├── UnityPackageManager └── manifest.json ├── .gitattributes ├── Assets ├── Sprites │ ├── SPRITE_digits_sheet.png │ └── SPRITE_digits_sheet.png.meta ├── Standard Assets │ ├── Fonts │ │ ├── OpenSans │ │ │ ├── OpenSansBold.ttf │ │ │ ├── OpenSansLight.ttf │ │ │ ├── OpenSansRegular.ttf │ │ │ ├── OpenSansSemibold.ttf │ │ │ ├── OpenSansBold.ttf.meta │ │ │ ├── OpenSansLight.ttf.meta │ │ │ ├── OpenSansRegular.ttf.meta │ │ │ └── OpenSansSemibold.ttf.meta │ │ └── OpenSans.meta │ ├── Utility │ │ ├── Prefabs │ │ │ ├── FramerateCounter.prefab.meta │ │ │ └── FramerateCounter.prefab │ │ ├── FPSCounter.cs.meta │ │ ├── Prefabs.meta │ │ └── FPSCounter.cs │ ├── Fonts.meta │ └── Utility.meta ├── Scenes │ ├── Scroll_01.unity.meta │ └── Scroll_01.unity ├── Scenes.meta ├── Scripts.meta ├── Sprites.meta ├── Standard Assets.meta └── Scripts │ ├── ListItem.cs │ ├── ListItem.cs.meta │ ├── ListManager.cs.meta │ ├── SpriteDigit.cs.meta │ ├── SpriteDigit.cs │ └── ListManager.cs └── README.md /UnityPackageManager/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto -------------------------------------------------------------------------------- /Assets/Sprites/SPRITE_digits_sheet.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/boonyifei/ScrollList/HEAD/Assets/Sprites/SPRITE_digits_sheet.png -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansBold.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/boonyifei/ScrollList/HEAD/Assets/Standard Assets/Fonts/OpenSans/OpenSansBold.ttf -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansLight.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/boonyifei/ScrollList/HEAD/Assets/Standard Assets/Fonts/OpenSans/OpenSansLight.ttf -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansRegular.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/boonyifei/ScrollList/HEAD/Assets/Standard Assets/Fonts/OpenSans/OpenSansRegular.ttf -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansSemibold.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/boonyifei/ScrollList/HEAD/Assets/Standard Assets/Fonts/OpenSans/OpenSansSemibold.ttf -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 81154777d5417884981849c5243f6c01 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Scenes/Scroll_01.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1247150b9762a194c91f13ca5843d8c0 3 | timeCreated: 1509499667 4 | licenseType: Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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fileFormatVersion: 2 2 | guid: 22bbf57ec543cee42a5aa0ec2dd9e457 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5080e5b29d2b9b345b325bfeb7d1641d 3 | folderAsset: yes 4 | timeCreated: 1510552904 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eac4ce0351b735d4db400376652ba9a8 3 | folderAsset: yes 4 | timeCreated: 1510552904 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f54ccc6b3c2e1ad498eaa615068e1cef 3 | folderAsset: yes 4 | timeCreated: 1510552904 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 939f962f8fa8a4e419ddfad8aa424c9b 3 | folderAsset: yes 4 | timeCreated: 1510552904 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ScrollList 2 | **Description** 3 | 4 | A sample project to demonstrate how items in a list can be reused so instead of populating the list with 50 items, only populate it with those that are visible and reuse them in a conveyor belt manner. 5 | 6 | ![Scroll list](https://i.imgur.com/1HPEwAd.gif) 7 | 8 | 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ListItem.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ListItem : MonoBehaviour { 6 | 7 | public SpriteDigit SpriteDigit; 8 | 9 | public void UpdateContent(int index) 10 | { 11 | SpriteDigit.DisplayNumber(index); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Assets/Scripts/ListItem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a11ca104949933d4baa33ae26d203907 3 | timeCreated: 1510552483 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/ListManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da16e0879a44518418580848833551ef 3 | timeCreated: 1509499712 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/SpriteDigit.