using UnityEngine;
using System.Collections;
using EnhancedUI;
using EnhancedUI.EnhancedScroller;
namespace EnhancedScrollerDemos.MultipleCellTypesDemo
{
public class MultipleCellTypesDemo : 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;
public EnhancedScrollerCellView headerCellViewPrefab;
public EnhancedScrollerCellView rowCellViewPrefab;
public EnhancedScrollerCellView footerCellViewPrefab;
///
/// The base path to the resources folder where sprites are located
///
public string resourcePath;
void Start()
{
// tell the scroller that this script will be its delegate
scroller.Delegate = this;
LoadData();
}
///
/// Populates the data with a lot of records
///
private void LoadData()
{
// create some data
// note we are using different data class fields for the header, row, and footer rows. This works due to polymorphism.
_data = new SmallList();
_data.Add(new HeaderData() { category = "Platinum Players" });
_data.Add(new RowData() { userName = "John Smith", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 21323199 });
_data.Add(new RowData() { userName = "Jane Doe", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 20793219 });
_data.Add(new RowData() { userName = "Julie Prost", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 19932132 });
_data.Add(new FooterData());
_data.Add(new HeaderData() { category = "Gold Players" });
_data.Add(new RowData() { userName = "Jim Bob", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 1002132 });
_data.Add(new RowData() { userName = "Susan Anthony", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 991234 });
_data.Add(new FooterData());
_data.Add(new HeaderData() { category = "Silver Players" });
_data.Add(new RowData() { userName = "Gary Richards", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 905723 });
_data.Add(new RowData() { userName = "John Doe", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 702318 });
_data.Add(new RowData() { userName = "Lisa Ford", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 697767 });
_data.Add(new RowData() { userName = "Jacob Morris", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 409393 });
_data.Add(new RowData() { userName = "Carolyn Shephard", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 104352 });
_data.Add(new RowData() { userName = "Guy Wilson", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 88321 });
_data.Add(new RowData() { userName = "Jackie Jones", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 20826 });
_data.Add(new RowData() { userName = "Sally Brewer", userAvatarSpritePath = resourcePath + "/avatar_female", userHighScore = 17389 });
_data.Add(new RowData() { userName = "Joe West", userAvatarSpritePath = resourcePath + "/avatar_male", userHighScore = 2918 });
_data.Add(new FooterData());
// tell the scroller to reload now that we have the data
scroller.ReloadData();
}
#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)
{
// we will determine the cell height based on what kind of row it is
if (_data[dataIndex] is HeaderData)
{
// header views
return 70f;
}
else if (_data[dataIndex] is RowData)
{
// row views
return 100f;
}
else
{
// footer views
return 90f;
}
}
///
/// 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)
{
CellView cellView;
// determin what cell view to get based on the type of the data row
if (_data[dataIndex] is HeaderData)
{
// get a header cell prefab from the scroller, recycling old cells if possible
cellView = scroller.GetCellView(headerCellViewPrefab) as CellViewHeader;
// optional for clarity: set the cell's name to something to indicate this is a header row
cellView.name = "[Header] " + (_data[dataIndex] as HeaderData).category;
}
else if (_data[dataIndex] is RowData)
{
// get a row cell prefab from the scroller, recycling old cells if possible
cellView = scroller.GetCellView(rowCellViewPrefab) as CellViewRow;
// optional for clarity: set the cell's name to something to indicate this is a row
cellView.name = "[Row] " + (_data[dataIndex] as RowData).userName;
}
else
{
// get a footer cell prefab from the scroller, recycling old cells if possible
cellView = scroller.GetCellView(footerCellViewPrefab) as CellViewFooter;
// optional for clarity: set the cell's name to something to indicate this is a footer row
cellView.name = "[Footer]";
}
// set the cell view's data. We can do this because we declared a single SetData function
// in the CellView base class, saving us from having to call this for each cell type
cellView.SetData(_data[dataIndex]);
// return the cellView to the scroller
return cellView;
}
#endregion
}
}