//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 { /// /// Recyling system for Vertical type. /// public class VerticalRecyclingSystem : RecyclingSystem { //Assigned by constructor private readonly int _coloumns; //Cell dimensions private float _cellWidth, _cellHeight; //Pool Generation private List _cellPool; private List _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(); } /// /// Corotuine for initiazation. /// Using coroutine for init because few UI stuff requires a frame to update /// /// callback when init done /// > 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(); } /// /// Sets the uppper and lower bounds for recycling cells. /// 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); } /// /// Creates cell Pool for recycling, Caches ICells /// 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(); _cellPool = new List(); } //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(); 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()); 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 /// /// Recyling entry point /// /// scroll direction /// 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; } /// /// Recycles cells from top to bottom in the List heirarchy /// 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); } /// /// Recycles cells from bottom to top in the List heirarchy /// 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 /// /// Anchoring cell and content rect transforms to top preset. Makes repositioning easy. /// /// 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 } }