Added new combo box and Editor Menu option

Added FlowLayout and AimerInput module but yet to test.

--HG--
branch : develop
pull/413/head
Simon (darkside) Jackson 2015-02-10 00:03:38 +00:00
parent a1f391f365
commit 744c52b370
15 changed files with 1199 additions and 575 deletions

4
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/// Credit Chris Trueman
/// Sourced from - http://forum.unity3d.com/threads/use-reticle-like-mouse-for-worldspace-uis.295271/
using System.Collections.Generic;
namespace UnityEngine.EventSystems.Extensions
{
[RequireComponent(typeof(EventSystem))]
[AddComponentMenu("UI/Extensions/Aimer Input Module")]
public class AimerInputModule : BaseInputModule
{
public string ActivateAxis = "Interact";
public static GameObject ObjectUnderAimer;
public static Camera CurrentPlayerCamera;
protected AimerInputModule() { }
public void Awake()
{
var StandAloneSystem = GetComponent<StandaloneInputModule>();
if (StandAloneSystem != null)
{
Debug.LogError("Aimer Input Module is incompatible with the StandAloneInputSystem, please remove it from the Event System in this scene");
}
if (!CurrentPlayerCamera)
{
CurrentPlayerCamera = Camera.main;
}
}
public override void UpdateModule()
{
GetObjectUnderAimer();
}
public override void Process()
{
if (ObjectUnderAimer)
{
if (Input.GetButtonDown(ActivateAxis))
{
BaseEventData eventData = GetBaseEventData();
eventData.selectedObject = ObjectUnderAimer;
ExecuteEvents.Execute(ObjectUnderAimer, eventData, ExecuteEvents.submitHandler);
}
}
}
List<RaycastResult> results = new List<RaycastResult>();
private bool GetObjectUnderAimer()
{
PointerEventData pointerData = new PointerEventData(eventSystem);
pointerData.worldPosition = CurrentPlayerCamera.transform.position;
eventSystem.RaycastAll(pointerData, results);
if (results.Count > 0)
{
RaycastResult rayResult = FindFirstRaycast(results);
if (ObjectUnderAimer != rayResult.gameObject)
{
Debug.Log(rayResult.gameObject.name);
ObjectUnderAimer = rayResult.gameObject;
BaseEventData eData = GetBaseEventData();
eData.selectedObject = ObjectUnderAimer;
ExecuteEvents.Execute(ObjectUnderAimer, eData, ExecuteEvents.pointerEnterHandler);
}
results.Clear();
return true;
}
//We didn't hit anything
if (ObjectUnderAimer)
{
BaseEventData eData = GetBaseEventData();
eData.selectedObject = ObjectUnderAimer;
ExecuteEvents.Execute(ObjectUnderAimer, eData, ExecuteEvents.pointerExitHandler);
}
results.Clear();
ObjectUnderAimer = null;
return false;
}
}
}

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///Credit perchik
///Sourced from - http://forum.unity3d.com/threads/receive-onclick-event-and-pass-it-on-to-lower-ui-elements.293642/
using UnityEngine;
using System.Collections;
public class ClickBtn : MonoBehaviour
{
public void Click()
{
Debug.Log("Clicked");
}
}

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@ -10,616 +10,335 @@ namespace UnityEngine.UI.Extensions
[AddComponentMenu("UI/Extensions/ComboBox")]
public class ComboBox : MonoBehaviour
{
#region declarations
#region private members
public Color disabledTextColor;
public DropDownListItem SelectedItem { get; private set; } //outside world gets to get this, not set it
private bool _isActive = false; //is the drop down panel active
public List<string> AvailableOptions;
private Button comboBtn;
private Image comboBtnImg;
private Text comboBtnText;
public System.Action<int> OnSelectionChanged; // fires when selection is changed;
private Button overlayBtn;
//private bool isInitialized = false;
private bool _isPanelActive = false;
private bool _hasDrawnOnce = false;
private GridLayoutGroup itemLayout;
private InputField _mainInput;
private RectTransform _inputRT;
private float _scrollbarWidth = 20.0f;
private int scrollOffset; //offset of the selected item
private int _itemsToDisplay = 4; //how many items to show in the dropdown panel
private bool _hideFirstItem = false; //lets us hide the prompt after something is chosen
private int _selectedIndex = 0;
private List<ComboBoxItem> _items; //conceptual items in the list
private bool _interactable = true;
private Canvas _canvas;
#region private rect transforms
/// <remarks> All of these have to be properties so that the editor script can access them</remarks>
private RectTransform _overlay; //overlayRT is a screensized box to handle clicks *not* on the button. (although this might have to change with multiple things on the screen.
private RectTransform overlayRT
{
get
{
if (_overlay == null)
{
_overlay = rectTransform.FindChild("Overlay").GetComponent<RectTransform>();
overlayBtn = _overlay.gameObject.GetComponent<Button>();
}
return _overlay;
}
set
{
_overlay = value;
}
}
private RectTransform _rectTransform;
private RectTransform rectTransform
{
get
{
if (_rectTransform == null)
{
_rectTransform = GetComponent<RectTransform>();
}
return _rectTransform;
}
set { _rectTransform = value; }
}
private RectTransform _comboBtnRT;
private RectTransform comboBtnRT
{
get
{
if (_comboBtnRT == null)
{
_comboBtnRT = rectTransform.FindChild("ComboButton").GetComponent<RectTransform>();
comboBtn = _comboBtnRT.GetComponent<Button>();
comboBtnImg = _comboBtnRT.FindChild("Image").GetComponent<Image>();
comboBtnText = _comboBtnRT.FindChild("Text").GetComponent<Text>();
}
return _comboBtnRT;
}
set
{
_comboBtnRT = value;
}
}
private GameObject _scrollPanel;
private GameObject scrollPanel
{
get
{
if (_scrollPanel == null)
_scrollPanel = overlayRT.FindChild("ScrollPanel").gameObject;
return _scrollPanel;
}
set
{
_scrollPanel = value;
}
}
private RectTransform _overlayRT;
private RectTransform _scrollPanelRT;
private RectTransform scrollPanelRT
{
get
{
if (_scrollPanelRT == null)
_scrollPanelRT = scrollPanel.GetComponent<RectTransform>();
return _scrollPanelRT;
}
set
{
_scrollPanelRT = value;
}
}
private RectTransform _itemsRT;
private RectTransform itemsRT
{
get
{
if (_itemsRT == null)
{
_itemsRT = scrollPanelRT.Find("Items").GetComponent<RectTransform>();
itemLayout = _itemsRT.gameObject.GetComponent<GridLayoutGroup>();
}
return _itemsRT;
}
set
{
_itemsRT = value;
}
}
private RectTransform _scrollbarRT;
private RectTransform scrollbarRT
{
get
{
if (_scrollbarRT == null)
_scrollbarRT = scrollPanelRT.Find("Scrollbar").GetComponent<RectTransform>();
return _scrollbarRT;
}
set
{
_scrollbarRT = value;
}
}
private RectTransform _scrollBarRT;
private RectTransform _slidingAreaRT;
private RectTransform slidingAreaRT
// private RectTransform scrollHandleRT;
private RectTransform _itemsPanelRT;
private Canvas _canvas;
private RectTransform _canvasRT;
private ScrollRect _scrollRect;
private List<string> _panelItems; //items that will get shown in the dropdown
private List<string> _prunedPanelItems; //items that used to show in the dropdown
private Dictionary<string, GameObject> panelObjects;
private GameObject itemTemplate;
public string Text { get; private set; }
[SerializeField]
private float _scrollBarWidth = 20.0f;
public float ScrollBarWidth
{
get
{
if (_slidingAreaRT == null)
_slidingAreaRT = scrollbarRT.Find("SlidingArea").GetComponent<RectTransform>();
return _slidingAreaRT;
}
get { return _scrollBarWidth; }
set
{
_slidingAreaRT = value;
_scrollBarWidth = value;
RedrawPanel();
}
}
private RectTransform _scrollHandleRT;
private RectTransform scrollHandleRT
{
get
{
if (_scrollHandleRT == null)
_scrollHandleRT = slidingAreaRT.Find("Handle").GetComponent<RectTransform>();
return _scrollHandleRT;
}
set
{
_scrollHandleRT = value;
}
}
#endregion
#endregion
#region public accessors
public string HeaderOption = "";
public Color32 disabledTextColor = new Color32(174, 174, 174, 255);
public bool Interactable
{
get
{
return _interactable;
}
set
{
_interactable = value;
comboBtn.interactable = _interactable;
if (comboBtnImg.sprite != null)
{
comboBtnImg.color = _interactable ?
