个选择")]
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[MinValue(1)]
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internal bool u_AutoCancelLast = true;
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[SerializeField]
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[LabelText("重复点击则取消")]
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internal bool u_RepetitionCancel;
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internal int u_StartLine => StartLine; //可见的第一行
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internal int u_CurrentLines => CurrentLines; //滚动中的当前行数
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internal int u_TotalLines => TotalLines; //总数
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internal int u_EndLine => Mathf.Min(u_StartLine + u_CurrentLines, u_TotalLines); //可见的最后一行
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internal int u_ContentConstraintCount => contentConstraintCount; //限制 行/列 数
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internal float u_ContentSpacing => contentSpacing; //间隔
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internal int u_ItemStart => itemTypeStart; //当前显示的第一个的Index
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internal int u_ItemEnd => itemTypeEnd; //当前显示的最后一个index 被+1了注意
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1dafb5ec7aa14af1bbefeb1f5c0d25e6
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timeCreated: 1684240446
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152
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/.LoopScrollRect/Extend/YIUILoopScroll.cs
vendored
Normal file
152
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/.LoopScrollRect/Extend/YIUILoopScroll.cs
vendored
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@@ -0,0 +1,152 @@
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//------------------------------------------------------------
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// Author: 亦亦
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// Mail: 379338943@qq.com
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// Data: 2023年2月12日
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//------------------------------------------------------------
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.UI;
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using Object = UnityEngine.Object;
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namespace YIUIFramework
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{
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public partial class YIUILoopScroll<TData, TItemRenderer>: LoopScrollPrefabAsyncSource, LoopScrollDataSource
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where TItemRenderer : UIBase
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{
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/// <summary>
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/// 列表项渲染器
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/// </summary>
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/// <param name="index">数据的索引</param>
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/// <param name="data">数据项</param>
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/// <param name="item">显示对象</param>
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/// <param name="select">是否被选中</param>
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public delegate void ListItemRenderer(int index, TData data, TItemRenderer item, bool select);
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private ListItemRenderer m_ItemRenderer;
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private UIBindVo m_BindVo;
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private IList<TData> m_Data;
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private LoopScrollRect m_Owner;
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private ObjAsyncCache<TItemRenderer> m_UIBasePool;
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private Dictionary<Transform, TItemRenderer> m_ItemTransformDic = new Dictionary<Transform, TItemRenderer>();
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private Dictionary<Transform, int> m_ItemTransformIndexDic = new Dictionary<Transform, int>();
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public YIUILoopScroll(
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LoopScrollRect owner,
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ListItemRenderer itemRenderer)
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{
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var data = UIBindHelper.GetBindVoByType<TItemRenderer>();
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if (data == null) return;
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m_ItemTransformDic.Clear();
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m_ItemTransformIndexDic.Clear();
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m_BindVo = data.Value;
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m_ItemRenderer = itemRenderer;
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m_UIBasePool = new ObjAsyncCache<TItemRenderer>(OnCreateItemRenderer);
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m_Owner = owner;
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m_Owner.prefabSource = this;
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m_Owner.dataSource = this;
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InitCacheParent();
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InitClearContent();
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}
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#region Private
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private void InitCacheParent()
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{
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if (m_Owner.u_CacheRect != null)
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{
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m_Owner.u_CacheRect.gameObject.SetActive(false);
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}
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else
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{
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var cacheObj = new GameObject("Cache");
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var cacheRect = cacheObj.GetOrAddComponent<RectTransform>();
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m_Owner.u_CacheRect = cacheRect;
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cacheRect.SetParent(m_Owner.transform, false);
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cacheObj.SetActive(false);
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}
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}
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//不应该初始化时有内容 所有不管是什么全部摧毁
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private void InitClearContent()
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{
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var count = Content.childCount;
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for (var i = 0; i < count; i++)
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{
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var child = Content.GetChild(0);
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Object.DestroyImmediate(child.gameObject);
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}
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}
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private TItemRenderer GetItemRendererByDic(Transform tsf)
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{
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if (m_ItemTransformDic.TryGetValue(tsf, out var value))
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{
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return value;
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}
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Debug.LogError($"{tsf.name} 没找到这个关联对象 请检查错误");
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return null;
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}
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private void AddItemRendererByDic(Transform tsf, TItemRenderer item)
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{
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m_ItemTransformDic.TryAdd(tsf, item);
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}
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private int GetItemIndex(Transform tsf)
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{
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return m_ItemTransformIndexDic.GetValueOrDefault(tsf, -1);
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}
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private void ResetItemIndex(Transform tsf, int index)
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{
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m_ItemTransformIndexDic[tsf] = index;
