Added PouchCapacity, reworked nested items feature
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Assets/Emotion Theory.meta
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Assets/Emotion Theory/Flow Layout Group.meta
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Assets/Emotion Theory/Flow Layout Group/Editor.meta
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEditorInternal;
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using UnityEditor.AnimatedValues;
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namespace UnityEditor.UI
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{
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[CustomEditor(typeof(AbstractFlowLayoutGroup), true)]
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[CanEditMultipleObjects]
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/// <summary>
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/// Custom Editor for the HorizontalOrVerticalLayoutGroupEditor Component.
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/// Extend this class to write a custom editor for a component derived from HorizontalOrVerticalLayoutGroupEditor.
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/// </summary>
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public class AbstractFlowLayoutGroupEditor : Editor
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{
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SerializedProperty m_Padding;
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SerializedProperty m_Spacing;
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SerializedProperty m_LineSpacing;
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SerializedProperty m_ChildAlignment;
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SerializedProperty m_ChildControlWidth;
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SerializedProperty m_ChildControlHeight;
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SerializedProperty m_ChildScaleWidth;
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SerializedProperty m_ChildScaleHeight;
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SerializedProperty m_ReverseArrangement;
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public AbstractFlowLayoutGroup Target => target as AbstractFlowLayoutGroup;
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protected virtual void OnEnable()
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{
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m_Padding = serializedObject.FindProperty("m_Padding");
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m_Spacing = serializedObject.FindProperty("m_Spacing");
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m_LineSpacing = serializedObject.FindProperty("m_LineSpacing");
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m_ChildAlignment = serializedObject.FindProperty("m_ChildAlignment");
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m_ChildControlWidth = serializedObject.FindProperty("m_ChildControlWidth");
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m_ChildControlHeight = serializedObject.FindProperty("m_ChildControlHeight");
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m_ChildScaleWidth = serializedObject.FindProperty("m_ChildScaleWidth");
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m_ChildScaleHeight = serializedObject.FindProperty("m_ChildScaleHeight");
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m_ReverseArrangement = serializedObject.FindProperty("m_ReverseArrangement");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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//EditorGUILayout.LabelField(string.Format("W: {0} | H: {1}", Target.GetWidth, Target.GetHeight));
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EditorGUILayout.PropertyField(m_Padding, true);
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EditorGUILayout.PropertyField(m_Spacing, true);
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EditorGUILayout.PropertyField(m_LineSpacing, true);
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EditorGUILayout.PropertyField(m_ChildAlignment, true);
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EditorGUILayout.PropertyField(m_ReverseArrangement, true);
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Rect rect = EditorGUILayout.GetControlRect();
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rect = EditorGUI.PrefixLabel(rect, -1, EditorGUIUtility.TrTextContent("Control Child Size"));
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rect.width = Mathf.Max(50, (rect.width - 4) / 3);
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EditorGUIUtility.labelWidth = 50;
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ToggleLeft(rect, m_ChildControlWidth, EditorGUIUtility.TrTextContent("Width"));
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rect.x += rect.width + 2;
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ToggleLeft(rect, m_ChildControlHeight, EditorGUIUtility.TrTextContent("Height"));
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EditorGUIUtility.labelWidth = 0;
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rect = EditorGUILayout.GetControlRect();
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rect = EditorGUI.PrefixLabel(rect, -1, EditorGUIUtility.TrTextContent("Use Child Scale"));
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rect.width = Mathf.Max(50, (rect.width - 4) / 3);
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EditorGUIUtility.labelWidth = 50;
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ToggleLeft(rect, m_ChildScaleWidth, EditorGUIUtility.TrTextContent("Width"));
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rect.x += rect.width + 2;
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ToggleLeft(rect, m_ChildScaleHeight, EditorGUIUtility.TrTextContent("Height"));
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EditorGUIUtility.labelWidth = 0;
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serializedObject.ApplyModifiedProperties();
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}
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void ToggleLeft(Rect position, SerializedProperty property, GUIContent label)
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{
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bool toggle = property.boolValue;
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EditorGUI.BeginProperty(position, label, property);
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EditorGUI.BeginChangeCheck();
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int oldIndent = EditorGUI.indentLevel;
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EditorGUI.indentLevel = 0;
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toggle = EditorGUI.ToggleLeft(position, label, toggle);
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EditorGUI.indentLevel = oldIndent;
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if (EditorGUI.EndChangeCheck())
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{
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property.boolValue = property.hasMultipleDifferentValues ? true : !property.boolValue;
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}
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EditorGUI.EndProperty();
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}
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}
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}
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Assets/Emotion Theory/Flow Layout Group/Icons.meta
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Assets/Emotion Theory/Flow Layout Group/README.pdf
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Assets/Emotion Theory/Flow Layout Group/Runtime.meta
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@ -0,0 +1,504 @@
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using System.Collections.Generic;
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namespace UnityEngine.UI
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{
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/// <summary>
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/// Abstract base class for HorizontalLayoutGroup and VerticalLayoutGroup to generalize common functionality.
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/// </summary>
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///
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[ExecuteAlways]
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public abstract class AbstractFlowLayoutGroup : LayoutGroup
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{
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protected override void Awake()
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{
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base.Awake();
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LayoutRebuilder.ForceRebuildLayoutImmediate(rectTransform);
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}
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[SerializeField] protected float m_Spacing = 0;
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/// <summary>
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/// The spacing to use between layout elements in the layout group.
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/// </summary>
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public float spacing { get { return m_Spacing; } set { SetProperty(ref m_Spacing, value); } }
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[SerializeField] protected float m_LineSpacing = 0;
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/// <summary>
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/// The spacing to use between layout elements in the layout group.
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/// </summary>
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public float lineSpacing { get { return m_LineSpacing; } set { SetProperty(ref m_LineSpacing, value); } }
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public virtual Vector2 Spacing => new Vector2(spacing, lineSpacing);
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[SerializeField] protected bool m_ChildControlWidth = true;
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/// <summary>
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/// Returns true if the Layout Group controls the widths of its children. Returns false if children control their own widths.
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/// </summary>
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/// <remarks>
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/// If set to false, the layout group will only affect the positions of the children while leaving the widths untouched. The widths of the children can be set via the respective RectTransforms in this case.
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///
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/// If set to true, the widths of the children are automatically driven by the layout group according to their respective minimum, preferred, and flexible widths. This is useful if the widths of the children should change depending on how much space is available.In this case the width of each child cannot be set manually in the RectTransform, but the minimum, preferred and flexible width for each child can be controlled by adding a LayoutElement component to it.
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/// </remarks>
|
||||
public bool childControlWidth { get { return m_ChildControlWidth; } set { SetProperty(ref m_ChildControlWidth, value); } }
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[SerializeField] protected bool m_ChildControlHeight = true;
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||||
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||||
/// <summary>
|
||||
/// Returns true if the Layout Group controls the heights of its children. Returns false if children control their own heights.
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/// </summary>
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||||
/// <remarks>
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||||
/// If set to false, the layout group will only affect the positions of the children while leaving the heights untouched. The heights of the children can be set via the respective RectTransforms in this case.
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///
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/// If set to true, the heights of the children are automatically driven by the layout group according to their respective minimum, preferred, and flexible heights. This is useful if the heights of the children should change depending on how much space is available.In this case the height of each child cannot be set manually in the RectTransform, but the minimum, preferred and flexible height for each child can be controlled by adding a LayoutElement component to it.
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/// </remarks>
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||||
public bool childControlHeight { get { return m_ChildControlHeight; } set { SetProperty(ref m_ChildControlHeight, value); } }
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||||
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||||
[SerializeField] protected bool m_ChildScaleWidth = false;
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||||
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||||
/// <summary>
|
||||
/// Whether to use the x scale of each child when calculating its width.
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||||
/// </summary>
|
||||
public bool childScaleWidth { get { return m_ChildScaleWidth; } set { SetProperty(ref m_ChildScaleWidth, value); } }
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||||
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||||
[SerializeField] protected bool m_ChildScaleHeight = false;
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||||
|
||||
/// <summary>
|
||||
/// Whether to use the y scale of each child when calculating its height.
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||||
/// </summary>
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||||
public bool childScaleHeight { get { return m_ChildScaleHeight; } set { SetProperty(ref m_ChildScaleHeight, value); } }
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||||
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||||
/// <summary>
|
||||
/// Whether the order of children objects should be sorted in reverse.
