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using UnityEngine;
using System.Collections;
using EnhancedUI;
using EnhancedUI.EnhancedScroller;
namespace EnhancedScrollerDemos.ExpandingCells
{
/// <summary>
/// This example shows how you can expand and collapse cells
/// </summary>
public class Controller : MonoBehaviour, IEnhancedScrollerDelegate
{
/// <summary>
/// The data to store for our cells
/// </summary>
private SmallList<Data> _data;
/// <summary>
/// The last padder's active state before our expansion / collapse
/// </summary>
private bool _lastPadderActive;
/// <summary>
/// The last padder's size before our expansion / collapse
/// </summary>
private float _lastPadderSize;
/// <summary>
/// The scroller that will be showing the cells
/// </summary>
public EnhancedScroller scroller;
/// <summary>
/// The cell prefab to use in the scroller
/// </summary>
public EnhancedScrollerCellView cellViewPrefab;
/// <summary>
/// Be sure to set up your references to the scroller after the Awake function. The
/// scroller does some internal configuration in its own Awake function. If you need to
/// do this in the Awake function, you can set up the script order through the Unity editor.
/// In this case, be sure to set the EnhancedScroller's script before your delegate.
///
/// In this example, we are calling our initializations in the delegate's Start function,
/// but it could have been done later, perhaps in the Update function.
/// </summary>
void Start()
{
// set the application frame rate.
// this improves smoothness on some devices
Application.targetFrameRate = 60;
// tell the scroller that this script will be its delegate
scroller.Delegate = this;
// set some space to look for cells before and after the scroll rect.
// this is useful for when the cells are expanding, we don't want to see empty space.
scroller.lookAheadBefore = 1000f;
scroller.lookAheadAfter = 1000f;
// load in a large set of data
LoadData();
}
/// <summary>
/// Populates the data with a lot of records
/// </summary>
private void LoadData()
{
// set up some simple data
_data = new SmallList<Data>();
for (var i = 0; i < 50; i++)
{
if (i % 3 == 0)
{
_data.Add(new Data()
{
headerText = "Multiple Expand",
descriptionText = "Expanding this cell will not collapse other cells. This allows you to have multiple cells expanded at once.\n\nClick the cell again to collapse.",
isExpanded = false,
expandedSize = 300f,
collapsedSize = 60f,
tweenType = Tween.TweenType.immediate,
tweenTimeExpand = 0,
tweenTimeCollapse = 0
});
}
else if ((i + 1) % 3 == 0)
{
_data.Add(new Data()
{
headerText = "Tween Expand",
descriptionText = "This cell will animate its size when clicked.\n\nClick the cell again to collapse.",
isExpanded = false,
expandedSize = 300f,
collapsedSize = 60f,
tweenType = Tween.TweenType.easeInOutSine,
tweenTimeExpand = 0.5f,
tweenTimeCollapse = 0.5f
});
}
else
{
_data.Add(new Data()
{
headerText = "Single Expand",
descriptionText = "Expanding this cell will collapse other cells.\n\nClick the cell again to collapse.",
isExpanded = false,
expandedSize = 300f,
collapsedSize = 60f,
tweenType = Tween.TweenType.immediate,
tweenTimeExpand = 0,
tweenTimeCollapse = 0
});
}
}
// tell the scroller to reload now that we have the data
scroller.ReloadData();
}
/// <summary>
/// This method is called by the cell view when the cell is clicked.