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}
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#endregion
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#region LoopScrollRect Interface
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private async UniTask<TItemRenderer> OnCreateItemRenderer()
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{
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var uiBase = await YIUIFactory.InstantiateAsync<TItemRenderer>(m_BindVo);
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AddItemRendererByDic(uiBase.OwnerRectTransform, uiBase);
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return AddOnClickEvent(uiBase);
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}
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public async UniTask<GameObject> GetObject(int index)
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{
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var uiBase = await m_UIBasePool.Get();
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return uiBase.OwnerGameObject;
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}
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public void ReturnObject(Transform transform)
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{
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var uiBase = GetItemRendererByDic(transform);
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if (uiBase == null) return;
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m_UIBasePool.Put(uiBase);
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ResetItemIndex(transform, -1);
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transform.SetParent(m_Owner.u_CacheRect, false);
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}
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public void ProvideData(Transform transform, int index)
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{
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var uiBase = GetItemRendererByDic(transform);
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if (uiBase == null) return;
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ResetItemIndex(transform, index);
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var select = m_OnClickItemHashSet.Contains(index);
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if (m_Data == null)
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{
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Debug.LogError($"当前没有设定数据 m_Data == null");
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return;
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}
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m_ItemRenderer?.Invoke(index, m_Data[index], uiBase, select);
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}
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#endregion
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ecbeceb50fb342d6960d03203f971d89
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timeCreated: 1684288929
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@@ -0,0 +1,139 @@
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using System.Collections.Generic;
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using System.Linq;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace YIUIFramework
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{
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/// <summary>
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/// 对外可调用API
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/// </summary>
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public partial class YIUILoopScroll<TData, TItemRenderer>
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{
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//设置数据 然后刷新
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//不管是要修改数据长度 还是数据变更了 都用此方法刷新
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public async UniTask SetDataRefresh(IList<TData> data)
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{
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m_Data = data;
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m_Owner.totalCount = data.Count;
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await RefillCells();
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}
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//所有数据全部刷新 全部显示 不基于无限循环了
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//适用于数据量很少的情况 需要动态显示的
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public async UniTask SetDataRefreshShowAll(IList<TData> data)
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{
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m_Data = data;
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m_Owner.totalCount = data.Count;
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await RefillCells(0,99999);
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await ScrollToCellWithinTime(0,0);
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}
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//刷新时默认选中某个索引数据
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//注意这里相当于+=操作 如果你会频繁调用这个方法
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//又想每次刷新选中不同的索引
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//那么你应该先自行调用一次 ClearSelect
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public async UniTask SetDataRefresh(IList<TData> data, int index)
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{
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SetDefaultSelect(index);
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await SetDataRefresh(data);
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}
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//同上 请看注释 注意使用方式
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public async UniTask SetDataRefresh(IList<TData> data, List<int> index)
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{
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SetDefaultSelect(index);
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await SetDataRefresh(data);
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}
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//如果 < 0 则表示这个对象在对象池里
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public int GetItemIndex(TItemRenderer item)
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{
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return GetItemIndex(item.OwnerRectTransform);
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}
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//只能获取当前可见的对象
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public TItemRenderer GetItemByIndex(int index, bool log = true)
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{
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if (index < ItemStart || index >= ItemEnd) return null;
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var childIndex = index - ItemStart;
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if (childIndex < 0 || childIndex >= Content.childCount)
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{
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if (log)
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{
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Debug.LogError($"索引错误 请检查 index:{index} Start:{ItemStart} childIndex:{childIndex} childCount:{Content.childCount}");
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}
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return null;
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}
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var transform = Content.GetChild(childIndex);
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var uiBase = GetItemRendererByDic(transform);
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return uiBase;
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}
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//判断某个对象是否被选中
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public bool IsSelect(TItemRenderer item)
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{
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return m_OnClickItemHashSet.Contains(GetItemIndex(item));
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}
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//就获取目前显示的这几个数据
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public List<TData> GetShowData()
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{
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var listData = new List<TData>();
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for (var i = ItemStart; i < ItemEnd; i++)
|
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{
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listData.Add(m_Data[i]);
|
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}
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|
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return listData;
|
||||
}
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|
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#region 点击相关 获取被选中目标..
