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Editor stuff
This commit is contained in:
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/// Credit setchi (https://github.com/setchi)
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/// Sourced from - https://github.com/setchi/FancyScrollView
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using System.Linq;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// 複数の <see cref="FancyCell{TItemData, TContext}"/> を持つセルグループ実装するための抽象基底クラス.
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/// </summary>
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/// <typeparam name="TItemData">アイテムのデータ型.</typeparam>
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/// <typeparam name="TContext"><see cref="FancyCell{TItemData, TContext}.Context"/> の型.</typeparam>
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public abstract class FancyCellGroup<TItemData, TContext> : FancyCell<TItemData[], TContext>
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where TContext : class, IFancyCellGroupContext, new()
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{
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/// <summary>
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/// このグループで表示するセルの配列.
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/// </summary>
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protected virtual FancyCell<TItemData, TContext>[] Cells { get; private set; }
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/// <summary>
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/// このグループで表示するセルの配列をインスタンス化します.
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/// </summary>
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/// <returns>このグループで表示するセルの配列.</returns>
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protected virtual FancyCell<TItemData, TContext>[] InstantiateCells()
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{
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return Enumerable.Range(0, Context.GetGroupCount())
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.Select(_ => Instantiate(Context.CellTemplate, transform))
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.Select(x => x.GetComponent<FancyCell<TItemData, TContext>>())
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.ToArray();
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}
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/// <inheritdoc/>
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public override void Initialize()
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{
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Cells = InstantiateCells();
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Debug.Assert(Cells.Length == Context.GetGroupCount());
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for (var i = 0; i < Cells.Length; i++)
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{
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Cells[i].SetContext(Context);
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Cells[i].Initialize();
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}
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}
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/// <inheritdoc/>
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public override void UpdateContent(TItemData[] contents)
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{
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var firstCellIndex = Index * Context.GetGroupCount();
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for (var i = 0; i < Cells.Length; i++)
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{
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Cells[i].Index = i + firstCellIndex;
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Cells[i].SetVisible(i < contents.Length);
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if (Cells[i].IsVisible)
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{
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Cells[i].UpdateContent(contents[i]);
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}
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}
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}
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/// <inheritdoc/>
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public override void UpdatePosition(float position)
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{
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for (var i = 0; i < Cells.Length; i++)
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{
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Cells[i].UpdatePosition(position);
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}
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5d97e25c7748b8d44acd2298e509c8f1
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,181 @@
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/// Credit setchi (https://github.com/setchi)
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/// Sourced from - https://github.com/setchi/FancyScrollView
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.UI.Extensions.EasingCore;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// グリッドレイアウトのスクロールビューを実装するための抽象基底クラス.
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/// 無限スクロールおよびスナップには対応していません.
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/// <see cref="FancyScrollView{TItemData, TContext}.Context"/> が不要な場合は
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/// 代わりに <see cref="FancyGridView{TItemData}"/> を使用します.
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/// </summary>
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/// <typeparam name="TItemData">アイテムのデータ型.</typeparam>
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/// <typeparam name="TContext"><see cref="FancyScrollView{TItemData, TContext}.Context"/> の型.</typeparam>
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public abstract class FancyGridView<TItemData, TContext> : FancyScrollRect<TItemData[], TContext>
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where TContext : class, IFancyGridViewContext, new()
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{
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/// <summary>
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/// デフォルトのセルグループクラス.
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/// </summary>
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protected abstract class DefaultCellGroup : FancyCellGroup<TItemData, TContext> { }
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/// <summary>
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/// 最初にセルを配置する軸方向のセル同士の余白.
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/// </summary>
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[SerializeField] protected float startAxisSpacing = 0f;
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/// <summary>
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/// 最初にセルを配置する軸方向のセル数.
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/// </summary>
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[SerializeField] protected int startAxisCellCount = 4;
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/// <summary>
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/// セルのサイズ.
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/// </summary>
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[SerializeField] protected Vector2 cellSize = new Vector2(100f, 100f);
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/// <summary>
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/// セルのグループ Prefab.
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/// </summary>
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/// <remarks>
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/// <see cref="FancyGridView{TItemData, TContext}"/> では,
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/// <see cref="FancyScrollView{TItemData, TContext}.CellPrefab"/> を最初にセルを配置する軸方向のセルコンテナとして使用します.
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/// </remarks>
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protected sealed override GameObject CellPrefab => cellGroupTemplate;
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/// <inheritdoc/>
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protected override float CellSize => Scroller.ScrollDirection == ScrollDirection.Horizontal
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? cellSize.x
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: cellSize.y;
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/// <summary>
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/// アイテムの総数.
