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