protected override GameObject Install(GameObject go, GridLayoutElement element, IReadOnlyLayoutContext context)
        {
            var gridLayout = go.AddComponent <GridLayoutGroup>();

            if (!string.IsNullOrEmpty(element.Spacing))
            {
                gridLayout.spacing = context.ParseVector2(element.Spacing);
            }

            if (!string.IsNullOrEmpty(element.CellSize))
            {
                gridLayout.cellSize = context.ParseVector2(element.CellSize);
            }
            else
            {
                gridLayout.cellSize = Vector2.one * 250;
            }

            if (!string.IsNullOrEmpty(element.Padding))
            {
                var padding = context.ParsePadding(element.Padding);

                gridLayout.padding.top    = (int)padding.x;
                gridLayout.padding.right  = (int)padding.y;
                gridLayout.padding.bottom = (int)padding.z;
                gridLayout.padding.left   = (int)padding.w;
            }

            if (string.IsNullOrEmpty(element.Align))
            {
                element.Align = "left";
            }

            if (string.IsNullOrEmpty(element.VertAlign))
            {
                element.VertAlign = "top";
            }

            var alignment = ParseUtils.ParseAlignment(element.Align, element.VertAlign);

            if (alignment.HasValue)
            {
                gridLayout.childAlignment = alignment.Value;
            }

            if (!string.IsNullOrEmpty(element.Rows) &&
                !string.IsNullOrEmpty(element.Columns))
            {
                Debug.LogError($"You cannot set both ROWS and COLS in GridLayout!");
            }
            else if (!string.IsNullOrEmpty(element.Rows))
            {
                gridLayout.constraint      = GridLayoutGroup.Constraint.FixedRowCount;
                gridLayout.constraintCount = context.ParseInt(element.Rows);
            }
            else if (!string.IsNullOrEmpty(element.Columns))
            {
                gridLayout.constraint      = GridLayoutGroup.Constraint.FixedColumnCount;
                gridLayout.constraintCount = context.ParseInt(element.Columns);
            }
            else
            {
                gridLayout.constraint = GridLayoutGroup.Constraint.Flexible;
            }

            if (!string.IsNullOrEmpty(element.Axis))
            {
                gridLayout.startAxis = (element.Axis == "vertical")
                    ? GridLayoutGroup.Axis.Vertical
                    : GridLayoutGroup.Axis.Horizontal;
            }

            if (!string.IsNullOrEmpty(element.FitSize))
            {
                var fitsize = context.ParseString(element.FitSize);
                var fitter  = go.AddComponent <ContentSizeFitter>();
                fitter.verticalFit   = fitsize == "both" || fitsize == "vertical" ? ContentSizeFitter.FitMode.PreferredSize : ContentSizeFitter.FitMode.Unconstrained;
                fitter.horizontalFit = fitsize == "both" || fitsize == "horizontal" ? ContentSizeFitter.FitMode.PreferredSize : ContentSizeFitter.FitMode.Unconstrained;
            }

            return(go);
        }
Exemple #2
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        private static GameObject CreateElement(RectTransformElement element, Transform parent, IReadOnlyLayoutContext context, out GameObject newParent)
        {
            GameObject go = null;
            List <RectTransformElement> originalElements = null;

            while (element is PrefabElement prefab)
            {
                var prefabElement = context.GetPrefab(prefab.Prefab);
                if (prefabElement != null)
                {
                    if (originalElements == null)
                    {
                        originalElements = new List <RectTransformElement>();
                    }

                    originalElements.Add(element);

                    element = prefabElement.Content.Elements[0] as RectTransformElement;
                }
            }

            if (element is GameObjectElement gameobject)
            {
                go      = PrefabUtility.InstantiatePrefab(context.GetAsset <GameObject>(gameobject.Path)) as GameObject;
                go.name = element.Name;
            }
            else
            {
                go = new GameObject(element.Name);
            }
            go.transform.parent     = parent;
            go.transform.localScale = Vector3.one;

            go.AddComponent <ExternalLayoutWarning>();

            newParent = go;

            if (element.Active == "false")
            {
                go.SetActive(false);
            }

            var rect = go.GetComponent <RectTransform>();

            if (rect == null)
            {
                rect = go.AddComponent <RectTransform>();
            }

            if (!string.IsNullOrEmpty(element.Padding))
            {
                var        padding = context.ParsePadding(element.Padding);
                GameObject padder  = new GameObject();
                padder.name                 = $"Padding ({go.name})";
                padder.transform.parent     = rect;
                padder.transform.localScale = Vector3.one;
                rect = padder.AddComponent <RectTransform>();

                rect.anchorMin = Vector2.zero;
                rect.anchorMax = Vector2.one;

                rect.offsetMin = new Vector2(padding.w, padding.z);
                rect.offsetMax = new Vector2(-padding.y, -padding.x);

                newParent = padder;
            }

            ApplyTransformSettings(element, parent, context, go);

            if (originalElements != null)
            {
                for (int i = originalElements.Count - 1; i >= 0; --i)
                {
                    var originalElement = originalElements[i];
                    ApplyTransformSettings(originalElement, parent, context, go);
                    if (!string.IsNullOrEmpty(originalElement.Name))
                    {
                        go.name = originalElement.Name;
                    }
                }
            }
            return(go);
        }