protected virtual void Start() { List <ScrollListSetUp> list = ((IEnumerable <MonoBehaviour>)((Component)this).GetComponents <MonoBehaviour>()).Where <MonoBehaviour>((Func <MonoBehaviour, bool>)(item => item is ScrollListSetUp)).Select <MonoBehaviour, ScrollListSetUp>((Func <MonoBehaviour, ScrollListSetUp>)(item => item as ScrollListSetUp)).ToList <ScrollListSetUp>(); if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.m_ScrollAutoFit, (UnityEngine.Object)null)) { this.m_ScrollAutoFit.set_content(this.GetRectTransForm); this.m_ScrollAutoFit.ItemScale = this.ItemScaleMargin; // ISSUE: method pointer this.m_ScrollAutoFit.OnScrollStop.AddListener(new UnityAction((object)this, __methodptr(OnScrollStop))); } ((Component)this.m_ItemBase).get_gameObject().SetActive(false); float num = this.m_ScrollMode != TowerScrollListController.ScrollMode.Normal ? 1f : -1f; List <TowerQuestListItem> towerQuestListItemList = new List <TowerQuestListItem>(); for (int index = 0; index < this.m_ItemCnt; ++index) { RectTransform rectTransform = (RectTransform)UnityEngine.Object.Instantiate <RectTransform>((M0)this.m_ItemBase); ((Transform)rectTransform).SetParent(((Component)this).get_transform(), false); rectTransform.set_anchoredPosition(new Vector2(0.0f, (float)((double)this.ItemScale * (double)this.Margin * (double)index + (double)this.ItemScale * 0.5) * num)); this.m_ItemList.Add(rectTransform); TowerQuestListItem component = (TowerQuestListItem)((Component)rectTransform).GetComponent <TowerQuestListItem>(); if (UnityEngine.Object.op_Inequality((UnityEngine.Object)component, (UnityEngine.Object)null)) { towerQuestListItemList.Add(component); } ((Component)rectTransform).get_gameObject().SetActive(true); } using (List <ScrollListSetUp> .Enumerator enumerator = list.GetEnumerator()) { while (enumerator.MoveNext()) { ScrollListSetUp current = enumerator.Current; current.OnSetUpItems(); for (int idx = 0; idx < this.m_ItemCnt; ++idx) { current.OnUpdateItems(idx, ((Component)this.m_ItemList[idx]).get_gameObject()); } } } this.m_ScrollMode = !MonoSingleton <GameManager> .Instance.FindTower(GlobalVars.SelectedTowerID).is_down ? TowerScrollListController.ScrollMode.Reverse : TowerScrollListController.ScrollMode.Normal; this.ChangeScrollMode(this.m_ScrollMode); this.StartCoroutine(this.LoadTowerBG(towerQuestListItemList.ToArray())); }
public void UpdateList() { List <ScrollListSetUp> list = ((IEnumerable <MonoBehaviour>)((Component)this).GetComponents <MonoBehaviour>()).Where <MonoBehaviour>((Func <MonoBehaviour, bool>)(item => item is ScrollListSetUp)).Select <MonoBehaviour, ScrollListSetUp>((Func <MonoBehaviour, ScrollListSetUp>)(item => item as ScrollListSetUp)).ToList <ScrollListSetUp>(); ((ScrollRect)((Component)this).GetComponentInParent <ScrollRect>()).set_content(this.GetRectTransForm); ((Component)this.m_ItemBase).get_gameObject().SetActive(false); for (int index = 0; index < this.m_ItemCnt; ++index) { RectTransform rectTransform = this.m_ItemList[index]; ((Transform)rectTransform).SetParent(((Component)this).get_transform(), false); if (this.m_Direction == ScrollListController.Direction.Horizontal) { rectTransform.set_anchoredPosition(new Vector2((float)(-(double)this.ItemScale * (double)this.Space * (double)index - (double)this.ItemScale * 0.5), 0.0f)); } else { rectTransform.set_anchoredPosition(new Vector2(0.0f, (float)(-(double)this.ItemScale * (double)this.Space * (double)index - (double)this.ItemScale * 0.5))); } ((Component)rectTransform).get_gameObject().SetActive(true); } using (List <ScrollListSetUp> .Enumerator enumerator = list.GetEnumerator()) { while (enumerator.MoveNext()) { ScrollListSetUp current = enumerator.Current; current.OnSetUpItems(); for (int idx = 0; idx < this.m_ItemCnt; ++idx) { current.OnUpdateItems(idx, ((Component)this.m_ItemList[idx]).get_gameObject()); } } } this.m_PrevPosition = 0.0f; this.m_CurrentItemID = 0; RectTransform component = (RectTransform)((Component)((Component)this).get_transform()).GetComponent <RectTransform>(); Vector2 anchoredPosition = component.get_anchoredPosition(); anchoredPosition.y = (__Null)0.0; component.set_anchoredPosition(anchoredPosition); }
protected virtual void Start() { List <ScrollListSetUp> list = ((IEnumerable <MonoBehaviour>)((Component)this).GetComponents <MonoBehaviour>()).Where <MonoBehaviour>((Func <MonoBehaviour, bool>)(item => item is ScrollListSetUp)).Select <MonoBehaviour, ScrollListSetUp>((Func <MonoBehaviour, ScrollListSetUp>)(item => item as ScrollListSetUp)).ToList <ScrollListSetUp>(); ((ScrollRect)((Component)this).GetComponentInParent <ScrollRect>()).set_content(this.GetRectTransForm); ((Component)this.m_ItemBase).get_gameObject().SetActive(false); for (int index = 0; index < this.m_ItemCnt; ++index) { RectTransform rectTransform = (RectTransform)UnityEngine.Object.Instantiate <RectTransform>((M0)this.m_ItemBase); ((Transform)rectTransform).SetParent(((Component)this).get_transform(), false); if (this.m_Direction == ScrollListController.Direction.Horizontal) { rectTransform.set_anchoredPosition(new Vector2((float)((double)this.ItemScale * (double)this.Space * (double)index + (double)this.ItemScale * 0.5) * this.ScrollDir, 0.0f)); } else { rectTransform.set_anchoredPosition(new Vector2(0.0f, (float)((double)this.ItemScale * (double)this.Space * (double)index + (double)this.ItemScale * 0.5) * this.ScrollDir)); } this.m_ItemList.Add(rectTransform); this.m_ItemPos.Add(rectTransform.get_anchoredPosition()); ((Component)rectTransform).get_gameObject().SetActive(true); } using (List <ScrollListSetUp> .Enumerator enumerator = list.GetEnumerator()) { while (enumerator.MoveNext()) { ScrollListSetUp current = enumerator.Current; current.OnSetUpItems(); for (int idx = 0; idx < this.m_ItemCnt; ++idx) { current.OnUpdateItems(idx, ((Component)this.m_ItemList[idx]).get_gameObject()); } } } if (this.OnAfterStartup == null) { return; } this.OnAfterStartup.Invoke(true); }
public void CreateInstance() { this.mItems = new List <JobIconScrollListController.ItemData>(); this.mTemplateItem.SetActive(false); for (int index = 0; index < this.m_ItemCnt; ++index) { GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate <GameObject>((M0)this.mTemplateItem); gameObject.get_transform().SetParent(((Component)this).get_transform(), false); gameObject.SetActive(true); this.mItems.Add(new JobIconScrollListController.ItemData(gameObject)); } using (List <ScrollListSetUp> .Enumerator enumerator = ((IEnumerable <MonoBehaviour>)((Component)this).GetComponents <MonoBehaviour>()).Where <MonoBehaviour>((Func <MonoBehaviour, bool>)(item => item is ScrollListSetUp)).Select <MonoBehaviour, ScrollListSetUp>((Func <MonoBehaviour, ScrollListSetUp>)(item => item as ScrollListSetUp)).ToList <ScrollListSetUp>().GetEnumerator()) { while (enumerator.MoveNext()) { ScrollListSetUp current = enumerator.Current; current.OnSetUpItems(); for (int idx = 0; idx < this.m_ItemCnt; ++idx) { current.OnUpdateItems(idx, this.mItems[idx].gameObject); } } } }