(中间:边缘)
另外,他的下拉列表实现, 不适合多个数据,假如有百十个就生成百十个下来的子菜单,这明显是不合理的,所以,把下拉改成 无限循环 列表是必须的。
于是,开始自己动手造轮子:
AخA
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Assets.UI;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Introduction: GDropDown
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/// Author: Cheng
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/// Time:
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/// </summary>
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[AddComponentMenu("UI/GDropdown", 100)]
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[RequireComponent(typeof(RectTransform))]
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public class GDropDown : MonoBehaviour
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{
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[Tooltip("Button of Whole Component")]
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[SerializeField]
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private Toggle m_CaptionToggle;
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/// <summary>
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/// Button of Whole Component
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/// </summary>
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public Toggle CaptionToggle { get { return m_CaptionToggle; } set { SetCaptionButton(value);} }
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[Tooltip("Display Text of Selected Item")]
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[SerializeField]
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private Text m_CaptionText;
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/// <summary>
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/// Display Text of Selected Item
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/// </summary>
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public Text CaptionText { get { return m_CaptionText; } set { m_CaptionText = value; } }
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[Tooltip("Display Image of Selected Item")]
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[SerializeField]
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private Image m_CaptionImage;
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/// <summary>
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/// Display Image of Selected Item
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/// </summary>
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public Image CaptionImage { get { return m_CaptionImage; } set { m_CaptionImage = value; } }
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[Space]
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[Tooltip("Drop List")]
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[SerializeField]
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private ScrollRect m_ScrollRect;
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/// <summary>
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/// Drop List
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/// </summary>
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public ScrollRect ScrollRect { get { return m_ScrollRect; } set { m_ScrollRect = value; } }
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[Tooltip("Template of Drop List's Item")]
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[SerializeField]
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private GameObject m_DropItem;
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/// <summary>
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/// Template of Drop List's Item
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/// </summary>
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public GameObject DropItem { get { return m_DropItem; } set { SetDropItem(value); } }
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[Tooltip("Current Select Index")]
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[SerializeField]
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private int m_Index;
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/// <summary>
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/// Current Select Index
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/// </summary>
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public int Index { get { return m_Index; } set { SetSelectIndex(value); }}
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public string Text { get { return m_DropData.Count > Index ? m_DropData[Index].text : ""; } }
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/// <summary>
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/// Drop Down Value Changed
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/// </summary>
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public Callback_1<int> OnValueChanged;
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[Tooltip("Drop Data")]
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[SerializeField]
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List<GItemData> m_DropData = new List<GItemData>();
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private ScrollList m_ScrollList;
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private Dictionary<Transform, GItem> m_Items = new Dictionary<Transform, GItem>();
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private RectTransform m_PointerMask;
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private Transform m_Canvas;
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void Awake()
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{
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m_ScrollList = GetOrAddComponent<ScrollList>(ScrollRect.gameObject);
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m_ScrollList.onItemRender = OnItemRender;
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SetSelectIndex(m_Index);
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SetDropItem(m_DropItem);
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RefreshShowValue();
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SetCaptionButton(m_CaptionToggle);
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m_CaptionToggle.isOn = false;
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CloseMask();
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}
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public void AddOptions(string[] options)
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{
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for (int i = 0; i < options.Length; i++)
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this.m_DropData.Add(new GItemData(options[i]));
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if (m_CaptionToggle.isOn)
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OpenMask();
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}
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public void AddOptions(Sprite[] options)
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{
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for (int i = 0; i < options.Length; i++)
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this.m_DropData.Add(new GItemData(options[i]));
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if (m_CaptionToggle.isOn)
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OpenMask();
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}
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public void AddOptions(GItemData[] options)
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{
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for (int i = 0; i < options.Length; i++)
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this.m_DropData.Add(options[i]);
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if (m_CaptionToggle.isOn)
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OpenMask();
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}
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public void RemoveAt(int index)
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{
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if (this.m_DropData.Count > index)
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{
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this.m_DropData.RemoveAt(index);
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if (index == Index)
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{
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SetSelectIndex(index-1);
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}
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}
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}
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public void ClearOptions()
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{
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this.m_DropData.Clear();
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if (m_CaptionToggle.isOn)
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OpenMask();
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}
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/// <summary>
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/// Refresh Display View
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/// </summary>
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private void RefreshShowValue()
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{
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if (m_DropData.Count > Index)
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{
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GItemData data = m_DropData[Index];