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|
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//获取当前所有被选择的索引
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public List<int> GetSelectIndex()
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{
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return m_OnClickItemQueue.ToList();
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||||
}
|
||||
|
||||
//只能得到当前可见的 不可见的拿不到
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||||
public List<TItemRenderer> GetSelectItem()
|
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{
|
||||
var selectList = new List<TItemRenderer>();
|
||||
foreach (var index in GetSelectIndex())
|
||||
{
|
||||
var item = GetItemByIndex(index);
|
||||
if (item != null)
|
||||
{
|
||||
selectList.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
return selectList;
|
||||
}
|
||||
|
||||
//获取所有被选择的数据
|
||||
public List<TData> GetSelectData()
|
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{
|
||||
var selectList = new List<TData>();
|
||||
foreach (var index in GetSelectIndex())
|
||||
{
|
||||
selectList.Add(m_Data[index]);
|
||||
}
|
||||
|
||||
return selectList;
|
||||
}
|
||||
|
||||
//移除某个选中的目标 然后刷新
|
||||
public async UniTask RemoveSelectIndexRefresh(int index)
|
||||
{
|
||||
RemoveSelectIndex(index);
|
||||
await RefreshCells();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
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@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d03accccee69468dbc99efeb392c1211
|
||||
timeCreated: 1684310524
|
||||
@@ -0,0 +1,77 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YIUIFramework
|
||||
{
|
||||
/// <summary>
|
||||
/// 快捷方法/属性
|
||||
/// </summary>
|
||||
public partial class YIUILoopScroll<TData, TItemRenderer>
|
||||
{
|
||||
public int TotalCount => m_Owner.totalCount; //总数
|
||||
public RectTransform Content => m_Owner.content;
|
||||
public RectTransform CacheRect => m_Owner.u_CacheRect;
|
||||
public int StartLine => m_Owner.u_StartLine; //可见的第一行
|
||||
public int CurrentLines => m_Owner.u_CurrentLines; //滚动中的当前行数
|
||||
public int TotalLines => m_Owner.u_TotalLines; //总数
|
||||
public int EndLine => Mathf.Min(StartLine + CurrentLines, TotalLines); //可见的最后一行
|
||||
public int ContentConstraintCount => m_Owner.u_ContentConstraintCount; //限制 行/列 数
|
||||
public float ContentSpacing => m_Owner.u_ContentSpacing; //间隔
|
||||
public int ItemStart => m_Owner.u_ItemStart; //当前显示的第一个的Index
|
||||
public int ItemEnd => m_Owner.u_ItemEnd; //当前显示的最后一个index 被+1了注意
|
||||
|
||||
//在开始时用startItem填充单元格,同时清除现有的单元格
|
||||
public async UniTask RefillCells(int startItem = 0, float contentOffset = 0)
|
||||
{
|
||||
await m_Owner.RefillCells(startItem, contentOffset);
|
||||
}
|
||||
|
||||
//在结束时重新填充endItem中的单元格,同时清除现有的单元格
|
||||
public async UniTask RefillCellsFromEnd(int endItem = 0, bool alignStart = false)
|
||||
{
|
||||
await m_Owner.RefillCellsFromEnd(endItem, alignStart);
|
||||
}
|
||||
|
||||
public async UniTask RefreshCells()
|
||||
{
|
||||
await m_Owner.RefreshCells();
|
||||
}
|
||||
|
||||
public void ClearCells()
|
||||
{
|
||||
m_Owner.ClearCells();
|
||||
}
|
||||
|
||||
public int GetFirstItem(out float offset)
|
||||
{
|
||||
return m_Owner.GetFirstItem(out offset);
|
||||
}
|
||||
|
||||
public int GetLastItem(out float offset)
|
||||
{
|
||||
return m_Owner.GetLastItem(out offset);
|
||||
}
|
||||
|
||||
private int GetValidIndex(int index)
|
||||
{
|
||||
return Mathf.Clamp(index, 0, TotalCount - 1);
|
||||
}
|
||||
|
||||
public async UniTask ScrollToCell(int index, float speed)
|
||||
{
|
||||
if (TotalCount <= 0) return;
|
||||
await m_Owner.ScrollToCell(GetValidIndex(index), speed);
|
||||
}
|
||||
|
||||
public async UniTask ScrollToCellWithinTime(int index, float time)
|
||||
{
|
||||
if (TotalCount <= 0) return;
|
||||
await m_Owner.ScrollToCellWithinTime(GetValidIndex(index), time);
|
||||
}
|
||||
|
||||
public void StopMovement()
|
||||
{
|
||||
m_Owner.StopMovement();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6ade2fde49f0414a9c45e2875d361f45
|
||||
timeCreated: 1684303900
|
||||
@@ -0,0 +1,229 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using YIUIBind;
|
||||
|
||||
namespace YIUIFramework
|
||||
{
|
||||
/// <summary>
|
||||
/// 额外点击相关
|
||||
/// </summary>
|
||||
public partial class YIUILoopScroll<TData, TItemRenderer>
|
||||
{
|
||||
/// <summary>
|
||||
/// 列表元素被点击的事件
|
||||
/// </summary>
|
||||
public delegate void OnClickItemEvent(int index, TData data, TItemRenderer item, bool select);
|
||||
|
||||
private bool m_OnClickInit; //是否已初始化
|
||||
private string m_ItemClickEventName; //ui中的点击UIEventP0
|
||||
private OnClickItemEvent m_OnClickItemEvent; //点击回调
|
||||
private Queue<int> m_OnClickItemQueue = new Queue<int>(); //当前所有已选择 遵循先进先出 有序
|
||||
private HashSet<int> m_OnClickItemHashSet = new HashSet<int>(); //当前所有已选择 无序 为了更快查找
