Initial Checkin of new Re-Orderable List.
Still ToDo: 1: complete testing scenarios 2: Update Editor script to add new auto-create option --HG-- branch : develop_5.2pull/413/head
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fileFormatVersion: 2
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guid: 281614f4c0e3b7a4d9056bd377134172
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folderAsset: yes
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timeCreated: 1446117980
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licenseType: Pro
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,74 +1,79 @@
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using System;
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using UnityEngine;
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/// Credit Ziboo
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/// Sourced from - http://forum.unity3d.com/threads/free-reorderable-list.364600/
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using System;
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using UnityEngine.Events;
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using UnityEngine.UI;
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public class ReorderableList : MonoBehaviour
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namespace UnityEngine.UI.Extensions
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{
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public LayoutGroup ContentLayout;
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public bool IsDraggable = true;
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public RectTransform DraggableArea;
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public bool CloneDraggedObject = false;
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public bool IsDropable = true;
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public ReorderableListHandler OnElementDropped = new ReorderableListHandler();
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private RectTransform _content;
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private ReorderableListContent _listContent;
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public RectTransform Content
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[AddComponentMenu("UI/Extensions/Re-orderable list")]
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public class ReorderableList : MonoBehaviour
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{
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get
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public LayoutGroup ContentLayout;
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public bool IsDraggable = true;
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public RectTransform DraggableArea;
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public bool CloneDraggedObject = false;
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public bool IsDropable = true;
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public ReorderableListHandler OnElementDropped = new ReorderableListHandler();
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private RectTransform _content;
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private ReorderableListContent _listContent;
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public RectTransform Content
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{
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if (_content == null)
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get
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{
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_content = ContentLayout.GetComponent<RectTransform>();
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if (_content == null)
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{
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_content = ContentLayout.GetComponent<RectTransform>();
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}
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return _content;
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}
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return _content;
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}
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}
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private void Awake()
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{
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if (ContentLayout == null)
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private void Awake()
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{
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Debug.LogError("You need to have a LayoutGroup content set for the list", gameObject);
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return;
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if (ContentLayout == null)
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{
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Debug.LogError("You need to have a LayoutGroup content set for the list", gameObject);
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return;
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}
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if (DraggableArea == null)
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{
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Debug.LogError("You need to set a draggable area for the list", gameObject);
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return;
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}
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_listContent = ContentLayout.gameObject.AddComponent<ReorderableListContent>();
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_listContent.Init(this);
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}
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if (DraggableArea == null)
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#region Nested type: ReorderableListEventStruct
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[Serializable]
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public struct ReorderableListEventStruct
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{
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Debug.LogError("You need to set a draggable area for the list", gameObject);
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return;
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public GameObject DropedObject;
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public int FromIndex;
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public ReorderableList FromList;
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public bool IsAClone;
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public GameObject SourceObject;
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public int ToIndex;
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public ReorderableList ToList;
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}
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_listContent = ContentLayout.gameObject.AddComponent<ReorderableListContent>();
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_listContent.Init(this);
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#endregion
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#region Nested type: ReorderableListHandler
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[Serializable]
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public class ReorderableListHandler : UnityEvent<ReorderableListEventStruct>
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{
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}
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#endregion
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}
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#region Nested type: ReorderableListEventStruct
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[Serializable]
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public struct ReorderableListEventStruct
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{
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public GameObject DropedObject;
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public int FromIndex;
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public ReorderableList FromList;
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public bool IsAClone;
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public GameObject SourceObject;
