public virtual bool Raycast(Vector2 sp, Camera eventCamera) { if (!isActiveAndEnabled) { return(false); } var t = transform; var components = ListPool <Component> .Get(); bool ignoreParentGroups = false; bool continueTraversal = true; while (t != null) { t.GetComponents(components); for (var i = 0; i < components.Count; i++) { var canvas = components[i] as Canvas; if (canvas != null && canvas.overrideSorting) { continueTraversal = false; } var filter = components[i] as ICanvasRaycastFilter; if (filter == null) { continue; } var raycastValid = true; var group = components[i] as CanvasGroup; if (group != null) { if (ignoreParentGroups == false && group.ignoreParentGroups) { ignoreParentGroups = true; raycastValid = filter.IsRaycastLocationValid(sp, eventCamera); } else if (!ignoreParentGroups) { raycastValid = filter.IsRaycastLocationValid(sp, eventCamera); } } else { raycastValid = filter.IsRaycastLocationValid(sp, eventCamera); } if (!raycastValid) { ListPool <Component> .Release(components); return(false); } } t = continueTraversal ? t.parent : null; } ListPool <Component> .Release(components); return(true); }
/// <summary> /// Show the dropdown. /// /// Plan for dropdown scrolling to ensure dropdown is contained within screen. /// /// We assume the Canvas is the screen that the dropdown must be kept inside. /// This is always valid for screen space canvas modes. /// For world space canvases we don't know how it's used, but it could be e.g. for an in-game monitor. /// We consider it a fair constraint that the canvas must be big enough to contain dropdowns. /// </summary> public void Show() { if (!IsActive() || !IsInteractable() || m_Dropdown != null) { return; } // Get root Canvas. var list = ListPool <Canvas> .Get(); gameObject.GetComponentsInParent(false, list); if (list.Count == 0) { return; } // case 1064466 rootCanvas should be last element returned by GetComponentsInParent() var listCount = list.Count; Canvas rootCanvas = list[listCount - 1]; for (int i = 0; i < listCount; i++) { if (list[i].isRootCanvas || list[i].overrideSorting) { rootCanvas = list[i]; break; } } ListPool <Canvas> .Release(list); if (!validTemplate) { SetupTemplate(rootCanvas); if (!validTemplate) { return; } } m_Template.gameObject.SetActive(true); // Instantiate the drop-down template m_Dropdown = CreateDropdownList(m_Template.gameObject); m_Dropdown.name = "Dropdown List"; m_Dropdown.SetActive(true); // Make drop-down RectTransform have same values as original. RectTransform dropdownRectTransform = m_Dropdown.transform as RectTransform; dropdownRectTransform.SetParent(m_Template.transform.parent, false); // Instantiate the drop-down list items // Find the dropdown item and disable it. DropdownItem itemTemplate = m_Dropdown.GetComponentInChildren <DropdownItem>(); GameObject content = itemTemplate.rectTransform.parent.gameObject; RectTransform contentRectTransform = content.transform as RectTransform; itemTemplate.rectTransform.gameObject.SetActive(true); // Get the rects of the dropdown and item Rect dropdownContentRect = contentRectTransform.rect; Rect itemTemplateRect = itemTemplate.rectTransform.rect; // Calculate the visual offset between the item's edges and the background's edges Vector2 offsetMin = itemTemplateRect.min - dropdownContentRect.min + (Vector2)itemTemplate.rectTransform.localPosition; Vector2 offsetMax = itemTemplateRect.max - dropdownContentRect.max + (Vector2)itemTemplate.rectTransform.localPosition; Vector2 itemSize = itemTemplateRect.size; m_Items.Clear(); Toggle prev = null; var optionsCount = options.Count; for (int i = 0; i < optionsCount; ++i) { OptionData data = options[i]; DropdownItem item = AddItem(data, value == i, itemTemplate, m_Items); if (item == null) { continue; } // Automatically set up a toggle state change