comboBtn.colors.normalColor :
comboBtn.colors.disabledColor;
}
else
{
comboBtnImg.color = new Color(1, 1, 1, 0); //transparent
}
if (!Application.isPlaying)//stop it from messing up in the editor
return;
if (!_interactable && _isActive)
ToggleComboBox(false);
}
}
public int SelectedIndex
{
get
{
return _selectedIndex;
}
set
{
if (_selectedIndex == value)
return;
if (value > -1 && value < Items.Count)
{
_selectedIndex = value;
RefreshSelected();
}
}
}
public List<ComboBoxItem> Items
{
get
{
if (_items == null)
{
_items = new List<ComboBoxItem>();
}
return _items;
}
set
{
_items = value;
Refresh();
}
}
public bool HideFirstItem
{
get
{
return _hideFirstItem;
}
set
{
if (value)
scrollOffset--;
else
scrollOffset++;
_hideFirstItem = value;
Refresh();
}
}
// private int scrollOffset; //offset of the selected item
private int _selectedIndex = 0;
[SerializeField]
private int _itemsToDisplay;
public int ItemsToDisplay
{
get
{
return _itemsToDisplay;
}
get { return _itemsToDisplay; }
set
{
if (_itemsToDisplay == value)
return;
_itemsToDisplay = value;
Refresh();
RedrawPanel();
}
}
public System.Action<int> OnSelectionChanged;//fires when selection is changed.
#endregion
#endregion
#region public methods
/// <summary>
/// Update the main button with the selected item's parameters
/// </summary>
public void RefreshSelected()
public void Awake()
{
//get the selected item
ComboBoxItem item = (SelectedIndex > -1 && SelectedIndex < Items.Count) ? Items[SelectedIndex] : null;
if (item == null) return;
Initialize();
}
bool hasImage = (item.Image != null);
comboBtnImg.sprite = hasImage ? item.Image : null;
comboBtnImg.color = !hasImage ? new Color(1, 1, 1, 0)//transparent if there's no image.
: !Interactable ? new Color(1, 1, 1, .5f) //semitransparent if the combobox is disabled
: Color.white; //fully opaque if it has an image and the combobox is enabled
UpdateComboBoxText(comboBtnRT, hasImage);
comboBtnText.text = item.Caption;
comboBtn.onClick.RemoveAllListeners();
comboBtn.onClick.AddListener(() =>
private bool Initialize()
{
bool success = true;
try
{
ToggleComboBox(true);
});
if (!Application.isPlaying) return; //if it was running in editor we stop here.
_rectTransform = GetComponent<RectTransform>();
_inputRT = _rectTransform.FindChild("InputField").GetComponent<RectTransform>();
_mainInput = _inputRT.GetComponent<InputField>();
for (int i = 0; i < itemsRT.childCount; i++)
{
Image tempImg = itemsRT.GetChild(i).GetComponent<Image>();
tempImg.color = (SelectedIndex == (i + (HideFirstItem ? 1 : 0))) ? comboBtn.colors.highlightedColor : comboBtn.colors.normalColor;
_overlayRT = _rectTransform.FindChild("Overlay").GetComponent<RectTransform>();
_overlayRT.gameObject.SetActive(false);
_scrollPanelRT = _overlayRT.FindChild("ScrollPanel").GetComponent<RectTransform>();
_scrollBarRT = _scrollPanelRT.FindChild("Scrollbar").GetComponent<RectTransform>();
_slidingAreaRT = _scrollBarRT.FindChild("SlidingArea").GetComponent<RectTransform>();
// scrollHandleRT = slidingAreaRT.FindChild("Handle").GetComponent<RectTransform>();
_itemsPanelRT = _scrollPanelRT.FindChild("Items").GetComponent<RectTransform>();
//itemPanelLayout = itemsPanelRT.gameObject.GetComponent<LayoutGroup>();
_canvas = GetComponentInParent<Canvas>();
_canvasRT = _canvas.GetComponent<RectTransform>();
_scrollRect = _scrollPanelRT.GetComponent<ScrollRect>();
_scrollRect.scrollSensitivity = _rectTransform.sizeDelta.y / 2;
_scrollRect.movementType = ScrollRect.MovementType.Clamped;
_scrollRect.content = _itemsPanelRT;
itemTemplate = _rectTransform.FindChild("ItemTemplate").gameObject;
itemTemplate.SetActive(false);
}
catch (System.NullReferenceException ex)
{
Debug.LogException(ex);
Debug.LogError("Something is setup incorrectly with the dropdownlist component causing a Null Refernece Exception");
success = false;
}
panelObjects = new Dictionary<string, GameObject>();
_prunedPanelItems = new List<string>();
_panelItems = AvailableOptions.ToList();
RebuildPanel();
RedrawPanel();
return success;
}
/// <summary>
/// what happens when an item in the list is selected
/// </summary>
/// <param name="index"></param>
public void OnItemClicked(int index)
{
Debug.Log("item " + index + " was clicked");
bool selectionChanged = (index != SelectedIndex);
SelectedIndex = index;
ToggleComboBox(true);
if (selectionChanged && OnSelectionChanged != null) OnSelectionChanged(index);
}
/// <summary>
/// Add items to the dropdown list. Accepts any object of type ComboBoxItem, String, or Image
/// </summary>
/// <param name="list"></param>
/* currently just using items in the list instead of being able to add to it.
public void AddItems(params object[] list)
{
List<ComboBoxItem> cbItems = new List<ComboBoxItem>();
List<DropDownListItem> ddItems = new List<DropDownListItem>();
foreach (var obj in list)
{
if (obj is ComboBoxItem)
if (obj is DropDownListItem)
{
cbItems.Add((ComboBoxItem)obj);
ddItems.Add((DropDownListItem)obj);
}
else if (obj is string)
{
cbItems.Add(new ComboBoxItem(caption: (string)obj));
ddItems.Add(new DropDownListItem(caption: (string)obj));
}
else if (obj is Sprite)
{
cbItems.Add(new ComboBoxItem(image: (Sprite)obj));
ddItems.Add(new DropDownListItem(image: (Sprite)obj));
}
else
{
throw new System.Exception("Only ComboBoxItems, Strings, and Sprite types are allowed");
}
}
Items.AddRange(cbItems);
Items.AddRange(ddItems);
Items = Items.Distinct().ToList();//remove any duplicates
}
public void ClearItems()
{
Items.Clear();
RebuildPanel();
}
*/
/// <summary>
/// Redraw the graphics (in response to something changing)
/// Rebuilds the contents of the panel in response to items being added.
