608 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			608 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C#
		
	
	
	
//#define PROFILE
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namespace SRF.UI.Layout
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{
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    using System;
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    using Internal;
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    using UnityEngine;
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    using UnityEngine.Events;
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    using UnityEngine.EventSystems;
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    using UnityEngine.UI;
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    public interface IVirtualView
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    {
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        void SetDataContext(object data);
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    }
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    /// <summary>
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    /// </summary>
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    [AddComponentMenu(ComponentMenuPaths.VirtualVerticalLayoutGroup)]
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    public class VirtualVerticalLayoutGroup : LayoutGroup, IPointerClickHandler
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    {
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        private readonly SRList<object> _itemList = new SRList<object>();
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        private readonly SRList<int> _visibleItemList = new SRList<int>();
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        private bool _isDirty = false;
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        private SRList<Row> _rowCache = new SRList<Row>();
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        private ScrollRect _scrollRect;
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        private int _selectedIndex;
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        private object _selectedItem;
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        [SerializeField] private SelectedItemChangedEvent _selectedItemChanged;
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        private int _visibleItemCount;
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        private SRList<Row> _visibleRows = new SRList<Row>();
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        public StyleSheet AltRowStyleSheet;
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        public bool EnableSelection = true;
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        public RectTransform ItemPrefab;
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        /// <summary>
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        /// Rows to show above and below the visible rect to reduce pop-in
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        /// </summary>
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        public int RowPadding = 2;
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        public StyleSheet RowStyleSheet;
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        public StyleSheet SelectedRowStyleSheet;
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        /// <summary>
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        /// Spacing to add between rows
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        /// </summary>
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        public float Spacing;
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        /// <summary>
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        /// If true, the scroll view will stick to the last element when fully scrolled to the bottom and an item is added
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        /// </summary>
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        public bool StickToBottom = true;
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        public SelectedItemChangedEvent SelectedItemChanged
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        {
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            get { return _selectedItemChanged; }
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            set { _selectedItemChanged = value; }
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        }
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        public object SelectedItem
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        {
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            get { return _selectedItem; }
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            set
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            {
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                if (_selectedItem == value || !EnableSelection)
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                {
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                    return;
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                }
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                var newSelectedIndex = value == null ? -1 : _itemList.IndexOf(value);
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                // Ensure that the new selected item is present in the item list
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                if (value != null && newSelectedIndex < 0)
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                {
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                    throw new InvalidOperationException("Cannot select item not present in layout");
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                }
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                // Invalidate old selected item row
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                if (_selectedItem != null)
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                {
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                    InvalidateItem(_selectedIndex);
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                }
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                _selectedItem = value;
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                _selectedIndex = newSelectedIndex;
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                // Invalidate the newly selected item
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                if (_selectedItem != null)
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                {
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                    InvalidateItem(_selectedIndex);
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                }
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                SetDirty();
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                if (_selectedItemChanged != null)
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                {
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                    _selectedItemChanged.Invoke(_selectedItem);
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                }
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            }
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        }
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        public override float minHeight
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        {
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            get { return _itemList.Count*ItemHeight + padding.top + padding.bottom + Spacing*_itemList.Count; }
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        }
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        public void OnPointerClick(PointerEventData eventData)
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        {
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            if (!EnableSelection)
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            {
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                return;
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            }
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            var hitObject = eventData.pointerPressRaycast.gameObject;
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            if (hitObject == null)
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            {
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                return;
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            }
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            var hitPos = hitObject.transform.position;
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            var localPos = rectTransform.InverseTransformPoint(hitPos);
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            var row = Mathf.FloorToInt(Mathf.Abs(localPos.y)/ItemHeight);
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            if (row >= 0 && row < _itemList.Count)
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            {
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                SelectedItem = _itemList[row];
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            }
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            else
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            {
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                SelectedItem = null;
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            }
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        }
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        protected override void Awake()
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        {
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            base.Awake();
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            ScrollRect.onValueChanged.AddListener(OnScrollRectValueChanged);
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            var view = ItemPrefab.GetComponent(typeof (IVirtualView));
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            if (view == null)
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            {
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                Debug.LogWarning(
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                    "[VirtualVerticalLayoutGroup] ItemPrefab does not have a component inheriting from IVirtualView, so no data binding can occur");
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            }
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        }
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        private void OnScrollRectValueChanged(Vector2 d)
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        {
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            if (d.y < 0 || d.y > 1)
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            {
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                _scrollRect.verticalNormalizedPosition = Mathf.Clamp01(d.y);
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            }
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            //CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
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            SetDirty();
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        }
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        protected override void Start()
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        {
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            base.Start();
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            ScrollUpdate();
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        }
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        protected override void OnEnable()
