/// <summary> /// Reuse the appropriate cell /// </summary> /// <param name="scroller"></param> /// <param name="dataIndex"></param> /// <param name="cellIndex"></param> /// <returns></returns> public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { CellViewChat cellView; if (dataIndex == 0) { // this is the first spacer cell cellView = scroller.GetCellView(spacerCellViewPrefab) as CellViewChat; cellView.name = "Spacer"; } else { // this is a chat cell if (_data[dataIndex].cellType == DataChat.CellType.MyText) { // this is one of our chat cells cellView = scroller.GetCellView(myTextCellViewPrefab) as CellViewChat; } else { // this is a chat cell from another person cellView = scroller.GetCellView(otherTextCellViewPrefab) as CellViewChat; } // set the cell's game object name. Not necessary, but nice for debugging. cellView.name = "Cell " + dataIndex.ToString(); // initialize the cell's data so that it can configure its view. cellView.SetData(_data[dataIndex], _calculateLayout); } return(cellView); }
/// <summary> /// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list. /// Some examples of this would be headers, footers, and other grouping cells. /// </summary> /// <param name="scroller">The scroller requesting the cell</param> /// <param name="dataIndex">The index of the data that the scroller is requesting</param> /// <param name="cellIndex">The index of the list. This will likely be different from the dataIndex if the scroller is looping</param> /// <returns>The cell for the scroller to use</returns> public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { if (dataIndex == _data.Count) { LoadingCellView loadingCellView = scroller.GetCellView(loadingCellViewPrefab) as LoadingCellView; loadingCellView.name = "Loading..."; return(loadingCellView); } else { // first, we get a cell from the scroller by passing a prefab. // if the scroller finds one it can recycle it will do so, otherwise // it will create a new cell. CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView; // set the name of the game object to the cell's data index. // this is optional, but it helps up debug the objects in // the scene hierarchy. cellView.name = "Cell " + dataIndex.ToString(); // in this example, we just pass the data to our cell's view which will update its UI cellView.SetData(_data[dataIndex]); // return the cell to the scroller return(cellView); } }
public SEUIContainerItem GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView; cellView.SetData(_data[dataIndex]); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { CellView cv = (CellView)scroller.GetCellView(cellView); cv.SetData(mDataLst[dataIndex], dataIndex); return(cv); }
public int Length; //长度 public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { HomeCell cellView = scroller.GetCellView(cellViewPrefab) as HomeCell; cellView.SetData("6666"); return(cellView); }
/// <summary> /// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list. /// Some examples of this would be headers, footers, and other grouping cells. /// </summary> /// <param name="scroller">The scroller requesting the cell</param> /// <param name="dataIndex">The index of the data that the scroller is requesting</param> /// <param name="cellIndex">The index of the list. This will likely be different from the dataIndex if the scroller is looping</param> /// <returns>The cell for the scroller to use</returns> public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { // first, we get a cell from the scroller by passing a prefab. // if the scroller finds one it can recycle it will do so, otherwise // it will create a new cell. NoteUiItem cellView = scroller.GetCellView(_cellViewPrefab) as NoteUiItem; // set the name of the game object to the cell's data index. // this is optional, but it helps up debug the objects in // the scene hierarchy. cellView.name = "Cell " + dataIndex.ToString(); // update data and view cellView.SetData(_data[dataIndex]); // set state if (_state == State.Default) { cellView.SetState(NoteUiItem.State.Normal); } else if (_state == State.Selection) { cellView.SetState(NoteUiItem.State.Selection); } // return the cell to the scroller return(cellView); }
