NGUI的UIScrollview的优化
来源:互联网 发布:软件需求整理 编辑:程序博客网 时间:2024/06/04 19:33
转载自:http://blog.gamerisker.com/archives/433.html
之前用UIGrid 发现如果数据量大了。NGUI就会创建大量的GameObject. 这样肯定对性能消耗影响巨大,所以我自己优化了一下。这样效率可以提高很多。当然,优化过后UIGrid还是有一些不足,可惜暂时没有思路,以后有思路了。再接着继续。直接贴代码。
Demo : game.gamerisker.com/grid/
DownLoad : GridDemo 访问密码: o7bf
CustomGrid.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// @author : YangDan
/// @date : 2014-6-20
///
/// CustomGrid,这个类主要做了一件事,就是优化了,NGUI UIGrid 在数据量很多都时候,
///创建过多都GameObject对象,造成资源浪费.
/// 该类需要和 CustomScrollView.cs 以及 CustomDragScrollView.cs一起使用;
/// CustomScrollView 类只上把bounds字段给暴露出来,因为bounds都大小需要在外面设置了.
/// CustomDragScrollView 类 没有修改,
///因为默认都UIDragScrollView 默认里面调用都上UIScrollView
///不能与我们都CustomScrollView兼容.
/// 所以只是将里面都UIScrollView 改为 CustomScrollView.
/// Item 是一个渲染操作类.可以自己定义,或者不要,并没有影响.
/// </summary>
///
public class CustomGrid : UIWidgetContainer
{
public GameObject Item;
public int m_cellHeight = 60;
public int m_cellWidth = 700;
private float m_height;
private int m_maxLine;
private Item[] m_cellList;
private CustomScrollView mDrag;
private float lastY = -1;
private List<string> m_listData;
private Vector3 defaultVec;
void Awake()
{
m_listData = new List<string>();
defaultVec = new Vector3(0, m_cellHeight, 0);
mDrag = NGUITools.FindInParents<CustomScrollView>(gameObject);
m_height = mDrag.panel.height;
m_maxLine = Mathf.CeilToInt(m_height / m_cellHeight) + 1;
m_cellList = new Item[m_maxLine];
CreateItem();
}
void Update()
{
if (mDrag.transform.localPosition.y != lastY)
{
Validate();
lastY = mDrag.transform.localPosition.y;
}
}
private void UpdateBounds(int count)
{
Vector3 vMin = new Vector3();
vMin.x = -transform.localPosition.x;
vMin.y = transform.localPosition.y - count * m_cellHeight;
vMin.z = transform.localPosition.z;
Bounds b = new Bounds(vMin, Vector3.one);
b.Encapsulate(transform.localPosition);
mDrag.bounds = b;
mDrag.UpdateScrollbars(true);
mDrag.RestrictWithinBounds(true);
}
public void AddItem(string name)
{
m_listData.Add(name);
Validate();
UpdateBounds(m_listData.Count);
}
private void Validate()
{
Vector3 position = mDrag.panel.transform.localPosition;
float _ver = Mathf.Max(position.y, 0);
int startIndex = Mathf.FloorToInt(_ver / m_cellHeight);
int endIndex = Mathf.Min(m_listData.Count, startIndex + m_maxLine);
Item cell;
int index = 0;
for (int i = startIndex; i < startIndex + m_maxLine; i++)
{
cell = m_cellList[index];
if (i < endIndex)
{
cell.text = m_listData[i];
cell.transform.localPosition = new Vector3(0, i * -m_cellHeight, 0);
cell.gameObject.SetActive(true);
}
else
{
cell.transform.localPosition = defaultVec;
}
index++;
}
}
private void CreateItem()
{
for (int i = 0; i < m_maxLine; i++)
{
GameObject go;
go = Instantiate(Item) as GameObject;
go.transform.parent = transform;
go.transform.localScale = Vector3.one;
go.SetActive(false);
go.name = "Item" + i;
Item item = go.GetComponent<Item>();
item.Init();
m_cellList[i] = item;
}
}
}
Main.cs
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usingUnityEngine;
usingSystem.Collections;
/// <summary>
/// 主初始化类
/// </summary>
publicclassMain:MonoBehaviour
{
