public GetAtlasSprite ( ) : UIAtlas.Sprite, | ||
Результат | UIAtlas.Sprite, |
/// <summary> /// Show the popup list dialog. /// </summary> public void Show () { if (enabled && NGUITools.GetActive(gameObject) && mChild == null && atlas != null && isValid && items.Count > 0) { mLabelList.Clear(); // Automatically locate the panel responsible for this object if (mPanel == null) { mPanel = UIPanel.Find(transform); if (mPanel == null) return; } // Disable the navigation script handleEvents = true; // Calculate the dimensions of the object triggering the popup list so we can position it below it Transform myTrans = transform; Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(myTrans.parent, myTrans); // Create the root object for the list mChild = new GameObject("Drop-down List"); mChild.layer = gameObject.layer; Transform t = mChild.transform; t.parent = myTrans.parent; t.localPosition = bounds.min; t.localRotation = Quaternion.identity; t.localScale = Vector3.one; // Add a sprite for the background mBackground = NGUITools.AddSprite(mChild, atlas, backgroundSprite); mBackground.pivot = UIWidget.Pivot.TopLeft; mBackground.depth = NGUITools.CalculateNextDepth(mPanel.gameObject); mBackground.color = backgroundColor; // We need to know the size of the background sprite for padding purposes Vector4 bgPadding = mBackground.border; mBgBorder = bgPadding.y; mBackground.cachedTransform.localPosition = new Vector3(0f, bgPadding.y, 0f); // Add a sprite used for the selection mHighlight = NGUITools.AddSprite(mChild, atlas, highlightSprite); mHighlight.pivot = UIWidget.Pivot.TopLeft; mHighlight.color = highlightColor; UISpriteData hlsp = mHighlight.GetAtlasSprite(); if (hlsp == null) return; float hlspHeight = hlsp.borderTop; float fontHeight = activeFontSize; float dynScale = activeFontScale; float labelHeight = fontHeight * dynScale; float x = 0f, y = -padding.y; int labelFontSize = (bitmapFont != null) ? bitmapFont.defaultSize : fontSize; List<UILabel> labels = new List<UILabel>(); // Clear the selection if it's no longer present if (!items.Contains(mSelectedItem)) mSelectedItem = null; // Run through all items and create labels for each one for (int i = 0, imax = items.Count; i < imax; ++i) { string s = items[i]; UILabel lbl = NGUITools.AddWidget<UILabel>(mChild); lbl.name = i.ToString(); lbl.pivot = UIWidget.Pivot.TopLeft; lbl.bitmapFont = bitmapFont; lbl.trueTypeFont = trueTypeFont; lbl.fontSize = labelFontSize; lbl.fontStyle = fontStyle; lbl.text = isLocalized ? Localization.Get(s) : s; lbl.color = textColor; lbl.cachedTransform.localPosition = new Vector3(bgPadding.x + padding.x, y, -1f); lbl.overflowMethod = UILabel.Overflow.ResizeFreely; lbl.alignment = alignment; lbl.MakePixelPerfect(); if (dynScale != 1f) lbl.cachedTransform.localScale = Vector3.one * dynScale; labels.Add(lbl); y -= labelHeight; y -= padding.y; x = Mathf.Max(x, lbl.printedSize.x); // Add an event listener UIEventListener listener = UIEventListener.Get(lbl.gameObject); listener.onHover = OnItemHover; listener.onPress = OnItemPress; listener.onClick = OnItemClick; listener.parameter = s; // Move the selection here if this is the right label if (mSelectedItem == s || (i == 0 && string.IsNullOrEmpty(mSelectedItem))) Highlight(lbl, true); // Add this label to the list mLabelList.Add(lbl); } // The triggering widget's width should be the minimum allowed width x = Mathf.Max(x, bounds.size.x * dynScale - (bgPadding.x + padding.x) * 2f); float cx = x / dynScale; Vector3 bcCenter = new Vector3(cx * 0.5f, -fontHeight * 0.5f, 0f); Vector3 bcSize = new Vector3(cx, (labelHeight + padding.y) / dynScale, 1f); // Run through all labels and add colliders for (int i = 0, imax = labels.Count; i < imax; ++i) { UILabel lbl = labels[i]; NGUITools.AddWidgetCollider(lbl.gameObject); lbl.autoResizeBoxCollider = false; BoxCollider bc = lbl.GetComponent<BoxCollider>(); if (bc != null) { bcCenter.z = bc.center.z; bc.center = bcCenter; bc.size = bcSize; } else { BoxCollider2D b2d = lbl.GetComponent<BoxCollider2D>(); b2d.offset = bcCenter; b2d.size = bcSize; } } int lblWidth = Mathf.RoundToInt(x); x += (bgPadding.x + padding.x) * 2f; y -= bgPadding.y; // Scale the background sprite to envelop the entire set of items mBackground.width = Mathf.RoundToInt(x); mBackground.height = Mathf.RoundToInt(-y + bgPadding.y); // Set the label width to make alignment work for (int i = 0, imax = labels.Count; i < imax; ++i) { UILabel lbl = labels[i]; lbl.overflowMethod = UILabel.Overflow.ShrinkContent; lbl.width = lblWidth; } // Scale the highlight sprite to envelop a single item float scaleFactor = 2f * atlas.pixelSize; float w = x - (bgPadding.x + padding.x) * 2f + hlsp.borderLeft * scaleFactor; float h = labelHeight + hlspHeight * scaleFactor; mHighlight.width = Mathf.RoundToInt(w); mHighlight.height = Mathf.RoundToInt(h); bool placeAbove = (position == Position.Above); if (position == Position.Auto) { UICamera cam = UICamera.FindCameraForLayer(gameObject.layer); if (cam != null) { Vector3 viewPos = cam.cachedCamera.WorldToViewportPoint(myTrans.position); placeAbove = (viewPos.y < 0.5f); } } // If the list should be animated, let's animate it by expanding it if (isAnimated) { float bottom = y + labelHeight; Animate(mHighlight, placeAbove, bottom); for (int i = 0, imax = labels.Count; i < imax; ++i) Animate(labels[i], placeAbove, bottom); AnimateColor(mBackground); AnimateScale(mBackground, placeAbove, bottom); } // If we need to place the popup list above the item, we need to reposition everything by the size of the list if (placeAbove) { t.localPosition = new Vector3(bounds.min.x, bounds.max.y - y - bgPadding.y, bounds.min.z); } } else OnSelect(false); }
/// <summary> /// Display the drop-down list when the game object gets clicked on. /// </summary> void OnClick() { if (mChild == null && atlas != null && font != null && items.Count > 0) { mLabelList.Clear(); // Disable the navigation script handleEvents = true; // Automatically locate the panel responsible for this object if (mPanel == null) mPanel = UIPanel.Find(transform, true); // Calculate the dimensions of the object triggering the popup list so we can position it below it Transform myTrans = transform; Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(myTrans.parent, myTrans); // Create the root object for the list mChild = new GameObject("Drop-down List"); mChild.layer = gameObject.layer; Transform t = mChild.transform; t.parent = myTrans.parent; t.localPosition = bounds.min; t.localRotation = Quaternion.identity; t.localScale = Vector3.one; // Add a sprite for the background mBackground = NGUITools.AddSprite(mChild, atlas, backgroundSprite); mBackground.pivot = UIWidget.Pivot.TopLeft; mBackground.depth = NGUITools.CalculateNextDepth(mPanel.gameObject); mBackground.color = backgroundColor; // We need to know the size of the background sprite for padding purposes Vector4 bgPadding = mBackground.border; mBgBorder = bgPadding.y; mBackground.cachedTransform.localPosition = new Vector3(0f, bgPadding.y, 0f); // Add a sprite used for the selection mHighlight = NGUITools.AddSprite(mChild, atlas, highlightSprite); mHighlight.pivot = UIWidget.Pivot.TopLeft; mHighlight.color = highlightColor; UIAtlas.Sprite hlsp = mHighlight.GetAtlasSprite(); if (hlsp == null) return; float hlspHeight = hlsp.inner.yMin - hlsp.outer.yMin; float fontScale = font.size * font.pixelSize * textScale; float x = 0f, y = -padding.y; List<UILabel> labels = new List<UILabel>(); // Run through all items and create labels for each one for (int i = 0, imax = items.Count; i < imax; ++i) { string s = items[i]; UILabel lbl = NGUITools.AddWidget<UILabel>(mChild); lbl.pivot = UIWidget.Pivot.TopLeft; lbl.font = font; lbl.text = (isLocalized && Localization.instance != null) ? Localization.instance.Get(s) : s; lbl.color = textColor; lbl.cachedTransform.localPosition = new Vector3(bgPadding.x + padding.x, y, -0.01f); lbl.MakePixelPerfect(); if (textScale != 1f) { Vector3 scale = lbl.cachedTransform.localScale; lbl.cachedTransform.localScale = scale * textScale; } labels.Add(lbl); y -= fontScale; y -= padding.y; x = Mathf.Max(x, lbl.relativeSize.x * fontScale); // Add an event listener UIEventListener listener = UIEventListener.Get(lbl.gameObject); listener.onHover = OnItemHover; listener.onPress = OnItemPress; listener.parameter = s; // Move the selection here if this is the right label if (mSelectedItem == s) Highlight(lbl, true); // Add this label to the list mLabelList.Add(lbl); } // The triggering widget's width should be the minimum allowed width x = Mathf.Max(x, bounds.size.x - (bgPadding.x + padding.x) * 2f); Vector3 bcCenter = new Vector3((x * 0.5f) / fontScale, -0.5f, 0f); Vector3 bcSize = new Vector3(x / fontScale, (fontScale + padding.y) / fontScale, 1f); // Run through all labels and add colliders for (int i = 0, imax = labels.Count; i < imax; ++i) { UILabel lbl = labels[i]; BoxCollider bc = NGUITools.AddWidgetCollider(lbl.gameObject); bcCenter.z = bc.center.z; bc.center = bcCenter; bc.size = bcSize; } x += (bgPadding.x + padding.x) * 2f; y -= bgPadding.y; // Scale the background sprite to envelop the entire set of items mBackground.cachedTransform.localScale = new Vector3(x, -y + bgPadding.y, 1f); // Scale the highlight sprite to envelop a single item mHighlight.cachedTransform.localScale = new Vector3( x - (bgPadding.x + padding.x) * 2f + (hlsp.inner.xMin - hlsp.outer.xMin) * 2f, fontScale + hlspHeight * 2f, 1f); bool placeAbove = (position == Position.Above); if (position == Position.Auto) { UICamera cam = UICamera.FindCameraForLayer(gameObject.layer); if (cam != null) { Vector3 viewPos = cam.cachedCamera.WorldToViewportPoint(myTrans.position); placeAbove = (viewPos.y < 0.5f); } } // If the list should be animated, let's animate it by expanding it if (isAnimated) { float bottom = y + fontScale; Animate(mHighlight, placeAbove, bottom); for (int i = 0, imax = labels.Count; i < imax; ++i) Animate(labels[i], placeAbove, bottom); AnimateColor(mBackground); AnimateScale(mBackground, placeAbove, bottom); } // If we need to place the popup list above the item, we need to reposition everything by the size of the list if (placeAbove) { t.localPosition = new Vector3(bounds.min.x, bounds.max.y - y - bgPadding.y, bounds.min.z); } } else OnSelect(false); }
/// <summary> /// Show the popup list dialog. /// </summary> public void Show () { if (enabled && NGUITools.GetActive(gameObject) && mChild == null && atlas != null && isValid && items.Count > 0) { mLabelList.Clear(); StopCoroutine("CloseIfUnselected"); // Ensure the popup's source has the selection UICamera.selectedObject = (UICamera.hoveredObject ?? gameObject); mSelection = UICamera.selectedObject; source = UICamera.selectedObject; if (source == null) { Debug.LogError("Popup list needs a source object..."); return; } mOpenFrame = Time.frameCount; // Automatically locate the panel responsible for this object if (mPanel == null) { mPanel = UIPanel.Find(transform); if (mPanel == null) return; } // Calculate the dimensions of the object triggering the popup list so we can position it below it Vector3 min; Vector3 max; // Create the root object for the list mChild = new GameObject("Drop-down List"); mChild.layer = gameObject.layer; current = this; Transform t = mChild.transform; t.parent = mPanel.cachedTransform; Vector3 pos; // Manually triggered popup list on some other game object if (openOn == OpenOn.Manual && mSelection != gameObject) { pos = UICamera.lastEventPosition; min = mPanel.cachedTransform.InverseTransformPoint(mPanel.anchorCamera.ScreenToWorldPoint(pos)); max = min; t.localPosition = min; pos = t.position; } else { Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(mPanel.cachedTransform, transform, false, false); min = bounds.min; max = bounds.max; t.localPosition = min; pos = t.position; } StartCoroutine("CloseIfUnselected"); t.localRotation = Quaternion.identity; t.localScale = Vector3.one; // Add a sprite for the background mBackground = NGUITools.AddSprite(mChild, atlas, backgroundSprite); mBackground.pivot = UIWidget.Pivot.TopLeft; mBackground.depth = NGUITools.CalculateNextDepth(mPanel.gameObject); mBackground.color = backgroundColor; // We need to know the size of the background sprite for padding purposes Vector4 bgPadding = mBackground.border; mBgBorder = bgPadding.y; mBackground.cachedTransform.localPosition = new Vector3(0f, bgPadding.y, 0f); // Add a sprite used for the selection mHighlight = NGUITools.AddSprite(mChild, atlas, highlightSprite); mHighlight.pivot = UIWidget.Pivot.TopLeft; mHighlight.color = highlightColor; UISpriteData hlsp = mHighlight.GetAtlasSprite(); if (hlsp == null) return; float hlspHeight = hlsp.borderTop; float fontHeight = activeFontSize; float dynScale = activeFontScale; float labelHeight = fontHeight * dynScale; float x = 0f, y = -padding.y; List<UILabel> labels = new List<UILabel>(); // Clear the selection if it's no longer present if (!items.Contains(mSelectedItem)) mSelectedItem = null; // Run through all items and create labels for each one for (int i = 0, imax = items.Count; i < imax; ++i) { string s = items[i]; UILabel lbl = NGUITools.AddWidget<UILabel>(mChild); lbl.name = i.ToString(); lbl.pivot = UIWidget.Pivot.TopLeft; lbl.bitmapFont = bitmapFont; lbl.trueTypeFont = trueTypeFont; lbl.fontSize = fontSize; lbl.fontStyle = fontStyle; lbl.text = isLocalized ? Localization.Get(s) : s; lbl.color = textColor; lbl.cachedTransform.localPosition = new Vector3(bgPadding.x + padding.x - lbl.pivotOffset.x, y, -1f); lbl.overflowMethod = UILabel.Overflow.ResizeFreely; lbl.alignment = alignment; labels.Add(lbl); y -= labelHeight; y -= padding.y; x = Mathf.Max(x, lbl.printedSize.x); // Add an event listener UIEventListener listener = UIEventListener.Get(lbl.gameObject); listener.onHover = OnItemHover; listener.onPress = OnItemPress; listener.parameter = s; // Move the selection here if this is the right label if (mSelectedItem == s || (i == 0 && string.IsNullOrEmpty(mSelectedItem))) Highlight(lbl, true); // Add this label to the list mLabelList.Add(lbl); } // The triggering widget's width should be the minimum allowed width x = Mathf.Max(x, (max.x - min.x) - (bgPadding.x + padding.x) * 2f); float cx = x; Vector3 bcCenter = new Vector3(cx * 0.5f, -labelHeight * 0.5f, 0f); Vector3 bcSize = new Vector3(cx, (labelHeight + padding.y), 1f); // Run through all labels and add colliders for (int i = 0, imax = labels.Count; i < imax; ++i) { UILabel lbl = labels[i]; NGUITools.AddWidgetCollider(lbl.gameObject); lbl.autoResizeBoxCollider = false; BoxCollider bc = lbl.GetComponent<BoxCollider>(); if (bc != null) { bcCenter.z = bc.center.z; bc.center = bcCenter; bc.size = bcSize; } else { BoxCollider2D b2d = lbl.GetComponent<BoxCollider2D>(); #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 b2d.center = bcCenter; #else b2d.offset = bcCenter; #endif b2d.size = bcSize; } } int lblWidth = Mathf.RoundToInt(x); x += (bgPadding.x + padding.x) * 2f; y -= bgPadding.y; // Scale the background sprite to envelop the entire set of items mBackground.width = Mathf.RoundToInt(x); mBackground.height = Mathf.RoundToInt(-y + bgPadding.y); // Set the label width to make alignment work for (int i = 0, imax = labels.Count; i < imax; ++i) { UILabel lbl = labels[i]; lbl.overflowMethod = UILabel.Overflow.ShrinkContent; lbl.width = lblWidth; } // Scale the highlight sprite to envelop a single item float scaleFactor = 2f * atlas.pixelSize; float w = x - (bgPadding.x + padding.x) * 2f + hlsp.borderLeft * scaleFactor; float h = labelHeight + hlspHeight * scaleFactor; mHighlight.width = Mathf.RoundToInt(w); mHighlight.height = Mathf.RoundToInt(h); bool placeAbove = (position == Position.Above); if (position == Position.Auto) { UICamera cam = UICamera.FindCameraForLayer(mSelection.layer); if (cam != null) { Vector3 viewPos = cam.cachedCamera.WorldToViewportPoint(pos); placeAbove = (viewPos.y < 0.5f); } } // If the list should be animated, let's animate it by expanding it if (isAnimated) { AnimateColor(mBackground); if (Time.timeScale == 0f || Time.timeScale >= 0.1f) { float bottom = y + labelHeight; Animate(mHighlight, placeAbove, bottom); for (int i = 0, imax = labels.Count; i < imax; ++i) Animate(labels[i], placeAbove, bottom); AnimateScale(mBackground, placeAbove, bottom); } } // If we need to place the popup list above the item, we need to reposition everything by the size of the list if (placeAbove) { min.y = max.y - bgPadding.y; max.y = min.y + mBackground.height; max.x = min.x + mBackground.width; t.localPosition = new Vector3(min.x, max.y - bgPadding.y, min.z); } else { max.y = min.y + bgPadding.y; min.y = max.y - mBackground.height; max.x = min.x + mBackground.width; } Transform pt = mPanel.cachedTransform.parent; if (pt != null) { min = mPanel.cachedTransform.TransformPoint(min); max = mPanel.cachedTransform.TransformPoint(max); min = pt.InverseTransformPoint(min); max = pt.InverseTransformPoint(max); } // Ensure that everything fits into the panel's visible range Vector3 offset = mPanel.CalculateConstrainOffset(min, max); pos = t.localPosition + offset; pos.x = Mathf.Round(pos.x); pos.y = Mathf.Round(pos.y); t.localPosition = pos; } else OnSelect(false); }
public void Show() { //IL_000c: Unknown result type (might be due to invalid IL or missing references) //IL_0011: Expected O, but got Unknown //IL_007b: Unknown result type (might be due to invalid IL or missing references) //IL_00d5: Unknown result type (might be due to invalid IL or missing references) //IL_00da: Expected O, but got Unknown //IL_00fb: Unknown result type (might be due to invalid IL or missing references) //IL_0100: Expected O, but got Unknown //IL_010b: Unknown result type (might be due to invalid IL or missing references) //IL_0125: Unknown result type (might be due to invalid IL or missing references) //IL_012a: Expected O, but got Unknown //IL_014f: Unknown result type (might be due to invalid IL or missing references) //IL_015e: Unknown result type (might be due to invalid IL or missing references) //IL_0163: Unknown result type (might be due to invalid IL or missing references) //IL_0168: Unknown result type (might be due to invalid IL or missing references) //IL_017f: Unknown result type (might be due to invalid IL or missing references) //IL_0180: Unknown result type (might be due to invalid IL or missing references) //IL_0185: Unknown result type (might be due to invalid IL or missing references) //IL_018a: Unknown result type (might be due to invalid IL or missing references) //IL_018b: Unknown result type (might be due to invalid IL or missing references) //IL_018c: Unknown result type (might be due to invalid IL or missing references) //IL_018e: Unknown result type (might be due to invalid IL or missing references) //IL_0195: Unknown result type (might be due to invalid IL or missing references) //IL_019a: Unknown result type (might be due to invalid IL or missing references) //IL_01ac: Unknown result type (might be due to invalid IL or missing references) //IL_01b3: Expected O, but got Unknown //IL_01b3: Unknown result type (might be due to invalid IL or missing references) //IL_01b8: Unknown result type (might be due to invalid IL or missing references) //IL_01bc: Unknown result type (might be due to invalid IL or missing references) //IL_01c1: Unknown result type (might be due to invalid IL or missing references) //IL_01c4: Unknown result type (might be due to invalid IL or missing references) //IL_01c9: Unknown result type (might be due to invalid IL or missing references) //IL_01cb: Unknown result type (might be due to invalid IL or missing references) //IL_01d2: Unknown result type (might be due to invalid IL or missing references) //IL_01d7: Unknown result type (might be due to invalid IL or missing references) //IL_01de: Unknown result type (might be due to invalid IL or missing references) //IL_01e5: Unknown result type (might be due to invalid IL or missing references) //IL_01f0: Unknown result type (might be due to invalid IL or missing references) //IL_022e: Unknown result type (might be due to invalid IL or missing references) //IL_0233: Expected O, but got Unknown //IL_0244: Unknown result type (might be due to invalid IL or missing references) //IL_0254: Unknown result type (might be due to invalid IL or missing references) //IL_0259: Unknown result type (might be due to invalid IL or missing references) //IL_0284: Unknown result type (might be due to invalid IL or missing references) //IL_02bd: Unknown result type (might be due to invalid IL or missing references) //IL_03a7: Unknown result type (might be due to invalid IL or missing references) //IL_03d4: Unknown result type (might be due to invalid IL or missing references) //IL_03fa: Unknown result type (might be due to invalid IL or missing references) //IL_03ff: Unknown result type (might be due to invalid IL or missing references) //IL_0410: Unknown result type (might be due to invalid IL or missing references) //IL_0453: Unknown result type (might be due to invalid IL or missing references) //IL_0458: Unknown result type (might be due to invalid IL or missing references) //IL_046a: Unknown result type (might be due to invalid IL or missing references) //IL_046f: Expected O, but got Unknown //IL_0580: Unknown result type (might be due to invalid IL or missing references) //IL_0585: Expected O, but got Unknown //IL_05ac: Unknown result type (might be due to invalid IL or missing references) //IL_05b1: Unknown result type (might be due to invalid IL or missing references) //IL_05c1: Unknown result type (might be due to invalid IL or missing references) //IL_05ca: Unknown result type (might be due to invalid IL or missing references) //IL_05e1: Unknown result type (might be due to invalid IL or missing references) //IL_05e3: Unknown result type (might be due to invalid IL or missing references) //IL_05ef: Unknown result type (might be due to invalid IL or missing references) //IL_05f1: Unknown result type (might be due to invalid IL or missing references) //IL_074d: Unknown result type (might be due to invalid IL or missing references) //IL_074e: Unknown result type (might be due to invalid IL or missing references) //IL_0753: Unknown result type (might be due to invalid IL or missing references) //IL_0865: Unknown result type (might be due to invalid IL or missing references) //IL_08cb: Unknown result type (might be due to invalid IL or missing references) //IL_08d0: Expected O, but got Unknown //IL_08ea: Unknown result type (might be due to invalid IL or missing references) //IL_08eb: Unknown result type (might be due to invalid IL or missing references) //IL_08f0: Unknown result type (might be due to invalid IL or missing references) //IL_08fc: Unknown result type (might be due to invalid IL or missing references) //IL_08fd: Unknown result type (might be due to invalid IL or missing references) //IL_0902: Unknown result type (might be due to invalid IL or missing references) //IL_0905: Unknown result type (might be due to invalid IL or missing references) //IL_0906: Unknown result type (might be due to invalid IL or missing references) //IL_090b: Unknown result type (might be due to invalid IL or missing references) //IL_090e: Unknown result type (might be due to invalid IL or missing references) //IL_090f: Unknown result type (might be due to invalid IL or missing references) //IL_0914: Unknown result type (might be due to invalid IL or missing references) //IL_091b: Unknown result type (might be due to invalid IL or missing references) //IL_091c: Unknown result type (might be due to invalid IL or missing references) //IL_0921: Unknown result type (might be due to invalid IL or missing references) //IL_0922: Unknown result type (might be due to invalid IL or missing references) //IL_0927: Unknown result type (might be due to invalid IL or missing references) //IL_092c: Unknown result type (might be due to invalid IL or missing references) //IL_092f: Unknown result type (might be due to invalid IL or missing references) //IL_0934: Unknown result type (might be due to invalid IL or missing references) //IL_0936: Unknown result type (might be due to invalid IL or missing references) //IL_093b: Unknown result type (might be due to invalid IL or missing references) //IL_0963: Unknown result type (might be due to invalid IL or missing references) if (this.get_enabled() && NGUITools.GetActive(this.get_gameObject()) && mChild == null && atlas != null && isValid && items.Count > 0) { mLabelList.Clear(); this.StopCoroutine("CloseIfUnselected"); UICamera.selectedObject = (UICamera.hoveredObject ?? this.get_gameObject()); mSelection = UICamera.selectedObject; source = UICamera.selectedObject; if (source == null) { Debug.LogError((object)"Popup list needs a source object..."); } else { mOpenFrame = Time.get_frameCount(); if (mPanel == null) { mPanel = UIPanel.Find(this.get_transform()); if (mPanel == null) { return; } } mChild = new GameObject("Drop-down List"); mChild.set_layer(this.get_gameObject().get_layer()); current = this; Transform val = mChild.get_transform(); val.set_parent(mPanel.cachedTransform); Vector3 val2; Vector3 val3; Vector3 val4; if (openOn == OpenOn.Manual && mSelection != this.get_gameObject()) { val2 = Vector2.op_Implicit(UICamera.lastEventPosition); val3 = mPanel.cachedTransform.InverseTransformPoint(mPanel.anchorCamera.ScreenToWorldPoint(val2)); val4 = val3; val.set_localPosition(val3); val2 = val.get_position(); } else { Bounds val5 = NGUIMath.CalculateRelativeWidgetBounds(mPanel.cachedTransform, this.get_transform(), false, false); val3 = val5.get_min(); val4 = val5.get_max(); val.set_localPosition(val3); val2 = val.get_position(); } this.StartCoroutine("CloseIfUnselected"); val.set_localRotation(Quaternion.get_identity()); val.set_localScale(Vector3.get_one()); mBackground = NGUITools.AddSprite(mChild, atlas, backgroundSprite); mBackground.pivot = UIWidget.Pivot.TopLeft; mBackground.depth = NGUITools.CalculateNextDepth(mPanel.get_gameObject()); mBackground.color = backgroundColor; Vector4 border = mBackground.border; mBgBorder = border.y; mBackground.cachedTransform.set_localPosition(new Vector3(0f, border.y, 0f)); mHighlight = NGUITools.AddSprite(mChild, atlas, highlightSprite); mHighlight.pivot = UIWidget.Pivot.TopLeft; mHighlight.color = highlightColor; UISpriteData atlasSprite = mHighlight.GetAtlasSprite(); if (atlasSprite != null) { float num = (float)atlasSprite.borderTop; float num2 = (float)activeFontSize; float activeFontScale = this.activeFontScale; float num3 = num2 * activeFontScale; float num4 = 0f; float num5 = 0f - padding.y; List <UILabel> list = new List <UILabel>(); if (!items.Contains(mSelectedItem)) { mSelectedItem = null; } int i = 0; for (int count = items.Count; i < count; i++) { string text = items[i]; UILabel uILabel = NGUITools.AddWidget <UILabel>(mChild); uILabel.set_name(i.ToString()); uILabel.pivot = UIWidget.Pivot.TopLeft; uILabel.bitmapFont = bitmapFont; uILabel.trueTypeFont = trueTypeFont; uILabel.fontSize = fontSize; uILabel.fontStyle = fontStyle; uILabel.text = ((!isLocalized) ? text : Localization.Get(text)); uILabel.color = textColor; object cachedTransform = (object)uILabel.cachedTransform; float num6 = border.x + padding.x; Vector2 pivotOffset = uILabel.pivotOffset; cachedTransform.set_localPosition(new Vector3(num6 - pivotOffset.x, num5, -1f)); uILabel.overflowMethod = UILabel.Overflow.ResizeFreely; uILabel.alignment = alignment; list.Add(uILabel); num5 -= num3; num5 -= padding.y; float num7 = num4; Vector2 printedSize = uILabel.printedSize; num4 = Mathf.Max(num7, printedSize.x); UIEventListener uIEventListener = UIEventListener.Get(uILabel.get_gameObject()); uIEventListener.onHover = OnItemHover; uIEventListener.onPress = OnItemPress; uIEventListener.parameter = text; if (mSelectedItem == text || (i == 0 && string.IsNullOrEmpty(mSelectedItem))) { Highlight(uILabel, true); } mLabelList.Add(uILabel); } num4 = Mathf.Max(num4, val4.x - val3.x - (border.x + padding.x) * 2f); float num8 = num4; Vector3 val6 = default(Vector3); val6._002Ector(num8 * 0.5f, (0f - num3) * 0.5f, 0f); Vector3 val7 = default(Vector3); val7._002Ector(num8, num3 + padding.y, 1f); int j = 0; for (int count2 = list.Count; j < count2; j++) { UILabel uILabel2 = list[j]; NGUITools.AddWidgetCollider(uILabel2.get_gameObject()); uILabel2.autoResizeBoxCollider = false; BoxCollider component = uILabel2.GetComponent <BoxCollider>(); if (component != null) { Vector3 center = component.get_center(); val6.z = center.z; component.set_center(val6); component.set_size(val7); } else { BoxCollider2D component2 = uILabel2.GetComponent <BoxCollider2D>(); component2.set_offset(Vector2.op_Implicit(val6)); component2.set_size(Vector2.op_Implicit(val7)); } } int width = Mathf.RoundToInt(num4); num4 += (border.x + padding.x) * 2f; num5 -= border.y; mBackground.width = Mathf.RoundToInt(num4); mBackground.height = Mathf.RoundToInt(0f - num5 + border.y); int k = 0; for (int count3 = list.Count; k < count3; k++) { UILabel uILabel3 = list[k]; uILabel3.overflowMethod = UILabel.Overflow.ShrinkContent; uILabel3.width = width; } float num9 = 2f * atlas.pixelSize; float num10 = num4 - (border.x + padding.x) * 2f + (float)atlasSprite.borderLeft * num9; float num11 = num3 + num * num9; mHighlight.width = Mathf.RoundToInt(num10); mHighlight.height = Mathf.RoundToInt(num11); bool flag = position == Position.Above; if (position == Position.Auto) { UICamera uICamera = UICamera.FindCameraForLayer(mSelection.get_layer()); if (uICamera != null) { Vector3 val8 = uICamera.cachedCamera.WorldToViewportPoint(val2); flag = (val8.y < 0.5f); } } if (isAnimated) { AnimateColor(mBackground); if (Time.get_timeScale() == 0f || Time.get_timeScale() >= 0.1f) { float bottom = num5 + num3; Animate(mHighlight, flag, bottom); int l = 0; for (int count4 = list.Count; l < count4; l++) { Animate(list[l], flag, bottom); } AnimateScale(mBackground, flag, bottom); } } if (flag) { val3.y = val4.y - border.y; val4.y = val3.y + (float)mBackground.height; val4.x = val3.x + (float)mBackground.width; val.set_localPosition(new Vector3(val3.x, val4.y - border.y, val3.z)); } else { val4.y = val3.y + border.y; val3.y = val4.y - (float)mBackground.height; val4.x = val3.x + (float)mBackground.width; } Transform val9 = mPanel.cachedTransform.get_parent(); if (val9 != null) { val3 = mPanel.cachedTransform.TransformPoint(val3); val4 = mPanel.cachedTransform.TransformPoint(val4); val3 = val9.InverseTransformPoint(val3); val4 = val9.InverseTransformPoint(val4); } Vector3 val10 = mPanel.CalculateConstrainOffset(Vector2.op_Implicit(val3), Vector2.op_Implicit(val4)); val2 = val.get_localPosition() + val10; val2.x = Mathf.Round(val2.x); val2.y = Mathf.Round(val2.y); val.set_localPosition(val2); } } } else { OnSelect(false); } }
/// <summary> /// Show the popup list dialog. /// </summary> public virtual void Show() { if (enabled && NGUITools.GetActive(gameObject) && mChild == null && atlas != null && isValid && items.Count > 0) { mLabelList.Clear(); StopCoroutine("CloseIfUnselected"); // Ensure the popup's source has the selection UICamera.selectedObject = (UICamera.hoveredObject ?? gameObject); mSelection = UICamera.selectedObject; source = UICamera.selectedObject; if (source == null) { Debug.LogError("Popup list needs a source object..."); return; } mOpenFrame = Time.frameCount; // Automatically locate the panel responsible for this object if (mPanel == null) { mPanel = UIPanel.Find(transform); if (mPanel == null) { return; } } // Calculate the dimensions of the object triggering the popup list so we can position it below it Vector3 min; Vector3 max; // Create the root object for the list mChild = new GameObject("Drop-down List"); mChild.layer = gameObject.layer; if (separatePanel) { if (GetComponent <Collider>() != null) { Rigidbody rb = mChild.AddComponent <Rigidbody>(); rb.isKinematic = true; } else if (GetComponent <Collider2D>() != null) { Rigidbody2D rb = mChild.AddComponent <Rigidbody2D>(); rb.isKinematic = true; } mChild.AddComponent <UIPanel>().depth = 1000000; } current = this; Transform t = mChild.transform; t.parent = mPanel.cachedTransform; Vector3 pos; // Manually triggered popup list on some other game object if (openOn == OpenOn.Manual && mSelection != gameObject) { pos = UICamera.lastEventPosition; min = mPanel.cachedTransform.InverseTransformPoint(mPanel.anchorCamera.ScreenToWorldPoint(pos)); max = min; t.localPosition = min; pos = t.position; } else { Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(mPanel.cachedTransform, transform, false, false); min = bounds.min; max = bounds.max; t.localPosition = min; pos = t.position; } StartCoroutine("CloseIfUnselected"); //t.localRotation = Quaternion.identity; t.eulerAngles = gameObject.transform.eulerAngles; t.localScale = Vector3.one; // Add a sprite for the background mBackground = NGUITools.AddSprite(mChild, atlas, backgroundSprite, separatePanel ? 