/// <summary> /// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list. /// Some examples of this would be headers, footers, and other grouping cells. /// </summary> /// <param name="scroller">The scroller requesting the cell</param> /// <param name="dataIndex">The index of the data that the scroller is requesting</param> /// <param name="cellIndex">The index of the list. This will likely be different from the dataIndex if the scroller is looping</param> /// <returns>The cell for the scroller to use</returns> public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { // first, we get a cell from the scroller by passing a prefab. // if the scroller finds one it can recycle it will do so, otherwise // it will create a new cell. PhotosBlockUiItem cellView = scroller.GetCellView(cellViewPrefab) as PhotosBlockUiItem; // set the name of the game object to the cell's data index. // this is optional, but it helps up debug the objects in // the scene hierarchy. cellView.name = "Cell " + dataIndex.ToString(); // in this example, we just pass the data to our cell's view which will update its UI Texture2D[] data = new Texture2D[cellViewPrefab.numOfItems]; // split to blocks int startIndex = dataIndex * data.Length; for (int i = 0; i < data.Length; i++) { if (startIndex + i < _data.Count) { data[i] = _data[startIndex + i]; } else { data[i] = null; } } cellView.SetData(data); // return the cell to the scroller return(cellView); }
/// <inheritdoc/> public EnhancedScrollerCellView GetCellView( EnhancedScroller scroller, int dataIndex, int cellIndex) { var cell = scroller.GetCellView(this.cellPrefab) as ListViewCell; cell.refreshCell = () => { try { this.CellRefreshDel(cell, dataIndex, cellIndex); } catch (Exception e) { Debug.LogError(e); } }; try { this.CellRefreshDel(cell, dataIndex, cellIndex); } catch (Exception e) { Debug.LogError(e); } return(cell); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { BallItemCellView ballItemCellView = scroller.GetCellView(m_CellViewPrefab) as BallItemCellView; ballItemCellView.SetData(m_Data[dataIndex]); return(ballItemCellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { UIModuleInventoryMasterCellView masterCellView = scroller.GetCellView(masterCellViewPrefab) as UIModuleInventoryMasterCellView; masterCellView.SetData(_data[dataIndex], OnRightClickEvent); return(masterCellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { SelectQuizzCellView cellView = scroller.GetCellView(selectQuizzCellView) as SelectQuizzCellView; cellView.SetData(_data[dataIndex]); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { // 在这里加载列表中的UI元素,初始化,设置按钮事件回调等,它们将是被循环使用的 PlayerCellView cellView = scroller.GetCellView(playerCellViewPrefab) as PlayerCellView; cellView.SetData(_data[dataIndex]); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { AnimalCellView cellView = scroller.GetCellView(animalCellViewPrefab) as AnimalCellView; cellView.SetData(_data[dataIndex]); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { MixedLineItemCellView mixedLineItemCellView = scroller.GetCellView(m_CellViewPrefab) as MixedLineItemCellView; mixedLineItemCellView.SetData(m_Data[dataIndex]); return(mixedLineItemCellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { var cellView = scroller.GetCellView(this.Template) as SimpleCellView; cellView.gameObject.SetActive(true); cellView.SetData(this.Datas[dataIndex], dataIndex, cellIndex); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { ElementLineItemCellView elementLineItemCellView = scroller.GetCellView(m_CellViewPrefab) as ElementLineItemCellView; elementLineItemCellView.SetData(m_Data[dataIndex]); return(elementLineItemCellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { RankingCellView cellView = scroller.GetCellView(cellViewPrefab) as RankingCellView; cellView.name = "Cell " + dataIndex.ToString(); cellView.SetData(_dataList[dataIndex]); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { InventoryCellView cellView = scroller.GetCellView(vCellViewPrefab) as InventoryCellView; cellView.name = "Vertical " + _data [dataIndex].monsterName; cellView.selected = CellViewSelected; cellView.SetData(dataIndex, _data[dataIndex], true); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { RespondQuizzCellView cellView = scroller.GetCellView(respondQuizzCellViewPrefab) as RespondQuizzCellView; cellView.SetData(_data[dataIndex]); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { cellViewPrefab = Resources.Load <GameObject>(path).GetComponent <ItemCell>(); ItemCell cellView = scroller.GetCellView(cellViewPrefab) as ItemCell; cellView.SetData(_data[dataIndex]); cellView.gameObject.SetActive(true); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { // Debug.Log($"dataindex{dataIndex} cellIndex{cellIndex}"); switch (cellIndex) { case 0: { var cellView = scroller.GetCellView(m_CellViewPrefabs[cellIndex]) as MixedListCellView; cellView.SetData(m_Data[dataIndex]); return(cellView); } case 1: { var cellView = scroller.GetCellView(m_CellViewPrefabs[cellIndex]) as MixedLineCellView; cellView.SetData(m_Data[dataIndex]); return(cellView); } case 2: { var cellView = scroller.GetCellView(m_CellViewPrefabs[cellIndex]) as PreviewCellView; cellView.SetData(m_Data[dataIndex]); return(cellView); } case 3: { var cellView = scroller.GetCellView(m_CellViewPrefabs[cellIndex]) as