Пример #1
0
        public override void Init()
        {
            base.Init();

            // record the item size
            IUListItemView itemView = itemPrefab.GetComponent <IUListItemView> ();

            itemSize = itemView.GetItemSize(-1);

            // record max numbers per row/column
            numPerRow    = m_MaxRow;
            numPerColumn = m_MaxCol;

            if (numPerRow < 1)
            {
                numPerRow = (int)(scrollRectSize.x / (itemSize.x + spacing.x));
            }

            if (numPerColumn < 1)
            {
                numPerColumn = (int)(scrollRectSize.y / (itemSize.y + spacing.y));
            }

            if (numPerRow < 1 || numPerColumn < 1)
            {
                Debug.LogError("ScrollRect size is too small to contain even one item");
            }

            // to make items center aligned
            padding = Vector2.zero;

            // spawn pool for listitems
            lstItems = new List <GameObject> ();
        }
Пример #2
0
        protected void RefreshListView()
        {
            // set the content size
            Vector2       size = GetContentSize();
            RectTransform contentRectTransform = content.transform as RectTransform;

            contentRectTransform.sizeDelta = size;

            // set the item postion and data
            int startIndex = GetStartIndex();

            if (startIndex < 0)
            {
                startIndex = 0;
            }

            int showItemNum = GetCurrentShowItemNum();

            for (int i = 0; i < showItemNum; ++i)
            {
                int dataIndex = startIndex + i;
                if (dataIndex >= lstData.Count)
                {
                    break;
                }

                GameObject go = GetItemGameObject(content, i);
                if (false == go.activeSelf)
                {
                    go.SetActive(true);
                }
                RectTransform trans = go.transform as RectTransform;
                trans.pivot            = trans.anchorMin = trans.anchorMax = new Vector2(0.5f, 0.5f);
                trans.anchoredPosition = GetItemAnchorPos(dataIndex);
                trans.localScale       = Vector3.one;
                IUListItemView itemView = go.GetComponent <IUListItemView>();
                itemView.SetData(dataIndex, lstData[dataIndex]);
            }

            // dont show the extra items shown before
            HideNonuseableItems();

            // set the progress:
            int dataCount = GetDataCount();

            dataCount -= (GetMaxShowItemNum() - 2);
            if (dataCount < 1)
            {
                dataCount = 1;
            }
            float progress = (startIndex + 1) / (float)dataCount;

            progress = Mathf.Clamp01(progress);
            OnProgress(progress);
        }
Пример #3
0
        public override void Init()
        {
            base.Init();

            // record the item size
            IUListItemView itemView = itemPrefab.GetComponent <IUListItemView>();

            itemSize = itemView.GetItemSize(-1);

            // spawn pool for listitems
            lstItems = new List <GameObject>();
        }
Пример #4
0
 public override void Init()
 {
     base.Init();
     lstItems = new List <GameObject> ();
     itemView = itemPrefab.GetComponent <IUListItemView>();
 }