///Credit perchik ///Sourced from - http://forum.unity3d.com/threads/receive-onclick-event-and-pass-it-on-to-lower-ui-elements.293642/ using System.Collections.Generic; using System.Linq; namespace UnityEngine.UI.Extensions { [RequireComponent(typeof(RectTransform))] [AddComponentMenu("UI/Extensions/ComboBox")] public class ComboBox : MonoBehaviour { public Color disabledTextColor; public DropDownListItem SelectedItem { get; private set; } //outside world gets to get this, not set it public List<string> AvailableOptions; public System.Action<int> OnSelectionChanged; // fires when selection is changed; //private bool isInitialized = false; private bool _isPanelActive = false; private bool _hasDrawnOnce = false; private InputField _mainInput; private RectTransform _inputRT; private RectTransform _rectTransform; private RectTransform _overlayRT; private RectTransform _scrollPanelRT; private RectTransform _scrollBarRT; private RectTransform _slidingAreaRT; // private RectTransform scrollHandleRT; private RectTransform _itemsPanelRT; private Canvas _canvas; private RectTransform _canvasRT; private ScrollRect _scrollRect; private List<string> _panelItems; //items that will get shown in the dropdown private Dictionary<string, GameObject> panelObjects; private GameObject itemTemplate; public string Text { get; private set; } [SerializeField] private float _scrollBarWidth = 20.0f; public float ScrollBarWidth { get { return _scrollBarWidth; } set { _scrollBarWidth = value; RedrawPanel(); } } // private int scrollOffset; //offset of the selected item // private int _selectedIndex = 0; [SerializeField] private int _itemsToDisplay; public int ItemsToDisplay { get { return _itemsToDisplay; } set { _itemsToDisplay = value; RedrawPanel(); } } public void Awake() { Initialize(); } private bool Initialize() { bool success = true; try { _rectTransform = GetComponent<RectTransform>(); _inputRT = _rectTransform.FindChild("InputField").GetComponent<RectTransform>(); _mainInput = _inputRT.GetComponent<InputField>(); _overlayRT = _rectTransform.FindChild("Overlay").GetComponent<RectTransform>(); _overlayRT.gameObject.SetActive(false); _scrollPanelRT = _overlayRT.FindChild("ScrollPanel").GetComponent<RectTransform>(); _scrollBarRT = _scrollPanelRT.FindChild("Scrollbar").GetComponent<RectTransform>(); _slidingAreaRT = _scrollBarRT.FindChild("SlidingArea").GetComponent<RectTransform>(); // scrollHandleRT = slidingAreaRT.FindChild("Handle").GetComponent<RectTransform>(); _itemsPanelRT = _scrollPanelRT.FindChild("Items").GetComponent<RectTransform>(); //itemPanelLayout = itemsPanelRT.gameObject.GetComponent<LayoutGroup>(); _canvas = GetComponentInParent<Canvas>(); _canvasRT = _canvas.GetComponent<RectTransform>(); _scrollRect = _scrollPanelRT.GetComponent<ScrollRect>(); _scrollRect.scrollSensitivity = _rectTransform.sizeDelta.y / 2; _scrollRect.movementType = ScrollRect.MovementType.Clamped; _scrollRect.content = _itemsPanelRT; itemTemplate = _rectTransform.FindChild("ItemTemplate").gameObject; itemTemplate.SetActive(false); } catch (System.NullReferenceException ex) { Debug.LogException(ex); Debug.LogError("Something is setup incorrectly with the dropdownlist component causing a Null Refernece Exception"); success = false; } panelObjects = new Dictionary<string, GameObject>(); _panelItems = AvailableOptions.ToList(); RebuildPanel(); //RedrawPanel(); - causes an initialisation failure in U5 return success; } /* currently just using items in the list instead of being able to add to it. public void AddItems(params object[] list) { List<DropDownListItem> ddItems = new List<DropDownListItem>(); foreach (var obj in list) { if (obj is DropDownListItem) { ddItems.Add((DropDownListItem)obj); } else if (obj is string) { ddItems.Add(new DropDownListItem(caption: (string)obj)); } else if (obj is Sprite) { ddItems.Add(new DropDownListItem(image: (Sprite)obj)); } else { throw new System.Exception("Only ComboBoxItems, Strings, and Sprite types are allowed"); } } Items.AddRange(ddItems); Items = Items.Distinct().ToList();//remove any duplicates RebuildPanel(); } */ /// <summary> /// Rebuilds the contents of the panel in response to items being added. /// </summary> private void RebuildPanel() { //panel starts with all options _panelItems.Clear(); foreach (string option in AvailableOptions) { _panelItems.Add(option.ToLower()); } _panelItems.Sort(); List<GameObject> itemObjs = new List<GameObject>(panelObjects.Values); panelObjects.Clear(); int