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/// </summary>
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public int DataCount { get; private set; }
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GameObject cellGroupTemplate;
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/// <inheritdoc/>
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protected override void Initialize()
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{
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base.Initialize();
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Debug.Assert(startAxisCellCount > 0);
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Context.ScrollDirection = Scroller.ScrollDirection;
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Context.GetGroupCount = () => startAxisCellCount;
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Context.GetStartAxisSpacing = () => startAxisSpacing;
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Context.GetCellSize = () => Scroller.ScrollDirection == ScrollDirection.Horizontal
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? cellSize.y
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: cellSize.x;
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SetupCellTemplate();
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}
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/// <summary>
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/// 最初にセルが生成される直前に呼び出されます.
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/// <see cref="Setup{TGroup}(FancyCell{TItemData, TContext})"/> メソッドを使用してセルテンプレートのセットアップを行ってください.
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/// </summary>
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/// <example>
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/// <code><![CDATA[
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/// using UnityEngine;
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/// using FancyScrollView;
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///
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/// public class MyGridView : FancyGridView<ItemData, Context>
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/// {
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/// class CellGroup : DefaultCellGroup { }
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///
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/// [SerializeField] Cell cellPrefab = default;
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///
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/// protected override void SetupCellTemplate() => Setup<CellGroup>(cellPrefab);
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/// }
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/// ]]></code>
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/// </example>
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protected abstract void SetupCellTemplate();
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/// <summary>
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/// セルテンプレートのセットアップを行います.
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/// </summary>
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/// <param name="cellTemplate">セルのテンプレート.</param>
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/// <typeparam name="TGroup">セルグループの型.</typeparam>
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protected virtual void Setup<TGroup>(FancyCell<TItemData, TContext> cellTemplate)
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where TGroup : FancyCell<TItemData[], TContext>
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{
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Context.CellTemplate = cellTemplate.gameObject;
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cellGroupTemplate = new GameObject("Group").AddComponent<TGroup>().gameObject;
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cellGroupTemplate.transform.SetParent(cellContainer, false);
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cellGroupTemplate.SetActive(false);
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}
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/// <summary>
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/// 渡されたアイテム一覧に基づいて表示内容を更新します.
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/// </summary>
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/// <param name="items">アイテム一覧.</param>
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public virtual void UpdateContents(IList<TItemData> items)
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{
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DataCount = items.Count;
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var itemGroups = items
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.Select((item, index) => (item, index))
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.GroupBy(
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x => x.index / startAxisCellCount,
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x => x.item)
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.Select(group => group.ToArray())
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.ToArray();
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UpdateContents(itemGroups);
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}
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/// <summary>
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/// 指定したアイテムの位置までジャンプします.
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/// </summary>
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/// <param name="itemIndex">アイテムのインデックス.</param>
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/// <param name="alignment">ビューポート内におけるセル位置の基準. 0f(先頭) ~ 1f(末尾).</param>
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protected override void JumpTo(int itemIndex, float alignment = 0.5f)
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{
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var groupIndex = itemIndex / startAxisCellCount;
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base.JumpTo(groupIndex, alignment);
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}
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/// <summary>
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/// 指定したアイテムの位置まで移動します.
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/// </summary>
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/// <param name="itemIndex">アイテムのインデックス.</param>
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/// <param name="duration">移動にかける秒数.</param>
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/// <param name="alignment">ビューポート内におけるセル位置の基準. 0f(先頭) ~ 1f(末尾).</param>
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/// <param name="onComplete">移動が完了した際に呼び出されるコールバック.</param>
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protected override void ScrollTo(int itemIndex, float duration, float alignment = 0.5f, Action onComplete = null)
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{
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var groupIndex = itemIndex / startAxisCellCount;
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base.ScrollTo(groupIndex, duration, alignment, onComplete);
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}
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/// <summary>
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/// 指定したアイテムの位置まで移動します.
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/// </summary>
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/// <param name="itemIndex">アイテムのインデックス.</param>
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/// <param name="duration">移動にかける秒数.</param>
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/// <param name="easing">移動に使用するイージング.</param>
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/// <param name="alignment">ビューポート内におけるセル位置の基準. 0f(先頭) ~ 1f(末尾).</param>
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/// <param name="onComplete">移動が完了した際に呼び出されるコールバック.</param>
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protected override void ScrollTo(int itemIndex, float duration, Ease easing, float alignment = 0.5f, Action onComplete = null)
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{
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var groupIndex = itemIndex / startAxisCellCount;
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base.ScrollTo(groupIndex, duration, easing, alignment, onComplete);
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}
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}
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/// <summary>
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/// グリッドレイアウトのスクロールビューを実装するための抽象基底クラス.
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/// 無限スクロールおよびスナップには対応していません.