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public int ToIndex;
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public ReorderableList ToList;
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}
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#endregion
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#region Nested type: ReorderableListHandler
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[Serializable]
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public class ReorderableListHandler : UnityEvent<ReorderableListEventStruct>
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{
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}
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#endregion
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}
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@ -1,57 +1,62 @@
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using System.Collections;
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/// Credit Ziboo
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/// Sourced from - http://forum.unity3d.com/threads/free-reorderable-list.364600/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ReorderableListContent : MonoBehaviour
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namespace UnityEngine.UI.Extensions
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{
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private List<Transform> _cachedChildren;
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private List<ReorderableListElement> _cachedListElement;
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private ReorderableListElement _ele;
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private ReorderableList _extList;
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private RectTransform _rect;
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public void OnTransformChildrenChanged()
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public class ReorderableListContent : MonoBehaviour
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{
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StartCoroutine(RefreshChildren());
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}
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private List<Transform> _cachedChildren;
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private List<ReorderableListElement> _cachedListElement;
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private ReorderableListElement _ele;
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private ReorderableList _extList;
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private RectTransform _rect;
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public void Init(ReorderableList extList)
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{
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_extList = extList;
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_rect = GetComponent<RectTransform>();
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_cachedChildren = new List<Transform>();
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_cachedListElement = new List<ReorderableListElement>();
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StartCoroutine(RefreshChildren());
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}
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private IEnumerator RefreshChildren()
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{
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//Handle new chilren
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for (int i = 0; i < _rect.childCount; i++)
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public void OnTransformChildrenChanged()
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{
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if (_cachedChildren.Contains(_rect.GetChild(i)))
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continue;
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//Get or Create ReorderableListElement
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_ele = _rect.GetChild(i).gameObject.GetComponent<ReorderableListElement>() ??
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_rect.GetChild(i).gameObject.AddComponent<ReorderableListElement>();
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_ele.Init(_extList);
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_cachedChildren.Add(_rect.GetChild(i));
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_cachedListElement.Add(_ele);
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StartCoroutine(RefreshChildren());
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}
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//HACK a little hack, if I don't wait one frame I don't have the right deleted children
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yield return 0;
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//Remove deleted child
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for (int i = _cachedChildren.Count - 1; i >= 0; i--)
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public void Init(ReorderableList extList)
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{
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if (_cachedChildren[i] == null)
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_extList = extList;
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_rect = GetComponent<RectTransform>();
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_cachedChildren = new List<Transform>();
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_cachedListElement = new List<ReorderableListElement>();
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StartCoroutine(RefreshChildren());
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}
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private IEnumerator RefreshChildren()
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{
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//Handle new chilren
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for (int i = 0; i < _rect.childCount; i++)
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{
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_cachedChildren.RemoveAt(i);
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_cachedListElement.RemoveAt(i);
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if (_cachedChildren.Contains(_rect.GetChild(i)))
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continue;
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//Get or Create ReorderableListElement
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_ele = _rect.GetChild(i).gameObject.GetComponent<ReorderableListElement>() ??
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_rect.GetChild(i).gameObject.AddComponent<ReorderableListElement>();
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_ele.Init(_extList);
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_cachedChildren.Add(_rect.GetChild(i));
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_cachedListElement.Add(_ele);
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}
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//HACK a little hack, if I don't wait one frame I don't have the right deleted children
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yield return 0;
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//Remove deleted child
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for (int i = _cachedChildren.Count - 1; i >= 0; i--)
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{
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if (_cachedChildren[i] == null)
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{
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_cachedChildren.RemoveAt(i);
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_cachedListElement.RemoveAt(i);
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}
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}
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}
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}
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using System;
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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/// Credit Ziboo
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/// Sourced from - http://forum.unity3d.com/threads/free-reorderable-list.364600/
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public class ReorderableListDebug : MonoBehaviour