/// </summary>
public void UpdateGraphics()
private void RebuildPanel()
{
//center the handle in the scrollbar
float scrollbarWidth = Items.Count - (HideFirstItem ? 1 : 0) > ItemsToDisplay ? _scrollbarWidth : 0.0f;
scrollHandleRT.offsetMin = -scrollbarWidth / 2 * Vector2.one;
scrollHandleRT.offsetMax = scrollbarWidth / 2 * Vector2.one;
if (rectTransform.sizeDelta != comboBtnRT.sizeDelta)
//panel starts with all options
_panelItems.Clear();
foreach (string option in AvailableOptions)
{
comboBtnRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, rectTransform.sizeDelta.x);
comboBtnRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, rectTransform.sizeDelta.y);
comboBtnText.rectTransform.offsetMax = new Vector2(4, 0);
_panelItems.Add(option.ToLower());
}
_panelItems.Sort();
scrollPanelRT.SetParent(transform, true);
scrollPanelRT.anchoredPosition = new Vector2(0, -comboBtnRT.sizeDelta.y);
_prunedPanelItems.Clear();
List<GameObject> itemObjs = new List<GameObject>(panelObjects.Values);
panelObjects.Clear();
int indx = 0;
while (itemObjs.Count < AvailableOptions.Count)
{
GameObject newItem = Instantiate(itemTemplate) as GameObject;
newItem.name = "Item " + indx;
newItem.transform.SetParent(_itemsPanelRT, false);
itemObjs.Add(newItem);
indx++;
}
//make hte overlay fill the whole screen
overlayRT.SetParent(_canvas.transform, false);
overlayRT.offsetMax = Vector2.zero;
overlayRT.offsetMin = Vector2.zero;
for (int i = 0; i < itemObjs.Count; i++)
{
itemObjs[i].SetActive(i <= AvailableOptions.Count);
if (i < AvailableOptions.Count)
{
itemObjs[i].name = "Item " + i + " " + _panelItems[i];
itemObjs[i].transform.FindChild("Text").GetComponent<Text>().text = _panelItems[i]; //set the text value
//reattach to correct parents, maintining global position
overlayRT.SetParent(transform, true);
scrollPanelRT.SetParent(overlayRT, true);
scrollPanel.GetComponent<ScrollRect>().scrollSensitivity = comboBtnRT.sizeDelta.y;
UpdateComboBoxText(comboBtnRT, Items[SelectedIndex].Image != null);
Refresh();
Button itemBtn = itemObjs[i].GetComponent<Button>();
itemBtn.onClick.RemoveAllListeners();
string textOfItem = _panelItems[i]; //has to be copied for anonymous function or it gets garbage collected away
itemBtn.onClick.AddListener(() =>
{
OnItemClicked(textOfItem);
});
panelObjects[_panelItems[i]] = itemObjs[i];
}
}
}
/// <summary>
/// toggle the drop down list
/// what happens when an item in the list is selected
/// </summary>
/// <param name="directClick">whether it was toggled by directly clicking on </param>
public void ToggleComboBox(bool directClick)
/// <param name="item"></param>
private void OnItemClicked(string item)
{
if (HeaderOption != "") HideFirstItem = true;
_isActive = !_isActive;
// Debug.Log("toggling combo box tp "+ _isActive);
overlayRT.gameObject.SetActive(_isActive);
if (_isActive)
//Debug.Log("item " + item + " clicked");
Text = item;
_mainInput.text = Text;
ToggleDropdownPanel(true);
}
//private void UpdateSelected()
//{
// SelectedItem = (_selectedIndex > -1 && _selectedIndex < Items.Count) ? Items[_selectedIndex] : null;
// if (SelectedItem == null) return;
// bool hasImage = SelectedItem.Image != null;
// if (hasImage)
// {
// mainButton.img.sprite = SelectedItem.Image;
// mainButton.img.color = Color.white;
// //if (Interactable) mainButton.img.color = Color.white;
// //else mainButton.img.color = new Color(1, 1, 1, .5f);
// }
// else
// {
// mainButton.img.sprite = null;
// }
// mainButton.txt.text = SelectedItem.Caption;
// //update selected index color
// for (int i = 0; i < itemsPanelRT.childCount; i++)
// {
// panelItems[i].btnImg.color = (_selectedIndex == i) ? mainButton.btn.colors.highlightedColor : new Color(0, 0, 0, 0);
// }
//}
private void RedrawPanel()
{
float scrollbarWidth = _panelItems.Count > ItemsToDisplay ? _scrollBarWidth : 0f;//hide the scrollbar if there's not enough items
_scrollBarRT.gameObject.SetActive(_panelItems.Count > ItemsToDisplay);
if (!_hasDrawnOnce || _rectTransform.sizeDelta != _inputRT.sizeDelta)
{
_hasDrawnOnce = true;
_inputRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x);
_inputRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _rectTransform.sizeDelta.y);
_scrollPanelRT.SetParent(transform, true);//break the scroll panel from the overlay
_scrollPanelRT.anchoredPosition = new Vector2(0, -_rectTransform.sizeDelta.y); //anchor it to the bottom of the button
//make the overlay fill the screen
_overlayRT.SetParent(_canvas.transform, false); //attach it to top level object
_overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _canvasRT.sizeDelta.x);
_overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _canvasRT.sizeDelta.y);
_overlayRT.SetParent(transform, true);//reattach to this object
_scrollPanelRT.SetParent(_overlayRT, true); //reattach the scrollpanel to the overlay
}
if (_panelItems.Count < 1) return;
float dropdownHeight = _rectTransform.sizeDelta.y * Mathf.Min(_itemsToDisplay, _panelItems.Count);
_scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
_scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x);
_itemsPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _scrollPanelRT.sizeDelta.x - scrollbarWidth - 5);
_itemsPanelRT.anchoredPosition = new Vector2(5, 0);
_scrollBarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scrollbarWidth);
_scrollBarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
_slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0);
_slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight - _scrollBarRT.sizeDelta.x);
}
public void OnValueChanged(string currText)
{
Text = currText;
PruneItems(currText);
RedrawPanel();
//Debug.Log("value changed to: " + currText);
if (_panelItems.Count == 0)
{
_isPanelActive = true;//this makes it get turned off
ToggleDropdownPanel(false);
}
else if (!_isPanelActive)
{
ToggleDropdownPanel(false);
}
}
/// <summary>
/// Toggle the drop down list
/// </summary>
/// <param name="directClick"> whether an item was directly clicked on</param>
public void ToggleDropdownPanel(bool directClick)
{
_isPanelActive = !_isPanelActive;
_overlayRT.gameObject.SetActive(_isPanelActive);
if (_isPanelActive)
{
transform.SetAsLastSibling();
FixScrollOffset();
}
else if (directClick)
{
scrollOffset = Mathf.RoundToInt(_itemsRT.anchoredPosition.y / rectTransform.sizeDelta.y);
// scrollOffset = Mathf.RoundToInt(itemsPanelRT.anchoredPosition.y / _rectTransform.sizeDelta.y);
}
}
#endregion
#region private methods
private void Awake()
private void PruneItems(string currText)
{
_canvas = GetComponentInParent<Canvas>();
Initialize();
}
/// <summary>
/// Initialize the control
/// </summary>
private void Initialize()
{
overlayRT.gameObject.SetActive(false);
overlayBtn.onClick.AddListener(() => { ToggleComboBox(false); });
if (HeaderOption != "") AddItems(HeaderOption);
//float dropdownHeight = comboBtnRT.sizeDelta.y * Mathf.Min(ItemsToDisplay, Items.Length - (HideFirstItem ? 1 : 0));
//scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
//scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, comboBtnRT.sizeDelta.x);
ScrollRect scrollPanelScrollRect = scrollPanel.GetComponent<ScrollRect>();
scrollPanelScrollRect.scrollSensitivity = comboBtnRT.sizeDelta.y;
scrollPanelScrollRect.content = itemsRT;
itemLayout.constraint = GridLayoutGroup.Constraint.FixedColumnCount;
itemLayout.constraintCount = 1;
//float scrollbarWidth = Items.Length - (HideFirstItem ? 1 : 0) > _itemsToDisplay ? _scrollbarWidth : 0.0f;
//itemsRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scrollPanelRT.sizeDelta.x - scrollbarWidth);
//itemLayout.cellSize = new Vector2(comboBtnRT.sizeDelta.x - scrollbarWidth, comboBtnRT.sizeDelta.y);
//itemLayout.constraint = GridLayoutGroup.Constraint.FixedColumnCount;
//itemLayout.constraintCount = 1;
//scrollbarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scrollbarWidth);
//scrollbarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
//slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0);
//slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight - scrollbarRT.sizeDelta.x);
//scrollHandleRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scrollbarWidth);
//scrollHandleRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, scrollbarWidth);
Interactable = Interactable; //call the logic in the getter.