|
||||
private int m_MaxClickCount = 1; //可选最大数量 >=2 就是复选 最小1
|
||||
private bool m_RepetitionCancel = true; //重复选择 则取消选择
|
||||
private bool m_AutoCancelLast = true; //当选择操作最大数量过后 自动取消第一个选择的 否则选择无效
|
||||
|
||||
public YIUILoopScroll<TData, TItemRenderer> SetOnClickInfo(
|
||||
string itemClickEventName,
|
||||
OnClickItemEvent onClickItemEvent)
|
||||
{
|
||||
if (m_OnClickInit)
|
||||
{
|
||||
Debug.LogError($"OnClick 相关只能初始化一次 且不能修改");
|
||||
return this;
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(itemClickEventName))
|
||||
{
|
||||
Debug.LogError($"必须有事件名称");
|
||||
return this;
|
||||
}
|
||||
|
||||
if (onClickItemEvent == null)
|
||||
{
|
||||
Debug.LogError($"必须有点击事件");
|
||||
return this;
|
||||
}
|
||||
|
||||
m_MaxClickCount = Mathf.Max(1, m_Owner.u_MaxClickCount);
|
||||
m_ItemClickEventName = itemClickEventName;
|
||||
m_OnClickItemEvent = onClickItemEvent;
|
||||
m_RepetitionCancel = m_Owner.u_RepetitionCancel;
|
||||
m_OnClickInit = true;
|
||||
m_AutoCancelLast = m_Owner.u_AutoCancelLast;
|
||||
m_OnClickItemQueue.Clear();
|
||||
m_OnClickItemHashSet.Clear();
|
||||
return this;
|
||||
}
|
||||
|
||||
//reset=吧之前选择的都取消掉 讲道理应该都是true
|
||||
//false出问题自己查
|
||||
public void ClearSelect(bool reset = true)
|
||||
{
|
||||
if (reset)
|
||||
{
|
||||
var selectCount = m_OnClickItemHashSet.Count;
|
||||
for (var i = 0; i < selectCount; i++)
|
||||
{
|
||||
OnClickItemQueuePeek();
|
||||
}
|
||||
}
|
||||
|
||||
m_OnClickItemQueue.Clear();
|
||||
m_OnClickItemHashSet.Clear();
|
||||
}
|
||||
|
||||
//动态改变 自动取消上一个选择的
|
||||
public void ChangeAutoCancelLast(bool autoCancelLast)
|
||||
{
|
||||
m_AutoCancelLast = autoCancelLast;
|
||||
}
|
||||
|
||||
//动态改变 重复选择 则取消选择
|
||||
public void ChangeRepetitionCancel(bool repetitionCancel)
|
||||
{
|
||||
m_RepetitionCancel = repetitionCancel;
|
||||
}
|
||||
|
||||
//动态改变 最大可选数量
|
||||
public void ChangeMaxClickCount(int count, bool reset = true)
|
||||
{
|
||||
ClearSelect(reset);
|
||||
m_MaxClickCount = Mathf.Max(1, count);
|
||||
}
|
||||
|
||||
//传入对象 选中目标
|
||||
public void OnClickItem(TItemRenderer item)
|
||||
{
|
||||
var index = GetItemIndex(item);
|
||||
if (index < 0)
|
||||
{
|
||||
Debug.LogError($"无法选中一个不在显示中的对象");
|
||||
return;
|
||||
}
|
||||
|
||||
var select = OnClickItemQueueEnqueue(index);
|
||||
OnClickItem(index, item, select);
|
||||
}
|
||||
|
||||
//传入索引 选中目标
|
||||
public void OnClickItem(int index)
|
||||
{
|
||||
if (index < 0 || index >= m_Data.Count)
|
||||
{
|
||||
Debug.LogError($"索引越界{index} 0 - {m_Data.Count}");
|
||||
return;
|
||||
}
|
||||
|
||||
var item = GetItemByIndex(index, false);
|
||||
var select = OnClickItemQueueEnqueue(index);
|
||||
if (item != null)
|
||||
{
|
||||
OnClickItem(index, item, select);
|
||||
}
|
||||
}
|
||||
|
||||
private bool OnClickItemQueueEnqueue(int index)
|
||||
{
|
||||
if (m_OnClickItemHashSet.Contains(index))
|
||||
{
|
||||
if (m_RepetitionCancel)
|
||||
{
|
||||
RemoveSelectIndex(index);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_OnClickItemQueue.Count >= m_MaxClickCount)
|
||||
{
|
||||
if (m_AutoCancelLast)
|
||||
{
|
||||
OnClickItemQueuePeek();
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
OnClickItemHashSetAdd(index);
|
||||
m_OnClickItemQueue.Enqueue(index);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void SetDefaultSelect(int index)
|
||||
{
|
||||
OnClickItemQueueEnqueue(index);
|
||||
}
|
||||
|
||||
private void SetDefaultSelect(List<int> indexs)
|
||||
{
|
||||
foreach (var index in indexs)
|
||||
{
|
||||
SetDefaultSelect(index);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnClickItem(int index, TItemRenderer item, bool select)
|
||||
{
|
||||
m_OnClickItemEvent?.Invoke(index, m_Data[index], item, select);
|
||||
}
|
||||
|
||||
private TItemRenderer AddOnClickEvent(TItemRenderer uiBase)
|
||||
{
|
||||
if (!m_OnClickInit) return uiBase;
|
||||
|
||||
var eventTable = uiBase.m_EventTable;
|
||||
if (eventTable == null)
|
||||
{
|
||||
Debug.LogError($"目标item 没有 event表 请检查");
|
||||
return uiBase;
|
||||
}
|
||||
|
||||
var uEventClickItem = eventTable.FindEvent<UIEventP0>(m_ItemClickEventName);
|
||||
if (uEventClickItem == null)
|
||||
{
|
||||
Debug.LogError($"当前监听的事件未找到 请检查 {typeof (TItemRenderer).Name} 中是否有这个事件 {m_ItemClickEventName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
uEventClickItem.Add(() => { OnClickItem(uiBase); });
|
||||
}
|
||||
|
||||
return uiBase;
|
||||
}
|
||||
|
||||
private void OnClickItemQueuePeek()
|
||||
{
|
||||
var index = m_OnClickItemQueue.Dequeue();
|
||||
OnClickItemHashSetRemove(index);
|
||||
if (index < ItemStart || index >= ItemEnd) return;
|
||||
var item = GetItemByIndex(index);
|
||||
if (item != null)
|
||||
OnClickItem(index, item, false);
|
||||
}
|
||||
|
||||
private void OnClickItemHashSetAdd(int index)
|
||||
{
|
||||
m_OnClickItemHashSet.Add(index);
|
||||
}
|
||||
|
||||
