public void OnPointerDown(PointerEventData eventData) { _startY = this.transform.position.y; if (OnStart != null) { OnStart.Invoke(this); } Current = this; }
/// <summary> /// This handler will be called any time a cell view is shown or hidden /// </summary> /// <param name="cellView">The cell view that was shown or hidden</param> private void CellViewVisibilityChanged(EnhancedScrollerCellView cellView) { // cast the cell view to our custom view CellView view = cellView as CellView; // if the cell is active, we set its data, // otherwise we will clear the image back to // its default state if (cellView.active) { view.SetData(_data[cellView.dataIndex]); } else { view.ClearImage(); } }
/// <summary> /// This handler will be called any time a cell view is shown or hidden /// </summary> /// <param name="cellView">The cell view that was shown or hidden</param> private void CellViewVisibilityChanged(SEUIContainerItem cellView) { // cast the cell view to our custom view CellView view = cellView as CellView; // if the cell is active, we set its data, // otherwise we will clear the image back to // its default state if (cellView.active) { view.UpdateDataView(_data[cellView.dataIndex]); } else { view.ClearImage(); } }
/// <summary> /// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list. /// Some examples of this would be headers, footers, and other grouping cells. /// </summary> /// <param name="scroller">The scroller requesting the cell</param> /// <param name="dataIndex">The index of the data that the scroller is requesting</param> /// <param name="cellIndex">The index of the list. This will likely be different from the dataIndex if the scroller is looping</param> /// <returns>The cell for the scroller to use</returns> public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { // first, we get a cell from the scroller by passing a prefab. // if the scroller finds one it can recycle it will do so, otherwise // it will create a new cell. CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView; // set the name of the game object to the cell's data index. // this is optional, but it helps up debug the objects in // the scene hierarchy. cellView.name = "Cell " + dataIndex.ToString(); // In this example, we do not set the data here since the cell is not visibile yet. Use a coroutine // before the cell is visibile will result in errors, so we defer loading until the cell has // become visible. We can trap this in the cellViewVisibilityChanged delegate handled below // return the cell to the scroller return(cellView); }
private void OnStart(CellView cellView) { _startY = cellView.transform.position.y; }