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125 lines
5.4 KiB
125 lines
5.4 KiB
using UnityEngine;
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using System.Collections;
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using EnhancedUI;
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using EnhancedUI.EnhancedScroller;
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namespace EnhancedScrollerDemos.GridSimulation
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{
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/// <summary>
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/// This example shows how to simulate a grid with a fixed number of cells per row
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/// The data is stored as normal, but the differences in this example are:
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///
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/// 1) The scroller is told the data count is the number of data elements divided by the number of cells per row
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/// 2) The cell view is passed a reference to the data set with the offset index of the first cell in the row
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public class Controller : MonoBehaviour, IEnhancedScrollerDelegate
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{
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/// <summary>
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/// Internal representation of our data. Note that the scroller will never see
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/// this, so it separates the data from the layout using MVC principles.
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/// </summary>
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private SmallList<Data> _data;
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/// <summary>
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/// This is our scroller we will be a delegate for
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/// </summary>
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public EnhancedScroller scroller;
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/// <summary>
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/// This will be the prefab of each cell in our scroller. The cell view will
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/// hold references to each row sub cell
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/// </summary>
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public EnhancedScrollerCellView cellViewPrefab;
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public int numberOfCellsPerRow = 3;
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/// <summary>
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/// Be sure to set up your references to the scroller after the Awake function. The
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/// scroller does some internal configuration in its own Awake function. If you need to
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/// do this in the Awake function, you can set up the script order through the Unity editor.
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/// In this case, be sure to set the EnhancedScroller's script before your delegate.
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///
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/// In this example, we are calling our initializations in the delegate's Start function,
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/// but it could have been done later, perhaps in the Update function.
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/// </summary>
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void Start()
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{
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// set the application frame rate.
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// this improves smoothness on some devices
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Application.targetFrameRate = 60;
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// tell the scroller that this script will be its delegate
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scroller.Delegate = this;
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// load in a large set of data
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LoadData();
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}
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/// <summary>
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/// Populates the data with a lot of records
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/// </summary>
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private void LoadData()
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{
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// set up some simple data
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_data = new SmallList<Data>();
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for (var i = 0; i < 1000; i ++)
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{
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_data.Add(new Data() { someText = i.ToString() });
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}
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// tell the scroller to reload now that we have the data
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scroller.ReloadData();
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}
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#region EnhancedScroller Handlers
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/// <summary>
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/// This tells the scroller the number of cells that should have room allocated.
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/// For this example, the count is the number of data elements divided by the number of cells per row (rounded up using Mathf.CeilToInt)
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/// </summary>
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/// <param name="scroller">The scroller that is requesting the data size</param>
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/// <returns>The number of cells</returns>
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public int GetNumberOfCells(EnhancedScroller scroller)
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{
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return Mathf.CeilToInt((float)_data.Count / (float)numberOfCellsPerRow);
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}
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/// <summary>
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/// This tells the scroller what the size of a given cell will be. Cells can be any size and do not have
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/// to be uniform. For vertical scrollers the cell size will be the height. For horizontal scrollers the
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/// cell size will be the width.
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/// </summary>
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/// <param name="scroller">The scroller requesting the cell size</param>
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/// <param name="dataIndex">The index of the data that the scroller is requesting</param>
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/// <returns>The size of the cell</returns>
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public float GetCellViewSize(EnhancedScroller scroller, int dataIndex)
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{
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return 100f;
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}
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/// <summary>
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/// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list.
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/// Some examples of this would be headers, footers, and other grouping cells.
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/// </summary>
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/// <param name="scroller">The scroller requesting the cell</param>
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/// <param name="dataIndex">The index of the data that the scroller is requesting</param>
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/// <param name="cellIndex">The index of the list. This will likely be different from the dataIndex if the scroller is looping</param>
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/// <returns>The cell for the scroller to use</returns>
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public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex)
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{
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// first, we get a cell from the scroller by passing a prefab.
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// if the scroller finds one it can recycle it will do so, otherwise
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// it will create a new cell.
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CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView;
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cellView.name = "Cell " + (dataIndex * numberOfCellsPerRow).ToString() + " to " + ((dataIndex * numberOfCellsPerRow) + numberOfCellsPerRow - 1).ToString();
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// pass in a reference to our data set with the offset for this cell
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cellView.SetData(ref _data, dataIndex * numberOfCellsPerRow);
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// return the cell to the scroller
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return cellView;
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}
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#endregion
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}
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}
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