listener item.toggle.isOn = value == i; item.toggle.onValueChanged.AddListener(x => OnSelectItem(item.toggle)); // Select current option if (item.toggle.isOn) { item.toggle.Select(); } // Automatically set up explicit navigation if (prev != null) { Navigation prevNav = prev.navigation; Navigation toggleNav = item.toggle.navigation; prevNav.mode = Navigation.Mode.Explicit; toggleNav.mode = Navigation.Mode.Explicit; prevNav.selectOnDown = item.toggle; prevNav.selectOnRight = item.toggle; toggleNav.selectOnLeft = prev; toggleNav.selectOnUp = prev; prev.navigation = prevNav; item.toggle.navigation = toggleNav; } prev = item.toggle; } // Reposition all items now that all of them have been added Vector2 sizeDelta = contentRectTransform.sizeDelta; sizeDelta.y = itemSize.y * m_Items.Count + offsetMin.y - offsetMax.y; contentRectTransform.sizeDelta = sizeDelta; float extraSpace = dropdownRectTransform.rect.height - contentRectTransform.rect.height; if (extraSpace > 0) { dropdownRectTransform.sizeDelta = new Vector2(dropdownRectTransform.sizeDelta.x, dropdownRectTransform.sizeDelta.y - extraSpace); } // Invert anchoring and position if dropdown is partially or fully outside of canvas rect. // Typically this will have the effect of placing the dropdown above the button instead of below, // but it works as inversion regardless of initial setup. Vector3[] corners = new Vector3[4]; dropdownRectTransform.GetWorldCorners(corners); RectTransform rootCanvasRectTransform = rootCanvas.transform as RectTransform; Rect rootCanvasRect = rootCanvasRectTransform.rect; for (int axis = 0; axis < 2; axis++) { bool outside = false; for (int i = 0; i < 4; i++) { Vector3 corner = rootCanvasRectTransform.InverseTransformPoint(corners[i]); if ((corner[axis] < rootCanvasRect.min[axis] && !Mathf.Approximately(corner[axis], rootCanvasRect.min[axis])) || (corner[axis] > rootCanvasRect.max[axis] && !Mathf.Approximately(corner[axis], rootCanvasRect.max[axis]))) { outside = true; break; } } if (outside) { RectTransformUtility.FlipLayoutOnAxis(dropdownRectTransform, axis, false, false); } } var itemsCount = m_Items.Count; for (int i = 0; i < itemsCount; i++) { RectTransform itemRect = m_Items[i].rectTransform; itemRect.anchorMin = new Vector2(itemRect.anchorMin.x, 0); itemRect.anchorMax = new Vector2(itemRect.anchorMax.x, 0); itemRect.anchoredPosition = new Vector2(itemRect.anchoredPosition.x, offsetMin.y + itemSize.y * (itemsCount - 1 - i) + itemSize.y * itemRect.pivot.y); itemRect.sizeDelta = new Vector2(itemRect.sizeDelta.x, itemSize.y); } // Fade in the popup AlphaFadeList(m_AlphaFadeSpeed, 0f, 1f); // Make drop-down template and item template inactive m_Template.gameObject.SetActive(false); itemTemplate.gameObject.SetActive(false); m_Blocker = CreateBlocker(rootCanvas); }
// Show the dropdown. // // Plan for dropdown scrolling to ensure dropdown is contained within screen. // // We assume the Canvas is the screen that the dropdown must be kept inside. // This is always valid for screen space canvas modes. // For world space canvases we don't know how it's used, but it could be e.g. for an in-game monitor. // We consider it a fair constraint that the canvas must be big enough to contains dropdowns. public void Show() { if (!IsActive() || !IsInteractable() || m_Dropdown != null) { return; } //初始状态时validTemplate为false来触发对于列表模板的初始化设置 if (!validTemplate) { //模板初始化方法:检测并设置模板,初始化模板绑定相关组件并调整模板UI层级,若没有通过检查则模板标记为不可用状态。 