161 lines
5.1 KiB
C#
161 lines
5.1 KiB
C#
using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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[AddComponentMenu("Layout/Flow Layout Group", 153)]
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public class FlowLayoutGroup : LayoutGroup
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{
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public enum Corner {
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UpperLeft = 0,
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UpperRight = 1,
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LowerLeft = 2,
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LowerRight = 3
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}
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public enum Constraint {
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Flexible = 0,
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FixedColumnCount = 1,
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FixedRowCount = 2
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}
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protected Vector2 m_CellSize = new Vector2(100, 100);
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public Vector2 cellSize {
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get { return m_CellSize; }
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set { SetProperty(ref m_CellSize, value); }
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}
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[SerializeField] protected Vector2 m_Spacing = Vector2.zero;
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public Vector2 spacing {
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get { return m_Spacing; }
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set { SetProperty(ref m_Spacing, value); }
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}
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protected FlowLayoutGroup()
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{}
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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base.OnValidate();
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}
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#endif
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public override void CalculateLayoutInputHorizontal()
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{
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base.CalculateLayoutInputHorizontal();
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int minColumns = 0;
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int preferredColumns = 0;
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minColumns = 1;
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preferredColumns = Mathf.CeilToInt(Mathf.Sqrt(rectChildren.Count));
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SetLayoutInputForAxis(
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padding.horizontal + (cellSize.x + spacing.x) * minColumns - spacing.x,
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padding.horizontal + (cellSize.x + spacing.x) * preferredColumns - spacing.x,
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-1, 0);
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}
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public override void CalculateLayoutInputVertical()
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{
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int minRows = 0;
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float width = rectTransform.rect.size.x;
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int cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
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// minRows = Mathf.CeilToInt(rectChildren.Count / (float)cellCountX);
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minRows = 1;
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float minSpace = padding.vertical + (cellSize.y + spacing.y) * minRows - spacing.y;
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SetLayoutInputForAxis(minSpace, minSpace, -1, 1);
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}
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private void Update()
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{
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SetLayoutHorizontal();
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SetLayoutVertical();
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}
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public override void SetLayoutHorizontal()
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{
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SetCellsAlongAxis(0);
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}
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public override void SetLayoutVertical()
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{
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SetCellsAlongAxis(1);
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}
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int cellsPerMainAxis, actualCellCountX, actualCellCountY;
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int positionX;
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int positionY;
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float totalWidth = 0;
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float totalHeight = 0;
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float lastMaxHeight = 0;
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private void SetCellsAlongAxis(int axis)
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{
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// Normally a Layout Controller should only set horizontal values when invoked for the horizontal axis
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// and only vertical values when invoked for the vertical axis.
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// However, in this case we set both the horizontal and vertical position when invoked for the vertical axis.
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// Since we only set the horizontal position and not the size, it shouldn't affect children's layout,
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// and thus shouldn't break the rule that all horizontal layout must be calculated before all vertical layout.
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float width = rectTransform.rect.size.x;
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float height = rectTransform.rect.size.y;
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int cellCountX = 1;
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int cellCountY = 1;
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if (cellSize.x + spacing.x <= 0)
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cellCountX = int.MaxValue;
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else
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cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
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if (cellSize.y + spacing.y <= 0)
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cellCountY = int.MaxValue;
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else
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cellCountY = Mathf.Max(1, Mathf.FloorToInt((height - padding.vertical + spacing.y + 0.001f) / (cellSize.y + spacing.y)));
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cellsPerMainAxis = cellCountX;
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actualCellCountX = Mathf.Clamp(cellCountX, 1, rectChildren.Count);
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actualCellCountY = Mathf.Clamp(cellCountY, 1, Mathf.CeilToInt(rectChildren.Count / (float)cellsPerMainAxis));
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Vector2 requiredSpace = new Vector2(
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actualCellCountX * cellSize.x + (actualCellCountX - 1) * spacing.x,
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actualCellCountY * cellSize.y + (actualCellCountY - 1) * spacing.y
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);
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Vector2 startOffset = new Vector2(
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GetStartOffset(0, requiredSpace.x),
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GetStartOffset(1, requiredSpace.y)
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);
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totalWidth = 0;
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totalHeight = 0;
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Vector2 currentSpacing = Vector2.zero;
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for (int i = 0; i < rectChildren.Count; i++)
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{
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SetChildAlongAxis(rectChildren[i], 0, startOffset.x + totalWidth /*+ currentSpacing[0]*/, rectChildren[i].rect.size.x);
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SetChildAlongAxis(rectChildren[i], 1, startOffset.y + totalHeight /*+ currentSpacing[1]*/, rectChildren[i].rect.size.y);
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currentSpacing = spacing;
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totalWidth += rectChildren[i].rect.width + currentSpacing[0];
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if (rectChildren[i].rect.height > lastMaxHeight)
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{
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lastMaxHeight = rectChildren[i].rect.height;
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}
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if (i<rectChildren.Count-1)
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{
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if (totalWidth + rectChildren[i+1].rect.width + currentSpacing[0] > width )
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{
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totalWidth = 0;
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totalHeight += lastMaxHeight + currentSpacing[1];
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lastMaxHeight = 0;
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}
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}
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}
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}
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} |