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@ -1,29 +0,0 @@
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||||||
namespace UnityEngine.UI.Extensions.Examples
|
|
||||||
{
|
|
||||||
public class ComboBoxChanged : MonoBehaviour
|
|
||||||
{
|
|
||||||
public void ComboBoxChangedEvent(string text)
|
|
||||||
{
|
|
||||||
|
|
||||||
Debug.Log("ComboBox changed [" + text + "]");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AutoCompleteComboBoxChangedEvent(string text)
|
|
||||||
{
|
|
||||||
|
|
||||||
Debug.Log("AutoCompleteComboBox changed [" + text + "]");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AutoCompleteComboBoxSelectionChangedEvent(string text, bool valid)
|
|
||||||
{
|
|
||||||
|
|
||||||
Debug.Log("AutoCompleteComboBox selection changed [" + text + "] and its validity was [" + valid + "]");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void DropDownChangedEvent(int newValue)
|
|
||||||
{
|
|
||||||
|
|
||||||
Debug.Log("DropDown changed [" + newValue + "]");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
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@ -1,12 +0,0 @@
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@ -1,54 +0,0 @@
|
||||||
/// Credit SimonDarksideJ
|
|
||||||
/// Sourced from my head
|
|
||||||
|
|
||||||
namespace UnityEngine.UI.Extensions.Examples
|
|
||||||
{
|
|
||||||
[RequireComponent(typeof(Image))]
|
|
||||||
public class CooldownEffect_Image : MonoBehaviour
|
|
||||||
{
|
|
||||||
|
|
||||||
public CooldownButton cooldown;
|
|
||||||
public Text displayText;
|
|
||||||
private Image target;
|
|
||||||
|
|
||||||
string originalText;
|
|
||||||
|
|
||||||
// Use this for initialization
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
if (cooldown == null)
|
|
||||||
{
|
|
||||||
Debug.LogError("Missing Cooldown Button assignment");
|
|
||||||
}
|
|
||||||
target = GetComponent<Image>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
target.fillAmount = Mathf.Lerp(0, 1, cooldown.CooldownTimeRemaining / cooldown.CooldownTimeout);
|
|
||||||
if (displayText)
|
|
||||||
{
|
|
||||||
displayText.text = string.Format("{0}%", cooldown.CooldownPercentComplete);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDisable()
|
|
||||||
{
|
|
||||||
if (displayText)
|
|
||||||
{
|
|
||||||
displayText.text = originalText;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnEnable()
|
|
||||||
{
|
|
||||||
if (displayText)
|
|
||||||
{
|
|
||||||
originalText = displayText.text;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
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|
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}
|
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}
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@ -1,26 +0,0 @@
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/// Credit SimonDarksideJ
|
|
||||||
/// Sourced from my head
|
|
||||||
|
|
||||||
namespace UnityEngine.UI.Extensions.Examples
|
|
||||||
{
|
|
||||||
[RequireComponent(typeof(SoftMaskScript))]
|
|
||||||
public class CooldownEffect_SAUIM : MonoBehaviour {
|
|
||||||
|
|
||||||
public CooldownButton cooldown;
|
|
||||||
private SoftMaskScript sauim;
|
|
||||||
|
|
||||||
// Use this for initialization
|
|
||||||
void Start() {
|
|
||||||
if (cooldown == null)
|
|
||||||
{
|
|
||||||
Debug.LogError("Missing Cooldown Button assignment");
|
|
||||||
}
|
|
||||||
sauim = GetComponent<SoftMaskScript>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update() {
|
|
||||||
sauim.CutOff = Mathf.Lerp(0,1, cooldown.CooldownTimeElapsed / cooldown.CooldownTimeout);
|
|
||||||
}
|
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}
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}
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namespace UnityEngine.UI.Extensions.Examples
|
|
||||||
{
|
|
||||||
public class Example01CellDto
|
|
||||||
{
|
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||||||
public string Message;
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}
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}
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@ -1,20 +0,0 @@
|
||||||
using System.Linq;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace UnityEngine.UI.Extensions.Examples
|
|
||||||
{
|
|
||||||
public class Example01Scene : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
Example01ScrollView scrollView = null;
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
var cellData = Enumerable.Range(0, 20)
|
|
||||||
.Select(i => new Example01CellDto { Message = "Cell " + i })
|
|
||||||
.ToList();
|
|
||||||
|
|
||||||
scrollView.UpdateData(cellData);
|
|
||||||
}
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}
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@ -1,23 +0,0 @@
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||||||
using UnityEngine;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
|
|
||||||
namespace UnityEngine.UI.Extensions.Examples
|
|
||||||
{
|
|
||||||
public class Example01ScrollView : FancyScrollView<Example01CellDto>
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
ScrollPositionController scrollPositionController = null;
|
|
||||||
|
|
||||||
void Awake()
|
|
||||||
{
|
|
||||||
scrollPositionController.OnUpdatePosition(p => UpdatePosition(p));
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateData(List<Example01CellDto> data)
|
|
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{
|
|
||||||
cellData = data;
|
|
||||||
scrollPositionController.SetDataCount(cellData.Count);
|
|
||||||
UpdateContents();
|
|
||||||
}
|
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}
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}
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@ -1,43 +0,0 @@
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using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
namespace UnityEngine.UI.Extensions.Examples
|
|
||||||
{
|
|
||||||
public class Example01ScrollViewCell : FancyScrollViewCell<Example01CellDto>
|
|
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{
|
|
||||||
[SerializeField]
|
|
||||||
Animator animator = null;
|
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||||||
[SerializeField]
|
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Text message = null;
|
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|
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static readonly int scrollTriggerHash = Animator.StringToHash("scroll");
|
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|
|
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/// <summary>
|
|
||||||
/// Updates the content.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="itemData">Item data.</param>
|
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public override void UpdateContent(Example01CellDto itemData)
|
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||||||
{
|
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||||||
message.text = itemData.Message;
|
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||||||
}
|
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/// <summary>
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/// Updates the position.
|
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/// </summary>
|
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/// <param name="position">Position.</param>
|
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public override void UpdatePosition(float position)
|
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{
|
|
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currentPosition = position;
|
|
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animator.Play(scrollTriggerHash, -1, position);
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animator.speed = 0;
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}
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// GameObject が非アクティブになると Animator がリセットされてしまうため
|
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// 現在位置を保持しておいて OnEnable のタイミングで現在位置を再設定します
|
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float currentPosition = 0;
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void OnEnable()
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{
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UpdatePosition(currentPosition);
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}
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namespace UnityEngine.UI.Extensions.Examples
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{
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public class Example02CellDto
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{
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public string Message;
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}
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