0 : NGUITools.CalculateNextDepth(mPanel.gameObject)); mBackground.pivot = UIWidget.Pivot.TopLeft; mBackground.color = backgroundColor; // We need to know the size of the background sprite for padding purposes Vector4 bgPadding = mBackground.border; mBgBorder = bgPadding.y; mBackground.cachedTransform.localPosition = new Vector3(0f, bgPadding.y, 0f); // Add a sprite used for the selection mHighlight = NGUITools.AddSprite(mChild, atlas, highlightSprite, mBackground.depth + 1); mHighlight.pivot = UIWidget.Pivot.TopLeft; mHighlight.color = highlightColor; UISpriteData hlsp = mHighlight.GetAtlasSprite(); if (hlsp == null) { return; } float hlspHeight = hlsp.borderTop; float fontHeight = activeFontSize; float dynScale = activeFontScale; float labelHeight = fontHeight * dynScale; float x = 0f, y = -padding.y; List <UILabel> labels = new List <UILabel>(); // Clear the selection if it's no longer present if (!items.Contains(mSelectedItem)) { mSelectedItem = null; } // Run through all items and create labels for each one for (int i = 0, imax = items.Count; i < imax; ++i) { string s = items[i]; UILabel lbl = NGUITools.AddWidget <UILabel>(mChild, mBackground.depth + 2); lbl.name = i.ToString(); lbl.pivot = UIWidget.Pivot.TopLeft; lbl.bitmapFont = bitmapFont; lbl.trueTypeFont = trueTypeFont; lbl.fontSize = fontSize; lbl.fontStyle = fontStyle; lbl.text = isLocalized ? Localization.Get(s) : s; lbl.color = textColor; lbl.cachedTransform.localPosition = new Vector3(bgPadding.x + padding.x - lbl.pivotOffset.x, y, -1f); lbl.overflowMethod = UILabel.Overflow.ResizeFreely; lbl.alignment = alignment; labels.Add(lbl); y -= labelHeight; y -= padding.y; x = Mathf.Max(x, lbl.printedSize.x); // Add an event listener UIEventListener listener = UIEventListener.Get(lbl.gameObject); listener.onHover = OnItemHover; listener.onPress = OnItemPress; listener.onScroll = OnItemScroll; listener.parameter = s; // Move the selection here if this is the right label if (mSelectedItem == s || (i == 0 && string.IsNullOrEmpty(mSelectedItem))) { Highlight(lbl, true); } // Add this label to the list mLabelList.Add(lbl); } // The triggering widget's width should be the minimum allowed width x = Mathf.Max(x, (max.x - min.x) - (bgPadding.x + padding.x) * 2f); float cx = x; Vector3 bcCenter = new Vector3(cx * 0.5f, -labelHeight * 0.5f, 0f); Vector3 bcSize = new Vector3(cx, (labelHeight + padding.y), 1f); // Run through all labels and add colliders for (int i = 0, imax = labels.Count; i < imax; ++i) { UILabel lbl = labels[i]; NGUITools.AddWidgetCollider(lbl.gameObject); lbl.autoResizeBoxCollider = false; BoxCollider bc = lbl.GetComponent <BoxCollider>(); if (bc != null) { bcCenter.z = bc.center.z; bc.center = bcCenter; bc.size = bcSize; } else { BoxCollider2D b2d = lbl.GetComponent <BoxCollider2D>(); #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 b2d.center = bcCenter; #else b2d.offset = bcCenter; #endif b2d.size = bcSize; } } int lblWidth = Mathf.RoundToInt(x); x += (bgPadding.x + padding.x) * 2f; y -= bgPadding.y; // Scale the background sprite to envelop the entire set of items mBackground.width = Mathf.RoundToInt(x); mBackground.height = Mathf.RoundToInt(-y + bgPadding.y); // Set the label width to make alignment work for (int i = 0, imax = labels.Count; i < imax; ++i) { UILabel lbl = labels[i]; lbl.overflowMethod = UILabel.Overflow.ShrinkContent; lbl.width = lblWidth; } // Scale the highlight sprite to envelop a single item float scaleFactor = 2f * atlas.pixelSize; float w = x - (bgPadding.x + padding.x) * 2f + hlsp.borderLeft * scaleFactor; float h = labelHeight + hlspHeight * scaleFactor; mHighlight.width = Mathf.RoundToInt(w); mHighlight.height = Mathf.RoundToInt(h); bool placeAbove = (position == Position.Above); if (position == Position.Auto) { UICamera cam = UICamera.FindCameraForLayer(mSelection.layer); if (cam != null) { Vector3 viewPos = cam.cachedCamera.WorldToViewportPoint(pos); placeAbove = (viewPos.y < 0.5f); } } // If the list should be animated, let's animate it by expanding it if (isAnimated) { AnimateColor(mBackground); if (Time.timeScale == 0f || Time.timeScale >= 0.1f) { float bottom = y + labelHeight; Animate(mHighlight, placeAbove, bottom); for (int i = 0, imax = labels.Count; i < imax; ++i) { Animate(labels[i], placeAbove, bottom); } AnimateScale(mBackground, placeAbove, bottom); } } // If we need to place the popup list above the item, we need to reposition everything by the size of the list if (placeAbove) { min.y = max.y - bgPadding.y; max.y = min.y + mBackground.height; max.x = min.x + mBackground.width; t.localPosition = new Vector3(min.x, max.y - bgPadding.y, min.z); } else { max.y = min.y + bgPadding.y; min.y = max.y - mBackground.height; max.x = min.x + mBackground.width; } Transform pt = mPanel.cachedTransform.parent; if (pt != null) { min = mPanel.cachedTransform.TransformPoint(min); max = mPanel.cachedTransform.TransformPoint(max); min = pt.InverseTransformPoint(min); max = pt.InverseTransformPoint(max); } // Ensure that everything fits into the panel's visible range Vector3 offset = mPanel.hasClipping ? Vector3.zero : mPanel.CalculateConstrainOffset(min, max); pos = t.localPosition + offset; pos.x = Mathf.Round(pos.x); pos.y = Mathf.Round(pos.y); t.localPosition = pos; } else { OnSelect(false); } if (mChild != null) { //if (gameObject.layer == Program.ui_back_ground_2d.layer) //{ // mChild.transform.SetParent(Program.ui_main_2d.transform, true); // var trans = mChild.GetComponentsInChildren<Transform>(); // foreach (var item in trans) // { // item.gameObject.layer = Program.ui_main_2d.layer; // } //} if (gameObject.layer == Program.ui_main_3d.layer) { mChild.transform.SetParent(Program.ui_main_3d.transform, true); } if (gameObject.layer == Program.ui_windows_2d.layer) { mChild.transform.SetParent(Program.ui_windows_2d.transform, true); } if (gameObject.layer == Program.ui_main_2d.layer) { mChild.transform.SetParent(Program.ui_main_2d.transform, true); } } }
/// <summary> /// Display the drop-down list when the game object gets clicked on. /// </summary> void OnClick() { if (enabled && NGUITools.GetActive(gameObject) && mChild == null && atlas != null && font != null && items.Count > 0) { mLabelList.Clear(); // Disable the navigation script handleEvents = true; // Automatically locate the panel responsible for this object if (mPanel == null) { mPanel = UIPanel.Find(transform, true); } // Calculate the dimensions of the object triggering the popup list so we can position it below it Transform myTrans = transform; Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(myTrans.parent, myTrans); // Create the root object for the list mChild = new GameObject("Drop-down List"); mChild.layer = gameObject.layer; Transform t = mChild.transform; t.parent = myTrans.parent; t.localPosition = bounds.min; t.localRotation = Quaternion.identity; t.localScale = Vector3.one; // Add a sprite for the background mBackground = NGUITools.AddSprite(mChild, atlas, backgroundSprite); mBackground.pivot = UIWidget.Pivot.TopLeft; mBackground.depth = NGUITools.CalculateNextDepth(mPanel.gameObject); mBackground.color = backgroundColor; // We need to know the size of the background sprite for padding purposes Vector4 bgPadding = mBackground.border; mBgBorder = bgPadding.y; mBackground.cachedTransform.localPosition = new Vector3(0f, bgPadding.y, 0f); // Add a sprite used for the selection mHighlight = NGUITools.AddSprite(mChild, atlas, highlightSprite); mHighlight.pivot = UIWidget.Pivot.TopLeft; mHighlight.color = highlightColor; UIAtlas.Sprite hlsp = mHighlight.GetAtlasSprite(); if (hlsp == null) { return; } float hlspHeight = hlsp.inner.yMin - hlsp.outer.yMin; float fontScale = font.size * font.pixelSize * textScale; float x = 0f, y = -padding.y; List <UILabel> labels = new List <UILabel>(); // Run through all items and create labels for each one for (int i = 0, imax = items.Count; i < imax; ++i) { string s = items[i]; UILabel lbl = NGUITools.AddWidget <UILabel>(mChild); lbl.pivot = UIWidget.Pivot.TopLeft; lbl.font = font; lbl.text = (isLocalized && Localization.instance != null) ? Localization.instance.Get(s) : s; lbl.color = textColor; lbl.cachedTransform.localPosition = new Vector3(bgPadding.x + padding.x, y, -1f); lbl.MakePixelPerfect(); if (textScale != 1f) { Vector3 scale = lbl.cachedTransform.localScale; lbl.cachedTransform.localScale = scale * textScale; } labels.Add(lbl); y -= fontScale; y -= padding.y; x = Mathf.Max(x, lbl.relativeSize.x * fontScale); // Add an event listener UIEventListener listener = UIEventListener.Get(lbl.gameObject); listener.onHover = OnItemHover; listener.onPress = OnItemPress; listener.parameter = s; // Move the selection here if this is the right label if (mSelectedItem == s) { Highlight(lbl, true); } // Add this label to the list mLabelList.Add(lbl); } // The triggering widget's width should be the minimum allowed width x = Mathf.Max(x, bounds.size.x - (bgPadding.x + padding.x) * 2f); Vector3 bcCenter = new Vector3((x * 0.5f) / fontScale, -0.5f, 0f); Vector3 bcSize = new Vector3(x / fontScale, (fontScale + padding.y) / fontScale, 1f); // Run through all labels and add colliders for (int i = 0, imax = labels.Count; i < imax; ++i) { UILabel lbl = labels[i]; BoxCollider bc = NGUITools.AddWidgetCollider(lbl.gameObject); bcCenter.z = bc.center.z; bc.center = bcCenter; bc.size = bcSize; } x += (bgPadding.x + padding.x) * 2f; y -= bgPadding.y; // Scale the background sprite to envelop the entire set of items mBackground.cachedTransform.localScale = new Vector3(x, -y + bgPadding.y, 1f); // Scale the highlight sprite to envelop a single item float scaleFactor = 2f * atlas.pixelSize; mHighlight.cachedTransform.localScale = new Vector3( x - (bgPadding.x + padding.x) * 2f + (hlsp.inner.xMin - hlsp.outer.xMin) * scaleFactor, fontScale + hlspHeight * scaleFactor, 1f); bool placeAbove = (position == Position.Above); if (position == Position.Auto) { UICamera cam = UICamera.FindCameraForLayer(gameObject.layer); if (cam != null) { Vector3 viewPos = cam.cachedCamera.WorldToViewportPoint(myTrans.position); placeAbove = (viewPos.y < 0.5f); } } // If the list should be animated, let's animate it by expanding it if (isAnimated) { float bottom = y + fontScale; Animate(mHighlight, placeAbove, bottom); for (int i = 0, imax = labels.Count; i < imax; ++i) { Animate(labels[i], placeAbove, bottom); } AnimateColor(mBackground); AnimateScale(mBackground, placeAbove, bottom); } // If we need to place the popup list above the item, we need to reposition everything by the size of the list if (placeAbove) { t.localPosition = new Vector3(bounds.min.x, bounds.max.y - y - bgPadding.y, bounds.min.z); } } else { OnSelect(false); } }
/// <summary> /// Display the drop-down list when the game object gets clicked on. /// </summary> void OnClick() { if (enabled && NGUITools.GetActive(gameObject) && mChild == null && atlas != null && isValid && items.Count > 0) { mLabelList.Clear(); // Automatically locate the panel responsible for this object if (mPanel == null) { mPanel = UIPanel.Find(transform); if (mPanel == null) { return; } } // Disable the navigation script handleEvents = true; // Calculate the dimensions of the object triggering the popup list so we can position it below it Transform myTrans = transform; Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(myTrans.parent, myTrans); // Create the root object for the list mChild = new GameObject("Drop-down List"); mChild.layer = gameObject.layer; Transform t = mChild.transform; t.parent = myTrans.parent; t.localPosition = bounds.min; t.localRotation = Quaternion.identity; t.localScale = Vector3.one; // Add a sprite for the background mBackground = NGUITools.AddSprite(mChild, atlas, backgroundSprite); mBackground.pivot = UIWidget.Pivot.TopLeft; mBackground.depth = NGUITools.CalculateNextDepth(mPanel.gameObject); mBackground.color = backgroundColor; // We need to know the size of the background sprite for padding purposes Vector4 bgPadding = mBackground.border; mBgBorder = bgPadding.y; mBackground.cachedTransform.localPosition = new Vector3(0f, bgPadding.y, 0f); // Add a sprite used for the selection mHighlight = NGUITools.AddSprite(mChild, atlas, highlightSprite); mHighlight.pivot = UIWidget.Pivot.TopLeft; mHighlight.color = highlightColor; UISpriteData hlsp = mHighlight.GetAtlasSprite(); if (hlsp == null) { return; } float hlspHeight = hlsp.borderTop; float fontHeight = activeFontSize; float dynScale = activeFontScale; float labelHeight = fontHeight * dynScale; float x = 0f, y = -padding.y; int labelFontSize = (bitmapFont != null) ? bitmapFont.defaultSize : fontSize; List <UILabel> labels = new List <UILabel>(); // Run through all items and create labels for each one for (int i = 0, imax = items.Count; i < imax; ++i) { string s = items[i]; UILabel lbl = NGUITools.AddWidget <UILabel>(mChild); lbl.name = i.ToString(); lbl.pivot = UIWidget.Pivot.TopLeft; lbl.bitmapFont = bitmapFont; lbl.trueTypeFont = trueTypeFont; lbl.fontSize = labelFontSize; lbl.fontStyle = fontStyle; lbl.text = isLocalized ? Localization.Get(s) : s; lbl.color = textColor; lbl.cachedTransform.localPosition = new Vector3(bgPadding.x + padding.x, y, -1f); lbl.overflowMethod = UILabel.Overflow.ResizeFreely; lbl.alignment = alignment; lbl.MakePixelPerfect(); if (dynScale != 1f) { lbl.cachedTransform.localScale = Vector3.one * dynScale; } labels.Add(lbl); y -= labelHeight; y -= padding.y; x = Mathf.Max(x, lbl.printedSize.x); // Add an event listener UIEventListener listener = UIEventListener.Get(lbl.gameObject); listener.onHover = OnItemHover; listener.onPress = OnItemPress; listener.onClick = OnItemClick; listener.parameter = s; // Move the selection here if this is the right label if (mSelectedItem == s || (i == 0 && string.IsNullOrEmpty(mSelectedItem))) { Highlight(lbl, true); } // Add this label to the list mLabelList.Add(lbl); } // The triggering widget's width should be the minimum allowed width x = Mathf.Max(x, bounds.size.x * dynScale - (bgPadding.x + padding.x) * 2f); float cx = x / dynScale; Vector3 bcCenter = new Vector3(cx * 0.5f, -fontHeight * 0.5f, 0f); Vector3 bcSize = new Vector3(cx, (labelHeight + padding.y) / dynScale, 1f); // Run through all labels and add colliders for (int i = 0, imax = labels.Count; i < imax; ++i) { UILabel lbl = labels[i]; NGUITools.AddWidgetCollider(lbl.gameObject); lbl.autoResizeBoxCollider = false; BoxCollider bc = lbl.GetComponent <BoxCollider>(); if (bc != null) { bcCenter.z = bc.center.z; bc.center = bcCenter; bc.size = bcSize; } else { BoxCollider2D b2d = lbl.GetComponent <BoxCollider2D>(); b2d.center = bcCenter; b2d.size = bcSize; } } int lblWidth = Mathf.RoundToInt(x); x += (bgPadding.x + padding.x) * 2f; y -= bgPadding.y; // Scale the background sprite to envelop the entire set of items mBackground.width = Mathf.RoundToInt(x); mBackground.height = Mathf.RoundToInt(-y + bgPadding.y); // Set the label width to make alignment work for (int i = 0, imax = labels.Count; i < imax; ++i) { UILabel lbl = labels[i]; lbl.overflowMethod = UILabel.Overflow.ShrinkContent; lbl.width = lblWidth; } // Scale the highlight sprite to envelop a single item float scaleFactor = 2f * atlas.pixelSize; float w = x - (bgPadding.x + padding.x) * 2f + hlsp.borderLeft * scaleFactor; float h = labelHeight + hlspHeight * scaleFactor; mHighlight.width = Mathf.RoundToInt(w); mHighlight.height = Mathf.RoundToInt(h); bool placeAbove = (position == Position.Above); if (position == Position.Auto) { UICamera cam = UICamera.FindCameraForLayer(gameObject.layer); if (cam != null) { Vector3 viewPos = cam.cachedCamera.WorldToViewportPoint(myTrans.position); placeAbove = (viewPos.y < 0.5f); } } // If the list should be animated, let's animate it by expanding it if (isAnimated) { float bottom = y + labelHeight; Animate(mHighlight, placeAbove, bottom); for (int i = 0, imax = labels.Count; i < imax; ++i) { Animate(labels[i], placeAbove, bottom); } AnimateColor(mBackground); AnimateScale(mBackground, placeAbove, bottom); } // If we need to place the popup list above the item, we need to reposition everything by the size of the list if (placeAbove) { t.localPosition = new Vector3(bounds.min.x, bounds.max.y - y - bgPadding.y, bounds.min.z); } } else { OnSelect(false); } }
public void Show() { if (base.enabled && NGUITools.GetActive(base.gameObject) && mChild == null && atlas != null && isValid && items.Count > 0) { mLabelList.Clear(); if (mPanel == null) { mPanel = UIPanel.Find(base.transform); if (mPanel == null) { return; } } handleEvents = true; Transform transform = base.transform; Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(transform.parent, transform); mChild = new GameObject("Drop-down List"); mChild.layer = base.gameObject.layer; Transform transform2 = mChild.transform; transform2.parent = transform.parent; transform2.localPosition = bounds.min; transform2.localRotation = Quaternion.identity; transform2.localScale = Vector3.one; mBackground = NGUITools.AddSprite(mChild, atlas, backgroundSprite); mBackground.pivot = UIWidget.Pivot.TopLeft; mBackground.depth = NGUITools.CalculateNextDepth(mPanel.gameObject); mBackground.color = backgroundColor; Vector4 border = mBackground.border; mBgBorder = border.y; mBackground.cachedTransform.localPosition = new Vector3(0f, border.y, 0f); mHighlight = NGUITools.AddSprite(mChild, atlas, highlightSprite); mHighlight.pivot = UIWidget.Pivot.TopLeft; mHighlight.color = highlightColor; UISpriteData atlasSprite = mHighlight.GetAtlasSprite(); if (atlasSprite != null) { float num = (float)atlasSprite.borderTop; float num2 = (float)activeFontSize; float activeFontScale = this.activeFontScale; float num3 = num2 * activeFontScale; float num4 = 0f; float num5 = 0f - padding.y; List <UILabel> list = new List <UILabel>(); if (!items.Contains(mSelectedItem)) { mSelectedItem = null; } int i = 0; for (int count = items.Count; i < count; i++) { string text = items[i]; UILabel uILabel = NGUITools.AddWidget <UILabel>(mChild); uILabel.name = i.ToString(); uILabel.pivot = UIWidget.Pivot.TopLeft; uILabel.bitmapFont = bitmapFont; uILabel.trueTypeFont = trueTypeFont; uILabel.fontSize = fontSize; uILabel.fontStyle = fontStyle; uILabel.text = ((!isLocalized) ? text : Localization.Get(text)); uILabel.color = textColor; Transform cachedTransform = uILabel.cachedTransform; float num6 = border.x + padding.x; Vector2 pivotOffset = uILabel.pivotOffset; cachedTransform.localPosition = new Vector3(num6 - pivotOffset.x, num5, -1f); uILabel.overflowMethod = UILabel.Overflow.ResizeFreely; uILabel.alignment = alignment; list.Add(uILabel); num5 -= num3; num5 -= padding.y; float a = num4; Vector2 printedSize = uILabel.printedSize; num4 = Mathf.Max(a, printedSize.x); UIEventListener uIEventListener = UIEventListener.Get(uILabel.gameObject); uIEventListener.onHover = OnItemHover; uIEventListener.onPress = OnItemPress; uIEventListener.onClick = OnItemClick; uIEventListener.parameter = text; if (mSelectedItem == text || (i == 0 && string.IsNullOrEmpty(mSelectedItem))) { Highlight(uILabel, instant: true); } mLabelList.Add(uILabel); } float a2 = num4; Vector3 size = bounds.size; num4 = Mathf.Max(a2, size.x * activeFontScale - (border.x + padding.x) * 2f); float num7 = num4; Vector3 vector = new Vector3(num7 * 0.5f, (0f - num2) * 0.5f, 0f); Vector3 vector2 = new Vector3(num7, num3 + padding.y, 1f); int j = 0; for (int count2 = list.Count; j < count2; j++) { UILabel uILabel2 = list[j]; NGUITools.AddWidgetCollider(uILabel2.gameObject); uILabel2.autoResizeBoxCollider = false; BoxCollider component = uILabel2.GetComponent <BoxCollider>(); if (component != null) { Vector3 center = component.center; vector.z = center.z; component.center = vector; component.size = vector2; } else { BoxCollider2D component2 = uILabel2.GetComponent <BoxCollider2D>(); component2.offset = vector; component2.size = vector2; } } int width = Mathf.RoundToInt(num4); num4 += (border.x + padding.x) * 2f; num5 -= border.y; mBackground.width = Mathf.RoundToInt(num4); mBackground.height = Mathf.RoundToInt(0f - num5 + border.y); int k = 0; for (int count3 = list.Count; k < count3; k++) { UILabel uILabel3 = list[k]; uILabel3.overflowMethod = UILabel.Overflow.ShrinkContent; uILabel3.width = width; } float num8 = 2f * atlas.pixelSize; float f = num4 - (border.x + padding.x) * 2f + (float)atlasSprite.borderLeft * num8; float f2 = num3 + num * num8; mHighlight.width = Mathf.RoundToInt(f); mHighlight.height = Mathf.RoundToInt(f2); bool flag = position == Position.Above; if (position == Position.Auto) { UICamera uICamera = UICamera.FindCameraForLayer(base.gameObject.layer); if (uICamera != null) { Vector3 vector3 = uICamera.cachedCamera.WorldToViewportPoint(transform.position); flag = (vector3.y < 0.5f); } } if (isAnimated) { float bottom = num5 + num3; Animate(mHighlight, flag, bottom); int l = 0; for (int count4 = list.Count; l < count4; l++) { Animate(list[l], flag, bottom); } AnimateColor(mBackground); AnimateScale(mBackground, flag, bottom); } if (flag) { Transform transform3 = transform2; Vector3 min = bounds.min; float x = min.x; Vector3 max = bounds.max; float y = max.y - num5 - border.y; Vector3 min2 = bounds.min; transform3.localPosition = new Vector3(x, y, min2.z); } } } else { OnSelect(isSelected: false); } }