SetupTemplate(); //若检测不通过则无法正常显示下拉列表 if (!validTemplate) { return; } } // Get root Canvas. var list = ListPool <Canvas> .Get(); gameObject.GetComponentsInParent(false, list); if (list.Count == 0) { return; } //获取父级路径下最近的canvas Canvas rootCanvas = list[0]; ListPool <Canvas> .Release(list); //显示模板准备复制列表 m_Template.gameObject.SetActive(true); // Instantiate the drop-down template //复制列表模板 m_Dropdown = CreateDropdownList(m_Template.gameObject); //进行改名 m_Dropdown.name = "Dropdown List"; m_Dropdown.SetActive(true); // Make drop-down RectTransform have same values as original. // 设置新的列表模板的父级 RectTransform dropdownRectTransform = m_Dropdown.transform as RectTransform; dropdownRectTransform.SetParent(m_Template.transform.parent, false); // Instantiate the drop-down list items // 创建列表Item // Find the dropdown item and disable it. DropdownItem itemTemplate = m_Dropdown.GetComponentInChildren <DropdownItem>(); GameObject content = itemTemplate.rectTransform.parent.gameObject; RectTransform contentRectTransform = content.transform as RectTransform; itemTemplate.rectTransform.gameObject.SetActive(true); // Get the rects of the dropdown and item Rect dropdownContentRect = contentRectTransform.rect; Rect itemTemplateRect = itemTemplate.rectTransform.rect; // Calculate the visual offset between the item's edges and the background's edges //计算Item与背景边界的偏移量 Vector2 offsetMin = itemTemplateRect.min - dropdownContentRect.min + (Vector2)itemTemplate.rectTransform.localPosition; Vector2 offsetMax = itemTemplateRect.max - dropdownContentRect.max + (Vector2)itemTemplate.rectTransform.localPosition; Vector2 itemSize = itemTemplateRect.size; //清空DropdownItem List 准备开始选项Itme的创建 m_Items.Clear(); Toggle prev = null; for (int i = 0; i < options.Count; ++i) { OptionData data = options[i]; //创建Item DropdownItem item = AddItem(data, value == i, itemTemplate, m_Items); if (item == null) { continue; } // Automatically set up a toggle state change listener // 设置toggle初始状态以及注册事件监听 item.toggle.isOn = value == i; item.toggle.onValueChanged.AddListener(x => OnSelectItem(item.toggle)); // Select current option //标记当前选项 if (item.toggle.isOn) { item.toggle.Select(); } // Automatically set up explicit navigation // 设置Item的导航 if (prev != null) { Navigation prevNav = prev.navigation; Navigation toggleNav = item.toggle.navigation; prevNav.mode = Navigation.Mode.Explicit; toggleNav.mode = Navigation.Mode.Explicit; prevNav.selectOnDown = item.toggle; prevNav.selectOnRight = item.toggle; toggleNav.selectOnLeft = prev; toggleNav.selectOnUp = prev; prev.navigation = prevNav; item.toggle.navigation = toggleNav; } prev = item.toggle; } // Reposition all items now that all of them have been added // 计算内容区域的高度 Vector2 sizeDelta = contentRectTransform.sizeDelta; sizeDelta.y = itemSize.y * m_Items.Count + offsetMin.y - offsetMax.y; contentRectTransform.sizeDelta = sizeDelta; //计算是否有额外空区域(当内容区域小于列表本身的区域时调整列表大小) float extraSpace = dropdownRectTransform.rect.height - contentRectTransform.rect.height; if (extraSpace > 0) { dropdownRectTransform.sizeDelta = new Vector2(dropdownRectTransform.sizeDelta.x, dropdownRectTransform.sizeDelta.y - extraSpace); } // Invert anchoring and position if dropdown is partially or fully outside of canvas rect. // Typically this will have the effect of placing the dropdown above the button instead of below, // but it works as inversion regardless of initial setup. // 当列表处于canvas外部时,将其按坐标轴进行翻转 Vector3[] corners = new Vector3[4]; dropdownRectTransform.GetWorldCorners(corners); RectTransform rootCanvasRectTransform = rootCanvas.transform as RectTransform; Rect rootCanvasRect = rootCanvasRectTransform.rect; for (int axis = 0; axis < 2; axis++) { bool outside = false; for (int i = 0; i < 4; i++) { Vector3 corner = rootCanvasRectTransform.InverseTransformPoint(corners[i]); if (corner[axis] < rootCanvasRect.min[axis] || corner[axis] > rootCanvasRect.max[axis]) { outside = true; break; } } if (outside) { RectTransformUtility.FlipLayoutOnAxis(dropdownRectTransform, axis, false, false); } } for (int i = 0; i < m_Items.Count; i++) { RectTransform itemRect = m_Items[i].rectTransform; itemRect.anchorMin = new