public void Init(int dataCount)
    {
        if (scrollRect == null || content == null || goItemPrefab == null)
        {
            TTLoger.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;
        }
        setDataCount(dataCount);


        if (arrangement == Arrangement.Page)
        {
            scrollRect.inertia = false;
        }

        //移除
        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            UIWarpContentItem item = listItem[i];
            item.Index = -1;
            unUseItem.Enqueue(item);
        }
        listItem.Clear();

        setUpdateRectItem(getCurScrollPerLineIndex());
    }
    /// <summary>
    /// 添加当前数据索引数据
    /// </summary>
    /// <param name="dataIndex"></param>
    public void AddItem(int dataIndex)
    {
        print("dataIndex" + dataIndex + "datacount" + dataCount);

        if (dataIndex < 0 || dataIndex > dataCount)
        {
            return;
        }
        //检测是否需添加gameObject
        bool isNeedAdd = false;

        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            UIWarpContentItem item = listItem [i];
            if (item.Index >= (dataCount - 1))              //已经显示的下标是最后一个数据或倒数第二个数据,就需要添加
            {
                isNeedAdd = true;
                break;
            }
        }
        setDataCount(dataCount + 1);       //重新设置item总量

        if (isNeedAdd)
        {
            for (int i = 0; i < listItem.Count; i++)
            {
                UIWarpContentItem item = listItem [i];
                int oldIndex           = item.Index;
                if (oldIndex >= dataIndex)                //如果已显示的item索引大于等于添加的索引就增加一个index
                {
                    item.Index = oldIndex + 1;
                }
                item = null;
            }
            setUpdateRectItem(getCurScrollPerLineIndex());             //设置显示
        }
        else
        {
            //重新刷新数据
            for (int i = 0; i < listItem.Count; i++)
            {
                UIWarpContentItem item = listItem [i];
                int oldIndex           = item.Index;
                if (oldIndex >= dataIndex)
                {
                    item.Index = oldIndex;
                    Debug.Log(item.gameObject.name + item.Index);
                }
                item = null;
            }
        }
    }
示例#3
0
    /**
     * @des:添加当前数据索引数据
     */
    public void AddItem(int dataIndex)
    {
        if (dataIndex < 0 || dataIndex > dataCount)
        {
            return;
        }
        //检测是否需添加gameObject
        bool isNeedAdd = false;

        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            UIWarpContentItem item = listItem [i];
            if (item.Index >= (dataCount - 1))
            {
                isNeedAdd = true;
                break;
            }
        }
        setDataCount(dataCount + 1);

        if (isNeedAdd)
        {
            for (int i = 0; i < listItem.Count; i++)
            {
                UIWarpContentItem item = listItem [i];
                int oldIndex           = item.Index;
                if (oldIndex >= dataIndex)
                {
                    item.Index = oldIndex + 1;
                }
                item = null;
            }
            setUpdateRectItem(getCurScrollPerLineIndex());
        }
        else
        {
            //重新刷新数据
            for (int i = 0; i < listItem.Count; i++)
            {
                UIWarpContentItem item = listItem [i];
                int oldIndex           = item.Index;
                if (oldIndex >= dataIndex)
                {
                    item.Index = oldIndex;
                }
                item = null;
            }
        }
    }
    /**
     * @des:设置更新区域内item
     * 功能:
     * 1.隐藏区域之外对象
     * 2.更新区域内数据
     * 3.Arrangement类型为page时,参数为当前页
     */
    private void setUpdateRectItem(int scrollPerLineIndex)
    {
        if (scrollPerLineIndex < 0)
        {
            return;
        }
        curScrollPerLineIndex = scrollPerLineIndex;
        int startDataIndex = curScrollPerLineIndex * maxPerLine;
        int endDataIndex   = (curScrollPerLineIndex + viewCount) * maxPerLine;

        //分页显示时,显示区域加上后一页的内容
        if (arrangement == Arrangement.Page)
        {
            curScrollPage  = scrollPerLineIndex;
            startDataIndex = curScrollPage * linePerPage * maxPerLine;
            endDataIndex   = (curScrollPage + 2) * linePerPage * maxPerLine;
        }

        //移除
        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            UIWarpContentItem item = listItem[i];
            int index = item.Index;
            if (index < startDataIndex || index >= endDataIndex || index >= dataCount)
            {
                item.Index = -1;
                listItem.Remove(item);
                unUseItem.Enqueue(item);
            }
        }
        //显示
        for (int dataIndex = startDataIndex; dataIndex < endDataIndex; dataIndex++)
        {
            if (dataIndex >= dataCount)
            {
                continue;
            }
            if (isExistDataByDataIndex(dataIndex))
            {
                continue;
            }
            createItem(dataIndex);
        }
    }
示例#5
0
    /**
     * @des:删除当前数据索引下数据
     */
    public void DelItem(int dataIndex)
    {
        if (dataIndex < 0 || dataIndex >= dataCount)
        {
            return;
        }
        //删除item逻辑三种情况
        //1.只更新数据,不销毁gameObject,也不移除gameobject
        //2.更新数据,且移除gameObject,不销毁gameObject
        //3.更新数据,销毁gameObject

        bool isNeedDestroyGameObject = (listItem.Count >= dataCount);

        setDataCount(dataCount - 1);

