├── UnityPackageManager
└── manifest.json
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── NetworkManager.asset
├── TimeManager.asset
├── UnityAdsSettings.asset
├── AudioManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── DynamicsManager.asset
├── UnityConnectSettings.asset
├── TagManager.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
├── NavMeshAreas.asset
├── NavMeshLayers.asset
├── QualitySettings.asset
├── InputManager.asset
└── ProjectSettings.asset
├── Assets
├── Mosframe
│ ├── Examples
│ │ ├── Example-01.unity.meta
│ │ ├── Example-02.unity.meta
│ │ ├── Resources
│ │ │ ├── icon_01.png
│ │ │ ├── icon_02.png
│ │ │ ├── icon_03.png
│ │ │ ├── icon_04.png
│ │ │ ├── icon_05.png
│ │ │ ├── icon_06.png
│ │ │ ├── icon_07.png
│ │ │ ├── icon_08.png
│ │ │ ├── icon_09.png
│ │ │ ├── icon_10.png
│ │ │ ├── icon_11.png
│ │ │ ├── icon_12.png
│ │ │ ├── icon_13.png
│ │ │ ├── icon_14.png
│ │ │ ├── icon_15.png
│ │ │ ├── icon_16.png
│ │ │ ├── icon_17.png
│ │ │ ├── icon_18.png
│ │ │ ├── icon_19.png
│ │ │ ├── icon_20.png
│ │ │ ├── icon_01.png.meta
│ │ │ ├── icon_02.png.meta
│ │ │ ├── icon_03.png.meta
│ │ │ ├── icon_04.png.meta
│ │ │ ├── icon_05.png.meta
│ │ │ ├── icon_06.png.meta
│ │ │ ├── icon_07.png.meta
│ │ │ ├── icon_08.png.meta
│ │ │ ├── icon_09.png.meta
│ │ │ ├── icon_10.png.meta
│ │ │ ├── icon_11.png.meta
│ │ │ ├── icon_12.png.meta
│ │ │ ├── icon_13.png.meta
│ │ │ ├── icon_14.png.meta
│ │ │ ├── icon_15.png.meta
│ │ │ ├── icon_16.png.meta
│ │ │ ├── icon_17.png.meta
│ │ │ ├── icon_18.png.meta
│ │ │ ├── icon_19.png.meta
│ │ │ └── icon_20.png.meta
│ │ ├── Resources.meta
│ │ ├── Example-03.unity.meta
│ │ ├── Item.cs.meta
│ │ ├── Item2.cs.meta
│ │ ├── RealTimeInsertItemExample.cs.meta
│ │ ├── RealTimeInsertItemExample2.cs.meta
│ │ ├── Item.cs
│ │ ├── Item2.cs
│ │ ├── RealTimeInsertItemExample.cs
│ │ └── RealTimeInsertItemExample2.cs
│ ├── Examples.meta
│ ├── Readme.txt.meta
│ ├── Common.meta
│ ├── Editor.meta
│ ├── Extensions.meta
│ ├── ScrollView.meta
│ ├── ScrollView
│ │ ├── DynamicScrollView.cs.meta
│ │ ├── DynamicHScrollView.cs.meta
│ │ ├── DynamicVScrollView.cs.meta
│ │ ├── DynamicScrollViewItem.cs.meta
│ │ ├── DynamicScrollViewItemExample.cs.meta
│ │ ├── DynamicScrollViewItem.cs
│ │ ├── DynamicScrollViewItemExample.cs
│ │ ├── DynamicVScrollView.cs
│ │ ├── DynamicHScrollView.cs
│ │ └── DynamicScrollView.cs
│ ├── Common
│ │ ├── HtmlColor.cs.meta
│ │ ├── RichText.cs.meta
│ │ ├── ScrollbarHandleSize.cs.meta
│ │ ├── HtmlColorExtensions.cs.meta
│ │ ├── HtmlColor.cs
│ │ ├── HtmlColorExtensions.cs
│ │ ├── ScrollbarHandleSize.cs
│ │ └── RichText.cs
│ ├── Extensions
│ │ ├── GameObjectEx.cs.meta
│ │ ├── RectTransformEx.cs.meta
│ │ ├── GameObjectEx.cs
│ │ └── RectTransformEx.cs
│ ├── Editor
│ │ ├── DynamicScrollViewEditor.cs.meta
│ │ └── DynamicScrollViewEditor.cs
│ └── Readme.txt
└── Mosframe.meta
├── README.md
├── .gitignore
└── LICENSE
/UnityPackageManager/manifest.json:
--------------------------------------------------------------------------------
1 | {
2 | "dependencies": {
3 | }
4 | }
5 |
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/ProjectSettings/ProjectVersion.txt:
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1 | m_EditorVersion: 5.3.8f2
2 | m_StandardAssetsVersion: 0
3 |
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/README.md:
--------------------------------------------------------------------------------
1 | # Unity Dynamic ScrollView
2 | Unity Dynamic ScrollView
3 |
4 | AssetStore : https://www.assetstore.unity3d.com/#!/content/101107
5 |
6 |
7 |
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/Assets/Mosframe/Examples/Resources/icon_01.png:
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/Assets/Mosframe/Examples/Resources/icon_13.png:
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/Assets/Mosframe/Examples/Resources/icon_14.png:
