forked from sin365/AxibugEmuOnline
555 lines
18 KiB
C#
555 lines
18 KiB
C#
using System;
|
||
using System.Collections;
|
||
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
using UnityEngine.UI;
|
||
|
||
public class ItemPresent : GridLayoutGroup, IVirtualLayout
|
||
{
|
||
public RectTransform ItemTemplate;
|
||
public RectTransform ViewRect;
|
||
|
||
private Dictionary<GameObject, ScripteInterface> _cacheItemScripts = new Dictionary<GameObject, ScripteInterface>();
|
||
private List<object> _dataList;
|
||
private object _dependencyProperty;
|
||
private Vector2 _layoutCellsize;
|
||
|
||
public Action OnItemDelayShowPorcessComplete;
|
||
|
||
|
||
#if UNITY_EDITOR
|
||
public int EditorOnlyItemCount
|
||
{
|
||
get => ItemCount;
|
||
set => ItemCount = value;
|
||
}
|
||
#endif
|
||
|
||
private int ItemCount
|
||
{
|
||
get => children.Count;
|
||
set
|
||
{
|
||
if (value == ItemCount) return;
|
||
|
||
if (value <= 0)
|
||
{
|
||
foreach (var child in children)
|
||
{
|
||
child.Dispose();
|
||
}
|
||
|
||
children.Clear();
|
||
}
|
||
else
|
||
{
|
||
var gap = value - children.Count;
|
||
|
||
if (gap > 0)
|
||
{
|
||
for (int i = 0; i < gap; i++)
|
||
{
|
||
ItemProxy item = new ItemProxy(this);
|
||
children.Add(item);
|
||
item.Width = cellSize.x;
|
||
item.Height = cellSize.y;
|
||
item.Index = children.Count - 1;
|
||
}
|
||
}
|
||
else if (gap < 0)
|
||
{
|
||
for (int i = 0; i < -gap; i++)
|
||
{
|
||
int removeIndex = children.Count - 1;
|
||
children[removeIndex].Dispose();
|
||
children.RemoveAt(removeIndex);
|
||
}
|
||
}
|
||
}
|
||
|
||
SetDirty();
|
||
}
|
||
}
|
||
private List<ItemProxy> children = new List<ItemProxy>();
|
||
|
||
private List<ItemProxy> handleChildren = new List<ItemProxy>();
|
||
private bool m_dataDirty;
|
||
private ItemSelector m_itemSelector;
|
||
protected override void Awake()
|
||
{
|
||
m_itemSelector = gameObject.GetComponent<ItemSelector>();
|
||
}
|
||
|
||
public override void CalculateLayoutInputHorizontal()
|
||
{
|
||
handleChildren.Clear();
|
||
for (int i = 0; i < children.Count; i++)
|
||
{
|
||
var child = children[i];
|
||
if (child.IsDestroyed || !child.Visible)
|
||
continue;
|
||
|
||
handleChildren.Add(child);
|
||
}
|
||
m_Tracker.Clear();
|
||
updateFixHeightAndWidth();
|
||
|
||
int minColumns = 0;
|
||
int preferredColumns = 0;
|
||
if (m_Constraint == Constraint.FixedColumnCount)
|
||
{
|
||
minColumns = preferredColumns = m_ConstraintCount;
|
||
}
|
||
else if (m_Constraint == Constraint.FixedRowCount)
|
||
{
|
||
minColumns = preferredColumns = Mathf.CeilToInt(handleChildren.Count / (float)m_ConstraintCount - 0.001f);
|
||
}
|
||
else
|
||
{
|
||
minColumns = 1;
|
||
preferredColumns = Mathf.CeilToInt(Mathf.Sqrt(handleChildren.Count));
|
||
}
|
||
|
||
SetLayoutInputForAxis(
|
||
padding.horizontal + (_layoutCellsize.x + spacing.x) * minColumns - spacing.x,
|
||
padding.horizontal + (_layoutCellsize.x + spacing.x) * preferredColumns - spacing.x,
|
||
-1, 0);
|
||
}
|
||
|
||
public void MoveToScrollViewCenter(ScrollRect scrollRect, int dataIndex)
|
||
{
|
||
if (m_dataDirty)
|
||
{
|
||
for (int i = 0; i < children.Count; i++)
|
||
{
|
||
var child = children[i];
|
||
child.UpdateLayout();
|
||
}
|
||
Canvas.ForceUpdateCanvases();
|
||
}
|
||
|
||
var targetProxy = children[dataIndex];
|
||
var width = rectTransform.rect.width;
|
||