publicintcount;
publicboolisUpdate=true;
privateCustomGridgrid;
privateintindex=0;
privateinti=0;
privateUILabellabel;
voidAwake()
{
grid=GetComponentInChildren<CustomGrid>();
label=transform.FindChild("back/back/Label").GetComponent<UILabel>();
}
voidStart()
{
while(i<count)
{
Add(""+i++);
}
label.text=string.Format("创建 {0} 个Item",i.ToString());
}
voidUpdate()
{
if(isUpdate)
{
if(index%30==0)
{
Add(i.ToString());
i++;
label.text=string.Format("创建 {0} 个Item",i.ToString());
}
index++;
}
}
privatevoidAdd(stringtext)
{
grid.AddItem(text);
}
}
Item.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
/// <summary>
/// 子渲染处理类
/// </summary>
public class Item : MonoBehaviour
{
private UILabel label;
public void Init()
{
label = transform.FindChild("Label").GetComponent<UILabel>();
}
/// <summary>
/// 文本内容
/// </summary>
public string text
{
set
{
label.text = value;
}
}
}
CustomScrollView.cs
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usingUnityEngine;
/// <summary>
/// 自定义ScrollView 和 UIScrollView 基本相同
/// </summary>
publicclassCustomScrollView:MonoBehaviour
{
publicenumMovement
{
Horizontal,
Vertical,
Unrestricted,
Custom,
}
publicenumDragEffect
{
None,
Momentum,
MomentumAndSpring,
}
publicenumShowCondition
{
Always,
OnlyIfNeeded,
WhenDragging,
}
publicdelegatevoidOnDragFinished();
publicMovementmovement=Movement.Vertical;
publicDragEffectdragEffect=DragEffect.MomentumAndSpring;
publicboolrestrictWithinPanel=true;
publicbooldisableDragIfFits=false;
publicboolsmoothDragStart=true;
publicbooliOSDragEmulation=true;
publicfloatscrollWheelFactor=0.25f;
publicfloatmomentumAmount=35f;
publicUIScrollBarhorizontalScrollBar;
publicUIScrollBarverticalScrollBar;
publicShowConditionshowScrollBars=ShowCondition.OnlyIfNeeded;
publicVector2customMovement=newVector2(1f,0f);
publicVector2relativePositionOnReset=Vector2.zero;
publicOnDragFinishedonDragFinished;
[HideInInspector][SerializeField]Vector3scale=newVector3(0f,0f,0f);
TransformmTrans;
UIPanelmPanel;
PlanemPlane;
Vector3mLastPos;
boolmPressed=false;
Vector3mMomentum=Vector3.zero;
floatmScroll=0f;
BoundsmBounds;
//bool mCalculatedBounds = false;
boolmShouldMove=false;
boolmIgnoreCallbacks=false;
intmDragID=-10;
Vector2mDragStartOffset=Vector2.zero;
boolmDragStarted=false;
publicUIPanelpanel{get{returnmPanel;}}
publicBoundsbounds
{
get
{
returnmBounds;
}
set
{
mBounds=value;
}
}
publicboolcanMoveHorizontally
{
get
{
returnmovement==Movement.Horizontal||
movement==Movement.Unrestricted||
(movement==Movement.Custom&&customMovement.x!=0f);
}
}
publicboolcanMoveVertically
{
get
{
returnmovement==Movement.Vertical||
movement==Movement.Unrestricted||
(movement==Movement.Custom&&customMovement.y!=0f);
}
}
publicvirtualboolshouldMoveHorizontally
{
get
{
floatsize=bounds.size.x;
if(mPanel.clipping==UIDrawCall.Clipping.SoftClip)size+=mPanel.clipSoftness.x *2f;
returnsize>mPanel.width;
}
}
publicvirtualboolshouldMoveVertically
{
get
{
floatsize=bounds.size.y;
if(mPanel.clipping==UIDrawCall.Clipping.SoftClip)size+=mPanel.clipSoftness.y *2f;
returnsize>mPanel.height;
}
}
protectedvirtualboolshouldMove
{
get
{
