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77 Commits
Author SHA1 Message Date
Caiyanpeng b830b5961a 最新打包配置;适配wahoo 2022-08-29 11:12:53 +08:00
Caiyanpeng 74bdd26924 删除模型 2022-07-26 13:48:49 +08:00
lishuo 0bd5f325de 修复我的上传bug 2022-07-22 13:29:01 +08:00
lishuo 8e9d49c921 附近的人与线路查询优化&登出取消设备资源释放 2022-07-21 17:45:26 +08:00
lishuo 200566163a 连接功率计无法开始问题&附近的人优化 2022-07-21 14:51:26 +08:00
lishuo 9d3de1e97c 解决我的收藏选择集合后其他分类也显示收藏列表 2022-07-20 17:02:10 +08:00
lishuo ad8c4c8674 修复登出设备连接释放资源bug 2022-07-20 15:04:52 +08:00
Caiyanpeng d3f1af9b8b Merge remote-tracking branch 'origin/dev_release' into dev_release 2022-07-20 13:47:16 +08:00
Caiyanpeng 32c644fde8 用户下线出现提示bug 2022-07-20 13:47:10 +08:00
lishuo 9b656e9852 解决第二次断开设备失败问题 2022-07-20 13:27:47 +08:00
lishuo 2274a13619 设备断开优化 2022-07-20 10:44:47 +08:00
lishuo 63987511e7 解决设备连接问题 2022-07-19 18:46:01 +08:00
Caiyanpeng 629e27f5cd 分享闪退 2022-07-19 17:55:06 +08:00
lishuo 7f56624ec7 设备扫描优化&我的收藏返回记忆位置 2022-07-19 15:47:43 +08:00
lishuo c209811f9f 删除账号优化 2022-07-18 18:37:42 +08:00
lishuo e6fbad7021 Merge remote-tracking branch 'origin/dev_cyp' into dev_release 2022-07-18 17:14:43 +08:00
lishuo 71ae54aabe ios连接错误回调信息微调 2022-07-18 17:14:30 +08:00
Caiyanpeng 3e80edf0dc 注销用户两步+删除用户线路 2022-07-18 17:14:30 +08:00
Caiyanpeng 99e916905d 注销用户两步+删除用户线路 2022-07-18 17:14:29 +08:00
Caiyanpeng be4e741708 注销用户两步+删除用户线路 2022-07-18 17:07:02 +08:00
lishuo 5b39dd985b 结果页面移除划船记录&设备断开扔保留之前的厂商序列号 2022-07-18 14:31:14 +08:00
lishuo 2697103479 Merge branch 'dev_lishuo' into dev_release 2022-07-18 11:06:52 +08:00
Caiyanpeng 68071a95f6 消息点问题 2022-07-18 10:10:40 +08:00
lishuo 867b61fc00 被登出时主动释放资源 2022-07-15 14:39:24 +08:00
Caiyanpeng c5fb7b93a3 移动端删除账号 2022-07-15 14:33:59 +08:00
Caiyanpeng ae753e51cb Merge remote-tracking branch 'origin/dev_combine' into dev_release
# Conflicts:
#	Assets/Scripts/App.cs
2022-07-15 14:28:37 +08:00
lishuo 46b4c01730 移动端划船机移除 2022-07-15 14:28:37 +08:00
Caiyanpeng 3207d7b191 删除用户pc 2022-07-15 14:27:05 +08:00
Caiyanpeng bf3b0d2642 Merge remote-tracking branch 'origin/dev_combine' into dev_release
# Conflicts:
#	Assets/Scenes/Test.unity
#	Assets/SoftMaskForUGUI-1.0.2/Samples~/Demo/Mobile.meta
2022-07-15 13:35:28 +08:00
Caiyanpeng eeb9a42c83 删除用户暂存 2022-07-15 13:34:43 +08:00
lishuo 4d0a383a88 移除划船机相关内容 2022-07-15 13:07:23 +08:00
lishuo 29625182c3 新增softMaskForUGUI插件 2022-07-15 10:40:25 +08:00
lishuo 576a770c7b 登录失效问题 2022-07-14 18:10:58 +08:00
lishuo f92818885e 关闭测试功率 2022-07-14 14:39:06 +08:00
lishuo dc4868bfee 忽略packages改动 2022-07-14 14:25:54 +08:00
lishuo e80b7ab1f1 Revert "微调"
This reverts commit 15f458d507f8bf26a5f3ab66149ab794a517e3d7.

# Conflicts:
#	.gitignore
2022-07-14 14:20:39 +08:00
lishuo a588716b30 解决io设备连接&android卡顿问题 2022-07-14 13:37:33 +08:00
lishuo 342740b740 Merge branch 'dev_cyp1' into dev_combine
# Conflicts:
#	.gitignore
#	Assets/Scripts/Devices/Ble/Characteristic/C2RowerData.cs
#	Assets/Scripts/Scenes/MainController.cs
2022-07-11 14:52:54 +08:00
lishuo fccc830f71 发布前微调 2022-07-08 18:55:27 +08:00
lishuo bd9696cd81 android端发布前微调 2022-07-06 17:48:55 +08:00
lishuo 38a736a259 gitignore更新 2022-07-04 10:36:40 +08:00
lishuo d38330d969 人物动画控制器调整&视频编辑器字体调整 2022-06-28 10:02:50 +08:00
lishuo 9e2240fd9b 视频编辑工具合并后字体调整 2022-06-27 13:37:13 +08:00
lishuo 1d015706db Merge branch 'dev_cyp1' into dev_ar_cyp
# Conflicts:
#	Assets/Plugins/Android/unityandroidbluetoothlelib.jar
#	Assets/Resources/UI/language.json
#	Assets/Scenes/MainScene.unity
#	Assets/Scripts/Devices/Ble/mobile/BleMobileInterface.cs
#	Assets/Scripts/Devices/Ble/mobile/BleMobileThread.cs
#	Assets/Scripts/Scenes/MainController.cs
#	Assets/Scripts/UI/Prefab/Panel/RowerHomeScript.cs
#	Assets/Scripts/UI/Prefab/Rower/RowerDeviceView.cs
#	Assets/Scripts/UI/Prefab/Rower/RowerGraphChartFeed.cs
#	Assets/Scripts/UIManager.cs
2022-06-27 10:36:20 +08:00
lishuo 6542dd9882 移动端蓝牙优化 2022-06-09 14:51:03 +08:00
lishuo 5b54255777 蓝牙重复初始化问题 2022-06-08 18:27:16 +08:00
lishuo 1c9102fbdc 设备连接界面断开逻辑调整 2022-06-08 17:24:35 +08:00
lishuo 02d2dcdbf7 设备连接稳定性 2022-06-08 13:05:56 +08:00
lishuo 383fed4966 graph优化 2022-06-06 18:54:04 +08:00
lishuo c6d0f7ac13 合并后错误修改 2022-06-02 18:05:41 +08:00
lishuo e513eeac5c Merge branch 'dev_cyp' into dev_ar_cyp
# Conflicts:
#	Assets/Resources/UI/Font/HanWangZonYi.ttf.meta
#	Assets/Resources/UI/language.json
#	Assets/Scenes/Login.unity
#	Assets/Scripts/Apis/Models/MapRoute.cs
#	Assets/Scripts/App.cs
#	Assets/Scripts/ConfigHelper.cs
#	Assets/Scripts/Scenes/Ride/Scripts/PlayerController.cs
#	Assets/Scripts/UIManager.cs
#	Assets/Scripts/Utils/Utils.cs
2022-06-02 11:30:37 +08:00
lishuo 9f0f42981e 视频路书编辑器完善 2022-05-30 15:17:55 +08:00
lishuo 17c2a44e40 AR视频direction文件相关调整 2022-05-25 18:40:47 +08:00
lishuo d876c20def 对战房间下载逻辑完善 2022-05-13 11:10:37 +08:00
lishuo 11b131b24a 对战AR 2022-05-13 09:28:58 +08:00
lishuo 509c309252 对战初步完成 2022-05-10 19:24:07 +08:00
lishuo b0c0890ca3 对战loading页相关逻辑 2022-04-29 19:03:18 +08:00
lishuo 06582201fa 加入房间,踢人,准备等tcp命令 2022-04-28 18:01:51 +08:00
lishuo de8dd933e8 创建房间 2022-04-24 18:53:29 +08:00
lishuo 597929cd32 对战界面&3d模型 2022-04-22 18:24:56 +08:00
lishuo 4665feab7c 新版首页 2022-04-20 18:19:42 +08:00
lishuo 4a3542010f tcp发送增加ar视频播放帧数&首页布局还原到初版 2022-04-20 17:32:27 +08:00
lishuo 3532978762 AR骑行loading页面&附近的人距离延迟问题 2022-04-19 18:47:26 +08:00
lishuo 8150b99411 调整多人开始骑行状态&动画控制&AR loading页面 2022-04-18 19:13:16 +08:00
lishuo 995aef63f8 AR骑行动画&换装基本交互逻辑 2022-04-15 18:14:55 +08:00
lishuo d938a0c8be 多人动画位移计算和动画帧数偏差公式调整 2022-04-06 19:27:45 +08:00
lishuo efdc95ed3d 人物动画调整&UI界面细节调整 2022-04-02 18:26:18 +08:00
lishuo cd1d67d9e8 动画调整&新版设计稿调整 2022-04-01 18:41:31 +08:00
lishuo ec9337b446 观察者模式调整 2022-03-31 18:40:19 +08:00
lishuo 69d73c26cd 新版设计稿 2022-03-30 18:41:06 +08:00
lishuo 6ec4c0101b 透明小地图&列表点击切换&海拔图头像位移 2022-03-29 18:41:32 +08:00
lishuo bf48989a9c ui调整 2022-03-25 09:57:30 +08:00
lishuo 57940568c9 初版ui提交 2022-03-24 09:36:59 +08:00
lishuo b3b882c51e 碰撞检测,射线检测,动态位移 2022-03-11 18:11:56 +08:00
lishuo 16e416332d AR多人骑行研究 2022-03-10 18:32:53 +08:00
lishuo 448b6d7798 微调 2022-03-04 18:29:37 +08:00
lishuo e85d5f8613 AR初版demo 2022-03-04 16:12:15 +08:00
1011 changed files with 393300 additions and 64908 deletions

