using UnityEngine; using System.Collections; using EnhancedUI; using EnhancedUI.EnhancedScroller; namespace EnhancedScrollerDemos.RefreshDemo { /// /// Set up our demo script as a delegate for the scroller by inheriting from the IEnhancedScrollerDelegate interface /// /// EnhancedScroller delegates will handle telling the scroller: /// - How many cells it should allocate room for (GetNumberOfCells) /// - What each cell size is (GetCellSize) /// - What the cell at a given index should be (GetCell) /// public class Controller : MonoBehaviour, IEnhancedScrollerDelegate { /// /// Internal representation of our data. Note that the scroller will never see /// this, so it separates the data from the layout using MVC principles. /// private SmallList _data; /// /// This is our scroller we will be a delegate for /// public EnhancedScroller scroller; /// /// This will be the prefab of each cell in our scroller. Note that you can use more /// than one kind of cell, but this example just has the one type. /// public EnhancedScrollerCellView cellViewPrefab; /// /// Be sure to set up your references to the scroller after the Awake function. The /// scroller does some internal configuration in its own Awake function. If you need to /// do this in the Awake function, you can set up the script order through the Unity editor. /// In this case, be sure to set the EnhancedScroller's script before your delegate. /// /// In this example, we are calling our initializations in the delegate's Start function, /// but it could have been done later, perhaps in the Update function. /// void Start() { // tell the scroller that this script will be its delegate scroller.Delegate = this; // load in a large set of data LoadLargeData(); } void Update() { // update the data and refresh the active cells if (Input.GetKeyDown(KeyCode.R)) { // set up some new data for cells zero through five _data[0].someText = "This cell was updated"; _data[1].someText = "---"; _data[2].someText = "---"; _data[3].someText = "---"; _data[4].someText = "---"; _data[5].someText = "This cell was also updated"; // refresh the active cells scroller.RefreshActiveCellViews(); } } /// /// Populates the data with a lot of records /// private void LoadLargeData() { // set up some simple data _data = new SmallList(); for (var i = 0; i < 1000; i++) _data.Add(new Data() { someText = "Cell Data Index " + i.ToString() }); // tell the scroller to reload now that we have the data scroller.ReloadData(); } /// /// Populates the data with a small set of records /// private void LoadSmallData() { // set up some simple data _data = new SmallList(); _data.Add(new Data() { someText = "A" }); _data.Add(new Data() { someText = "B" }); _data.Add(new Data() { someText = "C" }); // tell the scroller to reload now that we have the data scroller.ReloadData(); } #region UI Handlers /// /// Button handler for the large data loader /// public void LoadLargeDataButton_OnClick() { LoadLargeData(); } /// /// Button handler for the small data loader /// public void LoadSmallDataButton_OnClick() { LoadSmallData(); } #endregion #region EnhancedScroller Handlers /// /// This tells the scroller the number of cells that should have room allocated. This should be the length of your data array. /// /// The scroller that is requesting the data size /// The number of cells public int GetNumberOfCells(EnhancedScroller scroller) { // in this example, we just pass the number of our data elements return _data.Count; } /// /// This tells the scroller what the size of a given cell will be. Cells can be any size and do not have /// to be uniform. For vertical scrollers the cell size will be the height. For horizontal scrollers the /// cell size will be the width. /// /// The scroller requesting the cell size /// The index of the data that the scroller is requesting /// The size of the cell public float GetCellViewSize(EnhancedScroller scroller, int dataIndex) { // in this example, even numbered cells are 30 pixels tall, odd numbered cells are 100 pixels tall return (dataIndex % 2 == 0 ? 30f : 100f); } /// /// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list. /// Some examples of this would be headers, footers, and other grouping cells. /// /// The scroller requesting the cell /// The index of the data that the scroller is requesting /// The index of the list. This will likely be different from the dataIndex if the scroller is looping /// The cell for the scroller to use public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex) { // first, we get a cell from the scroller by passing a prefab. // if the scroller finds one it can recycle it will do so, otherwise // it will create a new cell. CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView; // set the name of the game object to the cell's data index. // this is optional, but it helps up debug the objects in // the scene hierarchy. cellView.name = "Cell " + dataIndex.ToString(); // in this example, we just pass the data to our cell's view which will update its UI cellView.SetData(_data[dataIndex]); // return the cell to the scroller return cellView; } #endregion } }