/// <summary> /// This method is called when the new cell has been jumpped to. /// It will reset the spacer's cell size to the remainder of the scroller's size minus the /// total cell size calculated in ResizeScroller. Finally, it will reload the /// scroller to set the new cell sizes. /// </summary> private void ResetSpacer() { // reset the spacer's cell size to the scroller's size minus the rest of the cell sizes // (or zero if the spacer is no longer needed) _data[0].cellSize = Mathf.Max(scroller.ScrollRectSize - _totalCellSize, 0); // reload the data to set the new cell size scroller.ReloadData(1.0f); }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadLargeData() { // set up some simple data _data = new SmallList<Data>(); for (var i = 0; i < 1000; i++) _data.Add(new Data() { someText = "Cell Data Index " + i.ToString() }); // tell the scroller to reload now that we have the data scroller.ReloadData(); }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadData() { // set up some simple data _data = new SmallList <Data>(); for (var i = 0; i < 50; i++) { if (i % 2 == 0) { _data.Add(new Data() { headerText = "Multiple Expand", descriptionText = "Expanding this cell will not collapse other cells. This allows you to have multiple cells expanded at once.\n\nClick the cell again to collapse.", isExpanded = false, expandedSize = 200f, collapsedSize = 20f * ((i % 3) + 3), tweenType = Tween.TweenType.immediate, tweenTimeExpand = 0, tweenTimeCollapse = 0 }); } else if (i % 3 == 0) { _data.Add(new Data() { headerText = "Tween Expand", descriptionText = "This cell will animate its size when clicked.\n\nClick the cell again to collapse.", isExpanded = false, expandedSize = 200f, collapsedSize = 20f * ((i % 3) + 3), tweenType = Tween.TweenType.easeInOutSine, tweenTimeExpand = 0.5f, tweenTimeCollapse = 0.5f }); } else { _data.Add(new Data() { headerText = "Single Expand", descriptionText = "Expanding this cell will collapse other cells.\n\nClick the cell again to collapse.", isExpanded = false, expandedSize = 200f, collapsedSize = 30f * ((i % 3) + 3), tweenType = Tween.TweenType.immediate, tweenTimeExpand = 0, tweenTimeCollapse = 0 }); } } // tell the scroller to reload now that we have the data scroller.ReloadData(); }
protected override void ShowResponsesNow(Subtitle subtitle, Response[] responses, float timeout) { cellDataList.RemoveAll(x => x.prefab == cellViewPrefab.iconPanelPrefab.gameObject); var cellData = new CellData(); cellData.prefab = cellViewPrefab.menuPanelPrefab.gameObject; cellData.subtitle = subtitle; cellData.responses = responses; cellData.timeout = timeout; cellDataList.Add(cellData); enhancedScroller.ReloadData(); ScrollToBottom(); }
IEnumerator _ReloadData() { yield return(new WaitForEndOfFrame()); yield return(new WaitForEndOfFrame()); yield return(new WaitForEndOfFrame()); yield return(new WaitForEndOfFrame()); UpdateData(); masterScroller.ReloadData(); }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadLargeData() { // set up some simple data _data = new SmallList <DataParticipant>(); for (var i = 0; i < 1000; i++) { _data.Add(new DataParticipant() { someText = "Arvind" }); } // tell the scroller to reload now that we have the data scroller.ReloadData(); }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadData(int pageStartIndex) { // grab the last index of the data to jump to when we are finished var previousLastIndex = _data.Count; // calculate the last index of the new list var lastIndex = _data.Count + pageCount; // add data to the list for (var i = pageStartIndex; i < lastIndex; i++) { _data.Add(new Data() { someText = "Cell Data Index " + i.ToString() }); } // cache the scroller's position so that we can set it back after the reload var scrollPosition = scroller.ScrollPosition; // tell the scroller to reload now that we have the data. scroller.ReloadData(); // set the scroller's position back to the cached position scroller.ScrollPosition = scrollPosition; // toggle off loading new so that we can load again at the bottom of the scroller _loadingNew = false; }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadData() { // if the data existed previously, loop through // and remove the selection change handlers before // clearing out the data. if (_data != null) { for (var i = 0; i < _data.Count; i++) { _data[i].selectedChanged = null; } } // set up some simple data _data = new SmallList <Data>(); for (var i = 0; i < 1000; i++) { _data.Add(new Data() { someText = i.ToString() }); } // tell the scroller to reload now that we have the data scroller.ReloadData(); }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadData() { // set up some simple data. This will be a two-dimensional array, // specifically a list within a list. _data = new List <MasterData>(); for (var i = 0; i < 1000; i++) { var masterData = new MasterData() { normalizedScrollPosition = 0, childData = new List <DetailData>() }; _data.Add(masterData); for (var j = 0; j < 20; j++) { masterData.childData.Add(new DetailData() { someText = i.ToString() + "," + j.ToString() }); } } // tell the scroller to reload now that we have the data masterScroller.ReloadData(); }
public void Reload() { jsonMonsterFile = Resources.Load("monsters") as TextAsset; jsonMonsters = JsonMapper.ToObject(jsonMonsterFile.text); if (_data != null) { for (var i = 0; i < _data.Count; i++) { _data[i].selectedChanged = null; } } _data = new SmallList <InventoryData>(); for (int i = 0; i < jsonMonsters["monsters"].Count; i++) { _data.Add(new InventoryData() { monsterName = jsonMonsters["monsters"][i]["image"].ToString() }); } vScroller.ReloadData(); if (listMonsterSelected.Count != 0) { ReloadMonsterSelected(); } }
void Start() { // set the scroller's cell view visbility changed delegate to a method in this controller scroller.cellViewVisibilityChanged = CellViewVisibilityChanged; scroller.cellViewWillRecycle = CellViewWillRecycle; // preload the cells by looking ahead (both behind and after) if (preloadCells) { scroller.lookAheadBefore = 1000f; scroller.lookAheadAfter = 1000f; } // set up some simple data _data = new SmallList <Data>(); // set up a list of images with their dimensions for (var i = 0; i < imageURLList.Length; i++) { // add the image based on the image list text file _data.Add(new Data() { imageUrl = imageURLList[i], imageDimensions = new Vector2(200f, 200f) }); } // set the scroller's delegate to this controller scroller.Delegate = this; // tell the scroller to reload scroller.ReloadData(); }
void Start() { // set the scroller's cell view visbility changed delegate to a method in this controller scroller.cellViewVisibilityChanged = CellViewVisibilityChanged; // set up some simple data _data = new SmallList <Data>(); // set up a list of images with their dimensions for (var i = 0; i < imageURLList.Length; i++) { // add the image based on the image list text file _data.Add(new Data() { imageUrl = imageURLList[i], imageDimensions = new Vector2(200f, 200f) }); } // set the scroller's delegate to this controller scroller.Delegate = this; // tell the scroller to reload scroller.ReloadData(); }
private void Reload() { jsonTeamFile = Resources.Load("teams") as TextAsset; jsonTeam = JsonMapper.ToObject(jsonTeamFile.text); if (_data != null) { for (var i = 0; i < _data.Count; i++) { _data[i].selectedChanged = null; } } _data = new SmallList <TeamData>(); for (int i = 0; i < jsonTeam["teams"].Count; i++) { _data.Add(new TeamData() { Selected = System.Convert.ToBoolean(jsonTeam["teams"][i]["selected"].ToString()), Created = System.Convert.ToBoolean(jsonTeam["teams"][i]["created"].ToString()), monsterName1 = jsonTeam["teams"][i]["monsters"][0]["name"].ToString(), monsterName2 = jsonTeam["teams"][i]["monsters"][1]["name"].ToString(), monsterName3 = jsonTeam["teams"][i]["monsters"][2]["name"].ToString(), monsterName4 = jsonTeam["teams"][i]["monsters"][3]["name"].ToString() }); } vScroller.ReloadData(); }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadData(int pageStartIndex) { // grab the last index of the data to jump to when we are finished var previousLastIndex = _data.Count; // calculate the last index of the new list var lastIndex = _data.Count + pageCount; // add data to the list for (var i = pageStartIndex; i < lastIndex; i++) { _data.Add(new Data() { someText = "Cell Data Index " + i.ToString() }); } // tell the scroller to reload now that we have the data. scroller.ReloadData(); // jump to the previous last index to make it look like the scroller did not move scroller.JumpToDataIndex(previousLastIndex, 1, 1); // toggle off loading new so that we can load again at the bottom of the scroller _loadingNew = false; }
private void LoadData() { _data = mapConfig.stageList; scroller.Delegate = this; scroller.ReloadData(); scroller.JumpToDataIndex(CampaignStageData.GetStageIndex(playerCampaign.GetLastStagePass()) - 1); }
