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Delete ScrollPool_bak.cs
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//using System;
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//using System.Collections;
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//using System.Collections.Generic;
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//using System.Linq;
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//using System.Text;
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//using UnityEngine;
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//using UnityEngine.UI;
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//using UnityExplorer.UI.Models;
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//namespace UnityExplorer.UI.Widgets
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//{
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// /// <summary>
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// /// A <see cref="ScrollRect"/> handler which pools displayed cells to improve performance.
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// /// </summary>
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// public class ScrollPool : UIBehaviourModel, IScrollPool
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// {
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// public ScrollPool(ScrollRect scrollRect)
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// {
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// this.scrollRect = scrollRect;
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// Init();
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// }
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// public IPoolDataSource DataSource;
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// public int PoolCount => _cachedCells.Count;
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// public override GameObject UIRoot => scrollRect.gameObject;
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// /// <summary>Use <see cref="UIFactory.CreateScrollPool"/></summary>
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// public override void ConstructUI(GameObject parent) => throw new NotImplementedException();
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// internal ScrollRect scrollRect;
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// public bool AutoResizeHandleRect { get; set; }
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// internal RectTransform PrototypeCell;
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// internal Slider _slider;
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// // Cell pool
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// private float _cellWidth, _cellHeight;
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// private List<RectTransform> _cellPool;
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// private List<ICell> _cachedCells;
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// private Bounds _recyclableViewBounds;
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// /// <summary>
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// /// Extra pooled cells above AND below the viewport (so actual extra pool is double this value).
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// /// </summary>
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// public int ExtraCellPoolSize = 2;
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// private readonly Vector3[] _corners = new Vector3[4];
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// private bool _recycling;
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// private Vector2 _prevAnchoredPos;
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// internal Vector2 _lastScroll;
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// internal int currentItemCount; //item count corresponding to the datasource.
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// internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
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// public bool ExternallySetting
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// {
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// get => externallySetting;
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// internal set
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// {
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// if (externallySetting == value)
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// return;
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// timeOfLastExternalSet = Time.time;
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// externallySetting = value;
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// }
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// }
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// private bool externallySetting;
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// private float timeOfLastExternalSet;
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// private Vector2 zeroVector = Vector2.zero;
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// public override void Init()
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// {
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// _slider = scrollRect.GetComponentInChildren<Slider>();
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// _slider.onValueChanged.AddListener((float val) =>
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// {
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// if (this.ExternallySetting)
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// return;
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// this.ExternallySetting = true;
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// // Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
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// var index = Math.Floor(val * DataSource.ItemCount);
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// JumpToIndex((int)index);
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// });
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// }
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// public override void Update()
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// {
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// if (externallySetting && timeOfLastExternalSet < Time.time)
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// externallySetting = false;
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// }
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// internal void OnValueChangedListener(Vector2 _)
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// {
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// if (ExternallySetting)
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// return;
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// ExternallySetting = true;
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// Vector2 dir = scrollRect.content.anchoredPosition - _prevAnchoredPos;
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// scrollRect.m_ContentStartPosition += ProcessValueChange(dir);
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// _prevAnchoredPos = scrollRect.content.anchoredPosition;
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// UpdateSlider();
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// // ExternallySetting = false;
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// }
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// internal void UpdateSlider(bool forceValue = true)
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// {
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// int total = DataSource.ItemCount;
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// total = Math.Max(total, 1);
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// var spread = _cellPool.Count - (ExtraCellPoolSize * 2);
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// if (forceValue)
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// {
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// var range = GetDisplayedRange();
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// if (spread >= total)
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// _slider.value = 0f;
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// else
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// // top-most displayed index divided by (totalCount - displayedRange)
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// _slider.value = (float)((decimal)range.x / Math.Max(1, (total - _cellPool.Count)));
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// }
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// // resize the handle rect to reflect the size of the displayed content vs. the total content height.
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// if (AutoResizeHandleRect)
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// {
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// var viewportHeight = scrollRect.viewport.rect.height;
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// var handleRatio = (decimal)spread / total;
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// var handleHeight = viewportHeight * (float)Math.Min(1, handleRatio);
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// handleHeight = Math.Max(handleHeight, 15f);
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// // need to resize the handle container area for the size of the handle (bigger handle = smaller container)
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// var container = _slider.m_HandleContainerRect;
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// container.offsetMax = new Vector2(container.offsetMax.x, -(handleHeight * 0.5f));
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// container.offsetMin = new Vector2(container.offsetMin.x, handleHeight * 0.5f);
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// var handle = _slider.handleRect;
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// handle.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, handleHeight);
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// // if slider is 100% height then make it not interactable.
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// _slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
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// }
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// }
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// /// <summary>
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// /// Try to jump to the specified index. Pretty accurate, not perfect. Currently assumes all elements are the same height.
