From cd711a0a4bbdd2d5fde73e1576e3cf7990aae2b1 Mon Sep 17 00:00:00 2001 From: CosmicElysium Date: Mon, 7 Jun 2021 12:52:22 +0200 Subject: [PATCH 01/11] Added instant scroll to cell by index for vertical recycling --- .../Main/Scripts/RecyclableScrollRect.cs | 9 ++++++ .../HorizontalRecyclingSystem.cs | 5 +++ .../Recycling System/RecyclingSystem.cs | 4 +++ .../VerticalRecyclingSystem.cs | 31 +++++++++++++++++++ 4 files changed, 49 insertions(+) diff --git a/Assets/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs b/Assets/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs index a2b63df..1bb10f6 100644 --- a/Assets/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs +++ b/Assets/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs @@ -3,6 +3,7 @@ //Website : Polyandcode.com using System; +using System.Collections; using UnityEngine; using UnityEngine.UI; @@ -107,6 +108,14 @@ public void OnValueChangedListener(Vector2 normalizedPos) _prevAnchoredPos = content.anchoredPosition; } + /// + /// Recycles all cells so they start at index. Use coroutine to wait if recycling system is initializing. + /// + public void JumpToCell(int index) + { + StartCoroutine(_recyclingSystem.RecycleToCell(index)); + } + /// ///Reloads the data. Call this if a new datasource is assigned. /// diff --git a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs index e527c97..3e74761 100644 --- a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs +++ b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs @@ -89,6 +89,11 @@ private void SetRecyclingBounds() _recyclableViewBounds.max = new Vector3(_corners[2].x + threshHold, _corners[2].y); } + public override IEnumerator RecycleToCell(int index) + { + throw new NotImplementedException(); + } + /// /// Creates cell Pool for recycling, Caches ICells /// diff --git a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs index 182dbb4..cb8e5a9 100644 --- a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs +++ b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs @@ -25,5 +25,9 @@ public abstract class RecyclingSystem public abstract IEnumerator InitCoroutine(System.Action onInitialized = null); public abstract Vector2 OnValueChangedListener(Vector2 direction); + + public abstract IEnumerator RecycleToCell(int index); + + } } \ No newline at end of file diff --git a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs index 5dcdd5c..d2fed70 100644 --- a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs +++ b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs @@ -30,6 +30,8 @@ public class VerticalRecyclingSystem : RecyclingSystem private readonly Vector3[] _corners = new Vector3[4]; private bool _recycling; + private bool _initializing; + //Trackers private int currentItemCount; //item count corresponding to the datasource. private int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy @@ -58,6 +60,7 @@ public VerticalRecyclingSystem(RectTransform prototypeCell, RectTransform viewpo /// > public override IEnumerator InitCoroutine(System.Action onInitialized) { + _initializing = true; SetTopAnchor(Content); Content.anchoredPosition = Vector3.zero; yield return null; @@ -76,6 +79,8 @@ public override IEnumerator InitCoroutine(System.Action onInitialized) SetTopAnchor(Content); if (onInitialized != null) onInitialized(); + _initializing = false; + } /// @@ -89,6 +94,7 @@ private void SetRecyclingBounds() _recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold); } + /// /// Creates cell Pool for recycling, Caches ICells /// @@ -210,6 +216,31 @@ public override Vector2 OnValueChangedListener(Vector2 direction) return zeroVector; } + /// + /// Recycles all cells so they start at index + /// + public override IEnumerator RecycleToCell(int index) + { + while (_initializing) + yield return null; + int currentCellIndex = topMostCellIndex; + _recycling = true; + Content.anchoredPosition = zeroVector; + int scrollIndex = Math.Min(index, DataSource.GetItemCount() - _cellPool.Count); + for (int i = 0; i < _cachedCells.Count; i++) + { + DataSource.SetCell(_cachedCells[currentCellIndex], scrollIndex + i); + if (currentCellIndex == _cachedCells.Count - 1) + currentCellIndex = 0; + else + currentCellIndex++; + } + currentItemCount = scrollIndex + _cellPool.Count; + if (index != scrollIndex) + Content.anchoredPosition = (index - scrollIndex) * Vector2.up * _cellPool[0].sizeDelta.y; + _recycling = false; + } + /// /// Recycles cells from top to bottom in the List heirarchy /// From b79027ee0204ad8f3ff1c13a61340e78b7869418 Mon Sep 17 00:00:00 2001 From: Nguyen Tung Date: Sun, 20 Feb 2022 15:30:14 +0700 Subject: [PATCH 02/11] TungNV: Upgrade to 2020.3.14f --- .vsconfig | 6 + Assets/Resources.meta | 8 + Assets/Resources/BillingMode.json | 1 + Assets/Resources/BillingMode.json.meta | 7 + Packages/manifest.json | 49 +++ Packages/packages-lock.json | 400 +++++++++++++++++++ ProjectSettings/PackageManagerSettings.asset | 43 ++ ProjectSettings/PresetManager.asset | 7 + ProjectSettings/ProjectVersion.txt | 3 +- ProjectSettings/VFXManager.asset | 14 + ProjectSettings/VersionControlSettings.asset | 8 + UnityPackageManager/manifest.json | 4 - UserSettings/EditorUserSettings.asset | 27 ++ 13 files changed, 572 insertions(+), 5 deletions(-) create mode 100644 .vsconfig create mode 100644 Assets/Resources.meta create mode 100644 Assets/Resources/BillingMode.json create mode 100644 Assets/Resources/BillingMode.json.meta create mode 100644 Packages/manifest.json create mode 100644 Packages/packages-lock.json create mode 100644 ProjectSettings/PackageManagerSettings.asset create mode 100644 ProjectSettings/PresetManager.asset create mode 100644 ProjectSettings/VFXManager.asset create mode 100644 ProjectSettings/VersionControlSettings.asset delete mode 100644 UnityPackageManager/manifest.json create mode 100644 UserSettings/EditorUserSettings.asset diff --git a/.vsconfig b/.vsconfig new file mode 100644 index 0000000..aade28f --- /dev/null +++ b/.vsconfig @@ -0,0 +1,6 @@ +{ + "version": "1.0", + "components": [ + "Microsoft.VisualStudio.Workload.ManagedGame" + ] +} diff --git a/Assets/Resources.meta b/Assets/Resources.meta new file mode 100644 index 0000000..dee9959 --- /dev/null +++ b/Assets/Resources.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 47d8596332b3a254a93489464d43786e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/BillingMode.json b/Assets/Resources/BillingMode.json new file mode 100644 index 0000000..6f4bfb7 --- /dev/null +++ b/Assets/Resources/BillingMode.json @@ -0,0 +1 @@ +{"androidStore":"GooglePlay"} \ No newline at end of file diff --git a/Assets/Resources/BillingMode.json.meta b/Assets/Resources/BillingMode.json.meta new file mode 100644 index 0000000..d059420 --- /dev/null +++ b/Assets/Resources/BillingMode.