private void OnClickItemHashSetRemove(int index)
|
||||
{
|
||||
m_OnClickItemHashSet.Remove(index);
|
||||
}
|
||||
|
||||
private void RemoveSelectIndex(int index)
|
||||
{
|
||||
var list = m_OnClickItemQueue.ToList();
|
||||
list.Remove(index);
|
||||
m_OnClickItemQueue = new Queue<int>(list);
|
||||
OnClickItemHashSetRemove(index);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8dc0b35a94db4faaba5a440147536be3
|
||||
timeCreated: 1684309606
|
||||
8
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/.LoopScrollRect/Runtime.meta
vendored
Normal file
8
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/.LoopScrollRect/Runtime.meta
vendored
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec0ddcd49b026ab4fb6b7d49fd693e57
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,179 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace UnityEngine.UI
|
||||
{
|
||||
[AddComponentMenu("UI/Loop Horizontal Scroll Rect", 50)]
|
||||
[DisallowMultipleComponent]
|
||||
public class LoopHorizontalScrollRect : LoopScrollRect
|
||||
{
|
||||
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 += LayoutUtility.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] {this.gameObject.name} 不支持的GridLayoutGroup约束 必须使用 FixedRowCount",this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override async UniTask<(bool,Bounds,Bounds)> UpdateItems(Bounds viewBounds, 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 = (currentSize - contentSpacing * (CurrentLines - 1)) / CurrentLines;
|
||||
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;
|
||||
|
||||
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 = (currentSize - contentSpacing * (CurrentLines - 1)) / CurrentLines;
|
||||
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;
|
||||
|
||||
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 = await NewItemAtEnd(), totalSize = size;
|
||||
while (size > 0 && viewBounds.max.x > contentBounds.max.x - m_ContentRightPadding + totalSize)
|
||||
{
|
||||
size = await NewItemAtEnd();
|
||||
totalSize += size;
|
||||
}
|
||||
if (totalSize > 0)
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (viewBounds.min.x < contentBounds.min.x + m_ContentLeftPadding)
|
||||
{
|
||||
float size = await NewItemAtStart(), totalSize = size;
|
||||
while (size > 0 && viewBounds.min.x < contentBounds.min.x + m_ContentLeftPadding - totalSize)
|
||||
{
|
||||
size = await NewItemAtStart();
|
||||
totalSize += size;
|
||||
}
|
||||
if (totalSize > 0)
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (viewBounds.max.x < contentBounds.max.x - threshold - m_ContentRightPadding)
|
||||
{
|
||||
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)
|
||||
{
|
||||
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,viewBounds,contentBounds);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab7b38d60c9f6a944831d24146f39793
|
||||
timeCreated: 1439395663
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,179 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace UnityEngine.UI
|
||||
{
|
||||
[AddComponentMenu("UI/Loop Horizontal Scroll Rect(MultiPrefab)", 52)]
|
||||
[DisallowMultipleComponent]
|
||||
public class LoopHorizontalScrollRectMulti : LoopScrollRectMulti
|
||||
{
|
||||
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 += LayoutUtility.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] {this.gameObject.name} 不支持的GridLayoutGroup约束 必须使用 FixedRowCount",this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override async UniTask<(bool,Bounds,Bounds)> UpdateItems(Bounds viewBounds, 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 = (currentSize - contentSpacing * (CurrentLines - 1)) / CurrentLines;
|
||||
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;
|
||||
|
||||
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 = (currentSize - contentSpacing * (CurrentLines - 1)) / CurrentLines;
|
||||
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;
|
||||
|
||||
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 = await NewItemAtEnd(), totalSize = size;
|
||||
while (size > 0 && viewBounds.max.x > contentBounds.max.x - m_ContentRightPadding + totalSize)
|
||||
{
|
||||
size = await NewItemAtEnd();
|
||||
totalSize += size;
|
||||
}
|
||||
if (totalSize > 0)
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (viewBounds.min.x < contentBounds.min.x + m_ContentLeftPadding)
|
||||
{
|
||||
float size = await NewItemAtStart(), totalSize = size;
|
||||
while (size > 0 && viewBounds.min.x < contentBounds.min.x + m_ContentLeftPadding - totalSize)
|
||||
{
|
||||
size = await NewItemAtStart();
|
||||
totalSize += size;
|
||||
}
|
||||
if (totalSize > 0)
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (viewBounds.max.x < contentBounds.max.x - threshold - m_ContentRightPadding)
|
||||
{
|
||||
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)
|
||||
{
|
||||
