本文整理汇总了C#中IUIListObject类的典型用法代码示例。如果您正苦于以下问题:C# IUIListObject类的具体用法?C# IUIListObject怎么用?C# IUIListObject使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
IUIListObject类属于命名空间,在下文中一共展示了IUIListObject类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: SetWorld
void SetWorld(IUIListObject item)
{
Debug.Log("snapped item: "+item.Index);
/*for (int i = 0; i < 5; i++)
{
//scrollLevels.GetItem(i).gameObject.SetActive(false);
Debug.Log ("scrollGetItem: " + scrollLevels.GetItem(i).gameObject.name);
}*/
//Debug.Log ("scrollItem: " + item);
actualWorld = item.Index +1;
//Debug.Log ("actualWorldScroll: " + actualWorld);
worldTitle.Text = worldTitles[actualWorld-1];
}
示例2: InsertItem
/// <summary>
/// Inserts a list item at the specified position in the list.
/// </summary>
/// <param name="item">Reference to the item to be inserted into the list.</param>
/// <param name="position">0-based index of the position in the list where the item will be placed.</param>
public void InsertItem(IUIListObject item, int position)
{
InsertItem(item, position, null);
}
示例3: ScrollToItem
/// <summary>
/// Scrolls the list to the specified item in the specified
/// number of seconds.
/// </summary>
/// <param name="item">The item to scroll to.</param>
/// <param name="scrollTime">The number of seconds the scroll should last.</param>
/// <param name="easing">The type of easing to be used for the scroll.</param>
public void ScrollToItem(IUIListObject item, float scrollTime, EZAnimation.EASING_TYPE easing)
{
snappedItem = item;
if (newItems.Count != 0)
{
if (itemsInserted)
RepositionItems();
else
PositionNewItems();
itemsInserted = false;
newItems.Clear();
}
if (orientation == ORIENTATION.HORIZONTAL)
{
if(direction == DIRECTION.TtoB_LtoR)
autoScrollPos = Mathf.Clamp01(item.transform.localPosition.x / amtOfPlay);
else
autoScrollPos = Mathf.Clamp01(-item.transform.localPosition.x / amtOfPlay);
}
else
{
if(direction == DIRECTION.TtoB_LtoR)
autoScrollPos = Mathf.Clamp01(-item.transform.localPosition.y / amtOfPlay);
else
autoScrollPos = Mathf.Clamp01(item.transform.localPosition.y / amtOfPlay);
}
autoScrollInterpolator = EZAnimation.GetInterpolator(easing);
autoScrollStart = scrollPos;
autoScrollDelta = autoScrollPos - scrollPos;
autoScrollDuration = scrollTime;
autoScrollTime = 0;
autoScrolling = true;
// Do some state cleanup:
scrollDelta = 0;
isScrolling = false;
if (itemSnappedDel != null)
itemSnappedDel(snappedItem);
}
示例4: RemoveItem
/// <summary>
/// Removes the specified item.
/// Remaining items are repositioned to fill
/// the gap.
/// The removed item is destroyed if 'destroy'
/// is true. Otherwise, it is deactivated.
/// </summary>
/// <param name="index">Reference to the item to be removed.</param>
public void RemoveItem(IUIListObject item, bool destroy)
{
for(int i=0; i<items.Count; ++i)
{
if(items[i] == item)
{
RemoveItem(i, destroy);
return;
}
}
}
示例5: SetSelectedItem
/// <summary>
/// Sets the item at the specified index as the
/// currently selected item.
/// </summary>
/// <param name="index">The zero-based index of the item.</param>
public void SetSelectedItem(int index)
{
IUIListObject oldSel = selectedItem;
if (index < 0 || index >= items.Count)
{
// Unset the previous selection:
if (selectedItem != null)
selectedItem.selected = false;
selectedItem = null;
// If the selected item changed,
// notify our delegate:
if (oldSel != selectedItem)
{
if (changeDelegate != null)
changeDelegate(this);
}
return;
}
IUIListObject item = items[index];
// Unset the previous selection:
if (selectedItem != null)
selectedItem.selected = false;
selectedItem = item;
item.selected = true;
// If the selected item changed,
// notify our delegate:
if (oldSel != selectedItem)
{
if (changeDelegate != null)
changeDelegate(this);
}
}
示例6: GetXAlignRight
protected float GetXAlignRight(IUIListObject item)
{ return (viewableAreaActual.x * 0.5f) - item.BottomRightEdge.x; }
示例7: GetXCentered
protected float GetXCentered(IUIListObject item)
{ return 0; }
示例8: InsertItem
/// <summary>
/// Inserts a list item at the specified position in the list.
/// </summary>
/// <param name="item">Reference to the item to be inserted into the list.</param>
/// <param name="position">0-based index of the position in the list where the item will be placed.</param>
/// <param name="text">Text to display in the item (requires that the item has a TextMesh associated with it, preferably in a child GameObject).</param>
public void InsertItem(IUIListObject item, int position, string text)
{
InsertItem(item, position, text, false);
}
示例9: ClearListSync
public void ClearListSync(bool destroy)
{
RemoveItemsFromContainer();
List<IUIListObject> listDestroy = new List<IUIListObject>();
selectedItem = null;
lastClickedControl = null;
for (int i = 0; i < items.Count; ++i)
{
// Move them out of the mover object
// and into the root of the scene
// hierarchy:
items[i].transform.parent = null;
#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9
items[i].gameObject.SetActive(false);
#else
items[i].gameObject.SetActiveRecursively(false);
#endif
if (destroy)
listDestroy.Add(items[i]);
}
if (destroy)
{
foreach (IUIListObject item in listDestroy)
{
if (item.gameObject != null)
Destroy(item.gameObject);
}
}
visibleItems.Clear();
items.Clear();
PositionItems();
}
示例10: AddItem
/// <summary>
/// Adds an item to the end of the list.