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/Assets/Mosframe/Examples/Resources/icon_15.png:
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/Assets/Mosframe/Examples/Resources/icon_16.png:
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/Assets/Mosframe/Examples/Resources/icon_17.png:
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/Assets/Mosframe/Examples/Resources/icon_19.png:
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/Assets/Mosframe/ScrollView/DynamicScrollViewItem.cs:
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1 | /**
2 | * IDynamicScrollViewItem.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe {
9 |
10 | ///
11 | /// DynamicScrollView Item interface
12 | ///
13 | public interface IDynamicScrollViewItem {
14 | void onUpdateItem( int index );
15 | }
16 | }
17 |
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/.gitignore:
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1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
7 |
8 | # Visual Studio 2015 cache directory
9 | /.vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 |
26 | # Unity3D generated meta files
27 | *.pidb.meta
28 |
29 | # Unity3D Generated File On Crash Reports
30 | sysinfo.txt
31 |
32 | # Builds
33 | *.apk
34 | *.unitypackage
35 |
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/Assets/Mosframe/ScrollView/DynamicScrollViewItemExample.cs:
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1 | /**
2 | * DynamicScrollViewItemExample.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe {
9 |
10 | using UnityEngine;
11 | using UnityEngine.EventSystems;
12 | using UnityEngine.UI;
13 |
14 | public class DynamicScrollViewItemExample : UIBehaviour, IDynamicScrollViewItem
15 | {
16 | private readonly Color[] colors = new Color[] {
17 | Color.cyan,
18 | Color.green,
19 | };
20 |
21 | public Text title;
22 | public Image background;
23 |
24 | public void onUpdateItem( int index ) {
25 |
26 | this.title.text = string.Format("Name{0:d3}", (index + 1) );
27 | this.background.color = this.colors[Mathf.Abs(index) % this.colors.Length];
28 | }
29 | }
30 | }
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/Assets/Mosframe/Extensions/GameObjectEx.cs:
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1 | /**
2 | * GameObjectEx.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe
9 | {
10 | using UnityEngine;
11 |
12 | ///
13 | /// GameObject Extention
14 | ///
15 | public static class GameObjectEx
16 | {
17 | ///
18 | /// set layer
19 | ///
20 | public static void setLayer( this GameObject self, int layer, bool includeChildren = true )
21 | {
22 | self.layer = layer;
23 | if( includeChildren )
24 | {
25 | var children = self.transform.GetComponentsInChildren(true);
26 | for( var c=0; c( (Mathf.Abs(index) % 20 + 1).ToString("icon_00") );
31 | }
32 | }
33 | }
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2017 JHL
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/Assets/Mosframe/Editor/DynamicScrollViewEditor.cs:
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1 | /*
2 | * DynamicScrollViewEditor.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 | namespace Mosframe {
8 |
9 | using System;
10 | using System.Collections.Generic;
11 | using UnityEngine;
12 | using UnityEditor;
13 |
14 | ///
15 | /// Editor
16 | ///
17 | public class DynamicScrollViewEditor {
18 |
19 |
20 | [MenuItem( "GameObject/UI/Dynamic H Scroll View" )]
21 | public static void CreateHorizontal () {
22 |
23 | var go = new GameObject( "Horizontal Scroll View", typeof(RectTransform) );
24 | go.transform.SetParent( Selection.activeTransform, false );
25 | go.AddComponent().init();
26 | }
27 |
28 | [MenuItem( "GameObject/UI/Dynamic V Scroll View" )]
29 | public static void CreateVertical () {