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if (CaptionText != null)
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CaptionText.text = data.text;
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if (CaptionImage != null)
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CaptionImage.sprite = data.image;
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}
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else
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{
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if (CaptionText != null)
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CaptionText.text = "";
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if (CaptionImage != null)
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CaptionImage.sprite = null;
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}
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}
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/// <summary>
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/// Render Item in List
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/// </summary>
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/// <param name="index"></param>
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/// <param name="child"></param>
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private void OnItemRender(int index, Transform child)
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{
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GItem item;
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if (!m_Items.TryGetValue(child, out item))
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item = new GItem(this, child);
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if (m_DropData.Count > index)
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{
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item.Reset(m_DropData[index].text, m_DropData[index].image, index == Index);
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}
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}
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/// <summary>
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/// Set Cur Select Index When Click
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/// </summary>
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/// <param name="p"></param>
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internal void SetSelectIndex(int p)
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{
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if (p < m_DropData.Count) //if exist data
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{
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m_Index = p;
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RefreshShowValue();
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if (OnValueChanged != null)
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{
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OnValueChanged(m_Index);
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}
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}
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else
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{
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if (m_DropData.Count > 0)//Back To First
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{
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m_Index = 0;
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RefreshShowValue();
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if (OnValueChanged != null)
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{
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OnValueChanged(m_Index);
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}
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}
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}
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foreach (var value in m_Items.Values)
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{
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value.SetActive(false);
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}
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m_CaptionToggle.isOn = false;
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}
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/// <summary>
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/// Open Mask to Poniters Out of List
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/// </summary>
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private void OpenMask()
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{
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if (m_PointerMask == null)//Create Mask
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{
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GameObject o = new GameObject("Pointer Mask");
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o.transform.SetParent(transform);
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Image mask = o.AddComponent<Image>();
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mask.color = new Color(1, 1, 1, 0);
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m_PointerMask = o.transform as RectTransform;
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m_PointerMask.sizeDelta = new Vector2(Screen.width, Screen.height);
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Button btnMask = o.AddComponent<Button>();
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btnMask.onClick.AddListener(CloseMask);
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}
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if (m_Canvas == null)//Find Canvas
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{
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Canvas canvas = GameObject.FindObjectOfType<Canvas>();
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m_Canvas = canvas.transform;
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}
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m_PointerMask.gameObject.SetActive(true);
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m_PointerMask.SetParent(m_Canvas);
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m_PointerMask.localPosition = Vector3.zero;
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if (m_ScrollRect != null)
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{
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m_ScrollRect.transform.SetParent(m_Canvas);
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m_ScrollRect.gameObject.SetActive(true);
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m_ScrollList.ChildCount = m_DropData.Count;
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}
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}
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/// <summary>
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/// Close Mask to Other Pointers
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/// </summary>
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private void CloseMask()
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{
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if (m_PointerMask != null)
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{
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m_PointerMask.transform.SetParent(transform);
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m_PointerMask.gameObject.SetActive(false);
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}
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if (m_ScrollRect != null)
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{
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m_ScrollRect.transform.SetParent(transform);
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m_ScrollRect.gameObject.SetActive(false);
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}
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}
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/// <summary>
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/// Set Drop Item, Set Anchor Left-Top
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/// </summary>
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/// <param name="item"></param>
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private void SetDropItem(GameObject item)
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{
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RectTransform rect = item.transform as RectTransform;
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rect.anchorMin = Vector2.up;
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rect.anchorMax = Vector2.up;
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m_DropItem = item;
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m_ScrollList.Child = item;
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}
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/// <summary>
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/// Set Outter Button of Whole Component
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/// </summary>
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/// <param name="btn"></param>
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private void SetCaptionButton(Toggle btn)
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{
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if (m_CaptionToggle != null)
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m_CaptionToggle.onValueChanged.RemoveListener(OnCaptionButtonClicked);