/// NOTE: For proper appearance, list items should each
/// be of uniform width when the list is vertical, and of
/// uniform height when the list is horizontal. Besides
/// that, list items can vary in size.
/// </summary>
/// <param name="item">Reference to the list item to be added.</param>
/// <param name="text">Text to display in the item (requires that the item has a TextMesh associated with it, preferably in a child GameObject).</param>
public void AddItem(IUIListObject item, string text)
{
InsertItem(item, items.Count, text);
}
示例11: InsertItem
/// <summary>
/// Inserts a list item at the specified position in the list.
/// </summary>
/// <param name="item">Reference to the item to be inserted into the list.</param>
/// <param name="position">0-based index of the position in the list where the item will be placed.</param>
/// <param name="text">Text to display in the item (requires that the item has a TextMesh associated with it, preferably in a child GameObject).</param>
public void InsertItem(IUIListObject item, int position, string text)
{
IUIListObject lastItem;
float contentDelta;
// Make sure Start() has already run:
if (!m_started)
Start();
// See if the item needs to be enabled:
if(activateWhenAdding)
if (!((Component)item).gameObject.active)
((Component)item).gameObject.SetActiveRecursively(true);
// Put the item in the correct layer:
item.gameObject.layer = gameObject.layer;
// Add the item to our container:
if (container != null)
container.AddChild(item.gameObject);
//-------------------------------------
// Position our item:
//-------------------------------------
item.transform.parent = mover.transform;
#if AUTO_ORIENT_ITEMS
item.transform.localRotation = Quaternion.identity;
#endif
#if AUTO_SCALE_ITEMS
item.transform.localScale = Vector3.one;
#endif
// Go ahead and get the item in the mover's plane
// on the local Z-axis. This must be done here
// before anything that follows because if we are
// using a perspective camera and these are newly
// created items, their Start() will be called for
// the first time when FindOuterEdges() is called
// either by us, or by the Text property, and if
// the item isn't already positioned relative to
// the camera, then its size will be calculated
// wrong.
item.transform.localPosition = Vector3.zero;
if(text != null)
item.Text = text;
item.SetList(this);
// Compute the edges of the item:
item.FindOuterEdges();
item.UpdateCollider();
// Clamp our position:
position = Mathf.Clamp(position, 0, items.Count);
// Hide the item by default:
item.Hide(true);
if (!item.Managed)
item.gameObject.SetActiveRecursively(false);
// See if we can just add it to the end:
if(position == items.Count)
{
if (orientation == ORIENTATION.HORIZONTAL)
{
if (items.Count > 0)
{
lastItem = items[items.Count - 1];
item.transform.localPosition = new Vector3(lastItem.transform.localPosition.x + lastItem.BottomRightEdge.x + itemSpacing - item.TopLeftEdge.x, 0);
}
else
{
item.transform.localPosition = new Vector3((viewableArea.x * -0.5f) - item.TopLeftEdge.x + itemSpacing, 0);
}
contentDelta = item.BottomRightEdge.x - item.TopLeftEdge.x + itemSpacing;
}
else
{
if (items.Count > 0)
{
lastItem = items[items.Count - 1];
item.transform.localPosition = new Vector3(0, lastItem.transform.localPosition.y + lastItem.BottomRightEdge.y - itemSpacing - item.TopLeftEdge.y);
}
else
{
item.transform.localPosition = new Vector3(0, (viewableArea.y * 0.5f) - item.TopLeftEdge.y - itemSpacing);
}
contentDelta = item.TopLeftEdge.y - item.BottomRightEdge.y + itemSpacing;
}
//.........这里部分代码省略.........
示例12: SetSelectedItem
/// <summary>
/// Sets the item at the specified index as the
/// currently selected item.
/// </summary>
/// <param name="index">The zero-based index of the item.</param>
public void SetSelectedItem(int index)
{
if (index < 0 || index >= items.Count)
return;
IUIListObject item = items[index];
if (selectedItem != null)
selectedItem.selected = false;
selectedItem = item;
item.selected = true;
}
示例13: GetYAlignTop
protected float GetYAlignTop(IUIListObject item)
{ return (viewableAreaActual.y * 0.5f) - item.TopLeftEdge.y; }
示例14: RemoveItem
/// <summary>
/// Removes the specified item.
/// Remaining items are repositioned to fill
/// the gap.
/// The removed item is destroyed if 'destroy'
/// is true. Otherwise, it is deactivated.
/// </summary>
/// <param name="item">Reference to the item to be removed.</param>
/// <param name="destroy">Whether or not to destroy the item being removed.</param>
public void RemoveItem(IUIListObject item, bool destroy)
{
RemoveItem(item, destroy, false);
}
示例15: GetYAlignBottom
protected float GetYAlignBottom(IUIListObject item)
{ return (viewableAreaActual.y * -0.5f) - item.BottomRightEdge.y; }