295 lines
9.6 KiB
C#
295 lines
9.6 KiB
C#
///Credit perchik
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///Sourced from - http://forum.unity3d.com/threads/receive-onclick-event-and-pass-it-on-to-lower-ui-elements.293642/
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// Extenension to the UI class which creates a dropdown list
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/// </summary>
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[RequireComponent(typeof(RectTransform))]
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[AddComponentMenu("UI/Extensions/Dropdown List")]
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public class DropDownList : MonoBehaviour
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{
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public Color disabledTextColor;
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public DropDownListItem SelectedItem { get; private set; } //outside world gets to get this, not set it
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public List<DropDownListItem> Items;
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public System.Action<int> OnSelectionChanged; // fires when selection is changed;
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//private bool isInitialized = false;
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private bool _isPanelActive = false;
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private bool _hasDrawnOnce = false;
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private DropDownListButton _mainButton;
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private RectTransform _rectTransform;
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private RectTransform _overlayRT;
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private RectTransform _scrollPanelRT;
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private RectTransform _scrollBarRT;
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private RectTransform _slidingAreaRT;
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// private RectTransform scrollHandleRT;
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private RectTransform _itemsPanelRT;
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private Canvas _canvas;
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private RectTransform _canvasRT;
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private ScrollRect _scrollRect;
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private List<DropDownListButton> _panelItems;
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private GameObject _itemTemplate;
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[SerializeField]
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private float _scrollBarWidth = 20.0f;
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public float ScrollBarWidth
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{
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get { return _scrollBarWidth; }
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set
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{
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_scrollBarWidth = value;
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RedrawPanel();
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}
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}
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// private int scrollOffset; //offset of the selected item
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private int _selectedIndex = 0;
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[SerializeField]
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private int _itemsToDisplay;
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public int ItemsToDisplay
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{
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get { return _itemsToDisplay; }
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set
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{
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_itemsToDisplay = value;
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RedrawPanel();
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}
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}
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public void Start()
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{
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Initialize();
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}
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private bool Initialize()
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{
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bool success = true;
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try
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{
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_rectTransform = GetComponent<RectTransform>();
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_mainButton = new DropDownListButton(_rectTransform.FindChild("MainButton").gameObject);
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_overlayRT = _rectTransform.FindChild("Overlay").GetComponent<RectTransform>();
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_overlayRT.gameObject.SetActive(false);
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_scrollPanelRT = _overlayRT.FindChild("ScrollPanel").GetComponent<RectTransform>();
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_scrollBarRT = _scrollPanelRT.FindChild("Scrollbar").GetComponent<RectTransform>();
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_slidingAreaRT = _scrollBarRT.FindChild("SlidingArea").GetComponent<RectTransform>();
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// scrollHandleRT = slidingAreaRT.FindChild("Handle").GetComponent<RectTransform>();
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_itemsPanelRT = _scrollPanelRT.FindChild("Items").GetComponent<RectTransform>();
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//itemPanelLayout = itemsPanelRT.gameObject.GetComponent<LayoutGroup>();
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_canvas = GetComponentInParent<Canvas>();
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_canvasRT = _canvas.GetComponent<RectTransform>();
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_scrollRect = _scrollPanelRT.GetComponent<ScrollRect>();
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_scrollRect.scrollSensitivity = _rectTransform.sizeDelta.y / 2;
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_scrollRect.movementType = ScrollRect.MovementType.Clamped;
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_scrollRect.content = _itemsPanelRT;
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_itemTemplate = _rectTransform.FindChild("ItemTemplate").gameObject;
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_itemTemplate.SetActive(false);
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}
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catch (System.NullReferenceException ex)
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{
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Debug.LogException(ex);
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Debug.LogError("Something is setup incorrectly with the dropdownlist component causing a Null Refernece Exception");
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success = false;
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}
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_panelItems = new List<DropDownListButton>();
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RebuildPanel();
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RedrawPanel();
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return success;
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}
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/* currently just using items in the list instead of being able to add to it.
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public void AddItems(params object[] list)
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{
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List<DropDownListItem> ddItems = new List<DropDownListItem>();
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foreach (var obj in list)
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{
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if (obj is DropDownListItem)
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{
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ddItems.Add((DropDownListItem)obj);
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}
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else if (obj is string)
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{
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ddItems.Add(new DropDownListItem(caption: (string)obj));
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}
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else if (obj is Sprite)
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{
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ddItems.Add(new DropDownListItem(image: (Sprite)obj));
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}
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else
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{
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throw new System.Exception("Only ComboBoxItems, Strings, and Sprite types are allowed");
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}
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}
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Items.AddRange(ddItems);
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Items = Items.Distinct().ToList();//remove any duplicates
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RebuildPanel();
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}
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*/
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/// <summary>
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/// Rebuilds the contents of the panel in response to items being added.
