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//----------------------------------------------
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// NGUI: Next-Gen UI kit
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// Copyright © 2011-2015 Tasharen Entertainment
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//----------------------------------------------
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using UnityEngine;
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using System.Collections.Generic;
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/// <summary>
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/// All children added to the game object with this script will be arranged into a table
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/// with rows and columns automatically adjusting their size to fit their content
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/// (think "table" tag in HTML).
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/// </summary>
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[AddComponentMenu("NGUI/Interaction/Table")]
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public class UITable : UIWidgetContainer
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{
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public delegate void OnReposition ();
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public enum Direction
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{
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Down,
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Up,
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}
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public enum Sorting
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{
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None,
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Alphabetic,
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Horizontal,
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Vertical,
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Custom,
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}
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/// <summary>
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/// How many columns there will be before a new line is started. 0 means unlimited.
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/// </summary>
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public int columns = 0;
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/// <summary>
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/// Which way the new lines will be added.
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/// </summary>
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public Direction direction = Direction.Down;
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/// <summary>
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/// How to sort the grid's elements.
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/// </summary>
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public Sorting sorting = Sorting.None;
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/// <summary>
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/// Final pivot point for the table itself.
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/// </summary>
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public UIWidget.Pivot pivot = UIWidget.Pivot.TopLeft;
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/// <summary>
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/// Final pivot point for the table's content.
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/// </summary>
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public UIWidget.Pivot cellAlignment = UIWidget.Pivot.TopLeft;
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/// <summary>
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/// Whether inactive children will be discarded from the table's calculations.
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/// </summary>
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public bool hideInactive = true;
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/// <summary>
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/// Whether the parent container will be notified of the table's changes.
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/// </summary>
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public bool keepWithinPanel = false;
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/// <summary>
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/// Padding around each entry, in pixels.
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/// </summary>
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public Vector2 padding = Vector2.zero;
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/// <summary>
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/// Delegate function that will be called when the table repositions its content.
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/// </summary>
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public OnReposition onReposition;
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/// <summary>
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/// Custom sort delegate, used when the sorting method is set to 'custom'.
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/// </summary>
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public System.Comparison<Transform> onCustomSort;
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protected UIPanel mPanel;
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protected bool mInitDone = false;
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protected bool mReposition = false;
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/// <summary>
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/// Reposition the children on the next Update().
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/// </summary>
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public bool repositionNow { set { if (value) { mReposition = true; enabled = true; } } }
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/// <summary>
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/// Get the current list of the grid's children.
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/// </summary>
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public List<Transform> GetChildList ()
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{
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Transform myTrans = transform;
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List<Transform> list = new List<Transform>();
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for (int i = 0; i < myTrans.childCount; ++i)
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{
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Transform t = myTrans.GetChild(i);
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if (!hideInactive || (t && NGUITools.GetActive(t.gameObject)))
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list.Add(t);
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}
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// Sort the list using the desired sorting logic
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if (sorting != Sorting.None)
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{
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if (sorting == Sorting.Alphabetic) list.Sort(UIGrid.SortByName);
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else if (sorting == Sorting.Horizontal) list.Sort(UIGrid.SortHorizontal);
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else if (sorting == Sorting.Vertical) list.Sort(UIGrid.SortVertical);
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else if (onCustomSort != null) list.Sort(onCustomSort);
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else Sort(list);
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}
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return list;
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}
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/// <summary>
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/// Want your own custom sorting logic? Override this function.
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/// </summary>
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protected virtual void Sort (List<Transform> list) { list.Sort(UIGrid.SortByName); }
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/// <summary>
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/// Position the grid's contents when the script starts.
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/// </summary>
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public virtual void Start () // modify by chenbin
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{
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Init();
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Reposition();
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enabled = false;
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}
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/// <summary>
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/// Find the necessary components.
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/// </summary>
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protected virtual void Init ()
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{
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mInitDone = true;
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mPanel = NGUITools.FindInParents<UIPanel>(gameObject);
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}
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/// <summary>
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/// Is it time to reposition? Do so now.
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/// </summary>
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protected virtual void LateUpdate ()
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{
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if (mReposition) Reposition();
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enabled = false;
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}
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/// <summary>
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/// Reposition the content on inspector validation.