30 |
31 | var go = new GameObject( "Vertical Scroll View", typeof(RectTransform) );
32 | go.transform.SetParent( Selection.activeTransform, false );
33 | go.AddComponent().init();
34 | }
35 | }
36 | }
37 |
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/Assets/Mosframe/ScrollView/DynamicVScrollView.cs:
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1 | /*
2 | * DynamicVScrollView.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe {
9 |
10 | using UnityEngine;
11 |
12 | ///
13 | /// Dynamic Vertical Scroll View
14 | ///
15 | [AddComponentMenu("UI/Dynamic V Scroll View")]
16 | public class DynamicVScrollView : DynamicScrollView {
17 |
18 | protected override float contentAnchoredPosition { get { return -this.contentRect.anchoredPosition.y; } set { this.contentRect.anchoredPosition = new Vector2( this.contentRect.anchoredPosition.x, -value ); } }
19 | protected override float contentSize { get { return this.contentRect.rect.height; } }
20 | protected override float viewportSize { get { return this.viewportRect.rect.height;} }
21 | protected override float itemSize { get { return this.itemPrototype.rect.height;} }
22 |
23 | public override void init () {
24 |
25 | this.direction = Direction.Vertical;
26 | base.init();
27 | }
28 | protected override void Awake() {
29 |
30 | base.Awake();
31 | this.direction = Direction.Vertical;
32 | }
33 | protected override void Start () {
34 |
35 | base.Start();
36 | }
37 | }
38 | }
39 |
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/Assets/Mosframe/ScrollView/DynamicHScrollView.cs:
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1 | /*
2 | * DynamicHScrollView.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe {
9 |
10 | using UnityEngine;
11 |
12 | ///
13 | /// Dynamic Horizontal Scroll View
14 | ///
15 | [AddComponentMenu("UI/Dynamic H Scroll View")]
16 | public class DynamicHScrollView : DynamicScrollView {
17 |
18 | protected override float contentAnchoredPosition { get { return this.contentRect.anchoredPosition.x; } set { this.contentRect.anchoredPosition = new Vector2( value, this.contentRect.anchoredPosition.y ); } }
19 | protected override float contentSize { get { return this.contentRect.rect.width; } }
20 | protected override float viewportSize { get { return this.viewportRect.rect.width; } }
21 | protected override float itemSize { get { return this.itemPrototype.rect.width;} }
22 |
23 | public override void init () {
24 |
25 | this.direction = Direction.Horizontal;
26 | base.init();
27 | }
28 | protected override void Awake() {
29 |
30 | base.Awake();
31 | this.direction = Direction.Horizontal;
32 | }
33 | protected override void Start () {
34 |
35 | base.Start();
36 | }
37 | }
38 | }
39 |
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/Assets/Mosframe/Common/HtmlColor.cs:
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1 | /**
2 | * HtmlColor.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe {
9 |
10 | using UnityEngine;
11 |
12 | ///
13 | /// HTML Color Tags
14 | /// Reference : https://docs.unity3d.com/Manual/StyledText.html
15 | ///
16 | public class HtmlColor {
17 |
18 | public const string Aqua = "#00ffffff";
19 | public const string Black = "#000000ff";
20 | public const string Blue = "#0000ffff";
21 | public const string Brown = "#a52a2aff";
22 | public const string Cyan = "#00ffffff";
23 | public const string DarkBlue = "#0000a0ff";
24 | public const string Green = "#008000ff";
25 | public const string LightGrey = "#A0A0A0ff";
26 | public const string Grey = "#808080ff";
27 | public const string DarkGrey = "#404040ff";
28 | public const string LightBlue = "#add8e6ff";
29 | public const string Lime = "#00ff00ff";
30 | public const string Magenta = "#ff00ffff";
31 | public const string Maroon = "#800000ff";
32 | public const string Navy = "#000080ff";