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namespace UnityEngine.UI.Extensions
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{
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public Text DebugLabel;
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void Awake()
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public class ReorderableListDebug : MonoBehaviour
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{
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foreach (var list in FindObjectsOfType<ReorderableList>())
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public Text DebugLabel;
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void Awake()
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{
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list.OnElementDropped.AddListener(ElementDropped);
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foreach (var list in FindObjectsOfType<ReorderableList>())
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{
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list.OnElementDropped.AddListener(ElementDropped);
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}
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}
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private void ElementDropped(ReorderableList.ReorderableListEventStruct droppedStruct)
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{
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DebugLabel.text = "";
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DebugLabel.text += "Dropped Object: " + droppedStruct.DropedObject.name + "\n";
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DebugLabel.text += "Is Clone ?: " + droppedStruct.IsAClone + "\n";
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if (droppedStruct.IsAClone)
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DebugLabel.text += "Source Object: " + droppedStruct.SourceObject.name + "\n";
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DebugLabel.text += string.Format("From {0} at Index {1} \n", droppedStruct.FromList.name, droppedStruct.FromIndex);
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DebugLabel.text += string.Format("To {0} at Index {1} \n", droppedStruct.ToList.name, droppedStruct.ToIndex);
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}
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}
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private void ElementDropped(ReorderableList.ReorderableListEventStruct droppedStruct)
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{
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DebugLabel.text = "";
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DebugLabel.text += "Dropped Object: " + droppedStruct.DropedObject.name + "\n";
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DebugLabel.text += "Is Clone ?: " + droppedStruct.IsAClone + "\n";
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if (droppedStruct.IsAClone)
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DebugLabel.text += "Source Object: " + droppedStruct.SourceObject.name + "\n";
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DebugLabel.text += string.Format("From {0} at Index {1} \n", droppedStruct.FromList.name,droppedStruct.FromIndex);
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DebugLabel.text += string.Format("To {0} at Index {1} \n", droppedStruct.ToList.name,droppedStruct.ToIndex);
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}
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}
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@ -1,209 +1,214 @@
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using System.Collections.Generic;
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using UnityEngine;
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/// Credit Ziboo
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/// Sourced from - http://forum.unity3d.com/threads/free-reorderable-list.364600/
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using System.Collections.Generic;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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[RequireComponent(typeof (RectTransform))]
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public class ReorderableListElement : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler
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namespace UnityEngine.UI.Extensions
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{
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private readonly List<RaycastResult> _raycastResults = new List<RaycastResult>();
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private ReorderableList _currentReorderableListRaycasted;
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private RectTransform _draggingObject;
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private LayoutElement _draggingObjectLE;
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private Vector2 _draggingObjectOriginalSize;
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private RectTransform _fakeElement;
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private LayoutElement _fakeElementLE;
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private int _fromIndex;
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private bool _isDragging;
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private RectTransform _rect;
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private ReorderableList _reorderableList;
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#region IBeginDragHandler Members
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public void OnBeginDrag(PointerEventData eventData)
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[RequireComponent(typeof(RectTransform))]
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public class ReorderableListElement : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler
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{
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if (_reorderableList == null)
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return;
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private readonly List<RaycastResult> _raycastResults = new List<RaycastResult>();
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private ReorderableList _currentReorderableListRaycasted;
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private RectTransform _draggingObject;
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private LayoutElement _draggingObjectLE;
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private Vector2 _draggingObjectOriginalSize;
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private RectTransform _fakeElement;
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private LayoutElement _fakeElementLE;
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private int _fromIndex;
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private bool _isDragging;
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private RectTransform _rect;
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private ReorderableList _reorderableList;
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//Can't drag, return...
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if (!_reorderableList.IsDraggable)
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{
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_draggingObject = null;
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return;
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}
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#region IBeginDragHandler Members
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//If CloneDraggedObject just set draggingObject to this gameobject
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if (_reorderableList.CloneDraggedObject == false)
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public void OnBeginDrag(PointerEventData eventData)
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{
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_draggingObject = _rect;
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_fromIndex = _rect.GetSiblingIndex();
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}
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if (_reorderableList == null)
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return;
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//Can't drag, return...