Refresh();
}
/// <summary>
/// Redraw the component, with realigning.
/// </summary>
public void Refresh()
{
// Debug.Log("Refreshing");
int itemsLength = Items.Count - (HideFirstItem ? 1 : 0);
if (itemsLength < 1)
return;
float dropdownHeight = comboBtnRT.sizeDelta.y * Mathf.Min(_itemsToDisplay, itemsLength);
float scrollbarWidth = itemsLength > ItemsToDisplay ? _scrollbarWidth : 0.0f;
scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, comboBtnRT.sizeDelta.x);
itemsRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scrollPanelRT.sizeDelta.x - scrollbarWidth);
itemLayout.cellSize = new Vector2(comboBtnRT.sizeDelta.x - scrollbarWidth, comboBtnRT.sizeDelta.y);
scrollbarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scrollbarWidth);
scrollbarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0);
slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight - scrollbarRT.sizeDelta.x);
scrollHandleRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scrollbarWidth);
scrollHandleRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, scrollbarWidth);
for (int i = itemsRT.childCount - 1; i >= 0; i--)//delete in reverse to avoid having to re-allocate memory on each delete. (ie if I deleted child 0, everythign would get shifted forward in the array)
List<string> notToPrune = _panelItems.Where(x => x.ToLower().Contains(currText.ToLower())).ToList();
List<string> toPrune = _panelItems.Except(notToPrune).ToList();
foreach (string key in toPrune)
{
DestroyImmediate(itemsRT.GetChild(0).gameObject);
// Debug.Log("pruning key " + key);
panelObjects[key].SetActive(false);
_panelItems.Remove(key);
_prunedPanelItems.Add(key);
}
for (int i = (HideFirstItem ? 1 : 0); i < Items.Count; i++) //for each element to be shown in the dropdown list
List<string> toAddBack = _prunedPanelItems.Where(x => x.ToLower().Contains(currText)).ToList();
foreach (string key in toAddBack)
{
ComboBoxItem item = Items[i];
item.OnUpdate = Refresh;
Transform itemTfm = Instantiate(comboBtnRT) as Transform;//copy the top level combo box
itemTfm.name += " " + i;
itemTfm.SetParent(itemsRT, false);
itemTfm.GetComponent<Image>().sprite = null; //hide the original background image (so that the dropdown box shows)
Text itemText = itemTfm.Find("Text").GetComponent<Text>();
itemText.text = item.Caption;
if (item.IsDisabled) itemText.color = disabledTextColor;
Image itemImg = itemTfm.Find("Image").GetComponent<Image>();
itemImg.sprite = item.Image;
itemImg.color = (item.Image == null) ? new Color(1, 1, 1, 0)
: item.IsDisabled ? new Color(1, 1, 1, .5f)
: Color.white;
Button itemBtn = itemTfm.GetComponent<Button>();
itemBtn.interactable = !item.IsDisabled;
int indx = i;
itemBtn.onClick.RemoveAllListeners();
itemBtn.onClick.AddListener(() =>
{
OnItemClicked(indx);
if (item.OnSelect != null) item.OnSelect();
}
);
}
RefreshSelected();
UpdateComboBoxItems();
UpdateGraphics();
FixScrollOffset();
}
/// <summary>
/// adjusts all of the items in the dropdown list to account for any images
/// </summary>
private void UpdateComboBoxItems()
{
//decide if any item in the list has images
bool includeImages = false;
foreach (ComboBoxItem item in Items)
{
if (item.Image != null)
{
includeImages = true; break;
}
}
//either align all of the text 10 units from the side, or 8+image width.
foreach (Transform child in itemsRT)
{
UpdateComboBoxText(child, includeImages);
// Debug.Log("adding back key " + key);
panelObjects[key].SetActive(true);
_panelItems.Add(key);
_prunedPanelItems.Remove(key);
}
}
private void UpdateComboBoxText(Transform child, bool includeImages)
{
child.Find("Text").GetComponent<RectTransform>().offsetMin = Vector2.right * (includeImages ? comboBtnImg.rectTransform.rect.width + 8.0f : 10.0f);
}
private void FixScrollOffset()
{
int selectedIndex = SelectedIndex + (HideFirstItem ? 1 : 0);
if (selectedIndex < scrollOffset)
scrollOffset = selectedIndex;
else
if (selectedIndex > scrollOffset + ItemsToDisplay - 1)
scrollOffset = selectedIndex - ItemsToDisplay + 1;
int itemsCount = Items.Count - (HideFirstItem ? 1 : 0);
if (scrollOffset > itemsCount - ItemsToDisplay)
scrollOffset = itemsCount - ItemsToDisplay;
if (scrollOffset < 0)
scrollOffset = 0;
_itemsRT.anchoredPosition = new Vector2(0.0f, scrollOffset * rectTransform.sizeDelta.y);
}
#endregion
}
}

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@ -0,0 +1,292 @@
///Credit perchik
///Sourced from - http://forum.unity3d.com/threads/receive-onclick-event-and-pass-it-on-to-lower-ui-elements.293642/
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// Extenension to the UI class which creates a dropdown list
/// </summary>
[RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Extensions/Dropdown List")]
public class DropDownList : MonoBehaviour
{
public Color disabledTextColor;
public DropDownListItem SelectedItem { get; private set; } //outside world gets to get this, not set it
public List<DropDownListItem> Items;
public System.Action<int> OnSelectionChanged; // fires when selection is changed;
//private bool isInitialized = false;
private bool _isPanelActive = false;
private bool _hasDrawnOnce = false;
private DropDownListButton _mainButton;
private RectTransform _rectTransform;
private RectTransform _overlayRT;
private RectTransform _scrollPanelRT;
private RectTransform _scrollBarRT;
private RectTransform _slidingAreaRT;
// private RectTransform scrollHandleRT;
private RectTransform _itemsPanelRT;
private Canvas _canvas;
private RectTransform _canvasRT;
private ScrollRect _scrollRect;
private List<DropDownListButton> _panelItems;
private GameObject _itemTemplate;
[SerializeField]
private float _scrollBarWidth = 20.0f;
public float ScrollBarWidth
{
get { return _scrollBarWidth; }
set
{
_scrollBarWidth = value;
RedrawPanel();
}
}
// private int scrollOffset; //offset of the selected item
private int _selectedIndex = 0;
[SerializeField]
private int _itemsToDisplay;
public int ItemsToDisplay
{
get { return _itemsToDisplay; }
set
{
_itemsToDisplay = value;
RedrawPanel();
}
}
public void Awake()
{
Initialize();
}
private bool Initialize()
{
bool success = true;
try
{
_rectTransform = GetComponent<RectTransform>();
_mainButton = new DropDownListButton(_rectTransform.FindChild("MainButton").gameObject);
_overlayRT = _rectTransform.FindChild("Overlay").GetComponent<RectTransform>();
_overlayRT.gameObject.SetActive(false);
_scrollPanelRT = _overlayRT.FindChild("ScrollPanel").GetComponent<RectTransform>();
_scrollBarRT = _scrollPanelRT.FindChild("Scrollbar").GetComponent<RectTransform>();
_slidingAreaRT = _scrollBarRT.FindChild("SlidingArea").GetComponent<RectTransform>();
// scrollHandleRT = slidingAreaRT.FindChild("Handle").GetComponent<RectTransform>();
_itemsPanelRT = _scrollPanelRT.FindChild("Items").GetComponent<RectTransform>();
//itemPanelLayout = itemsPanelRT.gameObject.GetComponent<LayoutGroup>();
_canvas = GetComponentInParent<Canvas>();
_canvasRT = _canvas.GetComponent<RectTransform>();
_scrollRect = _scrollPanelRT.GetComponent<ScrollRect>();
_scrollRect.scrollSensitivity = _rectTransform.sizeDelta.y / 2;
_scrollRect.movementType = ScrollRect.MovementType.Clamped;
_scrollRect.content = _itemsPanelRT;
_itemTemplate = _rectTransform.FindChild("ItemTemplate").gameObject;
_itemTemplate.SetActive(false);
}
catch (System.NullReferenceException ex)
{
Debug.LogException(ex);
Debug.LogError("Something is setup incorrectly with the dropdownlist component causing a Null Refernece Exception");
success = false;
}
_panelItems = new List<DropDownListButton>();
RebuildPanel();
RedrawPanel();
return success;
}
/* currently just using items in the list instead of being able to add to it.