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+15
View File
@@ -94,3 +94,18 @@ GPUCache
Assets/Shatalmic/plugin.unitypackage.meta
.idea
Assets/AVProVideo
Assets/StreamingAssets/AVProVideoSamples
Assets/StreamingAssets/AVProVideoSamples.meta
Assets/StreamingAssets
Assets/FacebookSDK
Assets/StreamingAssets
Assets/Models/MC_animations
Assets/Models/MC_max
Assets/FacebookSDK/SDK/Resources/FacebookSettings.asset
Assets/FacebookSDK/SDK/Resources/FacebookSettings.asset
Assets/AVProVideo.meta
Packages
Assets/Tree_Textures.meta
Packages
Assets/FacebookSDK/SDK/Resources.meta
Packages
+15 -1
View File
@@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class ExportAssets : MonoBehaviour
public class ExportAssets : Editor
{
[@MenuItem("Juze/Build Asset Bundles")]
static void BuildAssetBundles()
@@ -12,6 +12,20 @@ public class ExportAssets : MonoBehaviour
BuildPipeline.BuildAssetBundles(Application.streamingAssetsPath, BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneWindows);
}
[MenuItem("GameObject/UI/PFButton", false, 100)]
static void CreatePFButtonCommand()
{
GameObject prefab = Resources.Load<GameObject>("UI/Control/PfUIButton");
GameObject game = Instantiate(prefab, Selection.activeTransform);
}
[MenuItem("GameObject/UI/PFUIInputField", false, 100)]
static void CreatePFUIInputFieldCommand()
{
GameObject prefab = Resources.Load<GameObject>("UI/Control/PFUIInputField");
GameObject game = Instantiate(prefab, Selection.activeTransform);
}
// Start is called before the first frame update
void Start()
{
+5
View File
@@ -14,6 +14,11 @@ public class MyBuildPostprocessor
//System.IO.File.AppendAllText("D:\\test.txt",pathToBuiltProject);
#if !(UNITY_IOS || UNITY_ANDROID)
var dir = Path.GetDirectoryName(pathToBuiltProject);
var managedPath = dir + "\\PowerFun_Data\\Managed";
if (!Directory.Exists(managedPath))
{
Directory.CreateDirectory(managedPath);
}
File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\ANT_WrappedLib.dll", dir + "\\PowerFun_Data\\Managed\\ANT_WrappedLib.dll");
File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\DSI_CP210xManufacturing_3_1.dll", dir + "\\PowerFun_Data\\Managed\\DSI_CP210xManufacturing_3_1.dll");
File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\DSI_SiUSBXp_3_1.dll", dir + "\\PowerFun_Data\\Managed\\DSI_SiUSBXp_3_1.dll");
@@ -1,33 +0,0 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: -2115301841, guid: c49f2b3ca212b47fc9cd8ce655177c89, type: 3}
m_Name: FacebookSettings
m_EditorClassIdentifier:
selectedAppIndex: 0
clientTokens:
- d779cb91480cab68572b998f318bd974
appIds:
- 1291883451314488
appLabels:
- PowerFun
cookie: 1
logging: 1
status: 1
xfbml: 0
frictionlessRequests: 1
androidKeystorePath: D:\u3d\powerfun-unity\Assets\Plugins\Android\powerfun.keystore
iosURLSuffix: powerfunx
appLinkSchemes:
- list: []
uploadAccessToken:
autoLogAppEventsEnabled: 1
advertiserIDCollectionEnabled: 1
+27 -27
View File
@@ -1,4 +1,5 @@
using DG.Tweening;
using Assets.Scripts;
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -22,51 +23,50 @@ public class LongMessageScript : MonoBehaviour
{
}
float timer = 2;
float timer = 1;
public float? textWidth = null;
private bool isAnimated = false;
Transform content;
public void Initial(string txt)
{
var txtTransform = transform.Find("TextContainer/Content");
txtTransform.GetComponent<Text>().text = txt;
LayoutRebuilder.ForceRebuildLayoutImmediate(txtTransform.GetComponent<RectTransform>());
txtTransform.localPosition = new Vector2(startX + maxWidth, transform.Find("TextContainer/Content").localPosition.y);
content = transform.Find("TextContainer/Content");
content.GetComponent<Text>().text = txt;
LayoutRebuilder.ForceRebuildLayoutImmediate(content.GetComponent<RectTransform>());
content.localPosition = new Vector2(startX + maxWidth, transform.Find("TextContainer/Content").localPosition.y);
isAnimated = false;
timer = 2;
}
float playtime = 0;
float speed = 10f;
float datatimer = 300f;
#if UNITY_STANDALONE_WIN
float maxWidth = 1087;
#else
float maxWidth = 350;
#endif
private bool animating = false;
// Update is called once per frame
void Update()
{
//动画
timer -= Time.deltaTime;
if (timer <= 0)
{
var width = transform.Find("TextContainer/Content").GetComponent<RectTransform>().sizeDelta.x;
if (textWidth != width)
{
this.textWidth = width;
}
//do
if (textWidth.HasValue)
{
var offset = textWidth.Value;
var game = transform.Find("TextContainer/Content");
var v = 20 / 0.3f;
playtime = offset / v;
//匀速播放
game.DOLocalMoveX(startX - offset, playtime).onComplete
= () =>
{
var txtTransform = transform.Find("TextContainer/Content");
txtTransform.localPosition = new Vector2(startX + maxWidth, transform.Find("TextContainer/Content").localPosition.y);
};
}
timer += (playtime + 0.5f);
if (animating)
return;
var currentWith = ((RectTransform)content).rect.width;
animating = true;
var wait = Mathf.Max(Mathf.Floor(currentWith / speed), 2f);
var tween = content.DOLocalMoveX(-currentWith, wait).SetEase(Ease.Linear);
tween.onComplete += () => {
//初始化位置
content.transform.localPosition = new Vector3(maxWidth, 0, 0);
animating = false;
};
datatimer += 5f;
}
}
void returnAni()
+155
View File
@@ -0,0 +1,155 @@
using Assets.Scenes.Ride.Scripts;
using Assets.Scripts;
using DG.Tweening;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
public class MessageScript : MonoBehaviour
{
public GameObject _message;
RectTransform content;
List<MessageModel> data = new List<MessageModel>();
bool animating = false;
float timer = 1f;
float speed = 50f;
float datatimer = 300f;
private void Awake()
{
content = (RectTransform)transform.Find("Scroll View/Viewport/Content");
//EventQueueSystem.AddListener<LinkedMessageEvent>(LinkedMessageHandler);
}
private void LinkedMessageHandler(LinkedMessageEvent e)
{
if (App.globalMessageQueue.Count == 5)
{
App.globalMessageQueue.Dequeue();
}
App.globalMessageQueue.Enqueue(e);
data.Add(new MessageModel
{
Avatar = e.avatar,
Content = "<color=#5C5C6E>" + e.nickname+"</color>"+e.content,
Type = 1,
});
}
void Start()
{
InitAsync();//初始化数据
}
float currentWith = 0f;
// Update is called once per frame