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// /// </summary>
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// public void JumpToIndex(int index)
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// {
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// var realCount = DataSource.ItemCount;
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// // clamp to real index limit
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// index = Math.Min(index, realCount - 1);
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// // add the buffer count to desired index and set our currentItemCount to that.
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// currentItemCount = index + _cachedCells.Count;
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// currentItemCount = Math.Max(Math.Min(currentItemCount, realCount - 1), _cachedCells.Count);
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// Refresh();
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// // if we're jumping to the very bottom we need to show the extra pooled cells which are normally hidden.
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// var y = 0f;
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// if (index >= realCount - (ExtraCellPoolSize * 4))
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// y = _cellHeight * (index - realCount + (4 * ExtraCellPoolSize)) + ExtraCellPoolSize; // add +1 to show the last entry.
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// scrollRect.content.anchoredPosition = new Vector2(scrollRect.content.anchoredPosition.x, y);
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// }
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// /// <summary>
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// /// Get the start and end indexes (relative to DataSource) of the cell pool
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// /// </summary>
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// public Vector2 GetDisplayedRange()
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// {
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// int max = currentItemCount;
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// int min = max - _cachedCells.Count;
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// return new Vector2(min, max);
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// }
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// /// <summary>
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// /// Initialize with the provided DataSource
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// /// </summary>
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// public void Initialize(IPoolDataSource dataSource)
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// {
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// DataSource = dataSource;
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// scrollRect.vertical = true;
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// scrollRect.horizontal = false;
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// _prevAnchoredPos = scrollRect.content.anchoredPosition;
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// scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
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// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
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// {
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// scrollRect.onValueChanged.AddListener(OnValueChangedListener);
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// }));
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// }
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// public void ReloadData()
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// {
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// ReloadData(DataSource);
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// }
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// public void ReloadData(IPoolDataSource dataSource)
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// {
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// if (scrollRect.onValueChanged == null)
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// return;
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// scrollRect.StopMovement();
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// scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
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// DataSource = dataSource;
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// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
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// scrollRect.onValueChanged.AddListener(OnValueChangedListener)
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// ));
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// _prevAnchoredPos = scrollRect.content.anchoredPosition;
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// }
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// public void Refresh()
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// {
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// if (DataSource == null || _cellPool == null)
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// return;
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// int count = DataSource.ItemCount;
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// if (currentItemCount > count)
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// currentItemCount = Math.Max(count, _cellPool.Count);
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// SetRecyclingBounds();
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// RecycleBottomToTop();
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// RecycleTopToBottom();
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// PopulateCells();
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// RefreshContentSize();
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// UpdateSlider(false);
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// }
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// public void PopulateCells()
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// {
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// var width = scrollRect.viewport.rect.width;
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// scrollRect.content.sizeDelta = new Vector2(width, scrollRect.content.sizeDelta.y);
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// int cellIndex = topMostCellIndex;
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// var itemIndex = currentItemCount - _cachedCells.Count;
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// int iterated = 0;
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// while (iterated < _cachedCells.Count)
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// {
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// var cell = _cachedCells[cellIndex];
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// cellIndex++;
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// if (cellIndex >= _cachedCells.Count)
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// cellIndex = 0;
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// DataSource.SetCell(cell, itemIndex);
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// itemIndex++;
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// var rect = _cellPool[cellIndex];
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// rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
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// iterated++;
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// }
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// }
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// #region RECYCLING INIT
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// private IEnumerator InitCoroutine(Action onInitialized)
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// {
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// yield return null;
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// SetTopAnchor(scrollRect.content);
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// scrollRect.content.anchoredPosition = Vector3.zero;
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// yield return null;
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// SetRecyclingBounds();
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// //Cell Pool
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// CreateCellPool();
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// currentItemCount = _cellPool.Count;
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// topMostCellIndex = 0;
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// bottomMostCellIndex = _cellPool.Count - 1;
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// //Set content height according to no of rows
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// RefreshContentSize();
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// SetTopAnchor(scrollRect.content);
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// onInitialized?.Invoke();
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// }
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// private void RefreshContentSize()
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// {
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// int noOfRows = 0;
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// foreach (var cell in _cachedCells)
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// if (cell.Enabled) noOfRows++;
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// float contentYSize = noOfRows * _cellHeight;
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// scrollRect.content.sizeDelta = new Vector2(scrollRect.content.sizeDelta.x, contentYSize);
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// }
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// private void SetRecyclingBounds()
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// {
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// scrollRect.viewport.GetCorners(_corners);
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// float threshHold = _cellHeight * ExtraCellPoolSize; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
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// _recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
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// _recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
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// }
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// private void CreateCellPool()
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// {
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// //Reseting Pool
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// if (_cellPool != null)
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// {
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// _cellPool.ForEach((RectTransform item) => GameObject.Destroy(item.gameObject));
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// _cellPool.Clear();
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// _cachedCells.Clear();
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// }
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// else
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// {
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// _cachedCells = new List<ICell>();
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// _cellPool = new List<RectTransform>();