public void AddItems(params object[] list)
{
List<DropDownListItem> ddItems = new List<DropDownListItem>();
foreach (var obj in list)
{
if (obj is DropDownListItem)
{
ddItems.Add((DropDownListItem)obj);
}
else if (obj is string)
{
ddItems.Add(new DropDownListItem(caption: (string)obj));
}
else if (obj is Sprite)
{
ddItems.Add(new DropDownListItem(image: (Sprite)obj));
}
else
{
throw new System.Exception("Only ComboBoxItems, Strings, and Sprite types are allowed");
}
}
Items.AddRange(ddItems);
Items = Items.Distinct().ToList();//remove any duplicates
RebuildPanel();
}
*/
/// <summary>
/// Rebuilds the contents of the panel in response to items being added.
/// </summary>
private void RebuildPanel()
{
if (Items.Count == 0) return;
int indx = _panelItems.Count;
while (_panelItems.Count < Items.Count)
{
GameObject newItem = Instantiate(_itemTemplate) as GameObject;
newItem.name = "Item " + indx;
newItem.transform.SetParent(_itemsPanelRT, false);
_panelItems.Add(new DropDownListButton(newItem));
indx++;
}
for (int i = 0; i < _panelItems.Count; i++)
{
if (i < Items.Count)
{
DropDownListItem item = Items[i];
_panelItems[i].txt.text = item.Caption;
if (item.IsDisabled) _panelItems[i].txt.color = disabledTextColor;
if (_panelItems[i].btnImg != null) _panelItems[i].btnImg.sprite = null;//hide the button image
_panelItems[i].img.sprite = item.Image;
_panelItems[i].img.color = (item.Image == null) ? new Color(1, 1, 1, 0)
: item.IsDisabled ? new Color(1, 1, 1, .5f)
: Color.white;
int ii = i; //have to copy the variable for use in anonymous function
_panelItems[i].btn.onClick.RemoveAllListeners();
_panelItems[i].btn.onClick.AddListener(() =>
{
OnItemClicked(ii);
if (item.OnSelect != null) item.OnSelect();
});
}
_panelItems[i].gameobject.SetActive(i < Items.Count);// if we have more thanks in the panel than Items in the list hide them
}
}
private void OnItemClicked(int indx)
{
Debug.Log("item " + indx + " clicked");
if (indx != _selectedIndex && OnSelectionChanged != null) OnSelectionChanged(indx);
_selectedIndex = indx;
ToggleDropdownPanel(true);
UpdateSelected();
}
private void UpdateSelected()
{
SelectedItem = (_selectedIndex > -1 && _selectedIndex < Items.Count) ? Items[_selectedIndex] : null;
if (SelectedItem == null) return;
bool hasImage = SelectedItem.Image != null;
if (hasImage)
{
_mainButton.img.sprite = SelectedItem.Image;
_mainButton.img.color = Color.white;
//if (Interactable) mainButton.img.color = Color.white;
//else mainButton.img.color = new Color(1, 1, 1, .5f);
}
else
{
_mainButton.img.sprite = null;
}
_mainButton.txt.text = SelectedItem.Caption;
//update selected index color
for (int i = 0; i < _itemsPanelRT.childCount; i++)
{
_panelItems[i].btnImg.color = (_selectedIndex == i) ? _mainButton.btn.colors.highlightedColor : new Color(0, 0, 0, 0);
}
}
private void RedrawPanel()
{
float scrollbarWidth = Items.Count > ItemsToDisplay ? _scrollBarWidth : 0f;//hide the scrollbar if there's not enough items
if (!_hasDrawnOnce || _rectTransform.sizeDelta != _mainButton.rectTransform.sizeDelta)
{
_hasDrawnOnce = true;
_mainButton.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x);
_mainButton.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _rectTransform.sizeDelta.y);
_mainButton.txt.rectTransform.offsetMax = new Vector2(4, 0);
_scrollPanelRT.SetParent(transform, true);//break the scroll panel from the overlay
_scrollPanelRT.anchoredPosition = new Vector2(0, -_rectTransform.sizeDelta.y); //anchor it to the bottom of the button
//make the overlay fill the screen
_overlayRT.SetParent(_canvas.transform, false); //attach it to top level object
_overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _canvasRT.sizeDelta.x);
_overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _canvasRT.sizeDelta.y);
_overlayRT.SetParent(transform, true);//reattach to this object
_scrollPanelRT.SetParent(_overlayRT, true); //reattach the scrollpanel to the overlay
}
if (Items.Count < 1) return;
float dropdownHeight = _rectTransform.sizeDelta.y * Mathf.Min(_itemsToDisplay, Items.Count);
_scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
_scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x);
_itemsPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _scrollPanelRT.sizeDelta.x - scrollbarWidth - 5);
_itemsPanelRT.anchoredPosition = new Vector2(5, 0);
_scrollBarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scrollbarWidth);
_scrollBarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
_slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0);
_slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight - _scrollBarRT.sizeDelta.x);
}
/// <summary>
/// Toggle the drop down list
/// </summary>
/// <param name="directClick"> whether an item was directly clicked on</param>
public void ToggleDropdownPanel(bool directClick)
{
_isPanelActive = !_isPanelActive;
_overlayRT.gameObject.SetActive(_isPanelActive);
if (_isPanelActive)
{
transform.SetAsLastSibling();
}
else if (directClick)
{
// scrollOffset = Mathf.RoundToInt(itemsPanelRT.anchoredPosition.y / _rectTransform.sizeDelta.y);
}
}
}
}

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 261044bc84e00294d9bcf19909da3aa2
guid: 7a00cad80d8a47b438b394bebe77d0d2
MonoImporter:
serializedVersion: 2
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@ -0,0 +1,26 @@
///Credit perchik
///Sourced from - http://forum.unity3d.com/threads/receive-onclick-event-and-pass-it-on-to-lower-ui-elements.293642/
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform), typeof(Button))]
public class DropDownListButton
{
public RectTransform rectTransform;
public Button btn;
public Text txt;
public Image btnImg;
public Image img;
public GameObject gameobject;
public DropDownListButton(GameObject btnObj)
{
gameobject = btnObj;
rectTransform = btnObj.GetComponent<RectTransform>();
btnImg = btnObj.GetComponent<Image>();
btn = btnObj.GetComponent<Button>();
txt = rectTransform.FindChild("Text").GetComponent<Text>();
img = rectTransform.FindChild("Image").GetComponent<Image>();
}
}
}

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 491c635e1f309294187ff24b5c71e8cb
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -5,7 +5,8 @@ using System;
namespace UnityEngine.UI.Extensions
{
public class ComboBoxItem
[Serializable]
public class DropDownListItem
{
[SerializeField]
private string _caption;
@ -64,33 +65,36 @@ namespace UnityEngine.UI.Extensions
}
}
[SerializeField]
private string _id;
///<summary>
///ID exists so that an item can have a caption and a value like in traditional windows forms. Ie. an item may be a student's name, and the ID can be the student's ID number
///</summary>
public string ID
{
get { return _id; }
set { _id = value; }
}
public Action OnSelect; //action to be called when this item is selected
internal Action OnUpdate; //action to be called when something changes.
