Simple use of DropDown (drop-down list box) based on Unity UGUI (simple change of style/dynamic list data addition and deletion/list event monitoring, etc.)

 

 

Simple use of DropDown (drop-down list box) based on Unity UGUI (simple change of style/dynamic list data addition and deletion/list event monitoring, etc.)

 

Table of contents

Simple use of DropDown (drop-down list box) based on Unity UGUI (simple change of style/dynamic list data addition and deletion/list event monitoring, etc.)

1. Brief introduction

2. The appearance of DropDown in Unity is roughly as shown below (the background style of Item is simply modified)

3. DropDown component and attribute description on the component

4. A brief description of some subcomponents under the DropDown component

5. Matters needing attention

6. Simple case

7. Key code

8. DropDown source code


 

1. Brief introduction

UGUI is the GUI system that comes with Unity, which is different from NGUI; using UGUI can also produce cool effects.

This section introduces some simple instructions and methods of using the UGUI DropDown drop-down list. The method is not unique, and corrections are welcome.

DropDown : The control displays the currently selected option. Once clicked, it will open the options list so a new option can be selected. After selecting a new option, the closed list closes again and the control shows the newly selected option. If the user clicks on the control itself or anywhere else in the canvas, the list will also close.

 

2. The appearance of DropDown in Unity is roughly as shown below (the background style of Item is simply modified)

 

3. DropDown component and attribute description on the component

Interactable

interactive

Is it clickable

Transition

transition

  • None: none

  • Color Tint: color tint

    • Target Graphic: target graphics

    • Normal Color: normal color

    • Highlighted Color: highlighted color

    • Pressed Color: Pressed Color

    • Selected Color: select color

    • Disabled Color: disabled color

    • Color Multiplier: color multiplier

    • Fade Duration: Fade duration

  • Sprite Swap: sprite exchange

    • Target Graphic: target graphics

    • Highlighted Sprite: highlight sprite

    • Pressed Sprite: Press the sprite

    • Selected Sprite: Select the sprite

    • Disabled Sprite: The sprite is disabled

  • Animation: animation

    • Normal Trigger: normal trigger

    • Highlighted Trigger: Highlight trigger

    • Pressed Trigger: Press the trigger

    • Selected Trigger: select trigger

    • Disabled Trigger: disable trigger

    • Auto Generate Animation 自动生成动画

Navigation

导航

  • None:无

  • Horizontal:水平

  • Vertical:垂直

  • Automatic:自动

  • Explicit:显式

    • Select On Up:向上选择

    • Select On Down:向下选择

    • Select On Left:向左选择

    • Select On Right:向右选择

  • Visualize:可视化,把按键能够导航到的路径可视化,高亮的黄色箭头为当前按钮可导航到的目标

Template

模板

下拉使用的模板样式

Caption Text

标题文本

当前选择的显示文本

Caption Image

标题图像

当前选择的显示图片

Item Text

项文本

下拉框选项模板里的文字,不填会导致选项列表中的每个选项不会修改模板里的文字

Item Image

项图像

下拉框选项模板里的图片,不填会导致选项列表中的每个选项不会修改模板里的图片

Value

当前选择的值(0开始)

Options

选项

可选择项

On Value Changed(Int32)

值改变时(32位整数)

值调整时触发的事件

 

四、DropDown 组件下某些子组件简单说明

Dropdown:图片,带Dropdown组件,作为选中框的底图

Label:文本,作为标题文本,当前显示的文本

Arrow:图片,作为下拉按钮

Template:生成下拉列表的模板,可以在这里修改下拉列表的显示样式

Item Background:图片,这里可修改下拉列表Item的背景设置

Item Checkmark:图片,这里可修改下拉列表Item的前面的 勾,根据需要修改

Item Label:文本,这里可修改下拉列表Item的的文本,根据需要修改

Scrollbar:滑动条

 

五、注意事项

1、DropDown 通过代码设置选择的下拉选项(即是属性 vuale,而不是鼠标点击设置)的时候,也会触发 OnValueChanged 事件,跟UGUI的 Toggle 等不一样,这里需要自己处理,看情况需不需要(后面介绍处理方法,见后面代码)

 

六、简单案例

使用代码,实现DropDown 的下拉列表的清空,添加等简单功能

1、效果预览

 

2、场景布置如此

 

3、其中 Item Background 背景图片修改默认图片

 

4、在工程中,新建脚本,编写代码,控制 DropDown 的某些功能显示

 

5、把脚本挂载到场景中,并对应赋值

 

6、运行场景,效果如上

 

七、关键代码

1、DropDownTest

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;

public class DropDownTest : MonoBehaviour
{

    public Dropdown dropDown;

    // 是否是代码设置下拉 Item 值
    private bool isCodeSetItemValue = false;

    void Start()
    {
        // 设置监听
        SetDropDownAddListener(OnValueChange);
        SetDropDownItemValue(1);
    }

    /// <summary>
    /// 当点击后值改变是触发 (切换下拉选项)
    /// </summary>
    /// <param name="v">是点击的选项在OptionData下的索引值</param>
    void OnValueChange(int v)
    {
        //切换选项 时处理其他的逻辑...
        Debug.Log("点击下拉控件的索引是..." + v);
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space)) {

            List<Dropdown.OptionData> listOptions = new List<Dropdown.OptionData>();
            listOptions.Add(new Dropdown.OptionData("Option 0"));
            listOptions.Add(new Dropdown.OptionData("Option 1"));

            AddDropDownOptionsData(listOptions);
        }

        if (Input.GetKeyDown(KeyCode.A))
        {

            AddDropDownOptionsData("Option " + dropDown.options.Count);
        }

        if (Input.GetKeyDown(KeyCode.R))
        {
            RemoveAtDropDownOptionsData(dropDown.options.Count - 1);
        }

        if (Input.GetKeyDown(KeyCode.C))
        {
            ClearDropDownOptionsData();
        }
    }