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||||
/// </summary>
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||||
/// <remarks>
|
||||
/// If False the first child object will be positioned first.
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/// If True the last child object will be positioned first.
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/// </remarks>
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public bool reverseArrangement { get { return m_ReverseArrangement; } set { SetProperty(ref m_ReverseArrangement, value); } }
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||||
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||||
[SerializeField] protected bool m_ReverseArrangement = false;
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||||
/// <summary>
|
||||
/// Calculate the layout element properties for this layout element along the given axis.
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||||
/// </summary>
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||||
/// <param name="axis">The axis to calculate for. 0 is horizontal and 1 is vertical.</param>
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/// <param name="isVertical">Is this group a vertical group?</param>
|
||||
protected void CalcAlongAxis(int axis, bool isVertical)
|
||||
{
|
||||
float size = rectTransform.rect.size[axis];
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||||
float innerSize = size - (axis == 0 ? padding.horizontal : padding.vertical);
|
||||
|
||||
float combinedPadding = (axis == 0 ? padding.horizontal : padding.vertical);
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||||
bool controlSize = (axis == 0 ? m_ChildControlWidth : m_ChildControlHeight);
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||||
bool useScale = (axis == 0 ? m_ChildScaleWidth : m_ChildScaleHeight);
|
||||
|
||||
float totalMin = combinedPadding;
|
||||
float totalPreferred = combinedPadding;
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||||
float totalFlexible = 0;
|
||||
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||||
bool alongOtherAxis = (isVertical ^ (axis == 1));
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||||
var rectChildrenCount = rectChildren.Count;
|
||||
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||||
int otherAxis = axis == 0 ? 1 : 0;
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||||
float otherSize = rectTransform.rect.size[otherAxis];
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||||
float otherInnerSize = otherSize - (otherAxis == 0 ? padding.horizontal : padding.vertical);
|
||||
bool useScaleOtherAxis = (otherAxis == 0 ? m_ChildScaleWidth : m_ChildScaleHeight);
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int rowIndex = 0;
|
||||
float currentRowLength = 0;
|
||||
float rowOffset = 0;
|
||||
float rowSize = 0;
|
||||
|
||||
int startIndex = m_ReverseArrangement ? rectChildren.Count - 1 : 0;
|
||||
int endIndex = m_ReverseArrangement ? 0 : rectChildren.Count;
|
||||
int increment = m_ReverseArrangement ? -1 : 1;
|
||||
for (int i = startIndex; m_ReverseArrangement ? i >= endIndex : i < endIndex; i += increment)
|
||||
{
|
||||
RectTransform child = rectChildren[i];
|
||||
float min, preferred, flexible;
|
||||
float vmin, vpreferred, vflexible;
|
||||
GetChildSizes(child, axis, controlSize, false, out min, out preferred, out flexible);
|
||||
GetChildSizes(child, otherAxis, controlSize, false, out vmin, out vpreferred, out vflexible);
|
||||
|
||||
if (useScale)
|
||||
{
|
||||
float scaleFactor = child.localScale[axis];
|
||||
min *= scaleFactor;
|
||||
preferred *= scaleFactor;
|
||||
flexible *= scaleFactor;
|
||||
}
|
||||
|
||||
// 0 = otherAxis
|
||||
// 1 = axis
|
||||
if (alongOtherAxis)
|
||||
{
|
||||
totalMin = Mathf.Max(min + combinedPadding, totalMin);
|
||||
totalPreferred = Mathf.Max(preferred + combinedPadding, totalPreferred);
|
||||
totalFlexible = Mathf.Max(flexible, totalFlexible);
|
||||
|
||||
currentRowLength += child.sizeDelta[otherAxis] * (useScaleOtherAxis ? child.localScale[otherAxis] : 1f);
|
||||
{
|
||||
if (currentRowLength > otherInnerSize)
|
||||
{
|
||||
rowIndex++;
|
||||
rowOffset += rowSize;
|
||||
rowSize = child.sizeDelta[axis] * (useScale ? child.localScale[axis] : 1f);
|
||||
currentRowLength = child.sizeDelta[otherAxis] * (useScaleOtherAxis ? child.localScale[otherAxis] : 1f);
|
||||
}
|
||||
else
|
||||
{
|
||||
rowSize = Mathf.Max(child.sizeDelta[axis] * (useScale ? child.localScale[axis] : 1f), rowSize);
|
||||
}
|
||||
currentRowLength += spacing;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
totalMin += min + spacing;
|
||||
totalPreferred += preferred + spacing;
|
||||
|
||||
// Increment flexible size with element's flexible size.
|
||||
totalFlexible += flexible;
|
||||
}
|
||||
}
|
||||
|
||||
if (!alongOtherAxis && rectChildren.Count > 0)
|
||||
{
|
||||
totalMin -= spacing;
|
||||
totalPreferred -= spacing;
|
||||
}
|
||||
totalPreferred = Mathf.Max(totalMin, totalPreferred);
|
||||
|
||||
if (alongOtherAxis)
|
||||
{
|
||||
rowOffset += rowSize;
|
||||
totalMin = totalPreferred;
|
||||
|
||||
totalPreferred = rowOffset + lineSpacing * rowIndex + combinedPadding;
|
||||
}
|
||||
|
||||
if (!alongOtherAxis)
|
||||
SetLayoutInputForAxis(totalFlexible, totalFlexible, totalFlexible, axis);
|
||||
else
|
||||
SetLayoutInputForAxis(totalMin, totalPreferred, totalFlexible, axis);
|
||||
|
||||
}
|
||||
|
||||
public float GetWidth => rectTransform.rect.width - padding.horizontal;
|
||||
|
||||
public float GetHeight => rectTransform.rect.height;
|
||||
|
||||
/// <summary>
|
||||
/// Set the positions and sizes of the child layout elements for the given axis.
