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using UnityEngine;
using UnityEngine.UI;
using EnhancedUI.EnhancedScroller;
using EnhancedUI;
using System;
namespace EnhancedScrollerDemos.GridSelection
{
/// <summary>
/// This is the sub cell of the row cell
/// </summary>
public class RowCellView : MonoBehaviour
{
/// <summary>
/// These are the UI elements that will be updated when the data changes
/// </summary>
public GameObject container;
public Text text;
public Image selectionPanel;
/// <summary>
/// These are the colors for the selection of the cells
/// </summary>
public Color selectedColor;
public Color unSelectedColor;
/// <summary>
/// Public reference to the index of the data
/// </summary>
public int DataIndex { get; private set; }
/// <summary>
/// The handler to call when this cell's button traps a click event
/// </summary>
public SelectedDelegate selected;
/// <summary>
/// Reference to the underlying data driving this view
/// </summary>
private Data _data;
/// <summary>
/// This is called if the cell is destroyed. The EnhancedScroller will
/// not call this since it uses recycling, but we include it in case
/// the user decides to destroy the cell anyway
/// </summary>
void OnDestroy()
{
if (_data != null)
{
// remove the handler from the data so
// that any changes to the data won't try
// to call this destroyed view's function
_data.selectedChanged -= SelectedChanged;
}
}
/// <summary>
/// This function just takes the Demo data and displays it
/// </summary>
/// <param name="data"></param>
public void SetData(int dataIndex, Data data, SelectedDelegate selected)
{
// set the selected delegate
this.selected = selected;
// this cell was outside the range of the data, so we disable the container.
// Note: We could have disable the cell gameobject instead of a child container,
// but that can cause problems if you are trying to get components (disabled objects are ignored).
container.SetActive(data != null);
if (data != null)
{
// set the text if the cell is inside the data range
text.text = data.someText;
}
// if there was previous data assigned to this cell view,
// we need to remove the handler for the selection change
if (_data != null)
{
_data.selectedChanged -= SelectedChanged;
}
// link the data to the cell view
DataIndex = dataIndex;
_data = data;
if (data != null)
{
// set up a handler so that when the data changes
// the cell view will update accordingly. We only
// want a single handler for this cell view, so
// first we remove any previous handlers before
// adding the new one
_data.selectedChanged -= SelectedChanged;
_data.selectedChanged += SelectedChanged;
// update the selection state UI
SelectedChanged(data.Selected);
}
}
/// <summary>
/// This function changes the UI state when the item is
/// selected or unselected.
/// </summary>
/// <param name="selected">The selection state of the cell</param>
private void SelectedChanged(bool selected)
{
selectionPanel.color = (selected ? selectedColor : unSelectedColor);
}
/// <summary>
/// This function is called by the cell's button click event
/// </summary>
public void OnSelected()
{
// if a handler exists for this cell, then
// call it.
if (selected != null) selected(this);
}
}
}