using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using System.Collections.Generic;
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using EnhancedUI.EnhancedScroller;
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using EnhancedUI;
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namespace EnhancedScrollerDemos.RemoteResourcesDemo
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{
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/// <summary>
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/// This demo shows how you can remotely load resources, calling the set data function when
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/// the cell's visibility changes to true. When the cell is hidden, we set the image back to
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/// a default loading sprite.
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/// </summary>
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public class Controller : MonoBehaviour, IEnhancedScrollerDelegate
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{
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/// <summary>
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/// The data for the scroller
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/// </summary>
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private SmallList<Data> _data;
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/// <summary>
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/// The scroller to control
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/// </summary>
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public EnhancedScroller scroller;
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/// <summary>
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/// The prefab of the cell view
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/// </summary>
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public EnhancedScrollerCellView cellViewPrefab;
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void Start()
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{
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// set the scroller's delegate to this controller
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scroller.Delegate = this;
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// set the scroller's cell view visbility changed delegate to a method in this controller
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scroller.cellViewVisibilityChanged = CellViewVisibilityChanged;
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// set up some simple data
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_data = new SmallList<Data>();
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// set up a list of images with their dimensions
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for (var i = 0; i <= 12; i++)
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{
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_data.Add(new Data() { imageUrl = string.Format("http://echo17.com/support/enhancedscroller/{0}.jpg", i), imageDimensions = new Vector2(200f, 200f) });
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}
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// tell the scroller to reload now that we have the data
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scroller.ReloadData();
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}
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#region EnhancedScroller Handlers
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/// <summary>
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/// This tells the scroller the number of cells that should have room allocated. This should be the length of your data array.
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/// </summary>
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/// <param name="scroller">The scroller that is requesting the data size</param>
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/// <returns>The number of cells</returns>
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public int GetNumberOfCells(EnhancedScroller scroller)
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{
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// in this example, we just pass the number of our data elements
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return _data.Count;
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}
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/// <summary>
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/// This tells the scroller what the size of a given cell will be. Cells can be any size and do not have
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/// to be uniform. For vertical scrollers the cell size will be the height. For horizontal scrollers the
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/// cell size will be the width.
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/// </summary>
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/// <param name="scroller">The scroller requesting the cell size</param>
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/// <param name="dataIndex">The index of the data that the scroller is requesting</param>
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/// <returns>The size of the cell</returns>
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public float GetCellViewSize(EnhancedScroller scroller, int dataIndex)
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{
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// return a fixed cell size of 200 pixels
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return (260f);
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}
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/// <summary>
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/// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list.
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/// Some examples of this would be headers, footers, and other grouping cells.
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/// </summary>
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/// <param name="scroller">The scroller requesting the cell</param>
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/// <param name="dataIndex">The index of the data that the scroller is requesting</param>
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/// <param name="cellIndex">The index of the list. This will likely be different from the dataIndex if the scroller is looping</param>
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/// <returns>The cell for the scroller to use</returns>
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public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex)
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{
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// first, we get a cell from the scroller by passing a prefab.
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// if the scroller finds one it can recycle it will do so, otherwise
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// it will create a new cell.
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CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView;
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// set the name of the game object to the cell's data index.
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// this is optional, but it helps up debug the objects in
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// the scene hierarchy.
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cellView.name = "Cell " + dataIndex.ToString();
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// In this example, we do not set the data here since the cell is not visibile yet. Use a coroutine
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// before the cell is visibile will result in errors, so we defer loading until the cell has
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// become visible. We can trap this in the cellViewVisibilityChanged delegate handled below
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// return the cell to the scroller
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return cellView;
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}
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/// <summary>
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/// This handler will be called any time a cell view is shown or hidden
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/// </summary>
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/// <param name="cellView">The cell view that was shown or hidden</param>
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private void CellViewVisibilityChanged(EnhancedScrollerCellView cellView)
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{
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// cast the cell view to our custom view
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CellView view = cellView as CellView;
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// if the cell is active, we set its data,
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// otherwise we will clear the image back to
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// its default state
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if (cellView.active)
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view.SetData(_data[cellView.dataIndex]);
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else
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view.ClearImage();
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}
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#endregion
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}
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}
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