//Will be called by the TableView when a cell needs to be created for display public TableViewCell GetCellForRowInTableView(TableView tableView, int row) { UICellBase cell = tableView.GetReusableCell(cellPrefab.reuseIdentifier) as UICellBase; if (cell == null) { cell = (UICellBase)GameObject.Instantiate(cellPrefab); cell.name = "UICellBase" + (++numInstancesCreated).ToString(); Rect rccell = (cellPrefab.transform as RectTransform).rect; Rect rctable = (tableView.transform as RectTransform).rect; Vector2 sizeCell = (cellPrefab.transform as RectTransform).sizeDelta; Vector2 sizeTable = (tableView.transform as RectTransform).sizeDelta; Vector2 sizeCellNew = sizeCell; sizeCellNew.x = rctable.width; AddCellItem(cell, tableView, row); } cell.totalItem = totalItem; if (oneCellNum != cell.oneCellNum) { //relayout cell.ClearAllItem(); AddCellItem(cell, tableView, row); } cell.oneCellNum = oneCellNum; cell.rowIndex = row; cell.UpdateItem(listItem); return(cell); }
void LoadPrefab() { { GameObject obj = PrefabCache.main.Load(AppCommon.PREFAB_UICELLBASE); cellPrefab = obj.GetComponent <UICellBase>(); } { GameObject obj = PrefabCache.main.Load(AppCommon.PREFAB_UILanguageCellItem); cellItemPrefab = obj.GetComponent <UICellItemBase>(); } }
void LoadPrefab() { { GameObject obj = PrefabCache.main.Load(AppCommon.PREFAB_UICELLBASE); cellPrefab = obj.GetComponent <UICellBase>(); } { GameObject obj = PrefabCache.main.Load("AppCommon/Prefab/Home/UILearnProgressCellItem"); cellItemPrefab = obj.GetComponent <UICellItemBase>(); } }
void LoadPrefab() { { GameObject obj = PrefabCache.main.Load(AppCommon.PREFAB_UICELLBASE); cellPrefab = obj.GetComponent <UICellBase>(); } { GameObject obj = PrefabCache.main.Load("Common/Prefab/Comment/UICommentCellItem"); cellItemPrefab = obj.GetComponent <UICellItemBase>(); } }
void LoadPrefab() { { GameObject obj = PrefabCache.main.Load(AppCommon.PREFAB_UICELLBASE); cellPrefab = obj.GetComponent <UICellBase>(); } // { // GameObject obj = PrefabCache.main.Load(AppCommon.PREFAB_PLACE_CELL_ITEM_APP); // cellItemPrefab = obj.GetComponent<UICellItemBase>(); // } }
void LoadPrefab() { { GameObject obj = PrefabCache.main.Load(AppCommon.PREFAB_UICELLBASE); cellPrefab = obj.GetComponent <UICellBase>(); } { GameObject obj = PrefabCache.main.Load(AppCommon.PREFAB_PLACE_CELL_ITEM_APP); if (obj == null) { obj = PrefabCache.main.Load(AppCommon.PREFAB_PLACE_CELL_ITEM_COMMON); } cellItemPrefab = obj.GetComponent <UICellItemBase>(); } }
void LoadPrefab() { { GameObject obj = PrefabCache.main.Load(AppCommon.PREFAB_UICELLBASE); cellPrefab = obj.GetComponent <UICellBase>(); } { GameObject obj = PrefabCache.main.Load("AppCommon/Prefab/MoreApp/UIMoreAppCellItem"); if (obj == null) { obj = PrefabCache.main.Load(AppCommon.PREFAB_MOREAPP_CELL_ITEM); } cellItemPrefab = obj.GetComponent <UICellItemBase>(); } }
