void OnDestroy() { scrollRect = null; content = null; goItemPrefab = null; onInitializeItem = null; listItem = null; unUseItem = null; }
// Use this for initialization void OnDestroy() { scrollRect = null; contentTrans = null; itemPrefab = null; initializeItem = null; listItem.Clear(); listItem = null; useItem = null; }
public void Init(int dataCount, OnInitializeItem initfun, Action <int> OnReachBottom = null, bool initContentPos = true) { is_init = true; onInitializeItem = initfun; mOnReachBottom = OnReachBottom; if (scrollRect == null || content == null || goItemPrefab == null) { Debug.LogError("异常:请检测<" + gameObject.name + ">对象上UIWarpContent对应ScrollRect、Content、GoItemPrefab 是否存在值...." + scrollRect + " _" + content + "_" + goItemPrefab); return; } // if (dataCount <= 0) //{ // return; //} //是否重置content的位置 if (initContentPos) { InitContent(); } setDataCount(dataCount); scrollRect.onValueChanged.RemoveAllListeners(); scrollRect.onValueChanged.AddListener(onValueChanged); if (listItem == null) { listItem = new List <YYUIWarpContentItem>(); } if (unUseItem == null) { unUseItem = new Queue <YYUIWarpContentItem>(); } unUseItem.Clear(); if (content.childCount > 0) { for (int i = 0; i < content.childCount; i++) { YYUIWarpContentItem item = content.GetChild(i).GetComponent <YYUIWarpContentItem>(); unUseItem.Enqueue(item); item.Index = -10; } } listItem.Clear(); // setUpdateRectItem(getCurScrollPerLineIndex()); }
protected virtual void OnDisable() { onInitializeItem = null; SetContentPosition(0); }