/// <summary> /// This function sets up our inventory data and tells the scrollers to reload /// </summary> private void Reload() { // if the data existed previously, loop through // and remove the selection change handlers before // clearing out the data. if (_data != null) { for (var i = 0; i < _data.Count; i++) { _data[i].selectedChanged = null; } } // set up a new inventory list _data = new SmallList <InventoryData>(); // add inventory items to the list _data.Add(new InventoryData() { itemName = "Sword", itemCost = 123, itemDamage = 50, itemDefense = 0, itemWeight = 10, spritePath = resourcePath + "/sword", itemDescription = "Broadsword with a double-edged blade" }); _data.Add(new InventoryData() { itemName = "Shield", itemCost = 80, itemDamage = 0, itemDefense = 60, itemWeight = 50, spritePath = resourcePath + "/shield", itemDescription = "Steel shield to deflect your enemy's blows" }); _data.Add(new InventoryData() { itemName = "Amulet", itemCost = 260, itemDamage = 0, itemDefense = 0, itemWeight = 1, spritePath = resourcePath + "/amulet", itemDescription = "Magic amulet restores your health points gradually over time" }); _data.Add(new InventoryData() { itemName = "Helmet", itemCost = 50, itemDamage = 0, itemDefense = 20, itemWeight = 20, spritePath = resourcePath + "/helmet", itemDescription = "Standard helm will decrease your vulnerability" }); _data.Add(new InventoryData() { itemName = "Boots", itemCost = 40, itemDamage = 0, itemDefense = 10, itemWeight = 5, spritePath = resourcePath + "/boots", itemDescription = "Boots of speed will double your movement points" }); _data.Add(new InventoryData() { itemName = "Bracers", itemCost = 30, itemDamage = 0, itemDefense = 20, itemWeight = 10, spritePath = resourcePath + "/bracers", itemDescription = "Bracers will upgrade your overall armor" }); _data.Add(new InventoryData() { itemName = "Crossbow", itemCost = 100, itemDamage = 40, itemDefense = 0, itemWeight = 30, spritePath = resourcePath + "/crossbow", itemDescription = "Crossbow can attack from long range" }); _data.Add(new InventoryData() { itemName = "Fire Ring", itemCost = 300, itemDamage = 100, itemDefense = 0, itemWeight = 1, spritePath = resourcePath + "/fireRing", itemDescription = "Fire ring gives you the magical ability to cast fireball spells" }); _data.Add(new InventoryData() { itemName = "Knapsack", itemCost = 22, itemDamage = 0, itemDefense = 0, itemWeight = 0, spritePath = resourcePath + "/knapsack", itemDescription = "Knapsack will increase your carrying capacity by twofold" }); // tell the scrollers to reload vScroller.ReloadData(); hScroller.ReloadData(); }
void Start() { _data = new List <ScrollerData>(); _data.Add(new ScrollerData() { animalName = "Lion" }); _data.Add(new ScrollerData() { animalName = "Bear" }); _data.Add(new ScrollerData() { animalName = "Eagle" }); _data.Add(new ScrollerData() { animalName = "Dolphin" }); _data.Add(new ScrollerData() { animalName = "Ant" }); _data.Add(new ScrollerData() { animalName = "Cat" }); _data.Add(new ScrollerData() { animalName = "Sparrow" }); _data.Add(new ScrollerData() { animalName = "Dog" }); _data.Add(new ScrollerData() { animalName = "Spider" }); _data.Add(new ScrollerData() { animalName = "Elephant" }); _data.Add(new ScrollerData() { animalName = "Falcon" }); _data.Add(new ScrollerData() { animalName = "Mouse" }); myScroller.Delegate = this; myScroller.ReloadData(); }
/// <summary> /// This function will exand the scroller to accommodate the cells, reload the data to calculate the cell sizes, /// reset the scroller's size back, then reload the data once more to display the cells. /// </summary> private void ResizeScroller() { // capture the scroller dimensions so that we can reset them when we are done var rectTransform = scroller.GetComponent <RectTransform>(); var size = rectTransform.sizeDelta; // set the dimensions to the largest size possible to acommodate all the cells rectTransform.sizeDelta = new Vector2(size.x, float.MaxValue); // First Pass: reload the scroller so that it can populate the text UI elements in the cell view. // The content size fitter will determine how big the cells need to be on subsequent passes scroller.ReloadData(); // reset the scroller size back to what it was originally rectTransform.sizeDelta = size; // Second Pass: reload the data once more with the newly set cell view sizes and scroller content size scroller.ReloadData(); }