Vector2(itemRect.anchorMin.x, 0); itemRect.anchorMax = new Vector2(itemRect.anchorMax.x, 0); itemRect.anchoredPosition = new Vector2(itemRect.anchoredPosition.x, offsetMin.y + itemSize.y * (m_Items.Count - 1 - i) + itemSize.y * itemRect.pivot.y); itemRect.sizeDelta = new Vector2(itemRect.sizeDelta.x, itemSize.y); } // Fade in the popup // 下拉列表渐出效果 AlphaFadeList(0.15f, 0f, 1f); // Make drop-down template and item template inactive // 隐藏模板 m_Template.gameObject.SetActive(false); itemTemplate.gameObject.SetActive(false); // 创建拦截模板,用于监听点击事件来隐藏下拉列表,层级会低于下拉列表(2999) m_Blocker = CreateBlocker(rootCanvas); }
public virtual bool Raycast(Vector2 sp, Camera eventCamera) { bool result; if (!base.isActiveAndEnabled) { result = false; } else { Transform transform = base.transform; List <Component> list = ListPool <Component> .Get(); bool flag = false; bool flag2 = true; while (transform != null) { transform.GetComponents <Component>(list); for (int i = 0; i < list.Count; i++) { Canvas canvas = list[i] as Canvas; if (canvas != null && canvas.overrideSorting) { flag2 = false; } ICanvasRaycastFilter canvasRaycastFilter = list[i] as ICanvasRaycastFilter; if (canvasRaycastFilter != null) { bool flag3 = true; CanvasGroup canvasGroup = list[i] as CanvasGroup; if (canvasGroup != null) { if (!flag && canvasGroup.ignoreParentGroups) { flag = true; flag3 = canvasRaycastFilter.IsRaycastLocationValid(sp, eventCamera); } else if (!flag) { flag3 = canvasRaycastFilter.IsRaycastLocationValid(sp, eventCamera); } } else { flag3 = canvasRaycastFilter.IsRaycastLocationValid(sp, eventCamera); } if (!flag3) { ListPool <Component> .Release(list); result = false; return(result); } } } transform = ((!flag2) ? null : transform.parent); } ListPool <Component> .Release(list); result = true; } return(result); }
private void OnCombineMesh() { RichText[] texts = GetComponentsInChildren <RichText>(false); RichImage[] images = GetComponentsInChildren <RichImage>(false); var meshCount = texts.Length + images.Length; if (meshCount == 0) { if (m_mesh) { m_mesh.Clear(); } if (m_meshRender) { m_meshRender.enabled = false; } return; } if (m_meshRender == null) { m_meshRender = gameObject.GetOrAddComponent <MeshRenderer>(); m_meshRender.hideFlags = MeshHideflags; m_meshFilter = gameObject.GetOrAddComponent <MeshFilter>(); m_meshFilter.hideFlags = MeshHideflags; m_mesh = new Mesh(); m_mesh.MarkDynamic(); m_mesh.hideFlags = MeshHideflags; } Material material = null; var meshes = ListPool <MeshOrder> .Get(); var worldToLocalMatrix = this.transform.worldToLocalMatrix; for (int i = 0; i < images.Length; ++i) { var image = images[i]; if (!image.IsActive()) { continue; } var mesh = image.Mesh(); if (mesh == null) { continue; } var meshOrder = new MeshOrder(); meshOrder.mesh = mesh; meshOrder.matrix = worldToLocalMatrix * image.transform.localToWorldMatrix; meshOrder.z = image.transform.localPosition.z; meshes.Add(meshOrder); if (material == null) { material = image.material; } } for (int j = 0; j < texts.Length; ++j) { var text = texts[j]; if (!text.IsActive()) { continue; } var mesh = text.Mesh(); if (mesh == null) { continue; } var meshOrder = new MeshOrder(); meshOrder.mesh = mesh; meshOrder.matrix = worldToLocalMatrix * text.transform.localToWorldMatrix; meshOrder.z = text.transform.localPosition.z; meshes.Add(meshOrder); if (material == null) { material = text.material; } } if (meshes.Count == 0) { if (m_meshRender) { m_meshRender.enabled = false; } return; } m_meshRender.enabled = true; meshes.Sort((lhs, rhs) => rhs.z.CompareTo(lhs.z)); CombineInstance[] combine = new CombineInstance[meshes.Count]; for (int i = 0; i < meshes.Count; ++i) { combine[i].mesh = meshes[i].mesh; combine[i].transform = meshes[i].matrix; } ListPool <MeshOrder> .Release(meshes); m_mesh.CombineMeshes(combine, true); m_meshFilter.sharedMesh = m_mesh; m_meshRender.sharedMaterial = material; }