    /// <summary>
    /// 设置选择的下拉Item
    /// </summary>
    /// <param name="ItemIndex"></param>
    void SetDropDownItemValue(int ItemIndex)
    {
        // 代码设置的值
        isCodeSetItemValue = true;

        if (dropDown.options == null) {

            Debug.Log(GetType()+ "/SetDropDownItemValue()/下拉列表为空,请检查");
            return;
        }
        if (ItemIndex >= dropDown.options.Count) {
            ItemIndex = dropDown.options.Count - 1;
        }

        if (ItemIndex < 0 )
        {
            ItemIndex = 0;
        }

        dropDown.value = ItemIndex;
    }


    /// <summary>
    /// 是否可以点击
    /// </summary>
    void SetDropDownInteractable() {
        //是否可以点击
        dropDown.interactable = true;
    }

    /// <summary>
    /// 设置显示字体大小
    /// </summary>
    /// <param name="fontSize"></param>
    void SetDropDownCaptionTextFontSize(int fontSize) {
        //设置显示字体大小
        dropDown.captionText.fontSize = fontSize;
    }

    /// <summary>
    /// 设置下拉Item显示字体大小
    /// </summary>
    /// <param name="fontSize"></param>
    void SetDropDownItemTextFontSize(int fontSize)
    {
        //设置下拉Item显示字体大小
        dropDown.itemText.fontSize = fontSize;
    }

    /// <summary>
    /// 添加一个列表下拉数据
    /// </summary>
    /// <param name="listOptions"></param>
    void AddDropDownOptionsData(List<Dropdown.OptionData> listOptions) {
        dropDown.AddOptions(listOptions);
    }

    /// <summary>
    /// 添加一个下拉数据
    /// </summary>
    /// <param name="itemText"></param>
    void AddDropDownOptionsData(string itemText) {
        //添加一个下拉选项
        Dropdown.OptionData data = new Dropdown.OptionData();
        data.text = itemText;
        //data.image = "指定一个图片做背景不指定则使用默认";
        dropDown.options.Add(data);
    }


    /// <summary>
    /// 移除指定位置   参数:索引
    /// </summary>
    /// <param name="index"></param>
    void RemoveAtDropDownOptionsData(int index) {

        // 安全校验
        if (index >= dropDown.options.Count || index < 0) {
            return;
        }

        //移除指定位置   参数:索引
        dropDown.options.RemoveAt(index);
    }


    /// <summary>
    /// 直接清理掉所有的下拉选项
    /// </summary>
    void ClearDropDownOptionsData() {
        //直接清理掉所有的下拉选项,
        dropDown.ClearOptions();
    }

    /// <summary>
    /// 当点击后值改变是触发 (切换下拉选项)
    /// </summary>
    void SetDropDownAddListener(UnityAction<int> OnValueChangeListener)
    {
        

        //当点击后值改变是触发 (切换下拉选项)
        dropDown.onValueChanged.AddListener((value)=> {
            // 手动代码设置的值不触发事件(根据需要可以保留或者去掉)
            if (isCodeSetItemValue == true)
            {

                isCodeSetItemValue = false;

                return;
            }

            OnValueChangeListener(value);
        });
    }

    

}

 

八、DropDown 源码

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI.CoroutineTween;

namespace UnityEngine.UI
{
    [AddComponentMenu("UI/Dropdown", 35)]
    [RequireComponent(typeof(RectTransform))]
    /// <summary>
    ///   A standard dropdown that presents a list of options when clicked, of which one can be chosen.
    /// </summary>
    /// <remarks>
    /// The dropdown component is a Selectable. When an option is chosen, the label and/or image of the control changes to show the chosen option.
    ///
    /// When a dropdown event occurs a callback is sent to any registered listeners of onValueChanged.
    /// </remarks>
    public class Dropdown : Selectable, IPointerClickHandler, ISubmitHandler, ICancelHandler
    {
        protected internal class DropdownItem : MonoBehaviour, IPointerEnterHandler, ICancelHandler
        {
            [SerializeField]
            private Text m_Text;
            [SerializeField]
            private Image m_Image;
            [SerializeField]
            private RectTransform m_RectTransform;
            [SerializeField]
            private Toggle m_Toggle;

            public Text          text          { get { return m_Text;          } set { m_Text = value;           } }
            public Image         image         { get { return m_Image;         } set { m_Image = value;          } }
            public RectTransform rectTransform { get { return m_RectTransform; } set { m_RectTransform = value;  } }
            public Toggle        toggle        { get { return m_Toggle;        } set { m_Toggle = value;         } }

            public virtual void OnPointerEnter(PointerEventData eventData)
            {
                EventSystem.current.SetSelectedGameObject(gameObject);
            }

            public virtual void OnCancel(BaseEventData eventData)
            {
                Dropdown dropdown = GetComponentInParent<Dropdown>();
                if (dropdown)
                    dropdown.Hide();
            }
        }

        [Serializable]
        /// <summary>
        /// Class to store the text and/or image of a single option in the dropdown list.
        /// </summary>
        public class OptionData
        {
            [SerializeField]
            private string m_Text;
            [SerializeField]
            private Sprite m_Image;

            /// <summary>
            /// The text associated with the option.
            /// </summary>
            public string text  { get { return m_Text; }  set { m_Text = value;  } }

            /// <summary>
            /// The image associated with the option.
            /// </summary>
            public Sprite image { get { return m_Image; } set { m_Image = value; } }

            public OptionData()
            {
            }

            public OptionData(string text)
            {
                this.text = text;
            }

            public OptionData(Sprite image)
            {
                this.image = image;
            }

            /// <summary>
            /// Create an object representing a single option for the dropdown list.
            /// </summary>
            /// <param name="text">Optional text for the option.</param>
            /// <param name="image">Optional image for the option.</param>
            public OptionData(string text, Sprite image)
            {
                this.text = text;
                this.image = image;
            }
        }

