public void SetSort(bool newSort = true) { Properties.Settings.Default.LibrarySort = sortType; Properties.Settings.Default.Save(); if (newSort) { sortType = (sortType == 2) ? 0 : sortType + 1; } switch (sortType) { case 0: lib.SortAlphaPosters(true); lib.SortAlphaList(true); SortImage.SetResourceReference(Image.SourceProperty, "AlphabeticalIcon"); break; case 1: lib.SortAlphaPosters(false); lib.SortAlphaList(false); SortImage.SetResourceReference(Image.SourceProperty, "AlphabeticalReverseIcon"); break; case 2: lib.SortCalendarPosters(); lib.SortCalendarList(); SortImage.SetResourceReference(Image.SourceProperty, "CalendarIcon"); break; } }
// 点击左右向按键时初始化克隆的物体 public void CloneInit(string state, GameObject revert) { GameObject cloneself = null; bool isfind = true; tempindex = tparents[1].transform.childCount; tempindex += 1; if (state == "right") { cloneself = Instantiate(itemsprefab);//按下按键时克隆一个自己 for (int i = 0; i < tparents[1].transform.childCount; i++) { // Debug.Log(tparents[1].transform.GetChild(i).childCount + "tparents[1].transform.GetChild(i).childCount"); if (tparents[1].transform.GetChild(i).childCount == 0) { cloneself.transform.SetParent(tparents[1].transform.GetChild(i)); isfind = true; break; //执行这行代码时, } else { isfind = false; } } //先将for循环执行完成后再执行此if语句 if (!isfind || tparents[1].transform.childCount == 0) { GameObject Ucell = Instantiate(Ucellprefab); InitePre(Ucell, "None"); cloneself.transform.SetParent(Ucell.transform); } string[] typescene = revert.transform.GetChild(0).GetComponent <Text> ().text.Split('.'); // cloneself.transform.SetParent(tparents[1].transform); cloneself.transform.GetChild(0).GetComponent <Text>().text = tempindex + "." + typescene[1]; cloneself.transform.localPosition = Vector3.zero; cloneself.transform.localRotation = Quaternion.identity; cloneself.transform.localScale = Vector3.one; SortImage cloneimage = cloneself.AddComponent <SortImage>(); cloneimage.gridcontroll = this; cloneimage.id = revert.GetComponent <SortImage>().id; cloneimage.scenetype = revert.GetComponent <SortImage>().scenetype; } else { Destroy(cloneself); //左侧不要删除完: if (revert.transform.parent.parent.childCount > 1) { DestroyImmediate(revert.transform.parent.gameObject); } //Debug.Log(revert.transform.parent + "revert.transform.parent"); //handsitems.Remove(revert); RefreshIndex(); } }
//遍历子物体,保存用于配置信息: public static void Loadinformation(GameObject parent) { roomid.Clear(); //每次收集roomid信息时清空以前保存的信息; for (int i = 0; i < parent.transform.childCount; i++) { if (parent.transform.GetChild(i).childCount > 0) { SortImage sortimage = parent.transform.GetChild(i).GetChild(0).GetComponent <SortImage>(); // if (!roomid.ContainsValue(sortimage.id)) { roomid.Add(sortimage.id); sceneindex.Add(sortimage.scenetype); } // Debug.Log(sortimage.scenetype); // Debug.Log(sortimage.id); } } }
public void InitePre(GameObject pre, string Name) { pre.transform.SetParent(tparents[0].transform); DestroyImmediate(pre.GetComponent <Button>()); pre.transform.localPosition = Vector3.zero; pre.transform.rotation = Quaternion.identity; pre.transform.localScale = Vector3.one; if (pre.tag == "UU") //如果是初始化Ucells,从这里结束; { pre.transform.SetParent(tparents[1].transform); return; } pre.transform.GetChild(0).GetComponent <Text>().text = (templink + 1).ToString() + ". " + Global.childtextsscene[templink] + "/" + Global.childtexts[templink]; SortImage sortimage = pre.AddComponent <SortImage>(); sortimage.gridcontroll = this; sortimage.id = Name; sortimage.scenetype = Global.typeidscene[templink]; }
public void DisplaySortImageOnColumn(int column, SortImage image) { HDITEM.Format format = GetColumnFormat(column); // Reset any existing sort images format &= ~HDITEM.Format.SortDown; format &= ~HDITEM.Format.SortUp; // Set new image (if any) if (image == SortImage.Ascending) { format |= HDITEM.Format.SortUp; } else if (image == SortImage.Descending) { format |= HDITEM.Format.SortDown; } SetColumnFormat(column, format); }