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SCAN_DropDown.cs
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SCAN_DropDown.cs
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
namespace SCANsat.Unity.Unity
{
public class SCAN_DropDown : MonoBehaviour
{
public class OnSelectEvent : UnityEvent<string> { }
[SerializeField]
private Transform m_ContentTransform = null;
[SerializeField]
private GameObject m_ContentPrefab = null;
[SerializeField]
private ScrollRect m_Scrollbar = null;
[SerializeField]
private LayoutElement m_Layout = null;
private string currentElement;
private OnSelectEvent _onSelectUpdate = new OnSelectEvent();
public OnSelectEvent OnSelectUpdate
{
get { return _onSelectUpdate; }
}
public void Setup(IList<string> elements, string current)
{
if (elements == null)
return;
if (m_Layout != null)
{
float height = elements.Count * 25;
height += 5;
if (height > 155)
height = 155;
m_Layout.preferredHeight = height;
}
currentElement = current;
AddElements(elements);
}
public void SetElement(string element)
{
_onSelectUpdate.Invoke(element);
}
private void AddElements(IList<string> elements)
{
if (m_ContentPrefab == null || m_ContentTransform == null)
return;
for (int i = 0; i < elements.Count; i++)
{
string element = elements[i];
AddElement(element);
}
}
private void AddElement(string element)
{
SCAN_DropDownElement dropDown = Instantiate(m_ContentPrefab).GetComponent<SCAN_DropDownElement>();
if (dropDown == null)
return;
dropDown.transform.SetParent(m_ContentTransform, false);
dropDown.Setup(element, element == currentElement, this, m_Scrollbar);
}
}
}