コード例 #1
0
 private void Start()
 {
     if (!scrollRect)
     {
         scrollRect = GetComponent <UnityEngine.UI.ScrollRect>();
     }
 }
コード例 #2
0
        /// <summary>
        /// Scrolls immediately to a given object in the scrollview.
        ///
        /// <b>Important:</b>
        /// Unity UI's scrolling component and UI setup is complex and full of variations. Therefore this
        /// function may not always give the expected results. Simply try it. If it does not work, you may copy the
        /// implementation of this function into your own code and customize as needed.
        /// </summary>
        /// <param name="scrollRect">ScrollView that should perform the scrolling.</param>
        /// <param name="focusObject">Object to scroll to. Must be a child of scrollRect's content object.</param>
        /// <param name="keepX">If true, scrolling does not apply to X.</param>
        /// <param name="keepY">If true, scrolling does not apply to Y.</param>
        /// <seealso cref="https://stackoverflow.com/questions/30766020/how-to-scroll-to-a-specific-element-in-scrollrect-with-unity-ui"/>
        public static void scrollJumpTo(UnityEngine.UI.ScrollRect scrollRect, GameObject focusObject, bool keepX = false, bool keepY = false)
        {
            RectTransform contentPanel = scrollRect.content;
            RectTransform target       = focusObject.GetComponent <RectTransform>();

            Canvas.ForceUpdateCanvases();

            Vector2 result =
                (Vector2)scrollRect.transform.InverseTransformPoint(contentPanel.position)        //current scrollpos
                - (
                    (Vector2)scrollRect.transform.InverseTransformPoint((Vector2)target.position) //... pos of object
                    );

            result.x += (scrollRect.GetComponent <RectTransform>().rect.width / 2);  //try to scroll object into center
            result.y -= (scrollRect.GetComponent <RectTransform>().rect.height / 2); //try to scroll object into center
                                                                                     //Debug.Log("scrollRect.rect="+(scrollRect.GetComponent<RectTransform>().rect)+", result="+result);

            result.x = Mathf.Clamp(result.x, 0, contentPanel.rect.width);
            result.y = Mathf.Clamp(result.y, -contentPanel.rect.height, 0);

            if (keepX)
            {
                result.x = contentPanel.anchoredPosition.x;
            }
            if (keepY)
            {
                result.y = contentPanel.anchoredPosition.y;
            }

            //scrollRect.inertia = false;
            contentPanel.anchoredPosition = result;
            scrollRect.StopMovement(); //Important: Stop any flow that may come from inertia, because it will falsify the programmatic scrolling results here (as we want a hard but reliable jump to a fixed position)
            //Debug.Log("-> result=" + result +", c.ap="+ contentPanel.anchoredPosition+"c.rs="+contentPanel.rect.height);
        }
コード例 #3
0
 protected override void ClearUIComponents()
 {
     ImgWaterMask       = null;
     IntegralScrollView = null;
     BtnBack            = null;
     mData = null;
 }
コード例 #4
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        /// <summary>
        /// 构建水平滑动,主要是添加自动布局
        /// </summary>
        /// <param name="scrollRect"></param>
        /// <param name="layer"></param>
        public void BuildHorizonScrollView(UnityEngine.UI.ScrollRect scrollRect, Layer layer)
        {
            scrollRect.vertical   = false;
            scrollRect.horizontal = true;

            //水平默认从左向右滑动
            scrollRect.content.anchorMin = Vector2.zero;
            scrollRect.content.anchorMax = new Vector2(0, 1);
            scrollRect.content.pivot     = new Vector2(0, 0.5f);    //锚定左侧,否则动态增长时会从两边添加cell

            var contentSizeFilter = scrollRect.content.GetComponent <ContentSizeFitter>();

            contentSizeFilter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
            contentSizeFilter.verticalFit   = ContentSizeFitter.FitMode.PreferredSize;

            var hLayout = scrollRect.content.gameObject.AddComponent <HorizontalLayoutGroup>();  //添加水平布局组件

