Unity WidgetsUI CreateTaskView Demo
Creating own ListView
- item class to keep data
- component class to display item, derived from ListViewItem
- ListView class derived from ListViewCustom
namespace UIWidgetsSamples.Tasks {
[System.Serializable]
public class Task {
public string Name;
public int Progress;
}
}
using UnityEngine.UI;
using UIWidgets;
namespace UIWidgetsSamples.Tasks {
public class TaskComponent : ListViewItem {
public Text Name;
public Progressbar Progressbar;
// IViewData<Task> implementation
public void SetData(Task item)
{
Name.text = item.Name;
Progressbar.Value = item.Progress;
}
}
}
using UIWidgets;
namespace UIWidgetsSamples.Tasks {
public class TaskView : ListViewCustom<TaskComponent,Task> {
}
}

Add ScrollRect component to GameObject. With this ListView will be scrollable.
This and some following steps can be skipped if ScrollView gameobject available in your Unity version.


This restricts ListView items to the shape of the Viewport.
Mask can be replaced with RectMask2D.

Set EasyLayout: Layout Type = Grid; Grid Constraint = Fixed Column Count; Grid Constraint Count = 1.
Set Content Size Fitter: Vertical Fit = Preferred Size.
For Horizontal ListView you should set Grid Constraint = Fixed Row Count and Horizontal Fit = Preferred Size instead.
List will be contain items gameobjects and control layout.
You can use Vertical Layout Group or Horizontal Layout Group instead EasyLayout, but in this case changing ListView direction will be impossible in runtime.


Set Text vertical alignment to middle.




Attach ScrollRect GameObject to ScrollRect field.
Attach List GameObject to Container field.
Attach DefaultItem GameObject to DefaultItem field.



Set TaskView colors:
DefaultColor = 255, 215, 115, 255
DefaultBackgroundColor = 255, 215, 115, 0 (transparent)
HighlightedColor = 0, 0, 0, 255 (black)
HighlightedBackgroundColor = 181, 122, 36, 255
SelectedColor = 0, 0, 0, 255 (black)
SelectedBackgroundColor = 196, 156, 39, 255



Background color changes on selection and mouse over.

For this override GraphicsForeground property in component class. (And you can also override GraphicsBackground property.)
GraphicsForeground and GraphicsBackground should return array of Graphic objects for coloring.
using System.Collections;
using System.Collections.Generic;
using UIWidgets;
using UnityEngine;
public class TaskView : ListViewCustom<TaskComponent,Task> {
public static readonly System.Comparison<Task> ItemComparsion = (x, y) => x.Name.CompareTo(y.Name);
public override void Start()
{
base.Start();
DataSource.Comparison = ItemComparsion;//通过ItemComparsion这个来进行对数据进行排序
}
//改变
protected override void SetData(TaskComponent component, Task item)
{
component.SetData(item);
}
//===根据状态动态改变文本颜色
protected override void HighlightColoring(TaskComponent component)
{
base.HighlightColoring(component);
component.Name.color = HighlightedColor;
}
protected override void SelectColoring(TaskComponent component)
{
base.SelectColoring(component);
component.Name.color = SelectedColor;
}
protected override void DefaultColoring(TaskComponent component)
{
base.DefaultColoring(component);
component.Name.color = DefaultColor;
}
//==========================
}

Let's implement automatic sort for items.
ItemsComparison function compare tasks by name and used to sort items.
using UIWidgets;
namespace UIWidgetsSamples.Tasks {
public class TaskView : ListViewCustom<TaskComponent,Task> {
public static readonly System.Comparison<Task> ItemsComparison = (x, y) => x.Name.CompareTo(y.Name);
bool isStartedTaskView = false;
public override void Start()
{
if (isStartedTaskView)
{
return ;
}
isStartedTaskView = true;
base.Start();
DataSource.Comparison = ItemsComparison;
}
}
}


Replace Task Progress field with property and add OnProgressChange event.
So now we can get event when Progress value changed.
using UnityEngine;
using UnityEngine.Serialization;
using UIWidgets;
namespace UIWidgetsSamples.Tasks {
[System.Serializable]
public class Task {
public string Name;
[SerializeField]
[FormerlySerializedAs("Progress")]
int progress;
public int Progress {
get {
return progress;
}
set {
progress = value;
if (OnProgressChange!=null)
{
OnProgressChange();
}
}
}
public event OnChange OnProgressChange;
}
}
When Progress value changed will be called UpdateProgressbar function.
using UnityEngine.UI;
using UIWidgets;
namespace UIWidgetsSamples.Tasks {
public class TaskComponent : ListViewItem, IViewData<Task> {
public override Graphic[] GraphicsForeground {
get {
return new Graphic[] {Name, };
}
}
public Text Name;
public Progressbar Progressbar;
Task item;
public Task Item {
get {
return item;
}
set {
if (item!=null)
{
item.OnProgressChange -= UpdateProgressbar;
}
item = value;
if (item!=null)
{
Name.text = item.Name;
Progressbar.Value = item.Progress;
item.OnProgressChange += UpdateProgressbar;
}
}
}
public void SetData(Task item)
{
Item = item;
}
void UpdateProgressbar()
{
Progressbar.Animate(item.Progress);
}
protected override void OnDestroy()
{
Item = null;
}
}
}
It will add task and task progress will be updated every second on random value in range 1..10.
using UnityEngine;
using System.Collections;
namespace UIWidgetsSamples.Tasks {
public class TaskTests : MonoBehaviour
{
public TaskView Tasks;
public void AddTask()
{
var task = new Task(){Name = "Random Task", Progress = 0};
Tasks.DataSource.Add(task);
StartCoroutine(UpdateProgress(task, 1f, Random.Range(1, 10)));
}
IEnumerator UpdateProgress(Task task, float time, int delta)
{
while (task.Progress < 100)
{
yield return new WaitForSeconds(time);
task.Progress = Mathf.Min(task.Progress + delta, 100);
}
}
}
}
Add AddTask() to OnClick event.