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/// </summary>
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private void RebuildPanel()
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{
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if (Items.Count == 0) return;
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int indx = _panelItems.Count;
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while (_panelItems.Count < Items.Count)
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{
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GameObject newItem = Instantiate(_itemTemplate) as GameObject;
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newItem.name = "Item " + indx;
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newItem.transform.SetParent(_itemsPanelRT, false);
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_panelItems.Add(new DropDownListButton(newItem));
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indx++;
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}
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for (int i = 0; i < _panelItems.Count; i++)
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{
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if (i < Items.Count)
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{
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DropDownListItem item = Items[i];
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_panelItems[i].txt.text = item.Caption;
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if (item.IsDisabled) _panelItems[i].txt.color = disabledTextColor;
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if (_panelItems[i].btnImg != null) _panelItems[i].btnImg.sprite = null;//hide the button image
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_panelItems[i].img.sprite = item.Image;
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_panelItems[i].img.color = (item.Image == null) ? new Color(1, 1, 1, 0)
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: item.IsDisabled ? new Color(1, 1, 1, .5f)
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: Color.white;
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int ii = i; //have to copy the variable for use in anonymous function
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_panelItems[i].btn.onClick.RemoveAllListeners();
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_panelItems[i].btn.onClick.AddListener(() =>
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{
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OnItemClicked(ii);
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if (item.OnSelect != null) item.OnSelect();
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});
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}
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_panelItems[i].gameobject.SetActive(i < Items.Count);// if we have more thanks in the panel than Items in the list hide them
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}
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}
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private void OnItemClicked(int indx)
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{
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Debug.Log("item " + indx + " clicked");
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if (indx != _selectedIndex && OnSelectionChanged != null) OnSelectionChanged(indx);
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_selectedIndex = indx;
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ToggleDropdownPanel(true);
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UpdateSelected();
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}
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private void UpdateSelected()
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{
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SelectedItem = (_selectedIndex > -1 && _selectedIndex < Items.Count) ? Items[_selectedIndex] : null;
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if (SelectedItem == null) return;
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bool hasImage = SelectedItem.Image != null;
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if (hasImage)
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{
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_mainButton.img.sprite = SelectedItem.Image;
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_mainButton.img.color = Color.white;
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//if (Interactable) mainButton.img.color = Color.white;
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//else mainButton.img.color = new Color(1, 1, 1, .5f);
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}
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else
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{
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_mainButton.img.sprite = null;
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}
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_mainButton.txt.text = SelectedItem.Caption;
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//update selected index color
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for (int i = 0; i < _itemsPanelRT.childCount; i++)
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{
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_panelItems[i].btnImg.color = (_selectedIndex == i) ? _mainButton.btn.colors.highlightedColor : new Color(0, 0, 0, 0);
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}
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}
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private void RedrawPanel()
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{
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float scrollbarWidth = Items.Count > ItemsToDisplay ? _scrollBarWidth : 0f;//hide the scrollbar if there's not enough items
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if (!_hasDrawnOnce || _rectTransform.sizeDelta != _mainButton.rectTransform.sizeDelta)
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{
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_hasDrawnOnce = true;
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_mainButton.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x);
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_mainButton.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _rectTransform.sizeDelta.y);
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_mainButton.txt.rectTransform.offsetMax = new Vector2(4, 0);
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_scrollPanelRT.SetParent(transform, true);//break the scroll panel from the overlay
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_scrollPanelRT.anchoredPosition = new Vector2(0, -_rectTransform.sizeDelta.y); //anchor it to the bottom of the button
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//make the overlay fill the screen
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_overlayRT.SetParent(_canvas.transform, false); //attach it to top level object
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_overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _canvasRT.sizeDelta.x);
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_overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _canvasRT.sizeDelta.y);
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_overlayRT.SetParent(transform, true);//reattach to this object
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_scrollPanelRT.SetParent(_overlayRT, true); //reattach the scrollpanel to the overlay
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}
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if (Items.Count < 1) return;
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float dropdownHeight = _rectTransform.sizeDelta.y * Mathf.Min(_itemsToDisplay, Items.Count);
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_scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
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_scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x);
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_itemsPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _scrollPanelRT.sizeDelta.x - scrollbarWidth - 5);
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_itemsPanelRT.anchoredPosition = new Vector2(5, 0);
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_scrollBarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scrollbarWidth);
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_scrollBarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
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_slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0);
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_slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight - _scrollBarRT.sizeDelta.x);
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}
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/// <summary>
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/// Toggle the drop down list
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/// </summary>
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/// <param name="directClick"> whether an item was directly clicked on</param>
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public void ToggleDropdownPanel(bool directClick)
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{
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_overlayRT.transform.localScale = new Vector3(1, 1, 1);
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_scrollBarRT.transform.localScale = new Vector3(1, 1, 1);
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_isPanelActive = !_isPanelActive;
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_overlayRT.gameObject.SetActive(_isPanelActive);
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if (_isPanelActive)
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{
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transform.SetAsLastSibling();
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}
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else if (directClick)
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{
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// scrollOffset = Mathf.RoundToInt(itemsPanelRT.anchoredPosition.y / _rectTransform.sizeDelta.y);
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}
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}
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}
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}
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