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/// </summary>
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void OnValidate () { if (!Application.isPlaying && NGUITools.GetActive(this)) Reposition(); }
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/// <summary>
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/// Positions the grid items, taking their own size into consideration.
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/// </summary>
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protected void RepositionVariableSize (List<Transform> children)
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{
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float xOffset = 0;
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float yOffset = 0;
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int cols = columns > 0 ? children.Count / columns + 1 : 1;
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int rows = columns > 0 ? columns : children.Count;
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Bounds[,] bounds = new Bounds[cols, rows];
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Bounds[] boundsRows = new Bounds[rows];
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Bounds[] boundsCols = new Bounds[cols];
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int x = 0;
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int y = 0;
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for (int i = 0, imax = children.Count; i < imax; ++i)
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{
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Transform t = children[i];
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Bounds b = NGUIMath.CalculateRelativeWidgetBounds(t, !hideInactive);
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Vector3 scale = t.localScale;
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b.min = Vector3.Scale(b.min, scale);
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b.max = Vector3.Scale(b.max, scale);
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bounds[y, x] = b;
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boundsRows[x].Encapsulate(b);
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boundsCols[y].Encapsulate(b);
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if (++x >= columns && columns > 0)
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{
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x = 0;
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++y;
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}
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}
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x = 0;
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y = 0;
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Vector2 po = NGUIMath.GetPivotOffset(cellAlignment);
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for (int i = 0, imax = children.Count; i < imax; ++i)
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{
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Transform t = children[i];
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Bounds b = bounds[y, x];
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Bounds br = boundsRows[x];
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Bounds bc = boundsCols[y];
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Vector3 pos = t.localPosition;
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pos.x = xOffset + b.extents.x - b.center.x;
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pos.x -= Mathf.Lerp(0f, b.max.x - b.min.x - br.max.x + br.min.x, po.x) - padding.x;
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if (direction == Direction.Down)
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{
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pos.y = -yOffset - b.extents.y - b.center.y;
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pos.y += Mathf.Lerp(b.max.y - b.min.y - bc.max.y + bc.min.y, 0f, po.y) - padding.y;
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}
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else
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{
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pos.y = yOffset + b.extents.y - b.center.y;
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pos.y -= Mathf.Lerp(0f, b.max.y - b.min.y - bc.max.y + bc.min.y, po.y) - padding.y;
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}
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xOffset += br.size.x + padding.x * 2f;
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t.localPosition = pos;
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if (++x >= columns && columns > 0)
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{
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x = 0;
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++y;
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xOffset = 0f;
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yOffset += bc.size.y + padding.y * 2f;
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}
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}
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// Apply the origin offset
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if (pivot != UIWidget.Pivot.TopLeft)
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{
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po = NGUIMath.GetPivotOffset(pivot);
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float fx, fy;
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Bounds b = NGUIMath.CalculateRelativeWidgetBounds(transform);
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fx = Mathf.Lerp(0f, b.size.x, po.x);
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fy = Mathf.Lerp(-b.size.y, 0f, po.y);
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Transform myTrans = transform;
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for (int i = 0; i < myTrans.childCount; ++i)
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{
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Transform t = myTrans.GetChild(i);
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SpringPosition sp = t.GetComponent<SpringPosition>();
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if (sp != null)
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{
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sp.target.x -= fx;
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sp.target.y -= fy;
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}
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else
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{
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Vector3 pos = t.localPosition;
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pos.x -= fx;
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pos.y -= fy;
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t.localPosition = pos;
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}
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}
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}
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}
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/// <summary>
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/// Recalculate the position of all elements within the table, sorting them alphabetically if necessary.
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/// </summary>
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[ContextMenu("Execute")]
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public virtual void Reposition ()
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{
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if (Application.isPlaying && !mInitDone && NGUITools.GetActive(this)) Init();
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mReposition = false;
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Transform myTrans = transform;
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List<Transform> ch = GetChildList();
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if (ch.Count > 0) RepositionVariableSize(ch);
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if (keepWithinPanel && mPanel != null)
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{
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mPanel.ConstrainTargetToBounds(myTrans, true);
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UIScrollView sv = mPanel.GetComponent<UIScrollView>();
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if (sv != null) sv.UpdateScrollbars(true);
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}
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if (onReposition != null)
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onReposition();
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}
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}
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