ElementLineCellView; cellView.SetData(m_Data[dataIndex]); return(cellView); } case 4: { var cellView = scroller.GetCellView(m_CellViewPrefabs[cellIndex]) as ElementListCellView; cellView.SetData(m_Data[dataIndex]); return(cellView); } } return(null); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView; // tell the cell view to calculate its layout on the first pass, // otherwise just use the size set in the data. cellView.SetData(_data[dataIndex], _calculateLayout); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { // Debug.Log($"dataindex{dataIndex} cellIndex{cellIndex}"); switch (cellIndex) { case 0: { var cellView = scroller.GetCellView(m_CellViewPrefabs[cellIndex]) as ShopCellView; cellView.SetData(m_Data[dataIndex]); return(cellView); } case 1: { var cellView = scroller.GetCellView(m_CellViewPrefabs[cellIndex]) as BallCellView; cellView.SetData(m_Data[dataIndex]); return(cellView); } case 2: { var cellView = scroller.GetCellView(m_CellViewPrefabs[cellIndex]) as BattleCellView; cellView.SetData(m_Data[dataIndex]); return(cellView); } case 3: { var cellView = scroller.GetCellView(m_CellViewPrefabs[cellIndex]) as SocialCellView; cellView.SetData(m_Data[dataIndex]); return(cellView); } case 4: { var cellView = scroller.GetCellView(m_CellViewPrefabs[cellIndex]) as EventCellView; cellView.SetData(m_Data[dataIndex]); return(cellView); } } return(null); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { TV cellView = scroller.GetCellView(_cellPrefab) as TV; cellView.name = dataIndex.ToString(); cellView.RefreshCellView(); cellView.Collector.Clear(); fillFactory?.Invoke(Data[dataIndex], cellView); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView; cellView.name = "Cell " + dataIndex.ToString(); cellView.SetData(_data[dataIndex], dataIndex, _data[dataIndex].collapsedSize, _data[dataIndex].expandedSize, InitializeTween, TweenUpdated, TweenEnd); return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { LevelEntryView cellView = scroller.GetCellView(levelCellViewPrefab) as LevelEntryView; cellView.name = _levelList[dataIndex].name; cellView.RemoveAllEvents(); cellView.onSelected += CellViewSelected; cellView.SetData(_levelList[dataIndex]); return(cellView); }
/// <summary> /// This callback gets the cell to be displayed by the scroller /// </summary> /// <param name="scroller">The scroller requesting the cell</param> /// <param name="dataIndex">The index of the data list</param> /// <param name="cellIndex">The cell index (This will be different from dataindex if looping is involved)</param> /// <returns>The cell to display</returns> public SEUIContainerItem GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { // get the cell view from the scroller, recycling if possible SlotCellView cellView = scroller.GetCellView(slotCellViewPrefab) as SlotCellView; // set the data for the cell cellView.SetData(_data[dataIndex]); // return the cell view to the scroller return(cellView); }
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { Debug.Log(dataIndex); cellViewPrefab = Resources.Load <EnhancedScrollerCellView>(path); // it will create a new cell. FollowerCell cellView = scroller.GetCellView(cellViewPrefab) as FollowerCell; cellView.name = "Cell " + dataIndex.ToString(); cellView.SetData(_data[dataIndex]);// cellView.gameObject.SetActive(true); return(cellView); }
public override EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { if (Properties.CellViewProperties[dataIndex] is ExampleCellViewProperties exampleCellViewProperties) { ExampleCellViewController exampleCellView = scroller.GetCellView(exampleCellViewPrefab) as ExampleCellViewController; exampleCellView.SetProperties(exampleCellViewProperties); return(exampleCellView); } else { return(null); } }
/// <summary> /// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list. /// Some examples of this would be headers, footers, and other grouping cells. /// </summary> /// <param name="scroller">The scroller requesting the cell</param> /// <param name="dataIndex">The index of the data that the scroller is requesting</param> /// <param name="cellIndex">The index of the list. This will likely be different from the dataIndex if the scroller is looping</param> /// <returns>The cell for the scroller to use</returns> public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { // first, we get a cell from the scroller by passing a prefab. // if the scroller finds one it can recycle it will do so, otherwise // it will create a new cell. LogCell cellView = scroller.GetCellView(cellPrefab) as LogCell; // in this example, we just pass the data to our cell's view which will update its UI cellView.SetData(logInfos[dataIndex], cellIndex); // return the cell to the scroller return(cellView); }