コード例 #1
0
    /// <summary>
    /// 更新每一个row的所有单元格
    /// </summary>
    /// <param name="cellIndex">单元格序列</param>
    /// <param name="scrollingPositive">正反向</param>
    private void UpdateContent(int cellIndex, bool scrollingPositive)
    {
        int index = scrollingPositive ? ((cellIndex - 1) * NUMBER_OF_COLUMNS) + (visibleCellsTotalCount) : (cellIndex * NUMBER_OF_COLUMNS);
        LinkedListNode <GameObject> tempCell = null;

        int currentDataIndex = 0;

        for (int i = 0; i < NUMBER_OF_COLUMNS; i++)
        {
            this.FreeCell(scrollingPositive);
            tempCell         = GetCellFromPool(scrollingPositive);
            currentDataIndex = index + i;

            PositionCell(tempCell.Value, index + i);
            ScrollViewCell scrollableCell = tempCell.Value.GetComponent <ScrollViewCell>();
            if (currentDataIndex >= 0 && currentDataIndex < allCellsData.Count)
            {
                scrollableCell.Init(this, allCellsData[currentDataIndex], currentDataIndex);
                if (onCellInit != null)
                {
                    onCellInit(scrollableCell, currentDataIndex);
                }
            }
            else
            {
                scrollableCell.Init(this, null, currentDataIndex);
                //if (onCellInit != null)
                //{
                //    onCellInit(null, currentDataIndex);
                //}
            }

            scrollableCell.ConfigureCell();
            if (onCellConfig != null)
            {
                onCellConfig(currentDataIndex);
            }
            scrollableCell.ChooseCell(selectedIndex.Contains(currentDataIndex));
        }
    }
コード例 #2
0
    /// <summary>
    /// 刷新Content
    /// </summary>
    void UpdateView(IList cellDataList)
    {
        if (cellDataList == null)
        {
            return;
        }

        if (cellsInUse.Count > 0)
        {
            foreach (var cell in cellsInUse)
            {
                localCellsPool.AddLast(cell);
            }
            cellsInUse.Clear();
        }

        previousInitialIndex = 0;
        initialIndex         = 0;
        content.gameObject.SetActive(true);
        LinkedListNode <GameObject> tempCell = null;

        allCellsData = cellDataList;

        if (horizontal)
        {
            content.sizeDelta = new Vector2((allCellsData.Count + NUMBER_OF_COLUMNS - 1) / NUMBER_OF_COLUMNS * cellWidth, content.sizeDelta.y);
        }
        else
        {
            content.sizeDelta = new Vector2(cellWidth * NUMBER_OF_COLUMNS, (allCellsData.Count + NUMBER_OF_COLUMNS - 1) / NUMBER_OF_COLUMNS * cellHeight);
        }

        int currentDataIndex = 0;

        for (int i = 0; i < visibleCellsTotalCount; i++)
        {
            tempCell = GetCellFromPool(true);
            if (tempCell == null || tempCell.Value == null)
            {
                continue;
            }
            currentDataIndex = i + initialIndex * NUMBER_OF_COLUMNS;

            PositionCell(tempCell.Value, currentDataIndex);
            tempCell.Value.SetActive(true);
            ScrollViewCell scrollableCell = tempCell.Value.GetComponent <ScrollViewCell>();
            if (currentDataIndex < cellDataList.Count)
            {
                scrollableCell.Init(this, cellDataList[i], currentDataIndex);
                if (onCellInit != null)
                {
                    onCellInit(scrollableCell, currentDataIndex);
                }
            }
            else
            {
                scrollableCell.Init(this, null, currentDataIndex);
                //if (onCellInit != null)
                //{
                //    onCellInit(null, currentDataIndex);
                //}
            }
            scrollableCell.ConfigureCell();
            if (onCellConfig != null)
            {
                onCellConfig(currentDataIndex);
            }
            scrollableCell.ChooseCell(selectedIndex.Contains(currentDataIndex));
        }
    }