private void UpdateItem(int index, GameObject item) { item.SetActive(index < m_datas.Count); if (item.activeSelf) { LoopBaseNode baseNode = item.GetComponent <LoopBaseNode>(); baseNode.index = index; baseNode.data = m_datas[index]; baseNode.OnDataChange(); } }
static int QPYX_OnDataChange_YXQP(IntPtr L_YXQP) { try { ToLua.CheckArgsCount(L_YXQP, 1); LoopBaseNode QPYX_obj_YXQP = (LoopBaseNode)ToLua.CheckObject <LoopBaseNode>(L_YXQP, 1); QPYX_obj_YXQP.OnDataChange(); return(0); } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
static int OnDataChange(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); LoopBaseNode obj = (LoopBaseNode)ToLua.CheckObject <LoopBaseNode>(L, 1); obj.OnDataChange(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private void UpdateItem(int index, GameObject item) { item.SetActive(index < m_datas.Count); if (item.activeSelf) { item.name = "item" + index;//TODO 更新name 我们现在取列表数据都是通过name来的 LoopBaseNode baseNode = item.GetComponent <LoopBaseNode>(); baseNode.index = index; baseNode.data = m_datas[index]; baseNode.OnDataChange(); if (OnDataChange != null) { OnDataChange.Invoke(baseNode); } } }
private void InitItemsPosition() { LoopBaseNode baseNode = null; RectTransform rectTrans = null; int count = m_instantiateItems.Count; for (int i = 0; i < count; i++) { baseNode = m_instantiateItems[i].GetComponent <LoopBaseNode>(); baseNode.index = i; baseNode.data = m_datas[i]; baseNode.OnDataChange(); if (OnDataChange != null) { OnDataChange.Invoke(baseNode); } rectTrans = m_instantiateItems[i].GetComponent <RectTransform>(); rectTrans.anchoredPosition = GetCenterPosByIndex(i); } }
private void CreateItem(int index) { RectTransform item = GameObject.Instantiate(m_cell); item.SetParent(m_contentRect.transform, false); item.anchorMax = Vector2.up; item.anchorMin = Vector2.up; item.pivot = Vector2.up; item.name = "item" + index; item.anchoredPosition = direction == Direction.Horizontal ? new Vector2(Mathf.Floor(index / instantiateSize.x) * m_cellRect.x, -(index % instantiateSize.x) * m_cellRect.y) : new Vector2((index % instantiateSize.y) * m_cellRect.x, -Mathf.Floor(index / instantiateSize.y) * m_cellRect.y); m_instantiateItems.Add(item); item.gameObject.SetActive(true); LoopBaseNode baseNode = item.GetComponent <LoopBaseNode>(); baseNode.index = index; baseNode.data = m_datas[index]; baseNode.OnDataChange(); }