/// <summary> /// 更改列表 /// </summary> /// <param name="coutn"></param> void ChangeList(int coutn) { if (_chatSlideListStateInspection._IsDrag) { _loopScrollRect.totalCount = coutn; return; } if (_loopScrollRect == null) { return; } _loopScrollRect.ClearCells(); _loopScrollRect.totalCount = coutn; ChangeListSlideType(0); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); EditorGUILayout.Space(); LoopScrollRect scroll = (LoopScrollRect)target; EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Clear")) { scroll.ClearCells(); } if (GUILayout.Button("Refresh")) { scroll.RefreshCells(); } if (GUILayout.Button("Refill")) { scroll.RefillCells(50); } if (GUILayout.Button("RefillFromEnd")) { scroll.RefillCellsFromEnd(); } EditorGUILayout.EndHorizontal(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); EditorGUILayout.Space(); LoopScrollRect scroll = (LoopScrollRect)target; //scroll.m_PrefabGameObject = EditorGUILayout.ObjectField("Prefab", scroll.m_PrefabGameObject, typeof(GameObject), true, null) as GameObject; scroll.totalCount = EditorGUILayout.IntField("Total Count", scroll.totalCount); scroll.threshold = Mathf.Max(10, EditorGUILayout.FloatField("Threshold", scroll.threshold)); scroll.reverseDirection = EditorGUILayout.Toggle("Reverse Direction", scroll.reverseDirection); scroll.rubberScale = Mathf.Max(0, EditorGUILayout.FloatField("Rubber Scale", scroll.rubberScale)); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Clear")) { scroll.ClearCells(); } if (GUILayout.Button("Refill")) { scroll.RefillCells(); } if (GUILayout.Button("Refresh")) { scroll.RefreshCells(); } EditorGUILayout.EndHorizontal(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); EditorGUILayout.Space(); LoopScrollRect scroll = (LoopScrollRect)target; if (GUILayout.Button("Create PoolObject")) { var _tf = scroll.transform.Find(LoopScrollPrefabSource.__POOLSNAME); if (!_tf) { GameObject _gameObject = new GameObject(LoopScrollPrefabSource.__POOLSNAME); _gameObject.transform.SetParent(scroll.transform); _gameObject.transform.localScale = Vector3.one; _gameObject.transform.localPosition = Vector3.zero; _tf = _gameObject.transform; } scroll.prefabSource.PoolGameObject = _tf; Debug.Log("Create Suc!"); } GUI.enabled = Application.isPlaying; EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Clear")) { scroll.ClearCells(); } if (GUILayout.Button("Refresh")) { scroll.RefreshCells(); } if (GUILayout.Button("Refill")) { scroll.RefillCells(); } if (GUILayout.Button("RefillFromEnd")) { scroll.RefillCellsFromEnd(); } EditorGUILayout.EndHorizontal(); EditorGUIUtility.labelWidth = 45; float w = (EditorGUIUtility.currentViewWidth - 100) / 2; EditorGUILayout.BeginHorizontal(); index = EditorGUILayout.IntField("Index", index, GUILayout.Width(w)); speed = EditorGUILayout.FloatField("Speed", speed, GUILayout.Width(w)); if (GUILayout.Button("Scroll", GUILayout.Width(45))) { scroll.SrollToCell(index, speed); } EditorGUILayout.EndHorizontal(); }
/// <summary> /// 更改列表 /// </summary> /// <param name="coutn"></param> void ChangeList(int coutn) { _loopScrollRect.ClearCells(); _loopScrollRect.totalCount = coutn; //添加循环列表itme引用丢失防误 if (_loopScrollRect.prefabSource.prefabGO == null) { _loopScrollRect.prefabSource.prefabGO = _listItem.gameObject; } _loopScrollRect.RefillCells(); }
public override void ResetData() { StopAllCoroutines(); currentState = State.Hide; myCanvasGroup.alpha = 0f; myCanvasGroup.blocksRaycasts = false; panelFocusScreen.gameObject.SetActive(false); if (listCurrentAppDetail != null && listCurrentAppDetail.Count > 0) { listCurrentAppDetail.Clear(); } panelLoading.gameObject.SetActive(false); txtEmpty.gameObject.SetActive(false); mainScrollRect.ClearCells(); timeCanPressGetReward = System.DateTime.Now; isInitialized = false; }
public void InitScrollView(GameObject go, int count, string cellName, int focusIndex = -1) { LoopScrollRect component = go.GetComponent <LoopScrollRect>(); if (component != null) { component.prefabPool = this.EasyObjectPool; component.SetPrefabToPool(cellName); component.ClearCells(); component.totalCount = count; component.focusIndex = focusIndex; } }
