OneShotOneKill/Assets/Script/UGUI/Manager/uScrollViewMgr.cs

114 lines
3.4 KiB
C#
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2026-01-07 21:27:42 +00:00
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class uScrollViewMgr : BackKeyAdd
{
public ScrollRect m_ScrollRect;
public GameObject m_Content;
public GameObject go_card;
protected List<CardBase> list_CardBase = new List<CardBase>();
protected RectTransform contentRt;
protected CardBase m_SelectCard;
protected override void Awake()
{
base.Awake();
Init();
}
protected virtual void Init()
{
if (DSUtil.CheckNull(contentRt))
{
if (m_ScrollRect)
contentRt = m_ScrollRect.content;
else if (m_Content)
contentRt = m_Content.GetComponent<RectTransform>();
}
}
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, contentRt);
list_CardBase.Add(temp);
}
return temp;
}
protected void ClickCard(int intdata)
{
for (int i = 0; i < list_CardBase.Count; i++)
{
if (list_CardBase[i].Get_IntData() == intdata)
{
list_CardBase[i].OnClick_Card();
break;
}
}
}
public virtual void Select_Card(CardBase card)
{
if (m_SelectCard) m_SelectCard.Set_Selected(false);
m_SelectCard = card;
m_SelectCard.Set_Selected(true);
}
public CardBase Get_SelectCard() { return m_SelectCard; }
public int Get_IntData() { return m_SelectCard ? m_SelectCard.Get_IntData() : -1; }
protected virtual void Set_ScrollView<T>(List<T> _lst, int intdata = -1)
{
Init();
CardBase_AllOff();
for (int i = 0; i < _lst.Count; i++)
MakeCard(i).Set(_lst[i]);
if (intdata > 0) ClickCard(intdata);
}
protected virtual void Set_ScrollView_NotSet(int _makecount)
{
Init();
for (int i = 0; i < _makecount; i++)
{
if (list_CardBase.Count > i) { }
else list_CardBase.Add(DSUtil.Get_Clone<CardBase>(go_card, contentRt));
}
CardBase_AllOff();
}
protected void ScrollTo_XY(Transform target)
{
Set_Coroutine(() =>
{
Canvas.ForceUpdateCanvases();
contentRt.anchoredPosition = (Vector2)m_ScrollRect.transform.InverseTransformPoint(contentRt.position) - (Vector2)m_ScrollRect.transform.InverseTransformPoint(target.position);
}, Time.deltaTime);
}
protected void ScrollTo(Transform target, bool vertical)
{
Set_Coroutine(() =>
{
Canvas.ForceUpdateCanvases();
Vector2 offset = (Vector2)m_ScrollRect.transform.InverseTransformPoint(contentRt.position) - (Vector2)m_ScrollRect.transform.InverseTransformPoint(target.position);
Vector2 anchor = contentRt.anchoredPosition;
if (vertical) anchor.y = offset.y - target.GetComponent<RectTransform>().sizeDelta.y;
else anchor.x = offset.x - target.GetComponent<RectTransform>().sizeDelta.x;
contentRt.anchoredPosition = anchor;
}, Time.deltaTime);
}
public virtual void Set_UI() { }
}