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2025-01-25 04:38:09 +08:00

343 lines
7.8 KiB
C#

//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// All children added to the game object with this script will be arranged into a table
/// with rows and columns automatically adjusting their size to fit their content
/// (think "table" tag in HTML).
/// </summary>
[AddComponentMenu("NGUI/Interaction/Table")]
public class UITable : UIWidgetContainer
{
public delegate void OnReposition ();
public enum Direction
{
Down,
Up,
}
public enum Sorting
{
None,
Alphabetic,
Horizontal,
Vertical,
Custom,
}
/// <summary>
/// How many columns there will be before a new line is started. 0 means unlimited.
/// </summary>
public int columns = 0;
/// <summary>
/// Which way the new lines will be added.
/// </summary>
public Direction direction = Direction.Down;
/// <summary>
/// How to sort the grid's elements.
/// </summary>
public Sorting sorting = Sorting.None;
/// <summary>
/// Final pivot point for the table itself.
/// </summary>
public UIWidget.Pivot pivot = UIWidget.Pivot.TopLeft;
/// <summary>
/// Final pivot point for the table's content.
/// </summary>
public UIWidget.Pivot cellAlignment = UIWidget.Pivot.TopLeft;
/// <summary>
/// Whether inactive children will be discarded from the table's calculations.
/// </summary>
public bool hideInactive = true;
/// <summary>
/// Whether the parent container will be notified of the table's changes.
/// </summary>
public bool keepWithinPanel = false;
/// <summary>
/// Padding around each entry, in pixels.
/// </summary>
public Vector2 padding = Vector2.zero;
/// <summary>
/// Delegate function that will be called when the table repositions its content.
/// </summary>
public OnReposition onReposition;
/// <summary>
/// Custom sort delegate, used when the sorting method is set to 'custom'.
/// </summary>
public System.Comparison<Transform> onCustomSort;
protected UIPanel mPanel;
protected bool mInitDone = false;
protected bool mReposition = false;
//调整位置需要等待的帧数,默认不等待当前帧进行处理
public int repositionWaitFrameCount = 0;
/// <summary>
/// Reposition the children on the next Update().
/// </summary>
public bool repositionNow { set { if (value) { mReposition = true; enabled = true; } } }
/// <summary>
/// Get the current list of the grid's children.
/// </summary>
public List<Transform> GetChildList ()
{
Transform myTrans = transform;
List<Transform> list = new List<Transform>();
for (int i = 0; i < myTrans.childCount; ++i)
{
Transform t = myTrans.GetChild(i);
if (!hideInactive || (t && NGUITools.GetActive(t.gameObject)))
list.Add(t);
}
// Sort the list using the desired sorting logic
if (sorting != Sorting.None)
{
if (sorting == Sorting.Alphabetic) list.Sort(UIGrid.SortByName);
else if (sorting == Sorting.Horizontal) list.Sort(UIGrid.SortHorizontal);
else if (sorting == Sorting.Vertical) list.Sort(UIGrid.SortVertical);
else if (onCustomSort != null) list.Sort(onCustomSort);
else Sort(list);
}
return list;
}
/// <summary>
/// Want your own custom sorting logic? Override this function.
/// </summary>
protected virtual void Sort (List<Transform> list) { list.Sort(UIGrid.SortByName); }
/// <summary>
/// Position the grid's contents when the script starts.
/// </summary>
protected virtual void Start ()
{
Init();
Reposition();
enabled = false;
}
/// <summary>
/// Find the necessary components.
/// </summary>
protected virtual void Init ()
{
mInitDone = true;
mPanel = NGUITools.FindInParents<UIPanel>(gameObject);
}
/// <summary>
/// Is it time to reposition? Do so now.
/// </summary>
protected virtual void LateUpdate ()
{
if (repositionWaitFrameCount > 0)
{
repositionWaitFrameCount--;
if (repositionWaitFrameCount == 0)
{
Reposition();
}
return;
}
if (mReposition) Reposition();
enabled = false;
}
/// <summary>
/// Reposition the content on inspector validation.
/// </summary>
void OnValidate () { if (!Application.isPlaying && NGUITools.GetActive(this)) Reposition(); }
/// <summary>
/// Positions the grid items, taking their own size into consideration.