|
||||
/// </summary>
|
||||
/// <param name="axis">The axis to handle. 0 is horizontal and 1 is vertical.</param>
|
||||
/// <param name="isVertical">Is this group a vertical group?</param>
|
||||
protected void SetChildrenAlongAxis(int axis, bool isVertical)
|
||||
{
|
||||
float size = rectTransform.rect.size[axis];
|
||||
float innerSize = size - (axis == 0 ? padding.horizontal : padding.vertical);
|
||||
bool controlSize = (axis == 0 ? m_ChildControlWidth : m_ChildControlHeight);
|
||||
bool useScale = (axis == 0 ? m_ChildScaleWidth : m_ChildScaleHeight);
|
||||
float alignmentOnAxis = GetAlignmentOnAxis(axis);
|
||||
|
||||
bool alongOtherAxis = (isVertical ^ (axis == 1));
|
||||
int startIndex = m_ReverseArrangement ? rectChildren.Count - 1 : 0;
|
||||
int endIndex = m_ReverseArrangement ? 0 : rectChildren.Count;
|
||||
int increment = m_ReverseArrangement ? -1 : 1;
|
||||
|
||||
int otherAxis = axis == 0 ? 1 : 0;
|
||||
bool useScaleOtherAxis = (otherAxis == 0 ? m_ChildScaleWidth : m_ChildScaleHeight);
|
||||
float otherSize = rectTransform.rect.size[otherAxis];
|
||||
float otherInnerSize = otherSize - (otherAxis == 0 ? padding.horizontal : padding.vertical);
|
||||
|
||||
// 0 = otherAxis
|
||||
// 1 = axis
|
||||
if (alongOtherAxis)
|
||||
{
|
||||
float currentRowLength = 0;
|
||||
int rowIndex = 0;
|
||||
float rowSize = 0;
|
||||
float rowOffset = 0;
|
||||
|
||||
float CalcOtherAxisOffset(float delta)
|
||||
{
|
||||
// Horizontal
|
||||
if (axis == 0)
|
||||
{
|
||||
// Left
|
||||
if (childAlignment == TextAnchor.UpperLeft || childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.LowerLeft)
|
||||
return 0;
|
||||
// Center
|
||||
else if (childAlignment == TextAnchor.UpperCenter || childAlignment == TextAnchor.MiddleCenter || childAlignment == TextAnchor.LowerCenter)
|
||||
return delta / 2f;
|
||||
// Right
|
||||
else
|
||||
return delta;
|
||||
}
|
||||
// Vertical
|
||||
else
|
||||
{
|
||||
// Top
|
||||
if (childAlignment == TextAnchor.UpperLeft || childAlignment == TextAnchor.UpperCenter || childAlignment == TextAnchor.UpperRight)
|
||||
return 0;
|
||||
// Middle
|
||||
else if (childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.MiddleCenter || childAlignment == TextAnchor.MiddleRight)
|
||||
return delta / 2f;
|
||||
// Bottom
|
||||
else
|
||||
return delta;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = startIndex; m_ReverseArrangement ? i >= endIndex : i < endIndex; i += increment)
|
||||
{
|
||||
RectTransform child = rectChildren[i];
|
||||
float min, preferred, flexible;
|
||||
float hMin, hPreferred, hFlexible;
|
||||
GetChildSizes(child, axis, controlSize, false, out min, out preferred, out flexible);
|
||||
GetChildSizes(child, otherAxis, controlSize, false, out hMin, out hPreferred, out hFlexible);
|
||||
|
||||
float scaleFactor = useScale ? child.localScale[axis] : 1f;
|
||||
float requiredSpace = Mathf.Clamp(innerSize, min, flexible > 0 ? size : preferred);
|
||||
|
||||
float startOffset = size - GetTotalPreferredSize(axis);
|
||||
startOffset = CalcOtherAxisOffset(startOffset);
|
||||
startOffset += axis == 0 ? padding.left : padding.top;
|
||||
|
||||
currentRowLength += child.sizeDelta[otherAxis] * (useScaleOtherAxis ? child.localScale[otherAxis] : 1f);
|
||||
{
|
||||
if (currentRowLength > otherInnerSize)
|
||||
{
|
||||
rowIndex++;
|
||||
rowOffset += rowSize;
|
||||
rowSize = child.sizeDelta[axis] * (useScale ? child.localScale[axis] : 1f);
|
||||
currentRowLength = child.sizeDelta[otherAxis] * (useScaleOtherAxis ? child.localScale[otherAxis] : 1f);
|
||||
}
|
||||
else
|
||||
{
|
||||
rowSize = Mathf.Max(child.sizeDelta[axis] * (useScaleOtherAxis ? child.localScale[axis] : 1f), rowSize);
|
||||
}
|
||||
currentRowLength += spacing;
|
||||
}
|
||||
|
||||
float rowPos = rowOffset + /*rowSize * rowIndex*/ +lineSpacing * (rowIndex);
|
||||
|
||||
if (controlSize)
|
||||
{
|
||||
SetChildAlongAxisWithScale(child, axis, startOffset + rowPos, requiredSpace, scaleFactor);
|
||||
}
|
||||
else
|
||||
{
|
||||
float offsetInCell = (requiredSpace - child.sizeDelta[axis]) * alignmentOnAxis;
|
||||
SetChildAlongAxisWithScale(child, axis, startOffset + offsetInCell + rowPos, scaleFactor);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float pos = (axis == 0 ? padding.left : padding.top);
|
||||
float itemFlexibleMultiplier = 0;
|
||||
float surplusSpace = size - GetTotalPreferredSize(axis);
|
||||
|
||||
float minMaxLerp = 0;
|
||||
if (GetTotalMinSize(axis) != GetTotalPreferredSize(axis))
|
||||
minMaxLerp = Mathf.Clamp01((size - GetTotalMinSize(axis)) / (GetTotalPreferredSize(axis) - GetTotalMinSize(axis)));
|
||||
|
||||
// Get lengths for each row to know how much to offset them by when ordering them.
|
||||
List<List<RectTransform>> DivideIntoRows()
|
||||
{
|
||||
int _rowIndex = 0;
|
||||
float _currentRowLength = 0;
|
||||
|
||||
List<List<RectTransform>> _rows = new List<List<RectTransform>>();
|
||||
_rows.Add(new List<RectTransform>());
|
||||
|
||||
for (int i = startIndex; m_ReverseArrangement ? i >= endIndex : i < endIndex; i += increment)
|
||||
{
|
||||
RectTransform child = rectChildren[i];
|
||||
float min, preferred, flexible;
|
||||
GetChildSizes(child, axis, controlSize, false, out min, out preferred, out flexible);
|
||||
{
|
||||
min = preferred;
|
||||
|
||||
_currentRowLength += child.sizeDelta[axis] * (useScale ? child.localScale[axis] : 1f);
|
||||
|
||||
if (_currentRowLength > innerSize)
|
||||
{
|
||||
//Debug.Log("We are exceeding!!! With length " + currentRowLength);
|
||||
_rowIndex++;
|
||||
_rows.Add(new List<RectTransform>());
|
||||
_currentRowLength = child.sizeDelta[axis] * (useScale ? child.localScale[axis] : 1f);
|
||||
|
||||
//pos = (axis == 0 ? padding.left : padding.top);
|
||||
}
|
||||
else
|
||||
{
|
||||
//currentRowLength += spacing;
|
||||
}
|
||||
_rows[_rowIndex].Add(child);
|
||||
_currentRowLength += spacing;
|
||||
}
|
||||
}
|
||||
|
||||
return _rows;
|
||||
}
|
||||
List<List<RectTransform>> rows = DivideIntoRows();
|
||||
float CalcRowSize(int index)
|
||||
{
|
||||
var row = rows[index];
|
||||
float _size = 0;
|
||||
foreach (var child in row)
|
||||
{
|
||||
_size += child.sizeDelta[axis] * (useScale ? child.localScale[axis] : 1f);
|
||||
_size += spacing;
|
||||
}
|
||||
if (row.Count > 0)
|
||||
_size -= spacing;
|
||||
return _size;
|
||||
}
|
||||
float CalcRowOffset(int index)
|
||||
{
|
||||
float rowSize = CalcRowSize(index);
|
||||
float delta = innerSize - rowSize;
|
||||
|
||||
// Horizontal
|
||||
if (axis == 0)
|
||||
{
|
||||
if (childAlignment == TextAnchor.UpperLeft || childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.LowerLeft)
|
||||
return 0;
|
||||
else if (childAlignment == TextAnchor.UpperCenter || childAlignment == TextAnchor.MiddleCenter || childAlignment == TextAnchor.LowerCenter)
|
||||
return delta / 2f;
|
||||
else
|
||||
return delta;
|
||||
}
|
||||
// Vertical
|
||||
else
|
||||
{
|
||||
if (childAlignment == TextAnchor.UpperLeft || childAlignment == TextAnchor.UpperCenter || childAlignment == TextAnchor.UpperRight)
|
||||
return 0;
|
||||
else if (childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.MiddleCenter || childAlignment == TextAnchor.MiddleRight)
|
||||
return delta / 2f;
|
||||
else
|
||||
return delta;
|
||||
}
|
||||
}
|
||||
|
||||
int rowIndex = 0;
|
||||
float currentRowLength = 0;
|
||||
|
||||
// 0 = axis
|
||||
// 1 = otherAxis
|
||||
for (int i = startIndex; m_ReverseArrangement ? i >= endIndex : i < endIndex; i += increment)
|
||||
{
|
||||
RectTransform child = rectChildren[i];
|
||||
float min, preferred, flexible;
|
||||
GetChildSizes(child, axis, controlSize, false, out min, out preferred, out flexible);
|
||||
|
||||
{
|
||||
min = preferred;
|
||||
|
||||
currentRowLength += child.sizeDelta[axis] * (useScale ? child.localScale[axis] : 1f);
|
||||
|
||||
if (currentRowLength > innerSize)
|
||||
{
|
||||
rowIndex++;
|
||||
currentRowLength = child.sizeDelta[axis] * (useScale ? child.localScale[axis] : 1f);
|
||||
|
||||
pos = (axis == 0 ? padding.left : padding.top);
|
||||
}
|
||||
currentRowLength += spacing;
|
||||
}
|
||||
|
||||
float scaleFactor = useScale ? child.localScale[axis] : 1f;
|
||||
float childSize = Mathf.Lerp(min, preferred, minMaxLerp);
|
||||
childSize += flexible * itemFlexibleMultiplier;
|
||||
float posOffset = CalcRowOffset(rowIndex);
|
||||
if (controlSize)
|
||||
{
|
||||
SetChildAlongAxisWithScale(child, axis, pos + posOffset, childSize, scaleFactor);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetChildAlongAxisWithScale(child, axis, pos + posOffset, scaleFactor);
|
||||
}
|
||||
pos += childSize * scaleFactor + spacing;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void GetChildSizes(RectTransform child, int axis, bool controlSize, bool childForceExpand,
|
||||
out float min, out float preferred, out float flexible)
|
||||
{
|
||||
if (!controlSize)
|
||||
{
|
||||
min = child.sizeDelta[axis];
|
||||
preferred = min;
|
||||
flexible = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
min = LayoutUtility.GetMinSize(child, axis);
|
||||
preferred = LayoutUtility.GetPreferredSize(child, axis);
|
||||
flexible = LayoutUtility.GetFlexibleSize(child, axis);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
protected override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
|
||||
// For new added components we want these to be set to false,
|
||||
// so that the user's sizes won't be overwritten before they
|
||||
// have a chance to turn these settings off.