void Update()
{
//数据源
datatimer -= Time.deltaTime;
if (datatimer <= 0)
{
GetData();
datatimer += 300f;
}
//动画
timer -= Time.deltaTime;
if (timer <= 0)
{
if (animating)
return;
currentWith = content.rect.width;
animating = true;
var wait = Mathf.Max(Mathf.Floor(currentWith / speed),2f);
var tween = content.DOLocalMoveX(-currentWith, wait).SetEase(Ease.Linear);
tween.onComplete += () => {
//刷新内容
Refresh();
//初始化位置
content.transform.localPosition = new Vector3(1245f, 0, 0);
};
datatimer += 5f;
}
}
private async Task InitAsync()
{
await GetData();
Refresh();
}
private void Refresh()
{
Utils.DestroyChildren(content.transform);
//创建新的内容
foreach (var item in data)
{
if (!item.OutDated && item.Type != 0 || item.Type == 0)
{
var cell = Instantiate<GameObject>(_message, content);
var headImage = cell.transform.Find("bg/Avatar").GetComponent<Image>();
var text = cell.transform.Find("Message").GetComponent<Text>();
//创建头像
if (!string.IsNullOrEmpty(item.Avatar))
{
Utils.DisplayImage(headImage, item.Avatar);
}
//创建消息
text.GetComponent<Text>().text = item.Content;
cell.SetActive(true);
LayoutRebuilder.ForceRebuildLayoutImmediate(content);
item.OutDated = true;
}
}
LayoutRebuilder.ForceRebuildLayoutImmediate(content);
//释放动画锁
animating = false;
}
private async Task GetData()
{
foreach (var item in data)
{
if (item.Type == 0)
{
data.Remove(item);
}
}
var res = await ConfigHelper.mapApi.GetMaxRanking();
if (res.result)
{
var maxList = res.data;
foreach (var item in maxList)
{
data.Add(new MessageModel
{
Avatar = item.WxHeadImg,
Content = $"{item.NickName}{item.Message}",
Type = 0,
});
}
}
var r = await ConfigHelper.userApi.GetNotify();
if (r.result)
{
var info = r.data["Content"].ToString().Replace("\r\n", " ");
if (!string.IsNullOrEmpty(info))
{
data.Add(new MessageModel
{
Avatar = string.Empty,
Content = info,
Type = 0,
});
}
}
}
public class MessageModel {
public string Avatar { get; set;}
public string Content { get; set; }
public int Type { get; set; }
public bool OutDated { get; set; }
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: e4f2fe5f1bd49b143bbbca0b57371de9
guid: ac0c1d2ac62b7b640b9d58590601b24b
MonoImporter:
externalObjects: {}
serializedVersion: 2
+1 -1
View File
@@ -3,7 +3,7 @@
<queries>
<package android:name="com.tencent.mm" />
<package android:name="com.zhixingpai.powerfun" />
<package android:name="com.facebook.katana" />
<package android:name="com.facebook.katana" />
</queries>
<application android:requestLegacyExternalStorage="true">
<activity android:name="com.unityplugins.imageselector.TestMainActivity" android:theme="@style/UnityThemeSelector" android:screenOrientation="landscape" android:launchMode="singleTask" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density" android:hardwareAccelerated="false">
+20 -21
View File
@@ -1,33 +1,32 @@
fileFormatVersion: 2
guid: a70633e155d144f5da10d40c35d9c832
timeCreated: 1528980533
licenseType: Store
PluginImporter:
externalObjects: {}
serializedVersion: 2
iconMap: {}
executionOrder: {}
defineConstraints: []
isPreloaded: 0
isOverridable: 0
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
data:
first:
Android: Android
second:
enabled: 1
settings: {}
data:
first:
Any:
second:
enabled: 0
settings: {}
data:
first:
Editor: Editor
second:
enabled: 0
settings:
DefaultValueInitialized: true
- first:
Android: Android
second:
enabled: 1
settings: {}
- first:
Any:
second:
enabled: 0
settings: {}
- first:
Editor: Editor
second:
enabled: 0
settings:
DefaultValueInitialized: true
userData:
assetBundleName:
assetBundleVariant:
@@ -12,7 +12,7 @@ allprojects {
// See which Gradle version is preinstalled with Unity here https://docs.unity3d.com/Manual/android-gradle-overview.html
// See official Gradle and Android Gradle Plugin compatibility table here https://developer.android.com/studio/releases/gradle-plugin#updating-gradle
// To specify a custom Gradle version in Unity, go do "Preferences > External Tools", uncheck "Gradle Installed with Unity (recommended)" and specify a path to a custom Gradle version
classpath 'com.android.tools.build:gradle:3.4.3'
classpath 'com.android.tools.build:gradle:4.1.0'
**BUILD_SCRIPT_DEPS**
}
}
@@ -0,0 +1,73 @@
// GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN
apply plugin: 'com.android.application'
dependencies {
implementation project(':unityLibrary')
}
android {
compileSdkVersion **APIVERSION**
buildToolsVersion '**BUILDTOOLS**'
compileOptions {
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
}
defaultConfig {
minSdkVersion **MINSDKVERSION**
targetSdkVersion **TARGETSDKVERSION**
applicationId '**APPLICATIONID**'
ndk {
abiFilters **ABIFILTERS**
}
versionCode **VERSIONCODE**
versionName '**VERSIONNAME**'
}
aaptOptions {
noCompress = ['.unity3d', '.ress', '.resource', '.obb'**STREAMING_ASSETS**]
ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:.*:!CVS:!thumbs.db:!picasa.ini:!*~"
}**SIGN**
lintOptions {
abortOnError false
}
buildTypes {
debug {
minifyEnabled **MINIFY_DEBUG**
useProguard **PROGUARD_DEBUG**
proguardFiles getDefaultProguardFile('proguard-android.txt')**SIGNCONFIG**
jniDebuggable true
}
release {
minifyEnabled **MINIFY_RELEASE**
useProguard **PROGUARD_RELEASE**
proguardFiles getDefaultProguardFile('proguard-android.txt')**SIGNCONFIG**
}
}**PACKAGING_OPTIONS****PLAY_ASSET_PACKS****SPLITS**
**BUILT_APK_LOCATION**
bundle {
language {
enableSplit = false
}
density {
enableSplit = false
}
abi {
enableSplit = true
}
}
}**SPLITS_VERSION_CODE****LAUNCHER_SOURCE_BUILD_SETUP**
task localizeAppName(type: Copy) {
from("${project.rootDir}/unityLibrary/unity-android-resources/res/") {
include "**/strings.xml"
}
into "${project.rootDir}/launcher/src/main/res"
}
preBuild.dependsOn(localizeAppName)
@@ -1,5 +1,5 @@
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guid: 90b16fb413bf03d44bf5dcf31fd8c8f5
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userData:
@@ -46,12 +46,3 @@ android {
}**PACKAGING_OPTIONS**
}**REPOSITORIES****SOURCE_BUILD_SETUP**
**EXTERNAL_SOURCES**
task localizeAppName(type: Copy) {
from("${project.rootDir}/unityLibrary/unity-android-resources/res/") {
include "**/strings.xml"
}