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if (!_reorderableList.IsDraggable)
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{
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_draggingObject = null;
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return;
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}
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//If CloneDraggedObject just set draggingObject to this gameobject
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if (_reorderableList.CloneDraggedObject == false)
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{
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_draggingObject = _rect;
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_fromIndex = _rect.GetSiblingIndex();
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}
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//Else Duplicate
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else
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{
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GameObject clone = Instantiate(gameObject);
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_draggingObject = clone.GetComponent<RectTransform>();
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}
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//Put _dragging object into the draggin area
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_draggingObjectOriginalSize = gameObject.GetComponent<RectTransform>().rect.size;
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_draggingObjectLE = _draggingObject.GetComponent<LayoutElement>();
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_draggingObject.SetParent(_reorderableList.DraggableArea, false);
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_draggingObject.SetAsLastSibling();
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//Create a fake element for previewing placement
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_fakeElement = new GameObject("Fake").AddComponent<RectTransform>();
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_fakeElementLE = _fakeElement.gameObject.AddComponent<LayoutElement>();
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RefreshSizes();
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_isDragging = true;
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}
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#endregion
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#region IDragHandler Members
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public void OnDrag(PointerEventData eventData)
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{
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if (!_isDragging)
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return;
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//Set dragging object on cursor
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_draggingObject.position = eventData.position;
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//Check everything under the cursor to find a ReorderableList
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EventSystem.current.RaycastAll(eventData, _raycastResults);
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for (int i = 0; i < _raycastResults.Count; i++)
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{
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_currentReorderableListRaycasted = _raycastResults[i].gameObject.GetComponent<ReorderableList>();
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if (_currentReorderableListRaycasted != null)
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{
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break;
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}
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}
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//If nothing found or the list is not dropable, put the fake element outsite
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if (_currentReorderableListRaycasted == null || _currentReorderableListRaycasted.IsDropable == false)
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{
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RefreshSizes();
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_fakeElement.transform.SetParent(_reorderableList.DraggableArea, false);
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}
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//Else find the best position on the list and put fake element on the right index
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else
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{
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if (_fakeElement.parent != _currentReorderableListRaycasted)
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_fakeElement.SetParent(_currentReorderableListRaycasted.Content, false);
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float minDistance = float.PositiveInfinity;
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int targetIndex = 0;
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float dist = 0;
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for (int j = 0; j < _currentReorderableListRaycasted.Content.childCount; j++)
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{
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var c = _currentReorderableListRaycasted.Content.GetChild(j).GetComponent<RectTransform>();