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 10bea0771d024a442b5944e8218df0de +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..30e5a7e --- /dev/null +++ b/Packages/manifest.json @@ -0,0 +1,49 @@ +{ + "dependencies": { + "com.unity.2d.sprite": "1.0.0", + "com.unity.2d.tilemap": "1.0.0", + "com.unity.ads": "3.7.1", + "com.unity.analytics": "3.5.3", + "com.unity.collab-proxy": "1.5.7", + "com.unity.ide.rider": "2.0.7", + "com.unity.ide.visualstudio": "2.0.9", + "com.unity.ide.vscode": "1.2.3", + "com.unity.purchasing": "3.2.2", + "com.unity.test-framework": "1.1.27", + 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m_PrefabInternal: {fileID: 0} + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2093823299} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: -1200242548, guid: f70555f144d8491a825f0804e09c671c, type: 3} + m_Script: {fileID: 11500000, guid: 31a19414c41e5ae4aae2af33fee712f6, type: 3} m_Name: m_EditorClassIdentifier: m_ShowMaskGraphic: 0 diff --git a/Assets/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs b/Assets/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs index 49f5241..0a68793 100644 --- a/Assets/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs +++ b/Assets/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs @@ -30,6 +30,8 @@ public class RecyclableScrollRectEditor : Editor SerializedProperty _protoTypeCell; SerializedProperty _selfInitialize; SerializedProperty _direction; + SerializedProperty _padding; + SerializedProperty _spacing; SerializedProperty _type; AnimBool m_ShowElasticity; @@ -53,6 +55,8 @@ protected virtual void OnEnable() _protoTypeCell = serializedObject.FindProperty("PrototypeCell"); _selfInitialize = serializedObject.FindProperty("SelfInitialize"); _direction = serializedObject.FindProperty("Direction"); + _padding = serializedObject.FindProperty("Padding"); + _spacing = serializedObject.FindProperty("Spacing"); _type = serializedObject.FindProperty("IsGrid"); m_ShowElasticity = new AnimBool(Repaint); @@ -82,17 +86,18 @@ void SetAnimBool(AnimBool a, bool value, bool instant) public override void OnInspectorGUI() { - SetAnimBools(false); + SetAnimBools(false); serializedObject.Update(); - + EditorGUILayout.PropertyField(_direction); EditorGUILayout.PropertyField(_type, new GUIContent("Grid")); if (_type.boolValue) { string title = _direction.enumValueIndex == (int)RecyclableScrollRect.DirectionType.Vertical ? "Coloumns" : "Rows"; - _script.Segments = EditorGUILayout.IntField(title, _script.Segments); + _script.Segments = EditorGUILayout.IntField(title, _script.Segments); } - + EditorGUILayout.PropertyField(_padding); + EditorGUILayout.PropertyField(_spacing); EditorGUILayout.PropertyField(_selfInitialize); EditorGUILayout.PropertyField(m_Viewport); EditorGUILayout.PropertyField(m_Content); diff --git a/Assets/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs b/Assets/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs index a2b63df..835183b 100644 --- a/Assets/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs +++ b/Assets/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs @@ -31,6 +31,9 @@ public enum DirectionType public DirectionType Direction; + public RectOffset Padding; + public float Spacing; + //Segments : coloums for vertical and rows for horizontal. public int Segments { @@ -69,11 +72,11 @@ private void Initialize() //Contruct the recycling system. if (Direction == DirectionType.Vertical) { - _recyclingSystem = new VerticalRecyclingSystem(PrototypeCell, viewport, content, DataSource, IsGrid, Segments); + _recyclingSystem = new VerticalRecyclingSystem(PrototypeCell, viewport, content, Padding, Spacing, DataSource, IsGrid, Segments); } else if (Direction == DirectionType.Horizontal) { - _recyclingSystem = new HorizontalRecyclingSystem(PrototypeCell, viewport, content, DataSource, IsGrid, Segments); + _recyclingSystem = new HorizontalRecyclingSystem(PrototypeCell, viewport, content, Padding, Spacing, DataSource, IsGrid, Segments); } vertical = Direction == DirectionType.Vertical; horizontal = Direction == DirectionType.Horizontal; @@ -132,23 +135,5 @@ public void ReloadData(IRecyclableScrollRectDataSource dataSource) _prevAnchoredPos = content.anchoredPosition; } } - - /* - #region Testing - private void OnDrawGizmos() - { - if (_recyclableScrollRect is VerticalRecyclingSystem) - { - ((VerticalRecyclingSystem)_recyclableScrollRect).OnDrawGizmos(); - } - - if (_recyclableScrollRect is HorizontalRecyclingSystem) - { - ((HorizontalRecyclingSystem)_recyclableScrollRect).OnDrawGizmos(); - } - - } - #endregion - */ } } \ No newline at end of file diff --git a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs index e527c97..fbd98eb 100644 --- a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs +++ b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs @@ -33,16 +33,18 @@ public class HorizontalRecyclingSystem : RecyclingSystem //Trackers private int currentItemCount; //item count corresponding to the datasource. private int leftMostCellIndex, rightMostCellIndex; //Topmost and bottommost cell in the List - private int _leftMostCellRow, _RightMostCellRow; // used for recyling in Grid layout. leftmost and rightmost row + private int _LeftMostCellRow, _RightMostCellRow; // used for recyling in Grid layout. leftmost and rightmost row //Cached zero vector private Vector2 zeroVector = Vector2.zero; #region INIT - public HorizontalRecyclingSystem(RectTransform prototypeCell, RectTransform viewport, RectTransform content, IRecyclableScrollRectDataSource dataSource, bool isGrid, int rows) + public HorizontalRecyclingSystem(RectTransform prototypeCell, RectTransform viewport, RectTransform content, RectOffset padding, float spacing, IRecyclableScrollRectDataSource dataSource, bool isGrid, int rows) { PrototypeCell = prototypeCell; Viewport = viewport; Content = content; + Padding = padding; + Spacing = spacing; DataSource = dataSource; IsGrid = isGrid; _rows = isGrid ? rows : 1; @@ -71,7 +73,7 @@ public override IEnumerator InitCoroutine(Action onInitialized) //Set content width according to no of coloums int coloums = Mathf.CeilToInt((float)_cellPool.Count / _rows); - float contentXSize = coloums * _cellWidth; + float contentXSize = coloums * _cellWidth + (coloums - 1) * Spacing + Padding.left + Padding.right; Content.sizeDelta = new Vector2(contentXSize, Content.sizeDelta.y); SetLeftAnchor(Content); @@ -112,16 +114,16 @@ private void CreateCellPool() SetLeftAnchor(PrototypeCell); //set new cell size according to its aspect ratio - _cellHeight = Content.rect.height / _rows; + _cellHeight = ((Content.rect.height - Padding.top - Padding.bottom - (_rows - 1) * Spacing) / _rows); _cellWidth = PrototypeCell.sizeDelta.x / PrototypeCell.sizeDelta.y * _cellHeight; //Reset - _leftMostCellRow = _RightMostCellRow = 0; + _LeftMostCellRow = _RightMostCellRow = 0; //Temps float currentPoolCoverage = 0; int poolSize = 0; - float posX = 0; + float posX = Padding.left; float posY = 0; //Get the required pool coverage and mininum size for the Cell pool @@ -140,20 +142,21 @@ private void CreateCellPool() if (IsGrid) { - posY = -_RightMostCellRow * _cellHeight; + posY = -_RightMostCellRow * _cellHeight - _RightMostCellRow * Spacing - Padding.top; item.anchoredPosition = new Vector2(posX, posY); if (++_RightMostCellRow >= _rows) { _RightMostCellRow = 0; - posX += _cellWidth; - currentPoolCoverage += item.rect.width; + posX += _cellWidth + Spacing; + currentPoolCoverage += item.rect.width + Spacing; } } else { - item.anchoredPosition = new Vector2(posX, 0); - posX = item.anchoredPosition.x + item.rect.width; - currentPoolCoverage += item.rect.width; + posY = (Padding.bottom - Padding.top) / 2; + item.anchoredPosition = new Vector2(posX, posY); + posX = item.anchoredPosition.x + item.rect.width + Spacing; + currentPoolCoverage += item.rect.width + Spacing; } //Setting data for Cell @@ -224,24 +227,24 @@ private Vector2 RecycleLeftToRight() { n++; _RightMostCellRow = 0; - posX = _cellPool[rightMostCellIndex].anchoredPosition.x + _cellWidth; + posX = _cellPool[rightMostCellIndex].anchoredPosition.x + _cellWidth + Spacing; additionalColoums++; } //Move Left most cell to right - posY = -_RightMostCellRow * _cellHeight; + posY = -_RightMostCellRow * _cellHeight - _RightMostCellRow * Spacing - Padding.top; _cellPool[leftMostCellIndex].anchoredPosition = new Vector2(posX, posY); - if (++_leftMostCellRow >= _rows) + if (++_LeftMostCellRow >= _rows) { - _leftMostCellRow = 0; + _LeftMostCellRow = 0; additionalColoums--; } } else { //Move Left most cell to right - posX = _cellPool[rightMostCellIndex].anchoredPosition.x + _cellPool[rightMostCellIndex].sizeDelta.x; + posX = _cellPool[rightMostCellIndex].anchoredPosition.x + _cellPool[rightMostCellIndex].sizeDelta.x + Spacing; _cellPool[leftMostCellIndex].anchoredPosition = new Vector2(posX, _cellPool[leftMostCellIndex].anchoredPosition.y); } @@ -259,18 +262,20 @@ private Vector2 RecycleLeftToRight() //Content size adjustment if (IsGrid) { - Content.sizeDelta += additionalColoums * Vector2.right * _cellWidth; + Content.sizeDelta += additionalColoums * Vector2.right * (_cellWidth + Spacing); if (additionalColoums > 0) { n -= additionalColoums; } } + Vector2 anchoredPositionOffset = Vector2.zero; + //Content anchor position adjustment. - _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x); - Content.anchoredPosition += n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x; + _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.right * (_cellPool[leftMostCellIndex].sizeDelta.x + Spacing)); + Content.anchoredPosition += n * Vector2.right * (_cellPool[leftMostCellIndex].sizeDelta.x + Spacing); _recycling = false; - return n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x; + return n * Vector2.right * (_cellPool[leftMostCellIndex].sizeDelta.x + Spacing); } @@ -292,16 +297,16 @@ private Vector2 RecycleRightToleft() { if (IsGrid) { - if (--_leftMostCellRow < 0) + if (--_LeftMostCellRow < 0) { n++; - _leftMostCellRow = _rows - 1; - posX = _cellPool[leftMostCellIndex].anchoredPosition.x - _cellWidth; + _LeftMostCellRow = _rows - 1; + posX = _cellPool[leftMostCellIndex].anchoredPosition.x - _cellWidth - Spacing; additionalColoums++; } //Move Right most cell to left - posY = -_leftMostCellRow * _cellHeight; + posY = -_LeftMostCellRow * _cellHeight - _RightMostCellRow * Spacing - Padding.top; _cellPool[rightMostCellIndex].anchoredPosition = new Vector2(posX, posY); if (--_RightMostCellRow < 0) @@ -313,7 +318,7 @@ private Vector2 RecycleRightToleft() else { //Move Right most cell to left - posX = _cellPool[leftMostCellIndex].anchoredPosition.x - _cellPool[leftMostCellIndex].sizeDelta.x; + posX = _cellPool[leftMostCellIndex].anchoredPosition.x - _cellPool[leftMostCellIndex].sizeDelta.x - Spacing; _cellPool[rightMostCellIndex].anchoredPosition = new Vector2(posX, _cellPool[rightMostCellIndex].anchoredPosition.y); n++; } @@ -330,7 +335,7 @@ private Vector2 RecycleRightToleft() //Content size adjustment if (IsGrid) { - Content.sizeDelta += additionalColoums * Vector2.right * _cellWidth; + Content.sizeDelta += additionalColoums * Vector2.right * (_cellWidth + Spacing); if (additionalColoums > 0) { n -= additionalColoums; @@ -338,10 +343,10 @@ private Vector2 RecycleRightToleft() } //Content anchor position adjustment. - _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x); - Content.anchoredPosition -= n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x; + _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x + n * Vector2.right * Spacing); + Content.anchoredPosition -= n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x + n * Vector2.right * Spacing; _recycling = false; - return -n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x; + return -n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x - n * Vector2.right * Spacing; } #endregion diff --git a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs index 182dbb4..9887d32 100644 --- a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs +++ b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs @@ -16,6 +16,8 @@ public abstract class RecyclingSystem protected RectTransform Viewport, Content; protected RectTransform PrototypeCell; + protected RectOffset Padding; + protected float Spacing; protected bool IsGrid; protected float MinPoolCoverage = 1.5f; // The recyclable pool must cover (viewPort * _poolCoverage) area. diff --git a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs index 5dcdd5c..f603cbf 100644 --- a/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs +++ b/Assets/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs @@ -39,11 +39,13 @@ public class VerticalRecyclingSystem : RecyclingSystem private Vector2 zeroVector = Vector2.zero; #region INIT - public VerticalRecyclingSystem(RectTransform prototypeCell, RectTransform viewport, RectTransform content, IRecyclableScrollRectDataSource dataSource, bool isGrid, int coloumns) + public VerticalRecyclingSystem(RectTransform prototypeCell, RectTransform viewport, RectTransform content, RectOffset padding, float spacing, IRecyclableScrollRectDataSource dataSource, bool isGrid, int coloumns) { PrototypeCell = prototypeCell; Viewport = viewport; Content = content; + Padding = padding; + Spacing = spacing; DataSource = dataSource; IsGrid = isGrid; _coloumns = isGrid ? coloumns : 1; @@ -71,7 +73,7 @@ public override IEnumerator InitCoroutine(System.Action onInitialized) //Set content height according to no of rows int noOfRows = (int)Mathf.Ceil((float)_cellPool.Count / (float)_coloumns); - float contentYSize = noOfRows * _cellHeight; + float contentYSize = noOfRows * _cellHeight + (noOfRows - 1) * Spacing + Padding.top + Padding.bottom; Content.sizeDelta = new Vector2(Content.sizeDelta.x, contentYSize); SetTopAnchor(Content); @@ -125,10 +127,10 @@ private void CreateCellPool() float currentPoolCoverage = 0; int poolSize = 0; float posX = 0; - float posY = 0; + float posY = -Padding.top; //set new cell size according to its aspect ratio - _cellWidth = Content.rect.width / _coloumns; + _cellWidth = (Content.rect.width - Padding.left - Padding.right - (_coloumns - 1) * Spacing) / _coloumns; _cellHeight = PrototypeCell.sizeDelta.y / PrototypeCell.sizeDelta.x * _cellWidth; //Get the required pool coverage and mininum size for the Cell pool @@ -147,20 +149,21 @@ private void CreateCellPool() if (IsGrid) { - posX = _bottomMostCellColoumn * _cellWidth; + posX = _bottomMostCellColoumn * _cellWidth + _bottomMostCellColoumn * Spacing + Padding.left; item.anchoredPosition = new Vector2(posX, posY); if (++_bottomMostCellColoumn >= _coloumns) { _bottomMostCellColoumn = 0; - posY -= _cellHeight; - currentPoolCoverage += item.rect.height; + posY -= _cellHeight + Spacing; + currentPoolCoverage += item.rect.height + Spacing; } } else { - item.anchoredPosition = new Vector2(0, posY); - posY = item.anchoredPosition.y - item.rect.height; - currentPoolCoverage += item.rect.height; + posX = (Padding.left - Padding.right) / 2; + item.anchoredPosition = new Vector2(posX, posY); + posY = item.anchoredPosition.y - item.rect.height - Spacing; + currentPoolCoverage += item.rect.height + Spacing; } //Setting data for Cell @@ -232,12 +235,12 @@ private Vector2 RecycleTopToBottom() { n++; _bottomMostCellColoumn = 0; - posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellHeight; + posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellHeight - Spacing; additionalRows++; } //Move top cell to bottom - posX = _bottomMostCellColoumn * _cellWidth; + posX = _bottomMostCellColoumn * _cellWidth + _bottomMostCellColoumn * Spacing + Padding.left; _cellPool[topMostCellIndex].anchoredPosition = new Vector2(posX, posY); if (++_topMostCellColoumn >= _coloumns) @@ -249,7 +252,7 @@ private Vector2 RecycleTopToBottom() else { //Move top cell to bottom - posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y; + posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y - Spacing; _cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY); } @@ -267,7 +270,7 @@ private Vector2 RecycleTopToBottom() //Content size adjustment if (IsGrid) { - Content.sizeDelta += additionalRows * Vector2.up * _cellHeight; + Content.sizeDelta += additionalRows * Vector2.up * (_cellHeight + Spacing); //TODO : check if it is supposed to be done only when > 0 if (additionalRows > 0) { @@ -276,10 +279,10 @@ private Vector2 RecycleTopToBottom() } //Content anchor position adjustment. - _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y); - Content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y; + _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y + n * Vector2.up * Spacing); + Content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y + n * Vector2.up * Spacing; _recycling = false; - return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y); + return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y + n * Spacing); } @@ -306,12 +309,12 @@ private Vector2 RecycleBottomToTop() { n++; _topMostCellColoumn = _coloumns - 1; - posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellHeight; + posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellHeight + Spacing; additionalRows++; } //Move bottom cell to top - posX = _topMostCellColoumn * _cellWidth; + posX = _topMostCellColoumn * _cellWidth + _topMostCellColoumn * Spacing + Padding.left; _cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(posX, posY); if (--_bottomMostCellColoumn < 0) @@ -323,7 +326,7 @@ private Vector2 RecycleBottomToTop() else { //Move bottom cell to top - posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y; + posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y + Spacing; _cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(_cellPool[bottomMostCellIndex].anchoredPosition.x, posY); n++; } @@ -340,7 +343,7 @@ private Vector2 RecycleBottomToTop() if (IsGrid) { - Content.sizeDelta += additionalRows * Vector2.up * _cellHeight; + Content.sizeDelta += additionalRows * Vector2.up * (_cellHeight + Spacing); //TODOL : check if it is supposed to be done only when > 0 if (additionalRows > 0) { @@ -348,10 +351,10 @@ private Vector2 RecycleBottomToTop() } } - _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y); - Content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y; + _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y + n * Vector2.up * Spacing); + Content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y + n * Vector2.up * Spacing; _recycling = false; - return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y); + return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y + n * Spacing); } #endregion From 9e68bd01bffd18e57f81aaeb27d4ae44ba5e4898 Mon Sep 17 00:00:00 2001 From: Parking Lot Studio <76890242+ParkingLotGames@users.noreply.github.com> Date: Sat, 14 Jan 2023 20:14:21 -0600 Subject: [PATCH 04/11] Converted to git package with all external collaborations merged, tested on Unity 2018.2.21 and 2021.3.16, should work on 2017 --- .vsconfig | 6 - Assets/Resources.meta => Assets.meta | 2 +- Assets/Resources/BillingMode.json | 1 - LICENSE.meta | 7 + Packages/manifest.json | 49 -- Packages/packages-lock.json | 400 ----------- ProjectSettings/AudioManager.asset | 17 - ProjectSettings/ClusterInputManager.asset | 6 - ProjectSettings/DynamicsManager.asset | 29 - ProjectSettings/EditorBuildSettings.asset | 7 - ProjectSettings/EditorSettings.asset | 21 - ProjectSettings/GraphicsSettings.asset | 61 -- ProjectSettings/InputManager.asset | 295 -------- ProjectSettings/NavMeshAreas.asset | 91 --- ProjectSettings/NetworkManager.asset | 8 - ProjectSettings/PackageManagerSettings.asset | 43 -- ProjectSettings/Physics2DSettings.asset | 37 - ProjectSettings/PresetManager.asset | 7 - ProjectSettings/ProjectSettings.asset | 641 ------------------ ProjectSettings/ProjectVersion.txt | 2 - ProjectSettings/QualitySettings.asset | 191 ------ ProjectSettings/TagManager.asset | 43 -- ProjectSettings/TimeManager.asset | 9 - ProjectSettings/UnityConnectSettings.asset | 34 - ProjectSettings/VFXManager.asset | 14 - ProjectSettings/VersionControlSettings.asset | 8 - .../BillingMode.json.meta => README.md.meta | 2 +- ...l Rect.meta => Recyclable Scroll Rect.meta | 0 .../Demo.meta | 0 .../Demo/Prototype Cells.meta | 0 .../Demo/Prototype Cells/Grid Cell.prefab | 0 .../Prototype Cells/Grid Cell.prefab.meta | 0 .../Prototype Cells/Horizontal Cell.prefab | 0 .../Horizontal Cell.prefab.meta | 0 .../Demo/Prototype Cells/Vertical Cell.prefab | 4 + .../Prototype Cells/Vertical Cell.prefab.meta | 0 .../Demo/Scenes.meta | 0 .../Demo/Scenes/Grid Horizontal.unity | 0 .../Demo/Scenes/Grid Horizontal.unity.meta | 0 .../Demo/Scenes/Grid Vertical.unity | 0 .../Demo/Scenes/Grid Vertical.unity.meta | 0 .../Demo/Scenes/Horizontal.unity | 0 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rename Assets/Resources.meta => Assets.meta (77%) delete mode 100644 Assets/Resources/BillingMode.json create mode 100644 LICENSE.meta delete mode 100644 Packages/manifest.json delete mode 100644 Packages/packages-lock.json delete mode 100644 ProjectSettings/AudioManager.asset delete mode 100644 ProjectSettings/ClusterInputManager.asset delete mode 100644 ProjectSettings/DynamicsManager.asset delete mode 100644 ProjectSettings/EditorBuildSettings.asset delete mode 100644 ProjectSettings/EditorSettings.asset delete mode 100644 ProjectSettings/GraphicsSettings.asset delete mode 100644 ProjectSettings/InputManager.asset delete mode 100644 ProjectSettings/NavMeshAreas.asset delete mode 100644 ProjectSettings/NetworkManager.asset delete mode 100644 ProjectSettings/PackageManagerSettings.asset delete mode 100644 ProjectSettings/Physics2DSettings.asset delete mode 100644 ProjectSettings/PresetManager.asset delete mode 100644 ProjectSettings/ProjectSettings.asset delete mode 100644 ProjectSettings/ProjectVersion.txt delete mode 100644 ProjectSettings/QualitySettings.asset delete mode 100644 ProjectSettings/TagManager.asset delete mode 100644 ProjectSettings/TimeManager.asset delete mode 100644 ProjectSettings/UnityConnectSettings.asset delete mode 100644 ProjectSettings/VFXManager.asset delete mode 100644 ProjectSettings/VersionControlSettings.asset rename Assets/Resources/BillingMode.json.meta => README.md.meta (75%) rename Assets/Recyclable Scroll Rect.meta => Recyclable Scroll Rect.meta (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo.meta (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo/Prototype Cells.meta (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo/Prototype Cells/Grid Cell.prefab (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo/Prototype Cells/Grid Cell.prefab.meta (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll 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Rect}/Demo/Scenes/Horizontal.unity (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo/Scenes/Horizontal.unity.meta (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo/Scenes/Vertical.unity (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo/Scenes/Vertical.unity.meta (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo/Scripts.meta (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo/Scripts/DemoCell.cs (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo/Scripts/DemoCell.cs.meta (100%) create mode 100644 Recyclable Scroll Rect/Demo/Scripts/RecyclableScrollRect.Demo.asmdef create mode 100644 Recyclable Scroll Rect/Demo/Scripts/RecyclableScrollRect.Demo.asmdef.meta rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo/Scripts/RecyclableScrollerDemo.cs (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Demo/Scripts/RecyclableScrollerDemo.cs.meta (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Main.meta (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Main/Editor.meta (100%) create mode 100644 Recyclable Scroll Rect/Main/Editor/RecyclableScrollRect.Editor.asmdef create mode 100644 Recyclable Scroll Rect/Main/Editor/RecyclableScrollRect.Editor.asmdef.meta rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Main/Editor/RecyclableScrollRectEditor.cs (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Main/Editor/RecyclableScrollRectEditor.cs.meta (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Main/Editor/RecyclableScrollViewEditorTool.cs (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Main/Editor/RecyclableScrollViewEditorTool.cs.meta (100%) rename {Assets/Recyclable Scroll Rect => Recyclable Scroll Rect}/Main/Others.meta (100%) rename {Assets/Recyclable 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m_VCHierarchyOverlayIcons: 1 - m_VCOtherOverlayIcons: 1 - m_VCAllowAsyncUpdate: 1 diff --git a/package.json b/package.json new file mode 100644 index 0000000..78ccb0f --- /dev/null +++ b/package.json @@ -0,0 +1,10 @@ +{ + "name": "com.polyandcode.recyclablescrollrect", + "displayName": "Recyclable Scroll Rect", + "version": "1.4.0", + "documentationUrl": "https://github.com/ParkingLotGames/Recyclable-Scroll-Rect", + "changelogUrl": "https://github.com/ParkingLotGames/Recyclable-Scroll-Rect/releases", + "licensesUrl": "https://github.com/ParkingLotGames/Recyclable-Scroll-Rect/blob/master/LICENSE", + "description": "2018.4+ Compatible.Recyclable Scroll Rect reuses or recycles the least number of cells required to fill the viewport which enables the implementation of lists with large number of items without any performance hit.", + "hideInEditor": false +} \ No newline at end of file diff --git a/package.json.meta b/package.json.meta new file mode 100644 index 0000000..e9ec38f --- /dev/null +++ b/package.json.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e1ca873b94e49bf428e469064d16c314 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: From 4c7b5ff5d53a813db6fff74197dbcaafbd191d68 Mon Sep 17 00:00:00 2001 From: Parking Lot Studio <76890242+ParkingLotGames@users.noreply.github.com> Date: Sat, 14 Jan 2023 20:17:13 -0600 Subject: [PATCH 05/11] Update README.md --- README.md | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index f46cc5c..e661ff2 100644 --- a/README.md +++ b/README.md @@ -3,10 +3,13 @@ https://twitter.com/polyandcode
https://polyandcode.com || https://www.facebook.com/Polyandcode || https://www.instagram.com/polyandcode/ -### Available [here](https://assetstore.unity.com/packages/tools/gui/recyclable-scroll-rect-178560) on the Unity Asset Store +###Original version Available [here](https://assetstore.unity.com/packages/tools/gui/recyclable-scroll-rect-178560) on the Unity Asset Store ## Summary -UPDATE : Recyclable Scroll Rect now supports Horizontal and Grid layout.