        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            UIWarpContentItem item = listItem [i];
            int oldIndex           = item.Index;
            if (oldIndex == dataIndex)
            {
                listItem.Remove(item);
                if (isNeedDestroyGameObject)
                {
                    GameObject.Destroy(item.gameObject);
                }
                else
                {
                    item.Index = -1;
                    unUseItem.Enqueue(item);
                }
            }
            if (oldIndex > dataIndex)
            {
                item.Index = oldIndex - 1;
            }
        }
        setUpdateRectItem(getCurScrollPerLineIndex());
    }
    /// <summary>
    /// 设置更新区域内item 功能:1.隐藏区域之外对象 2.更新区域内数据
    /// </summary>
    /// <param name="scrollPerLineIndex"></param>
    private void setUpdateRectItem(int scrollPerLineIndex)
    {
        if (scrollPerLineIndex < 0)
        {
            return;
        }
        curScrollPerLineIndex = scrollPerLineIndex;
        int startDataIndex = curScrollPerLineIndex * maxPerLine;               //要显示区域的开始数据坐标
        int endDataIndex   = (curScrollPerLineIndex + viewCount) * maxPerLine; //要显示区域的结束数据坐标

        //移除
        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            UIWarpContentItem item = listItem[i];
            int index = item.Index;
            if (index < startDataIndex || index >= endDataIndex)
            {
                item.Index = -1;
                listItem.Remove(item);                 //从显示集合移除
                unUseItem.Enqueue(item);               //入没有使用队列
            }
        }

        //显示
        for (int dataIndex = startDataIndex; dataIndex < endDataIndex; dataIndex++)
        {
            if (dataIndex >= dataCount)
            {
                continue;
            }
            if (isExistDataByDataIndex(dataIndex))              //要显示的数据已经在显示列表中就跳过循环
            {
                continue;
            }
            createItem(dataIndex);
        }
    }
示例#7
0
    /**
     * @des:设置更新区域内item
     * 功能:
     * 1.隐藏区域之外对象
     * 2.更新区域内数据
     */
    private void UpdateDataByIndex(int scrollPerLineIndex)
    {
        if (scrollPerLineIndex < 0)
        {
            return;
        }
        curScrollPerLineIndex = scrollPerLineIndex;
        int startDataIndex = curScrollPerLineIndex * maxPerLine;
        int endDataIndex   = (curScrollPerLineIndex + viewCount) * maxPerLine;

        //移除
        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            UIWarpContentItem item = listItem[i];
            int index = item.Index;
            if (index < startDataIndex || index >= endDataIndex)
            {
                item.Index = -1;
                listItem.Remove(item);
                unUseItem.Enqueue(item);
            }
        }
        //显示
        for (int dataIndex = startDataIndex; dataIndex < endDataIndex; dataIndex++)
        {
            if (dataIndex >= dataCount)
            {
                continue;
            }
            if (isExistDataByDataIndex(dataIndex))
            {
                continue;
            }
            createItem(dataIndex);
        }
    }
示例#8
0
    /**
     * @des:创建元素
     * @param:dataIndex
     */
    private void createItem(int dataIndex)
    {
        UIWarpContentItem item = null;

        if (unUseItem.Count > 0)
        {
            item = unUseItem.Dequeue();
        }
        else
        {
            //Debug.Log(goItemPrefab);
            //Debug.Log(content);
            if (goItemPrefab != null)
            {
                item = addChild(goItemPrefab, content).AddComponent <UIWarpContentItem>();
            }
        }
        if (item != null)
        {
            item.WarpContent = this;
            item.Index       = dataIndex;
            listItem.Add(item);
        }
    }
示例#9
0
    public void UpdateAll(int dataCount)
    {
        curScrollPerLineIndex = -1;
        switch (arrangement)
        {
        case Arrangement.Horizontal:
            scrollRect.horizontalNormalizedPosition = 0;
            break;

        case Arrangement.Vertical:
            scrollRect.verticalNormalizedPosition = 1;
            break;
        }
        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            if (i >= dataCount)
            {
                UIWarpContentItem item = listItem[i];
                item.Index = -1;
                listItem.Remove(item);
                unUseItem.Enqueue(item);
            }
        }
        setDataCount(dataCount);
        scrollRect.onValueChanged.RemoveAllListeners();
        if (enableWrappable)
        {
            scrollRect.onValueChanged.AddListener(onValueChanged);
        }
        for (int i = listItem.Count - 1; i >= 0; i--)
        {
            UIWarpContentItem item = listItem[i];
            item.Index = i;
        }
        setUpdateRectItem(0);
    }
示例#10
0
    //得到当前选择城市
    string GetSelectCity()
    {
        UIWarpContentItem items = ArrayHelper.Min <UIWarpContentItem, float>(rightChilds.ToArray(), p => Vector3.Distance(p.transform.position, kuang.position));

        return(items.GetComponent <Text>().text);
    }