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https://github.com/sinai-dev/UnityExplorer.git
synced 2025-01-07 10:03:38 +08:00
Use HashSet and List instead of Dictionary for SceneExplorer caching, fix refresh logic
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@ -19,8 +19,6 @@ namespace UnityExplorer.UI.Panels
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public override GameObject UIRoot => uiRoot;
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private GameObject uiRoot;
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public override bool NeedsUpdate => true;
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public TransformTree Tree;
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private float timeOfLastUpdate = -1f;
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@ -41,7 +39,7 @@ namespace UnityExplorer.UI.Panels
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return;
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timeOfLastUpdate = Time.realtimeSinceStartup;
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Tree.infiniteScroll.ExternallySetting = true;
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Tree.Scroller.ExternallySetting = true;
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SceneHandler.Update();
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Tree.RefreshData(true);
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}
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@ -63,9 +61,12 @@ namespace UnityExplorer.UI.Panels
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if (sceneToDropdownOption.ContainsKey(scene.handle))
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{
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int idx = sceneDropdown.value = sceneDropdown.options.IndexOf(sceneToDropdownOption[scene.handle]);
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var opt = sceneToDropdownOption[scene.handle];
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int idx = sceneDropdown.options.IndexOf(opt);
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if (sceneDropdown.value != idx)
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sceneDropdown.value = idx;
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else
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sceneDropdown.captionText.text = opt.text;
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}
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}
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@ -88,8 +89,9 @@ namespace UnityExplorer.UI.Panels
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else if (string.IsNullOrEmpty(name))
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name = "<untitled>";
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sceneDropdown.options.Add(new Dropdown.OptionData(name));
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sceneToDropdownOption.Add(scene.handle, sceneDropdown.options.Last());
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var option = new Dropdown.OptionData(name);
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sceneDropdown.options.Add(option);
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sceneToDropdownOption.Add(scene.handle, option);
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}
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}
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@ -99,23 +101,20 @@ namespace UnityExplorer.UI.Panels
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Tree.RefreshData(true);
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}
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private float previousRectHeight;
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private void SceneExplorer_OnFinishResize(RectTransform obj)
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{
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int curIdx = Tree.infiniteScroll.currentItemCount;
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// Set it to 0 (its going to jump to top anyway)
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Tree.infiniteScroll.currentItemCount = 0;
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// Need to do complete rebuild so that anchors and offsets can recalculated.
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Tree.infiniteScroll.ReloadData();
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// Try jump back to previous idx
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RuntimeProvider.Instance.StartCoroutine(DelayedJump(curIdx));
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}
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if (obj.rect.height == previousRectHeight)
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{
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// horizontal resize, soft refresh.
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Tree.Scroller.Refresh();
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return;
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}
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private IEnumerator DelayedJump(int idx)
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{
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yield return null;
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Tree.infiniteScroll.JumpToIndex(0);
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yield return null;
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Tree.infiniteScroll.JumpToIndex(idx);
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// height changed, hard refresh required.
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previousRectHeight = obj.rect.height;
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Tree.Scroller.ReloadData();
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}
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public override void ConstructUI(GameObject parent)
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@ -133,9 +132,6 @@ namespace UnityExplorer.UI.Panels
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UIFactory.SetLayoutGroup<VerticalLayoutGroup>(panel, true, true, true, true, 0,0,0,0,0, TextAnchor.UpperLeft);
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UIFactory.SetLayoutGroup<VerticalLayoutGroup>(panelContent, true, true, true, true, 2, 2, 2, 2, 2, TextAnchor.UpperLeft);
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Tree = panel.AddComponent<TransformTree>();
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Tree.GetRootEntriesMethod = GetRootEntries;
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// Title bar
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var titleBar = UIFactory.CreateLabel(panelContent, "TitleBar", "Scene Explorer", TextAnchor.MiddleLeft);
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@ -156,7 +152,7 @@ namespace UnityExplorer.UI.Panels
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SceneHandler.Update();
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PopulateSceneDropdown();
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sceneDropdown.itemText.text = sceneToDropdownOption.First().Value.text;
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sceneDropdown.captionText.text = sceneToDropdownOption.First().Value.text;
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//Filter input field
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var inputFieldObj = UIFactory.CreateInputField(toolbar, "FilterInput", "Search...", out InputField inputField, 13);
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@ -165,17 +161,23 @@ namespace UnityExplorer.UI.Panels
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// Transform Tree
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var infiniteScroll = UIFactory.CreateInfiniteScroll(panelContent, "TransformTree", out GameObject scrollContent,
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new Color(0.15f, 0.15f, 0.15f));
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UIFactory.SetLayoutElement(infiniteScroll.gameObject, flexibleHeight: 9999);
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var infiniteScroll = UIFactory.CreateInfiniteScroll(panelContent, "TransformTree", out GameObject scrollObj,
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out GameObject scrollContent, new Color(0.15f, 0.15f, 0.15f));
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UIFactory.SetLayoutElement(scrollObj, flexibleHeight: 9999);
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UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
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Tree = new TransformTree(infiniteScroll);
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Tree.GetRootEntriesMethod = GetRootEntries;
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Tree.Init();
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// Prototype tree cell
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var prototype = Tree.CreatePrototypeCell(scrollContent, Tree);
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var prototype = TransformCell.CreatePrototypeCell(scrollContent);
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infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
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// Setup references
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Tree.infiniteScroll = infiniteScroll;
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Tree.Scroller = infiniteScroll;
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previousRectHeight = panelRect.rect.height;
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}
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}
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}
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