var height = rectTransform.rect.height;
|
||
|
||
// Item is here
|
||
var itemCenterPositionInScroll = GetWorldPointInWidget(scrollRect.transform as RectTransform, GetWidgetWorldPoint(targetProxy));
|
||
//Debug.Log("Item Anchor Pos In Scroll: " + itemCenterPositionInScroll);
|
||
// But must be here
|
||
var targetPositionInScroll = GetWorldPointInWidget(scrollRect.transform as RectTransform, GetWidgetWorldPoint(scrollRect.viewport));
|
||
//Debug.Log("Target Anchor Pos In Scroll: " + targetPositionInScroll);
|
||
// So it has to move this distance
|
||
var difference = targetPositionInScroll - itemCenterPositionInScroll;
|
||
difference.z = 0f;
|
||
|
||
var newNormalizedPosition = new Vector2(difference.x / (rectTransform.rect.width - scrollRect.viewport.rect.width),
|
||
difference.y / (rectTransform.rect.height - scrollRect.viewport.rect.height));
|
||
|
||
newNormalizedPosition = scrollRect.normalizedPosition - newNormalizedPosition;
|
||
|
||
newNormalizedPosition.x = Mathf.Clamp01(newNormalizedPosition.x);
|
||
newNormalizedPosition.y = Mathf.Clamp01(newNormalizedPosition.y);
|
||
|
||
scrollRect.normalizedPosition = newNormalizedPosition;
|
||
//DOTween.To(() => scrollRect.normalizedPosition, x => scrollRect.normalizedPosition = x, newNormalizedPosition, 0.2f);
|
||
}
|
||
|
||
Vector3 GetWidgetWorldPoint(RectTransform target)
|
||
{
|
||
//pivot position + item size has to be included
|
||
var pivotOffset = new Vector3(
|
||
(0.5f - target.pivot.x) * target.rect.size.x,
|
||
(0.5f - target.pivot.y) * target.rect.size.y,
|
||
0f);
|
||
var localPosition = target.localPosition + pivotOffset;
|
||
return target.parent.TransformPoint(localPosition);
|
||
}
|
||
|
||
Vector3 GetWidgetWorldPoint(ItemProxy proxy)
|
||
{
|
||
Vector3[] temp = new Vector3[4];
|
||
rectTransform.GetLocalCorners(temp);
|
||
var pos = (Vector2)temp[1] + proxy.AnchoredPosition;
|
||
pos = rectTransform.TransformPoint(pos);
|
||
|
||
return pos;
|
||
}
|
||
|
||
Vector3 GetWorldPointInWidget(RectTransform target, Vector3 worldPoint)
|
||
{
|
||
return target.InverseTransformPoint(worldPoint);
|
||
}
|
||
|
||
public override void CalculateLayoutInputVertical()
|
||
{
|
||
int minRows = 0;
|
||
if (m_Constraint == Constraint.FixedColumnCount)
|
||
{
|
||
minRows = Mathf.CeilToInt(handleChildren.Count / (float)m_ConstraintCount - 0.001f);
|
||
}
|
||
else if (m_Constraint == Constraint.FixedRowCount)
|
||
{
|
||
minRows = m_ConstraintCount;
|
||
}
|
||
else
|
||
{
|
||
float width = rectTransform.rect.width;
|
||
int cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (_layoutCellsize.x + spacing.x)));
|
||
minRows = Mathf.CeilToInt(handleChildren.Count / (float)cellCountX);
|
||
}
|
||
|
||
float minSpace = padding.vertical + (_layoutCellsize.y + spacing.y) * minRows - spacing.y;
|
||
SetLayoutInputForAxis(minSpace, minSpace, -1, 1);
|
||
}
|
||
|
||
public override void SetLayoutHorizontal()
|
||
{
|
||
SetProxyCellsAlongAxis(0);
|
||
}
|
||
|
||
public override void SetLayoutVertical()
|
||
{
|
||
SetProxyCellsAlongAxis(1);
|
||
|
||
foreach (var item in handleChildren)
|
||
{
|
||
item.UpdateLayout();
|
||
}
|
||
}
|
||
|
||
|
||
|
||
private void SetProxyCellsAlongAxis(int axis)
|
||
{
|
||
// Normally a Layout Controller should only set horizontal values when invoked for the horizontal axis
|
||
// and only vertical values when invoked for the vertical axis.
