/// Credit Ziboo /// Sourced from - http://forum.unity3d.com/threads/free-reorderable-list.364600/ using System; using UnityEngine.Events; namespace UnityEngine.UI.Extensions { [RequireComponent(typeof(RectTransform)), DisallowMultipleComponent] [AddComponentMenu("UI/Extensions/Re-orderable list")] public class ReorderableList : MonoBehaviour { [Tooltip("Child container with re-orderable items in a layout group")] public LayoutGroup ContentLayout; [Tooltip("Parent area to draw the dragged element on top of containers. Defaults to the root Canvas")] public RectTransform DraggableArea; [Tooltip("Can items be dragged from the container?")] public bool IsDraggable = true; [Tooltip("Should the draggable components be removed or cloned?")] public bool CloneDraggedObject = false; [Tooltip("Can new draggable items be dropped in to the container?")] public bool IsDropable = true; [Tooltip("Should dropped items displace a current item if the list is full?\n " + "Depending on the dropped items origin list, the displaced item may be added, dropped in space or deleted.")] public bool IsDisplacable = false; // This sets every item size (when being dragged over this list) to the current size of the first element of this list [Tooltip("Should items being dragged over this list have their sizes equalized?")] public bool EqualizeSizesOnDrag = false; [Tooltip("Should items keep the original rotation?")] public bool KeepItemRotation = false; [Tooltip("Maximum number of items this container can hold")] public int maxItems = int.MaxValue; [Header("UI Re-orderable Events")] public ReorderableListHandler OnElementDropped = new ReorderableListHandler(); public ReorderableListHandler OnElementGrabbed = new ReorderableListHandler(); public ReorderableListHandler OnElementRemoved = new ReorderableListHandler(); public ReorderableListHandler OnElementAdded = new ReorderableListHandler(); public ReorderableListHandler OnElementDisplacedFrom = new ReorderableListHandler(); public ReorderableListHandler OnElementDisplacedTo = new ReorderableListHandler(); public ReorderableListHandler OnElementDisplacedFromReturned = new ReorderableListHandler(); public ReorderableListHandler OnElementDisplacedToReturned = new ReorderableListHandler(); public ReorderableListHandler OnElementDroppedWithMaxItems = new ReorderableListHandler(); private RectTransform _content; private ReorderableListContent _listContent; public RectTransform Content { get { if (_content == null) { _content = ContentLayout.GetComponent(); } return _content; } } public Canvas GetCanvas() { Transform t = transform; Canvas canvas = null; int lvlLimit = 100; int lvl = 0; while (canvas == null && lvl < lvlLimit) { if (!t.gameObject.TryGetComponent(out canvas)) { t = t.parent; } lvl++; } return canvas; } /// /// Refresh related list content /// public void Refresh() { _listContent = ContentLayout.gameObject.GetOrAddComponent(); _listContent.Init(this); } private void Start() { if (ContentLayout == null) { Debug.LogError("You need to have a child LayoutGroup content set for the list: " + name, gameObject); return; } if (DraggableArea == null) { DraggableArea = transform.root.GetComponentInChildren().GetComponent(); } if (IsDropable && !GetComponent()) { Debug.LogError("You need to have a Graphic control (such as an Image) for the list [" + name + "] to be droppable", gameObject); return; } Refresh(); } #region Nested type: ReorderableListEventStruct [Serializable] public struct ReorderableListEventStruct { public GameObject DroppedObject; public int FromIndex; public ReorderableList FromList; public bool IsAClone; public GameObject SourceObject; public int ToIndex; public ReorderableList ToList; public void Cancel() { SourceObject.GetComponent().isValid = false; } } #endregion #region Nested type: ReorderableListHandler [Serializable] public class ReorderableListHandler : UnityEvent { } public void TestReOrderableListTarget(ReorderableListEventStruct item) { Debug.Log("Event Received"); Debug.Log("Hello World, is my item a clone? [" + item.IsAClone + "]"); } #endregion } }