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,viewBounds,contentBounds);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0aa64ab4e86f574469b5d4fda2e9c85f
|
||||
timeCreated: 1439395663
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,10 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace UnityEngine.UI
|
||||
{
|
||||
public interface LoopScrollDataSource
|
||||
{
|
||||
void ProvideData(Transform transform, int idx);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be1ddd0ddf17846f0b38566071ee623e
|
||||
timeCreated: 1500356133
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,10 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace UnityEngine.UI
|
||||
{
|
||||
public interface LoopScrollMultiDataSource
|
||||
{
|
||||
void ProvideData(Transform transform, int index);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8730c6d35f93cb946b80539f595b48c1
|
||||
timeCreated: 1500356133
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,11 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace UnityEngine.UI
|
||||
{
|
||||
public interface LoopScrollPrefabAsyncSource
|
||||
{
|
||||
UniTask<GameObject> GetObject(int index);
|
||||
|
||||
void ReturnObject(Transform trans);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4cea3807a046c4500be20219e5c46432
|
||||
timeCreated: 1500356133
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,72 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace UnityEngine.UI
|
||||
{
|
||||
public abstract partial class LoopScrollRect : LoopScrollRectBase
|
||||
{
|
||||
[HideInInspector]
|
||||
[NonSerialized]
|
||||
public LoopScrollDataSource dataSource = null;
|
||||
|
||||
protected override void ProvideData(Transform transform, int index)
|
||||
{
|
||||
dataSource.ProvideData(transform, index);
|
||||
}
|
||||
|
||||
protected override async UniTask<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 = (await 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ec983a492fb0204bacc07738659994f
|
||||
timeCreated: 1439395663
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
2343
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/.LoopScrollRect/Runtime/LoopScrollRectBase.cs
vendored
Normal file
2343
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/.LoopScrollRect/Runtime/LoopScrollRectBase.cs
vendored
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 33aaabb8aa0854047a50d2d2b0c6f1a5
|
||||
timeCreated: 1439395663
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,52 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
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 async UniTask<RectTransform> GetFromTempPool(int itemIdx)
|
||||
{
|
||||
RectTransform nextItem = (await 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()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1bb4b17b11dd527499b49566928fed17
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,11 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace UnityEngine.UI
|
||||
{
|
||||
// optional class for better scroll support
|
||||
public interface LoopScrollSizeHelper
|
||||
{
|
||||
Vector2 GetItemsSize(int itemsCount);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34053817472810d49a0a82b79338dde5
|
||||
timeCreated: 1500356133
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,177 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace UnityEngine.UI
|
||||
{
|
||||
[AddComponentMenu("UI/Loop Vertical Scroll Rect", 51)]
|
||||
[DisallowMultipleComponent]
|
||||
public class LoopVerticalScrollRect : LoopScrollRect
|
||||
{
|
||||
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 += LayoutUtility.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] {this.gameObject.name} 不支持的GridLayoutGroup约束 必须使用 FixedColumnCount",this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override async UniTask<(bool,Bounds,Bounds)> UpdateItems(Bounds viewBounds, 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 = (currentSize - contentSpacing * (CurrentLines - 1)) / CurrentLines;
|
||||
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;
|
||||
|
||||
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 = (currentSize - contentSpacing * (CurrentLines - 1)) / CurrentLines;
|
||||
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;
|
||||
|
||||
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 = await NewItemAtEnd(), totalSize = size;
|
||||
while (size > 0 && viewBounds.min.y < contentBounds.min.y + m_ContentBottomPadding - totalSize)
|
||||
{
|
||||
size = await NewItemAtEnd();
|
||||
totalSize += size;
|
||||
}
|
||||
if (totalSize > 0)
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (viewBounds.max.y > contentBounds.max.y - m_ContentTopPadding)
|
||||
{
|
||||
float size = await NewItemAtStart(), totalSize = size;
|
||||
while (size > 0 && viewBounds.max.y > contentBounds.max.y - m_ContentTopPadding + totalSize)
|
||||
{
|
||||
size = await NewItemAtStart();
|
||||
totalSize += size;
|
||||
}
|
||||
if (totalSize > 0)