//Will be called by the TableView when a cell needs to be created for display public TableViewCell GetCellForRowInTableView(TableView tableView, int row) { UICellBase cell = tableView.GetReusableCell(cellPrefab.reuseIdentifier) as UICellBase; if (cell == null) { cell = (UICellBase)GameObject.Instantiate(cellPrefab); cell.name = "UICellBase" + (++numInstancesCreated).ToString(); Rect rccell = (cellPrefab.transform as RectTransform).rect; Rect rctable = (tableView.transform as RectTransform).rect; Vector2 sizeCell = (cellPrefab.transform as RectTransform).sizeDelta; Vector2 sizeTable = (tableView.transform as RectTransform).sizeDelta; Vector2 sizeCellNew = sizeCell; sizeCellNew.x = rctable.width; for (int i = 0; i < oneCellNum; i++) { int itemIndex = row * oneCellNum + i; float cell_space = 10; UICellItemBase item = (UICellItemBase)GameObject.Instantiate(cellItemPrefab); //item.itemDelegate = this; Rect rcItem = (item.transform as RectTransform).rect; item.width = (rctable.width - cell_space * (oneCellNum - 1)) / oneCellNum; item.height = heightCell; item.transform.SetParent(cell.transform, false); item.index = itemIndex; item.totalItem = totalItem; item.callbackClick = OnCellItemDidClick; cell.AddItem(item); } } cell.totalItem = totalItem; cell.oneCellNum = oneCellNum; cell.rowIndex = row; foreach (UICellItemBase it_base in cell.listItem) { UILearnProgressCellItem ui = it_base as UILearnProgressCellItem; ui.SetItemType(itemType); ui.colorSel = colorSel; ui.colorUnSel = colorUnSel; } cell.UpdateItem(listItem); return(cell); }
//Will be called by the TableView when a cell needs to be created for display public TableViewCell GetCellForRowInTableView(TableView tableView, int row) { UICellBase cell = tableView.GetReusableCell(cellPrefab.reuseIdentifier) as UICellBase; if (cell == null) { cell = (UICellBase)GameObject.Instantiate(cellPrefab); cell.name = "UICellBase" + (++numInstancesCreated).ToString(); Rect rccell = (cellPrefab.transform as RectTransform).rect; Rect rctable = (tableView.transform as RectTransform).rect; Vector2 sizeCell = (cellPrefab.transform as RectTransform).sizeDelta; Vector2 sizeTable = (tableView.transform as RectTransform).sizeDelta; Vector2 sizeCellNew = sizeCell; sizeCellNew.x = rctable.width; // cell.SetCellSize(sizeCellNew); // Debug.LogFormat("TableView Cell Add Item:rcell:{0}, sizeCell:{1},rctable:{2},sizeTable:{3}", rccell, sizeCell, rctable, sizeTable); // oneCellNum = (int)(rctable.width / heightCell); //int i =0; for (int i = 0; i < oneCellNum; i++) { int itemIndex = row * oneCellNum + i; float cell_space = 10; UICellItemBase item = (UICellItemBase)GameObject.Instantiate(cellItemPrefab); //item.itemDelegate = this; Rect rcItem = (item.transform as RectTransform).rect; item.width = (rctable.width - cell_space * (oneCellNum - 1)) / oneCellNum; item.height = heightCell; item.transform.SetParent(cell.transform, false); item.index = itemIndex; item.totalItem = totalItem; item.callbackClick = OnCellItemDidClick; cell.AddItem(item); } } cell.totalItem = totalItem; cell.oneCellNum = oneCellNum; cell.rowIndex = row; cell.UpdateItem(listItem); return(cell); }
void AddCellItem(UICellBase cell, TableView tableView, int row) { Rect rctable = (tableView.transform as RectTransform).rect; for (int i = 0; i < oneCellNum; i++) { int itemIndex = row * oneCellNum + i; float cell_space = 10; UICellItemBase item = (UICellItemBase)GameObject.Instantiate(cellItemPrefab); //item.itemDelegate = this; Rect rcItem = (item.transform as RectTransform).rect; item.width = (rctable.width - cell_space * (oneCellNum - 1)) / oneCellNum; item.height = heightCell; item.transform.SetParent(cell.transform, false); item.index = itemIndex; item.totalItem = totalItem; item.callbackClick = OnCellItemDidClick; cell.AddItem(item); } }