        [Serializable]
        /// <summary>
        /// Class used internally to store the list of options for the dropdown list.
        /// </summary>
        /// <remarks>
        /// The usage of this class is not exposed in the runtime API. It's only relevant for the PropertyDrawer drawing the list of options.
        /// </remarks>
        public class OptionDataList
        {
            [SerializeField]
            private List<OptionData> m_Options;

            /// <summary>
            /// The list of options for the dropdown list.
            /// </summary>
            public List<OptionData> options { get { return m_Options; } set { m_Options = value; } }


            public OptionDataList()
            {
                options = new List<OptionData>();
            }
        }

        [Serializable]
        /// <summary>
        /// UnityEvent callback for when a dropdown current option is changed.
        /// </summary>
        public class DropdownEvent : UnityEvent<int> {}

        // Template used to create the dropdown.
        [SerializeField]
        private RectTransform m_Template;

        /// <summary>
        /// The Rect Transform of the template for the dropdown list.
        /// </summary>
        public RectTransform template { get { return m_Template; } set { m_Template = value; RefreshShownValue(); } }

        // Text to be used as a caption for the current value. It's not required, but it's kept here for convenience.
        [SerializeField]
        private Text m_CaptionText;

        /// <summary>
        /// The Text component to hold the text of the currently selected option.
        /// </summary>
        public Text captionText { get { return m_CaptionText; } set { m_CaptionText = value; RefreshShownValue(); } }

        [SerializeField]
        private Image m_CaptionImage;

        /// <summary>
        /// The Image component to hold the image of the currently selected option.
        /// </summary>
        public Image captionImage { get { return m_CaptionImage; } set { m_CaptionImage = value; RefreshShownValue(); } }

        [Space]

        [SerializeField]
        private Text m_ItemText;

        /// <summary>
        /// The Text component to hold the text of the item.
        /// </summary>
        public Text itemText { get { return m_ItemText; } set { m_ItemText = value; RefreshShownValue(); } }

        [SerializeField]
        private Image m_ItemImage;

        /// <summary>
        /// The Image component to hold the image of the item
        /// </summary>
        public Image itemImage { get { return m_ItemImage; } set { m_ItemImage = value; RefreshShownValue(); } }

        [Space]

        [SerializeField]
        private int m_Value;

        [Space]

        // Items that will be visible when the dropdown is shown.
        // We box this into its own class so we can use a Property Drawer for it.
        [SerializeField]
        private OptionDataList m_Options = new OptionDataList();

        /// <summary>
        /// The list of possible options. A text string and an image can be specified for each option.
        /// </summary>
        /// <remarks>
        /// This is the list of options within the Dropdown. Each option contains Text and/or image data that you can specify using UI.Dropdown.OptionData before adding to the Dropdown list.
        /// This also unlocks the ability to edit the Dropdown, including the insertion, removal, and finding of options, as well as other useful tools
        /// </remarks>
        /// /// <example>
        /// <code>
        /// //Create a new Dropdown GameObject by going to the Hierarchy and clicking __Create__>__UI__>__Dropdown__. Attach this script to the Dropdown GameObject.
        ///
        /// using UnityEngine;
        /// using UnityEngine.UI;
        /// using System.Collections.Generic;
        ///
        /// public class Example : MonoBehaviour
        /// {
        ///     //Use these for adding options to the Dropdown List
        ///     Dropdown.OptionData m_NewData, m_NewData2;
        ///     //The list of messages for the Dropdown
        ///     List<Dropdown.OptionData> m_Messages = new List<Dropdown.OptionData>();
        ///
        ///
        ///     //This is the Dropdown
        ///     Dropdown m_Dropdown;
        ///     string m_MyString;
        ///     int m_Index;
        ///
        ///     void Start()
        ///     {
        ///         //Fetch the Dropdown GameObject the script is attached to
        ///         m_Dropdown = GetComponent<Dropdown>();
        ///         //Clear the old options of the Dropdown menu
        ///         m_Dropdown.ClearOptions();
        ///
        ///         //Create a new option for the Dropdown menu which reads "Option 1" and add to messages List
        ///         m_NewData = new Dropdown.OptionData();
        ///         m_NewData.text = "Option 1";
        ///         m_Messages.Add(m_NewData);
        ///
        ///         //Create a new option for the Dropdown menu which reads "Option 2" and add to messages List
        ///         m_NewData2 = new Dropdown.OptionData();
        ///         m_NewData2.text = "Option 2";
        ///         m_Messages.Add(m_NewData2);
        ///
        ///         //Take each entry in the message List
        ///         foreach (Dropdown.OptionData message in m_Messages)
        ///         {
        ///             //Add each entry to the Dropdown
        ///             m_Dropdown.options.Add(message);
        ///             //Make the index equal to the total number of entries
        ///             m_Index = m_Messages.Count - 1;
        ///         }
        ///     }
        ///
        ///     //This OnGUI function is used here for a quick demonstration. See the [[wiki:UISystem|UI Section]] for more information about setting up your own UI.
        ///     void OnGUI()
        ///     {
        ///         //TextField for user to type new entry to add to Dropdown
        ///         m_MyString = GUI.TextField(new Rect(0, 40, 100, 40), m_MyString);
        ///
        ///         //Press the "Add" Button to add a new entry to the Dropdown
        ///         if (GUI.Button(new Rect(0, 0, 100, 40), "Add"))
        ///         {
        ///             //Make the index the last number of entries
        ///             m_Index = m_Messages.Count;
        ///             //Create a temporary option
        ///             Dropdown.OptionData temp = new Dropdown.OptionData();
        ///             //Make the option the data from the TextField
        ///             temp.text = m_MyString;
        ///
        ///             //Update the messages list with the TextField data
        ///             m_Messages.Add(temp);
        ///
        ///             //Add the Textfield data to the Dropdown
        ///             m_Dropdown.options.Insert(m_Index, temp);
        ///         }
        ///
        ///         //Press the "Remove" button to delete the selected option
        ///         if (GUI.Button(new Rect(110, 0, 100, 40), "Remove"))
        ///         {
        ///             //Remove the current selected item from the Dropdown from the messages List
        ///             m_Messages.RemoveAt(m_Dropdown.value);
        ///             //Remove the current selection from the Dropdown
        ///             m_Dropdown.options.RemoveAt(m_Dropdown.value);
        ///         }
        ///     }
        /// }
        /// </code>
        /// </example>
        public List<OptionData> options
        {
            get { return m_Options.options; }
            set { m_Options.options = value; RefreshShownValue(); }
        }