/// </summary>
protected void RepositionVariableSize (List<Transform> children)
{
float xOffset = 0;
float yOffset = 0;
int cols = columns > 0 ? children.Count / columns + 1 : 1;
int rows = columns > 0 ? columns : children.Count;
Bounds[,] bounds = new Bounds[cols, rows];
Bounds[] boundsRows = new Bounds[rows];
Bounds[] boundsCols = new Bounds[cols];
int x = 0;
int y = 0;
for (int i = 0, imax = children.Count; i < imax; ++i)
{
Transform t = children[i];
Bounds b = NGUIMath.CalculateRelativeWidgetBounds(t, !hideInactive);
Vector3 scale = t.localScale;
b.min = Vector3.Scale(b.min, scale);
b.max = Vector3.Scale(b.max, scale);
bounds[y, x] = b;
if (boundsRows[x].size == Vector3.zero)
{
boundsRows[x] = b;
}
else
{
boundsRows[x].Encapsulate(b);
}
if (boundsCols[y].size == Vector3.zero)
{
boundsCols[y] = b;
}
else
{
boundsCols[y].Encapsulate(b);
}
if (++x >= columns && columns > 0)
{
x = 0;
++y;
}
}
x = 0;
y = 0;
Vector2 po = NGUIMath.GetPivotOffset(cellAlignment);
for (int i = 0, imax = children.Count; i < imax; ++i)
{
Transform t = children[i];
Bounds b = bounds[y, x];
Bounds br = boundsRows[x];
Bounds bc = boundsCols[y];
Vector3 pos = t.localPosition;
pos.x = xOffset + b.extents.x - b.center.x;
pos.x -= Mathf.Lerp(0f, b.max.x - b.min.x - br.max.x + br.min.x, po.x) - padding.x;
if (direction == Direction.Down)
{
pos.y = -yOffset - b.extents.y - b.center.y;
pos.y += Mathf.Lerp(b.max.y - b.min.y - bc.max.y + bc.min.y, 0f, po.y) - padding.y;
}
else
{
pos.y = yOffset + b.extents.y - b.center.y;
pos.y -= Mathf.Lerp(0f, b.max.y - b.min.y - bc.max.y + bc.min.y, po.y) - padding.y;
}
xOffset += br.size.x + padding.x * 2f;
t.localPosition = pos;
if (++x >= columns && columns > 0)
{
x = 0;
++y;
xOffset = 0f;
yOffset += bc.size.y + padding.y * 2f;
}
}
// Apply the origin offset
if (pivot != UIWidget.Pivot.TopLeft)
{
po = NGUIMath.GetPivotOffset(pivot);
float fx, fy;
Bounds b = NGUIMath.CalculateRelativeWidgetBounds(transform);
fx = Mathf.Lerp(0f, b.size.x, po.x);
fy = Mathf.Lerp(-b.size.y, 0f, po.y);
Transform myTrans = transform;
for (int i = 0; i < myTrans.childCount; ++i)
{
Transform t = myTrans.GetChild(i);
SpringPosition sp = t.GetComponent<SpringPosition>();
if (sp != null)
{
sp.target.x -= fx;
sp.target.y -= fy;
}
else
{
Vector3 pos = t.localPosition;
pos.x -= fx;
pos.y -= fy;
t.localPosition = pos;
}
}
}
}
/// <summary>
/// Recalculate the position of all elements within the table, sorting them alphabetically if necessary.
/// </summary>
[ContextMenu("Execute")]
public virtual void Reposition ()
{
if (Application.isPlaying && !mInitDone && NGUITools.GetActive(this)) Init();
mReposition = false;
Transform myTrans = transform;
List<Transform> ch = GetChildList();
if (ch.Count > 0) RepositionVariableSize(ch);
if (keepWithinPanel && mPanel != null)
{
mPanel.ConstrainTargetToBounds(myTrans, true);
UIScrollView sv = mPanel.GetComponent<UIScrollView>();
if (sv != null) sv.UpdateScrollbars(true);
}
if (onReposition != null)
onReposition();
}
}