33 | public const string Olive = "#808000ff";
34 | public const string Orange = "#ffa500ff";
35 | public const string Purple = "#800080ff";
36 | public const string Red = "#ff0000ff";
37 | public const string Silver = "#c0c0c0ff";
38 | public const string Teal = "#008080ff";
39 | public const string White = "#ffffffff";
40 | public const string Yellow = "#ffff00ff";
41 | }
42 | }
43 |
44 |
--------------------------------------------------------------------------------
/Assets/Mosframe/Common/HtmlColorExtensions.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * HtmlColorExtensions.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe {
9 |
10 | using UnityEngine;
11 |
12 | ///
13 | /// Extensions
14 | ///
15 | public static class HtmlColorExtensions {
16 |
17 |
18 | /// Color32 to HtmlColor
19 | public static string toHtmlColor( this Color32 self ) {
20 |
21 | return string.Format("#{0:x02}{1:x02}{2:x02}{3:x02}", self.r, self.g, self.b, self.a );
22 | }
23 | /// Color to HtmlColor
24 | public static string toHtmlColor( this Color self ) {
25 |
26 | var color32 = (Color32)self;
27 | return string.Format("#{0:x02}{1:x02}{2:x02}{3:x02}", color32.r, color32.g, color32.b, color32.a );
28 | }
29 |
30 | /// int(RGB) to HtmlColor
31 | public static string toHtmlColor( this int self ) {
32 |
33 | return string.Format("#{0:x02}{1:x02}{2:x02}ff", (self & 0x00FF0000) >> 16, (self & 0x0000FF00) >> 8, (self & 0x000000FF) >> 0);
34 | }
35 |
36 | /// uint(ARGB) to HtmlColor
37 | public static string toHtmlColor( this uint self ) {
38 |
39 | return string.Format("#{0:x02}{1:x02}{2:x02}{3:x02}", (self & 0x00FF0000) >> 16, (self & 0x0000FF00) >> 8, (self & 0x000000FF) >> 0, (self & 0xFF000000) >> 24);
40 | }
41 | }
42 | }
43 |
44 |
--------------------------------------------------------------------------------
/Assets/Mosframe/Common/ScrollbarHandleSize.cs:
--------------------------------------------------------------------------------
1 | /**
2 | * ScrollbarHandleSize.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe {
9 |
10 | using UnityEngine;
11 | using UnityEngine.EventSystems;
12 | using UnityEngine.UI;
13 |
14 | ///
15 | /// Scrollbar Handle Size Controller
16 | ///
17 | [DisallowMultipleComponent]
18 | [RequireComponent(typeof(ScrollRect))]
19 | public class ScrollbarHandleSize : UIBehaviour
20 | {
21 | public float maxSize = 1.0f;
22 | public float minSize = 0.1f;
23 |
24 | private ScrollRect scrollRect;
25 |
26 | // Awake
27 |
28 | protected override void Awake() {
29 | base.Awake();
30 | this.scrollRect = this.GetComponent();
31 | }
32 |
33 | // OnEnable
34 |
35 | protected override void OnEnable() {
36 | this.scrollRect.onValueChanged.AddListener( this.onValueChanged );
37 | }
38 |
39 | // OnDisable
40 |
41 | protected override void OnDisable() {
42 | this.scrollRect.onValueChanged.RemoveListener( this.onValueChanged );
43 | }
44 |
45 | // onValueChanged event
46 |
47 | public void onValueChanged( Vector2 value ) {
48 |
49 | var hScrollbar = this.scrollRect.horizontalScrollbar;
50 | if( hScrollbar!=null ) {
51 | if( hScrollbar.size > this.maxSize ) {
52 | hScrollbar.size = this.maxSize;
53 | }
54 | else
55 | if( hScrollbar.size < this.minSize ) {
56 | hScrollbar.size = this.minSize;
57 | }
58 | }
59 |
60 | var vScrollbar = this.scrollRect.verticalScrollbar;
61 | if( vScrollbar!=null ) {
62 | if( vScrollbar.size > this.maxSize ) {
63 | vScrollbar.size = this.maxSize;
64 | }
65 | else
66 | if( vScrollbar.size < this.minSize ) {
67 | vScrollbar.size = this.minSize;
68 | }
69 | }
70 | }
71 | }
72 | }
--------------------------------------------------------------------------------
/Assets/Mosframe/Examples/Item2.cs:
--------------------------------------------------------------------------------
1 | /**
