列表选择器修改
This commit is contained in:
@@ -21,10 +21,13 @@ namespace NBF
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private int _columnsCount;
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public ListSelector _selector;
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private void OnInited()
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{
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Game.Input.OnUICanceled += OnUICanceled;
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List.onClickItem.Add(OnClickListItem);
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_selector = new ListSelector(List, typeof(ListTitleItem));
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}
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public override void Dispose()
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@@ -37,49 +40,43 @@ namespace NBF
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{
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if (action == InputDef.UI.Right)
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{
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SetListSelected(List.selectedIndex + 1);
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_selector.Right();
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}
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else if (action == InputDef.UI.Left)
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{
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SetListSelected(List.selectedIndex - 1);
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_selector.Left();
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}
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else if (action == InputDef.UI.Up)
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{
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SetListSelected(List.selectedIndex - _columnsCount);
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_selector.Up();
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}
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else if (action == InputDef.UI.Down)
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{
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if (List.selectedIndex < 0)
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{
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SetListSelected(0);
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}
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else
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{
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SetListSelected(List.selectedIndex + _columnsCount);
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}
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_selector.Down();
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}
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}
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private void SetListSelected(int selectedIndex)
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{
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if (selectedIndex >= 0 && selectedIndex < _listData.Count)
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{
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var count = List.numChildren;
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List.selectedIndex = selectedIndex;
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List.ScrollToView(selectedIndex);
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}
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}
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// private void SetListSelected(int selectedIndex)
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// {
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// if (selectedIndex >= 0 && selectedIndex < _listData.Count)
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// {
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// var count = List.numChildren;
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// List.selectedIndex = selectedIndex;
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// List.ScrollToView(selectedIndex);
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// }
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// }
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public void SetListData(List<object> listData,
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ListSelectionMode selectionMode = ListSelectionMode.Single)
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{
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List.selectedIndex = -1;
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_listData.Clear();
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foreach (var obj in listData)
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{
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_listData.Add(obj);
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}
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List.RemoveChildrenToPool();
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List.defaultItem = ListTitleItem.URL;
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List.itemProvider = GetListItemResource;
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@@ -92,10 +89,11 @@ namespace NBF
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}
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catch (Exception e)
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{
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Log.Error(e);
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Log.Error(e);
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}
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_columnsCount = 6;
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_selector.Refresh();
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}
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void OnClickListItem(EventContext context)
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@@ -136,6 +134,7 @@ namespace NBF
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{
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return BagItem.URL;
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}
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if (itemData is ClassifyListTitleData titleData)
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{
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return ListTitleItem.URL;
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158
Assets/Scripts/UI/Common/List/ListSelector.cs
Normal file
158
Assets/Scripts/UI/Common/List/ListSelector.cs
Normal file
@@ -0,0 +1,158 @@
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using System;
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using System.Collections.Generic;
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using FairyGUI;
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using UnityEngine;
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namespace NBF
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{
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public class ListSelector
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{
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private GList _list;
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private readonly List<Type> _ignores = new List<Type>();
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// private readonly List<GObject> _items = new List<GObject>();
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private float itemWidth = 200f;
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private float itemHeight = 180f;
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public ListSelector(GList list, params Type[] ignores)
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{
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_list = list;
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if (ignores != null && _ignores.Count > 0)
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{
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_ignores.AddRange(_ignores);
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}
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}
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#region 数据刷新
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public void Refresh()
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{
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var children = _list.GetChildren();
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foreach (var item in children)
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{
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if (_ignores.Contains(item.GetType())) continue;
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itemWidth = item.width;
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itemHeight = item.height;
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break;
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}
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}
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#endregion
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#region 操作
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public void Up()
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{
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Move(Vector2.up);
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}
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public void Down()
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{
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Move(Vector2.down);
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}
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public void Right()
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{
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Move(Vector2.right);
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}
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public void Left()
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{
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Move(Vector2.left);
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}
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public void Move(Vector2 direction)
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{
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if (_list.selectedIndex == -1)
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{
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// 首次选择第一个可选中项
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SelectFirstSelectable();
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return;
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}
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var currentPos = GetItemPosition(_list.selectedIndex);
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var nearestIndex = FindNearestSelectableItem(currentPos, direction);
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if (nearestIndex != -1)
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{
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SetSelection(nearestIndex);
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}
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}
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#endregion
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#region 内部方法
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private Vector2 GetItemPosition(int index)
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{
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var item = _list.GetChildAt(index);
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return item.position;
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}
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private int FindNearestSelectableItem(Vector2 fromPos, Vector2 direction)
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{
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var bestIndex = -1;
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var bestDistance = float.MaxValue;
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for (var i = 0; i < _list.numItems; i++)
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{
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if (!IsSelectableItem(i)) continue;
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var targetPos = GetItemPosition(i);
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var diff = targetPos - fromPos;
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// 检查方向匹配度
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if (IsDirectionMatch(direction, diff))
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{
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var distance = Vector2.Distance(fromPos, targetPos);
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if (distance < bestDistance && distance > 0.1f)
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{
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bestDistance = distance;
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bestIndex = i;
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}
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}
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}
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return bestIndex;
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}
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private bool IsDirectionMatch(Vector2 direction, Vector2 diff)
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{
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if (direction == Vector2.up)
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return diff.y < 0 && Mathf.Abs(diff.x) < itemWidth; // 修正:向上应该是Y值更小
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if (direction == Vector2.down)
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return diff.y > 0 && Mathf.Abs(diff.x) < itemWidth; // 修正:向下应该是Y值更大
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if (direction == Vector2.left)
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return diff.x < 0 && Mathf.Abs(diff.y) < itemHeight;
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if (direction == Vector2.right)
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return diff.x > 0 && Mathf.Abs(diff.y) < itemHeight;
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return false;
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}
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private bool IsSelectableItem(int index)
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{
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var item = _list.GetChildAt(index);
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return !_ignores.Contains(item.GetType());
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}
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private void SelectFirstSelectable()
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{
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for (var i = 0; i < _list.numItems; i++)
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{
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if (IsSelectableItem(i))
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{
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SetSelection(i);
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break;
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}
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}
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}
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private void SetSelection(int index)
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{
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_list.selectedIndex = index;
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// selection.position = items[index].position;
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}
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#endregion
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}
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}
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3
Assets/Scripts/UI/Common/List/ListSelector.cs.meta
Normal file
3
Assets/Scripts/UI/Common/List/ListSelector.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 48f217b6f1dd4dc98d1b6e1c61f9ed65
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timeCreated: 1761838465
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