/LoopScrollRect

These scripts will make your UGUI ScrollRect reusing cells, to improve performance, loading time and draw calls.

Primary LanguageC#MIT LicenseMIT

Loop Scroll Rect

This is a fork from LoopScrollRect by Kanglai Qian

  • You can now add a gameobject as data source instead of using the name of clone objects.

  • Each cell will receive two messages to determine index and datasource object when being assigned. E.g: To assign an array of objects:

    void YourFunction(){ var objects = ...; loopScrollRect.objectsToFill = objects; loopScrollRect.totalCount = objects.Lenght; loopScrollRect.RefillCellsFromEnd(objects.Lenght); loopScrollRect.RefreshCells(); }

When a cell is displayed/reused, these two functions will be called:

void ScrollCellContent(YourClass object)
{
    Debug.Log(object);
}

void ScrollCellIndex(int idx)
{
    Debug.Log(idx);
}

Begin forwarding

v1.04

This project works for Unity 5.2 or newer. I havn't tested older versions and any Pull Requests are welcomed.

These scripts help make your ScrollRect Reusable, because it will only build cells when needed. If you have a large number of cells in a scroll rect, you absolutely need it! It will save a lot of time loading and draw call, along with memory in use, while still working smoothly.

http://qiankanglai.me/2015/08/15/LoopScrollRect/

Demo

Demo for Loop Scroll Rect. Each cell knows its own index, and it is able to modify its content/size/color easily.

Also ScrollBar is supported now! It supports both vertical & horizontal directions, back and forth.

Demo1

Demo2

Demo without mask. As you can see, the cells are only instantiated when needed and recycled.

Demo3

New: Scroll to Index

ScrollToIndex

Introduction

The original idea comes from @ivomarel's InfinityScroll. After serveral refactorisations, I almost rewrite all the codes:

  • Avoid using sizeDelta directly since it doesn't always mean size
  • Support GridLayout
  • Avoid blocking when dragging back
  • Take advantage of pool rather than instantiate/destroy every time
  • Improve some other details for performance
  • Supports reverse direction
  • Supports ScrollBar (this doesn't work in Infinite mode, and may behavior strange for cells with different size)

Also, I modified Easy Object Pool for recycling the cells.

My scripts copies ScrollRect from UGUI rather than inherit ScrollRect like InfinityScroll. I need to modify some private variants to make dragging smooth. All my codes is wrapped with comments like ==========LoopScrollRect==========, making maintaining a little easier.

Infinite Version

If you need scroll infinitely, you can simply set totalCount to a negative number.

Quick Jump

I've implemented a simple version with Coroutine. You can use the following API:

public void SrollToCell(int index, float speed)

Here is a corner case unsolved yet: You can't jump to the last cells which cannot be pulled to the start.

Example: Loop Vertical Scroll Rect

These steps may be confusing, so you can just open the demo scene and copy & paste :D

You can also remove EasyObjPool and use your pool instead.

  • Prepare cell prefabs
    • The cell needs Layout Element attached and preferred width/height
    • You should add a script receiving message void ScrollCellIndex (int idx)

ScrollCell

  • Right click in Hierarchy and click UI/Loop Horizontal Scroll Rect or UI/Loop Vertical Scroll Rect. It is the same for these two in the Component Menu.
    • Init in Start: call Refill cells automatically when Start
    • Prefab Pool: the EasyObjPool gameObject
    • Prefab Pool Name: the corresponding pool in step 1
    • Total Count: How many cells are available (index: 0 ~ TotalCount-1)
    • Threshold: How many additional pixels of content should be prepared before start or after end?
    • ReverseDirection: If you want scroll from bottom or right, you should toggle this
    • Clear Cells: remove existing cells and keep uninitialized
    • Refill Cells: initialize and fill up cells

LoopVerticalScrollRect

If you need scroll from top or left, setting content's pivot to 1 and disable ReverseDirection. Otherwise, you should set 0 to pivot and enable ReverseDirection (I have made VerticalScroll_Reverse in the demo scene as reference).

I highly suggests you trying these parameters by hand. More details can be found in the demo scene.