2 | * Item2.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe {
9 |
10 | using UnityEngine;
11 | using UnityEngine.EventSystems;
12 | using UnityEngine.UI;
13 |
14 | public class Item2 : UIBehaviour, IDynamicScrollViewItem
15 | {
16 | private readonly Color[] colors = new Color[] {
17 | Color.cyan,
18 | Color.green,
19 | };
20 |
21 | public Image icon;
22 | public Text title;
23 | public Button button;
24 | public Image background;
25 |
26 | private int dataIndex = -1;
27 |
28 | protected override void OnEnable () {
29 |
30 | base.OnEnable();
31 | this.button.onClick.AddListener( this.onClick );
32 | }
33 |
34 | protected override void OnDisable () {
35 |
36 | base.OnDisable();
37 | this.button.onClick.RemoveListener( this.onClick );
38 | }
39 |
40 | public void onUpdateItem( int index ) {
41 |
42 | if( RealTimeInsertItemExample.I.data.Count > index ) {
43 |
44 | this.dataIndex = index;
45 | this.updateItem();
46 | }
47 | }
48 |
49 | public void onClick () {
50 |
51 | if( this.dataIndex == -1 ) return;
52 | var data = RealTimeInsertItemExample.I.data[ this.dataIndex ];
53 | data.on = !data.on;
54 |
55 | this.updateItem();
56 | }
57 |
58 |
59 | private void updateItem () {
60 |
61 | if( this.dataIndex == -1 ) return;
62 |
63 | var data = RealTimeInsertItemExample.I.data[ this.dataIndex ];
64 |
65 | this.background.color = this.colors[Mathf.Abs(this.dataIndex) % this.colors.Length];
66 | this.icon.sprite = Resources.Load( (Mathf.Abs(this.dataIndex) % 20 + 1).ToString("icon_00") );
67 |
68 | if( data.on ) {
69 | this.title.text = data.name + "(" + data.value +")";
70 | } else {
71 | this.title.text = data.name + "(" + this.dataIndex.ToString("000") +")";
72 | }
73 |
74 | var buttonText = this.button.GetComponentInChildren();
75 | if( buttonText != null ) {
76 | buttonText.text = data.on ? "ON" : "OFF";
77 | }
78 | }
79 | }
80 | }
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/Assets/Mosframe/Examples/RealTimeInsertItemExample.cs:
--------------------------------------------------------------------------------
1 | /**
2 | * RealTimeInsertItemExample.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe {
9 |
10 | using System;
11 | using System.Collections;
12 | using System.Collections.Generic;
13 |
14 | using UnityEngine;
15 | using UnityEngine.UI;
16 | using UnityEngine.SceneManagement;
17 |
18 | ///
19 | /// RealTimeInsertItemExample
20 | ///
21 | public class RealTimeInsertItemExample : MonoBehaviour {
22 |
23 | public static RealTimeInsertItemExample I;
24 |
25 | public class CustomData {
26 |
27 | public string name;
28 | public string value;
29 | public bool on;
30 | }
31 |
32 | public List data = new List();
33 |
34 | public DynamicScrollView scrollView;
35 | //public int dataIndex = 1;
36 | //public string dataName = "Insert01";
37 | //public int dataValue = 100;
38 |
39 |
40 | public InputField indexInput;
41 | public InputField titleInput;
42 | public InputField valueInput;
43 | public Button insertButton;
44 |
45 |
46 | private void Awake () {
47 | I = this;
48 | }
49 |
50 |
51 | private void Start() {
52 |
53 | // sample insert
54 |
55 | this.insertItem( 0, new CustomData{ name="data00", value="value0", on=true } );
56 | this.insertItem( 0, new CustomData{ name="data01", value="value1", on=true } );
57 |
58 | // register click event to InsertButton
59 |
60 | this.insertButton.onClick.AddListener( this.onClick_InsertButton );
61 | }
62 |
63 | public void insertItem( int index, CustomData data ) {
64 |
65 | // set custom data
66 |
67 | I.data.Insert( index, data );
68 |
69 | this.scrollView.totalItemCount = I.data.Count;
70 | }
71 |
72 | public void onClick_InsertButton () {
73 |
74 | this.insertItem( int.Parse(this.indexInput.text), new CustomData{ name=this.titleInput.text, value=this.valueInput.text, on=true } );
75 | }
76 |
77 | }
78 |