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (viewBounds.min.y > contentBounds.min.y + threshold + m_ContentBottomPadding)
|
||||
{
|
||||
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)
|
||||
{
|
||||
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,viewBounds,contentBounds);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce71017a2903f7c4c9a699e438d0b897
|
||||
timeCreated: 1439395663
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,176 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace UnityEngine.UI
|
||||
{
|
||||
[AddComponentMenu("UI/Loop Vertical Scroll Rect(MultiPrefab)", 53)]
|
||||
[DisallowMultipleComponent]
|
||||
public class LoopVerticalScrollRectMulti : LoopScrollRectMulti
|
||||
{
|
||||
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 += LayoutUtility.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] {this.gameObject.name} 不支持的GridLayoutGroup约束 必须使用 FixedColumnCount",this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override async UniTask<(bool,Bounds,Bounds)> UpdateItems(Bounds viewBounds, 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 = (currentSize - contentSpacing * (CurrentLines - 1)) / CurrentLines;
|
||||
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;
|
||||
|
||||
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 = (currentSize - contentSpacing * (CurrentLines - 1)) / CurrentLines;
|
||||
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;
|
||||
|
||||
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 = await NewItemAtEnd(), totalSize = size;
|
||||
while (size > 0 && viewBounds.min.y < contentBounds.min.y + m_ContentBottomPadding - totalSize)
|
||||
{
|
||||
size = await NewItemAtEnd();
|
||||
totalSize += size;
|
||||
}
|
||||
if (totalSize > 0)
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (viewBounds.max.y > contentBounds.max.y - m_ContentTopPadding)
|
||||
{
|
||||
float size = await NewItemAtStart(), totalSize = size;
|
||||
while (size > 0 && viewBounds.max.y > contentBounds.max.y - m_ContentTopPadding + totalSize)
|
||||
{
|
||||
size = await NewItemAtStart();
|
||||
totalSize += size;
|
||||
}
|
||||
if (totalSize > 0)
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (viewBounds.min.y > contentBounds.min.y + threshold + m_ContentBottomPadding)
|
||||
{
|
||||
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)
|
||||
{
|
||||
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,viewBounds,contentBounds);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a4ae502f584e1924d83adb15f18817dc
|
||||
timeCreated: 1439395663
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/.LoopScrollRect/YIUIEditor.meta
vendored
Normal file
8
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Plugins/.LoopScrollRect/YIUIEditor.meta
vendored
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b10ceda9bec25b14ea5e190eb9bb0341
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,72 @@
|
||||
#if UNITY_EDITOR
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEditor;
|
||||
|
||||
[CustomEditor(typeof(LoopScrollRect), true)]
|
||||
public class LoopScrollRectInspector : Editor
|
||||
{
|
||||
int index = 0;
|
||||
float speed = 1000, time = 1;
|
||||
public override void OnInspectorGUI ()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
EditorGUILayout.Space();
|
||||
|
||||
LoopScrollRect scroll = (LoopScrollRect)target;
|
||||
GUI.enabled = Application.isPlaying;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("刷新"))
|
||||
{
|
||||
scroll.RefreshCells();
|
||||
}
|
||||
|
||||
/*if(GUILayout.Button("Clear"))
|
||||
{
|
||||
scroll.ClearCells();
|
||||
}
|
||||
if(GUILayout.Button("Refill"))
|
||||
{
|
||||
scroll.RefillCells();
|
||||
}
|
||||
if(GUILayout.Button("RefillFromEnd"))
|
||||
{
|
||||
scroll.RefillCellsFromEnd();
|
||||
}*/
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUIUtility.labelWidth = 45;
|
||||
float w = (EditorGUIUtility.currentViewWidth - 100) / 2;
|
||||
index = EditorGUILayout.IntField(" 索引", index, GUILayout.Width(w));
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUIUtility.labelWidth = 60;
|
||||
speed = EditorGUILayout.FloatField(" 滚动速度", speed, GUILayout.Width(w));
|
||||
if(GUILayout.Button("滚动跳转", GUILayout.Width(130)))
|
||||
{
|
||||
if (scroll.totalCount <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
index = Mathf.Clamp(index, 0, scroll.totalCount - 1);
|
||||
scroll.ScrollToCell(index, speed);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUIUtility.labelWidth = 60;
|
||||
time = EditorGUILayout.FloatField(" 滚动时间", time, GUILayout.Width(w));
|
||||
if(GUILayout.Button("时间跳转", GUILayout.Width(130)))
|
||||
{
|
||||
if (scroll.totalCount <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
index = Mathf.Clamp(index, 0, scroll.totalCount - 1);
|
||||
scroll.ScrollToCellWithinTime(index, time);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 216d44a40b90b944db6c5f4624768e58