into "${project.rootDir}/launcher/src/main/res"
}
preBuild.dependsOn(localizeAppName)
+8 -5
View File
@@ -238,11 +238,14 @@ public class BluetoothDeviceScript : MonoBehaviour
{
if (parts.Length >= 2)
{
if (ConnectedDisconnectPeripheralAction != null)
ConnectedDisconnectPeripheralAction(parts[1]);
if (DisconnectedPeripheralAction != null)
DisconnectedPeripheralAction(parts[1]);
if (DisconnectedPeripheralAction != null)
{
DisconnectedPeripheralAction(parts[1]);
}
else if (ConnectedDisconnectPeripheralAction != null)
{
ConnectedDisconnectPeripheralAction(parts[1]);
}
}
}
else if (message.Length > connectionError.Length && message.Substring(0,connectionError.Length) == connectionError){
+1 -1
View File
@@ -477,7 +477,7 @@ public class BluetoothLEHardwareInterface
#endif
}
public static void ScanForPeripheralsWithServices (string[] serviceUUIDs, Action<string, string> action = null, Action<string, string, int, string[]> actionAdvertisingInfo = null, bool rssiOnly = false, bool clearPeripheralList = true, int recordType = 0xFF)
public static void ScanForPeripheralsWithServices (string[] serviceUUIDs, Action<string, string> action = null, Action<string, string, int, string[]> actionAdvertisingInfo = null, bool rssiOnly = false, bool clearPeripheralList = false, int recordType = 0xFF)
{
#if !UNITY_EDITOR_OSX || !EXPERIMENTAL_MACOS_EDITOR
if (!Application.isEditor)
+3 -1
View File
@@ -795,9 +795,11 @@ extern "C" {
- (void)centralManager:(CBCentralManager *)central didFailToConnectPeripheral:(CBPeripheral *)peripheral error:(NSError *)error
{
NSLog(@"ConnectionError~~connectPeripheral:peripheral ");
if (error)
{
NSString *message = [NSString stringWithFormat:@"Error~%@", error.description];
NSString *identifier = [[peripheral identifier] UUIDString];
NSString *message = [NSString stringWithFormat:@"ConnectionError~%@~%@",identifier,error.description];
UnitySendMessage ("BluetoothLEReceiver", "OnBluetoothMessage", [message UTF8String] );
}
}
+14 -3
View File
@@ -44,12 +44,23 @@ public class RecommendController : MonoBehaviour
{
case 0:
//路线
App.RouteIdParam = Area.RouteId;
SceneManager.LoadScene("Ride");
var routeRes = ConfigHelper.mapApi.GetById(Area.RouteId);
if (routeRes.result)
{
App.RouteIdParam = Area.RouteId;
if (routeRes.data.EnableAR)
{
SceneManager.LoadScene("VideoPlay");
}
else
{
SceneManager.LoadScene("Ride");
}
}
break;
case 1:
var res = await ConfigHelper.mapApi.GetMapRouteAreaDetailItem(Area.AreaId);
UIManager.ShowNewRouteDetailPanel(res.data.Id);
UIManager.ShowNewRouteDetailPanel(res.data.Id, res.data.CoverImage);
break;
case 2:
await ConfigHelper.activityApi.JoinActivity(Area.ActivityId ?? 0);
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using UnityEngine;
using UnityEngine.UI;
using PolyAndCode.UI;
//Cell class for demo. A cell in Recyclable Scroll Rect must have a cell class inheriting from ICell.
//The class is required to configure the cell(updating UI elements etc) according to the data during recycling of cells.
//The configuration of a cell is done through the DataSource SetCellData method.
//Check RecyclableScrollerDemo class
public class DemoCell : MonoBehaviour, ICell
{
//UI
public Text nameLabel;
public Text genderLabel;
public Text idLabel;
//Model
private ContactInfo _contactInfo;
private int _cellIndex;
private void Start()
{
//Can also be done in the inspector
GetComponent<Button>().onClick.AddListener(ButtonListener);
}
//This is called from the SetCell method in DataSource
public void ConfigureCell(ContactInfo contactInfo,int cellIndex)
{
_cellIndex = cellIndex;
_contactInfo = contactInfo;
nameLabel.text = contactInfo.Name;
genderLabel.text = contactInfo.Gender;
idLabel.text = contactInfo.id;
}
private void ButtonListener()
{
Debug.Log("Index : " + _cellIndex + ", Name : " + _contactInfo.Name + ", Gender : " + _contactInfo.Gender);
}
}
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using System.Collections.Generic;
using UnityEngine;
using PolyAndCode.UI;
/// <summary>
/// Demo controller class for Recyclable Scroll Rect.
/// A controller class is responsible for providing the scroll rect with datasource. Any class can be a controller class.
/// The only requirement is to inherit from IRecyclableScrollRectDataSource and implement the interface methods
/// </summary>
//Dummy Data model for demostraion
public struct ContactInfo
{
public string Name;
public string Gender;
public string id;
}
public class RecyclableScrollerDemo : MonoBehaviour, IRecyclableScrollRectDataSource
{
[SerializeField]
RecyclableScrollRect _recyclableScrollRect;
[SerializeField]
private int _dataLength;
//Dummy data List
private List<ContactInfo> _contactList = new List<ContactInfo>();
//Recyclable scroll rect's data source must be assigned in Awake.
private void Awake()
{
InitData();
_recyclableScrollRect.DataSource = this;
}
//Initialising _contactList with dummy data
private void InitData()
{
if (_contactList != null) _contactList.Clear();
string[] genders = { "Male", "Female" };
for (int i = 0; i < _dataLength; i++)
{
ContactInfo obj = new ContactInfo();
obj.Name = i + "_Name";
obj.Gender = genders[Random.Range(0, 2)];
obj.id = "item : " + i;
_contactList.Add(obj);
}
}
#region DATA-SOURCE
/// <summary>
/// Data source method. return the list length.
/// </summary>
public int GetItemCount()
{
return _contactList.Count;
}
/// <summary>
/// Data source method. Called for a cell every time it is recycled.
/// Implement this method to do the necessary cell configuration.
/// </summary>
public void SetCell(ICell cell, int index)
{
//Casting to the implemented Cell
var item = cell as DemoCell;
item.ConfigureCell(_contactList[index], index);
}
#endregion
}
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//MIT License
//Copyright (c) 2020 Mohammed Iqubal Hussain
//Website : Polyandcode.com
using UnityEngine.UI;
using UnityEditor.AnimatedValues;
using UnityEditor;
using UnityEngine;
namespace PolyAndCode.UI
{
[CustomEditor(typeof(RecyclableScrollRect), true)]
[CanEditMultipleObjects]
/// <summary>
/// Custom Editor for the Recyclable Scroll Rect Component which is derived from Scroll Rect.