+UPDATE: Merged instant scroll to cell by index for vertical recycling by CosmicElysium and padding and offset to recycling view by KeyboardRules.

+ + + Using the default Scroll-Rect to create lists with a huge number of items results in a laggy performance. Especially when creating a list with hundreds or thousands of items, it becomes impossible to use the Scroll Rect with the default approach i.e instantiating that many items. Recyclable Scroll Rect reuses or recycles the least number of cells required to fill the viewport. As a result, a huge number of items can be shown in the list without any performance hit. Vertical, Horizontal and Grid layouts are supported. From 9c6288d2478faa5df8611adc0a29ea029a7b9fe6 Mon Sep 17 00:00:00 2001 From: Parking Lot Studio <76890242+ParkingLotGames@users.noreply.github.com> Date: Sat, 14 Jan 2023 20:18:20 -0600 Subject: [PATCH 06/11] Update README.md --- README.md | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index e661ff2..84d9132 100644 --- a/README.md +++ b/README.md @@ -1,12 +1,14 @@ # Recyclable Scroll Rect - +Original Author: https://twitter.com/polyandcode
https://polyandcode.com || https://www.facebook.com/Polyandcode || https://www.instagram.com/polyandcode/ ###Original version Available [here](https://assetstore.unity.com/packages/tools/gui/recyclable-scroll-rect-178560) on the Unity Asset Store ## Summary -UPDATE: Merged instant scroll to cell by index for vertical recycling by CosmicElysium and padding and offset to recycling view by KeyboardRules.

+UPDATE: Merged instant scroll to cell by index for vertical recycling by CosmicElysium and padding and offset to recycling view by KeyboardRules. +Made Available as a git package, confirmed working in 2018.2. +

From 49ff7644092c30326f29e3b64a3f010534e39732 Mon Sep 17 00:00:00 2001 From: Parking Lot Studio <76890242+ParkingLotGames@users.noreply.github.com> Date: Sun, 15 Jan 2023 20:11:59 -0600 Subject: [PATCH 07/11] using namespaces breaks compilation and random glitches and bugs in Unity 2022.2.2 both inside the assets or packages folder (sigh) --- Recyclable Scroll Rect/Demo/Scripts/DemoCell.cs | 1 - .../Demo/Scripts/RecyclableScrollerDemo.cs | 1 - .../Main/Editor/RecyclableScrollRectEditor.cs | 4 +--- .../Main/Editor/RecyclableScrollViewEditorTool.cs | 4 +--- Recyclable Scroll Rect/Main/Scripts/Interfaces/ICell.cs | 4 +--- .../Scripts/Interfaces/IRecyclableScrollRectDataSource.cs | 4 +--- Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs | 4 +--- .../Scripts/Recycling System/HorizontalRecyclingSystem.cs | 6 ++---- .../Main/Scripts/Recycling System/RecyclingSystem.cs | 4 +--- .../Scripts/Recycling System/VerticalRecyclingSystem.cs | 5 ++--- 10 files changed, 10 insertions(+), 27 deletions(-) diff --git a/Recyclable Scroll Rect/Demo/Scripts/DemoCell.cs b/Recyclable Scroll Rect/Demo/Scripts/DemoCell.cs index e68c506..1d75760 100644 --- a/Recyclable Scroll Rect/Demo/Scripts/DemoCell.cs +++ b/Recyclable Scroll Rect/Demo/Scripts/DemoCell.cs @@ -1,6 +1,5 @@ using UnityEngine; using UnityEngine.UI; -using PolyAndCode.UI; //Cell class for demo. A cell in Recyclable Scroll Rect must have a cell class inheriting from ICell. //The class is required to configure the cell(updating UI elements etc) according to the data during recycling of cells. diff --git a/Recyclable Scroll Rect/Demo/Scripts/RecyclableScrollerDemo.cs b/Recyclable Scroll Rect/Demo/Scripts/RecyclableScrollerDemo.cs index fc1dbfe..a75602e 100644 --- a/Recyclable Scroll Rect/Demo/Scripts/RecyclableScrollerDemo.cs +++ b/Recyclable Scroll Rect/Demo/Scripts/RecyclableScrollerDemo.cs @@ -1,6 +1,5 @@ using System.Collections.Generic; using UnityEngine; -using PolyAndCode.UI; /// /// Demo controller class for Recyclable Scroll Rect. diff --git a/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs b/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs index 0a68793..d0a6e67 100644 --- a/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs +++ b/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs @@ -7,8 +7,7 @@ using UnityEditor; using UnityEngine; -namespace PolyAndCode.UI -{ + [CustomEditor(typeof(RecyclableScrollRect), true)] [CanEditMultipleObjects] /// @@ -131,4 +130,3 @@ public override void OnInspectorGUI() serializedObject.ApplyModifiedProperties(); } } -} \ No newline at end of file diff --git a/Recyclable Scroll Rect/Main/Editor/RecyclableScrollViewEditorTool.cs b/Recyclable Scroll Rect/Main/Editor/RecyclableScrollViewEditorTool.cs index 255709b..04e913c 100644 --- a/Recyclable Scroll Rect/Main/Editor/RecyclableScrollViewEditorTool.cs +++ b/Recyclable Scroll Rect/Main/Editor/RecyclableScrollViewEditorTool.cs @@ -1,8 +1,7 @@ using UnityEngine; using UnityEditor; -namespace PolyAndCode.UI -{ + [ExecuteInEditMode] public static class RecyclableScrollViewEditorTool { @@ -32,4 +31,3 @@ private static void CreateRecyclableScrollView() Undo.RegisterCreatedObjectUndo(item, "Create Recycalable Scroll view"); } } -} diff --git a/Recyclable Scroll Rect/Main/Scripts/Interfaces/ICell.cs b/Recyclable Scroll Rect/Main/Scripts/Interfaces/ICell.cs index 84d7352..0a9432f 100644 --- a/Recyclable Scroll Rect/Main/Scripts/Interfaces/ICell.cs +++ b/Recyclable Scroll Rect/Main/Scripts/Interfaces/ICell.cs @@ -6,9 +6,7 @@ /// Interface for creating a Cell. /// Prototype Cell must have a monobeviour inheriting from ICell /// -namespace PolyAndCode.UI -{ + public interface ICell { } -} diff --git a/Recyclable Scroll Rect/Main/Scripts/Interfaces/IRecyclableScrollRectDataSource.cs b/Recyclable