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/// </summary>
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/// <typeparam name="TItemData">アイテムのデータ型.</typeparam>
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/// <seealso cref="FancyGridView{TItemData, TContext}"/>
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public abstract class FancyGridView<TItemData> : FancyGridView<TItemData, FancyGridViewContext> { }
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e806c8d18b1ff45bb87e9a5b87ec85e3
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MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,42 @@
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/// Credit setchi (https://github.com/setchi)
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/// Sourced from - https://github.com/setchi/FancyScrollView
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// <see cref="FancyGridView{TItemData, TContext}"/> のセルを実装するための抽象基底クラス.
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/// <see cref="FancyCell{TItemData, TContext}.Context"/> が不要な場合は
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/// 代わりに <see cref="FancyGridViewCell{TItemData}"/> を使用します.
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/// </summary>
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/// <typeparam name="TItemData">アイテムのデータ型.</typeparam>
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/// <typeparam name="TContext"><see cref="FancyCell{TItemData, TContext}.Context"/> の型.</typeparam>
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public abstract class FancyGridViewCell<TItemData, TContext> : FancyScrollRectCell<TItemData, TContext>
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where TContext : class, IFancyGridViewContext, new()
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{
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/// <inheritdoc/>
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protected override void UpdatePosition(float normalizedPosition, float localPosition)
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{
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var cellSize = Context.GetCellSize();
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var spacing = Context.GetStartAxisSpacing();
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var groupCount = Context.GetGroupCount();
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var indexInGroup = Index % groupCount;
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var positionInGroup = (cellSize + spacing) * (indexInGroup - (groupCount - 1) * 0.5f);
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transform.localPosition = Context.ScrollDirection == ScrollDirection.Horizontal
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? new Vector2(-localPosition, -positionInGroup)
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: new Vector2(positionInGroup, localPosition);
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}
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}
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/// <summary>
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/// <see cref="FancyGridView{TItemData}"/> のセルを実装するための抽象基底クラス.
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/// </summary>
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/// <typeparam name="TItemData">アイテムのデータ型.</typeparam>
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/// <seealso cref="FancyGridViewCell{TItemData, TContext}"/>
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public abstract class FancyGridViewCell<TItemData> : FancyGridViewCell<TItemData, FancyGridViewContext>
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{
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/// <inheritdoc/>
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public sealed override void SetContext(FancyGridViewContext context) => base.SetContext(context);
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}
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}
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@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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||||
guid: ab8a59bbf5118824ab084e32342ad86b
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||||
MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
|
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assetBundleVariant:
|
@ -0,0 +1,20 @@
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/// Credit setchi (https://github.com/setchi)
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/// Sourced from - https://github.com/setchi/FancyScrollView
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using System;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// <see cref="FancyGridView{TItemData, TContext}"/> のコンテキスト基底クラス.
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/// </summary>
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public class FancyGridViewContext : IFancyGridViewContext
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{
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ScrollDirection IFancyScrollRectContext.ScrollDirection { get; set; }
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Func<(float ScrollSize, float ReuseMargin)> IFancyScrollRectContext.CalculateScrollSize { get; set; }
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GameObject IFancyCellGroupContext.CellTemplate { get; set; }
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Func<int> IFancyCellGroupContext.GetGroupCount { get; set; }
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Func<float> IFancyGridViewContext.GetStartAxisSpacing { get; set; }
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Func<float> IFancyGridViewContext.GetCellSize { get; set; }
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}
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}
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@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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guid: 954a17398bfb54ee7baac3d7ab7e822c
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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||||
executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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||||
assetBundleVariant:
|
@ -0,0 +1,16 @@
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||||
/// Credit setchi (https://github.com/setchi)
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||||
/// Sourced from - https://github.com/setchi/FancyScrollView
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using System;
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||||
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||||
namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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||||
/// <see cref="FancyCellGroup{TItemData, TContext}"/> のコンテキストインターフェース.
|
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/// </summary>
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public interface IFancyCellGroupContext
|
||||
{
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||||
GameObject CellTemplate { get; set; }
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Func<int> GetGroupCount { get; set; }
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||||
}
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||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1dc086f250206754aa8449e252d50388
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,16 @@
|
||||
/// Credit setchi (https://github.com/setchi)
|
||||
/// Sourced from - https://github.com/setchi/FancyScrollView
|
||||
|
||||
using System;
|
||||
|
||||
namespace UnityEngine.UI.Extensions
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||||
{
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||||
/// <summary>
|
||||
/// <see cref="FancyGridView{TItemData, TContext}"/> のコンテキストインターフェース.
|
||||
/// </summary>
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public interface IFancyGridViewContext : IFancyScrollRectContext, IFancyCellGroupContext
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{
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Func<float> GetStartAxisSpacing { get; set; }
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Func<float> GetCellSize { get; set ; }
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}
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||||
}
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 3cf2d53d9c81945c28f7c558a7c40ba3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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Block a user