/// </summary>
public class RecyclableScrollRectEditor : Editor
{
SerializedProperty m_Content;
SerializedProperty m_MovementType;
SerializedProperty m_Elasticity;
SerializedProperty m_Inertia;
SerializedProperty m_DecelerationRate;
SerializedProperty m_ScrollSensitivity;
SerializedProperty m_Viewport;
SerializedProperty m_OnValueChanged;
//inherited
SerializedProperty _protoTypeCell;
SerializedProperty _selfInitialize;
SerializedProperty _direction;
SerializedProperty _type;
AnimBool m_ShowElasticity;
AnimBool m_ShowDecelerationRate;
RecyclableScrollRect _script;
protected virtual void OnEnable()
{
_script = (RecyclableScrollRect)target;
m_Content = serializedObject.FindProperty("m_Content");
m_MovementType = serializedObject.FindProperty("m_MovementType");
m_Elasticity = serializedObject.FindProperty("m_Elasticity");
m_Inertia = serializedObject.FindProperty("m_Inertia");
m_DecelerationRate = serializedObject.FindProperty("m_DecelerationRate");
m_ScrollSensitivity = serializedObject.FindProperty("m_ScrollSensitivity");
m_Viewport = serializedObject.FindProperty("m_Viewport");
m_OnValueChanged = serializedObject.FindProperty("m_OnValueChanged");
//Inherited
_protoTypeCell = serializedObject.FindProperty("PrototypeCell");
_selfInitialize = serializedObject.FindProperty("SelfInitialize");
_direction = serializedObject.FindProperty("Direction");
_type = serializedObject.FindProperty("IsGrid");
m_ShowElasticity = new AnimBool(Repaint);
m_ShowDecelerationRate = new AnimBool(Repaint);
SetAnimBools(true);
}
protected virtual void OnDisable()
{
m_ShowElasticity.valueChanged.RemoveListener(Repaint);
m_ShowDecelerationRate.valueChanged.RemoveListener(Repaint);
}
void SetAnimBools(bool instant)
{
SetAnimBool(m_ShowElasticity, !m_MovementType.hasMultipleDifferentValues && m_MovementType.enumValueIndex == (int)ScrollRect.MovementType.Elastic, instant);
SetAnimBool(m_ShowDecelerationRate, !m_Inertia.hasMultipleDifferentValues && m_Inertia.boolValue, instant);
}
void SetAnimBool(AnimBool a, bool value, bool instant)
{
if (instant)
a.value = value;
else
a.target = value;
}
public override void OnInspectorGUI()
{
SetAnimBools(false);
serializedObject.Update();
EditorGUILayout.PropertyField(_direction);
EditorGUILayout.PropertyField(_type, new GUIContent("Grid"));
if (_type.boolValue)
{
string title = _direction.enumValueIndex == (int)RecyclableScrollRect.DirectionType.Vertical ? "Coloumns" : "Rows";
_script.Segments = EditorGUILayout.IntField(title, _script.Segments);
}
EditorGUILayout.PropertyField(_selfInitialize);
EditorGUILayout.PropertyField(m_Viewport);
EditorGUILayout.PropertyField(m_Content);
EditorGUILayout.PropertyField(_protoTypeCell);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_MovementType);
if (EditorGUILayout.BeginFadeGroup(m_ShowElasticity.faded))
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_Elasticity);
EditorGUI.indentLevel--;
}
EditorGUILayout.EndFadeGroup();
EditorGUILayout.PropertyField(m_Inertia);
if (EditorGUILayout.BeginFadeGroup(m_ShowDecelerationRate.faded))
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DecelerationRate);
EditorGUI.indentLevel--;
}
EditorGUILayout.EndFadeGroup();
EditorGUILayout.PropertyField(m_ScrollSensitivity);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_OnValueChanged);
serializedObject.ApplyModifiedProperties();
}
}
}
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using UnityEngine;
using UnityEditor;
namespace PolyAndCode.UI
{
[ExecuteInEditMode]
public static class RecyclableScrollViewEditorTool
{
const string PrefabPath = "Assets/Recyclable Scroll Rect/Main/Prefab/Recyclable Scroll View.prefab";
[MenuItem("GameObject/UI/Recyclable Scroll View")]
private static void CreateRecyclableScrollView()
{
GameObject selected = Selection.activeGameObject;
//If selected isn't a UI gameobject then find a Canvas
if (!selected || !(selected.transform is RectTransform))
{
selected = GameObject.FindObjectOfType<Canvas>().gameObject;
}
if (!selected) return;
GameObject asset = AssetDatabase.LoadAssetAtPath(PrefabPath, typeof(GameObject)) as GameObject;
GameObject item = Object.Instantiate(asset);
item.name = "Recyclable Scroll View";
item.transform.SetParent(selected.transform);
item.transform.localPosition = Vector3.zero;
Selection.activeGameObject = item;
Undo.RegisterCreatedObjectUndo(item, "Create Recycalable Scroll view");
}
}
}
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//MIT License
//Copyright (c) 2020 Mohammed Iqubal Hussain
//Website : Polyandcode.com
/// <summary>
/// Interface for creating a Cell.
/// Prototype Cell must have a monobeviour inheriting from ICell
/// </summary>
namespace PolyAndCode.UI
{
public interface ICell
{
}
}
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//MIT License
//Copyright (c) 2020 Mohammed Iqubal Hussain
//Website : Polyandcode.com
/// <summary>
/// Interface for creating DataSource
/// Recyclable Scroll Rect must be provided a Data source which must inherit from this.
/// </summary>
namespace PolyAndCode.UI
{
public interface IRecyclableScrollRectDataSource
{
int GetItemCount();
void SetCell(ICell cell, int index);
}
}
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//MIT License
//Copyright (c) 2020 Mohammed Iqubal Hussain
//Website : Polyandcode.com
using System;
using UnityEngine;
using UnityEngine.UI;
namespace PolyAndCode.UI
{
/// <summary>
/// Entry for the recycling system. Extends Unity's inbuilt ScrollRect.
/// </summary>
public class RecyclableScrollRect : ScrollRect
{
[HideInInspector]
public IRecyclableScrollRectDataSource DataSource;
public bool IsGrid;
//Prototype cell can either be a prefab or present as a child to the content(will automatically be disabled in runtime)
public RectTransform PrototypeCell;
//If true the intiziation happens at Start. Controller must assign the datasource in Awake.
//Set to false if self init is not required and use public init API.
public bool SelfInitialize = true;
public enum DirectionType
{
Vertical,
Horizontal
}
public DirectionType Direction;
//Segments : coloums for vertical and rows for horizontal.
public int Segments
{
set
{
_segments = Math.Max(value, 2);
}
get
{
return _segments;
}
}
[SerializeField]
private int _segments;
private RecyclingSystem _recyclingSystem;
private Vector2 _prevAnchoredPos;
protected override void Start()
{
//defafult(built-in) in scroll rect can have both directions enabled, Recyclable scroll rect can be scrolled in only one direction.
//setting default as vertical, Initialize() will set this again.
vertical = true;
horizontal = false;
if (!Application.isPlaying) return;
if (SelfInitialize) Initialize();
}
/// <summary>
/// Initialization when selfInitalize is true. Assumes that data source is set in controller's Awake.
/// </summary>
private void Initialize()
{
//Contruct the recycling system.
if (Direction == DirectionType.Vertical)
{
_recyclingSystem = new VerticalRecyclingSystem(PrototypeCell, viewport, content, DataSource, IsGrid, Segments);
}
else if (Direction == DirectionType.Horizontal)
{
_recyclingSystem = new HorizontalRecyclingSystem(PrototypeCell, viewport, content, DataSource, IsGrid, Segments);
}
vertical = Direction == DirectionType.Vertical;
horizontal = Direction == DirectionType.Horizontal;
_prevAnchoredPos = content.anchoredPosition;
onValueChanged.RemoveListener(OnValueChangedListener);
//Adding listener after pool creation to avoid any unwanted recycling behaviour.(rare scenerio)
StartCoroutine(_recyclingSystem.InitCoroutine(() =>
onValueChanged.AddListener(OnValueChangedListener)
));
}
/// <summary>
/// public API for Initializing when datasource is not set in controller's Awake. Make sure selfInitalize is set to false.
/// </summary>
public void Initialize(IRecyclableScrollRectDataSource dataSource)
{
DataSource = dataSource;
Initialize();
}
/// <summary>
/// Added as a listener to the OnValueChanged event of Scroll rect.
/// Recycling entry point for recyling systems.
/// </summary>
/// <param name="direction">scroll direction</param>
public void OnValueChangedListener(Vector2 normalizedPos)
{
Vector2 dir = content.anchoredPosition - _prevAnchoredPos;
m_ContentStartPosition += _recyclingSystem.OnValueChangedListener(dir);
_prevAnchoredPos = content.anchoredPosition;
}
/// <summary>
///Reloads the data. Call this if a new datasource is assigned.
/// </summary>
public void ReloadData()
{
ReloadData(DataSource);
}
/// <summary>
/// Overloaded ReloadData with dataSource param
///Reloads the data. Call this if a new datasource is assigned.