Unity WidgetsUI CreateTaskView Demo的更多相关文章
- Unity ---WidgetsUI CreateTileView Demo
以下教程基于:WidgetsUI 第三方扩展包 WidgtsUI 官网文档地址:https://ilih.ru/unity-assets/UIWidgets/docs/ 1.创建一个空GameObje ...
- Unity制作FPS Demo
等到把这个Unity FPS Demo[僵尸杀手]完成后再详细补充一下,使用Unity制作FPS游戏的经历,今天做个标识.
- Unity VR-播放demo模型后无法移动视角
资源源于:小意思VR 唉..可怜一下自己,这个问题百度google也不知道怎么搜,没搜出来,在群里问出来的. 当时感觉自己Unity有问题..(就是因为自己啥也不会看不懂) 按右键.或者WASD视角都 ...
- 扩展Unity的方法
写更少代码的需求 当我们重复写一些繁杂的代码,或C#的一些方法,我们就想能不能有更便捷的方法呢?当然在unity中,我们对它进行扩展. 对unity的类或C#的类进行扩展有以下两点要注意: 1.这个类 ...
- Unity手游之路<一>C#版本Protobuf
http://blog.csdn.net/janeky/article/details/17104877 个游戏包含了各种数据,包括本地数据和与服务端通信的数据.今天我们来谈谈如何存储数据,以及客户端 ...
- Unity WebSocket(仅适用于WebGL平台)
!!!转载注明:http://www.cnblogs.com/yinlong1991/p/unity_ylwebsocket.html Unity WebSocket 使用 1.下载 YLWebSoc ...
- 支付宝Unity
原地址:http://blog.csdn.net/sgnyyy/article/details/20444627 说明:支付宝Android的SDK接入只有一个接口,付费. 1. Android代码的 ...
- Unity 3(二):Unity在AOP方面的应用
本文关注以下方面(环境为VS2012..Net Framework 4.5以及Unity 3): AOP简介: Interception using Unity示例 配置文件示例 一.AOP简介 AO ...
- Unity Shader学习笔记 - 用UV动画实现沙滩上的泡沫
这个泡沫效果来自远古时代的Unity官方海岛Demo, 原效果直接复制3个材质球在js脚本中做UV动画偏移,这里尝试在shader中做动画并且一个pass中完成: // Upgrade NOTE: r ...
随机推荐
- JavaScript性能优化小知识总结
原文出处: YouYaInsist 欢迎分享原创到伯乐头条 前言 一直在学习javascript,也有看过<犀利开发Jquery内核详解与实践>,对这本书的评价只有两个字犀利,可能是对 ...
- java 查看线程的信息
的代码上加上 断点 运行 进入Terminal jps 查看进程号 jstack 进程号 查看线程的信息 jstack pid 此时进去DEBUG 端F9 跑完程序 再回到Terminal 中 就能 ...
- Python操作redis系列之 列表(list) (五)
# -*- coding: utf- -*- import redis r =redis.Redis(host=,password=") 1. Lpush 命令将一个或多个值插入到列表头部. ...
- [转] Dangers of using dlsym() with RTLD_NEXT
There are times when you want to wrap a library function in order to provide some additional functio ...
- prestashop nginx rewrite rule
server { listen *:; server_name www.mydomain.com *.mydomain.com; root /var/www/www.mydomain.com/web; ...
- 9.11 翻译系列:数据注解特性之--Timestamp【EF 6 Code-First系列】
原文链接:https://www.entityframeworktutorial.net/code-first/TimeStamp-dataannotations-attribute-in-code- ...
- adb命令使用总结
1.启动/停止 启动 adb server 命令: adb start-server (一般无需手动执行此命令,在运行 adb 命令时若发现 adb server 没有启动会自动调起.) 停止 adb ...
- ssh的tunnel隧道打洞
分正向和反向. 假设,本地机器可以ssh连上远程机器.本地机器在下面叫做SSHClient, 远程机器叫做SSHServer. 一. 正向代理(本地转发) 在SSHClient机上执行: : SSHS ...
- django 返回 code 405
return HttpResponse('Invalid Method',status=405)
- 【iCore4 双核心板_FPGA】例程十二:基于UART的ARM与FPGA通信实验
实验现象: 1.先烧写ARM程序,然后烧写FPGA程序. 2.打开串口精灵,会接收到字符GINGKO. 3.通过串口精灵发送命令可以控制ARM·LED和FPGA·LED. 核心代码: int main ...