using System.Collections; using System.Collections.Generic; using UnityEngine; namespace BF { public class BFCell : MonoBehaviour { public Vector2 AnchoredPosition { get { return CachedRectTransform.anchoredPosition; } set { CachedRectTransform.anchoredPosition = value; } } public Vector2 SizeDelta { get { return CachedRectTransform.sizeDelta; } set { CachedRectTransform.sizeDelta = value; } } public float Width { get { return CachedRectTransform.sizeDelta.x * CachedRectTransform.localScale.x; } set { CachedRectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, value); } } public float Height { get { return CachedRectTransform.sizeDelta.y * CachedRectTransform.localScale.y; } set { CachedRectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, value); } } bool rectTransformInited = false; RectTransform cachedRectTransform; public RectTransform CachedRectTransform { get { if (!rectTransformInited) { cachedRectTransform = GetComponent(); if (cachedRectTransform != null) { rectTransformInited = true; } } return cachedRectTransform; } } [System.NonSerialized] public int dataIndex; [System.NonSerialized] public int objIndex; } }