|
||
// However, in this case we set both the horizontal and vertical position when invoked for the vertical axis.
|
||
// Since we only set the horizontal position and not the size, it shouldn't affect children's layout,
|
||
// and thus shouldn't break the rule that all horizontal layout must be calculated before all vertical layout.
|
||
var proxyChildCount = handleChildren.Count;
|
||
if (axis == 0)
|
||
{
|
||
// Only set the sizes when invoked for horizontal axis, not the positions.
|
||
|
||
for (int i = 0; i < proxyChildCount; i++)
|
||
{
|
||
ItemProxy proxy = handleChildren[i];
|
||
|
||
proxy.Width = _layoutCellsize.x;
|
||
proxy.Height = _layoutCellsize.y;
|
||
}
|
||
return;
|
||
}
|
||
|
||
float width = rectTransform.rect.size.x;
|
||
float height = rectTransform.rect.size.y;
|
||
|
||
int cellCountX = 1;
|
||
int cellCountY = 1;
|
||
if (m_Constraint == Constraint.FixedColumnCount)
|
||
{
|
||
cellCountX = m_ConstraintCount;
|
||
|
||
if (proxyChildCount > cellCountX)
|
||
cellCountY = proxyChildCount / cellCountX + (proxyChildCount % cellCountX > 0 ? 1 : 0);
|
||
}
|
||
else if (m_Constraint == Constraint.FixedRowCount)
|
||
{
|
||
cellCountY = m_ConstraintCount;
|
||
|
||
if (proxyChildCount > cellCountY)
|
||
cellCountX = proxyChildCount / cellCountY + (proxyChildCount % cellCountY > 0 ? 1 : 0);
|
||
}
|
||
else
|
||
{
|
||
if (_layoutCellsize.x + spacing.x <= 0)
|
||
cellCountX = int.MaxValue;
|
||
else
|
||
cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
|
||
|
||
if (_layoutCellsize.y + spacing.y <= 0)
|
||
cellCountY = int.MaxValue;
|
||
else
|
||
cellCountY = Mathf.Max(1, Mathf.FloorToInt((height - padding.vertical + spacing.y + 0.001f) / (cellSize.y + spacing.y)));
|
||
}
|
||
|
||
int cornerX = (int)startCorner % 2;
|
||
int cornerY = (int)startCorner / 2;
|
||
|
||
int cellsPerMainAxis, actualCellCountX, actualCellCountY;
|
||
if (startAxis == Axis.Horizontal)
|
||
{
|
||
cellsPerMainAxis = cellCountX;
|
||
actualCellCountX = Mathf.Clamp(cellCountX, 1, proxyChildCount);
|
||
actualCellCountY = Mathf.Clamp(cellCountY, 1, Mathf.CeilToInt(proxyChildCount / (float)cellsPerMainAxis));
|
||
}
|
||
else
|
||
{
|
||
cellsPerMainAxis = cellCountY;
|
||
actualCellCountY = Mathf.Clamp(cellCountY, 1, proxyChildCount);
|
||
actualCellCountX = Mathf.Clamp(cellCountX, 1, Mathf.CeilToInt(proxyChildCount / (float)cellsPerMainAxis));
|
||
}
|
||
|
||
Vector2 requiredSpace = new Vector2(
|
||
actualCellCountX * _layoutCellsize.x + (actualCellCountX - 1) * spacing.x,
|
||
actualCellCountY * _layoutCellsize.y + (actualCellCountY - 1) * spacing.y
|
||
);
|
||
Vector2 startOffset = new Vector2(
|
||
GetStartOffset(0, requiredSpace.x),
|
||
GetStartOffset(1, requiredSpace.y)
|
||
);
|
||
|
||
for (int i = 0; i < proxyChildCount; i++)
|
||
{
|
||
int positionX;
|
||
int positionY;
|
||
if (startAxis == Axis.Horizontal)
|
||
{
|
||
positionX = i % cellsPerMainAxis;
|
||
positionY = i / cellsPerMainAxis;
|
||
}
|
||
else
|
||
{
|
||
positionX = i / cellsPerMainAxis;
|
||
positionY = i % cellsPerMainAxis;
|