        [Space]

        // Notification triggered when the dropdown changes.
        [SerializeField]
        private DropdownEvent m_OnValueChanged = new DropdownEvent();

        /// <summary>
        /// A UnityEvent that is invoked when when a user has clicked one of the options in the dropdown list.
        /// </summary>
        /// <remarks>
        /// Use this to detect when a user selects one or more options in the Dropdown. Add a listener to perform an action when this UnityEvent detects a selection by the user. See https://unity3d.com/learn/tutorials/topics/scripting/delegates for more information on delegates.
        /// </remarks>
        /// <example>
        ///  <code>
        /// //Create a new Dropdown GameObject by going to the Hierarchy and clicking Create>UI>Dropdown. Attach this script to the Dropdown GameObject.
        /// //Set your own Text in the Inspector window
        ///
        /// using UnityEngine;
        /// using UnityEngine.UI;
        ///
        /// public class Example : MonoBehaviour
        /// {
        ///     Dropdown m_Dropdown;
        ///     public Text m_Text;
        ///
        ///     void Start()
        ///     {
        ///         //Fetch the Dropdown GameObject
        ///         m_Dropdown = GetComponent<Dropdown>();
        ///         //Add listener for when the value of the Dropdown changes, to take action
        ///         m_Dropdown.onValueChanged.AddListener(delegate {
        ///                 DropdownValueChanged(m_Dropdown);
        ///             });
        ///
        ///         //Initialise the Text to say the first value of the Dropdown
        ///         m_Text.text = "First Value : " + m_Dropdown.value;
        ///     }
        ///
        ///     //Ouput the new value of the Dropdown into Text
        ///     void DropdownValueChanged(Dropdown change)
        ///     {
        ///         m_Text.text =  "New Value : " + change.value;
        ///     }
        /// }
        /// </code>
        /// </example>
        public DropdownEvent onValueChanged { get { return m_OnValueChanged; } set { m_OnValueChanged = value; } }

        [SerializeField]
        private float m_AlphaFadeSpeed = 0.15f;

        /// <summary>
        /// The time interval at which a drop down will appear and disappear
        /// </summary>
        public float alphaFadeSpeed  { get { return m_AlphaFadeSpeed; } set { m_AlphaFadeSpeed = value; } }

        private GameObject m_Dropdown;
        private GameObject m_Blocker;
        private List<DropdownItem> m_Items = new List<DropdownItem>();
        private TweenRunner<FloatTween> m_AlphaTweenRunner;
        private bool validTemplate = false;

        private static OptionData s_NoOptionData = new OptionData();

        /// <summary>
        /// The Value is the index number of the current selection in the Dropdown. 0 is the first option in the Dropdown, 1 is the second, and so on.
        /// </summary>
        /// <example>
        /// <code>
        /// //Create a new Dropdown GameObject by going to the Hierarchy and clicking __Create__>__UI__>__Dropdown__. Attach this script to the Dropdown GameObject.
        /// //Set your own Text in the Inspector window
        ///
        /// using UnityEngine;
        /// using UnityEngine.UI;
        ///
        /// public class Example : MonoBehaviour
        /// {
        ///     //Attach this script to a Dropdown GameObject
        ///     Dropdown m_Dropdown;
        ///     //This is the string that stores the current selection m_Text of the Dropdown
        ///     string m_Message;
        ///     //This Text outputs the current selection to the screen
        ///     public Text m_Text;
        ///     //This is the index value of the Dropdown
        ///     int m_DropdownValue;
        ///
        ///     void Start()
        ///     {
        ///         //Fetch the DropDown component from the GameObject
        ///         m_Dropdown = GetComponent<Dropdown>();
        ///         //Output the first Dropdown index value
        ///         Debug.Log("Starting Dropdown Value : " + m_Dropdown.value);
        ///     }
        ///
        ///     void Update()
        ///     {
        ///         //Keep the current index of the Dropdown in a variable
        ///         m_DropdownValue = m_Dropdown.value;
        ///         //Change the message to say the name of the current Dropdown selection using the value
        ///         m_Message = m_Dropdown.options[m_DropdownValue].text;
        ///         //Change the onscreen Text to reflect the current Dropdown selection
        ///         m_Text.text = m_Message;
        ///     }
        /// }
        /// </code>
        /// </example>
        public int value
        {
            get
            {
                return m_Value;
            }
            set
            {
                Set(value);
            }
        }
        /// <summary>
        /// Set index number of the current selection in the Dropdown without invoking onValueChanged callback.
        /// </summary>
        /// <param name="input"> The new index for the current selection. </param>
        public void SetValueWithoutNotify(int input)
        {
            Set(input, false);
        }

        void Set(int value, bool sendCallback = true)
        {
            if (Application.isPlaying && (value == m_Value || options.Count == 0))
                return;

            m_Value = Mathf.Clamp(value, 0, options.Count - 1);
            RefreshShownValue();

            if (sendCallback)
            {
                // Notify all listeners
                UISystemProfilerApi.AddMarker("Dropdown.value", this);
                m_OnValueChanged.Invoke(m_Value);
            }
        }

        protected Dropdown()
        {}

        protected override void Awake()
        {
            #if UNITY_EDITOR
            if (!Application.isPlaying)
                return;
            #endif

            m_AlphaTweenRunner = new TweenRunner<FloatTween>();
            m_AlphaTweenRunner.Init(this);

            if (m_CaptionImage)
                m_CaptionImage.enabled = (m_CaptionImage.sprite != null);

            if (m_Template)
                m_Template.gameObject.SetActive(false);
        }

        protected override void Start()
        {
            base.Start();