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        {
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            base.OnEnable();
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            SetDirty();
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        }
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        protected void Update()
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        {
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            if (!AlignBottom && !AlignTop)
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            {
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                Debug.LogWarning("[VirtualVerticalLayoutGroup] Only Lower or Upper alignment is supported.", this);
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                childAlignment = TextAnchor.UpperLeft;
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            }
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            if (SelectedItem != null && !_itemList.Contains(SelectedItem))
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            {
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                SelectedItem = null;
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            }
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            if (_isDirty)
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            {
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                _isDirty = false;
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                ScrollUpdate();
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            }
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        }
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        /// <summary>
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        /// Invalidate a single row (before removing, or changing selection status)
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        /// </summary>
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        /// <param name="itemIndex"></param>
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        protected void InvalidateItem(int itemIndex)
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        {
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            if (!_visibleItemList.Contains(itemIndex))
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            {
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                return;
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            }
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            _visibleItemList.Remove(itemIndex);
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            for (var i = 0; i < _visibleRows.Count; i++)
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            {
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                if (_visibleRows[i].Index == itemIndex)
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                {
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                    RecycleRow(_visibleRows[i]);
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                    _visibleRows.RemoveAt(i);
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                    break;
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                }
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            }
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        }
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        /// <summary>
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        /// After removing or inserting a row, ensure that the cached indexes (used for layout) match up
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        /// with the item index in the list
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        /// </summary>
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        protected void RefreshIndexCache()
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        {
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            for (var i = 0; i < _visibleRows.Count; i++)
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            {
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                _visibleRows[i].Index = _itemList.IndexOf(_visibleRows[i].Data);
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            }
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        }
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        protected void ScrollUpdate()
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        {
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            if (!Application.isPlaying)
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            {
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                return;
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            }
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            //Debug.Log("[SRConsole] ScrollUpdate {0}".Fmt(Time.frameCount));
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            var pos = rectTransform.anchoredPosition;
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            var startY = pos.y;
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            var viewHeight = ((RectTransform) ScrollRect.transform).rect.height;
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            // Determine the range of rows that should be visible
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            var rowRangeLower = Mathf.FloorToInt(startY/(ItemHeight + Spacing));
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            var rowRangeHigher = Mathf.CeilToInt((startY + viewHeight)/(ItemHeight + Spacing));
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            // Apply padding to reduce pop-in
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            rowRangeLower -= RowPadding;
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            rowRangeHigher += RowPadding;
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            rowRangeLower = Mathf.Max(0, rowRangeLower);
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            rowRangeHigher = Mathf.Min(_itemList.Count, rowRangeHigher);
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            var isDirty = false;
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#if PROFILE
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			Profiler.BeginSample("Visible Rows Cull");
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#endif
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            for (var i = 0; i < _visibleRows.Count; i++)
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            {
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                var row = _visibleRows[i];
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                // Move on if row is still visible
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                if (row.Index >= rowRangeLower && row.Index <= rowRangeHigher)
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                {
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                    continue;
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                }
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                _visibleItemList.Remove(row.Index);
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                _visibleRows.Remove(row);
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                RecycleRow(row);
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                isDirty = true;
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            }
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#if PROFILE
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			Profiler.EndSample();
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			Profiler.BeginSample("Item Visible Check");
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#endif
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            for (var i = rowRangeLower; i < rowRangeHigher; ++i)
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            {
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                if (i >= _itemList.Count)
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                {
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                    break;
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                }
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                // Move on if row is already visible
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                if (_visibleItemList.Contains(i))
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                {
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                    continue;
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                }
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                var row = GetRow(i);
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                _visibleRows.Add(row);
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                _visibleItemList.Add(i);
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                isDirty = true;
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            }
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#if PROFILE
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			Profiler.EndSample();
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#endif
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            // If something visible has explicitly been changed, or the visible row count has changed
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            if (isDirty || _visibleItemCount != _visibleRows.Count)
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            {
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                //Debug.Log("[SRConsole] IsDirty {0}".Fmt(Time.frameCount));
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                LayoutRebuilder.MarkLayoutForRebuild(rectTransform);
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            }
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            _visibleItemCount = _visibleRows.Count;
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        }
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        public override void CalculateLayoutInputVertical()
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        {
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            SetLayoutInputForAxis(minHeight, minHeight, -1, 1);
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        }
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        public override void SetLayoutHorizontal()
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        {
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            var width = rectTransform.rect.width - padding.left - padding.right;
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            // Position visible rows at 0 x
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            for (var i = 0; i < _visibleRows.Count; i++)
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            {
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                var item = _visibleRows[i];
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                SetChildAlongAxis(item.Rect, 0, padding.left, width);
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            }
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            // Hide non-active rows to one side. More efficient than enabling/disabling them
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            for (var i = 0; i < _rowCache.Count; i++)
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            {
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                var item = _rowCache[i];
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                SetChildAlongAxis(item.Rect, 0, -width - padding.left, width);
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            }