||
}
|
||
|
||
if (cornerX == 1)
|
||
positionX = actualCellCountX - 1 - positionX;
|
||
if (cornerY == 1)
|
||
positionY = actualCellCountY - 1 - positionY;
|
||
|
||
SetProxyChildAlongAxis(handleChildren[i], 0, startOffset.x + (_layoutCellsize[0] + spacing[0]) * positionX, _layoutCellsize[0]);
|
||
SetProxyChildAlongAxis(handleChildren[i], 1, startOffset.y + (_layoutCellsize[1] + spacing[1]) * positionY, _layoutCellsize[1]);
|
||
}
|
||
}
|
||
|
||
private void SetProxyChildAlongAxis(ItemProxy proxy, int axis, float pos, float size)
|
||
{
|
||
var scaleFactor = 1.0f;
|
||
|
||
if (proxy == null)
|
||
return;
|
||
|
||
Vector2 sizeDelta = new Vector2(proxy.Width, proxy.Height);
|
||
sizeDelta[axis] = size;
|
||
proxy.Width = sizeDelta.x;
|
||
proxy.Height = sizeDelta.y;
|
||
|
||
Vector2 anchoredPosition = proxy.AnchoredPosition;
|
||
anchoredPosition[axis] = (axis == 0) ? (pos + size * proxy.Pivot[axis] * scaleFactor) : (-pos - size * (1f - proxy.Pivot[axis]) * scaleFactor);
|
||
proxy.AnchoredPosition = anchoredPosition;
|
||
}
|
||
|
||
public void UpdateProxyVisualState()
|
||
{
|
||
if (m_dataDirty)
|
||
{
|
||
foreach (var proxy in children)
|
||
{
|
||
proxy.UpdateView(true);
|
||
}
|
||
Canvas.ForceUpdateCanvases();
|
||
|
||
m_dataDirty = false;
|
||
}
|
||
|
||
if (ViewRect == null)
|
||
{
|
||
foreach (var proxy in children)
|
||
{
|
||
proxy.IsInViewRect = true;
|
||
}
|
||
return;
|
||
}
|
||
|
||
Vector3[] corners = new Vector3[4];
|
||
ViewRect.GetLocalCorners(corners);
|
||
Rect parentRect = ViewRect.rect;
|
||
parentRect.position = corners[0];
|
||
|
||
rectTransform.GetLocalCorners(corners);
|
||
Vector2 leftUpCorner = corners[1];
|
||
|
||
foreach (var proxy in children)
|
||
{
|
||
var localPos = leftUpCorner + proxy.AnchoredPosition;
|
||
localPos.x -= proxy.Width * 0.5f;
|
||
localPos.y -= proxy.Height * 0.5f;
|
||
localPos = transform.localToWorldMatrix.MultiplyPoint(localPos);
|
||
localPos = ViewRect.worldToLocalMatrix.MultiplyPoint(localPos);
|
||
|
||
Rect proxyRect = new Rect(localPos, new Vector2(proxy.Width, proxy.Height));
|
||
|
||
if (parentRect.Overlaps(proxyRect)) proxy.IsInViewRect = true;
|
||
else proxy.IsInViewRect = false;
|
||
}
|
||
}
|
||
|
||
public bool PauseUpdateView;
|
||
private void LateUpdate()
|
||
{
|
||
if (!PauseUpdateView)
|
||
{
|
||
updateFixHeightAndWidth();
|
||
|
||
UpdateProxyVisualState();
|
||
HandleProxyShow();
|
||
}
|
||
}
|
||
|
||
private void updateFixHeightAndWidth()
|
||
{
|
||
_layoutCellsize = cellSize;
|
||
}
|
||
|
||
private List<ItemProxy> NeedDelayShowItems = new List<ItemProxy>();
|
||
private bool hasNeedShowInLastFrame = false;
|
||
private float stepDuration = 0f;
|
||
private void HandleProxyShow(bool allLoad = true, float delayStep = 0.02f)
|
||
{
|
||
if (allLoad)
|
||
{
|
||
foreach (var proxy in children)
|
||
{
|
||
if (proxy.NeedHide)
|
||
proxy.UpdateView();
|
||
else if (proxy.NeedShow)
|
||
proxy.UpdateView();
|
||
}
|
||
}
|
||
else
|
||
{
|
||
NeedDelayShowItems.Clear();
|
||
foreach (var proxy in children)
|
||
{
|