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if (_currentReorderableListRaycasted.ContentLayout is VerticalLayoutGroup)
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dist = Mathf.Abs(c.position.y - eventData.position.y);
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else if (_currentReorderableListRaycasted.ContentLayout is HorizontalLayoutGroup)
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dist = Mathf.Abs(c.position.x - eventData.position.x);
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else if (_currentReorderableListRaycasted.ContentLayout is GridLayoutGroup)
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dist = (Mathf.Abs(c.position.x - eventData.position.x) + Mathf.Abs(c.position.y - eventData.position.y));
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if (dist < minDistance)
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{
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minDistance = dist;
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targetIndex = j;
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}
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}
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RefreshSizes();
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_fakeElement.SetSiblingIndex(targetIndex);
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_fakeElement.gameObject.SetActive(true);
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}
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}
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#endregion
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#region IEndDragHandler Members
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public void OnEndDrag(PointerEventData eventData)
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{
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_isDragging = false;
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if (_draggingObject != null)
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{
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//If we have a, ReorderableList that is dropable
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//Put the dragged object into the content and at the right index
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if (_currentReorderableListRaycasted != null && _currentReorderableListRaycasted.IsDropable)
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{
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RefreshSizes();
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_draggingObject.SetParent(_currentReorderableListRaycasted.Content, false);
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_draggingObject.SetSiblingIndex(_fakeElement.GetSiblingIndex());
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//Send OnelementDropped Event
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_reorderableList.OnElementDropped.Invoke(new ReorderableList.ReorderableListEventStruct
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{
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DropedObject = _draggingObject.gameObject,
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IsAClone = _reorderableList.CloneDraggedObject,
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SourceObject = _reorderableList.CloneDraggedObject ? gameObject : _draggingObject.gameObject,
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FromList = _reorderableList,
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FromIndex = _fromIndex,
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ToList = _currentReorderableListRaycasted,
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ToIndex = _fakeElement.GetSiblingIndex() - 1
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});
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}
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//We don't have an ReorderableList
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else
|
||||
{
|
||||
//If it's a clone, delete it
|
||||
if (_reorderableList.CloneDraggedObject)
|
||||
GameObject clone = Instantiate(gameObject);
|
||||
_draggingObject = clone.GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
//Put _dragging object into the draggin area
|
||||
_draggingObjectOriginalSize = gameObject.GetComponent<RectTransform>().rect.size;
|
||||
_draggingObjectLE = _draggingObject.GetComponent<LayoutElement>();
|
||||
_draggingObject.SetParent(_reorderableList.DraggableArea, false);
|
||||
_draggingObject.SetAsLastSibling();
|
||||
|
||||
//Create a fake element for previewing placement
|
||||
_fakeElement = new GameObject("Fake").AddComponent<RectTransform>();
|
||||
_fakeElementLE = _fakeElement.gameObject.AddComponent<LayoutElement>();
|
||||
|
||||
|
||||
RefreshSizes();
|
||||
|
||||
|
||||
_isDragging = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region IDragHandler Members
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!_isDragging)
|
||||
return;
|
||||
|
||||
//Set dragging object on cursor
|
||||
_draggingObject.position = eventData.position;
|
||||
|
||||
|
||||
//Check everything under the cursor to find a ReorderableList
|
||||
EventSystem.current.RaycastAll(eventData, _raycastResults);
|
||||
for (int i = 0; i < _raycastResults.Count; i++)
|
||||
{
|
||||
_currentReorderableListRaycasted = _raycastResults[i].gameObject.GetComponent<ReorderableList>();
|
||||