if(!disableDragIfFits)returntrue;
if(mPanel==null)mPanel=GetComponent<UIPanel>();
Vector4clip=mPanel.finalClipRegion;
Boundsb=bounds;
floathx=(clip.z==0f)?Screen.width :clip.z *0.5f;
floathy=(clip.w==0f)?Screen.height:clip.w *0.5f;
if(canMoveHorizontally)
{
if(b.min.x<clip.x-hx)returntrue;
if(b.max.x>clip.x+hx)returntrue;
}
if(canMoveVertically)
{
if(b.min.y<clip.y-hy)returntrue;
if(b.max.y>clip.y+hy)returntrue;
}
returnfalse;
}
}
publicVector3currentMomentum{get{returnmMomentum;}set{mMomentum=value;mShouldMove=true;}}
voidAwake()
{
mTrans=transform;
mPanel=GetComponent<UIPanel>();
if(mPanel.clipping==UIDrawCall.Clipping.None)
mPanel.clipping=UIDrawCall.Clipping.ConstrainButDontClip;
if(movement!=Movement.Custom&&scale.sqrMagnitude>0.001f)
{
if(scale.x==1f&&scale.y==0f)
{
movement=Movement.Horizontal;
}
elseif(scale.x==0f&&scale.y==1f)
{
movement=Movement.Vertical;
}
elseif(scale.x==1f&&scale.y==1f)
{
movement=Movement.Unrestricted;
}
else
{
movement=Movement.Custom;
customMovement.x=scale.x;
customMovement.y=scale.y;
}
scale=Vector3.zero;
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(this);
#endif
}
if(Application.isPlaying)mPanel.onChange+=OnPanelChange;
}
voidOnDestroy()
{
if(Application.isPlaying&&mPanel!=null)
mPanel.onChange-=OnPanelChange;
}
voidOnPanelChange(){UpdateScrollbars(true);}
voidStart()
{
if(Application.isPlaying)
{
UpdateScrollbars(true);
if(horizontalScrollBar!=null)
{
EventDelegate.Add(horizontalScrollBar.onChange,OnHorizontalBar);
horizontalScrollBar.alpha=((showScrollBars==ShowCondition.Always)||shouldMoveHorizontally)?1f:0f;
}
if(verticalScrollBar!=null)
{
EventDelegate.Add(verticalScrollBar.onChange,OnVerticalBar);
verticalScrollBar.alpha=((showScrollBars==ShowCondition.Always)||shouldMoveVertically)?1f:0f;
}
}
}
publicboolRestrictWithinBounds(boolinstant){returnRestrictWithinBounds(instant,true,true);}
publicboolRestrictWithinBounds(boolinstant,boolhorizontal,boolvertical)
{
Boundsb=bounds;
Vector3constraint=mPanel.CalculateConstrainOffset(b.min,b.max);
if(!horizontal)constraint.x=0f;
if(!vertical)constraint.y=0f;
if(constraint.magnitude>1f)
{
if(!instant&&dragEffect==DragEffect.MomentumAndSpring)
{
Vector3pos=mTrans.localPosition+constraint;
pos.x=Mathf.Round(pos.x);
pos.y=Mathf.Round(pos.y);
SpringPanel.Begin(mPanel.gameObject,pos,13f);
}
else
{
MoveRelative(constraint);
mMomentum=Vector3.zero;
mScroll=0f;
}
returntrue;
}
returnfalse;
}
publicvoidDisableSpring()
{
SpringPanelsp=GetComponent<SpringPanel>();
if(sp!=null)sp.enabled=false;
}
publicvirtualvoidUpdateScrollbars(boolrecalculateBounds)
{
if(mPanel==null)return;
if(horizontalScrollBar!=null||verticalScrollBar!=null)
{
if(recalculateBounds)
{
//mCalculatedBounds = false;
mShouldMove=shouldMove;
}
Boundsb=bounds;
Vector2bmin=b.min;
Vector2bmax=b.max;
if(horizontalScrollBar!=null&&bmax.x>bmin.x)
{
Vector4clip=mPanel.finalClipRegion;
floatextents=clip.z *0.5f;
if(mPanel.clipping==UIDrawCall.Clipping.SoftClip)
extents-=mPanel.clipSoftness.x;
floatmin=clip.x-extents-b.min.x;
floatmax=b.max.x-extents-clip.x;
floatwidth=bmax.x-bmin.x;
min=Mathf.Clamp01(min/width);