|
||||
// However, for existing components that were added before this
|
||||
// feature was introduced, we want it to be on be default for
|
||||
// backwardds compatibility.
|
||||
// Hence their default value is on, but we set to off in reset.
|
||||
m_ChildControlWidth = false;
|
||||
m_ChildControlHeight = false;
|
||||
}
|
||||
|
||||
private int m_Capacity = 10;
|
||||
private Vector2[] m_Sizes = new Vector2[10];
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
return;
|
||||
|
||||
int count = transform.childCount;
|
||||
|
||||
if (count > m_Capacity)
|
||||
{
|
||||
if (count > m_Capacity * 2)
|
||||
m_Capacity = count;
|
||||
else
|
||||
m_Capacity *= 2;
|
||||
|
||||
m_Sizes = new Vector2[m_Capacity];
|
||||
}
|
||||
|
||||
// If children size change in editor, update layout (case 945680 - Child GameObjects in a Horizontal/Vertical Layout Group don't display their correct position in the Editor)
|
||||
bool dirty = false;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
RectTransform t = transform.GetChild(i) as RectTransform;
|
||||
if (t != null && t.sizeDelta != m_Sizes[i])
|
||||
{
|
||||
dirty = true;
|
||||
m_Sizes[i] = t.sizeDelta;
|
||||
}
|
||||
}
|
||||
|
||||
if (dirty)
|
||||
LayoutRebuilder.MarkLayoutForRebuild(transform as RectTransform);
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a6349c95e0055a64db6010b6bfaa9971
|
||||
guid: 9de49edd6da20c747a3b1f4b5516fcbd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -0,0 +1,49 @@
|
||||
namespace UnityEngine.UI
|
||||
{
|
||||
[AddComponentMenu("Layout/Horizontal Flow Layout Group", 154)]
|
||||
/// <summary>
|
||||
/// Layout class for arranging child elements side by side.
|
||||
/// </summary>
|
||||
public class HorizontalFlowLayoutGroup : AbstractFlowLayoutGroup
|
||||
{
|
||||
protected HorizontalFlowLayoutGroup()
|
||||
{ }
|
||||
|
||||
/// <summary>
|
||||
/// Called by the layout system. Also see ILayoutElement
|
||||
/// </summary>
|
||||
public override void CalculateLayoutInputHorizontal()
|
||||
{
|
||||
base.CalculateLayoutInputHorizontal();
|
||||
CalcAlongAxis(0, false);
|
||||
CalcAlongAxis(1, false); // new
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called by the layout system. Also see ILayoutElement
|
||||
/// </summary>
|
||||
public override void CalculateLayoutInputVertical()
|
||||
{
|
||||
CalcAlongAxis(0, false); // new
|
||||
CalcAlongAxis(1, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called by the layout system. Also see ILayoutElement
|
||||
/// </summary>
|
||||
public override void SetLayoutHorizontal()
|
||||
{
|
||||
SetChildrenAlongAxis(0, false);
|
||||
SetChildrenAlongAxis(1, false); // new
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called by the layout system. Also see ILayoutElement
|
||||
/// </summary>
|
||||
public override void SetLayoutVertical()
|
||||
{
|
||||
SetChildrenAlongAxis(0, false); // new
|
||||
SetChildrenAlongAxis(1, false);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca4a8ea6790b39a4e953947258d8bca2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: c410a69da3a8d5e4ca4e47e943f6a2aa, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,51 @@
|
||||
namespace UnityEngine.UI
|
||||
{
|
||||
[AddComponentMenu("Layout/Vertical Flow Layout Group", 155)]
|
||||
/// <summary>
|
||||
/// Layout class for arranging child elements side by side.
|
||||
/// </summary>
|
||||
public class VerticalFlowLayoutGroup : AbstractFlowLayoutGroup
|
||||
{
|
||||
protected VerticalFlowLayoutGroup()
|
||||
{ }
|
||||
|
||||
public override Vector2 Spacing => new Vector2(lineSpacing, spacing);
|
||||
|
||||
/// <summary>
|
||||
/// Called by the layout system. Also see ILayoutElement
|
||||
/// </summary>
|
||||
public override void CalculateLayoutInputHorizontal()
|
||||
{
|
||||
base.CalculateLayoutInputHorizontal();
|
||||
CalcAlongAxis(1, true);
|
||||
CalcAlongAxis(0, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called by the layout system. Also see ILayoutElement
|
||||
/// </summary>
|
||||
public override void CalculateLayoutInputVertical()
|
||||
{
|
||||
CalcAlongAxis(1, true);
|
||||
CalcAlongAxis(0, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called by the layout system. Also see ILayoutElement
|
||||
/// </summary>
|
||||
public override void SetLayoutHorizontal()
|
||||
{
|
||||
SetChildrenAlongAxis(1, true);
|
||||
SetChildrenAlongAxis(0, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called by the layout system. Also see ILayoutElement
|
||||
/// </summary>
|
||||
public override void SetLayoutVertical()
|
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136
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12
Assets/Inventory System/Scripts/Helpers/ScrollRectNoDrag.cs
Normal file
12
Assets/Inventory System/Scripts/Helpers/ScrollRectNoDrag.cs
Normal file
@ -0,0 +1,12 @@
|
||||
using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using UnityEngine.EventSystems;
|
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using UnityEngine.UI;
|
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|
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public class ScrollRectNoDrag : ScrollRect
|
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{
|
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public override void OnBeginDrag(PointerEventData eventData) { }
|
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public override void OnDrag(PointerEventData eventData) { }
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public override void OnEndDrag(PointerEventData eventData) { }
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}
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@ -80,8 +80,8 @@ namespace SimpleInventorySystem
|
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{
|
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foreach (ItemUI item in itemUIs)
|
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{
|
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Debug.Log(item.gameObject.name);
|
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Debug.Log(item.pickUp.gameObject.name);
|
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//Debug.Log(item.gameObject.name);
|
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//Debug.Log(item.pickUp.gameObject.name);
|
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item.pickUp.ItemGameObject.SetActive(false);
|
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}
|
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itemsHaveBeenHidden = true;
|
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|
@ -36,14 +36,14 @@ namespace SimpleInventorySystem
|
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{
|
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if(itemUI.container != null)
|
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{
|
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Debug.Log("Append: " + targetParentTransform.name);
|
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//Debug.Log("Append: " + targetParentTransform.name);
|
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itemUI.container.SetActive(true);
|
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itemUI.container.transform.SetParent(targetParentTransform, false);
|
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Debug.Log("Append: " + "This should be working...");
|
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}
|
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else if (itemUI.containerUIPrefab != null)
|
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{
|
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Debug.Log("Creating new");
|
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//Debug.Log("Creating new");
|
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itemUI.container = Instantiate(itemUI.containerUIPrefab, targetParentTransform, false);
|
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itemUI.container.name = itemUI.container.name + " " + inCount;
|
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inCount++;
|
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|
@ -83,7 +83,7 @@ namespace SimpleInventorySystem
|
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{
|
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foreach (GameObject uiContainerGameObject in showGameObjects)
|
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{
|
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Debug.Log("Hide: " + uiContainerGameObject.name);
|
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//Debug.Log("Hide: " + uiContainerGameObject.name);
|
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uiContainerGameObject.SetActive(false);
|
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}
|
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foreach (GameObject uiContainerGameObject in hideGameObjects)
|
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@ -104,7 +104,7 @@ namespace SimpleInventorySystem