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m_CaptionToggle = btn;
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if(m_CaptionToggle != null)
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m_CaptionToggle.onValueChanged.AddListener(OnCaptionButtonClicked);
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}
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/// <summary>
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/// On Caption Button Clicked
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/// </summary>
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private void OnCaptionButtonClicked(bool active)
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{
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if (active)
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OpenMask();
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else
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CloseMask();
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}
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/// <summary>
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/// Get Or Add Component on O
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="o"></param>
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/// <returns></returns>
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T GetOrAddComponent<T>(GameObject o) where T : Component
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{
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T com = o.GetComponent<T>();
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if (com == null)
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com = o.AddComponent<T>();
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return com;
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}
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/// <summary>
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/// Release All
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/// </summary>
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public void OnDestroy()
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{
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//If Release on Drop State, Delete Mask
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if(m_PointerMask != null)
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m_PointerMask.SetParent(transform);
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}
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/// <summary>
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/// Renderer Item in Endless List
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/// </summary>
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protected internal class GItem
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{
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GDropDown dropDown;
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Transform item;
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Button btn;
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Text text;
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Image image;
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GameObject selected;
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bool activeSelf;
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public string m_Text { get { return text.text; } set { text.text = value; } }
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public Sprite m_Image { get { return image.sprite; } set { image.sprite = value; } }
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public GItem(GDropDown parent, Transform item)
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{
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this.dropDown = parent;
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this.item = item;
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activeSelf = false;
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Transform t_trans = item.FindChild("text");
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if (t_trans)
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{
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text = t_trans.gameObject.GetComponent<Text>();
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}
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Transform t_image = item.FindChild("image");
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if (t_image)
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{
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image = t_image.gameObject.GetComponent<Image>();
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}
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Transform t_selected = item.FindChild("selected");
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if (t_selected)
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{
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selected = t_selected.gameObject;
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}
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btn = item.GetComponent<Button>();
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if (btn == null)
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{
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Transform t_btn = item.FindChild("btn");
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if (t_btn != null)
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btn = dropDown.GetOrAddComponent<Button>(t_btn.gameObject);
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else
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btn = dropDown.GetOrAddComponent<Button>(item.gameObject);
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}
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btn.onClick.AddListener(OnBtnItemClicked);
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}
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private void OnBtnItemClicked()
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{
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if (!activeSelf)
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{
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SetActive(true);
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dropDown.SetSelectIndex(int.Parse(item.name));
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}
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}
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internal void SetActive(bool active)
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{
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this.activeSelf = active;
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if(selected != null)
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selected.SetActive(active);
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}
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internal void Reset(string txt, Sprite sprite, bool active)
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{
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if (text != null)
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m_Text = txt;
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if (image != null)
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m_Image = sprite;
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SetActive(active);
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}
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}
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/// <summary>
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/// Cache Data
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/// </summary>
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[Serializable]
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public class GItemData
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{
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[SerializeField]
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private string m_Text;
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[SerializeField]
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private Sprite m_Image;
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public string text { get { return m_Text; } set { m_Text = value; } }
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public Sprite image { get { return m_Image; } set { m_Image = value; } }
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public GItemData(){}
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public GItemData(string text)
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{
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this.text = text;
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}
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public GItemData(Sprite image)
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{
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this.image = image;
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}
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public GItemData(string text, Sprite image)
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{
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this.text = text;
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this.image = image;
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}
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}
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}
组件的点击由Toggle 来控制 与 系统UGUI的类似,支持 点击选中 图片和文字, 自己添加一个下拉列表。
注意: 下拉子选项中, 命名 “text”的“Text”组件、命名 “image”的“Image”组件为该选项的可填充值,看代码一眼便知。命名“selected”的表示下拉列表打开时该选项选中的表现,与toggle相同,我只是乐意改成了button表示而已。