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        }
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        public override void SetLayoutVertical()
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        {
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            if (!Application.isPlaying)
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            {
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                return;
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            }
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            //Debug.Log("[SRConsole] SetLayoutVertical {0}".Fmt(Time.frameCount));
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            // Position visible rows by the index of the item they represent
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            for (var i = 0; i < _visibleRows.Count; i++)
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            {
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                var item = _visibleRows[i];
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                SetChildAlongAxis(item.Rect, 1, item.Index*ItemHeight + padding.top + Spacing*item.Index, ItemHeight);
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            }
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        }
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        private new void SetDirty()
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        {
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            base.SetDirty();
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            if (!IsActive())
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            {
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                return;
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            }
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            _isDirty = true;
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            //CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
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        }
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        [Serializable]
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        public class SelectedItemChangedEvent : UnityEvent<object> {}
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        [Serializable]
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        private class Row
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        {
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            public object Data;
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            public int Index;
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            public RectTransform Rect;
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            public StyleRoot Root;
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            public IVirtualView View;
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        }
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        #region Public Data Methods
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        public void AddItem(object item)
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        {
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            _itemList.Add(item);
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            SetDirty();
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            if (StickToBottom && Mathf.Approximately(ScrollRect.verticalNormalizedPosition, 0f))
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            {
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                ScrollRect.normalizedPosition = new Vector2(0, 0);
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            }
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        }
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        public void RemoveItem(object item)
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        {
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            if (SelectedItem == item)
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            {
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                SelectedItem = null;
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            }
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            var index = _itemList.IndexOf(item);
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            InvalidateItem(index);
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            _itemList.Remove(item);
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            RefreshIndexCache();
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            SetDirty();
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        }
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        public void ClearItems()
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        {
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            for (var i = _visibleRows.Count - 1; i >= 0; i--)
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            {
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                InvalidateItem(_visibleRows[i].Index);
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            }
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            _itemList.Clear();
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            SetDirty();
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        }
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        #endregion
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        #region Internal Properties
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        private ScrollRect ScrollRect
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        {
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            get
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            {
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                if (_scrollRect == null)
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                {
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                    _scrollRect = GetComponentInParent<ScrollRect>();
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                }
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                return _scrollRect;
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            }
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        }
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        private bool AlignBottom
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        {
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            get
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            {
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                return childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.LowerCenter ||
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                       childAlignment == TextAnchor.LowerLeft;
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            }
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        }
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        private bool AlignTop
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        {
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            get
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            {
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                return childAlignment == TextAnchor.UpperLeft || childAlignment == TextAnchor.UpperCenter ||
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                       childAlignment == TextAnchor.UpperRight;
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            }
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        }
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        private float _itemHeight = -1;
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        private float ItemHeight
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        {
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            get
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            {
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                if (_itemHeight <= 0)
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                {
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                    var layoutElement = ItemPrefab.GetComponent(typeof (ILayoutElement)) as ILayoutElement;
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                    if (layoutElement != null)
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                    {
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                        _itemHeight = layoutElement.preferredHeight;
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                    }
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                    else
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                    {
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                        _itemHeight = ItemPrefab.rect.height;
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                    }
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                    if (_itemHeight.ApproxZero())
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                    {
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                        Debug.LogWarning(
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                            "[VirtualVerticalLayoutGroup] ItemPrefab must have a preferred size greater than 0");
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                        _itemHeight = 10;
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                    }
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                }
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                return _itemHeight;
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            }
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        }
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        #endregion
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        #region Row Pooling and Provisioning
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        private Row GetRow(int forIndex)
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        {
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            // If there are no rows available in the cache, create one from scratch
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            if (_rowCache.Count == 0)
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            {
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                var newRow = CreateRow();
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                PopulateRow(forIndex, newRow);
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                return newRow;
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            }
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            var data = _itemList[forIndex];
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            Row row = null;
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            Row altRow = null;
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            // Determine if the row we're looking for is an alt row
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            var target = forIndex%2;
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            // Try and find a row which previously had this data, so we can reuse it
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            for (var i = 0; i < _rowCache.Count; i++)
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            {
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                row = _rowCache[i];
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                // If this row previously represented this data, just use that one.
