private void OnRefreshDynamic(int obj) { for (int i = 0, index = 0; i < m_applyCount; ++i) { index = m_layoutGroup.GetUnUsedIndex(index); UILayoutGroupItem item = SetLayoutGroupItem(index, i); if (item != null) { m_layoutGroup.RecordIndex(index); item.element.index = index; } index++; } }
private void Update() { for (int i = 0; i < m_releasedItemList.Count; ++i) { UILayoutGroupItem item = m_releasedItemList[i]; item.gameObject.SetActive(false); } m_spareItemList.AddRange(m_releasedItemList); m_releasedItemList.Clear(); if (m_needPrefabHide) { m_needPrefabHide = false; HideAllPrefab(); } }
private T DrawOutFromList <T>(List <UILayoutGroupItem> list, int prefabIndex) where T : UILayoutGroupItem { for (int i = 0; i < list.Count; ++i) { UILayoutGroupItem item = list[i]; if (item.element.prefabIndex != prefabIndex) { continue; } T tItem = item as T; if (tItem != null) { list.RemoveAt(i); return(tItem); } } return(null); }