            RefreshShownValue();
        }

#if UNITY_EDITOR
        protected override void OnValidate()
        {
            base.OnValidate();

            if (!IsActive())
                return;

            RefreshShownValue();
        }

#endif
        protected override void OnDisable()
        {
            //Destroy dropdown and blocker in case user deactivates the dropdown when they click an option (case 935649)
            ImmediateDestroyDropdownList();

            if (m_Blocker != null)
                DestroyBlocker(m_Blocker);
            m_Blocker = null;

            base.OnDisable();
        }

        /// <summary>
        /// Refreshes the text and image (if available) of the currently selected option.
        /// </summary>
        /// <remarks>
        /// If you have modified the list of options, you should call this method afterwards to ensure that the visual state of the dropdown corresponds to the updated options.
        /// </remarks>
        public void RefreshShownValue()
        {
            OptionData data = s_NoOptionData;

            if (options.Count > 0)
                data = options[Mathf.Clamp(m_Value, 0, options.Count - 1)];

            if (m_CaptionText)
            {
                if (data != null && data.text != null)
                    m_CaptionText.text = data.text;
                else
                    m_CaptionText.text = "";
            }

            if (m_CaptionImage)
            {
                if (data != null)
                    m_CaptionImage.sprite = data.image;
                else
                    m_CaptionImage.sprite = null;
                m_CaptionImage.enabled = (m_CaptionImage.sprite != null);
            }
        }

        /// <summary>
        /// Add multiple options to the options of the Dropdown based on a list of OptionData objects.
        /// </summary>
        /// <param name="options">The list of OptionData to add.</param>
        /// /// <remarks>
        /// See AddOptions(List<string> options) for code example of usages.
        /// </remarks>
        public void AddOptions(List<OptionData> options)
        {
            this.options.AddRange(options);
            RefreshShownValue();
        }

        /// <summary>
        /// Add multiple text-only options to the options of the Dropdown based on a list of strings.
        /// </summary>
        /// <remarks>
        /// Add a List of string messages to the Dropdown. The Dropdown shows each member of the list as a separate option.
        /// </remarks>
        /// <param name="options">The list of text strings to add.</param>
        /// <example>
        /// <code>
        /// //Create a new Dropdown GameObject by going to the Hierarchy and clicking Create>UI>Dropdown. Attach this script to the Dropdown GameObject.
        ///
        /// using System.Collections.Generic;
        /// using UnityEngine;
        /// using UnityEngine.UI;
        ///
        /// public class Example : MonoBehaviour
        /// {
        ///     //Create a List of new Dropdown options
        ///     List<string> m_DropOptions = new List<string> { "Option 1", "Option 2"};
        ///     //This is the Dropdown
        ///     Dropdown m_Dropdown;
        ///
        ///     void Start()
        ///     {
        ///         //Fetch the Dropdown GameObject the script is attached to
        ///         m_Dropdown = GetComponent<Dropdown>();
        ///         //Clear the old options of the Dropdown menu
        ///         m_Dropdown.ClearOptions();
        ///         //Add the options created in the List above
        ///         m_Dropdown.AddOptions(m_DropOptions);
        ///     }
        /// }
        /// </code>
        /// </example>
        public void AddOptions(List<string> options)
        {
            for (int i = 0; i < options.Count; i++)
                this.options.Add(new OptionData(options[i]));
            RefreshShownValue();
        }

        /// <summary>
        /// Add multiple image-only options to the options of the Dropdown based on a list of Sprites.
        /// </summary>
        /// <param name="options">The list of Sprites to add.</param>
        /// <remarks>
        /// See AddOptions(List<string> options) for code example of usages.
        /// </remarks>
        public void AddOptions(List<Sprite> options)
        {
            for (int i = 0; i < options.Count; i++)
                this.options.Add(new OptionData(options[i]));
            RefreshShownValue();
        }

        /// <summary>
        /// Clear the list of options in the Dropdown.
        /// </summary>
        public void ClearOptions()
        {
            options.Clear();
            m_Value = 0;
            RefreshShownValue();
        }

        private void SetupTemplate()
        {
            validTemplate = false;

            if (!m_Template)
            {
                Debug.LogError("The dropdown template is not assigned. The template needs to be assigned and must have a child GameObject with a Toggle component serving as the item.", this);
                return;
            }

            GameObject templateGo = m_Template.gameObject;
            templateGo.SetActive(true);
            Toggle itemToggle = m_Template.GetComponentInChildren<Toggle>();

            validTemplate = true;
            if (!itemToggle || itemToggle.transform == template)
            {
                validTemplate = false;
                Debug.LogError("The dropdown template is not valid. The template must have a child GameObject with a Toggle component serving as the item.", template);
            }
            else if (!(itemToggle.transform.parent is RectTransform))
            {
                validTemplate = false;
                Debug.LogError("The dropdown template is not valid. The child GameObject with a Toggle component (the item) must have a RectTransform on its parent.", template);
            }
            else if (itemText != null && !itemText.transform.IsChildOf(itemToggle.transform))
            {
                validTemplate = false;
                Debug.LogError("The dropdown template is not valid. The Item Text must be on the item GameObject or children of it.", template);
            }
            else if (itemImage != null && !itemImage.transform.IsChildOf(itemToggle.transform))
            {
                validTemplate = false;
                Debug.LogError("The dropdown template is not valid. The Item Image must be on the item GameObject or children of it.", template);
            }

            if (!validTemplate)
            {
                templateGo.SetActive(false);
                return;
            }

