private void setItemImgLoad(UIListGridItemPanelBase item) { if (item.gameObject.activeSelf == true) { item.setPhotoLoad(); } }
// 필요한 아이템을 리스트에 올려놓는다.. 이제 얘들을 돌려쓸거다... private void createItemPanel() { // if(endLineDummy == null) // { // endLineDummy = (new GameObject("endline")).AddComponent<UILabel>(); // endLineDummy.fontSize = 1; // endLineDummy.text = "."; // endLineDummy.color = new Color(0,0,0,0.1f); // endLineDummy.transform.parent = transform; // } // if(direction == Direction.vertical) // { // endLineDummy.transform.localPosition = new Vector3(0, -(dataList.Count)*cellHeight, 0); // } // else // { // endLineDummy.transform.localPosition = new Vector3((dataList.Count)*cellWidth, 0, 0); // } for (int i = 0; i < totalItemNumber; ++i) { UIListGridItemPanelBase item = getItem(); _v.x = 0; _v.y = 0; _v.z = 0; // 마지막 얘는 리스트 끝으로. 그래야 ngui panel 스크롤 영역이 정해진다. if (i == totalItemNumber - 1) { if (direction == Direction.vertical) { _v.y = -(dataCount - 1) * cellHeight; } else { _v.x = (dataCount - 1) * cellWidth; } } // 나머지는 그냥 순서대로... else { if (direction == Direction.vertical) { _v.y = -i * cellHeight; } else { _v.x = i * cellWidth; } } item.cachedTransform.localPosition = _v; itemList.Add(item); setItemData(item); } }
private void setItemData(UIListGridItemPanelBase item) { if (direction == Direction.vertical) { positionIndex = -(int)(item.cachedTransform.localPosition.y / cellHeight); } else { positionIndex = (int)(item.cachedTransform.localPosition.x / cellWidth); } if (item.gameObject.activeInHierarchy == true) { #if UNITY_EDITOR item.name = positionIndex + ""; #endif if (dataCount > positionIndex && positionIndex >= 0 && item.index != positionIndex) { item.setIndex(positionIndex); item.setData(dataList[positionIndex]); setItemImgLoad(item); #if UNITY_EDITOR // Debug.LogError("positionIndex : " + positionIndex); #endif if (callbackAfterDrawFinalItem != null && positionIndex >= dataCount - 1) { if (_firstResetDraw == false) { callbackAfterDrawFinalItem(positionIndex); } else { _firstResetDraw = false; } } } } }