public void Show() { if (this.IsActive() && this.IsInteractable() && !(this.m_Dropdown != null)) { if (!this.validTemplate) { this.SetupTemplate(); if (!this.validTemplate) { return; } } List <Canvas> list = ListPool <Canvas> .Get(); base.gameObject.GetComponentsInParent <Canvas>(false, list); if (list.Count != 0) { Canvas canvas = list[0]; ListPool <Canvas> .Release(list); this.m_Template.gameObject.SetActive(true); this.m_Dropdown = this.CreateDropdownList(this.m_Template.gameObject); this.m_Dropdown.name = "Dropdown List"; this.m_Dropdown.SetActive(true); RectTransform rectTransform = this.m_Dropdown.transform as RectTransform; rectTransform.SetParent(this.m_Template.transform.parent, false); Dropdown.DropdownItem componentInChildren = this.m_Dropdown.GetComponentInChildren <Dropdown.DropdownItem>(); GameObject gameObject = componentInChildren.rectTransform.parent.gameObject; RectTransform rectTransform2 = gameObject.transform as RectTransform; componentInChildren.rectTransform.gameObject.SetActive(true); Rect rect = rectTransform2.rect; Rect rect2 = componentInChildren.rectTransform.rect; Vector2 vector = rect2.min - rect.min + componentInChildren.rectTransform.localPosition; Vector2 vector2 = rect2.max - rect.max + componentInChildren.rectTransform.localPosition; Vector2 size = rect2.size; this.m_Items.Clear(); Toggle toggle = null; for (int i = 0; i < this.options.Count; i++) { Dropdown.OptionData data = this.options[i]; Dropdown.DropdownItem item = this.AddItem(data, this.value == i, componentInChildren, this.m_Items); if (!(item == null)) { item.toggle.isOn = (this.value == i); item.toggle.onValueChanged.AddListener(delegate(bool x) { this.OnSelectItem(item.toggle); }); if (item.toggle.isOn) { item.toggle.Select(); } if (toggle != null) { Navigation navigation = toggle.navigation; Navigation navigation2 = item.toggle.navigation; navigation.mode = Navigation.Mode.Explicit; navigation2.mode = Navigation.Mode.Explicit; navigation.selectOnDown = item.toggle; navigation.selectOnRight = item.toggle; navigation2.selectOnLeft = toggle; navigation2.selectOnUp = toggle; toggle.navigation = navigation; item.toggle.navigation = navigation2; } toggle = item.toggle; } } Vector2 sizeDelta = rectTransform2.sizeDelta; sizeDelta.y = size.y * (float)this.m_Items.Count + vector.y - vector2.y; rectTransform2.sizeDelta = sizeDelta; float num = rectTransform.rect.height - rectTransform2.rect.height; if (num > 0f) { rectTransform.sizeDelta = new Vector2(rectTransform.sizeDelta.x, rectTransform.sizeDelta.y - num); } Vector3[] array = new Vector3[4]; rectTransform.GetWorldCorners(array); RectTransform rectTransform3 = canvas.transform as RectTransform; Rect rect3 = rectTransform3.rect; for (int j = 0; j < 2; j++) { bool flag = false; for (int k = 0; k < 4; k++) { Vector3 vector3 = rectTransform3.InverseTransformPoint(array[k]); if (vector3[j] < rect3.min[j] || vector3[j] > rect3.max[j]) { flag = true; break; } } if (flag) { RectTransformUtility.FlipLayoutOnAxis(rectTransform, j, false, false); } } for (int l = 0; l < this.m_Items.Count; l++) { RectTransform rectTransform4 = this.m_Items[l].rectTransform; rectTransform4.anchorMin = new Vector2(rectTransform4.anchorMin.x, 0f); rectTransform4.anchorMax = new Vector2(rectTransform4.anchorMax.x, 0f); rectTransform4.anchoredPosition = new Vector2(rectTransform4.anchoredPosition.x, vector.y + size.y * (float)(this.m_Items.Count - 1 - l) + size.y * rectTransform4.pivot.y); rectTransform4.sizeDelta = new Vector2(rectTransform4.sizeDelta.x, size.y); } this.AlphaFadeList(0.15f, 0f, 1f); this.m_Template.gameObject.SetActive(false); componentInChildren.gameObject.SetActive(false); this.m_Blocker = this.CreateBlocker(canvas); } } }