            if (layer.arguments.Length < 4)
            {
                Debug.LogWarning("ScrollView arguments error !");
            }
            else
            {
                float spacing;
                if (float.TryParse(layer.arguments[1], out spacing))
                {
                    hLayout.spacing = spacing;
                }
                int left, top;
                if (int.TryParse(layer.arguments[2], out left) && int.TryParse(layer.arguments[3], out top))
                {
                    hLayout.padding = new RectOffset(left, left, top, top);
                }
            }
        }
コード例 #5
0
ファイル: GameTable.cs プロジェクト: kingpowervrg/my_seeker
        protected override void OnInit()
        {
            _uiTile         = GetComponent <UnityEngine.UI.LayoutGroup>();
            cachedTransform = _uiTile.transform;
            if (Widget.parent != null && Widget.parent.parent != null)
            {
                scrollView = Widget.parent.parent.gameObject.GetComponentInChildren <UnityEngine.UI.ScrollRect>(); //GetComponent<ScrollRect>();
            }
            if (scrollView == null)
            {
                scrollView = Widget.parent.parent.gameObject.GetComponent <UnityEngine.UI.ScrollRect>();
            }
            if (scrollView != null)
            {
                UnityAction <Vector2> valueChange = new UnityAction <Vector2>(OnValueChanged);
                scrollView.onValueChanged.AddListener(valueChange);
            }
            GridLayoutGroup tempGroup = _uiTile as GridLayoutGroup;

            if (isHorizontal)
            {
                nLineWidth = tempGroup.cellSize.x + tempGroup.spacing.x;
            }
            else
            {
                nLineWidth = tempGroup.cellSize.y + tempGroup.spacing.y;
            }

            base.OnInit();
        }
コード例 #6
0
        public void DrawLayer(Layer layer, GameObject parent)
        {
            //UnityEngine.UI.ScrollRect temp = AssetDatabase.LoadAssetAtPath(PSDImporterConst.PREFAB_PATH_SCROLLVIEW, typeof(UnityEngine.UI.ScrollRect)) as UnityEngine.UI.ScrollRect;
            UnityEngine.UI.ScrollRect scrollRect = PSDImportUtility.LoadAndInstant <UnityEngine.UI.ScrollRect>(PSDImporterConst.ASSET_PATH_SCROLLVIEW, layer.name, parent);
            //scrollRect.transform.SetParent(parent.transform, false); //parent = parent.transform;


            RectTransform rectTransform = scrollRect.GetComponent <RectTransform>();

            rectTransform.sizeDelta        = new Vector2(layer.size.width, layer.size.height);
            rectTransform.anchoredPosition = new Vector2(layer.position.x, layer.position.y);

            if (layer.layers != null)
            {
                string type = layer.arguments[0].ToUpper();
                switch (type)
                {
                case "V":
                    //scrollRect.vertical = true;
                    //scrollRect.horizontal = false;
                    if (layer.arguments.Length > 4)
                    {
                        BuildGridScrollView(scrollRect, layer, parent, true);
                        return;
                    }
                    else
                    {
                        BuildVerticalScrollView(scrollRect, layer);
                    }
                    break;

                case "H":
                    //scrollRect.vertical = false;
                    //scrollRect.horizontal = true;
                    if (layer.arguments.Length > 4)
                    {
                        BuildGridScrollView(scrollRect, layer, parent, false);
                        return;
                    }
                    else
                    {
                        BuildHorizonScrollView(scrollRect, layer);
                    }
                    break;

                default:
                    break;
                }

                ctrl.DrawLayers(layer.layers, scrollRect.content.gameObject);
            }
        }
コード例 #7
0
 protected override void ClearUIComponents()
 {
     ImgWaterMask            = null;
     ExchangeRecordPanel     = null;
     ExchangeScrollView      = null;
     ExchangeNODataContent   = null;
     IntegralRecordPanel     = null;
     IntegralGetScrollView   = null;
     RecordNODataContent     = null;
     IntegralExChangelToggle = null;
     IntegralRecorderToggle  = null;
     BtnBack = null;
     mData   = null;
 }
コード例 #8
0
        /// <summary>
        /// scrollrect 与 grid layout 搭配
        /// </summary>
        /// <param name="scrollRect"></param>
        /// <param name="layer"></param>
        public void BuildGridScrollView(UnityEngine.UI.ScrollRect scrollRect, Layer layer, GameObject parent, bool vertical)
        {
            scrollRect.vertical   = vertical;
            scrollRect.horizontal = !vertical;