/// </summary>
public void ReloadData(IRecyclableScrollRectDataSource dataSource)
{
if (_recyclingSystem != null)
{
StopMovement();
onValueChanged.RemoveListener(OnValueChangedListener);
_recyclingSystem.DataSource = dataSource;
StartCoroutine(_recyclingSystem.InitCoroutine(() =>
onValueChanged.AddListener(OnValueChangedListener)
));
_prevAnchoredPos = content.anchoredPosition;
}
}
/*
#region Testing
private void OnDrawGizmos()
{
if (_recyclableScrollRect is VerticalRecyclingSystem)
{
((VerticalRecyclingSystem)_recyclableScrollRect).OnDrawGizmos();
}
if (_recyclableScrollRect is HorizontalRecyclingSystem)
{
((HorizontalRecyclingSystem)_recyclableScrollRect).OnDrawGizmos();
}
}
#endregion
*/
}
}
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//MIT License
//Copyright (c) 2020 Mohammed Iqubal Hussain
//Website : Polyandcode.com
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace PolyAndCode.UI
{
/// <summary>
/// Recyling system for horizontal type.
/// </summary>
public class HorizontalRecyclingSystem : RecyclingSystem
{
//Assigned by constructor
private readonly int _rows;
//Cell dimensions
private float _cellWidth, _cellHeight;
//Pool Generation
private List<RectTransform> _cellPool;
private List<ICell> _cachedCells;
private Bounds _recyclableViewBounds;
//Temps, Flags
private readonly Vector3[] _corners = new Vector3[4];
private bool _recycling;
//Trackers
private int currentItemCount; //item count corresponding to the datasource.
private int leftMostCellIndex, rightMostCellIndex; //Topmost and bottommost cell in the List
private int _leftMostCellRow, _RightMostCellRow; // used for recyling in Grid layout. leftmost and rightmost row
//Cached zero vector
private Vector2 zeroVector = Vector2.zero;
#region INIT
public HorizontalRecyclingSystem(RectTransform prototypeCell, RectTransform viewport, RectTransform content, IRecyclableScrollRectDataSource dataSource, bool isGrid, int rows)
{
PrototypeCell = prototypeCell;
Viewport = viewport;
Content = content;
DataSource = dataSource;
IsGrid = isGrid;
_rows = isGrid ? rows : 1;
_recyclableViewBounds = new Bounds();
}
/// <summary>
/// Corotuine for initiazation.
/// Using coroutine for init because few UI stuff requires a frame to update
/// </summary>
/// <param name="onInitialized">callback when init done</param>
/// <returns></returns>
public override IEnumerator InitCoroutine(Action onInitialized)
{
//Setting up container and bounds
SetLeftAnchor(Content);
Content.anchoredPosition = Vector3.zero;
yield return null;
SetRecyclingBounds();
//Cell Poool
CreateCellPool();
currentItemCount = _cellPool.Count;
leftMostCellIndex = 0;
rightMostCellIndex = _cellPool.Count - 1;
//Set content width according to no of coloums
int coloums = Mathf.CeilToInt((float)_cellPool.Count / _rows);
float contentXSize = coloums * _cellWidth;
Content.sizeDelta = new Vector2(contentXSize, Content.sizeDelta.y);
SetLeftAnchor(Content);
if (onInitialized != null) onInitialized();
}
/// <summary>
/// Sets the uppper and lower bounds for recycling cells.
/// </summary>
private void SetRecyclingBounds()
{
Viewport.GetWorldCorners(_corners);
float threshHold = RecyclingThreshold * (_corners[2].x - _corners[0].x);
_recyclableViewBounds.min = new Vector3(_corners[0].x - threshHold, _corners[0].y);
_recyclableViewBounds.max = new Vector3(_corners[2].x + threshHold, _corners[2].y);
}
/// <summary>
/// Creates cell Pool for recycling, Caches ICells
/// </summary>
private void CreateCellPool()
{
//Reseting Pool
if (_cellPool != null)
{
_cellPool.ForEach((RectTransform item) => UnityEngine.Object.Destroy(item.gameObject));
_cellPool.Clear();
_cachedCells.Clear();
}
else
{
_cachedCells = new List<ICell>();
_cellPool = new List<RectTransform>();
}
//Set the prototype cell active and set cell anchor as top
PrototypeCell.gameObject.SetActive(true);
SetLeftAnchor(PrototypeCell);
//set new cell size according to its aspect ratio
_cellHeight = Content.rect.height / _rows;
_cellWidth = PrototypeCell.sizeDelta.x / PrototypeCell.sizeDelta.y * _cellHeight;
//Reset
_leftMostCellRow = _RightMostCellRow = 0;
//Temps
float currentPoolCoverage = 0;
int poolSize = 0;
float posX = 0;
float posY = 0;
//Get the required pool coverage and mininum size for the Cell pool
float requriedCoverage = MinPoolCoverage * Viewport.rect.width;
int minPoolSize = Math.Min(MinPoolSize, DataSource.GetItemCount());
//create cells untill the Pool area is covered and pool size is the minimum required
while ((poolSize < minPoolSize || currentPoolCoverage < requriedCoverage) && poolSize < DataSource.GetItemCount())
{
//Instantiate and add to Pool
RectTransform item = (UnityEngine.Object.Instantiate(PrototypeCell.gameObject)).GetComponent<RectTransform>();
item.name = "Cell";
item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
_cellPool.Add(item);
item.SetParent(Content, false);
if (IsGrid)
{
posY = -_RightMostCellRow * _cellHeight;
item.anchoredPosition = new Vector2(posX, posY);
if (++_RightMostCellRow >= _rows)
{
_RightMostCellRow = 0;
posX += _cellWidth;
currentPoolCoverage += item.rect.width;
}
}
else
{
item.anchoredPosition = new Vector2(posX, 0);
posX = item.anchoredPosition.x + item.rect.width;
currentPoolCoverage += item.rect.width;
}
//Setting data for Cell
_cachedCells.Add(item.GetComponent<ICell>());
DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
//Update the Pool size
poolSize++;
}
if (IsGrid)
{
_RightMostCellRow = (_RightMostCellRow - 1 + _rows) % _rows;
}
//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
if (PrototypeCell.gameObject.scene.IsValid())
{
PrototypeCell.gameObject.SetActive(false);
}
}
#endregion
#region RECYCLING
/// <summary>
/// Recyling entry point
/// </summary>
/// <param name="direction">scroll direction </param>
/// <returns></returns>
public override Vector2 OnValueChangedListener(Vector2 direction)
{
if (_recycling || _cellPool == null || _cellPool.Count == 0) return zeroVector;
//Updating Recyclable view bounds since it can change with resolution changes.
SetRecyclingBounds();
if (direction.x < 0 && _cellPool[rightMostCellIndex].MinX() < _recyclableViewBounds.max.x)
{
return RecycleLeftToRight();
}
else if (direction.x > 0 && _cellPool[leftMostCellIndex].MaxX() > _recyclableViewBounds.min.x)
{
return RecycleRightToleft();
}
return zeroVector;
}
/// <summary>
/// Recycles cells from Left to Right in the List heirarchy
/// </summary>
private Vector2 RecycleLeftToRight()
{
_recycling = true;
int n = 0;
float posX = IsGrid ? _cellPool[rightMostCellIndex].anchoredPosition.x : 0;
float posY = 0;
//to determine if content size needs to be updated
int additionalColoums = 0;
//Recycle until cell at left is avaiable and current item count smaller than datasource
while (_cellPool[leftMostCellIndex].MaxX() < _recyclableViewBounds.min.x && currentItemCount < DataSource.GetItemCount())
{
if (IsGrid)
{
if (++_RightMostCellRow >= _rows)
{
n++;
_RightMostCellRow = 0;
posX = _cellPool[rightMostCellIndex].anchoredPosition.x + _cellWidth;
additionalColoums++;
}
//Move Left most cell to right
posY = -_RightMostCellRow * _cellHeight;
_cellPool[leftMostCellIndex].anchoredPosition = new Vector2(posX, posY);
if (++_leftMostCellRow >= _rows)
{
_leftMostCellRow = 0;
additionalColoums--;
}
}
else
{
//Move Left most cell to right
posX = _cellPool[rightMostCellIndex].anchoredPosition.x + _cellPool[rightMostCellIndex].sizeDelta.x;
_cellPool[leftMostCellIndex].anchoredPosition = new Vector2(posX, _cellPool[leftMostCellIndex].anchoredPosition.y);
}
//Cell for row at
DataSource.SetCell(_cachedCells[leftMostCellIndex], currentItemCount);
//set new indices
rightMostCellIndex = leftMostCellIndex;
leftMostCellIndex = (leftMostCellIndex + 1) % _cellPool.Count;
currentItemCount++;
if (!IsGrid) n++;
}
//Content size adjustment
if (IsGrid)
{
Content.sizeDelta += additionalColoums * Vector2.right * _cellWidth;
if (additionalColoums > 0)
{
n -= additionalColoums;
}
}
//Content anchor position adjustment.