79 | //#if UNITY_EDITOR
80 | //
81 | //[UnityEditor.CustomEditor(typeof(RealTimeInsertItemExample))]
82 | //public class RealTimeAddItemExampleEditor : UnityEditor.Editor {
83 | //
84 | // public override void OnInspectorGUI() {
85 | // base.OnInspectorGUI();
86 | //
87 | // if( Application.isPlaying ) {
88 | //
89 | // if( GUILayout.Button("Insert") ) {
90 | //
91 | // var example = (RealTimeInsertItemExample)this.target;
92 | // example.insertItem(example.dataIndex, new RealTimeInsertItemExample.CustomData{ name=example.dataName, value=example.dataValue } );
93 | // }
94 | // }
95 | // }
96 | //}
97 | //
98 | //#endif
99 | }
--------------------------------------------------------------------------------
/Assets/Mosframe/Examples/RealTimeInsertItemExample2.cs:
--------------------------------------------------------------------------------
1 | /**
2 | * RealTimeInsertItemExample.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe {
9 |
10 | using System;
11 | using System.Collections;
12 | using System.Collections.Generic;
13 |
14 | using UnityEngine;
15 | using UnityEngine.UI;
16 | using UnityEngine.SceneManagement;
17 |
18 | ///
19 | /// RealTimeInsertItemExample
20 | ///
21 | public class RealTimeInsertItemExample2 : MonoBehaviour {
22 |
23 | public static RealTimeInsertItemExample2 I;
24 |
25 | public class CustomData {
26 |
27 | public string name;
28 | public string value;
29 | public bool on;
30 | }
31 |
32 | public List data = new List();
33 |
34 | public DynamicScrollView scrollView;
35 | //public int dataIndex = 1;
36 | //public string dataName = "Insert01";
37 | //public int dataValue = 100;
38 |
39 |
40 | public InputField indexInput;
41 | public InputField titleInput;
42 | public InputField valueInput;
43 | public Button insertButton;
44 | public InputField scrollInput;
45 | public Button scrollButton;
46 |
47 |
48 | private void Awake () {
49 | I = this;
50 | }
51 |
52 |
53 | private void Start() {
54 |
55 | // sample insert
56 |
57 | this.insertItem( 0, new CustomData{ name="data00", value="value0", on=true } );
58 | this.insertItem( 0, new CustomData{ name="data01", value="value1", on=true } );
59 |
60 | // register click event to InsertButton
61 |
62 | this.insertButton.onClick.AddListener( this.onClick_InsertButton );
63 | this.scrollButton.onClick.AddListener( this.onClick_ScrollButton );
64 | }
65 |
66 | public void insertItem( int index, CustomData data ) {
67 |
68 | // set custom data
69 |
70 | I.data.Insert( index, data );
71 |
72 | this.scrollView.totalItemCount = I.data.Count;
73 | }
74 |
75 | public void onClick_InsertButton () {
76 |
77 | this.insertItem( int.Parse(this.indexInput.text), new CustomData{ name=this.titleInput.text, value=this.valueInput.text, on=true } );
78 | }
79 | public void onClick_ScrollButton () {
80 |
81 | this.scrollView.scrollByItemIndex( Convert.ToInt32(this.scrollInput.text) );
82 | }
83 |
84 | }
85 |
86 | //#if UNITY_EDITOR
87 | //
88 | //[UnityEditor.CustomEditor(typeof(RealTimeInsertItemExample))]
89 | //public class RealTimeAddItemExampleEditor : UnityEditor.Editor {
90 | //
91 | // public override void OnInspectorGUI() {
92 | // base.OnInspectorGUI();
93 | //
94 | // if( Application.isPlaying ) {
95 | //
96 | // if( GUILayout.Button("Insert") ) {
97 | //
98 | // var example = (RealTimeInsertItemExample)this.target;
99 | // example.insertItem(example.dataIndex, new RealTimeInsertItemExample.CustomData{ name=example.dataName, value=example.dataValue } );
100 | // }
101 | // }
102 | // }
103 | //}
104 | //
105 | //#endif
106 | }
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/Assets/Mosframe/Common/RichText.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * RichText.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe {
9 |
10 | using System.Text;
11 |
12 | ///
13 | /// RichText
