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211 lines
8.4 KiB
211 lines
8.4 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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using System;
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namespace EnhancedScrollerDemos.Pagination
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{
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/// <summary>
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/// This demo shows how you can load small chunks of data when the user reaches the end of the scroller
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/// </summary>
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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. Note that you can use more
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/// than one kind of cell, but this example just has the one type.
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/// </summary>
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public CellView cellViewPrefab;
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/// <summary>
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/// Loading cell view prefab displayed at the bottom of the scroller
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/// </summary>
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public LoadingCellView loadingCellViewPrefab;
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/// <summary>
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/// Height of the cells
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/// </summary>
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public int cellHeight;
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/// <summary>
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/// The number of elements per page
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/// </summary>
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public int pageCount;
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/// <summary>
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/// Used to determine if the scroller is already loading new data.
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/// If so, then we don't want to call again to avoid an infinite loop.
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/// </summary>
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private bool _loadingNew;
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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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scroller.scrollerScrolled = ScrollerScrolled;
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// initialize the data
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_data = new SmallList<Data>();
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// load in the first page of data
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LoadData(0);
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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(int pageStartIndex)
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{
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// grab the last index of the data to jump to when we are finished
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var previousLastIndex = _data.Count;
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// calculate the last index of the new list
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var lastIndex = _data.Count + pageCount;
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// add data to the list
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for (var i = pageStartIndex; i < lastIndex; i++)
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{
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_data.Add(new Data() { someText = "Cell Data Index " + i.ToString() });
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}
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// cache the scroller's position so that we can set it back after the reload
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var scrollPosition = scroller.ScrollPosition;
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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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// set the scroller's position back to the cached position
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scroller.ScrollPosition = scrollPosition;
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// toggle off loading new so that we can load again at the bottom of the scroller
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_loadingNew = false;
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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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/// This should be the length of your data array plus one for the loading cell.
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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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// in this example, we just pass the number of our data elements
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// plus one for the loading cell
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return _data.Count + 1;
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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 cellHeight;
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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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if (dataIndex == _data.Count)
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{
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LoadingCellView loadingCellView = scroller.GetCellView(loadingCellViewPrefab) as LoadingCellView;
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loadingCellView.name = "Loading...";
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return loadingCellView;
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}
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else
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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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// set the name of the game object to the cell's data index.
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// this is optional, but it helps up debug the objects in
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// the scene hierarchy.
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cellView.name = "Cell " + dataIndex.ToString();
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// in this example, we just pass the data to our cell's view which will update its UI
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cellView.SetData(_data[dataIndex]);
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// return the cell to the scroller
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return cellView;
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}
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}
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/// <summary>
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/// This is called when the scroller fires a scrolled event
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/// </summary>
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/// <param name="scroller">the scroller that fired the event</param>
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/// <param name="val">scroll amount</param>
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/// <param name="scrollPosition">new scroll position</param>
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private void ScrollerScrolled(EnhancedScroller scroller, Vector2 val, float scrollPosition)
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{
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// if the scroller is at the end of the list and not already loading
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if (scroller.NormalizedScrollPosition >= 1f && !_loadingNew)
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{
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// toggle on loading so that we don't get stuck in a loading loop
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_loadingNew = true;
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// for this example, we fake a delay that would simulate getting new data in a real application.
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// normally you would just call LoadData(_data.Count) directly here, instead of adding the fake
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// 1 second delay.
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StartCoroutine(FakeDelay());
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}
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}
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/// <summary>
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/// This is a method to fake a real world delay in gathering data.
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/// This should not be used in your application
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/// </summary>
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/// <returns>The delay</returns>
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IEnumerator FakeDelay()
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{
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// wait for one second
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yield return new WaitForSeconds(1f);
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// load the data
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LoadData(_data.Count);
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}
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#endregion
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}
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}
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