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License: MIT License
Contains helper code to aid development in Unity3D
License: MIT License
Just wondering whether the GPL 3 only license was intentional or not?
Using another license like MIT or BSD would make this project usable in closed-source products.
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
[AddComponentMenu("Layout/Flow Layout Group", 153)]
public class FlowLayoutGroup : LayoutGroup
{
public enum Corner { UpperLeft = 0, UpperRight = 1, LowerLeft = 2, LowerRight = 3 }
public enum Constraint { Flexible = 0, FixedColumnCount = 1, FixedRowCount = 2 }
protected Vector2 m_CellSize = new Vector2(100, 100);
public Vector2 cellSize { get { return m_CellSize; } set { SetProperty(ref m_CellSize, value); } }
[SerializeField] protected Vector2 m_Spacing = Vector2.zero;
public Vector2 spacing { get { return m_Spacing; } set { SetProperty(ref m_Spacing, value); } }
[SerializeField] protected bool m_Horizontal = true;
public bool horizontal { get { return m_Horizontal; } set { SetProperty(ref m_Horizontal, value); } }
protected FlowLayoutGroup()
{}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
}
#endif
public override void CalculateLayoutInputHorizontal()
{
base.CalculateLayoutInputHorizontal();
int minColumns = 0;
int preferredColumns = 0;
minColumns = 1;
preferredColumns = Mathf.CeilToInt(Mathf.Sqrt(rectChildren.Count));
SetLayoutInputForAxis(
padding.horizontal + (cellSize.x + spacing.x) * minColumns - spacing.x,
padding.horizontal + (cellSize.x + spacing.x) * preferredColumns - spacing.x,
-1, 0);
}
public override void CalculateLayoutInputVertical()
{
int minRows = 0;
float width = rectTransform.rect.size.x;
int cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
// minRows = Mathf.CeilToInt(rectChildren.Count / (float)cellCountX);
minRows = 1;
float minSpace = padding.vertical + (cellSize.y + spacing.y) * minRows - spacing.y;
SetLayoutInputForAxis(minSpace, minSpace, -1, 1);
}
public override void SetLayoutHorizontal()
{
SetCellsAlongAxis();
}
public override void SetLayoutVertical()
{
SetCellsAlongAxis();
}
int cellsPerMainAxis, actualCellCountX, actualCellCountY;
int positionX;
int positionY;
float totalWidth = 0;
float totalHeight = 0;
float lastMax = 0;
private void SetCellsAlongAxis(){
// Normally a Layout Controller should only set horizontal values when invoked for the horizontal axis
// and only vertical values when invoked for the vertical axis.
// However, in this case we set both the horizontal and vertical position when invoked for the vertical axis.
// Since we only set the horizontal position and not the size, it shouldn't affect children's layout,
// and thus shouldn't break the rule that all horizontal layout must be calculated before all vertical layout.
float width = rectTransform.rect.size.x;
float height = rectTransform.rect.size.y;
int cellCountX = 1;
int cellCountY = 1;
if (cellSize.x + spacing.x <= 0)
cellCountX = int.MaxValue;
else
cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
if (cellSize.y + spacing.y <= 0)
cellCountY = int.MaxValue;
else
cellCountY = Mathf.Max(1, Mathf.FloorToInt((height - padding.vertical + spacing.y + 0.001f) / (cellSize.y + spacing.y)));
cellsPerMainAxis = cellCountX;
actualCellCountX = Mathf.Clamp(cellCountX, 1, rectChildren.Count);
actualCellCountY = Mathf.Clamp(cellCountY, 1, Mathf.CeilToInt(rectChildren.Count / (float)cellsPerMainAxis));
Vector2 requiredSpace = new Vector2(
actualCellCountX * cellSize.x + (actualCellCountX - 1) * spacing.x,
actualCellCountY * cellSize.y + (actualCellCountY - 1) * spacing.y
);
Vector2 startOffset = new Vector2(
GetStartOffset(0, requiredSpace.x),
GetStartOffset(1, requiredSpace.y)
);
totalWidth = 0;
totalHeight = 0;
Vector2 currentSpacing = Vector2.zero;
for (int i = 0; i < rectChildren.Count; i++){
SetChildAlongAxis(rectChildren[i], 0, startOffset.x + totalWidth /*+ currentSpacing[0]*/, rectChildren[i].rect.size.x);
SetChildAlongAxis(rectChildren[i], 1, startOffset.y + totalHeight /*+ currentSpacing[1]*/, rectChildren[i].rect.size.y);
currentSpacing = spacing;
if(horizontal){
totalWidth += rectChildren[i].rect.width + currentSpacing[0];
if (rectChildren[i].rect.height > lastMax){
lastMax = rectChildren[i].rect.height;
}
if (i < rectChildren.Count-1){
if (totalWidth + rectChildren[i+1].rect.width + currentSpacing[0] > width -padding.horizontal ){
totalWidth = 0;
totalHeight += lastMax + currentSpacing[1];
lastMax = 0;
}
}
}else{
totalHeight += rectChildren[i].rect.height + currentSpacing[1];
if (rectChildren[i].rect.width > lastMax){
lastMax = rectChildren[i].rect.width;
}
if (i < rectChildren.Count-1){
if (totalHeight + rectChildren[i+1].rect.height + currentSpacing[1] > height - padding.vertical){
totalHeight = 0;
totalWidth += lastMax + currentSpacing[0];
lastMax = 0;
}
}
}
}
}
}
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