14 | ///
15 |
16 | public class RichText {
17 |
18 | public class Token {
19 |
20 | public const string Bold = "b" ;
21 | public const string Italic = "i" ;
22 | public const string Size = "size" ;
23 | public const string Color = "color" ;
24 | }
25 |
26 | public static string Bold ( object obj ) { return Tag( obj, Token.Bold ); }
27 | public static string Italic ( object obj ) { return Tag( obj, Token.Italic ); }
28 | public static string Size ( object obj, int size ) { return Tag( obj, Token.Size , size ); }
29 | public static string Color ( object obj, string color ) { return Tag( obj, Token.Color, color ); }
30 |
31 | // fixed colors
32 |
33 | public static string Aqua ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Aqua ); }
34 | public static string Black ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Black ); }
35 | public static string Blue ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Blue ); }
36 | public static string Brown ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Brown ); }
37 | public static string Cyan ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Cyan ); }
38 | public static string DarkBlue ( object obj ) { return Tag( obj, Token.Color, HtmlColor.DarkBlue ); }
39 | public static string Green ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Green ); }
40 | public static string Grey ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Grey ); }
41 | public static string LightBlue ( object obj ) { return Tag( obj, Token.Color, HtmlColor.LightBlue ); }
42 | public static string Lime ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Lime ); }
43 | public static string Magenta ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Magenta ); }
44 | public static string Maroon ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Maroon ); }
45 | public static string Navy ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Navy ); }
46 | public static string Olive ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Olive ); }
47 | public static string Orange ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Orange ); }
48 | public static string Purple ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Purple ); }
49 | public static string Red ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Red ); }
50 | public static string Silver ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Silver ); }
51 | public static string Teal ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Teal ); }
52 | public static string White ( object obj ) { return Tag( obj, Token.Color, HtmlColor.White ); }
53 | public static string Yellow ( object obj ) { return Tag( obj, Token.Color, HtmlColor.Yellow ); }
54 |
55 |
56 | private static string Tag ( object obj, string token, object attribute=null ) {
57 |
58 | var sb = new StringBuilder();
59 | if( obj != null ) {
60 | var text = obj.ToString();
61 | var texts = text.Split('\n');
62 | if( attribute == null ) {
63 | sb.Append("<").Append(token).Append(">").Append( texts[0] ).Append("").Append(token).Append(">");
64 | for( var i=1; i").Append( texts[i] ).Append("").Append(token).Append(">");
66 | }
67 | } else {
68 | sb.Append("<").Append(token).Append("=").Append(attribute).Append(">").Append( texts[0] ).Append("").Append(token).Append(">");
69 | for( var i=1; i").Append( texts[i] ).Append("").Append(token).Append(">");
71 | }
72 | }
73 | }
74 | return sb.ToString();
75 | }
76 |
77 |
78 | public class OpenTags {
79 |
80 | public static string Bold = string.Format("<{0}>", Token.Bold );
81 | public static string Italic = string.Format("<{0}>", Token.Italic);
82 | public static string Size = string.Format("<{0}=", Token.Size );
83 | public static string Color = string.Format("<{0}=", Token.Color );
84 | }
85 |
86 | public class CloseTags {
87 |