///<remarks> Value exists so that an item can have a caption and a value, like in traditional windows forms. Ie. an item may be a student's name, and the value could be the student's ID number</remarks>
private string _value;
/// <summary>
/// Constructor for ComboBoxOptions
/// Constructor for Drop Down List panelItems
/// </summary>
/// <param name="caption">Caption for the item </param>
/// <param name="val">Value of the item </param>
/// <param name="val">ID of the item </param>
/// <param name="image"></param>
/// <param name="disabled">Should the item start disabled</param>
/// <param name="onSelect">Action to be called when this item is selected</param>
public ComboBoxItem(string caption = "", string val = "", Sprite image = null, bool disabled = false, Action onSelect = null)
public DropDownListItem(string caption = "", string inId = "", Sprite image = null, bool disabled = false, Action onSelect = null)
{
_caption = caption;
_image = image;
_value = val;
_id = inId;
_isDisabled = disabled;
OnSelect = onSelect;
}
}
}

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: e1dd512d0ed874740902b01df530b2dc
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using UnityEngine.UI.Extensions;
@ -27,6 +27,7 @@ namespace UnityEditor.UI
//private static Vector2 s_ThinGUIElementSize = new Vector2(kWidth, kThinHeight);
private static Vector2 s_ImageGUIElementSize = new Vector2(100f, 100f);
private static Color s_DefaultSelectableColor = new Color(1f, 1f, 1f, 1f);
private static Color s_TextColor = new Color(50f / 255f, 50f / 255f, 50f / 255f, 1f);
#endregion
#region Unity Builder methods - Do not change unless UI Source (Editor\MenuOptions) changes
private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform)
@ -105,7 +106,6 @@ namespace UnityEditor.UI
return go;
}
[MenuItem("GameObject/UI/Canvas", false, 2009)]
static public void AddCanvas(MenuCommand menuCommand)
{
var go = CreateNewUI();
@ -195,12 +195,20 @@ namespace UnityEditor.UI
colors.pressedColor = new Color(0.698f, 0.698f, 0.698f);
colors.disabledColor = new Color(0.521f, 0.521f, 0.521f);
}
private static void SetDefaultTextValues(Text lbl)
{
// Set text values we want across UI elements in default controls.
// Don't set values which are the same as the default values for the Text component,
// since there's no point in that, and it's good to keep them as consistent as possible.
lbl.color = s_TextColor;
}
#endregion
#endregion
#region UI Extensions "Create" Menu items
[MenuItem("GameObject/UI/Extensions/Horizontal Scroll Snap", false, 2000)]
[MenuItem("GameObject/UI/Extensions/Horizontal Scroll Snap", false)]
static public void AddHorizontalScrollSnap(MenuCommand menuCommand)
{
GameObject horizontalScrollSnapRoot = CreateUIElementRoot("Horizontal Scroll Snap", menuCommand, s_ThickGUIElementSize);
@ -273,7 +281,7 @@ namespace UnityEditor.UI
Selection.activeGameObject = horizontalScrollSnapRoot;
}
[MenuItem("GameObject/UI/Extensions/UI Button", false, 2001)]
[MenuItem("GameObject/UI/Extensions/UI Button", false)]
static public void AddUIButton(MenuCommand menuCommand)
{
GameObject uiButtonRoot = CreateUIElementRoot("UI Button", menuCommand, s_ThickGUIElementSize);
@ -301,7 +309,7 @@ namespace UnityEditor.UI
Selection.activeGameObject = uiButtonRoot;
}
[MenuItem("GameObject/UI/Extensions/UI Flippable", false, 2003)]
[MenuItem("GameObject/UI/Extensions/UI Flippable", false)]
static public void AddUIFlippableImage(MenuCommand menuCommand)
{
GameObject go = CreateUIElementRoot("UI Flippable", menuCommand, s_ImageGUIElementSize);
@ -310,7 +318,7 @@ namespace UnityEditor.UI
Selection.activeGameObject = go;
}
[MenuItem("GameObject/UI/Extensions/UI Window Base", false, 2004)]
[MenuItem("GameObject/UI/Extensions/UI Window Base", false)]
static public void AddUIWindowBase(MenuCommand menuCommand)
{
GameObject go = CreateUIElementRoot("UI Window Base", menuCommand, s_ThickGUIElementSize);
@ -319,7 +327,7 @@ namespace UnityEditor.UI
Selection.activeGameObject = go;
}
[MenuItem("GameObject/UI/Extensions/Accordion/Accordion Group", false, 2002)]
[MenuItem("GameObject/UI/Extensions/Accordion/Accordion Group", false)]
static public void AddAccordionGroup(MenuCommand menuCommand)
{
GameObject go = CreateUIElementRoot("Accordion Group", menuCommand, s_ThickGUIElementSize);
@ -330,7 +338,7 @@ namespace UnityEditor.UI
Selection.activeGameObject = go;
}
[MenuItem("GameObject/UI/Extensions/Accordion/Accordion Element", false, 2002)]
[MenuItem("GameObject/UI/Extensions/Accordion/Accordion Element", false)]
static public void AddAccordionElement(MenuCommand menuCommand)
{
GameObject go = CreateUIElementRoot("Accordion Element", menuCommand, s_ThickGUIElementSize);
@ -340,16 +348,103 @@ namespace UnityEditor.UI
}
//Awaiting updated control from autor - Use PreFab for now
//[MenuItem("GameObject/UI/Extensions/ComboBox", false, 2002)]
//static public void AddComboBox(MenuCommand menuCommand)
//{
// GameObject go = CreateUIElementRoot("ComboBox", menuCommand, s_ThickGUIElementSize);
// go.AddComponent<ComboBox>();
// Selection.activeGameObject = go;
//}
[MenuItem("GameObject/UI/Extensions/ComboBox", false)]
static public void AddComboBox(MenuCommand menuCommand)
{
GameObject comboBoxRoot = CreateUIElementRoot("ComboBox", menuCommand, s_ThickGUIElementSize);
[MenuItem("GameObject/UI/Extensions/Selection Box", false, 2009)]
//Create Template
GameObject itemTemplate = AddButtonAsChild(comboBoxRoot);
//Create Inputfield
GameObject inputField = AddInputFieldAsChild(comboBoxRoot);
//Create Overlay
GameObject overlay = CreateUIObject("Overlay", comboBoxRoot);
GameObject overlayScrollPanel = CreateUIObject("ScrollPanel", overlay);
GameObject overlayScrollPanelItems = CreateUIObject("Items", overlayScrollPanel);
GameObject overlayScrollPanelScrollBar = AddScrollbarAsChild(overlayScrollPanel);
//Create Arrow Button
GameObject arrowButton = AddButtonAsChild(comboBoxRoot);
//Setup ComboBox
var comboBox = comboBoxRoot.AddComponent<ComboBox>();
var cbbRT = comboBoxRoot.GetComponent<RectTransform>();
//Setup Template
itemTemplate.name = "ItemTemplate";
var itemTemplateRT = itemTemplate.GetComponent<RectTransform>();
itemTemplateRT.sizeDelta = cbbRT.sizeDelta;
var itemTemplateButton = itemTemplate.GetComponent<Button>();
itemTemplateButton.transition = Selectable.Transition.None;
var itemTemplateLayoutElement = itemTemplate.AddComponent<LayoutElement>();
itemTemplateLayoutElement.minHeight = cbbRT.rect.height;
itemTemplate.SetActive(false);
//Setup InputField
var inputFieldRT = inputField.GetComponent<RectTransform>();
inputFieldRT.anchorMin = Vector2.zero;
inputFieldRT.anchorMax = Vector2.one;
inputFieldRT.sizeDelta = Vector2.zero;
Events.UnityEventTools.AddPersistentListener<string>(inputField.GetComponent<InputField>().onValueChange, new UnityEngine.Events.UnityAction<string>(comboBox.OnValueChanged));