|
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{
|
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if (slot != null && slot.GetItemUI() == null && (slots == null || slots.Length == 0))
|
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{
|
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Debug.Log("A");
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//Debug.Log("A");
|
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return false;
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}
|
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else if(slots != null && slots.Length > 0)
|
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@ -116,7 +116,7 @@ namespace SimpleInventorySystem
|
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{
|
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if (requireAllSlots)
|
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{
|
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Debug.Log("B");
|
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//Debug.Log("B");
|
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return false;
|
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}
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}
|
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@ -132,11 +132,11 @@ namespace SimpleInventorySystem
|
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|
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if(!atLesatOneSlot && !requireAllSlots)
|
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{
|
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Debug.Log("C");
|
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//Debug.Log("C");
|
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return false;
|
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}
|
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}
|
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Debug.Log("D");
|
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//Debug.Log("D");
|
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return true;
|
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}
|
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|
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@ -170,6 +170,7 @@ namespace SimpleInventorySystem
|
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Debug.Log("GroupSlotUI: Removed Item");
|
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if (!HasSlotsOccupied())
|
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{
|
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Debug.Log("GroupSlotUI: Hide UI");
|
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HideUIContainer();
|
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}
|
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}
|
||||
|
@ -23,8 +23,14 @@ namespace SimpleInventorySystem
|
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public int height;
|
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public float weight;
|
||||
public float monetaryValue;
|
||||
[Header("Container Prefab")]
|
||||
[Header("Container Attributes")]
|
||||
public GameObject containerUIPrefab;
|
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[Header("Nested Item Attributes")]
|
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public int NestCapacityWeight;
|
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[Header("Nested Container Attributes")]
|
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public int NestCapacity;
|
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public TextMeshProUGUI NestCapacityText;
|
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[HideInInspector] public int NestCapacityCount { get; private set; }
|
||||
[Header("Required Component Links")]
|
||||
public Image backdropImage;
|
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public RectTransform emptyGridContainer;
|
||||
@ -34,14 +40,15 @@ namespace SimpleInventorySystem
|
||||
[HideInInspector] public bool interactable = true;
|
||||
[HideInInspector] public Canvas overrideSortingCanvas;
|
||||
[HideInInspector] public bool Equipped;
|
||||
[HideInInspector] public List<ItemUI> ContainedItems = new List<ItemUI>();
|
||||
[HideInInspector] public List<ItemUI> NestedItems = new List<ItemUI>();
|
||||
[HideInInspector] public ItemUI ParentContainer;
|
||||
[HideInInspector] public GameObject container;
|
||||
[HideInInspector] public Canvas canvas;
|
||||
[HideInInspector] public bool PickedUpOnFrame;
|
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[HideInInspector] public List<GameObject> ContextWindows = new List<GameObject>();
|
||||
[HideInInspector] public StorageWindowUI StorageWindow;
|
||||
[HideInInspector] public LimitStackSlotCapacity limitStackSlotCapacity;
|
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//[HideInInspector] public LimitStackItemCapacity limitStackItemCapacity;
|
||||
[HideInInspector] public LimitStackItemManager limitStackItemManager;
|
||||
|
||||
[HideInInspector] public PickUp pickUp;
|
||||
[HideInInspector] public TargetAttachment targetAttachment;
|
||||
@ -182,7 +189,7 @@ namespace SimpleInventorySystem
|
||||
}
|
||||
|
||||
canvasGroup = GetComponent<CanvasGroup>();
|
||||
limitStackSlotCapacity = GetComponent<LimitStackSlotCapacity>();
|
||||
//limitStackItemCapacity = GetComponent<LimitStackItemCapacity>();
|
||||
|
||||
if (width <= 0 || height <= 0)
|
||||
{
|
||||
@ -202,7 +209,7 @@ namespace SimpleInventorySystem
|
||||
/// Returns an integer number if it has a container with a GridUI. the number returned is either -1 if no gridUI exists, or the capacity in terms of 1x1 cells.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public int ContainerCapacity()
|
||||
/* public int ContainerCapacity()
|
||||
{
|
||||
GridUI gridUI = null;
|
||||
if (container != null && container.TryGetComponent<GridUI>(out gridUI))
|
||||
@ -210,6 +217,31 @@ namespace SimpleInventorySystem
|
||||
return gridUI.gridSize.Width * gridUI.gridSize.Height;
|
||||
}
|
||||
return -1;
|
||||
}*/
|
||||
|
||||
public bool WillExceedMaximumCapacity(int weight)
|
||||
{
|
||||
return NestCapacityCount >= NestCapacity || NestCapacityCount + weight > NestCapacity;
|
||||
}
|
||||
public bool WillExceedZeroCapacity(int weight)
|
||||
{
|
||||
return NestCapacityCount <= 0 || NestCapacityCount - weight < 0;
|
||||
}
|
||||
public void IncreaseCapacityCount(ItemUI attachedItem)
|
||||
{
|
||||
if (!WillExceedMaximumCapacity(attachedItem.NestCapacityWeight))
|
||||
{
|
||||
NestCapacityCount += attachedItem.NestCapacityWeight;
|
||||
SetRenderItemUIPropertyValue();
|
||||
}
|
||||
}
|
||||
public void DecreaseCapacityCount(ItemUI attachedItem)
|
||||
{
|
||||
if (!WillExceedZeroCapacity(attachedItem.NestCapacityWeight))
|
||||
{
|
||||
NestCapacityCount -= attachedItem.NestCapacityWeight;
|
||||
SetRenderItemUIPropertyValue();
|
||||
}
|
||||
}
|
||||
|
||||
public void FindTextMeshProUGUI()
|
||||
@ -230,19 +262,31 @@ namespace SimpleInventorySystem
|
||||
stackText = stackTextGameObject.GetComponent<TextMeshProUGUI>();
|
||||
}
|
||||
}
|
||||
if (NestCapacityText == null)
|
||||
{
|
||||
Transform capacityTextGameObject = transform.Find("PouchCapacity");
|
||||
if (capacityTextGameObject != null)
|
||||
{
|
||||
NestCapacityText = capacityTextGameObject.GetComponent<TextMeshProUGUI>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SetRenderItemUIPropertyValue()
|
||||
{
|
||||
if (titleText != null)
|
||||
{
|
||||
Debug.Log($"Set Item name: {itemName}");
|
||||
//Debug.Log($"Set Item name: {itemName}");
|
||||
titleText.text = (displayName != null && !string.IsNullOrEmpty(displayName)) ? displayName : itemName;
|
||||
}
|
||||
if(stackText != null)
|
||||
{
|
||||
stackText.text = Count.ToString();
|
||||
}
|
||||
if (NestCapacityText != null)
|
||||
{
|
||||
NestCapacityText.text = NestCapacityCount.ToString() + " / " + NestCapacity.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
public SlotUI GetSlotUI()
|
||||
@ -482,12 +526,12 @@ namespace SimpleInventorySystem
|
||||
|
||||
public void AddToContainedItems(ItemUI item)
|
||||
{
|
||||
ContainedItems.Add(item);
|
||||
NestedItems.Add(item);
|
||||
item.ParentContainer = this;
|
||||
}
|
||||
public void RemoveFromContainedItems(ItemUI item)
|
||||
{
|
||||
ContainedItems.Remove(item);
|
||||
NestedItems.Remove(item);
|
||||
item.ParentContainer = null;
|
||||
}
|
||||
|
||||
@ -789,6 +833,13 @@ namespace SimpleInventorySystem
|
||||
stackText.rectTransform.Rotate(new Vector3(0, 0, 1), 90);
|
||||
stackText.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, imageSizeOnGrid.Height);
|
||||
}
|
||||
// capacity text transform
|
||||
if (NestCapacityText != null)
|
||||
{
|
||||
NestCapacityText.rectTransform.pivot = new Vector2(1, 0);
|
||||
NestCapacityText.rectTransform.Rotate(new Vector3(0, 0, 1), 90);
|
||||
NestCapacityText.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, imageSizeOnGrid.Height);