if (_currentReorderableListRaycasted != null)
|
||||
{
|
||||
Destroy(_draggingObject.gameObject);
|
||||
break;
|
||||
}
|
||||
//Else replace the draggedObject to his first place
|
||||
else
|
||||
}
|
||||
|
||||
//If nothing found or the list is not dropable, put the fake element outsite
|
||||
if (_currentReorderableListRaycasted == null || _currentReorderableListRaycasted.IsDropable == false)
|
||||
{
|
||||
RefreshSizes();
|
||||
_fakeElement.transform.SetParent(_reorderableList.DraggableArea, false);
|
||||
|
||||
}
|
||||
//Else find the best position on the list and put fake element on the right index
|
||||
else
|
||||
{
|
||||
if (_fakeElement.parent != _currentReorderableListRaycasted)
|
||||
_fakeElement.SetParent(_currentReorderableListRaycasted.Content, false);
|
||||
|
||||
float minDistance = float.PositiveInfinity;
|
||||
int targetIndex = 0;
|
||||
float dist = 0;
|
||||
for (int j = 0; j < _currentReorderableListRaycasted.Content.childCount; j++)
|
||||
{
|
||||
var c = _currentReorderableListRaycasted.Content.GetChild(j).GetComponent<RectTransform>();
|
||||
|
||||
if (_currentReorderableListRaycasted.ContentLayout is VerticalLayoutGroup)
|
||||
dist = Mathf.Abs(c.position.y - eventData.position.y);
|
||||
else if (_currentReorderableListRaycasted.ContentLayout is HorizontalLayoutGroup)
|
||||
dist = Mathf.Abs(c.position.x - eventData.position.x);
|
||||
else if (_currentReorderableListRaycasted.ContentLayout is GridLayoutGroup)
|
||||
dist = (Mathf.Abs(c.position.x - eventData.position.x) + Mathf.Abs(c.position.y - eventData.position.y));
|
||||
|
||||
if (dist < minDistance)
|
||||
{
|
||||
minDistance = dist;
|
||||
targetIndex = j;
|
||||
}
|
||||
}
|
||||
|
||||
RefreshSizes();
|
||||
_fakeElement.SetSiblingIndex(targetIndex);
|
||||
_fakeElement.gameObject.SetActive(true);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region IEndDragHandler Members
|
||||
|
||||
public void OnEndDrag(PointerEventData eventData)
|
||||
{
|
||||
_isDragging = false;
|
||||
|
||||
if (_draggingObject != null)
|
||||
{
|
||||
//If we have a, ReorderableList that is dropable
|
||||
//Put the dragged object into the content and at the right index
|
||||
if (_currentReorderableListRaycasted != null && _currentReorderableListRaycasted.IsDropable)
|
||||
{
|
||||
RefreshSizes();
|
||||
_draggingObject.SetParent(_reorderableList.Content, false);
|
||||
_draggingObject.SetSiblingIndex(_fromIndex);
|
||||
_draggingObject.SetParent(_currentReorderableListRaycasted.Content, false);
|
||||
_draggingObject.SetSiblingIndex(_fakeElement.GetSiblingIndex());
|
||||
|
||||
|
||||
//Send OnelementDropped Event
|
||||
_reorderableList.OnElementDropped.Invoke(new ReorderableList.ReorderableListEventStruct
|
||||
{
|
||||
DropedObject = _draggingObject.gameObject,
|
||||
IsAClone = _reorderableList.CloneDraggedObject,
|
||||
SourceObject = _reorderableList.CloneDraggedObject ? gameObject : _draggingObject.gameObject,
|
||||
FromList = _reorderableList,
|
||||
FromIndex = _fromIndex,
|
||||
ToList = _currentReorderableListRaycasted,
|
||||
ToIndex = _fakeElement.GetSiblingIndex() - 1
|
||||
});
|
||||
}
|
||||
//We don't have an ReorderableList
|
||||
else
|
||||
{
|
||||
//If it's a clone, delete it
|
||||
if (_reorderableList.CloneDraggedObject)
|
||||
{
|
||||
Destroy(_draggingObject.gameObject);
|
||||
}
|
||||
//Else replace the draggedObject to his first place
|
||||
else
|
||||
{
|
||||
RefreshSizes();
|
||||
_draggingObject.SetParent(_reorderableList.Content, false);
|
||||
_draggingObject.SetSiblingIndex(_fromIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Delete fake element
|
||||
if (_fakeElement != null)
|
||||
Destroy(_fakeElement.gameObject);
|
||||
}
|
||||
|
||||
//Delete fake element
|
||||
if (_fakeElement != null)
|
||||
Destroy(_fakeElement.gameObject);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
private void RefreshSizes()
|
||||
{
|
||||
Vector2 size = _draggingObjectOriginalSize;
|
||||
|
||||
if (_currentReorderableListRaycasted != null && _currentReorderableListRaycasted.IsDropable)
|
||||
private void RefreshSizes()
|
||||
{
|
||||
var firstChild = _currentReorderableListRaycasted.Content.GetChild(0);
|
||||
if (firstChild != null)
|
||||
Vector2 size = _draggingObjectOriginalSize;
|
||||
|
||||
if (_currentReorderableListRaycasted != null && _currentReorderableListRaycasted.IsDropable)
|
||||
{
|
||||
size = firstChild.GetComponent<RectTransform>().rect.size;
|
||||
var firstChild = _currentReorderableListRaycasted.Content.GetChild(0);
|
||||
if (firstChild != null)
|
||||
{
|
||||
size = firstChild.GetComponent<RectTransform>().rect.size;
|
||||
}
|
||||
}
|
||||
|
||||
_draggingObject.sizeDelta = size;
|
||||
_fakeElementLE.preferredHeight = _draggingObjectLE.preferredHeight = size.y;
|
||||
_fakeElementLE.preferredWidth = _draggingObjectLE.preferredWidth = size.x;
|
||||
}
|
||||
|
||||
_draggingObject.sizeDelta = size;
|
||||
_fakeElementLE.preferredHeight = _draggingObjectLE.preferredHeight = size.y;
|
||||
_fakeElementLE.preferredWidth = _draggingObjectLE.preferredWidth = size.x;
|
||||
}
|
||||
|
||||
public void Init(ReorderableList reorderableList)
|
||||
{
|
||||
_reorderableList = reorderableList;
|
||||
_rect = GetComponent<RectTransform>();
|
||||
public void Init(ReorderableList reorderableList)
|
||||
{
|
||||
_reorderableList = reorderableList;
|
||||
_rect = GetComponent<RectTransform>();
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue