Esempio n. 1
0
        void FillSlots()
        {
            FormationSlotItem[] old_items = items;
            items = new FormationSlotItem[_count];

            // copy
            if (old_items != null)
            {
                //for (int i = 0; i < _count && i < old_items.Length; i++) {
                //	if (old_items[i] != null) {
                //		items[i] = old_items[i];
                //		old_items[i] = null;
                //	}
                //}

                //for (int i = 0; i < old_items.Length; i++) {
                //	Destroy(old_items[i].gameObject);
                //}

                for (int i = 0; i < old_items.Length; i++)
                {
                    if (old_items[i] != null && i < _count)
                    {
                        items[i]     = old_items[i];
                        old_items[i] = null;
                    }
                    else
                    {
                        Destroy(old_items[i].gameObject);
                    }
                }
            }

            Vector2 pos = prefab.gameObject.GetComponent <RectTransform>().anchoredPosition;

            // float start_pos = pos.x - (items.Length - 1) / 2 * _elementWidth;
            for (int i = 0; i < items.Length; i++)
            {
                FormationSlotItem item = items[i];
                if (item == null)
                {
                    item     = Instantiate(prefab);
                    items[i] = item;
                    item.gameObject.SetActive(true);

                    // Set(i, i + 1, string.Format("{0}", 11000 + i));
                }

                RectTransform rt = item.gameObject.GetComponent <RectTransform>();
                rt.SetParent(GetComponent <RectTransform>(), false);
                SetPosition(rt, i);
                item.gameObject.name = string.Format("obj_{0}", i);
            }
        }
Esempio n. 2
0
        public void Set(int index, long key, string skeletonName, System.Action func)
        {
            if (index < 0 || index >= items.Length || items[index] == null)
            {
                return;
            }

            FormationSlotItem item = items[index];

            item.key = key;
            item.UpdateSkeleton(key == 0 ? "" : skeletonName);
            if (func != null)
            {
                func();
                func = null;
            }
        }
Esempio n. 3
0
        void Update()
        {
            if (_count <= 1)
            {
                return;
            }

            // Array.Sort(items, new CustomComparer());
            FormationSlotItem draging = null;
            int drag_slot             = -1;

            for (int i = 0; i < items.Length; i++)
            {
                if (items[i] != null && items[i].dragOnSurfaces)
                {
                    draging   = items[i];
                    drag_slot = i;
                    break;
                }
            }

            if (draging == null)
            {
                if (dirty)
                {
                    dirty = false;
                    for (int i = 0; i < items.Length; i++)
                    {
                        SetPosition(items[i].gameObject.GetComponent <RectTransform>(), i);
                    }

                    if (onOrderChange != null)
                    {
                        onOrderChange();
                    }
                }
                return;
            }
            dirty = true;

            if (draging.rt.anchoredPosition.x < start_pos)
            {
                draging.rt.anchoredPosition = new Vector2(start_pos, y_pos);
            }

            if (draging.rt.anchoredPosition.x > end_pos)
            {
                draging.rt.anchoredPosition = new Vector2(end_pos, y_pos);
            }

            int target_slot = (int)((draging.rt.anchoredPosition.x - start_pos + _elementWidth / 2) / _elementWidth);

            if (target_slot != drag_slot)
            {
                if (!items[target_slot].isLocked)
                {
                    items[drag_slot]   = items[target_slot];
                    items[target_slot] = draging;
                    if (items[drag_slot] != null)
                    {
                        SetPosition(items[drag_slot].gameObject.GetComponent <RectTransform>(), drag_slot);
                    }
                }
            }
        }