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x);
Content.anchoredPosition += n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x;
_recycling = false;
return n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x;
}
/// <summary>
/// Recycles cells from Right to Left in the List heirarchy
/// </summary>
private Vector2 RecycleRightToleft()
{
_recycling = true;
int n = 0;
float posX = IsGrid ? _cellPool[leftMostCellIndex].anchoredPosition.x : 0;
float posY = 0;
//to determine if content size needs to be updated
int additionalColoums = 0;
//Recycle until cell at Right end is avaiable and current item count is greater than cellpool size
while (_cellPool[rightMostCellIndex].MinX() > _recyclableViewBounds.max.x && currentItemCount > _cellPool.Count)
{
if (IsGrid)
{
if (--_leftMostCellRow < 0)
{
n++;
_leftMostCellRow = _rows - 1;
posX = _cellPool[leftMostCellIndex].anchoredPosition.x - _cellWidth;
additionalColoums++;
}
//Move Right most cell to left
posY = -_leftMostCellRow * _cellHeight;
_cellPool[rightMostCellIndex].anchoredPosition = new Vector2(posX, posY);
if (--_RightMostCellRow < 0)
{
_RightMostCellRow = _rows - 1;
additionalColoums--;
}
}
else
{
//Move Right most cell to left
posX = _cellPool[leftMostCellIndex].anchoredPosition.x - _cellPool[leftMostCellIndex].sizeDelta.x;
_cellPool[rightMostCellIndex].anchoredPosition = new Vector2(posX, _cellPool[rightMostCellIndex].anchoredPosition.y);
n++;
}
currentItemCount--;
//Cell for row at
DataSource.SetCell(_cachedCells[rightMostCellIndex], currentItemCount - _cellPool.Count);
//set new indices
leftMostCellIndex = rightMostCellIndex;
rightMostCellIndex = (rightMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
}
//Content size adjustment
if (IsGrid)
{
Content.sizeDelta += additionalColoums * Vector2.right * _cellWidth;
if (additionalColoums > 0)
{
n -= additionalColoums;
}
}
//Content anchor position adjustment.
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x);
Content.anchoredPosition -= n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x;
_recycling = false;
return -n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x;
}
#endregion
#region HELPERS
/// <summary>
/// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
/// </summary>
/// <param name="rectTransform"></param>
private void SetLeftAnchor(RectTransform rectTransform)
{
//Saving to reapply after anchoring. Width and height changes if anchoring is change.
float width = rectTransform.rect.width;
float height = rectTransform.rect.height;
Vector2 pos = IsGrid ? new Vector2(0, 1) : new Vector2(0, 0.5f);
//Setting top anchor
rectTransform.anchorMin = pos;
rectTransform.anchorMax = pos;
rectTransform.pivot = pos;
//Reapply size
rectTransform.sizeDelta = new Vector2(width, height);
}
#endregion
#region TESTING
public void OnDrawGizmos()
{
Gizmos.color = Color.green;
Gizmos.DrawLine(_recyclableViewBounds.min - new Vector3(0, 2000), _recyclableViewBounds.min + new Vector3(0, 2000));
Gizmos.color = Color.red;
Gizmos.DrawLine(_recyclableViewBounds.max - new Vector3(0, 2000), _recyclableViewBounds.max + new Vector3(0, 2000));
}
#endregion
}
}
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//MIT License
//Copyright (c) 2020 Mohammed Iqubal Hussain
//Website : Polyandcode.com
using System.Collections;
using UnityEngine;
namespace PolyAndCode.UI
{
/// <summary>
/// Absract Class for creating a Recycling system.
/// </summary>
public abstract class RecyclingSystem
{
public IRecyclableScrollRectDataSource DataSource;
protected RectTransform Viewport, Content;
protected RectTransform PrototypeCell;
protected bool IsGrid;
protected float MinPoolCoverage = 1.5f; // The recyclable pool must cover (viewPort * _poolCoverage) area.
protected int MinPoolSize = 10; // Cell pool must have a min size
protected float RecyclingThreshold = .2f; //Threshold for recycling above and below viewport
public abstract IEnumerator InitCoroutine(System.Action onInitialized = null);
public abstract Vector2 OnValueChangedListener(Vector2 direction);
}
}
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//MIT License
//Copyright (c) 2020 Mohammed Iqubal Hussain
//Website : Polyandcode.com
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace PolyAndCode.UI
{
/// <summary>
/// Recyling system for Vertical type.
/// </summary>
public class VerticalRecyclingSystem : RecyclingSystem
{
//Assigned by constructor
private readonly int _coloumns;
//Cell dimensions
private float _cellWidth, _cellHeight;
//Pool Generation
private List<RectTransform> _cellPool;
private List<ICell> _cachedCells;
private Bounds _recyclableViewBounds;
//Temps, Flags
private readonly Vector3[] _corners = new Vector3[4];
private bool _recycling;
//Trackers
private int currentItemCount; //item count corresponding to the datasource.
private int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
private int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
//Cached zero vector
private Vector2 zeroVector = Vector2.zero;
#region INIT
public VerticalRecyclingSystem(RectTransform prototypeCell, RectTransform viewport, RectTransform content, IRecyclableScrollRectDataSource dataSource, bool isGrid, int coloumns)
{
PrototypeCell = prototypeCell;
Viewport = viewport;
Content = content;
DataSource = dataSource;
IsGrid = isGrid;
_coloumns = isGrid ? coloumns : 1;
_recyclableViewBounds = new Bounds();
}
/// <summary>
/// Corotuine for initiazation.
/// Using coroutine for init because few UI stuff requires a frame to update
/// </summary>
/// <param name="onInitialized">callback when init done</param>
/// <returns></returns>>
public override IEnumerator InitCoroutine(System.Action onInitialized)
{
SetTopAnchor(Content);
Content.anchoredPosition = Vector3.zero;
yield return null;
SetRecyclingBounds();
//Cell Poool
CreateCellPool();
currentItemCount = _cellPool.Count;
topMostCellIndex = 0;
bottomMostCellIndex = _cellPool.Count - 1;
//Set content height according to no of rows
int noOfRows = (int)Mathf.Ceil((float)_cellPool.Count / (float)_coloumns);
float contentYSize = noOfRows * _cellHeight;
Content.sizeDelta = new Vector2(Content.sizeDelta.x, contentYSize);
SetTopAnchor(Content);
if (onInitialized != null) onInitialized();
}
/// <summary>
/// Sets the uppper and lower bounds for recycling cells.
