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diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Dropdown.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Dropdown.cs
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+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))]
+ 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]
+ public class OptionData
+ {
+ [SerializeField]
+ private string m_Text;
+ [SerializeField]
+ private Sprite m_Image;
+
+ public string text { get { return m_Text; } set { m_Text = value; } }
+ 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;
+ }
+
+ public OptionData(string text, Sprite image)
+ {
+ this.text = text;
+ this.image = image;
+ }
+ }
+
+ [Serializable]
+ public class OptionDataList
+ {
+ [SerializeField]
+ private List<OptionData> m_Options;
+ public List<OptionData> options { get { return m_Options; } set { m_Options = value; } }
+
+
+ public OptionDataList()
+ {
+ options = new List<OptionData>();
+ }
+ }
+
+ [Serializable]
+ public class DropdownEvent : UnityEvent<int> {}
+
+ // Template used to create the dropdown.
+ [SerializeField]
+ private RectTransform m_Template;
+ 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;
+ public Text captionText { get { return m_CaptionText; } set { m_CaptionText = value; RefreshShownValue(); } }
+
+ [SerializeField]
+ private Image m_CaptionImage;
+ public Image captionImage { get { return m_CaptionImage; } set { m_CaptionImage = value; RefreshShownValue(); } }
+
+ [Space]
+
+ [SerializeField]
+ private Text m_ItemText;
+ public Text itemText { get { return m_ItemText; } set { m_ItemText = value; RefreshShownValue(); } }
+
+ [SerializeField]
+ private Image m_ItemImage;
+ 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();
+ 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();
+ public DropdownEvent onValueChanged { get { return m_OnValueChanged; } set { m_OnValueChanged = 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();
+
+ // Current value.
+ public int value
+ {
+ get
+ {
+ return m_Value;
+ }
+ set
+ {
+ if (Application.isPlaying && (value == m_Value || options.Count == 0))
+ return;
+
+ m_Value = Mathf.Clamp(value, 0, options.Count - 1);
+ RefreshShownValue();
+
+ // 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);
+ }
+
+ #if UNITY_EDITOR
+ protected override void OnValidate()
+ {
+ base.OnValidate();
+
+ if (!IsActive())
+ return;
+
+ RefreshShownValue();
+ }
+
+ #endif
+
+ 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);
+ }
+ }
+
+ public void AddOptions(List<OptionData> options)
+ {
+ this.options.AddRange(options);
+ RefreshShownValue();
+ }
+
+ public void AddOptions(List<string> options)
+ {
+ for (int i = 0; i < options.Count; i++)
+ this.options.Add(new OptionData(options[i]));
+ RefreshShownValue();
+ }
+
+ public void AddOptions(List<Sprite> options)
+ {
+ for (int i = 0; i < options.Count; i++)
+ this.options.Add(new OptionData(options[i]));
+ RefreshShownValue();
+ }
+
+ public void ClearOptions()
+ {
+ options.Clear();
+ 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;
+
+ Canvas popupCanvas = GetOrAddComponent<Canvas>(templateGo);
+ popupCanvas.overrideSorting = true;
+ popupCanvas.sortingOrder = 30000;
+
+ 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;
+ }
+
+ public virtual void OnPointerClick(PointerEventData eventData)
+ {
+ Show();
+ }
+
+ public virtual void OnSubmit(BaseEventData eventData)
+ {
+ Show();
+ }
+
+ public virtual void OnCancel(BaseEventData eventData)
+ {
+ Hide();
+ }
+
+ // 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 contains dropdowns.
+ public void Show()
+ {
+ if (!IsActive() || !IsInteractable() || m_Dropdown != null)
+ return;
+
+ if (!validTemplate)
+ {
+ SetupTemplate();
+ if (!validTemplate)
+ return;
+ }
+
+ // Get root Canvas.
+ var list = ListPool<Canvas>.Get();
+ gameObject.GetComponentsInParent(false, list);
+ if (list.Count == 0)
+ return;
+ Canvas rootCanvas = list[0];
+ ListPool<Canvas>.Release(list);
+
+ m_Template.gameObject.SetActive(true);
+
+ // 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] || 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(0.15f, 0f, 1f);
+
+ // Make drop-down template and item template inactive
+ m_Template.gameObject.SetActive(false);
+ itemTemplate.gameObject.SetActive(false);
+
+ m_Blocker = CreateBlocker(rootCanvas);
+ }
+
+ 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;
+
+ // Add raycaster since it's needed to block.
+ blocker.AddComponent<GraphicRaycaster>();
+
+ // 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;
+ }
+
+ protected virtual void DestroyBlocker(GameObject blocker)
+ {
+ Destroy(blocker);
+ }
+
+ protected virtual GameObject CreateDropdownList(GameObject template)
+ {
+ return (GameObject)Instantiate(template);
+ }
+
+ protected virtual void DestroyDropdownList(GameObject dropdownList)
+ {
+ Destroy(dropdownList);
+ }
+
+ protected virtual DropdownItem CreateItem(DropdownItem itemTemplate)
+ {
+ return (DropdownItem)Instantiate(itemTemplate);
+ }
+
+ protected virtual void DestroyItem(DropdownItem item)
+ {
+ // No action needed since destroying the dropdown list destroys all contained items as well.
+ }
+
+ // 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;
+ }
+
+ // Hide the dropdown.
+ public void Hide()
+ {
+ if (m_Dropdown != null)
+ {
+ AlphaFadeList(0.15f, 0f);
+
+ // User could have disabled the dropdown during the OnValueChanged call.
+ if (IsActive())
+ StartCoroutine(DelayedDestroyDropdownList(0.15f));
+ }
+ if (m_Blocker != null)
+ DestroyBlocker(m_Blocker);
+ m_Blocker = null;
+ Select();
+ }
+
+ private IEnumerator DelayedDestroyDropdownList(float delay)
+ {
+ yield return new WaitForSecondsRealtime(delay);
+ 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();
+ }
+ }
+}