c1_lua/lua/app/ui/common/scrollrect/scrollrect_base.lua
2023-04-07 15:22:56 +08:00

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Lua
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local UIPrefabObject = require "app/bf/unity/uiprefab_object"
local ScrollRectBase = class("ScrollRectBase", LuaComponent)
function ScrollRectBase:init()
self:initBFScrollRect()
self.cellList = {}
-- c#层实例化后调用
self.bfScrollRect:SetOnInstantiateCellAction(function(gameObject)
if self:isDestroyed() then
ResourceManager:destroyPrefab(gameObject)
return
end
local prefabObject = UIPrefabObject:create()
prefabObject:initWithGameObject(gameObject)
prefabObject:initPrefabHelper()
prefabObject:genAllChildren()
self.baseObject:addChildList(prefabObject)
if self.needFade then
local fadeTime = self.fadeTime or 0.3
if fadeTime > 0 then
local canvasGroup = prefabObject:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
if not canvasGroup then
canvasGroup = prefabObject:addComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
end
canvasGroup.alpha = 0
local tween = canvasGroup:DOFade(1, fadeTime)
tween:SetEase(CS.DG.Tweening.Ease.InOutSine)
tween:SetLink(gameObject)
end
end
local cell = prefabObject:addLuaComponent(self.initCallback())
if self.initFinishCallback then
self.initFinishCallback(cell)
end
table.insert(self.cellList, cell)
end)
self.bfScrollRect:SetRefreshAction(function(dataIndex, cellIndex)
if self:isDestroyed() then
return
end
local cell = self.cellList[cellIndex]
if self.refreshCallback and cell then
cell:setIndex(dataIndex)
self.refreshCallback(dataIndex, cell)
end
end)
self.bfScrollRect:SetSelectedAction(function(isSelected, cellIndex)
if self:isDestroyed() then
return
end
local cell = self.cellList[cellIndex]
if self.selectedCallback and cell then
self.selectedCallback(isSelected, cell)
end
end)
self.bfScrollRect:SetAnchoredPositionChange(function(x, y)
if self:isDestroyed() then
return
end
if self.anchoredPositionChangeCallback then
self.anchoredPositionChangeCallback(x, y)
end
end)
end
function ScrollRectBase:initBFScrollRect()
self.bfScrollRect = self.baseObject:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SCROLL_RECT)
end
---- 淡入参数 initCellTime(多久加载一个cell当为0时会一帧加载一个),fadeTime(渐显时长)
function ScrollRectBase:setFadeArgs(initCellTime, fadeTime)
self.initCellTime = initCellTime
self.fadeTime = fadeTime
end
---- 添加init回调
function ScrollRectBase:addInitCallback(callback)
self.initCallback = callback
end
---- 添加loadCell完成回调
function ScrollRectBase:addInitFinishCallback(callback)
if self.cellList then
for k, v in ipairs(self.cellList) do
callback(v)
end
end
self.initFinishCallback = callback
end
---- 添加refresh回调
function ScrollRectBase:addRefreshCallback(callback)
self.refreshCallback = callback
end
---- 添加选中回调
function ScrollRectBase:addSelectedCallback(callback)
self.selectedCallback = callback
end
---- 添加滑动回调
function ScrollRectBase:addAnchoredPositionChangeCallback(callback)
self.anchoredPositionChangeCallback = callback
end
---- 设置scroll rect 总数量
function ScrollRectBase:setTotalCount(count)
self.totalCount = count
self.bfScrollRect:SetTotalCount(count)
end
function ScrollRectBase:getTotalCount()
return self.totalCount
end
---- 设置选中的index
function ScrollRectBase:setSelected(selectIndex)
self.bfScrollRect:SetSelected(selectIndex)
end
function ScrollRectBase:refreshAll()
if self.sid then
SchedulerManager:unscheduleGlobal(self.sid)
self.sid = nil
self.bfScrollRect:SetTotalCount(self.totalCount)
end
self.bfScrollRect:RefreshAll()
end