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                if (row.Data == data)
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						|
                {
 | 
						|
                    _rowCache.RemoveAt(i);
 | 
						|
                    PopulateRow(forIndex, row);
 | 
						|
                    break;
 | 
						|
                }
 | 
						|
 | 
						|
                // Cache a row which is was the same alt state as the row we're looking for, in case
 | 
						|
                // we don't find an exact match.
 | 
						|
                if (row.Index%2 == target)
 | 
						|
                {
 | 
						|
                    altRow = row;
 | 
						|
                }
 | 
						|
 | 
						|
                // Didn't match, reset to null
 | 
						|
                row = null;
 | 
						|
            }
 | 
						|
 | 
						|
            // If an exact match wasn't found, but a row with the same alt-status was found, use that one.
 | 
						|
            if (row == null && altRow != null)
 | 
						|
            {
 | 
						|
                _rowCache.Remove(altRow);
 | 
						|
                row = altRow;
 | 
						|
                PopulateRow(forIndex, row);
 | 
						|
            }
 | 
						|
            else if (row == null)
 | 
						|
            {
 | 
						|
                // No match found, use the last added item in the cache
 | 
						|
                row = _rowCache.PopLast();
 | 
						|
                PopulateRow(forIndex, row);
 | 
						|
            }
 | 
						|
 | 
						|
            return row;
 | 
						|
        }
 | 
						|
 | 
						|
        private void RecycleRow(Row row)
 | 
						|
        {
 | 
						|
            _rowCache.Add(row);
 | 
						|
        }
 | 
						|
 | 
						|
        private void PopulateRow(int index, Row row)
 | 
						|
        {
 | 
						|
            row.Index = index;
 | 
						|
 | 
						|
            // Set data context on row
 | 
						|
            row.Data = _itemList[index];
 | 
						|
            row.View.SetDataContext(_itemList[index]);
 | 
						|
 | 
						|
            // If we're using stylesheets
 | 
						|
            if (RowStyleSheet != null || AltRowStyleSheet != null || SelectedRowStyleSheet != null)
 | 
						|
            {
 | 
						|
                // If there is a selected row stylesheet, and this is the selected row, use that one
 | 
						|
                if (SelectedRowStyleSheet != null && SelectedItem == row.Data)
 | 
						|
                {
 | 
						|
                    row.Root.StyleSheet = SelectedRowStyleSheet;
 | 
						|
                }
 | 
						|
                else
 | 
						|
                {
 | 
						|
                    // Otherwise just use the stylesheet suitable for the row alt-status
 | 
						|
                    row.Root.StyleSheet = index%2 == 0 ? RowStyleSheet : AltRowStyleSheet;
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private Row CreateRow()
 | 
						|
        {
 | 
						|
            var item = new Row();
 | 
						|
 | 
						|
            var row = SRInstantiate.Instantiate(ItemPrefab);
 | 
						|
            item.Rect = row;
 | 
						|
            item.View = row.GetComponent(typeof (IVirtualView)) as IVirtualView;
 | 
						|
 | 
						|
            if (RowStyleSheet != null || AltRowStyleSheet != null || SelectedRowStyleSheet != null)
 | 
						|
            {
 | 
						|
                item.Root = row.gameObject.GetComponentOrAdd<StyleRoot>();
 | 
						|
                item.Root.StyleSheet = RowStyleSheet;
 | 
						|
            }
 | 
						|
 | 
						|
            row.SetParent(rectTransform, false);
 | 
						|
 | 
						|
            return item;
 | 
						|
        }
 | 
						|
 | 
						|
        #endregion
 | 
						|
    }
 | 
						|
}
 |