            //水平默认从左向右滑动
            scrollRect.content.anchorMin = Vector2.zero;
            scrollRect.content.anchorMax = new Vector2(0, 1);
            scrollRect.content.pivot     = new Vector2(0, 1);     //锚定左侧,否则动态增长时会从两边添加cell

            var contentSizeFilter = scrollRect.content.GetComponent <ContentSizeFitter>();

            contentSizeFilter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
            contentSizeFilter.verticalFit   = ContentSizeFitter.FitMode.PreferredSize;

            UnityEngine.UI.GridLayoutGroup gridLayoutGroup = scrollRect.content.gameObject.AddComponent <GridLayoutGroup>();  //添加水平布局组件
            if (vertical)
            {
                gridLayoutGroup.constraint      = GridLayoutGroup.Constraint.FixedColumnCount;
                gridLayoutGroup.constraintCount = System.Convert.ToInt32(layer.arguments[5]);
            }
            else
            {
                gridLayoutGroup.constraint      = GridLayoutGroup.Constraint.FixedRowCount;
                gridLayoutGroup.constraintCount = System.Convert.ToInt32(layer.arguments[4]);
            }

            RectTransform rectTransform = gridLayoutGroup.GetComponent <RectTransform>();

            rectTransform.sizeDelta        = Vector2.zero; //new Vector2(layer.size.width, layer.size.height);
            rectTransform.anchoredPosition = Vector2.zero; //new Vector2(layer.position.x, layer.position.y);

            //int left, top;
            //if (int.TryParse(layer.arguments[2], out left) && int.TryParse(layer.arguments[3], out top))
            //{
            //    gridLayoutGroup.padding = new RectOffset(left, left, top, top);
            //}

            float width, height;

            if (float.TryParse(layer.arguments[6], out width) && float.TryParse(layer.arguments[7], out height))
            {
                gridLayoutGroup.cellSize = new Vector2(width, height);
            }
            gridLayoutGroup.spacing = new Vector2(System.Convert.ToInt32(layer.arguments[8]), System.Convert.ToInt32(layer.arguments[9]));

