Project_WL/Assets/Script/Util/ScrollViewMgr.cs

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2024-12-15 01:39:39 +00:00
using CodeStage.AntiCheat.ObscuredTypes;
using PlayFab.ClientModels;
using System.Collections.Generic;
using UnityEngine;
public class ScrollViewMgr : BackKeyAdd
{
public UIScrollView m_scrollview;
public UIGrid m_grid;
public UITable m_table;
public GameObject go_card;
protected List<CardBase> list_CardBase = new List<CardBase>();
bool m_Repos = true;
protected void Reset_Grid()
{
if (m_grid) m_grid.repositionNow = true;
else if (m_table) m_table.repositionNow = true;
}
protected void Reset_Pos(bool _forcerepos = false)
{
if (m_Repos || _forcerepos)
{
m_Repos = false;
Reset_Grid();
if (m_scrollview != null) m_scrollview.ResetPosition();
}
}
public List<CardBase> Get_Cards() { return list_CardBase; }
protected void CardBase_AllOff()
{
for (int i = 0; i < list_CardBase.Count; i++)
list_CardBase[i].gameObject.SetActive(false);
}
CardBase MakeCard(int i)
{
CardBase temp;
if (list_CardBase.Count > i) temp = list_CardBase[i];
else
{
temp = DSUtil.Get_Clone<CardBase>(go_card, m_grid ? m_grid.transform : m_table.transform);
list_CardBase.Add(temp);
}
return temp;
}
protected virtual void Set_ScrollView<T>(List<T> _lst, bool _forcerepos = false)
{
CardBase_AllOff();
for (int i = 0; i < _lst.Count; i++)
MakeCard(i).Set(_lst[i]);
Reset_Pos(_forcerepos);
}
protected virtual void Set_ScrollView(List<TableDataBase> _lst, int _id, bool _forcerepos = false)
{
CardBase_AllOff();
for (int i = 0; i < _lst.Count; i++)
MakeCard(i).Set(_lst[i], _id);
Reset_Pos(_forcerepos);
}
protected virtual void Set_ScrollView_NotSet(int _makecount, bool _forcerepos = false)
{
CardBase_AllOff();
for (int i = 0; i < _makecount; i++)
{
if (list_CardBase.Count > i) { }
else list_CardBase.Add(DSUtil.Get_Clone<CardBase>(go_card, m_grid.transform));
}
Reset_Pos();
}
}