|
||||
}
|
||||
// image Orientation
|
||||
imageOrientation = (width > height) ? Orientation.Landscape : Orientation.Portrait;
|
||||
break;
|
||||
@ -811,6 +862,13 @@ namespace SimpleInventorySystem
|
||||
stackText.rectTransform.Rotate(new Vector3(0, 0, 1), 90);
|
||||
stackText.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, imageSizeOnGrid.Height);
|
||||
}
|
||||
// capacity text transform
|
||||
if (NestCapacityText != null)
|
||||
{
|
||||
NestCapacityText.rectTransform.pivot = new Vector2(0, 0);
|
||||
NestCapacityText.rectTransform.Rotate(new Vector3(0, 0, 1), 90);
|
||||
NestCapacityText.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, imageSizeOnGrid.Height);
|
||||
}
|
||||
// image Orientation
|
||||
imageOrientation = (width > height) ? Orientation.Portrait : Orientation.Landscape;
|
||||
break;
|
||||
@ -833,6 +891,13 @@ namespace SimpleInventorySystem
|
||||
stackText.rectTransform.Rotate(new Vector3(0, 0, 1), 90);
|
||||
stackText.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, imageSizeOnGrid.Height);
|
||||
}
|
||||
// capacity text transform
|
||||
if (NestCapacityText != null)
|
||||
{
|
||||
NestCapacityText.rectTransform.pivot = new Vector2(0, 1);
|
||||
NestCapacityText.rectTransform.Rotate(new Vector3(0, 0, 1), 90);
|
||||
NestCapacityText.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, imageSizeOnGrid.Height);
|
||||
}
|
||||
// image Orientation
|
||||
imageOrientation = (width > height) ? Orientation.Landscape : Orientation.Portrait;
|
||||
break;
|
||||
@ -855,6 +920,13 @@ namespace SimpleInventorySystem
|
||||
stackText.rectTransform.Rotate(new Vector3(0, 0, 1), 90);
|
||||
stackText.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, imageSizeOnGrid.Height);
|
||||
}
|
||||
// stack count transform
|
||||
if (NestCapacityText != null)
|
||||
{
|
||||
NestCapacityText.rectTransform.pivot = new Vector2(1, 1);
|
||||
NestCapacityText.rectTransform.Rotate(new Vector3(0, 0, 1), 90);
|
||||
NestCapacityText.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, imageSizeOnGrid.Height);
|
||||
}
|
||||
// image Orientation
|
||||
imageOrientation = (width > height) ? Orientation.Portrait : Orientation.Landscape;
|
||||
break;
|
||||
|
100
Assets/Inventory System/Scripts/UI/LimitStackItemManager.cs
Normal file
100
Assets/Inventory System/Scripts/UI/LimitStackItemManager.cs
Normal file
@ -0,0 +1,100 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
namespace SimpleInventorySystem
|
||||
{
|
||||
public class LimitStackItemManager : MonoBehaviour
|
||||
{
|
||||
//public int StackItemLimit = 0;
|
||||
//public int Count { get; private set; }
|
||||
public LimitStackSlot[] limitStackSlots;
|
||||
public bool combinedLimit = true;
|
||||
//public TextMeshProUGUI capacityText;
|
||||
public ItemUI itemUI;
|
||||
public SlotUI slot;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
foreach (LimitStackSlot ls in limitStackSlots)
|
||||
{
|
||||
ls.limitStackItemManager = this;
|
||||
}
|
||||
|
||||
//slot = GetComponent<SlotUI>();
|
||||
|
||||
//itemUI.limitStackItemCapacity.SetRenderItemUIPropertyValue();
|
||||
}
|
||||
|
||||
public void SetStackSlotLimit(ItemUI item)
|
||||
{
|
||||
if(item == null)
|
||||
{
|
||||
Debug.LogWarning("LimitStackSlotManager: SetStackSlotLimit(ItemUI item): The passed item should not be null.");
|
||||
return;
|
||||
}
|
||||
|
||||
itemUI = item;
|
||||
|
||||
//StackItemLimit = item.limitStackItemCapacity.Capacity;
|
||||
//Debug.Log($"StackSlotLimit: {StackItemLimit}");
|
||||
|
||||
//itemUI.limitStackItemCapacity.SetRenderItemUIPropertyValue();
|
||||
}
|
||||
|
||||
public void UnsetStackSlotLimit()
|
||||
{
|
||||
//StackItemLimit = 0;
|
||||
//Count = 0;
|
||||
|
||||
//itemUI.limitStackItemCapacity.SetRenderItemUIPropertyValue();
|
||||
itemUI = null;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
foreach (LimitStackSlot ls in limitStackSlots)
|
||||
{
|
||||
ls.limitStackItemManager = this;
|
||||
}
|
||||
slot.limitStackItemManager = this;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Increment(ItemUI attachedItem)
|
||||
{
|
||||
if(itemUI != null)
|
||||
{
|
||||
itemUI.IncreaseCapacityCount(attachedItem);
|
||||
}
|
||||
}
|
||||
public void Decrement(ItemUI attachedItem)
|
||||
{
|
||||
if (itemUI != null)
|
||||
{
|
||||
itemUI.DecreaseCapacityCount(attachedItem);
|
||||
}
|
||||
}
|
||||
|
||||
/*private LimitStackSlot GetLimitStackSlot(ItemUI item)
|
||||
{
|
||||
foreach (LimitStackSlot ls in limitStackSlots)
|
||||
{
|
||||
if(item == ls.itemUI)
|
||||
{
|
||||
return ls;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}*/
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 886d4d53fb341454aa56488c1768c081
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -7,22 +7,24 @@ namespace SimpleInventorySystem
|
||||
public class LimitStackSlot : MonoBehaviour
|
||||
{
|
||||
[HideInInspector] public SlotUI Slot;
|
||||
public int Weight;
|
||||
[HideInInspector] public LimitStackSlotManager limitStackSlotCapacities;
|
||||
//public int Weight;
|
||||
//[HideInInspector] public LimitStackSlotManager limitStackSlotCapacities;
|
||||
[HideInInspector] public LimitStackItemManager limitStackItemManager;
|
||||
|
||||
public void Increment()
|
||||
|
||||
public void Increment(ItemUI itemUI)
|
||||
{
|
||||
limitStackSlotCapacities.Increment(this);
|
||||
limitStackItemManager.Increment(itemUI);
|
||||
}
|
||||
|
||||
public void Decrement()
|
||||
public void Decrement(ItemUI itemUI)
|
||||
{
|
||||
limitStackSlotCapacities.Decrement(this);
|
||||
limitStackItemManager.Decrement(itemUI);
|
||||
}
|
||||
|
||||
public bool HasReachedLimit(int weight)
|
||||
public bool HasReachedLimit(ItemUI itemUI)
|
||||
{
|
||||
return limitStackSlotCapacities.HasReachedLimit(weight);
|
||||
return limitStackItemManager.itemUI.WillExceedMaximumCapacity(itemUI.NestCapacityWeight);
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
|
@ -1,12 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SimpleInventorySystem
|
||||
{
|
||||
public class LimitStackSlotCapacity : MonoBehaviour
|
||||
{
|
||||
public int Capacity;
|
||||
[HideInInspector] public LimitStackSlotManager limitStackSlotCapacities;
|
||||
}
|
||||
}
|
@ -1,107 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
namespace SimpleInventorySystem
|
||||
{
|
||||
public class LimitStackSlotManager : MonoBehaviour
|
||||
{
|
||||
public int StackSlotLimit = 0;
|
||||
public int Count { get; private set; }
|
||||
public LimitStackSlot[] limitStackSlots;
|
||||
public bool combinedLimit = true;
|
||||
public TextMeshProUGUI capacityText;
|
||||
public SlotUI slot;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
foreach (LimitStackSlot ls in limitStackSlots)
|
||||
{
|
||||
ls.limitStackSlotCapacities = this;
|
||||
}
|
||||
|
||||
//slot = GetComponent<SlotUI>();
|
||||
|
||||
SetRenderItemUIPropertyValue();
|
||||
}
|
||||
|
||||
private void SetRenderItemUIPropertyValue()
|
||||
{
|
||||
if (slot != null)
|
||||
{
|
||||
capacityText.text = Count.ToString() + " / " + StackSlotLimit.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetStackSlotLimit(ItemUI item)
|
||||
{
|
||||
if(item == null || item.GetComponent<LimitStackSlotCapacity>() == null)
|
||||
{
|
||||
Debug.LogWarning("LimitStackSlotManager: SetStackSlotLimit(ItemUI item): The passed item should not be null and should have a LimitStackSlotCapacity component.");
|
||||
return;
|
||||
}
|
||||
|
||||
StackSlotLimit = item.GetComponent<LimitStackSlotCapacity>().Capacity;
|
||||
Debug.Log($"StackSlotLimit: {StackSlotLimit}");
|
||||
|
||||
SetRenderItemUIPropertyValue();
|
||||
}
|
||||
|
||||
public void UnsetStackSlotLimit()
|
||||
{
|
||||
StackSlotLimit = 0;
|
||||
Count = 0;
|
||||
|
||||
SetRenderItemUIPropertyValue();
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
foreach (LimitStackSlot ls in limitStackSlots)
|
||||
{
|
||||
ls.limitStackSlotCapacities = this;
|
||||
}
|
||||
slot.limitStackSlotManager = this;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Increment(LimitStackSlot ls)
|
||||
{
|
||||
Count += ls.Weight;
|
||||
|
||||
SetRenderItemUIPropertyValue();
|
||||
}
|
||||
public void Decrement(LimitStackSlot ls)
|
||||
{
|
||||
Count -= ls.Weight;
|
||||
|
||||
SetRenderItemUIPropertyValue();
|
||||
}
|
||||
|
||||
public bool HasReachedLimit(int weight)
|
||||
{
|
||||
return Count >= StackSlotLimit || Count + weight > StackSlotLimit;
|
||||
}
|
||||
|
||||
private LimitStackSlot GetLimitStackSlot(SlotUI slot)
|
||||
{
|
||||
foreach (LimitStackSlot ls in limitStackSlots)
|
||||
{
|
||||
if(slot == ls.Slot)
|
||||
{
|
||||
return ls;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
@ -30,7 +30,7 @@ namespace SimpleInventorySystem
|
||||
// Hidden In Inspector
|
||||
[HideInInspector] public Stack<ItemUI> stackedItems = new Stack<ItemUI>(); // WARNING: Stack can give some odd troubles with the raycast, consider revision or consideration.