            ctrl.DrawLayers(layer.layers, gridLayoutGroup.gameObject);
        }
コード例 #9
0
    static int get_movementType(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            UnityEngine.UI.ScrollRect.MovementType ret = obj.movementType;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index movementType on a nil value" : e.Message));
        }
    }
コード例 #10
0
    static int set_horizontalScrollbar(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj  = (UnityEngine.UI.ScrollRect)o;
            UnityEngine.UI.Scrollbar  arg0 = (UnityEngine.UI.Scrollbar)ToLua.CheckUnityObject(L, 2, typeof(UnityEngine.UI.Scrollbar));
            obj.horizontalScrollbar = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index horizontalScrollbar on a nil value" : e.Message));
        }
    }
コード例 #11
0
    static int get_content(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            UnityEngine.RectTransform ret = obj.content;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index content on a nil value" : e.Message));
        }
    }
コード例 #12
0
    static int get_horizontal(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            bool ret = obj.horizontal;
            LuaDLL.lua_pushboolean(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index horizontal on a nil value" : e.Message));
        }
    }
コード例 #13
0
    static int get_flexibleHeight(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            float ret = obj.flexibleHeight;
            LuaDLL.lua_pushnumber(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index flexibleHeight on a nil value" : e.Message));
        }
    }
コード例 #14
0
    static int set_verticalNormalizedPosition(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
            obj.verticalNormalizedPosition = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index verticalNormalizedPosition on a nil value" : e.Message));
        }
    }
コード例 #15
0
    static int set_horizontalScrollbarSpacing(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
            obj.horizontalScrollbarSpacing = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index horizontalScrollbarSpacing on a nil value" : e.Message));
        }
    }
コード例 #16
0
    static int get_onValueChanged(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            UnityEngine.UI.ScrollRect.ScrollRectEvent ret = obj.onValueChanged;
            ToLua.PushObject(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index onValueChanged on a nil value" : e.Message));
        }
    }
コード例 #17
0
    static int get_velocity(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            UnityEngine.Vector2       ret = obj.velocity;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index velocity on a nil value" : e.Message));
        }
    }
コード例 #18
0
    static int set_verticalScrollbarVisibility(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            UnityEngine.UI.ScrollRect.ScrollbarVisibility arg0 = (UnityEngine.UI.ScrollRect.ScrollbarVisibility)ToLua.CheckObject(L, 2, typeof(UnityEngine.UI.ScrollRect.ScrollbarVisibility));
            obj.verticalScrollbarVisibility = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index verticalScrollbarVisibility on a nil value" : e.Message));
        }
    }
コード例 #19
0
    static int set_inertia(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
            obj.inertia = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index inertia on a nil value" : e.Message));
        }
    }
コード例 #20
0
    static int set_movementType(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            UnityEngine.UI.ScrollRect.MovementType arg0 = (UnityEngine.UI.ScrollRect.MovementType)ToLua.CheckObject(L, 2, typeof(UnityEngine.UI.ScrollRect.MovementType));
            obj.movementType = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index movementType on a nil value" : e.Message));
        }
    }
コード例 #21
0
    static int get_layoutPriority(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            int ret = obj.layoutPriority;
            LuaDLL.lua_pushinteger(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index layoutPriority on a nil value" : e.Message));
        }
    }
コード例 #22
0
ファイル: UITableViewWrap.cs プロジェクト: yhjsspz/root
    static int get_GetScrollRect(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UITableView obj = (UITableView)o;
            UnityEngine.UI.ScrollRect ret = obj.GetScrollRect;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index GetScrollRect on a nil value"));
        }
    }
コード例 #23
0
    static int set_normalizedPosition(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj  = (UnityEngine.UI.ScrollRect)o;
            UnityEngine.Vector2       arg0 = ToLua.ToVector2(L, 2);
            obj.normalizedPosition = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index normalizedPosition on a nil value" : e.Message));
        }
    }
コード例 #24
0
    static int set_viewport(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj  = (UnityEngine.UI.ScrollRect)o;
            UnityEngine.RectTransform arg0 = (UnityEngine.RectTransform)ToLua.CheckUnityObject(L, 2, typeof(UnityEngine.RectTransform));
            obj.viewport = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index viewport on a nil value" : e.Message));
        }
    }
コード例 #25
0
    static int get_verticalNormalizedPosition(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            float ret = obj.verticalNormalizedPosition;
            LuaDLL.lua_pushnumber(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index verticalNormalizedPosition on a nil value" : e.Message));
        }
    }
コード例 #26
0
    static int set_onValueChanged(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;
            UnityEngine.UI.ScrollRect.ScrollRectEvent arg0 = (UnityEngine.UI.ScrollRect.ScrollRectEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.UI.ScrollRect.ScrollRectEvent));
            obj.onValueChanged = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index onValueChanged on a nil value" : e.Message));
        }
    }
コード例 #27
0
ファイル: LogWindow.cs プロジェクト: philipNoonan/valkyrie
    public void DrawVarList()
    {
        DialogBox db = new DialogBox(new Vector2(UIScaler.GetHCenter(2f), 0.5f), new Vector2(16, 24.5f), StringKey.NULL);

        db.AddBorder();
        db.background.AddComponent <UnityEngine.UI.Mask>();
        UnityEngine.UI.ScrollRect scrollRect = db.background.AddComponent <UnityEngine.UI.ScrollRect>();