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// }
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// //Set the prototype cell active and set cell anchor as top
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// PrototypeCell.gameObject.SetActive(true);
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// SetTopAnchor(PrototypeCell);
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// //Temps
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// float currentPoolCoverage = 0;
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// int poolSize = 0;
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// float posY = 0;
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// //set new cell size according to its aspect ratio
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// _cellWidth = scrollRect.content.rect.width;
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// _cellHeight = PrototypeCell.rect.height;
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// //Get the required pool coverage and mininum size for the Cell pool
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// float requiredCoverage = scrollRect.viewport.rect.height + (_cellHeight * (ExtraCellPoolSize * 2));
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// //create cells untill the Pool area is covered
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// while (currentPoolCoverage < requiredCoverage)
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// {
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// //Instantiate and add to Pool
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// RectTransform item = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
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// item.name = $"Cell_{_cachedCells.Count + 1}";
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// item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
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// _cellPool.Add(item);
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// item.SetParent(scrollRect.content, false);
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// item.anchoredPosition = new Vector2(0, posY);
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// posY = item.anchoredPosition.y - item.rect.height;
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// currentPoolCoverage += item.rect.height;
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// //Setting data for Cell
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// var cell = DataSource.CreateCell(item);
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// _cachedCells.Add(cell);
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// DataSource.SetCell(cell, poolSize);
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// //Update the Pool size
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// poolSize++;
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// }
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// //Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
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// if (PrototypeCell.gameObject.scene.IsValid())
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// PrototypeCell.gameObject.SetActive(false);
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// }
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// #endregion
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// #region RECYCLING
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// public Vector2 ProcessValueChange(Vector2 direction)
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// {
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// if (_recycling || _cellPool == null || _cellPool.Count == 0)
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// return zeroVector;
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// //Updating Recyclable view bounds since it can change with resolution changes.
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// SetRecyclingBounds();
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// _lastScroll = direction;
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// if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
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// {
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// return RecycleTopToBottom();
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// }
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// else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
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// {
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// return RecycleBottomToTop();
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// }
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// return zeroVector;
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// }
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// /// <summary>
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// /// Recycles cells from top to bottom in the List heirarchy
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// /// </summary>
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// private Vector2 RecycleTopToBottom()
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// {
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// _recycling = true;
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// int n = 0;
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// float posY;
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// //to determine if content size needs to be updated
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// //Recycle until cell at Top is avaiable and current item count smaller than datasource
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// while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.ItemCount)
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// {
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// //Move top cell to bottom
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// posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
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// _cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
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// //Cell for row at
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// DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
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// //set new indices
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// bottomMostCellIndex = topMostCellIndex;
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// topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
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// currentItemCount++;
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// n++;
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// }
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// //Content anchor position adjustment.
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// _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
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// scrollRect.content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
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// _recycling = false;
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// return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
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// }
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// /// <summary>
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// /// Recycles cells from bottom to top in the List heirarchy
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// /// </summary>
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// private Vector2 RecycleBottomToTop()
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// {
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// _recycling = true;
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// int n = 0;
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// float posY = 0;
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// //to determine if content size needs to be updated
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// //Recycle until cell at bottom is avaiable and current item count is greater than cellpool size
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// while (_cellPool[bottomMostCellIndex].MaxY() < _recyclableViewBounds.min.y && currentItemCount > _cellPool.Count)
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// {
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// //Move bottom cell to top
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// posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y;
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// _cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(_cellPool[bottomMostCellIndex].anchoredPosition.x, posY);
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// n++;
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// currentItemCount--;
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// //Cell for row at
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// DataSource.SetCell(_cachedCells[bottomMostCellIndex], currentItemCount - _cellPool.Count);
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// //set new indices
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// topMostCellIndex = bottomMostCellIndex;
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// bottomMostCellIndex = (bottomMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
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// }
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// _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
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// scrollRect.content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
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// _recycling = false;
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// return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
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// }
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// #endregion
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// #region HELPERS
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// /// <summary>
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// /// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
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// /// </summary>
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// /// <param name="rectTransform"></param>
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// private void SetTopAnchor(RectTransform rectTransform)
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// {
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// //Saving to reapply after anchoring. Width and height changes if anchoring is change.
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// float width = rectTransform.rect.width;
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// float height = rectTransform.rect.height;
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// //Setting top anchor
|
||||
// rectTransform.anchorMin = new Vector2(0.5f, 1);
|
||||
// rectTransform.anchorMax = new Vector2(0.5f, 1);
|
||||
// rectTransform.pivot = new Vector2(0.5f, 1);
|
||||
|
||||
// //Reapply size
|
||||
// rectTransform.sizeDelta = new Vector2(width, height);
|
||||
// }
|
||||
|
||||
// #endregion
|
||||
// }
|
||||
//}
|
Loading…
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Reference in New Issue
Block a user