            DropdownItem item = itemToggle.gameObject.AddComponent<DropdownItem>();
            item.text = m_ItemText;
            item.image = m_ItemImage;
            item.toggle = itemToggle;
            item.rectTransform = (RectTransform)itemToggle.transform;

            // Find the Canvas that this dropdown is a part of
            Canvas parentCanvas = null;
            Transform parentTransform = m_Template.parent;
            while (parentTransform != null)
            {
                parentCanvas = parentTransform.GetComponent<Canvas>();
                if (parentCanvas != null)
                    break;

                parentTransform = parentTransform.parent;
            }

            Canvas popupCanvas = GetOrAddComponent<Canvas>(templateGo);
            popupCanvas.overrideSorting = true;
            popupCanvas.sortingOrder = 30000;

            // If we have a parent canvas, apply the same raycasters as the parent for consistency.
            if (parentCanvas != null)
            {
                Component[] components = parentCanvas.GetComponents<BaseRaycaster>();
                for (int i = 0; i < components.Length; i++)
                {
                    Type raycasterType = components[i].GetType();
                    if (templateGo.GetComponent(raycasterType) == null)
                    {
                        templateGo.AddComponent(raycasterType);
                    }
                }
            }
            else
            {
                GetOrAddComponent<GraphicRaycaster>(templateGo);
            }

            GetOrAddComponent<CanvasGroup>(templateGo);
            templateGo.SetActive(false);

            validTemplate = true;
        }

        private static T GetOrAddComponent<T>(GameObject go) where T : Component
        {
            T comp = go.GetComponent<T>();
            if (!comp)
                comp = go.AddComponent<T>();
            return comp;
        }

        /// <summary>
        /// Handling for when the dropdown is initially 'clicked'. Typically shows the dropdown
        /// </summary>
        /// <param name="eventData">The asocciated event data.</param>
        public virtual void OnPointerClick(PointerEventData eventData)
        {
            Show();
        }

        /// <summary>
        /// Handling for when the dropdown is selected and a submit event is processed. Typically shows the dropdown
        /// </summary>
        /// <param name="eventData">The asocciated event data.</param>
        public virtual void OnSubmit(BaseEventData eventData)
        {
            Show();
        }

        /// <summary>
        /// This will hide the dropdown list.
        /// </summary>
        /// <remarks>
        /// Called by a BaseInputModule when a Cancel event occurs.
        /// </remarks>
        /// <param name="eventData">The asocciated event data.</param>
        public virtual void OnCancel(BaseEventData eventData)
        {
            Hide();
        }

        /// <summary>
        /// Show the dropdown.
        ///
        /// Plan for dropdown scrolling to ensure dropdown is contained within screen.
        ///
        /// We assume the Canvas is the screen that the dropdown must be kept inside.
        /// This is always valid for screen space canvas modes.
        /// For world space canvases we don't know how it's used, but it could be e.g. for an in-game monitor.
        /// We consider it a fair constraint that the canvas must be big enough to contain dropdowns.
        /// </summary>
        public void Show()
        {
            if (!IsActive() || !IsInteractable() || m_Dropdown != null)
                return;

            // Get root Canvas.
            var list = ListPool<Canvas>.Get();
            gameObject.GetComponentsInParent(false, list);
            if (list.Count == 0)
                return;

            // case 1064466 rootCanvas should be last element returned by GetComponentsInParent()
            Canvas rootCanvas = list[list.Count - 1];
            for (int i = 0; i < list.Count; i++)
            {
                if (list[i].isRootCanvas)
                {
                    rootCanvas = list[i];
                    break;
                }
            }

            ListPool<Canvas>.Release(list);

            if (!validTemplate)
            {
                SetupTemplate();
                if (!validTemplate)
                    return;
            }

            m_Template.gameObject.SetActive(true);

            // popupCanvas used to assume the root canvas had the default sorting Layer, next line fixes (case 958281 - [UI] Dropdown list does not copy the parent canvas layer when the panel is opened)
            m_Template.GetComponent<Canvas>().sortingLayerID = rootCanvas.sortingLayerID;

            // Instantiate the drop-down template
            m_Dropdown = CreateDropdownList(m_Template.gameObject);
            m_Dropdown.name = "Dropdown List";
            m_Dropdown.SetActive(true);

            // Make drop-down RectTransform have same values as original.
            RectTransform dropdownRectTransform = m_Dropdown.transform as RectTransform;
            dropdownRectTransform.SetParent(m_Template.transform.parent, false);

            // Instantiate the drop-down list items

            // Find the dropdown item and disable it.
            DropdownItem itemTemplate = m_Dropdown.GetComponentInChildren<DropdownItem>();

            GameObject content = itemTemplate.rectTransform.parent.gameObject;
            RectTransform contentRectTransform = content.transform as RectTransform;
            itemTemplate.rectTransform.gameObject.SetActive(true);

            // Get the rects of the dropdown and item
            Rect dropdownContentRect = contentRectTransform.rect;
            Rect itemTemplateRect = itemTemplate.rectTransform.rect;

            // Calculate the visual offset between the item's edges and the background's edges
            Vector2 offsetMin = itemTemplateRect.min - dropdownContentRect.min + (Vector2)itemTemplate.rectTransform.localPosition;
            Vector2 offsetMax = itemTemplateRect.max - dropdownContentRect.max + (Vector2)itemTemplate.rectTransform.localPosition;
            Vector2 itemSize = itemTemplateRect.size;

            m_Items.Clear();

            Toggle prev = null;
            for (int i = 0; i < options.Count; ++i)
            {
                OptionData data = options[i];
                DropdownItem item = AddItem(data, value == i, itemTemplate, m_Items);
                if (item == null)
                    continue;

                // Automatically set up a toggle state change listener
                item.toggle.isOn = value == i;
                item.toggle.onValueChanged.AddListener(x => OnSelectItem(item.toggle));