        GameObject    scrollArea      = new GameObject("scroll");
        RectTransform scrollInnerRect = scrollArea.AddComponent <RectTransform>();

        scrollArea.transform.parent = db.background.transform;
        scrollInnerRect.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, 0, 16f * UIScaler.GetPixelsPerUnit());
        scrollInnerRect.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 0, 1);

        scrollRect.content    = scrollInnerRect;
        scrollRect.horizontal = false;

        // List of vars
        float offset = 1;

        valueDBE = new Dictionary <string, DialogBoxEditable>();
        foreach (KeyValuePair <string, float> kv in Game.Get().quest.vars.vars)
        {
            string key = kv.Key;

            db = new DialogBox(
                new Vector2(UIScaler.GetHCenter(2.5f), offset), new Vector2(12, 1.2f),
                new StringKey(null, key, false), Color.black, Color.white);
            db.textObj.GetComponent <UnityEngine.UI.Text>().material = (Material)Resources.Load("Fonts/FontMaterial");
            db.background.transform.parent = scrollArea.transform;
            db.AddBorder();
            // Variables value modify dont need localization
            DialogBoxEditable dbe = new DialogBoxEditable(
                new Vector2(UIScaler.GetHCenter(14.5f), offset), new Vector2(3, 1.2f),
                kv.Value.ToString(),
                delegate { UpdateValue(key); }, Color.black, Color.white);
            dbe.setMaterialAndBackgroundTransformParent((Material)Resources.Load("Fonts/FontMaterial"), scrollArea.transform);
            dbe.AddBorder();
            valueDBE.Add(key, dbe);

            offset += 1.4f;
        }
        scrollInnerRect.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 0, (offset - 1) * UIScaler.GetPixelsPerUnit());
    }
コード例 #28
0
 private void OnGameDidLoad()
 {
     if (screens != null)
     {
         UnityEngine.UI.ScrollRect scrollRect = gameObject.GetComponent <UnityEngine.UI.ScrollRect>();
         ScrollRectSnap            scrollSnap = gameObject.GetComponent <ScrollRectSnap>();
         foreach (GameObject screenPrefab in screens)
         {
             GameObject screenObject = Instantiate(screenPrefab);
             screenObject.transform.SetParent(screenGrid.transform, false);
             BaseScrollScreen scrollScreen = screenObject.GetComponent <BaseScrollScreen>();
             if (scrollScreen != null && scrollRect != null && scrollSnap != null)
             {
                 scrollScreen.ScrollContainer     = scrollRect;
                 scrollScreen.ScrollSnapContainer = scrollSnap;
             }
         }
     }
 }
コード例 #29
0
    private System.Collections.IEnumerator start()
    {
        /* XXX: This must be delayed, otherwise unity ignores the changes to
         * the UI ¯\_(ツ)_/¯ */
        yield return(null);

        int   count = this.lastIdx - this.curIdx;
        float size  = 1.0f / (float)count;

        this.view = this.gameObject.GetComponentInChildren <View>();

        const Axis ax = Axis.Vertical;

        this.viewWidth  = this.view.content.rect.width;
        this.viewHeight = elementDist + count * (elementHeight + elementDist);
        this.view.content.SetSizeWithCurrentAnchors(ax, this.viewHeight);
        this.view.verticalScrollbar.size = size;

        yield return(this.startLoadLevel());
    }
コード例 #30
0
    static int set_horizontalScrollbar(IntPtr L)
    {
        object o = L.ToUserData(1);

        UnityEngine.UI.ScrollRect obj = (UnityEngine.UI.ScrollRect)o;

        if (obj == null)
        {
            LuaTypes types = L.Type(1);

            if (types == LuaTypes.LUA_TTABLE)
            {
                LuaDLL.luaL_error(L, "unknown member name horizontalScrollbar");
            }
            else
            {
                LuaDLL.luaL_error(L, "attempt to index horizontalScrollbar on a nil value");
            }
        }

        obj.horizontalScrollbar = L.ToComponent(3, typeof(UnityEngine.UI.Scrollbar)) as UnityEngine.UI.Scrollbar;
        return(0);
    }