indx = 0; while (itemObjs.Count < AvailableOptions.Count) { GameObject newItem = Instantiate(itemTemplate) as GameObject; newItem.name = "Item " + indx; newItem.transform.SetParent(_itemsPanelRT, false); itemObjs.Add(newItem); indx++; } for (int i = 0; i < itemObjs.Count; i++) { itemObjs[i].SetActive(i <= AvailableOptions.Count); if (i < AvailableOptions.Count) { itemObjs[i].name = "Item " + i + " " + _panelItems[i]; itemObjs[i].transform.FindChild("Text").GetComponent<Text>().text = _panelItems[i]; //set the text value Button itemBtn = itemObjs[i].GetComponent<Button>(); itemBtn.onClick.RemoveAllListeners(); string textOfItem = _panelItems[i]; //has to be copied for anonymous function or it gets garbage collected away itemBtn.onClick.AddListener(() => { OnItemClicked(textOfItem); }); panelObjects[_panelItems[i]] = itemObjs[i]; } } } /// <summary> /// what happens when an item in the list is selected /// </summary> /// <param name="item"></param> private void OnItemClicked(string item) { //Debug.Log("item " + item + " clicked"); Text = item; _mainInput.text = Text; ToggleDropdownPanel(true); } //private void UpdateSelected() //{ // SelectedItem = (_selectedIndex > -1 && _selectedIndex < Items.Count) ? Items[_selectedIndex] : null; // if (SelectedItem == null) return; // bool hasImage = SelectedItem.Image != null; // if (hasImage) // { // mainButton.img.sprite = SelectedItem.Image; // mainButton.img.color = Color.white; // //if (Interactable) mainButton.img.color = Color.white; // //else mainButton.img.color = new Color(1, 1, 1, .5f); // } // else // { // mainButton.img.sprite = null; // } // mainButton.txt.text = SelectedItem.Caption; // //update selected index color // for (int i = 0; i < itemsPanelRT.childCount; i++) // { // panelItems[i].btnImg.color = (_selectedIndex == i) ? mainButton.btn.colors.highlightedColor : new Color(0, 0, 0, 0); // } //} private void RedrawPanel() { float scrollbarWidth = _panelItems.Count > ItemsToDisplay ? _scrollBarWidth : 0f;//hide the scrollbar if there's not enough items _scrollBarRT.gameObject.SetActive(_panelItems.Count > ItemsToDisplay); if (!_hasDrawnOnce || _rectTransform.sizeDelta != _inputRT.sizeDelta) { _hasDrawnOnce = true; _inputRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x); _inputRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _rectTransform.sizeDelta.y); _scrollPanelRT.SetParent(transform, true);//break the scroll panel from the overlay _scrollPanelRT.anchoredPosition = new Vector2(0, -_rectTransform.sizeDelta.y); //anchor it to the bottom of the button //make the overlay fill the screen _overlayRT.SetParent(_canvas.transform, false); //attach it to top level object _overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _canvasRT.sizeDelta.x); _overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _canvasRT.sizeDelta.y); _overlayRT.SetParent(transform, true);//reattach to this object _scrollPanelRT.SetParent(_overlayRT, true); //reattach the scrollpanel to the overlay } if (_panelItems.Count < 1) return; float dropdownHeight = _rectTransform.sizeDelta.y * Mathf.Min(_itemsToDisplay, _panelItems.Count); _scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight); _scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x); _itemsPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _scrollPanelRT.sizeDelta.x - scrollbarWidth - 5); _itemsPanelRT.anchoredPosition = new Vector2(5, 0); _scrollBarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scrollbarWidth); _scrollBarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight); _slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0); _slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight - _scrollBarRT.sizeDelta.x); } public void OnValueChanged(string currText) { Text = currText; RedrawPanel(); //Debug.Log("value changed to: " + currText); if (_panelItems.Count == 0) { _isPanelActive = true;//this makes it get turned off ToggleDropdownPanel(false); } else if (!_isPanelActive) { ToggleDropdownPanel(false); } } /// <summary> /// Toggle the drop down list /// </summary> /// <param name="directClick"> whether an item was directly clicked on</param> public void ToggleDropdownPanel(bool directClick) { _isPanelActive = !_isPanelActive; _overlayRT.gameObject.SetActive(_isPanelActive); if (_isPanelActive) { transform.SetAsLastSibling(); } else if (directClick) { // scrollOffset = Mathf.RoundToInt(itemsPanelRT.anchoredPosition.y / _rectTransform.sizeDelta.y); } } } }