Files
SVSimServer/SVSim.BattleEngine/Engine/FlexibleGrid.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
2026-06-05 16:57:20 -04:00

149 lines
3.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
public class FlexibleGrid : MonoBehaviour
{
public enum Order
{
Horizontal,
Vertical
}
public enum PivotOption
{
NONE,
CENTER
}
[SerializeField]
private Vector2 _limitSize;
[SerializeField]
private Vector2 _padding;
[SerializeField]
private bool _hideInactive = true;
[SerializeField]
private Order _order;
[SerializeField]
private bool _reversel;
[SerializeField]
private PivotOption _horizonPivotOption;
private bool _repositionCalled;
private void Start()
{
if (!_repositionCalled)
{
Reposition();
}
}
[Conditional("ENABLE_FLEXIBLE_GRID_LOG")]
private static void DebugLog(string log)
{
UnityEngine.Debug.Log(log);
}
[ContextMenu("Execute")]
public void Reposition()
{
_repositionCalled = true;
List<Transform> childList = GetChildList();
if (childList.Count == 0)
{
return;
}
float num = 0f;
float num2 = 0f;
float num3 = 0f;
int i = 0;
for (int count = childList.Count; i < count; i++)
{
Transform transform = childList[i];
Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(transform, !_hideInactive);
Vector3 localScale = transform.localScale;
bounds.min = Vector3.Scale(bounds.min, localScale);
bounds.max = Vector3.Scale(bounds.max, localScale);
if (bounds.min == bounds.max)
{
continue;
}
if (_order == Order.Horizontal)
{
int num4 = ((!_reversel) ? 1 : (-1));
num = Math.Max(num, bounds.size.y);
if (num2 + bounds.size.x > _limitSize.x)
{
num2 = 0f;
num3 -= num + _padding.y;
num = 0f;
}
Vector3 localPosition = transform.localPosition;
if (_horizonPivotOption == PivotOption.CENTER)
{
if (i == 0)
{
localPosition.x = num2;
}
else
{
float num5 = (float)num4 * bounds.size.x * 0.5f;
localPosition.x = num2 + num5;
}
}
else
{
localPosition.x = num2 + (float)num4 * (bounds.extents.x - bounds.center.x);
}
localPosition.y = num3;
transform.localPosition = localPosition;
num2 = ((_horizonPivotOption != PivotOption.CENTER) ? (num2 + (float)num4 * (bounds.size.x + _padding.x)) : ((i != 0) ? (num2 + (float)num4 * (_padding.x + bounds.size.x)) : (num2 + (float)num4 * (_padding.x + bounds.size.x * 0.5f))));
}
else
{
num = Math.Max(num, bounds.size.x);
if (num3 + bounds.size.y > _limitSize.y)
{
num3 = 0f;
num2 += num + _padding.x;
num = 0f;
}
Vector3 localPosition2 = transform.localPosition;
localPosition2.x = num2;
localPosition2.y = num3 - bounds.extents.y - bounds.center.y;
transform.localPosition = localPosition2;
num3 -= bounds.size.y + _padding.y;
}
}
}
private List<Transform> GetChildList()
{
Transform transform = base.transform;
List<Transform> list = new List<Transform>();
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
if (!_hideInactive || ((bool)child && NGUITools.GetActive(child.gameObject)))
{
list.Add(child);
}
}
return list;
}
public IEnumerator RepositionNextFrame()
{
yield return null;
Reposition();
}
}