function ScrollRectBase:refillCells(totalCount, needFade, targetIndex, fadeCount)
self.totalCount = totalCount or self.totalCount
self.needFade = needFade
if targetIndex then
self.needFade = false
end
if self.sid then
SchedulerManager:unscheduleGlobal(self.sid)
self.sid = nil
end
-- 1个C#计算有个bug 不能直接用SetTotalCount
if totalCount == 1 then
self.bfScrollRect:RefillCells(totalCount)
return
end
if self.needFade then
-- self.bfScrollRect:RefillCells(0)
self.bfScrollRect:SetTotalCount(0)
local curCount = 0
local delay = self.initCellTime or 0.1
self.sid = SchedulerManager:scheduleGlobal(function()
if curCount == self.totalCount then
self.sid = nil
self.needFade = false
return true
else
if self.baseObject:isDestroyed() then
self.sid = nil
self.needFade = false
return true
end
if fadeCount and fadeCount == curCount then
self.needFade = false
if self.sid then
SchedulerManager:unscheduleGlobal(self.sid)
self.sid = nil
end
self.bfScrollRect:SetTotalCount(self.totalCount)
else
curCount = curCount + 1
self.bfScrollRect:SetTotalCount(curCount)
end
end
end, delay)
else
self.bfScrollRect:RefillCells(self.totalCount, targetIndex or 0)
end
end
function ScrollRectBase:updateAllCellByIdx(idx)
for i = 1, #self.cellList do
local cell = self.cellList[i]
if self.refreshCallback and cell and cell:getIndex() == idx then
local dataIndex = cell:getIndex()
self.refreshCallback(dataIndex, cell)
end
end
end
function ScrollRectBase:updateAllCell()
for i = 1, #self.cellList do
local cell = self.cellList[i]
if self.refreshCallback and cell then
local dataIndex = cell:getIndex()
if dataIndex <= self.totalCount then
self.refreshCallback(dataIndex, cell)
end
end
end
end
function ScrollRectBase:getAllCellAndIndex(callback)
for i = 1, #self.cellList do
local cell = self.cellList[i]
if cell then
local dataIndex = cell:getIndex()
if dataIndex <= self.totalCount and dataIndex > 0 then
callback(dataIndex, cell)
end
end
end
end
function ScrollRectBase:moveToIndex(targetIndex)
targetIndex = targetIndex or 0
self.bfScrollRect:MoveToIndex(targetIndex)
end
---- 清除cell
function ScrollRectBase:clearCells()
self.bfScrollRect:ClearCells()
end
function ScrollRectBase:removeCell(index)
self.bfScrollRect:RemoveCell(index)
end
function ScrollRectBase:setTopRecoveryOffset(offset)
self.bfScrollRect:SetTopRecoveryOffset(offset)
end
function ScrollRectBase:getTopRecoveryOffset()
return self.bfScrollRect:GetTopRecoveryOffset()
end
function ScrollRectBase:setDownRecoveryOffset(offset)
self.bfScrollRect:SetDownRecoveryOffset(offset)
end
function ScrollRectBase:getDownRecoveryOffset()
return self.bfScrollRect:GetDownRecoveryOffset()
end
function ScrollRectBase:getBFScrollRect()
return self.bfScrollRect
end
function ScrollRectBase:StopMovement()
self.bfScrollRect:StopMovement()
end
function ScrollRectBase:onDestroy()
LuaComponent.onDestroy(self)
if self.sid then
SchedulerManager:unscheduleGlobal(self.sid)
self.sid = nil
end
end
function ScrollRectBase:getListCellByIndex(index)
for _, value in ipairs(self.cellList) do
if value:getIndex() == index then
return value
end
end
end
function ScrollRectBase:getListCell()
return self.cellList
end
function ScrollRectBase:setCellHeight(height)
self.bfScrollRect:SetCellHeight(height)
end
function ScrollRectBase:setCellWidth(width)
self.bfScrollRect:SetCellWidth(width)
end
function ScrollRectBase:setPerLineNum(num)
self.bfScrollRect:SetPerLineNum(num)
end
function ScrollRectBase:getCellWidth()
return self.bfScrollRect.CellWidth
end
function ScrollRectBase:getCellHeight()
return self.bfScrollRect.CellHeight
end
return ScrollRectBase