//아이템 구매하거나 겟 할때 호출 하게 해야함 public void UpdateWeaponInventorySlot() { //무기 갱신 if (m_LoopScrollRect.totalCount < CUserData.GetInstance.m_weaponInvenList.Count || m_LoopScrollRect.totalCount > CUserData.GetInstance.m_weaponInvenList.Count) { m_LoopScrollRect.totalCount = CUserData.GetInstance.m_weaponInvenList.Count; //인벤토리 슬롯 갯수 갱신 } m_LoopScrollRect.RefillCells(); // 인벤토리 생성함수 호출 m_LoopScrollRect.RefreshCells(); }
public void DisplayCards(IList data, bool refillCells = true) { _cardsScrollRect.dataSource = data; if (refillCells) { _cardsScrollRect.RefillCells(); } else { _cardsScrollRect.RefreshCells(); } }
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(); }
IEnumerator DelayRefreshList() { yield return(null); loopScrollRect.totalCount = itemsVm.Count; loopScrollRect.RefreshCells(); delayRefreshCoroutine = null; }
public void OnDataSourceUpdated(bool isSuccess) { _isAwaitingForResponse = false; EnableSpinner(false); if (!isSuccess) { return; } _scrollRect.RefreshCells(); }
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(); } }