max=Mathf.Clamp01(max/width);
floatsum=min+max;
mIgnoreCallbacks=true;
horizontalScrollBar.barSize=1f-sum;
horizontalScrollBar.value=(sum>0.001f)?min/sum:0f;
mIgnoreCallbacks=false;
}
if(verticalScrollBar!=null&&bmax.y>bmin.y)
{
Vector4clip=mPanel.finalClipRegion;
floatextents=clip.w *0.5f;
if(mPanel.clipping==UIDrawCall.Clipping.SoftClip)
extents-=mPanel.clipSoftness.y;
floatmin=clip.y-extents-bmin.y;
floatmax=bmax.y-extents-clip.y;
floatheight=bmax.y-bmin.y;
min=Mathf.Clamp01(min/height);
max=Mathf.Clamp01(max/height);
floatsum=min+max;
mIgnoreCallbacks=true;
verticalScrollBar.barSize=1f-sum;
verticalScrollBar.value=(sum>0.001f)?1f-min/sum:0f;
mIgnoreCallbacks=false;
}
}
elseif(recalculateBounds)
{
//mCalculatedBounds = false;
}
}
publicvirtualvoidSetDragAmount(floatx,floaty,boolupdateScrollbars)
{
DisableSpring();
Boundsb=bounds;
if(b.min.x==b.max.x||b.min.y==b.max.y)return;
Vector4clip=mPanel.finalClipRegion;
clip.x=Mathf.Round(clip.x);
clip.y=Mathf.Round(clip.y);
clip.z=Mathf.Round(clip.z);
clip.w=Mathf.Round(clip.w);
floathx=clip.z *0.5f;
floathy=clip.w *0.5f;
floatleft=b.min.x+hx;
floatright=b.max.x-hx;
floatbottom=b.min.y+hy;
floattop=b.max.y-hy;
if(mPanel.clipping==UIDrawCall.Clipping.SoftClip)
{
left-=mPanel.clipSoftness.x;
right+=mPanel.clipSoftness.x;
bottom-=mPanel.clipSoftness.y;
top+=mPanel.clipSoftness.y;
}
floatox=Mathf.Lerp(left,right,x);
floatoy=Mathf.Lerp(top,bottom,y);
ox=Mathf.Round(ox);
oy=Mathf.Round(oy);
if(!updateScrollbars)
{
Vector3pos=mTrans.localPosition;
if(canMoveHorizontally)pos.x+=clip.x-ox;
if(canMoveVertically)pos.y+=clip.y-oy;
mTrans.localPosition=pos;
}
if(canMoveHorizontally)clip.x=ox;
if(canMoveVertically)clip.y=oy;
Vector4cr=mPanel.baseClipRegion;
mPanel.clipOffset=newVector2(clip.x-cr.x,clip.y-cr.y);
if(updateScrollbars)UpdateScrollbars(false);
}
publicvoidResetPosition()
{
if(NGUITools.GetActive(this))
{
//mCalculatedBounds = false;
SetDragAmount(relativePositionOnReset.x,relativePositionOnReset.y,false);
SetDragAmount(relativePositionOnReset.x,relativePositionOnReset.y,true);
}
}
voidOnHorizontalBar()
{
if(!mIgnoreCallbacks)
{
floatx=(horizontalScrollBar!=null)?horizontalScrollBar.value:0f;
floaty=(verticalScrollBar!=null)?verticalScrollBar.value:0f;
SetDragAmount(x,y,false);
}
}
voidOnVerticalBar()
{
if(!mIgnoreCallbacks)
{
floatx=(horizontalScrollBar!=null)?horizontalScrollBar.value:0f;
floaty=(verticalScrollBar!=null)?verticalScrollBar.value:0f;
SetDragAmount(x,y,false);
}
}
publicvirtualvoidMoveRelative(Vector3relative)
{
mTrans.localPosition+=relative;
Vector2co=mPanel.clipOffset;
co.x-=relative.x;
co.y-=relative.y;
mPanel.clipOffset=co;
UpdateScrollbars(false);
}
publicvoidMoveAbsolute(Vector3absolute)
{
Vector3a=mTrans.InverseTransformPoint(absolute);
Vector3b=mTrans.InverseTransformPoint(Vector3.zero);
MoveRelative(a-b);
}
publicvoidPress(boolpressed)
{
if(smoothDragStart&&pressed)
{
mDragStarted=false;
mDragStartOffset=Vector2.zero;
}
if(enabled&&NGUITools.GetActive(gameObject))
{
if(!pressed&&mDragID==UICamera.currentTouchID)mDragID=-10;
//mCalculatedBounds = false;
mShouldMove=shouldMove;
if(!mShouldMove)return;