|
||||
[HideInInspector] public LimitStackSlot limitStackSlot;
|
||||
[HideInInspector] public LimitStackSlotManager limitStackSlotManager;
|
||||
[HideInInspector] public LimitStackItemManager limitStackItemManager;
|
||||
[HideInInspector] public bool DroppedOnFrame;
|
||||
public List<GroupSlotUI> groupSlots;
|
||||
[HideInInspector] public GridUI grid;
|
||||
@ -91,10 +91,11 @@ namespace SimpleInventorySystem
|
||||
return false;
|
||||
}
|
||||
|
||||
if (limitStackSlot != null && limitStackSlot.HasReachedLimit(limitStackSlot.Weight))
|
||||
if (limitStackSlot != null && limitStackSlot.HasReachedLimit(itemDrop))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
//Debug.Log($"SlotUI:Is LimitStackItem Manager null? {limitStackItemManager == null}");
|
||||
|
||||
List<Cell> occupiedCells = new List<Cell>();
|
||||
|
||||
@ -172,7 +173,7 @@ namespace SimpleInventorySystem
|
||||
CellInUse = cell.inUse;
|
||||
}
|
||||
|
||||
Debug.Log($"Using Image as Slot Holder: {useImageAsSlotHolder}");
|
||||
//Debug.Log($"Using Image as Slot Holder: {useImageAsSlotHolder}");
|
||||
Transform parent = transform;
|
||||
if (useImageAsSlotHolder && image != null)
|
||||
{
|
||||
@ -228,14 +229,14 @@ namespace SimpleInventorySystem
|
||||
// Debug.Log("Test");
|
||||
appendUI.AppendUIToTransform(itemUI);
|
||||
}
|
||||
if (limitStackSlotManager != null)
|
||||
if (limitStackItemManager != null)
|
||||
{
|
||||
limitStackSlotManager.SetStackSlotLimit(itemUI);
|
||||
limitStackItemManager.SetStackSlotLimit(itemUI);
|
||||
}
|
||||
|
||||
if (limitStackSlot != null)
|
||||
{
|
||||
limitStackSlot.Increment();
|
||||
limitStackSlot.Increment(itemUI);
|
||||
}
|
||||
|
||||
if (BelongsToItemInSlot != null && BelongsToItemInSlot.GetItemUI() != null)
|
||||
@ -250,7 +251,7 @@ namespace SimpleInventorySystem
|
||||
|
||||
if (HasSlotsBelongingToItem != null)
|
||||
{
|
||||
foreach (ItemUI i in itemUI.ContainedItems)
|
||||
foreach (ItemUI i in itemUI.NestedItems)
|
||||
{
|
||||
foreach(SlotUI s in HasSlotsBelongingToItem)
|
||||
{
|
||||
@ -325,10 +326,10 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
HideImage();
|
||||
|
||||
if (limitStackSlot != null)
|
||||
/*if (limitStackSlot != null)
|
||||
{
|
||||
limitStackSlot.Increment();
|
||||
}
|
||||
limitStackSlot.Increment(itemUI);
|
||||
}*/
|
||||
|
||||
//DropOntoSlot(item.gameObject);
|
||||
|
||||
@ -350,6 +351,14 @@ namespace SimpleInventorySystem
|
||||
stackedItems.Pop();
|
||||
}*/
|
||||
SetRenderItemUIPropertyValue();
|
||||
|
||||
if (groupSlots != null)
|
||||
{
|
||||
foreach (GroupSlotUI gs in groupSlots)
|
||||
{
|
||||
gs.OnItemDropped();
|
||||
}
|
||||
}
|
||||
}
|
||||
public void RemoveContainedItemsFromSlot()
|
||||
{
|
||||
@ -358,10 +367,10 @@ namespace SimpleInventorySystem
|
||||
while (stackedItems.Count > 0)
|
||||
{
|
||||
|
||||
if (limitStackSlot != null)
|
||||
/*if (limitStackSlot != null)
|
||||
{
|
||||
limitStackSlot.Decrement();
|
||||
}
|
||||
limitStackSlot.Decrement(itemUI);
|
||||
}*/
|
||||
|
||||
if (itemUI.ParentContainer == null)
|
||||
{
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||||
@ -375,6 +384,14 @@ namespace SimpleInventorySystem
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oldItem.SetSlot(this);
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}
|
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if (groupSlots != null)
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{
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foreach (GroupSlotUI gs in groupSlots)
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{
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gs.OnItemRemoved();
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}
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}
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SetRenderItemUIPropertyValue();
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}
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@ -401,12 +418,12 @@ namespace SimpleInventorySystem
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if (limitStackSlot != null)
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{
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limitStackSlot.Decrement();
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limitStackSlot.Decrement(itemUI);
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}
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if (limitStackSlotManager != null)
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if (limitStackItemManager != null)
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290
Assets/Scripts/FlowLayoutGroup.cs
Normal file
290
Assets/Scripts/FlowLayoutGroup.cs
Normal file
@ -0,0 +1,290 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace SRF.UI.Layout
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{
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/// <summary>
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/// Layout Group controller that arranges children in rows, fitting as many on a line until total width exceeds parent bounds
|
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/// </summary>
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//[AddComponentMenu(ComponentMenuPaths.FlowLayoutGroup)]
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public class FlowLayoutGroup : LayoutGroup
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{
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public float Spacing = 0f;
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public bool ChildForceExpandWidth = false;
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public bool ChildForceExpandHeight = false;
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private float _layoutHeight;
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public override void CalculateLayoutInputHorizontal()
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{
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base.CalculateLayoutInputHorizontal();
|
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|
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var minWidth = GetGreatestMinimumChildWidth() + padding.left + padding.right;
|
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|
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SetLayoutInputForAxis(minWidth, -1, -1, 0);
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}
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public override void SetLayoutHorizontal()
|
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{
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SetLayout(rectTransform.rect.width, 0, false);
|
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}
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public override void SetLayoutVertical()
|
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{
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SetLayout(rectTransform.rect.width, 1, false);
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}
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public override void CalculateLayoutInputVertical()
|
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{
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_layoutHeight = SetLayout(rectTransform.rect.width, 1, true);
|
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}
|
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|
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protected bool IsCenterAlign
|
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{
|
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get
|
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{
|
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return childAlignment == TextAnchor.LowerCenter || childAlignment == TextAnchor.MiddleCenter ||
|
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childAlignment == TextAnchor.UpperCenter;
|
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}
|
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}
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protected bool IsRightAlign
|
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{
|
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get
|
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{
|
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return childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.MiddleRight ||
|
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childAlignment == TextAnchor.UpperRight;
|
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}
|
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}
|
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|
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protected bool IsMiddleAlign
|
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{
|
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get
|
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{
|
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return childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.MiddleRight ||
|
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childAlignment == TextAnchor.MiddleCenter;
|
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}
|
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}
|
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|
||||
protected bool IsLowerAlign
|
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{
|
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get
|
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{
|
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return childAlignment == TextAnchor.LowerLeft || childAlignment == TextAnchor.LowerRight ||
|
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childAlignment == TextAnchor.LowerCenter;
|
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}
|
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}
|
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|
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/// <summary>
|
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/// Holds the rects that will make up the current row being processed
|
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/// </summary>
|
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private readonly IList<RectTransform> _rowList = new List<RectTransform>();
|
||||
|
||||
/// <summary>
|
||||
/// Main layout method
|
||||
/// </summary>
|
||||
/// <param name="width">Width to calculate the layout with</param>
|
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/// <param name="axis">0 for horizontal axis, 1 for vertical</param>
|
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/// <param name="layoutInput">If true, sets the layout input for the axis. If false, sets child position for axis</param>
|
||||
public float SetLayout(float width, int axis, bool layoutInput)
|
||||
{
|
||||
|
||||
var groupHeight = rectTransform.rect.height;
|
||||
|
||||
// Width that is available after padding is subtracted
|
||||
var workingWidth = rectTransform.rect.width - padding.left - padding.right;
|
||||
|
||||
// Accumulates the total height of the rows, including spacing and padding.