Scroll Rect/Main/Scripts/Interfaces/IRecyclableScrollRectDataSource.cs index f8c3aa8..69b289e 100644 --- a/Recyclable Scroll Rect/Main/Scripts/Interfaces/IRecyclableScrollRectDataSource.cs +++ b/Recyclable Scroll Rect/Main/Scripts/Interfaces/IRecyclableScrollRectDataSource.cs @@ -6,11 +6,9 @@ /// Interface for creating DataSource /// Recyclable Scroll Rect must be provided a Data source which must inherit from this. /// -namespace PolyAndCode.UI -{ + public interface IRecyclableScrollRectDataSource { int GetItemCount(); void SetCell(ICell cell, int index); } -} diff --git a/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs b/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs index 0a203a3..c45e433 100644 --- a/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs +++ b/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs @@ -7,8 +7,7 @@ using UnityEngine; using UnityEngine.UI; -namespace PolyAndCode.UI -{ + /// /// Entry for the recycling system. Extends Unity's inbuilt ScrollRect. /// @@ -145,4 +144,3 @@ public void ReloadData(IRecyclableScrollRectDataSource dataSource) } } } -} \ No newline at end of file diff --git a/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs b/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs index 59da815..32dc602 100644 --- a/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs +++ b/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs @@ -7,8 +7,7 @@ using System.Collections.Generic; using UnityEngine; -namespace PolyAndCode.UI -{ + /// /// Recyling system for horizontal type. /// @@ -389,5 +388,4 @@ public void OnDrawGizmos() } #endregion - } -} + } \ No newline at end of file diff --git a/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs b/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs index 7d2cc06..fc7c025 100644 --- a/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs +++ b/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs @@ -5,8 +5,7 @@ using System.Collections; using UnityEngine; -namespace PolyAndCode.UI -{ + /// /// Absract Class for creating a Recycling system. /// @@ -32,4 +31,3 @@ public abstract class RecyclingSystem } -} \ No newline at end of file diff --git a/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs b/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs index 06dd1ab..a69f2f9 100644 --- a/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs +++ b/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs @@ -7,8 +7,7 @@ using System.Collections.Generic; using UnityEngine; -namespace PolyAndCode.UI -{ + /// /// Recyling system for Vertical type. @@ -436,4 +435,4 @@ public void OnDrawGizmos() #endregion } -} + From 9d9df16f93c3cc37e461da69cddd0829cc1f329b Mon Sep 17 00:00:00 2001 From: Parking Lot Studio <76890242+ParkingLotGames@users.noreply.github.com> Date: Sun, 15 Jan 2023 20:21:57 -0600 Subject: [PATCH 08/11] Revert "using namespaces breaks compilation and random glitches and bugs in Unity 2022.2.2 both inside the assets or packages folder (sigh)" This reverts commit 49ff7644092c30326f29e3b64a3f010534e39732. --- Recyclable Scroll Rect/Demo/Scripts/DemoCell.cs | 1 + .../Demo/Scripts/RecyclableScrollerDemo.cs | 1 + .../Main/Editor/RecyclableScrollRectEditor.cs | 4 +++- .../Main/Editor/RecyclableScrollViewEditorTool.cs | 4 +++- Recyclable Scroll Rect/Main/Scripts/Interfaces/ICell.cs | 4 +++- .../Scripts/Interfaces/IRecyclableScrollRectDataSource.cs | 4 +++- Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs | 4 +++- .../Scripts/Recycling System/HorizontalRecyclingSystem.cs | 6 ++++-- .../Main/Scripts/Recycling System/RecyclingSystem.cs | 4 +++- .../Scripts/Recycling System/VerticalRecyclingSystem.cs | 5 +++-- 10 files changed, 27 insertions(+), 10 deletions(-) diff --git a/Recyclable Scroll Rect/Demo/Scripts/DemoCell.cs b/Recyclable Scroll Rect/Demo/Scripts/DemoCell.cs index 1d75760..e68c506 100644 --- a/Recyclable Scroll Rect/Demo/Scripts/DemoCell.cs +++ b/Recyclable Scroll Rect/Demo/Scripts/DemoCell.cs @@ -1,5 +1,6 @@ using UnityEngine; using UnityEngine.UI; +using PolyAndCode.UI; //Cell class for demo. A cell in Recyclable Scroll Rect must have a cell class inheriting from ICell. //The class is required to configure the cell(updating UI elements etc) according to the data during recycling of cells. diff --git a/Recyclable Scroll Rect/Demo/Scripts/RecyclableScrollerDemo.cs b/Recyclable Scroll Rect/Demo/Scripts/RecyclableScrollerDemo.cs index a75602e..fc1dbfe 100644 --- a/Recyclable Scroll Rect/Demo/Scripts/RecyclableScrollerDemo.cs +++ b/Recyclable Scroll Rect/Demo/Scripts/RecyclableScrollerDemo.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using UnityEngine; +using PolyAndCode.UI; /// /// Demo controller class for Recyclable Scroll Rect. diff --git a/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs b/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs index d0a6e67..0a68793 100644 --- a/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs +++ b/Recyclable Scroll Rect/Main/Editor/RecyclableScrollRectEditor.cs @@ -7,7 +7,8 @@ using UnityEditor; using UnityEngine; - +namespace PolyAndCode.UI +{ [CustomEditor(typeof(RecyclableScrollRect), true)] [CanEditMultipleObjects] /// @@ -130,3 +131,4 @@ public override void OnInspectorGUI() serializedObject.ApplyModifiedProperties(); } } +} \ No newline at end of file diff --git a/Recyclable Scroll Rect/Main/Editor/RecyclableScrollViewEditorTool.cs b/Recyclable Scroll Rect/Main/Editor/RecyclableScrollViewEditorTool.cs index 04e913c..255709b 100644 --- a/Recyclable