mPressed=pressed;
if(pressed)
{
// Remove all momentum on press
mMomentum=Vector3.zero;
mScroll=0f;
// Disable the spring movement
DisableSpring();
// Remember the hit position
mLastPos=UICamera.lastHit.point;
// Create the plane to drag along
mPlane=newPlane(mTrans.rotation *Vector3.back,mLastPos);
// Ensure that we're working with whole numbers, keeping everything pixel-perfect
Vector2co=mPanel.clipOffset;
co.x=Mathf.Round(co.x);
co.y=Mathf.Round(co.y);
mPanel.clipOffset=co;
Vector3v=mTrans.localPosition;
v.x=Mathf.Round(v.x);
v.y=Mathf.Round(v.y);
mTrans.localPosition=v;
}
else
{
if(restrictWithinPanel&&mPanel.clipping!=UIDrawCall.Clipping.None&&dragEffect==DragEffect.MomentumAndSpring)
RestrictWithinBounds(false,canMoveHorizontally,canMoveVertically);
if(!smoothDragStart||mDragStarted)
{
if(onDragFinished!=null)
onDragFinished();
}
}
}
}
publicvoidDrag()
{
if(enabled&&NGUITools.GetActive(gameObject)&&mShouldMove)
{
if(mDragID==-10)mDragID=UICamera.currentTouchID;
UICamera.currentTouch.clickNotification=UICamera.ClickNotification.BasedOnDelta;
// Prevents the drag "jump". Contributed by 'mixd' from the Tasharen forums.
if(smoothDragStart&&!mDragStarted)
{
mDragStarted=true;
mDragStartOffset=UICamera.currentTouch.totalDelta;
}
Rayray=smoothDragStart?
UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos-mDragStartOffset):
UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos);
floatdist=0f;
if(mPlane.Raycast(ray,outdist))
{
Vector3currentPos=ray.GetPoint(dist);
Vector3offset=currentPos-mLastPos;
mLastPos=currentPos;
if(offset.x!=0f||offset.y!=0f)
{
offset=mTrans.InverseTransformDirection(offset);
if(movement==Movement.Horizontal)
{
offset.y=0f;
offset.z=0f;
}
elseif(movement==Movement.Vertical)
{
offset.x=0f;
offset.z=0f;
}
elseif(movement==Movement.Unrestricted)
{
offset.z=0f;
}
else
{
offset.Scale((Vector3)customMovement);
}
offset=mTrans.TransformDirection(offset);
}
// Adjust the momentum
mMomentum=Vector3.Lerp(mMomentum,mMomentum+offset *(0.01f*momentumAmount),0.67f);
// Move the scroll view
if(!iOSDragEmulation)
{
MoveAbsolute(offset);
}
else
{
Vector3constraint=mPanel.CalculateConstrainOffset(bounds.min,bounds.max);
if(constraint.magnitude>1f)
{
MoveAbsolute(offset *0.5f);
mMomentum *=0.5f;
}
else
{
MoveAbsolute(offset);
}
}
// We want to constrain the UI to be within bounds
if(restrictWithinPanel&&
mPanel.clipping!=UIDrawCall.Clipping.None&&
dragEffect!=DragEffect.MomentumAndSpring)
{
RestrictWithinBounds(true,canMoveHorizontally,canMoveVertically);
}
}
}
}
publicvoidScroll(floatdelta)
{
if(enabled&&NGUITools.GetActive(gameObject)&&scrollWheelFactor!=0f)
{
DisableSpring();
mShouldMove=shouldMove;
if(Mathf.Sign(mScroll)!=Mathf.Sign(delta))mScroll=0f;
mScroll+=delta *scrollWheelFactor;
}
}
voidLateUpdate()
{
if(!Application.isPlaying)return;
floatdelta=RealTime.deltaTime;
// Fade the scroll bars if needed
if(showScrollBars!=ShowCondition.Always)
{
boolvertical=false;
boolhorizontal=false;
if(showScrollBars!=ShowCondition.WhenDragging||mDragID!=-10||mMomentum.magnitude>0.01f)
{
vertical=shouldMoveVertically;
horizontal=shouldMoveHorizontally;