                // Select current option
                if (item.toggle.isOn)
                    item.toggle.Select();

                // Automatically set up explicit navigation
                if (prev != null)
                {
                    Navigation prevNav = prev.navigation;
                    Navigation toggleNav = item.toggle.navigation;
                    prevNav.mode = Navigation.Mode.Explicit;
                    toggleNav.mode = Navigation.Mode.Explicit;

                    prevNav.selectOnDown = item.toggle;
                    prevNav.selectOnRight = item.toggle;
                    toggleNav.selectOnLeft = prev;
                    toggleNav.selectOnUp = prev;

                    prev.navigation = prevNav;
                    item.toggle.navigation = toggleNav;
                }
                prev = item.toggle;
            }

            // Reposition all items now that all of them have been added
            Vector2 sizeDelta = contentRectTransform.sizeDelta;
            sizeDelta.y = itemSize.y * m_Items.Count + offsetMin.y - offsetMax.y;
            contentRectTransform.sizeDelta = sizeDelta;

            float extraSpace = dropdownRectTransform.rect.height - contentRectTransform.rect.height;
            if (extraSpace > 0)
                dropdownRectTransform.sizeDelta = new Vector2(dropdownRectTransform.sizeDelta.x, dropdownRectTransform.sizeDelta.y - extraSpace);

            // Invert anchoring and position if dropdown is partially or fully outside of canvas rect.
            // Typically this will have the effect of placing the dropdown above the button instead of below,
            // but it works as inversion regardless of initial setup.
            Vector3[] corners = new Vector3[4];
            dropdownRectTransform.GetWorldCorners(corners);

            RectTransform rootCanvasRectTransform = rootCanvas.transform as RectTransform;
            Rect rootCanvasRect = rootCanvasRectTransform.rect;
            for (int axis = 0; axis < 2; axis++)
            {
                bool outside = false;
                for (int i = 0; i < 4; i++)
                {
                    Vector3 corner = rootCanvasRectTransform.InverseTransformPoint(corners[i]);
                    if ((corner[axis] < rootCanvasRect.min[axis] && !Mathf.Approximately(corner[axis], rootCanvasRect.min[axis])) ||
                        (corner[axis] > rootCanvasRect.max[axis] && !Mathf.Approximately(corner[axis], rootCanvasRect.max[axis])))
                    {
                        outside = true;
                        break;
                    }
                }
                if (outside)
                    RectTransformUtility.FlipLayoutOnAxis(dropdownRectTransform, axis, false, false);
            }

            for (int i = 0; i < m_Items.Count; i++)
            {
                RectTransform itemRect = m_Items[i].rectTransform;
                itemRect.anchorMin = new Vector2(itemRect.anchorMin.x, 0);
                itemRect.anchorMax = new Vector2(itemRect.anchorMax.x, 0);
                itemRect.anchoredPosition = new Vector2(itemRect.anchoredPosition.x, offsetMin.y + itemSize.y * (m_Items.Count - 1 - i) + itemSize.y * itemRect.pivot.y);
                itemRect.sizeDelta = new Vector2(itemRect.sizeDelta.x, itemSize.y);
            }

            // Fade in the popup
            AlphaFadeList(m_AlphaFadeSpeed, 0f, 1f);

            // Make drop-down template and item template inactive
            m_Template.gameObject.SetActive(false);
            itemTemplate.gameObject.SetActive(false);

            m_Blocker = CreateBlocker(rootCanvas);
        }

        /// <summary>
        /// Create a blocker that blocks clicks to other controls while the dropdown list is open.
        /// </summary>
        /// <remarks>
        /// Override this method to implement a different way to obtain a blocker GameObject.
        /// </remarks>
        /// <param name="rootCanvas">The root canvas the dropdown is under.</param>
        /// <returns>The created blocker object</returns>
        protected virtual GameObject CreateBlocker(Canvas rootCanvas)
        {
            // Create blocker GameObject.
            GameObject blocker = new GameObject("Blocker");

            // Setup blocker RectTransform to cover entire root canvas area.
            RectTransform blockerRect = blocker.AddComponent<RectTransform>();
            blockerRect.SetParent(rootCanvas.transform, false);
            blockerRect.anchorMin = Vector3.zero;
            blockerRect.anchorMax = Vector3.one;
            blockerRect.sizeDelta = Vector2.zero;

            // Make blocker be in separate canvas in same layer as dropdown and in layer just below it.
            Canvas blockerCanvas = blocker.AddComponent<Canvas>();
            blockerCanvas.overrideSorting = true;
            Canvas dropdownCanvas = m_Dropdown.GetComponent<Canvas>();
            blockerCanvas.sortingLayerID = dropdownCanvas.sortingLayerID;
            blockerCanvas.sortingOrder = dropdownCanvas.sortingOrder - 1;

            // Find the Canvas that this dropdown is a part of
            Canvas parentCanvas = null;
            Transform parentTransform = m_Template.parent;
            while (parentTransform != null)
            {
                parentCanvas = parentTransform.GetComponent<Canvas>();
                if (parentCanvas != null)
                    break;

                parentTransform = parentTransform.parent;
            }

            // If we have a parent canvas, apply the same raycasters as the parent for consistency.
            if (parentCanvas != null)
            {
                Component[] components = parentCanvas.GetComponents<BaseRaycaster>();
                for (int i = 0; i < components.Length; i++)
                {
                    Type raycasterType = components[i].GetType();
                    if (blocker.GetComponent(raycasterType) == null)
                    {
                        blocker.AddComponent(raycasterType);
                    }
                }
            }
            else
            {
                // Add raycaster since it's needed to block.
                GetOrAddComponent<GraphicRaycaster>(blocker);
            }


            // Add image since it's needed to block, but make it clear.
            Image blockerImage = blocker.AddComponent<Image>();
            blockerImage.color = Color.clear;