||
if (proxy.NeedHide)
|
||
proxy.UpdateView();
|
||
else if (proxy.NeedShow && !proxy.firstShow)
|
||
proxy.UpdateView();
|
||
else if (proxy.NeedShow && proxy.firstShow)
|
||
{
|
||
NeedDelayShowItems.Add(proxy);
|
||
}
|
||
}
|
||
|
||
if (NeedDelayShowItems.Count == 0 && hasNeedShowInLastFrame)
|
||
{
|
||
// Debug.Log("Show Complete!", gameObject);
|
||
OnItemDelayShowPorcessComplete?.Invoke();
|
||
}
|
||
hasNeedShowInLastFrame = NeedDelayShowItems.Count > 0;
|
||
|
||
stepDuration += Time.deltaTime;
|
||
while (stepDuration >= delayStep)
|
||
{
|
||
foreach (var proxy in NeedDelayShowItems)
|
||
{
|
||
if (proxy.NeedShow)
|
||
{
|
||
proxy.UpdateView();
|
||
break;
|
||
}
|
||
}
|
||
stepDuration -= delayStep;
|
||
}
|
||
}
|
||
}
|
||
|
||
protected override void OnDestroy()
|
||
{
|
||
Clear();
|
||
}
|
||
|
||
public void Clear()
|
||
{
|
||
foreach (var proxy in children)
|
||
proxy.Dispose();
|
||
|
||
children.Clear();
|
||
}
|
||
|
||
|
||
public void SetData(object dataList)
|
||
{
|
||
Clear();
|
||
|
||
if (dataList == null)
|
||
{
|
||
ItemCount = 0;
|
||
if (_dataList != null)
|
||
_dataList.Clear();
|
||
}
|
||
else if (dataList is IEnumerable ienumrable)
|
||
{
|
||
List<object> temp = new List<object>();
|
||
foreach (var item in ienumrable)
|
||
{
|
||
temp.Add(item);
|
||
}
|
||
ItemCount = temp.Count;
|
||
_dataList = temp;
|
||
}
|
||
else
|
||
{
|
||
Debug.LogException(new Exception("ItemPresent SetData <20><><EFBFBD>ݵIJ<DDB5><C4B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͳ<EFBFBD><CDB2><EFBFBD>֧<EFBFBD><D6A7>"), gameObject);
|
||
return;
|
||
}
|
||
|
||
m_dataDirty = true;
|
||
}
|
||
|
||
public void UpdateDependencyProperty(object dp)
|
||
{
|
||
_dependencyProperty = dp;
|
||
foreach (var proxy in children)
|
||
{
|
||
proxy.UpdateDP();
|
||
}
|
||
|
||
//m_dataDirty = true;
|
||
}
|
||
|
||
public Dictionary<GameObject, ScripteInterface> CacheItemScripts => _cacheItemScripts;
|
||
|
||
public object DependencyProperty => _dependencyProperty;
|
||
|
||
public RectTransform RectTransform => rectTransform;
|
||
public Vector2 GetItemAnchorePos(int index)
|
||
{
|
||
var proxy = children[index];
|
||
return proxy.AnchoredPosition;
|
||
}
|
||
public RectTransform GetItemUIIfExist(int index)
|
||
{
|
||
if (index < 0) return null;
|
||
if (children.Count <= index) return null;
|
||
|
||
var proxy = children[index];
|
||
return proxy.RuntimeItemUI;
|
||
}
|
||
public List<object> DataList
|
||
{
|
||
get => _dataList;
|
||
set => SetData(value);
|
||
}
|
||
|
||
private ScrollRect _scrollRect;
|
||
public RectTransform GetItemUIByDataIndex(int dataIndex)
|
||
{
|
||
if (_scrollRect == null)
|
||
{
|
||
_scrollRect = GetComponentInParent<ScrollRect>();
|
||
}
|
||
//if (_scrollRect != null) MoveToScrollViewCenter(_scrollRect, dataIndex);
|
||
|
||
return this.GetItemUIIfExist(dataIndex);
|
||
}
|
||
|
||
public RectTransform GetTemplate(object data)
|
||
{
|
||
if (m_itemSelector == null) return ItemTemplate;
|
||
else return m_itemSelector.GetItemTemplate(data);
|
||
}
|
||
}
|