88 | public static string Bold = string.Format("{0}>", Token.Bold );
89 | public static string Italic = string.Format("{0}>", Token.Italic);
90 | public static string Size = string.Format("{0}>", Token.Size );
91 | public static string Color = string.Format("{0}>", Token.Color );
92 | }
93 | }
94 | }
95 |
96 |
--------------------------------------------------------------------------------
/Assets/Mosframe/Extensions/RectTransformEx.cs:
--------------------------------------------------------------------------------
1 | /**
2 | * RectTransformEx.cs
3 | *
4 | * @author mosframe / https://github.com/mosframe
5 | *
6 | */
7 |
8 | namespace Mosframe
9 | {
10 | using UnityEngine;
11 |
12 | ///
13 | /// RectTransform Extention
14 | ///
15 | public static class RectTransformEx
16 | {
17 | ///
18 | /// 최대 사이즈로 설정
19 | ///
20 | public static RectTransform setFullSize( this RectTransform self ) {
21 |
22 | self.sizeDelta = new Vector2(0.0f,0.0f);
23 | self.anchorMin = new Vector2(0.0f,0.0f);
24 | self.anchorMax = new Vector2(1.0f,1.0f);
25 | self.pivot = new Vector2(0.5f,0.5f);
26 | return self;
27 | }
28 |
29 | ///
30 | /// 사이즈 얻기
31 | ///
32 | public static Vector2 getSize( this RectTransform self ) {
33 | return self.rect.size;
34 | }
35 |
36 | ///
37 | /// 사이즈 설정
38 | ///
39 | public static void setSize( this RectTransform self, Vector2 newSize ) {
40 |
41 | var pivot = self.pivot;
42 | var dist = newSize - self.rect.size;
43 | self.offsetMin = self.offsetMin - new Vector2( dist.x * pivot.x, dist.y * pivot.y );
44 | self.offsetMax = self.offsetMax + new Vector2( dist.x * (1f - pivot.x), dist.y * (1f - pivot.y) );
45 | }
46 |
47 | ///
48 | /// 좌측기준으로 크기설정
49 | ///
50 | public static RectTransform setSizeFromLeft( this RectTransform self, float rate ) {
51 |
52 | self.setFullSize();
53 |
54 | var width = self.rect.width;
55 |
56 | self.anchorMin = new Vector2(0.0f,0.0f);
57 | self.anchorMax = new Vector2(0.0f,1.0f);
58 | self.pivot = new Vector2(0.0f,1.0f);
59 | self.sizeDelta = new Vector2(width*rate,0.0f);
60 |
61 | return self;
62 | }
63 |
64 | ///
65 | /// 우측기준으로 크기설정
66 | ///
67 | public static RectTransform setSizeFromRight( this RectTransform self, float rate ) {
68 |
69 | self.setFullSize();
70 |
71 | var width = self.rect.width;
72 |
73 | self.anchorMin = new Vector2(1.0f,0.0f);
74 | self.anchorMax = new Vector2(1.0f,1.0f);
75 | self.pivot = new Vector2(1.0f,1.0f);
76 | self.sizeDelta = new Vector2(width*rate,0.0f);
77 |
78 | return self;
79 | }
80 |
81 | ///
82 | /// 상단기준으로 크기설정
83 | ///
84 | public static RectTransform setSizeFromTop( this RectTransform self, float rate ) {
85 |
86 | self.setFullSize();
87 |
88 | var height = self.rect.height;
89 |
90 | self.anchorMin = new Vector2(0.0f,1.0f);
91 | self.anchorMax = new Vector2(1.0f,1.0f);
92 | self.pivot = new Vector2(0.0f,1.0f);
93 | self.sizeDelta = new Vector2(0.0f,height*rate);
94 |
95 | return self;
96 | }
97 |
98 | ///
99 | /// 하단 기준으로 크기설정
100 | ///
101 | public static RectTransform setSizeFromBottom( this RectTransform self, float rate ) {
102 |
103 | self.setFullSize();
104 |
105 | var height = self.rect.height;
106 |
107 | self.anchorMin = new Vector2(0.0f,0.0f);
108 | self.anchorMax = new Vector2(1.0f,0.0f);
109 | self.pivot = new Vector2(0.0f,0.0f);
110 | self.sizeDelta = new Vector2(0.0f,height*rate);
111 |
112 | return self;
113 | }
114 |
115 | ///
116 | /// 오프셋 설정
117 | ///
118 | public static void setOffset( this RectTransform self, float left, float top, float right, float bottom ) {
119 |
120 | self.offsetMin = new Vector2( left, top );
121 | self.offsetMax = new Vector2( right, bottom );
122 | }
123 |
124 | ///
125 | /// 스크린 좌표가 Rect안에 포함되는지 확인
126 | ///
127 | public static bool inScreenRect( this RectTransform self, Vector2 screenPos ) {
128 |
129 | var canvas = self.GetComponentInParent