163 lines
5.5 KiB
C#
163 lines
5.5 KiB
C#
/// 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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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(RectTransform)), DisallowMultipleComponent]
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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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[Tooltip("Child container with re-orderable items in a layout group")]
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public LayoutGroup ContentLayout;
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[Tooltip("Parent area to draw the dragged element on top of containers. Defaults to the root Canvas")]
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public RectTransform DraggableArea;
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[Tooltip("Can items be dragged from the container?")]
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public bool IsDraggable = true;
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[Tooltip("Should the draggable components be removed or cloned?")]
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public bool CloneDraggedObject = false;
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[Tooltip("Can new draggable items be dropped in to the container?")]
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public bool IsDropable = true;
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[Tooltip("Should dropped items displace a current item if the list is full?\n " +
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"Depending on the dropped items origin list, the displaced item may be added, dropped in space or deleted.")]
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public bool IsDisplacable = false;
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// This sets every item size (when being dragged over this list) to the current size of the first element of this list
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[Tooltip("Should items being dragged over this list have their sizes equalized?")]
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public bool EqualizeSizesOnDrag = false;
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public int maxItems = int.MaxValue;
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[Header("UI Re-orderable Events")]
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public ReorderableListHandler OnElementDropped = new ReorderableListHandler();
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public ReorderableListHandler OnElementGrabbed = new ReorderableListHandler();
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public ReorderableListHandler OnElementRemoved = new ReorderableListHandler();
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public ReorderableListHandler OnElementAdded = new ReorderableListHandler();
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public ReorderableListHandler OnElementDisplacedFrom = new ReorderableListHandler();
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public ReorderableListHandler OnElementDisplacedTo = new ReorderableListHandler();
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public ReorderableListHandler OnElementDisplacedFromReturned = new ReorderableListHandler();
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public ReorderableListHandler OnElementDisplacedToReturned = new ReorderableListHandler();
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public ReorderableListHandler OnElementDroppedWithMaxItems = 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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get
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{
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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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}
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Canvas GetCanvas()
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{
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Transform t = transform;
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Canvas canvas = null;
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int lvlLimit = 100;
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int lvl = 0;
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while (canvas == null && lvl < lvlLimit)
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{
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canvas = t.gameObject.GetComponent<Canvas>();
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if (canvas == null)
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{
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t = t.parent;
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}
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lvl++;
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}
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return canvas;
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}
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/// <summary>
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/// Refresh related list content
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/// </summary>
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public void Refresh()
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{
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_listContent = ContentLayout.gameObject.GetComponent<ReorderableListContent>();
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if (!_listContent)
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{
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_listContent = ContentLayout.gameObject.AddComponent<ReorderableListContent>();
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}
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_listContent.Init(this);
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}
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private void Start()
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{
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if (ContentLayout == null)
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{
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Debug.LogError("You need to have a child LayoutGroup content set for the list: " + name, 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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DraggableArea = transform.root.GetComponentInChildren<Canvas>().GetComponent<RectTransform>();
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}
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if (IsDropable && !GetComponent<Graphic>())
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{
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Debug.LogError("You need to have a Graphic control (such as an Image) for the list [" + name + "] to be droppable", gameObject);
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return;
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}
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Refresh();
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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 DroppedObject;
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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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public void Cancel()
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{
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SourceObject.GetComponent<ReorderableListElement>().isValid = false;
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}
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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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public void TestReOrderableListTarget(ReorderableListEventStruct item)
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{
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Debug.Log("Event Received");
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Debug.Log("Hello World, is my item a clone? [" + item.IsAClone + "]");
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}
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#endregion
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}
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}
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