}
if(verticalScrollBar)
{
floatalpha=verticalScrollBar.alpha;
alpha+=vertical?delta *6f:-delta *3f;
alpha=Mathf.Clamp01(alpha);
if(verticalScrollBar.alpha!=alpha)verticalScrollBar.alpha=alpha;
}
if(horizontalScrollBar)
{
floatalpha=horizontalScrollBar.alpha;
alpha+=horizontal?delta *6f:-delta *3f;
alpha=Mathf.Clamp01(alpha);
if(horizontalScrollBar.alpha!=alpha)horizontalScrollBar.alpha=alpha;
}
}
// Apply momentum
if(mShouldMove&&!mPressed)
{
if(movement==Movement.Horizontal||movement==Movement.Unrestricted)
{
mMomentum-=mTrans.TransformDirection(newVector3(mScroll *0.05f,0f,0f));
}
elseif(movement==Movement.Vertical)
{
mMomentum-=mTrans.TransformDirection(newVector3(0f,mScroll *0.05f,0f));
}
else
{
mMomentum-=mTrans.TransformDirection(newVector3(
mScroll *customMovement.x *0.05f,
mScroll *customMovement.y *0.05f,0f));
}
if(mMomentum.magnitude>0.0001f)
{
mScroll=NGUIMath.SpringLerp(mScroll,0f,20f,delta);
// Move the scroll view
Vector3offset=NGUIMath.SpringDampen(refmMomentum,9f,delta);
MoveAbsolute(offset);
// Restrict the contents to be within the scroll view's bounds
if(restrictWithinPanel&&mPanel.clipping!=UIDrawCall.Clipping.None)
RestrictWithinBounds(false,canMoveHorizontally,canMoveVertically);
if(mMomentum.magnitude<0.0001f&&onDragFinished!=null)
onDragFinished();
return;
}
else
{
mScroll=0f;
mMomentum=Vector3.zero;
}
}
elsemScroll=0f;
// Dampen the momentum
NGUIMath.SpringDampen(refmMomentum,9f,delta);
}
#if UNITY_EDITOR
/// <summary>
/// Draw a visible orange outline of the bounds.
/// </summary>
voidOnDrawGizmos()
{
if(mPanel!=null)
{
Boundsb=bounds;
Gizmos.matrix=transform.localToWorldMatrix;
Gizmos.color=newColor(1f,0.4f,0f);
Gizmos.DrawWireCube(newVector3(b.center.x,b.center.y,b.min.z),newVector3(b.size.x,b.size.y,0f));
}
}
#endif
}
CustomDragScrollView.cs
C#
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usingUnityEngine;
usingSystem.Collections;
/// <summary>
/// 子类拖到处理类
/// </summary>
publicclassCustomDragScrollView:MonoBehaviour
{
publicCustomScrollViewscrollView;
[HideInInspector]
[SerializeField]
CustomScrollViewdraggablePanel;
TransformmTrans;
CustomScrollViewmScroll;
boolmAutoFind=false;
voidOnEnable()
{
mTrans=transform;
if(scrollView==null&&draggablePanel!=null)
{
scrollView=draggablePanel;
draggablePanel=null;
}
FindScrollView();
}
voidFindScrollView()
{
CustomScrollViewsv=NGUITools.FindInParents<CustomScrollView>(mTrans);
if(scrollView==null)
{
scrollView=sv;
mAutoFind=true;
}
elseif(scrollView==sv)
{
mAutoFind=true;
}
mScroll=scrollView;
}
voidStart(){FindScrollView();}
voidOnPress(boolpressed)
{
if(mAutoFind&&mScroll!=scrollView)
{
mScroll=scrollView;
mAutoFind=false;
}
if(scrollView&&enabled&&NGUITools.GetActive(gameObject))
{
scrollView.Press(pressed);
if(!pressed&&mAutoFind)
{
scrollView=NGUITools.FindInParents<CustomScrollView>(mTrans);
mScroll=scrollView;
}
}
}
voidOnDrag(Vector2delta)
{
if(scrollView&&NGUITools.GetActive(this))
scrollView.Drag();
}
voidOnScroll(floatdelta)
{
if(scrollView&&NGUITools.GetActive(this))
scrollView.Scroll(delta);
}
}
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