private void Objective_OnStarted(Objective sender) { UpdateListItem updateLine = Instantiate(updateListItemPrefab) as UpdateListItem; updateLine.transform.SetParent(transform); updateLine.AnimateTime = animationTime; updateLine.Text = "Current Objective: " + sender.description; sender.OnStarted -= Objective_OnStarted; itemsToBeAddedQueue.Enqueue(updateLine); }
private void Quest_OnCompleted(Quest sender) { UpdateListItem updateLine = Instantiate(updateListItemPrefab) as UpdateListItem; updateLine.transform.SetParent(transform); updateLine.AnimateTime = animationTime; updateLine.Text = "Quest completed!"; sender.OnCompleted -= Quest_OnCompleted; itemsToBeAddedQueue.Enqueue(updateLine); }
public MainForm() { InitializeComponent(); _col = (int)ColumnIndex.Path; listView.ListViewItemSorter = this; _directories = new List<string>(); _updateHash = new UpdateListItem(UpdateHash); UpdateUI(false); }
private void ShowListItemOnScreen(UpdateListItem listItem) { listItem.GetComponent <RectTransform>().anchoredPosition = localStartPosition; itemList.Enqueue(listItem); listItem.AddToTop(); while (itemList.Count > maxRows) { itemList.Dequeue().RemoveFromBottom(); } foreach (var item in itemList) { item.MoveDown(); } }
/// <summary> /// 初始化 /// </summary> /// <param name="maxLength"></param> /// <param name="updateItem"></param> public void Init(int maxLength, UpdateListItem updateItem) { m_showArea = GetComponent<RectTransform>().sizeDelta; m_item.SetActive(false); m_firstItemPos.y += m_itemHeight; m_curSbVal = m_sb.value; m_curShowEndIndex = m_fixedColCount; m_listMaxLength = maxLength; m_updateItem = updateItem; for (int i = 0; i < m_fixedColCount+1; i++) { Transform item = CreateItem(i); m_updateItem(item, i); } }
private void QuestManager_OnQuestAdd(Quest addedQuest) { // Subscribe to quest events addedQuest.OnCompleted += Quest_OnCompleted; foreach (Objective obj in addedQuest.objectives) { Debug.Log("Subscribed to objective"); obj.OnCompleted += Objective_OnCompleted; obj.OnStarted += Objective_OnStarted; } // Notification of new quest UpdateListItem updateLine = Instantiate(updateListItemPrefab) as UpdateListItem; updateLine.transform.SetParent(transform); updateLine.AnimateTime = animationTime; updateLine.Text = "New Quest Added"; itemsToBeAddedQueue.Enqueue(updateLine); }
/// <summary> /// 初始化滚动列表 /// </summary> /// <param name="isHorizontal">是否是横向的列表</param> /// <param name="count">列表数量</param> /// <param name="gap">间隔</param> /// <param name="updateItem">每一项的回调</param> /// <returns></returns> public void init(bool isHorizontal = false, int count = 0, float gap = 5, UpdateListItem updateItem = null) { this.totalCount = -1; if (count < 0) { count = 0; } if (this.scroll == null) { return; } if (this.content == null) { return; } this.m_updateItem = updateItem; this.isHorizontal = isHorizontal; //设置组件横向纵向滚动 this.sr = this.scroll.GetComponent <ScrollRect>(); this.sr.horizontal = this.isHorizontal; this.sr.vertical = !this.isHorizontal; this.gapH = gap; this.gapV = gap; this.listWidth = this.scroll.GetComponent <RectTransform>().sizeDelta.x; this.listHeight = this.scroll.GetComponent <RectTransform>().sizeDelta.y; this.itemWidth = this.itemPrefab.GetComponent <RectTransform>().sizeDelta.x; this.itemHeight = this.itemPrefab.GetComponent <RectTransform>().sizeDelta.y; //this.scroll.transform.localPosition = new Vector3(-this.listWidth / 2, this.listHeight / 2); this.contentRectTf = this.content.GetComponent <RectTransform>(); this.contentRectTf.sizeDelta = new Vector2(listWidth, listHeight); this.contentRectTf.localPosition = new Vector3(0, 0); this.prevItemPos = new Vector2(); this.contentStartPos = this.scroll.transform.localPosition; this.reloadData(count); this.isReload = true; }
IEnumerator ShowListItemDelay(UpdateListItem listItem, float delayTime) { yield return(new WaitForSeconds(delayTime)); itemsToBeAddedQueue.Enqueue(listItem); }
/// <summary> /// 初始化滚动列表 /// </summary> /// <param name="isHorizontal">是否是横向的列表</param> /// <param name="count">列表数量</param> /// <param name="gap">间隔</param> /// <param name="updateItem">每一项的回调</param> /// <returns></returns> public void init(bool isHorizontal = false, int count = 0, float gap = 5, UpdateListItem updateItem = null) { this.totalCount = -1; if (count < 0) count = 0; if (this.scroll == null) return; if (this.content == null) return; this.m_updateItem = updateItem; this.isHorizontal = isHorizontal; //设置组件横向纵向滚动 this.sr = this.scroll.GetComponent<ScrollRect>(); this.sr.horizontal = this.isHorizontal; this.sr.vertical = !this.isHorizontal; this.gapH = gap; this.gapV = gap; this.listWidth = this.scroll.GetComponent<RectTransform>().sizeDelta.x; this.listHeight = this.scroll.GetComponent<RectTransform>().sizeDelta.y; this.itemWidth = this.itemPrefab.GetComponent<RectTransform>().sizeDelta.x; this.itemHeight = this.itemPrefab.GetComponent<RectTransform>().sizeDelta.y; //this.scroll.transform.localPosition = new Vector3(-this.listWidth / 2, this.listHeight / 2); this.contentRectTf = this.content.GetComponent<RectTransform>(); this.contentRectTf.sizeDelta = new Vector2(listWidth, listHeight); this.contentRectTf.localPosition = new Vector3(0, 0); this.prevItemPos = new Vector2(); this.contentStartPos = this.scroll.transform.localPosition; this.reloadData(count); this.isReload = true; }
private void ShowListItemOnScreen(UpdateListItem listItem) { listItem.GetComponent<RectTransform>().anchoredPosition = localStartPosition; itemList.Enqueue(listItem); listItem.AddToTop(); while (itemList.Count > maxRows) { itemList.Dequeue().RemoveFromBottom(); } foreach(var item in itemList) { item.MoveDown(); } }
IEnumerator ShowListItemDelay(UpdateListItem listItem, float delayTime) { yield return new WaitForSeconds(delayTime); itemsToBeAddedQueue.Enqueue(listItem); }