Exemple #1
0
    /// <summary>
    /// Recalculate the position of all elements within the table, sorting them alphabetically if necessary.
    /// </summary>

    public void Reposition()
    {
        if (mStarted)
        {
            Transform myTrans = transform;
            mChildren.Clear();
            List <Transform> ch = children;
            if (ch.Count > 0)
            {
                RepositionVariableSize(ch);
            }

            if (mDrag != null)
            {
                mDrag.UpdateScrollbars(true);
                mDrag.RestrictWithinBounds(true);
            }
            else if (mPanel != null)
            {
                mPanel.ConstrainTargetToBounds(myTrans, true);
            }
            if (onReposition != null)
            {
                onReposition();
            }
        }
        else
        {
            repositionNow = true;
        }
    }
    /// <summary>
    /// Advance toward the target position.
    /// </summary>

    void Update()
    {
        float delta = UpdateRealTimeDelta();

        if (mThreshold == 0f)
        {
            mThreshold = (target - mTrans.localPosition).magnitude * 0.005f;
        }

        bool    trigger = false;
        Vector3 before  = mTrans.localPosition;
        Vector3 after   = NGUIMath.SpringLerp(mTrans.localPosition, target, strength, delta);

        if (mThreshold >= Vector3.Magnitude(after - target))
        {
            after   = target;
            enabled = false;
            trigger = true;
        }
        mTrans.localPosition = after;

        Vector3 offset = after - before;
        Vector4 cr     = mPanel.clipRange;

        cr.x            -= offset.x;
        cr.y            -= offset.y;
        mPanel.clipRange = cr;

        if (mDrag != null)
        {
            mDrag.UpdateScrollbars(false);
        }
        if (trigger && onFinished != null)
        {
            onFinished();
        }
    }
Exemple #3
0
    /// <summary>
    /// Recalculate the position of all elements within the grid, sorting them alphabetically if necessary.
    /// </summary>

    public void Reposition()
    {
        if (!mStarted)
        {
            repositionNow = true;
            return;
        }

        Transform myTrans = transform;

        int x = 0;
        int y = 0;

        if (sorted)
        {
            List <Transform> list = new List <Transform>();

            for (int i = 0; i < myTrans.childCount; ++i)
            {
                Transform t = myTrans.GetChild(i);
                if (t && (!hideInactive || NGUITools.GetActive(t.gameObject)))
                {
                    list.Add(t);
                }
            }
            list.Sort(SortByName);

            for (int i = 0, imax = list.Count; i < imax; ++i)
            {
                Transform t = list[i];

                if (!NGUITools.GetActive(t.gameObject) && hideInactive)
                {
                    continue;
                }

                float depth = t.localPosition.z;
                t.localPosition = (arrangement == Arrangement.Horizontal) ?
                                  new Vector3(cellWidth * x, -cellHeight * y, depth) :
                                  new Vector3(cellWidth * y, -cellHeight * x, depth);

                if (++x >= maxPerLine && maxPerLine > 0)
                {
                    x = 0;
                    ++y;
                }
            }
        }
        else
        {
            for (int i = 0; i < myTrans.childCount; ++i)
            {
                Transform t = myTrans.GetChild(i);

                if (!NGUITools.GetActive(t.gameObject) && hideInactive)
                {
                    continue;
                }

                float depth = t.localPosition.z;
                t.localPosition = (arrangement == Arrangement.Horizontal) ?
                                  new Vector3(cellWidth * x, -cellHeight * y, depth) :
                                  new Vector3(cellWidth * y, -cellHeight * x, depth);

                if (++x >= maxPerLine && maxPerLine > 0)
                {
                    x = 0;
                    ++y;
                }
            }
        }

        NGUIDraggablePanel drag = NGUITools.FindInParents <NGUIDraggablePanel>(gameObject);

        if (drag != null)
        {
            drag.UpdateScrollbars(true);
        }
    }