/// <summary> /// Scroller的启动方法 注意:调用之前先setDataList /// </summary> public virtual ScrollerCtrlBase ReloadData(float scrollPositionFactor = 0) { if (isInit == false) { InitCtrl(); } scroller.ReloadData(scrollPositionFactor); return(this); }
/// <summary> /// Check to see if the scroller needs to be reloaded /// </summary> void Update() { if (reloadDataNextFrame) { // scroller needs reloaded, so we unflag and reload the detail data reloadDataNextFrame = false; detailScroller.ReloadData(_data.normalizedScrollPosition); } }
public void SetData(List <Texture2D> datas) { _data = datas; scroller.Delegate = this; scroller.scrollerScrolled = ScrollerScrolled; // tell the scroller to reload now that we have the data scroller.ReloadData(); }
public void ShowType(MenuItemType type) { _data = DiplomCore.Instance.MainBD.GetAllInfoAbout(type); _currentViewType = type; //_itemsContloller.InitDataToList<BaseDataForSelectWindow>(_data); if (_data.Count == 0) { Debug.LogError("Никого нет"); } scroller.ReloadData(); this.ShowWindow(null); }
/// <summary> /// обновить информацию в UI /// /// выставляем фотки, контакты и тому подобное /// </summary> public override void RefreshView() { DiplomCore.Instance.LoadSprite(CurrentData.Foto, OnLoadPhoto); _fio.text = CurrentData.Name; _fullInfo.text = CurrentData.FullInfo; _contacts.text = CurrentData.Contatcts; _vk.UpdateDataView(CurrentData.Vk); _controller.UpdateDataView(CurrentData.Porfolio); scroller.ReloadData(); ShowWindow(null); }
private void LoadData() { _data = new SmallList <DataPista>(); foreach (Pista pista in enigma.Pistas) { if (pista.image != null) { _data.Add(new DataPista() { headerText = pista.PistaName, descriptionText = pista.TextRich, imageOptional = pista.image, isExpanded = false, expandedSize = pista.sizeText, collapsedSize = 60f, tweenType = Tween.TweenType.easeInOutSine, tweenTimeExpand = 0.5f, tweenTimeCollapse = 0.5f }); } else { _data.Add(new DataPista() { headerText = pista.PistaName, descriptionText = pista.TextRich, isExpanded = false, expandedSize = pista.sizeText, collapsedSize = 60f, tweenType = Tween.TweenType.easeInOutSine, tweenTimeExpand = 0.5f, tweenTimeCollapse = 0.5f }); } } scroller.ReloadData(); }
public void LoadLevels() { _data = new List <LevelData>(); _data.Clear(); for (int i = 0; i < Levels.Length; i++) { _data.Add(new LevelData { LevelImage = Levels[i], LevelNumber = i + 1, time = timeEstimate[i], colorTime = colorEstimate[i], leanTween = leanTweenActivated[i] }); } myScroller.Delegate = this; myScroller.ReloadData(); }
public void Init(CellViewInstantiated cellViewInstantiated, ScrollerScrollingChangedDelegate scrollerScrollingChanged, OnBeginDragDelegate scrollerBeginDrag, OnEndDragDelegate scrollerEndDrag) { m_Scroller.Delegate = this; m_Scroller.cellViewInstantiated = cellViewInstantiated; m_Scroller.scrollerScrollingChanged = scrollerScrollingChanged; m_Scroller.scrollerBeginDrag = scrollerBeginDrag; m_Scroller.scrollerEndDrag = scrollerEndDrag; CellSize = UIController.Instance.m_CanvasScaler.referenceResolution.x; LoadData(); m_Scroller.ReloadData(); }
/// <summary> /// Populates the data with a lot of records /// </summary> private void LoadData() { // set up some simple data _data = new SmallList <Data>(); for (var i = 0; i < 31; i++) { _data.Add(new Data() { someText = i.ToString(), isSelected = i == _selectedIndex }); } // tell the scroller to reload now that we have the data scroller.ReloadData(); }
void Start() { LoadLevelList(); _comList = new UndoRedoList(); _comList.OnClean += OnListClean; _comList.OnDirty += OnListDirty; myScroller.Delegate = this; _levelList.onDataChange += () => { myScroller.ReloadData(); _scrollRect.onValueChanged.Invoke(_scrollRect.normalizedPosition); }; }
public void SetData(string condition, string stackTrace, LogType type) { if (logInfos.Count > 300) { logInfos.Clear(); } logInfos.Add(new LogInfo { condition = condition, stackTrace = stackTrace, type = type, height = -1 }); scroller.ReloadData(1); }
/// <summary> /// Populates the data with a small set of records /// </summary> public void ParticipantsListReceived(List <string> participantsList) { _data = new SmallList <DataParticipant>(); foreach (string participantName in participantsList) { _data.Add(new DataParticipant() { someText = participantName }); } scroller.ClearAll(); // tell the scroller to reload now that we have the data scroller.ReloadData(); }