            // Add button since it's needed to block, and to close the dropdown when blocking area is clicked.
            Button blockerButton = blocker.AddComponent<Button>();
            blockerButton.onClick.AddListener(Hide);

            return blocker;
        }

        /// <summary>
        /// Convenience method to explicitly destroy the previously generated blocker object
        /// </summary>
        /// <remarks>
        /// Override this method to implement a different way to dispose of a blocker GameObject that blocks clicks to other controls while the dropdown list is open.
        /// </remarks>
        /// <param name="blocker">The blocker object to destroy.</param>
        protected virtual void DestroyBlocker(GameObject blocker)
        {
            Destroy(blocker);
        }

        /// <summary>
        /// Create the dropdown list to be shown when the dropdown is clicked. The dropdown list should correspond to the provided template GameObject, equivalent to instantiating a copy of it.
        /// </summary>
        /// <remarks>
        /// Override this method to implement a different way to obtain a dropdown list GameObject.
        /// </remarks>
        /// <param name="template">The template to create the dropdown list from.</param>
        /// <returns>The created drop down list gameobject.</returns>
        protected virtual GameObject CreateDropdownList(GameObject template)
        {
            return (GameObject)Instantiate(template);
        }

        /// <summary>
        /// Convenience method to explicitly destroy the previously generated dropdown list
        /// </summary>
        /// <remarks>
        /// Override this method to implement a different way to dispose of a dropdown list GameObject.
        /// </remarks>
        /// <param name="dropdownList">The dropdown list GameObject to destroy</param>
        protected virtual void DestroyDropdownList(GameObject dropdownList)
        {
            Destroy(dropdownList);
        }

        /// <summary>
        /// Create a dropdown item based upon the item template.
        /// </summary>
        /// <remarks>
        /// Override this method to implement a different way to obtain an option item.
        /// The option item should correspond to the provided template DropdownItem and its GameObject, equivalent to instantiating a copy of it.
        /// </remarks>
        /// <param name="itemTemplate">e template to create the option item from.</param>
        /// <returns>The created dropdown item component</returns>
        protected virtual DropdownItem CreateItem(DropdownItem itemTemplate)
        {
            return (DropdownItem)Instantiate(itemTemplate);
        }

        /// <summary>
        ///  Convenience method to explicitly destroy the previously generated Items.
        /// </summary>
        /// <remarks>
        /// Override this method to implement a different way to dispose of an option item.
        /// Likely no action needed since destroying the dropdown list destroys all contained items as well.
        /// </remarks>
        /// <param name="item">The Item to destroy.</param>
        protected virtual void DestroyItem(DropdownItem item)
        {}

        // Add a new drop-down list item with the specified values.
        private DropdownItem AddItem(OptionData data, bool selected, DropdownItem itemTemplate, List<DropdownItem> items)
        {
            // Add a new item to the dropdown.
            DropdownItem item = CreateItem(itemTemplate);
            item.rectTransform.SetParent(itemTemplate.rectTransform.parent, false);

            item.gameObject.SetActive(true);
            item.gameObject.name = "Item " + items.Count + (data.text != null ? ": " + data.text : "");

            if (item.toggle != null)
            {
                item.toggle.isOn = false;
            }

            // Set the item's data
            if (item.text)
                item.text.text = data.text;
            if (item.image)
            {
                item.image.sprite = data.image;
                item.image.enabled = (item.image.sprite != null);
            }

            items.Add(item);
            return item;
        }

        private void AlphaFadeList(float duration, float alpha)
        {
            CanvasGroup group = m_Dropdown.GetComponent<CanvasGroup>();
            AlphaFadeList(duration, group.alpha, alpha);
        }

        private void AlphaFadeList(float duration, float start, float end)
        {
            if (end.Equals(start))
                return;

            FloatTween tween = new FloatTween {duration = duration, startValue = start, targetValue = end};
            tween.AddOnChangedCallback(SetAlpha);
            tween.ignoreTimeScale = true;
            m_AlphaTweenRunner.StartTween(tween);
        }

        private void SetAlpha(float alpha)
        {
            if (!m_Dropdown)
                return;
            CanvasGroup group = m_Dropdown.GetComponent<CanvasGroup>();
            group.alpha = alpha;
        }

        /// <summary>
        /// Hide the dropdown list. I.e. close it.
        /// </summary>
        public void Hide()
        {
            if (m_Dropdown != null)
            {
                AlphaFadeList(m_AlphaFadeSpeed, 0f);

                // User could have disabled the dropdown during the OnValueChanged call.
                if (IsActive())
                    StartCoroutine(DelayedDestroyDropdownList(m_AlphaFadeSpeed));
            }
            if (m_Blocker != null)
                DestroyBlocker(m_Blocker);
            m_Blocker = null;
            Select();
        }

        private IEnumerator DelayedDestroyDropdownList(float delay)
        {
            yield return new WaitForSecondsRealtime(delay);
            ImmediateDestroyDropdownList();
        }

        private void ImmediateDestroyDropdownList()
        {
            for (int i = 0; i < m_Items.Count; i++)
            {
                if (m_Items[i] != null)
                    DestroyItem(m_Items[i]);
            }
            m_Items.Clear();
            if (m_Dropdown != null)
                DestroyDropdownList(m_Dropdown);
            m_Dropdown = null;
        }

        // Change the value and hide the dropdown.
        private void OnSelectItem(Toggle toggle)
        {
            if (!toggle.isOn)
                toggle.isOn = true;

            int selectedIndex = -1;
            Transform tr = toggle.transform;
            Transform parent = tr.parent;
            for (int i = 0; i < parent.childCount; i++)
            {
                if (parent.GetChild(i) == tr)
                {
                    // Subtract one to account for template child.
                    selectedIndex = i - 1;
                    break;
                }
            }

            if (selectedIndex < 0)
                return;

            value = selectedIndex;
            Hide();
        }
    }
}

 

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Origin blog.csdn.net/u014361280/article/details/108531150#comments_27045334