/// It will set all the expansion properties of the cells, reload the scroller,
/// set the position correctly, and kick off the tweening of the cell size
/// </summary>
/// <param name="dataIndex">The data index of the cell</param>
/// <param name="cellViewIndex">The cell view index of the cell</param>
private void InitializeTween(int dataIndex, int cellViewIndex)
{
// toggle the cell's expansion
_data[dataIndex].isExpanded = !_data[dataIndex].isExpanded;
// set all the other cells' expansion properties
for (var i = 0; i < _data.Count; i++)
{
// if not this cell
if (i != dataIndex)
{
// if the clicked cell is a single cell or if this iteration is a single cell
// collapse other cells
if (((dataIndex + 2) % 3 == 0) || ((i + 2) % 3 == 0))
{
_data[i].isExpanded = false;
}
}
}
// get the cell's position (using the cell view index in case of looping)
var cellPosition = scroller.GetScrollPositionForCellViewIndex(cellViewIndex, EnhancedScroller.CellViewPositionEnum.Before);
// get the offset of the cell from the top of the scroll rect
var tweenCellOffset = cellPosition - scroller.ScrollPosition;
// turn off loop jumping so that the scroller will not try to jump to a new location as the cell is expanding / collapsing
scroller.IgnoreLoopJump(true);
// reload the scroller to accommodate the new cell sizes
scroller.ReloadData();
// get the new position of the cell (using the cell view index in case of looping)
cellPosition = scroller.GetScrollPositionForCellViewIndex(cellViewIndex, EnhancedScroller.CellViewPositionEnum.Before);
// set the scroller's position to focus on the cell, using the offset calculated above
scroller.SetScrollPositionImmediately(cellPosition - tweenCellOffset);
// turn loop jumping back on
scroller.IgnoreLoopJump(false);
// if this cell has an immediate tween type, then we can just exit the
// method and not worry about adjusting padder sizes or calling
// the tweening on the cell
if (_data[dataIndex].tweenType == Tween.TweenType.immediate)
{
return;
}
// cache the last padder's active state and size for after the tween
_lastPadderActive = scroller.LastPadder.IsActive();
_lastPadderSize = scroller.LastPadder.minHeight;
// manually set the last padder's size so that we can tween the cell
// size without distorting all the cells' sizes
if (_data[dataIndex].isExpanded)
{
scroller.LastPadder.minHeight += _data[dataIndex].SizeDifference;
}
else
{
scroller.LastPadder.minHeight -= _data[dataIndex].SizeDifference;
}
// make sure the last padder is active so that we can tween its size
scroller.LastPadder.gameObject.SetActive(true);
// grab the cell that was clicked so that we can start tweening.
// note that we cannot just pass in the cell to this method since we
// are calling ReloadData, which destroys that cell. Grabbing it
// here is the only way to get an active cell after the reload.
var cellViewTween = scroller.GetCellViewAtDataIndex(dataIndex) as CellView;
// start the cell's tweening process
cellViewTween.BeginTween();
}
/// <summary>
/// This method is called by the cell that is changing size. As the cell changes size,
/// we need to adjust the last padder's size to accommodate. Otherwise all the cell's
/// would distort in size as the tween occurs.
/// </summary>
/// <param name="dataIndex">The data index of the cell that is tweening</param>
/// <param name="cellViewIndex">The cell view index of the cell that is tweening</param>
/// <param name="newValue">The new value of the cell's size</param>
/// <param name="delta">The change in the cell's size</param>
private void TweenUpdated(int dataIndex, int cellViewIndex, float newValue, float delta)
{
// set the last padder's height by adjusting it by the cell's size delta
// to offset the change
scroller.LastPadder.minHeight -= delta;
}
/// <summary>
/// This method is called when the cell has stopped changing size. We just
/// need to set the last padder's properties back
/// </summary>
/// <param name="dataIndex">The data index of the cell that is tweening</param>
/// <param name="cellViewIndex">The cell view index of the cell that is tweening</param>
private void TweenEnd(int dataIndex, int cellViewIndex)
{
// set the last padder's active state back to what we captured before the tween
scroller.LastPadder.gameObject.SetActive(_lastPadderActive);
// set the last padder's size back to what we captured before the tween
scroller.LastPadder.minHeight = _lastPadderSize;
}
#region EnhancedScroller Handlers
/// <summary>
/// This tells the scroller the number of cells that should have room allocated.
/// For this example, the count is the number of data elements divided by the number of cells per row (rounded up using Mathf.CeilToInt)
/// </summary>
/// <param name="scroller">The scroller that is requesting the data size</param>
/// <returns>The number of cells</returns>
public int GetNumberOfCells(EnhancedScroller scroller)
{
return _data.Count;
}
/// <summary>
/// This tells the scroller what the size of a given cell will be. Cells can be any size and do not have
/// to be uniform. For vertical scrollers the cell size will be the height. For horizontal scrollers the
/// cell size will be the width.
/// </summary>
/// <param name="scroller">The scroller requesting the cell size</param>
/// <param name="dataIndex">The index of the data that the scroller is requesting</param>
/// <returns>The size of the cell</returns>
public float GetCellViewSize(EnhancedScroller scroller, int dataIndex)
{
// pass the expanded size if the cell is expanded, else pass the collapsed size
return _data[dataIndex].Size;
}
/// <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;
cellView.name = "Cell " + dataIndex.ToString();
// pass in a reference to our data
cellView.SetData(_data[dataIndex], dataIndex, _data[dataIndex].collapsedSize, _data[dataIndex].expandedSize, InitializeTween, TweenUpdated, TweenEnd);
// return the cell to the scroller
return cellView;
}
#endregion
}
}