|
||||
timeCreated: 1439395663
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aab5397936f14293852acded0b6b4d92
|
||||
timeCreated: 1684375102
|
||||
@@ -0,0 +1,60 @@
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YIUIFramework.Editor
|
||||
{
|
||||
internal static class YIUILoopScrollMenuItem
|
||||
{
|
||||
[MenuItem("GameObject/YIUI/LoopScroll/Horizontal", false, 10001)]
|
||||
private static void CreateLoopScrollHorizontal()
|
||||
{
|
||||
CreateLoopScroll("LoopScrollHorizontal");
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/YIUI/LoopScroll/Horizontal Reverse", false, 10002)]
|
||||
private static void CreateLoopScrollHorizontalReverse()
|
||||
{
|
||||
CreateLoopScroll("LoopScrollHorizontalReverse");
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/YIUI/LoopScroll/Horizontal Group", false, 10003)]
|
||||
private static void CreateLoopScrollHorizontalGroup()
|
||||
{
|
||||
CreateLoopScroll("LoopScrollHorizontalGroup");
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/YIUI/LoopScroll/Vertical", false, 10011)]
|
||||
private static void CreateLoopScrollVertical()
|
||||
{
|
||||
CreateLoopScroll("LoopScrollVertical");
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/YIUI/LoopScroll/Vertical Reverse", false, 10012)]
|
||||
private static void CreateLoopScrollVerticalReverse()
|
||||
{
|
||||
CreateLoopScroll("LoopScrollVerticalReverse");
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/YIUI/LoopScroll/Vertical Group", false, 10013)]
|
||||
private static void CreateLoopScrollVerticalGroup()
|
||||
{
|
||||
CreateLoopScroll("LoopScrollVerticalGroup");
|
||||
}
|
||||
|
||||
private static void CreateLoopScroll(string name)
|
||||
{
|
||||
var activeObject = Selection.activeObject as GameObject;
|
||||
if (activeObject == null)
|
||||
{
|
||||
UnityTipsHelper.ShowError($"请选择一个对象 右键创建");
|
||||
return;
|
||||
}
|
||||
|
||||
var path = $"{UIStaticHelper.UIFrameworkPath}/Plugins/LoopScrollRect/YIUIEditor/TemplatePrefabs/{name}.prefab";
|
||||
|
||||
Selection.activeObject = UIMenuItemHelper.CloneGameObjectByPath(path, activeObject.transform);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: efebe07a330249839602e80042884d80
|
||||
timeCreated: 1684390506
|
||||
@@ -0,0 +1,167 @@
|
||||
#if UNITY_EDITOR
|
||||
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(400, 200));
|
||||
GameObject cache = CreateUIObject("Cache", root);
|
||||
cache.SetActive(false);
|
||||
GameObject content = CreateUIObject("Content", root);
|
||||
|
||||
RectTransform contentRT = content.GetComponent<RectTransform>();
|
||||
contentRT.anchorMin = new Vector2(0, 0.5f);
|
||||
contentRT.anchorMax = new Vector2(0, 0.5f);
|
||||
contentRT.sizeDelta = new Vector2(0, 200);
|
||||
contentRT.pivot = new Vector2(0, 0.5f);
|
||||
|
||||
// Setup UI components.
|
||||
|
||||
LoopHorizontalScrollRect scrollRect = root.AddComponent<LoopHorizontalScrollRect>();
|
||||
scrollRect.content = contentRT;
|
||||
scrollRect.viewport = null;
|
||||
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;
|
||||
scrollRect.u_CacheRect = cache.transform as RectTransform;
|
||||
root.AddComponent<RectMask2D>();
|
||||
|
||||
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, 400));
|
||||
GameObject cache = CreateUIObject("Cache", root);
|
||||
cache.SetActive(false);
|
||||
GameObject content = CreateUIObject("Content", root);
|
||||
|
||||
RectTransform contentRT = content.GetComponent<RectTransform>();
|
||||
contentRT.anchorMin = new Vector2(0.5f, 1);
|
||||
contentRT.anchorMax = new Vector2(0.5f, 1);
|
||||
contentRT.sizeDelta = new Vector2(200, 0);
|
||||
contentRT.pivot = new Vector2(0.5f, 1);
|
||||
|
||||
// Setup UI components.
|
||||
|
||||
LoopVerticalScrollRect scrollRect = root.AddComponent<LoopVerticalScrollRect>();
|
||||
scrollRect.content = contentRT;
|
||||
scrollRect.viewport = null;
|
||||
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;
|
||||
scrollRect.u_CacheRect = cache.transform as RectTransform;
|
||||
|
||||
root.AddComponent<RectMask2D>();
|
||||
|
||||
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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#endif
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assetBundleName:
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assetBundleVariant:
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|
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#if UNITY_EDITOR
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UnityEditor.UI
|
||||
{
|
||||
internal static 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()
|
||||
{
|
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if (s_StandardResources.standard == null)
|
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{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
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Reference in New Issue
Block a user