/// </summary>
private void SetRecyclingBounds()
{
Viewport.GetWorldCorners(_corners);
float threshHold = RecyclingThreshold * (_corners[2].y - _corners[0].y);
_recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
_recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
}
/// <summary>
/// Creates cell Pool for recycling, Caches ICells
/// </summary>
private void CreateCellPool()
{
//Reseting Pool
if (_cellPool != null)
{
_cellPool.ForEach((RectTransform item) => {
if (item != null)
{
UnityEngine.Object.Destroy(item.gameObject);
}
});
_cellPool.Clear();
_cachedCells.Clear();
}
else
{
_cachedCells = new List<ICell>();
_cellPool = new List<RectTransform>();
}
//Set the prototype cell active and set cell anchor as top
PrototypeCell.gameObject.SetActive(true);
if (IsGrid)
{
SetTopLeftAnchor(PrototypeCell);
}
else
{
SetTopAnchor(PrototypeCell);
}
//Reset
_topMostCellColoumn = _bottomMostCellColoumn = 0;
//Temps
float currentPoolCoverage = 0;
int poolSize = 0;
float posX = 0;
float posY = 0;
//set new cell size according to its aspect ratio
_cellWidth = Content.rect.width / _coloumns;
_cellHeight = PrototypeCell.sizeDelta.y / PrototypeCell.sizeDelta.x * _cellWidth;
//Get the required pool coverage and mininum size for the Cell pool
float requriedCoverage = MinPoolCoverage * Viewport.rect.height;
int minPoolSize = Math.Min(MinPoolSize, DataSource.GetItemCount());
//create cells untill the Pool area is covered and pool size is the minimum required
while ((poolSize < minPoolSize || currentPoolCoverage < requriedCoverage) && poolSize < DataSource.GetItemCount())
{
//Instantiate and add to Pool
RectTransform item = (UnityEngine.Object.Instantiate(PrototypeCell.gameObject)).GetComponent<RectTransform>();
item.name = "Cell";
item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
_cellPool.Add(item);
item.SetParent(Content, false);
if (IsGrid)
{
posX = _bottomMostCellColoumn * _cellWidth;
item.anchoredPosition = new Vector2(posX, posY);
if (++_bottomMostCellColoumn >= _coloumns)
{
_bottomMostCellColoumn = 0;
posY -= _cellHeight;
currentPoolCoverage += item.rect.height;
}
}
else
{
item.anchoredPosition = new Vector2(0, posY);
posY = item.anchoredPosition.y - item.rect.height;
currentPoolCoverage += item.rect.height;
}
//Setting data for Cell
_cachedCells.Add(item.GetComponent<ICell>());
DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
//Update the Pool size
poolSize++;
}
//TODO : you alrady have a _currentColoumn varaiable. Why this calculation?????
if (IsGrid)
{
_bottomMostCellColoumn = (_bottomMostCellColoumn - 1 + _coloumns) % _coloumns;
}
//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
if (PrototypeCell.gameObject.scene.IsValid())
{
PrototypeCell.gameObject.SetActive(false);
}
}
#endregion
#region RECYCLING
/// <summary>
/// Recyling entry point
/// </summary>
/// <param name="direction">scroll direction </param>
/// <returns></returns>
public override Vector2 OnValueChangedListener(Vector2 direction)
{
if (_recycling || _cellPool == null || _cellPool.Count == 0) return zeroVector;
//Updating Recyclable view bounds since it can change with resolution changes.
SetRecyclingBounds();
if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
{
return RecycleTopToBottom();
}
else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
{
return RecycleBottomToTop();
}
//修复mask导致padding没有及时渲染的问题
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
return zeroVector;
}
/// <summary>
/// Recycles cells from top to bottom in the List heirarchy
/// </summary>
private Vector2 RecycleTopToBottom()
{
_recycling = true;
int n = 0;
float posY = IsGrid ? _cellPool[bottomMostCellIndex].anchoredPosition.y : 0;
float posX = 0;
//to determine if content size needs to be updated
int additionalRows = 0;
//Recycle until cell at Top is avaiable and current item count smaller than datasource
while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.GetItemCount())
{
if (IsGrid)
{
if (++_bottomMostCellColoumn >= _coloumns)
{
n++;
_bottomMostCellColoumn = 0;
posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellHeight;
additionalRows++;
}
//Move top cell to bottom
posX = _bottomMostCellColoumn * _cellWidth;
_cellPool[topMostCellIndex].anchoredPosition = new Vector2(posX, posY);
if (++_topMostCellColoumn >= _coloumns)
{
_topMostCellColoumn = 0;
additionalRows--;
}
}
else
{
//Move top cell to bottom
posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
_cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
}
//Cell for row at
DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
//set new indices
bottomMostCellIndex = topMostCellIndex;
topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
currentItemCount++;
if (!IsGrid) n++;
}
//Content size adjustment
if (IsGrid)
{
Content.sizeDelta += additionalRows * Vector2.up * _cellHeight;
//TODO : check if it is supposed to be done only when > 0
if (additionalRows > 0)
{
n -= additionalRows;
}
}
//Content anchor position adjustment.
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
Content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
_recycling = false;
return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
}
/// <summary>
/// Recycles cells from bottom to top in the List heirarchy
/// </summary>
private Vector2 RecycleBottomToTop()
{
_recycling = true;
int n = 0;
float posY = IsGrid ? _cellPool[topMostCellIndex].anchoredPosition.y : 0;
float posX = 0;
//to determine if content size needs to be updated
int additionalRows = 0;
//Recycle until cell at bottom is avaiable and current item count is greater than cellpool size
while (_cellPool[bottomMostCellIndex].MaxY() < _recyclableViewBounds.min.y && currentItemCount > _cellPool.Count)
{
if (IsGrid)
{
if (--_topMostCellColoumn < 0)
{
n++;
_topMostCellColoumn = _coloumns - 1;
posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellHeight;
additionalRows++;
}
//Move bottom cell to top
posX = _topMostCellColoumn * _cellWidth;
_cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(posX, posY);
if (--_bottomMostCellColoumn < 0)
{
_bottomMostCellColoumn = _coloumns - 1;
additionalRows--;
}
}
else
{
//Move bottom cell to top
posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y;
_cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(_cellPool[bottomMostCellIndex].anchoredPosition.x, posY);
n++;
}
currentItemCount--;
//Cell for row at
DataSource.SetCell(_cachedCells[bottomMostCellIndex], currentItemCount - _cellPool.Count);
//set new indices
topMostCellIndex = bottomMostCellIndex;
bottomMostCellIndex = (bottomMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
}
if (IsGrid)
{
Content.sizeDelta += additionalRows * Vector2.up * _cellHeight;
//TODOL : check if it is supposed to be done only when > 0
if (additionalRows > 0)
{
n -= additionalRows;
}
}
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
Content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
_recycling = false;
return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
}
#endregion
#region HELPERS
/// <summary>
/// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
/// </summary>
/// <param name="rectTransform"></param>
private void SetTopAnchor(RectTransform rectTransform)
{
//Saving to reapply after anchoring. Width and height changes if anchoring is change.
float width = rectTransform.rect.width;
float height = rectTransform.rect.height;
//Setting top anchor
rectTransform.anchorMin = new Vector2(0.5f, 1);
rectTransform.anchorMax = new Vector2(0.5f, 1);
rectTransform.pivot = new Vector2(0.5f, 1);
//Reapply size
rectTransform.sizeDelta = new Vector2(width, height);
}
private void SetTopLeftAnchor(RectTransform rectTransform)
{
//Saving to reapply after anchoring. Width and height changes if anchoring is change.
float width = rectTransform.rect.width;
float height = rectTransform.rect.height;
//Setting top anchor
rectTransform.anchorMin = new Vector2(0, 1);
rectTransform.anchorMax = new Vector2(0, 1);
rectTransform.pivot = new Vector2(0, 1);
//Reapply size
rectTransform.sizeDelta = new Vector2(width, height);
}
#endregion
#region TESTING
public void OnDrawGizmos()
{
Gizmos.color = Color.green;
Gizmos.DrawLine(_recyclableViewBounds.min - new Vector3(2000, 0), _recyclableViewBounds.min + new Vector3(2000, 0));
Gizmos.color = Color.red;
Gizmos.DrawLine(_recyclableViewBounds.max - new Vector3(2000, 0), _recyclableViewBounds.max + new Vector3(2000, 0));
}
#endregion
}
}
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//MIT License
//Copyright (c) 2020 Mohammed Iqubal Hussain
//Website : Polyandcode.com
using UnityEngine;
/// <summary>
/// Extension methods for Rect Transform
/// </summary>
public static class UIExtension
{
public static Vector3[] GetCorners(this RectTransform rectTransform)
{
Vector3[] corners = new Vector3[4];
rectTransform.GetWorldCorners(corners);
return corners;
}
public static float MaxY(this RectTransform rectTransform)
{
return rectTransform.GetCorners()[1].y;
}
public static float MinY(this RectTransform rectTransform)
{
return rectTransform.GetCorners()[0].y;
}
public static float MaxX(this RectTransform rectTransform)
{
return rectTransform.GetCorners()[2].x;
}
public static float MinX(this RectTransform rectTransform)
{
return rectTransform.GetCorners()[0].x;
}
}
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