Removal of Examples for UPM Packaging

pull/413/head
Simon Jackson 2019-09-09 13:39:20 +01:00
parent 8529be430c
commit f6f3730980
285 changed files with 0 additions and 98542 deletions

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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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/// 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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/// 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() {
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{
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}
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namespace UnityEngine.UI.Extensions.Examples
{
public class Example01CellDto
{
public string Message;
}
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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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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)
{
cellData = data;
scrollPositionController.SetDataCount(cellData.Count);
UpdateContents();
}
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example01ScrollViewCell : FancyScrollViewCell<Example01CellDto>
{
[SerializeField]
Animator animator = null;
[SerializeField]
Text message = null;
static readonly int scrollTriggerHash = Animator.StringToHash("scroll");
/// <summary>
/// Updates the content.
/// </summary>
/// <param name="itemData">Item data.</param>
public override void UpdateContent(Example01CellDto itemData)
{
message.text = itemData.Message;
}
/// <summary>
/// Updates the position.
/// </summary>
/// <param name="position">Position.</param>
public override void UpdatePosition(float position)
{
currentPosition = position;
animator.Play(scrollTriggerHash, -1, position);
animator.speed = 0;
}
// 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
// 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
float currentPosition = 0;
void OnEnable()
{
UpdatePosition(currentPosition);
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example02CellDto
{
public string Message;
}
}

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