public override void ResetData() { StopAllCoroutines(); currentState = State.Hide; myCanvasGroup.alpha = 0f; myCanvasGroup.blocksRaycasts = false; if (listRoomDetail != null && listRoomDetail.Count > 0) { listRoomDetail.Clear(); } mainScrollRect.ClearCells(); }
public void OnEnable() { var AM = AppManager.Instance; SendVoiceMessageButton.onClick.AddListener(() => RecordVoice()); parent.text = AM.path2; scroll.ClearCells(); if (AM.openNoteMedia) { ViewNoteMediaPref(); } else { ViewPref(); } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); EditorGUILayout.Space(); LoopScrollRect scroll = (LoopScrollRect)target; GUI.enabled = Application.isPlaying; EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Clear")) { scroll.ClearCells(); } if (GUILayout.Button("Refresh")) { scroll.RefreshCells(); } if (GUILayout.Button("Refill")) { scroll.RefillCells(); } if (GUILayout.Button("RefillFromEnd")) { scroll.RefillCellsFromEnd(); } EditorGUILayout.EndHorizontal(); EditorGUIUtility.labelWidth = 45; float w = (EditorGUIUtility.currentViewWidth - 100) / 2; EditorGUILayout.BeginHorizontal(); index = EditorGUILayout.IntField("Index", index, GUILayout.Width(w)); speed = EditorGUILayout.FloatField("Speed", speed, GUILayout.Width(w)); if (GUILayout.Button("Scroll", GUILayout.Width(45))) { scroll.SrollToCell(index, speed); } EditorGUILayout.EndHorizontal(); }
private void Update() { if (Input.GetKeyDown(KeyCode.A)) { m_LoopScrollRect.RefillCells(m_DataCount); } if (Input.GetKeyDown(KeyCode.C)) { m_LoopScrollRect.ClearCells(); } if (Input.GetKeyDown(KeyCode.F)) { m_LoopScrollRect.RefreshCells(); } }
public override void OnInspectorGUI() { LoopScrollRect scroll = (LoopScrollRect)target; scroll.initInStart = EditorGUILayout.Toggle("Init in Start", scroll.initInStart); scroll.prefabPool = (MarchingBytes.EasyObjectPool)EditorGUILayout.ObjectField("Prefab Pool", scroll.prefabPool, typeof(MarchingBytes.EasyObjectPool), true); scroll.prefabPoolName = EditorGUILayout.TextField("Prefab Pool Name", scroll.prefabPoolName); scroll.totalCount = EditorGUILayout.IntField("Total Count", scroll.totalCount); scroll.cacheExtendCount = Mathf.Max(1, EditorGUILayout.IntField("Cache Extend Count", scroll.cacheExtendCount)); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Clear Cells")) { scroll.ClearCells(); } if (GUILayout.Button("Refill Cells")) { scroll.RefillCells(); } EditorGUILayout.EndHorizontal(); base.OnInspectorGUI(); }
private void ClearSearchResults() { _scrollRect.ClearCells(); _scrollRect.dataSource = null; }
public void MakeGames(bool force = false) { Debug.Log("building games " + name); //if (force || !hasInitialized) { scrollRect.ClearCells(); foreach (RectTransform child in spawnRect) { Destroy(child.gameObject); } //} //gamesGroup.Clear(); gameDataList.Clear(); //Sort the data, and then get the game data from the sorted: List <LibraryGameData> tempSort = LibraryHelper.I.GetSortedGameData(sortMode); int spawnCount = 0; foreach (LibraryGameData gameData in tempSort) { //Based on the display mode, we don't dlisplay some games: switch (displayMode) { case LibraryDisplayMode.Applications: if (gameData.gameType == LibraryGameType.Overlay || gameData.gameType == LibraryGameType.Core) { continue; } break; case LibraryDisplayMode.Revive: if (gameData.gameType != LibraryGameType.Revive) { continue; } break; case LibraryDisplayMode.Favorites: if (!gameData.isFavorite) { continue; } break; case LibraryDisplayMode.Misc: if (gameData.gameType == LibraryGameType.Application || gameData.gameType == LibraryGameType.Revive) { continue; } break; } //gameDataList.Add(gameData); gameDataList.Add(gameData); spawnCount++; if (spawnCount >= spawnLimit) { break; } } /*if (force || !hasInitialized) { * scrollRect.ClearCells(); * foreach (RectTransform child in spawnRect) { * Destroy(child.gameObject); * } * }*/ scrollRect.totalCount = gameDataList.Count; if (force || !hasInitialized) { //scrollRect.RefillCellsFromEnd(); //scrollRect.RefillCells(); } else { //scrollRect.RefreshCells(); } scrollRect.RefillCells(); scrollRect.SrollToCell(0, 1000); hasInitialized = true; }
/// <summary> /// 更改列表 /// </summary> /// <param name="coutn"></param> void ChangeList(int coutn) { _loopScrollRect.ClearCells(); _loopScrollRect.totalCount = coutn; _loopScrollRect.RefillCells(); }
public void SelfDestruction() { mainScrollRect.ClearCells(); }