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e9bea0cc8b776547b10ab81f9aee03c 3 | timeCreated: 1509542576 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansBold.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 87c316b602156405d92e616621658222 3 | TrueTypeFontImporter: 4 | serializedVersion: 2 5 | fontSize: 16 6 | forceTextureCase: -2 7 | characterSpacing: 1 8 | characterPadding: 0 9 | includeFontData: 1 10 | use2xBehaviour: 0 11 | fontNames: [] 12 | customCharacters: 13 | fontRenderingMode: 0 14 | userData: 15 | assetBundleName: 16 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansLight.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 04a842e316b6f44bf8da702de26a8ed6 3 | TrueTypeFontImporter: 4 | serializedVersion: 2 5 | fontSize: 16 6 | forceTextureCase: -2 7 | characterSpacing: 1 8 | characterPadding: 0 9 | includeFontData: 1 10 | use2xBehaviour: 0 11 | fontNames: [] 12 | customCharacters: 13 | fontRenderingMode: 0 14 | userData: 15 | assetBundleName: 16 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansRegular.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b51a3e520f9164da198dc59c8acfccd6 3 | TrueTypeFontImporter: 4 | serializedVersion: 2 5 | fontSize: 16 6 | forceTextureCase: -2 7 | characterSpacing: 1 8 | characterPadding: 0 9 | includeFontData: 1 10 | use2xBehaviour: 0 11 | fontNames: [] 12 | customCharacters: 13 | fontRenderingMode: 0 14 | userData: 15 | assetBundleName: 16 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Fonts/OpenSans/OpenSansSemibold.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 01cd679a1b9ee48bf9c546f6ce2cb97e 3 | TrueTypeFontImporter: 4 | serializedVersion: 2 5 | fontSize: 16 6 | forceTextureCase: -2 7 | characterSpacing: 1 8 | characterPadding: 0 9 | includeFontData: 1 10 | use2xBehaviour: 0 11 | fontNames: [] 12 | customCharacters: 13 | fontRenderingMode: 0 14 | userData: 15 | assetBundleName: 16 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/FPSCounter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.UI; 4 | 5 | namespace UnityStandardAssets.Utility 6 | { 7 | [RequireComponent(typeof (Text))] 8 | public class FPSCounter : MonoBehaviour 9 | { 10 | const float fpsMeasurePeriod = 0.5f; 11 | private int m_FpsAccumulator = 0; 12 | private float m_FpsNextPeriod = 0; 13 | private int m_CurrentFps; 14 | const string display = "{0} FPS"; 15 | private Text m_Text; 16 | 17 | 18 | private void Start() 19 | { 20 | m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod; 21 | m_Text = GetComponent(); 22 | } 23 | 24 | 25 | private void Update() 26 | { 27 | // measure average frames per second 28 | m_FpsAccumulator++; 29 | if (Time.realtimeSinceStartup > m_FpsNextPeriod) 30 | { 31 | m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod); 32 | m_FpsAccumulator = 0; 33 | m_FpsNextPeriod += fpsMeasurePeriod; 34 | m_Text.text = string.Format(display, m_CurrentFps); 35 | } 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Scripts/SpriteDigit.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | 5 | public enum SpriteDigitAlignment 6 | { 7 | LEFT = 0, 8 | RIGHT = 1, 9 | CENTER = 2 10 | } 11 | 12 | public class SpriteDigit : MonoBehaviour { 13 | 14 | public SpriteDigitAlignment Alignment = SpriteDigitAlignment.LEFT; 15 | public Sprite[] DigitSprites; 16 | public Image[] DigitImage; 17 | public bool HideIfZero = true; 18 | 19 | private int[] digits; 20 | private Transform cachedTransform; 21 | private Vector3 basePosition; 22 | private float digitSpriteWidth; 23 | private Vector3 rightVector = Vector3.right; 24 | 25 | void Awake() 26 | { 27 | digits = new int[DigitImage.Length]; 28 | cachedTransform = transform; 29 | basePosition = cachedTransform.localPosition; 30 | digitSpriteWidth = DigitImage[0].rectTransform.sizeDelta.x; 31 | } 32 | 33 | public void DisplayNumber(int number) 34 | { 35 | //split number to digits 36 | int num = number; 37 | int lastDigit = 0; 38 | int numDigits = 0; 39 | while (num > 0 && numDigits < digits.Length) 40 | { 41 | lastDigit = num % 10; 42 | num /= 10; 43 | 44 | digits[numDigits] = lastDigit; 45 | numDigits++; 46 | } 47 | if (!HideIfZero && numDigits <= 0) 48 | { 49 | numDigits = 1; 50 | digits[0] = 0; 51 | } 52 | 53 | int startIndex = numDigits - 1; 54 | switch (Alignment) 55 | { 56 | case SpriteDigitAlignment.LEFT: 57 | case SpriteDigitAlignment.CENTER: 58 | { 59 | for (int i = 0; i < numDigits; i++) 60 | { 61 | DigitImage[i].sprite = DigitSprites[digits[startIndex - i]]; 62 | DigitImage[i].gameObject.SetActive(true); 63 | } 64 | for (int i = numDigits; i < DigitImage.Length; i++) 65 | { 66 | DigitImage[i].gameObject.SetActive(false); 67 | } 68 | 69 | if (Alignment == SpriteDigitAlignment.CENTER) 70 | { 71 | cachedTransform.localPosition = basePosition + (rightVector * digitSpriteWidth * DigitImage.Length * 0.5f) + (-rightVector * digitSpriteWidth * numDigits * 0.5f); 72 | } 73 | } 74 | break; 75 | case SpriteDigitAlignment.RIGHT: 76 | { 77 | int imageStartIndex = DigitImage.Length - numDigits - 1; 78 | for (int i=0; i <= imageStartIndex; i++) 79 | { 80 | DigitImage[i].gameObject.SetActive(false); 81 | } 82 | int count = 0; 83 | for (int i=imageStartIndex+1; i< DigitImage.Length; i++) 84 | { 85 | DigitImage[i].sprite = DigitSprites[digits[startIndex - count]]; 86 | DigitImage[i].gameObject.SetActive(true); 87 | count++; 88 | } 89 | } 90 | break; 91 | } 92 | } 93 | } 94 | -------------------------------------------------------------------------------- /Assets/Scripts/ListManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | using UnityEngine.UI; 4 | 5 | public enum LISTDIRECTION 6 | { 7 | HORIZONTAL = 0, 8 | VERTICAL = 1 9 | } 10 | 11 | public class ListManager : MonoBehaviour 12 | { 13 | 14 | public RectTransform Container; 15 | public Mask Mask; 16 | public RectTransform Prefab; 17 | public int Num = 1; 18 | public float Spacing; 19 | public LISTDIRECTION Direction = LISTDIRECTION.HORIZONTAL; 20 | public bool Optimize; 21 | 22 | private RectTransform maskRT; 23 | private int numVisible; 24 | private int numBuffer = 2; 25 | private float containerHalfSize; 26 | private float prefabSize; 27 | 28 | private Dictionary itemDict = new Dictionary(); 29 | private List listItemRect = new List(); 30 | private List listItems = new List(); 31 | private int numItems = 0; 32 | private Vector3 startPos; 33 | private Vector3 offsetVec; 34 | 35 | // Use this for initialization 36 | void Start() 37 | { 38 | Container.anchoredPosition3D = new Vector3(0, 0, 0); 39 | 40 | maskRT = Mask.GetComponent(); 41 | 42 | Vector2 prefabScale = Prefab.rect.size; 43 | prefabSize = (Direction == LISTDIRECTION.HORIZONTAL ? prefabScale.x : prefabScale.y) + Spacing; 44 | 45 | Container.sizeDelta = Direction == LISTDIRECTION.HORIZONTAL ? (new Vector2(prefabSize * Num, prefabScale.y)) : (new Vector2(prefabScale.x, prefabSize * Num)); 46 | containerHalfSize = Direction == LISTDIRECTION.HORIZONTAL ? (Container.rect.size.x * 0.5f) : (Container.rect.size.y * 0.5f); 47 | 48 | numVisible = Mathf.CeilToInt((Direction == LISTDIRECTION.HORIZONTAL ? maskRT.rect.size.x : maskRT.rect.size.y) / prefabSize); 49 | 50 | offsetVec = Direction == LISTDIRECTION.HORIZONTAL ? Vector3.right : Vector3.down; 51 | startPos = Container.anchoredPosition3D - (offsetVec * containerHalfSize) + (offsetVec * ((Direction == LISTDIRECTION.HORIZONTAL ? prefabScale.x : prefabScale.y) * 0.5f)); 52 | numItems = Optimize ? Mathf.Min(Num, numVisible + numBuffer) : Num; 53 | for (int i = 0; i < numItems; i++) 54 | { 55 | GameObject obj = (GameObject)Instantiate(Prefab.gameObject, Container.transform); 56 | RectTransform t = obj.GetComponent(); 57 | t.anchoredPosition3D = startPos + (offsetVec * i * prefabSize); 58 | listItemRect.Add(t); 59 | itemDict.Add(t.GetInstanceID(), new int[] { i, i }); 60 | obj.SetActive(true); 61 | 62 | ListItem li = obj.GetComponentInChildren(); 63 | listItems.Add(li); 64 | li.UpdateContent(i); 65 | } 66 | Prefab.gameObject.SetActive(false); 67 | Container.anchoredPosition3D += offsetVec * (containerHalfSize - ((Direction == LISTDIRECTION.HORIZONTAL ? maskRT.rect.size.x : maskRT.rect.size.y) * 0.5f)); 68 | } 69 | 70 | public void ReorderItemsByPos(float normPos) 71 | { 72 | if (Direction == LISTDIRECTION.VERTICAL) normPos = 1f - normPos; 73 | int numOutOfView = Mathf.CeilToInt(normPos * (Num - numVisible)); //number of elements beyond the left boundary (or top) 74 | int firstIndex = Mathf.Max(0, numOutOfView - 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