|
||||
var yOffset = IsLowerAlign ? padding.bottom : (float)padding.top;
|
||||
|
||||
var currentRowWidth = 0f;
|
||||
var currentRowHeight = 0f;
|
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|
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for (var i = 0; i < rectChildren.Count; i++) {
|
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|
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// LowerAlign works from back to front
|
||||
var index = IsLowerAlign ? rectChildren.Count - 1 - i : i;
|
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|
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var child = rectChildren[index];
|
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|
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var childWidth = LayoutUtility.GetPreferredSize(child, 0);
|
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var childHeight = LayoutUtility.GetPreferredSize(child, 1);
|
||||
|
||||
// Max child width is layout group with - padding
|
||||
childWidth = Mathf.Min(childWidth, workingWidth);
|
||||
|
||||
// Apply spacing if not the first element in a row
|
||||
if(_rowList.Count > 0)
|
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currentRowWidth += Spacing;
|
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|
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// If adding this element would exceed the bounds of the row,
|
||||
// go to a new line after processing the current row
|
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if (currentRowWidth + childWidth > workingWidth) {
|
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|
||||
// Undo spacing addition if we're moving to a new line (Spacing is not applied on edges)
|
||||
currentRowWidth -= Spacing;
|
||||
|
||||
// Process current row elements positioning
|
||||
if (!layoutInput) {
|
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|
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var h = CalculateRowVerticalOffset(groupHeight, yOffset, currentRowHeight);
|
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LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth, padding.left, h, axis);
|
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|
||||
}
|
||||
|
||||
// Clear existing row
|
||||
_rowList.Clear();
|
||||
|
||||
// Add the current row height to total height accumulator, and reset to 0 for the next row
|
||||
yOffset += currentRowHeight;
|
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yOffset += Spacing;
|
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|
||||
currentRowHeight = 0;
|
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currentRowWidth = 0;
|
||||
|
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}
|
||||
|
||||
currentRowWidth += childWidth;
|
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_rowList.Add(child);
|
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|
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// We need the largest element height to determine the starting position of the next line
|
||||
if (childHeight > currentRowHeight) {
|
||||
currentRowHeight = childHeight;
|
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}
|
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|
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}
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|
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if (!layoutInput) {
|
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|
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var h = CalculateRowVerticalOffset(groupHeight, yOffset, currentRowHeight);
|
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|
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// Layout the final row
|
||||
LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth, padding.left, h, axis);
|
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|
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}
|
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|
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_rowList.Clear();
|
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|
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// Add the last rows height to the height accumulator
|
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yOffset += currentRowHeight;
|
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yOffset += IsLowerAlign ? padding.top : padding.bottom;
|
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|
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if (layoutInput) {
|
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|
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if(axis == 1)
|
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SetLayoutInputForAxis(yOffset, yOffset, -1, axis);
|
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|
||||
}
|
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|
||||
return yOffset;
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|
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}
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|
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private float CalculateRowVerticalOffset(float groupHeight, float yOffset, float currentRowHeight)
|
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{
|
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|
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float h;
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|
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if (IsLowerAlign) {
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h = groupHeight - yOffset - currentRowHeight;
|
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} else if (IsMiddleAlign) {
|
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h = groupHeight*0.5f - _layoutHeight * 0.5f + yOffset;
|
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} else {
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h = yOffset;
|
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}
|
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return h;
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|
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}
|
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|
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protected void LayoutRow(IList<RectTransform> contents, float rowWidth, float rowHeight, float maxWidth, float xOffset, float yOffset, int axis)
|
||||
{
|
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|
||||
var xPos = xOffset;
|
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|
||||
if (!ChildForceExpandWidth && IsCenterAlign)
|
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xPos += (maxWidth - rowWidth) * 0.5f;
|
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else if (!ChildForceExpandWidth && IsRightAlign)
|
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xPos += (maxWidth - rowWidth);
|
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|
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var extraWidth = 0f;
|
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|
||||
if (ChildForceExpandWidth) {
|
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|
||||
var flexibleChildCount = 0;
|
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|
||||
for (var i = 0; i < _rowList.Count; i++) {
|
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|
||||
if (LayoutUtility.GetFlexibleWidth(_rowList[i]) > 0f)
|
||||
flexibleChildCount ++;
|
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|
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}
|
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|
||||
if(flexibleChildCount > 0)
|
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extraWidth = (maxWidth - rowWidth)/flexibleChildCount;
|
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|
||||
}
|
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|
||||
|
||||
for (var j = 0; j < _rowList.Count; j++) {
|
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|
||||
var index = IsLowerAlign ? _rowList.Count - 1 - j : j;
|
||||
|
||||
var rowChild = _rowList[index];
|
||||
|
||||
var rowChildWidth = LayoutUtility.GetPreferredSize(rowChild, 0);
|
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|
||||
if (LayoutUtility.GetFlexibleWidth(rowChild) > 0f)
|
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rowChildWidth += extraWidth;
|
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|
||||
var rowChildHeight = LayoutUtility.GetPreferredSize(rowChild, 1);
|
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|
||||
if (ChildForceExpandHeight)
|
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rowChildHeight = rowHeight;
|
||||
|
||||
rowChildWidth = Mathf.Min(rowChildWidth, maxWidth);
|
||||
|
||||
var yPos = yOffset;
|
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|
||||
if (IsMiddleAlign)
|
||||
yPos += (rowHeight - rowChildHeight) * 0.5f;
|
||||
else if (IsLowerAlign)
|
||||
yPos += (rowHeight - rowChildHeight);
|
||||
|
||||
if (axis == 0)
|
||||
SetChildAlongAxis(rowChild, 0, xPos, rowChildWidth);
|
||||
else
|
||||
SetChildAlongAxis(rowChild, 1, yPos, rowChildHeight);
|
||||
|
||||
xPos += rowChildWidth + Spacing;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public float GetGreatestMinimumChildWidth()
|
||||
{
|
||||
|
||||
var max = 0f;
|
||||
|
||||
for (var i = 0; i < rectChildren.Count; i++) {
|
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|
||||
var w = LayoutUtility.GetMinWidth(rectChildren[i]);
|
||||
|
||||
max = Mathf.Max(w, max);
|
||||
|
||||
}
|
||||
|
||||
return max;
|
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|
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}
|
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|
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}
|
||||
|
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|
||||
}
|
11
Assets/Scripts/FlowLayoutGroup.cs.meta
Normal file
11
Assets/Scripts/FlowLayoutGroup.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 463357a92a973b7439f40ce8d6e7aa74
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
Reference in New Issue
Block a user