Scroll Rect/Main/Editor/RecyclableScrollViewEditorTool.cs +++ b/Recyclable Scroll Rect/Main/Editor/RecyclableScrollViewEditorTool.cs @@ -1,7 +1,8 @@ using UnityEngine; using UnityEditor; - +namespace PolyAndCode.UI +{ [ExecuteInEditMode] public static class RecyclableScrollViewEditorTool { @@ -31,3 +32,4 @@ private static void CreateRecyclableScrollView() Undo.RegisterCreatedObjectUndo(item, "Create Recycalable Scroll view"); } } +} diff --git a/Recyclable Scroll Rect/Main/Scripts/Interfaces/ICell.cs b/Recyclable Scroll Rect/Main/Scripts/Interfaces/ICell.cs index 0a9432f..84d7352 100644 --- a/Recyclable Scroll Rect/Main/Scripts/Interfaces/ICell.cs +++ b/Recyclable Scroll Rect/Main/Scripts/Interfaces/ICell.cs @@ -6,7 +6,9 @@ /// Interface for creating a Cell. /// Prototype Cell must have a monobeviour inheriting from ICell /// - +namespace PolyAndCode.UI +{ public interface ICell { } +} diff --git a/Recyclable Scroll Rect/Main/Scripts/Interfaces/IRecyclableScrollRectDataSource.cs b/Recyclable Scroll Rect/Main/Scripts/Interfaces/IRecyclableScrollRectDataSource.cs index 69b289e..f8c3aa8 100644 --- a/Recyclable Scroll Rect/Main/Scripts/Interfaces/IRecyclableScrollRectDataSource.cs +++ b/Recyclable Scroll Rect/Main/Scripts/Interfaces/IRecyclableScrollRectDataSource.cs @@ -6,9 +6,11 @@ /// Interface for creating DataSource /// Recyclable Scroll Rect must be provided a Data source which must inherit from this. /// - +namespace PolyAndCode.UI +{ public interface IRecyclableScrollRectDataSource { int GetItemCount(); void SetCell(ICell cell, int index); } +} diff --git a/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs b/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs index c45e433..0a203a3 100644 --- a/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs +++ b/Recyclable Scroll Rect/Main/Scripts/RecyclableScrollRect.cs @@ -7,7 +7,8 @@ using UnityEngine; using UnityEngine.UI; - +namespace PolyAndCode.UI +{ /// /// Entry for the recycling system. Extends Unity's inbuilt ScrollRect. /// @@ -144,3 +145,4 @@ public void ReloadData(IRecyclableScrollRectDataSource dataSource) } } } +} \ No newline at end of file diff --git a/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs b/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs index 32dc602..59da815 100644 --- a/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs +++ b/Recyclable Scroll Rect/Main/Scripts/Recycling System/HorizontalRecyclingSystem.cs @@ -7,7 +7,8 @@ using System.Collections.Generic; using UnityEngine; - +namespace PolyAndCode.UI +{ /// /// Recyling system for horizontal type. /// @@ -388,4 +389,5 @@ public void OnDrawGizmos() } #endregion - } \ No newline at end of file + } +} diff --git a/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs b/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs index fc7c025..7d2cc06 100644 --- a/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs +++ b/Recyclable Scroll Rect/Main/Scripts/Recycling System/RecyclingSystem.cs @@ -5,7 +5,8 @@ using System.Collections; using UnityEngine; - +namespace PolyAndCode.UI +{ /// /// Absract Class for creating a Recycling system. /// @@ -31,3 +32,4 @@ public abstract class RecyclingSystem } +} \ No newline at end of file diff --git a/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs b/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs index a69f2f9..06dd1ab 100644 --- a/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs +++ b/Recyclable Scroll Rect/Main/Scripts/Recycling System/VerticalRecyclingSystem.cs @@ -7,7 +7,8 @@ using System.Collections.Generic; using UnityEngine; - +namespace PolyAndCode.UI +{ /// /// Recyling system for Vertical type. @@ -435,4 +436,4 @@ public void OnDrawGizmos() #endregion } - +} From 2d2fad740f8cce2da2becfdc1122a6ef9b9ad537 Mon Sep 17 00:00:00 2001 From: Parking Lot Studio <76890242+ParkingLotGames@users.noreply.github.com> Date: Sun, 15 Jan 2023 22:03:08 -0600 Subject: [PATCH 09/11] Delete Assets.meta --- Assets.meta | 8 -------- 1 file changed, 8 deletions(-) delete mode 100644 Assets.meta diff --git a/Assets.meta b/Assets.meta deleted file mode 100644 index 9a1a9a7..0000000 --- a/Assets.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 028b0762e3e32314796362e6c61c9718 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: From 1432761b122e4d23e6f9272584be6dde4363ff3f Mon Sep 17 00:00:00 2001 From: Parking Lot Studio <76890242+ParkingLotGames@users.noreply.github.com> Date: Mon, 16 Jan 2023 11:34:02 -0600 Subject: [PATCH 10/11] Update README.md --- README.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/README.md b/README.md index 84d9132..b6db946 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,7 @@ # Recyclable Scroll Rect Original Author: +## TODO: Add scrollbar support + https://twitter.com/polyandcode
https://polyandcode.com || https://www.facebook.com/Polyandcode || https://www.instagram.com/polyandcode/ From 959057208b421c763221302723e5e6efadf863dd Mon Sep 17 00:00:00 2001 From: Parking Lot Studio <76890242+ParkingLotGames@users.noreply.github.com> Date: Mon, 16 Jan 2023 11:34:24 -0600 Subject: [PATCH 11/11] Update README.md --- README.md | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/README.md b/README.md index b6db946..4424184 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,6 @@ # Recyclable Scroll Rect -Original Author: ## TODO: Add scrollbar support - +Original Author: https://twitter.com/polyandcode
https://polyandcode.com || https://www.facebook.com/Polyandcode || https://www.instagram.com/polyandcode/