| System/WorldMap/LocalMapWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/WorldMap/MapLineBehaviour.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| UI/Common/CyclicScroll.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| UI/Common/DynamicCyclicScroll.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| UI/Common/DynamicCyclicScroll.cs.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/WorldMap/LocalMapWin.cs
@@ -19,7 +19,7 @@ [SerializeField] ToggleButton m_MapLineSwitch; [SerializeField] Transform m_MapLineContainer; [SerializeField] Text m_CurrentLine; [SerializeField] MapLineBehaviour[] m_MapLineBehaviours; [SerializeField] DynamicCyclicScroll m_LinesScroll; [SerializeField] Button m_WorldMap; [SerializeField] Button m_Close; @@ -210,19 +210,7 @@ m_MapLineContainer.gameObject.SetActive(true); m_MapLineSwitch.isOn = true; for (int i = 0; i < m_MapLineBehaviours.Length; i++) { var behaviour = m_MapLineBehaviours[i]; if (i < _mapLines.Count) { behaviour.gameObject.SetActive(true); behaviour.Display(i, m_MapLineContainer); } else { behaviour.gameObject.SetActive(false); } } m_LinesScroll.Init(_mapLines); } private void CheckAchievementGuide() System/WorldMap/MapLineBehaviour.cs
@@ -9,22 +9,26 @@ namespace Snxxz.UI { public class MapLineBehaviour : MonoBehaviour public class MapLineBehaviour : ScrollItem { [SerializeField] Button m_Select; [SerializeField] Text m_Title; MapModel m_Model; MapModel model { get { return m_Model ?? (m_Model = ModelCenter.Instance.GetModel<MapModel>()); } } MapModel model { get { return ModelCenter.Instance.GetModel<MapModel>(); } } int lineId = 0; Transform m_ContainerLines; MapLine line; public void Display(int _lineId, Transform _parent) public override void Display(object _data) { lineId = _lineId; m_Title.text = Language.Get("line", _lineId + 1); m_ContainerLines = _parent; base.Display(_data); line = (MapLine)_data; m_Title.text = Language.Get("line", line.lineIndex); } public override void Dispose() { base.Dispose(); } private void Awake() @@ -34,8 +38,7 @@ private void SelectLine() { m_ContainerLines.gameObject.SetActive(false); model.RequestSelectedLine(lineId); model.RequestSelectedLine(line.lineIndex - 1); WindowCenter.Instance.Close<WorldMapWin>(); WindowCenter.Instance.Close<LocalMapWin>(); UI/Common/CyclicScroll.cs
@@ -12,13 +12,13 @@ get { return m_Content; } } [SerializeField] BoundOffset m_BoundOffset; [SerializeField] Vector2 m_CellSize = new Vector2(100, 100); [SerializeField] protected BoundOffset m_BoundOffset; [SerializeField] protected Vector2 m_CellSize = new Vector2(100, 100); public Vector2 cellSize { get { return m_CellSize; } } [SerializeField] Vector2 m_Spacing; [SerializeField] protected Vector2 m_Spacing; public Vector2 spacing { get { return m_Spacing; } } @@ -157,7 +157,7 @@ get; set; } public virtual void Init<T>(List<T> _datas, bool _stepByStep = false) public virtual void Init<T>( List<T> _datas, bool _stepByStep = false) { if (_datas == null) { UI/Common/DynamicCyclicScroll.cs
New file @@ -0,0 +1,44 @@ //-------------------------------------------------------- // [Author]: 第二世界 // [ Date ]: Tuesday, August 14, 2018 //-------------------------------------------------------- using UnityEngine; using System.Collections; using UnityEngine.UI; using System.Collections.Generic; namespace Snxxz.UI { public class DynamicCyclicScroll : CyclicScroll { [SerializeField] int m_MaxDynamicElements; public override void Init<T>(List<T> _datas, bool _stepByStep = false) { var maxCount = Mathf.Min(m_MaxDynamicElements, _datas.Count); var beyond = _datas.Count > m_MaxDynamicElements; switch (align) { case Align.Bottom: case Align.Top: var height = m_BoundOffset.top + m_BoundOffset.bottom + maxCount * m_CellSize.y + (maxCount - 1) * m_Spacing.y + (beyond ? m_CellSize.y * 0.5f : 0f); rectTransform.sizeDelta = rectTransform.sizeDelta.SetY(height); break; case Align.Left: case Align.Right: var width = m_BoundOffset.left + m_BoundOffset.right + maxCount * m_CellSize.x + (maxCount - 1) * m_Spacing.x + (beyond ? m_CellSize.x * 0.5f : 0f); rectTransform.sizeDelta = rectTransform.sizeDelta.SetX(width); break; } this.enabled = beyond; base.Init(_datas, _stepByStep); } } } UI/Common/DynamicCyclicScroll.cs.meta
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