//Setup Overlay
var overlayRT = overlay.GetComponent<RectTransform>();
overlayRT.anchorMin = new Vector2(0f, 1f);
overlayRT.anchorMax = new Vector2(0f, 1f);
overlayRT.sizeDelta = new Vector2(0f, 1f);
overlayRT.pivot = new Vector2(0f, 1f);
overlay.AddComponent<Image>().color = new Color(0.243f, 0.871f, 0f, 0f);
Events.UnityEventTools.AddBoolPersistentListener(overlay.AddComponent<Button>().onClick, new UnityEngine.Events.UnityAction<bool>(comboBox.ToggleDropdownPanel), true);
//Overlay Scroll Panel
var overlayScrollPanelRT = overlayScrollPanel.GetComponent<RectTransform>();
overlayScrollPanelRT.position += new Vector3(0, -cbbRT.sizeDelta.y, 0);
overlayScrollPanelRT.anchorMin = new Vector2(0f, 1f);
overlayScrollPanelRT.anchorMax = new Vector2(0f, 1f);
overlayScrollPanelRT.sizeDelta = new Vector2(cbbRT.sizeDelta.x, cbbRT.sizeDelta.y * 3);
overlayScrollPanelRT.pivot = new Vector2(0f, 1f);
overlayScrollPanel.AddComponent<Image>();
overlayScrollPanel.AddComponent<Mask>();
var scrollRect = overlayScrollPanel.AddComponent<ScrollRect>();
scrollRect.horizontal = false;
scrollRect.movementType = ScrollRect.MovementType.Clamped;
scrollRect.verticalScrollbar = overlayScrollPanelScrollBar.GetComponent<Scrollbar>();
//Overlay Items list
var overlayScrollPanelItemsRT = overlayScrollPanelItems.GetComponent<RectTransform>();
overlayScrollPanelItemsRT.position += new Vector3(5, 0, 0);
overlayScrollPanelItemsRT.anchorMin = new Vector2(0f, 1f);
overlayScrollPanelItemsRT.anchorMax = new Vector2(0f, 1f);
overlayScrollPanelItemsRT.sizeDelta = new Vector2(120f, 5f);
overlayScrollPanelItemsRT.pivot = new Vector2(0f, 1f);
scrollRect.content = overlayScrollPanelItemsRT;
var overlayScrollPanelItemsVLG = overlayScrollPanelItems.AddComponent<VerticalLayoutGroup>();
overlayScrollPanelItemsVLG.padding = new RectOffset(0, 0, 5, 0);
var overlayScrollPanelItemsFitter = overlayScrollPanelItems.AddComponent<ContentSizeFitter>();
overlayScrollPanelItemsFitter.verticalFit = ContentSizeFitter.FitMode.MinSize;
//Overlay Scrollbar
var overlayScrollPanelScrollbarRT = overlayScrollPanelScrollBar.GetComponent<RectTransform>();
overlayScrollPanelScrollbarRT.anchorMin = new Vector2(1f, 0f);
overlayScrollPanelScrollbarRT.anchorMax = Vector2.one;
overlayScrollPanelScrollbarRT.sizeDelta = new Vector2(cbbRT.sizeDelta.y, 0f);
overlayScrollPanelScrollbarRT.pivot = Vector2.one;
overlayScrollPanelScrollbarRT.GetComponent<Scrollbar>().direction = Scrollbar.Direction.BottomToTop;
overlayScrollPanelScrollBar.transform.GetChild(0).name = "SlidingArea";
//Arrow Button
arrowButton.name = "ArrowBtn";
var arrowButtonRT = arrowButton.GetComponent<RectTransform>();
arrowButtonRT.anchorMin = Vector2.one;
arrowButtonRT.anchorMax = Vector2.one;
arrowButtonRT.sizeDelta = new Vector2(cbbRT.sizeDelta.y, cbbRT.sizeDelta.y);
arrowButtonRT.pivot = Vector2.one;
Events.UnityEventTools.AddBoolPersistentListener(arrowButton.GetComponent<Button>().onClick, new UnityEngine.Events.UnityAction<bool>(comboBox.ToggleDropdownPanel), true);
arrowButton.GetComponentInChildren<Text>().text = "▼";
Selection.activeGameObject = comboBoxRoot;
}
[MenuItem("GameObject/UI/Extensions/Selection Box", false)]
static public void AddSelectionBox(MenuCommand menuCommand)
{
var go = CreateNewUI();
@ -383,5 +478,128 @@ namespace UnityEditor.UI
}
#endregion
#region Helper Functions
private static GameObject AddInputFieldAsChild(GameObject parent)
{
GameObject root = CreateUIObject("InputField", parent);
GameObject childPlaceholder = CreateUIObject("Placeholder", root);
GameObject childText = CreateUIObject("Text", root);
Image image = root.AddComponent<Image>();
image.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
image.type = Image.Type.Sliced;
image.color = s_DefaultSelectableColor;
InputField inputField = root.AddComponent<InputField>();
SetDefaultColorTransitionValues(inputField);
Text text = childText.AddComponent<Text>();
text.text = "";
text.supportRichText = false;
SetDefaultTextValues(text);
Text placeholder = childPlaceholder.AddComponent<Text>();
placeholder.text = "Enter text...";
placeholder.fontStyle = FontStyle.Italic;
// Make placeholder color half as opaque as normal text color.
Color placeholderColor = text.color;
placeholderColor.a *= 0.5f;
placeholder.color = placeholderColor;
RectTransform textRectTransform = childText.GetComponent<RectTransform>();
textRectTransform.anchorMin = Vector2.zero;
textRectTransform.anchorMax = Vector2.one;
textRectTransform.sizeDelta = Vector2.zero;
textRectTransform.offsetMin = new Vector2(10, 6);
textRectTransform.offsetMax = new Vector2(-10, -7);
RectTransform placeholderRectTransform = childPlaceholder.GetComponent<RectTransform>();
placeholderRectTransform.anchorMin = Vector2.zero;
placeholderRectTransform.anchorMax = Vector2.one;
placeholderRectTransform.sizeDelta = Vector2.zero;
placeholderRectTransform.offsetMin = new Vector2(10, 6);
placeholderRectTransform.offsetMax = new Vector2(-10, -7);
inputField.textComponent = text;
inputField.placeholder = placeholder;
return root;
}
private static GameObject AddScrollbarAsChild(GameObject parent)
{
// Create GOs Hierarchy
GameObject scrollbarRoot = CreateUIObject("Scrollbar", parent);
GameObject sliderArea = CreateUIObject("Sliding Area", scrollbarRoot);
GameObject handle = CreateUIObject("Handle", sliderArea);
Image bgImage = scrollbarRoot.AddComponent<Image>();
bgImage.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpriteResourcePath);
bgImage.type = Image.Type.Sliced;
bgImage.color = s_DefaultSelectableColor;
Image handleImage = handle.AddComponent<Image>();
handleImage.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
handleImage.type = Image.Type.Sliced;
handleImage.color = s_DefaultSelectableColor;
RectTransform sliderAreaRect = sliderArea.GetComponent<RectTransform>();
sliderAreaRect.sizeDelta = new Vector2(-20, -20);
sliderAreaRect.anchorMin = Vector2.zero;
sliderAreaRect.anchorMax = Vector2.one;
RectTransform handleRect = handle.GetComponent<RectTransform>();
handleRect.sizeDelta = new Vector2(20, 20);
Scrollbar scrollbar = scrollbarRoot.AddComponent<Scrollbar>();
scrollbar.handleRect = handleRect;
scrollbar.targetGraphic = handleImage;
SetDefaultColorTransitionValues(scrollbar);
return scrollbarRoot;
}
private static GameObject AddTextAsChild(GameObject parent)
{
GameObject go = CreateUIObject("Text", parent);
Text lbl = go.AddComponent<Text>();
lbl.text = "New Text";
SetDefaultTextValues(lbl);
return go;
}
private static GameObject AddButtonAsChild(GameObject parent)
{
GameObject buttonRoot = CreateUIObject("Button", parent);
GameObject childText = new GameObject("Text");
GameObjectUtility.SetParentAndAlign(childText, buttonRoot);
Image image = buttonRoot.AddComponent<Image>();
image.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
image.type = Image.Type.Sliced;
image.color = s_DefaultSelectableColor;
Button bt = buttonRoot.AddComponent<Button>();
SetDefaultColorTransitionValues(bt);
Text text = childText.AddComponent<Text>();
text.text = "Button";
text.alignment = TextAnchor.MiddleCenter;
SetDefaultTextValues(text);
RectTransform textRectTransform = childText.GetComponent<RectTransform>();
textRectTransform.anchorMin = Vector2.zero;
textRectTransform.anchorMax = Vector2.one;
textRectTransform.sizeDelta = Vector2.zero;
return buttonRoot;
}
#endregion
}
}

254
Scripts/FlowLayoutGroup.cs Normal file
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/// Credit Simie
/// Sourced from - http://forum.unity3d.com/threads/flowlayoutgroup.296709/
/// Example http://forum.unity3d.com/threads/flowlayoutgroup.296709/
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// Layout Group controller that arranges children in rows, fitting as many on a line until total width exceeds parent bounds
/// </summary>
[AddComponentMenu("UI/Extensions/Flow Layout Group")]
public class FlowLayoutGroup : LayoutGroup
{
public float Spacing = 0f;
public bool ChildForceExpandWidth = false;
public bool ChildForceExpandHeight = false;
private float _layoutHeight;
public override void CalculateLayoutInputHorizontal()
{
base.CalculateLayoutInputHorizontal();
var minWidth = GetGreatestMinimumChildWidth() + padding.left + padding.right;
SetLayoutInputForAxis(minWidth, -1, -1, 0);
}
public override void SetLayoutHorizontal()
{
SetLayout(rectTransform.rect.width, 0, false);
}
public override void SetLayoutVertical()
{
SetLayout(rectTransform.rect.width, 1, false);
}
public override void CalculateLayoutInputVertical()
{
_layoutHeight = SetLayout(rectTransform.rect.width, 1, true);
}
protected bool IsCenterAlign
{
get
{
return childAlignment == TextAnchor.LowerCenter || childAlignment == TextAnchor.MiddleCenter ||
childAlignment == TextAnchor.UpperCenter;
}
}
protected bool IsRightAlign
{
get
{
return childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.MiddleRight ||
childAlignment == TextAnchor.UpperRight;
}
}
protected bool IsMiddleAlign
{
get
{
return childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.MiddleRight ||
childAlignment == TextAnchor.MiddleCenter;
}
}
protected bool IsLowerAlign
{
get
{
return childAlignment == TextAnchor.LowerLeft || childAlignment == TextAnchor.LowerRight ||
childAlignment == TextAnchor.LowerCenter;
}
}
/// <summary>
/// Holds the rects that will make up the current row being processed
/// </summary>
private readonly IList<RectTransform> _rowList = new List<RectTransform>();
/// <summary>
/// Main layout method
/// </summary>
/// <param name="width">Width to calculate the layout with</param>
/// <param name="axis">0 for horizontal axis, 1 for vertical</param>
/// <param name="layoutInput">If true, sets the layout input for the axis. If false, sets child position for axis</param>
public float SetLayout(float width, int axis, bool layoutInput)
{
var groupHeight = rectTransform.rect.height;
// Width that is available after padding is subtracted
var workingWidth = rectTransform.rect.width - padding.left - padding.right;
// Accumulates the total height of the rows, including spacing and padding.
var yOffset = IsLowerAlign ? (float)padding.bottom : (float)padding.top;
var currentRowWidth = 0f;
var currentRowHeight = 0f;
for (var i = 0; i < rectChildren.Count; i++) {
// LowerAlign works from back to front
var index = IsLowerAlign ? rectChildren.Count - 1 - i : i;
var child = rectChildren[index];
var childWidth = LayoutUtility.GetPreferredSize(child, 0);
var childHeight = LayoutUtility.GetPreferredSize(child, 1);
// Max child width is layout group with - padding
childWidth = Mathf.Min(childWidth, workingWidth);
// If adding this element would exceed the bounds of the row,
// go to a new line after processing the current row
if (currentRowWidth + childWidth > workingWidth) {
currentRowWidth -= Spacing;
// Process current row elements positioning
if (!layoutInput) {
var h = CalculateRowVerticalOffset(groupHeight, yOffset, currentRowHeight);
LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth, padding.left, h, axis);
}
// Clear existing row
_rowList.Clear();
// Add the current row height to total height accumulator, and reset to 0 for the next row
yOffset += currentRowHeight;
yOffset += Spacing;
currentRowHeight = 0;
currentRowWidth = 0;
}
currentRowWidth += childWidth;
_rowList.Add(child);
// We need the largest element height to determine the starting position of the next line
if (childHeight > currentRowHeight) {
currentRowHeight = childHeight;
}
currentRowWidth += Spacing;
}
if (!layoutInput) {
var h = CalculateRowVerticalOffset(groupHeight, yOffset, currentRowHeight);
// Layout the final row
LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth, padding.left, h, axis);
}
_rowList.Clear();
// Add the last rows height to the height accumulator
yOffset += currentRowHeight;
yOffset += IsLowerAlign ? padding.top : padding.bottom;
if (layoutInput) {
if(axis == 1)
SetLayoutInputForAxis(yOffset, yOffset, -1, axis);
}
return yOffset;
}
private float CalculateRowVerticalOffset(float groupHeight, float yOffset, float currentRowHeight)
{
float h;
if (IsLowerAlign) {
h = groupHeight - yOffset - currentRowHeight;
} else if (IsMiddleAlign) {
h = groupHeight*0.5f - _layoutHeight * 0.5f + yOffset;
} else {
h = yOffset;
}
return h;
}
protected void LayoutRow(IList<RectTransform> contents, float rowWidth, float rowHeight, float maxWidth, float xOffset, float yOffset, int axis)
{
var xPos = xOffset;
if (!ChildForceExpandWidth && IsCenterAlign)
xPos += (maxWidth - rowWidth) * 0.5f;
else if (!ChildForceExpandWidth && IsRightAlign)
xPos += (maxWidth - rowWidth);
var extraWidth = 0f;
if (ChildForceExpandWidth) {
extraWidth = (maxWidth - rowWidth)/_rowList.Count;
}
for (var j = 0; j < _rowList.Count; j++) {
var index = IsLowerAlign ? _rowList.Count - 1 - j : j;
var rowChild = _rowList[index];
var rowChildWidth = LayoutUtility.GetPreferredSize(rowChild, 0) + extraWidth;
var rowChildHeight = LayoutUtility.GetPreferredSize(rowChild, 1);
if (ChildForceExpandHeight)
rowChildHeight = rowHeight;
rowChildWidth = Mathf.Min(rowChildWidth, maxWidth);
var yPos = yOffset;
if (IsMiddleAlign)
yPos += (rowHeight - rowChildHeight) * 0.5f;
else if (IsLowerAlign)
yPos += (rowHeight - rowChildHeight);
if (axis == 0)
SetChildAlongAxis(rowChild, 0, xPos, rowChildWidth);
else
SetChildAlongAxis(rowChild, 1, yPos, rowChildHeight);
xPos += rowChildWidth + Spacing;
}
}
public float GetGreatestMinimumChildWidth()
{
var max = 0f;
for (var i = 0; i < rectChildren.Count; i++) {
var w = LayoutUtility.GetMinWidth(rectChildren[i]);
max = Mathf.Max(w, max);
}
return max;
}
}
}

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