Items marked as transferable, remain transferable after being dropped

Also fixed an issue with items that can be dropped in to space causing NRE with debug info.
pull/413/head
Simon (darkside) Jackson 2020-10-02 21:20:17 +01:00
parent 9b9aac4a74
commit 79290237b8
3 changed files with 33 additions and 17 deletions

View File

@ -89,14 +89,7 @@ namespace UnityEngine.UI.Extensions
/// </summary>
public void Refresh()
{
_listContent = ContentLayout.gameObject.GetComponent<ReorderableListContent>();
if (!_listContent)
{
_listContent = ContentLayout.gameObject.AddComponent<ReorderableListContent>();
}
_listContent = ContentLayout.gameObject.GetOrAddComponent<ReorderableListContent>();
_listContent.Init(this);
}

View File

@ -23,7 +23,7 @@ namespace UnityEngine.UI.Extensions
if (droppedStruct.IsAClone)
DebugLabel.text += "Source Object: " + droppedStruct.SourceObject.name + "\n";
DebugLabel.text += string.Format("From {0} at Index {1} \n", droppedStruct.FromList.name, droppedStruct.FromIndex);
DebugLabel.text += string.Format("To {0} at Index {1} \n", droppedStruct.ToList.name, droppedStruct.ToIndex);
DebugLabel.text += string.Format("To {0} at Index {1} \n", droppedStruct.ToList == null ? "Empty space" : droppedStruct.ToList.name, droppedStruct.ToIndex);
}
}
}

View File

@ -13,12 +13,28 @@ namespace UnityEngine.UI.Extensions
public class ReorderableListElement : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler
{
[Tooltip("Can this element be dragged?")]
public bool IsGrabbable = true;
[Tooltip("Can this element be transfered to another list")]
public bool IsTransferable = true;
[Tooltip("Can this element be dropped in space?")]
public bool isDroppableInSpace = false;
[SerializeField]
private bool IsGrabbable = true;
[Tooltip("Can this element be transfered to another list")]
[SerializeField]
private bool _isTransferable = true;
[Tooltip("Can this element be dropped in space?")]
[SerializeField]
private bool isDroppableInSpace = false;
public bool IsTransferable
{
get { return _isTransferable; }
set
{
_canvasGroup = gameObject.GetOrAddComponent<CanvasGroup>();
_canvasGroup.blocksRaycasts = value;
_isTransferable = value;
}
}
private readonly List<RaycastResult> _raycastResults = new List<RaycastResult>();
private ReorderableList _currentReorderableListRaycasted;
@ -48,6 +64,7 @@ namespace UnityEngine.UI.Extensions
public void OnBeginDrag(PointerEventData eventData)
{
if (!_canvasGroup) { _canvasGroup = gameObject.GetOrAddComponent<CanvasGroup>(); }
_canvasGroup.blocksRaycasts = false;
isValid = true;
if (_reorderableList == null)
@ -162,7 +179,7 @@ namespace UnityEngine.UI.Extensions
//If nothing found or the list is not dropable, put the fake element outside
if (_currentReorderableListRaycasted == null || _currentReorderableListRaycasted.IsDropable == false
|| (_oldReorderableListRaycasted != _reorderableList && !IsTransferable)
// || (_oldReorderableListRaycasted != _reorderableList && !IsTransferable)
|| ((_fakeElement.parent == _currentReorderableListRaycasted.Content
? _currentReorderableListRaycasted.Content.childCount - 1
: _currentReorderableListRaycasted.Content.childCount) >= _currentReorderableListRaycasted.maxItems && !_currentReorderableListRaycasted.IsDisplacable)
@ -378,13 +395,19 @@ namespace UnityEngine.UI.Extensions
_draggingObject.SetParent(_currentReorderableListRaycasted.Content, false);
_draggingObject.rotation = _currentReorderableListRaycasted.transform.rotation;
_draggingObject.SetSiblingIndex(_fakeElement.GetSiblingIndex());
//If the item is transferable, it can be dragged out again
if (IsTransferable)
{
var cg = _draggingObject.GetComponent<CanvasGroup>();
cg.blocksRaycasts = true;
}
// Force refreshing both lists because otherwise we get inappropriate FromList in ReorderableListEventStruct
_reorderableList.Refresh();
_currentReorderableListRaycasted.Refresh();
_reorderableList.OnElementAdded.Invoke(args);
if (_displacedObject != null)
{
finishDisplacingElement();