Created
September 12, 2021 16:46
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It's like Unity's default grid layout component. but it actually behaves well.
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// credit goes to: Game Dev Guide | |
// original: https://www.youtube.com/watch?v=CGsEJToeXmA&ab_channel=GameDevGuide | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public class FlexibleGridLayout : LayoutGroup | |
{ | |
public enum FitType | |
{ | |
Uniform, | |
Width, | |
Height, | |
FixedRows, | |
FixedColumns | |
} | |
public FitType fitType; | |
public int rows; | |
public int columns; | |
public Vector2 cellSize; | |
public Vector2 spacing; | |
public bool fitX; | |
public bool fitY; | |
public override void CalculateLayoutInputVertical() | |
{ | |
base.CalculateLayoutInputHorizontal(); | |
if (fitType == FitType.Width || fitType == FitType.Height || fitType == FitType.Uniform) | |
{ | |
fitX = true; | |
fitY = true; | |
float sqrRt = Mathf.Sqrt(transform.childCount); | |
rows = Mathf.CeilToInt(sqrRt); | |
columns = Mathf.CeilToInt(sqrRt); | |
} | |
if (fitType == FitType.Width || fitType == FitType.FixedColumns || fitType == FitType.Uniform) | |
{ | |
rows = Mathf.CeilToInt(transform.childCount / (float)columns); | |
} | |
if (fitType == FitType.Height || fitType == FitType.FixedRows || fitType == FitType.Uniform) | |
{ | |
columns = Mathf.CeilToInt(transform.childCount / (float)rows); | |
} | |
float parentWidth = rectTransform.rect.width; | |
float parentHeight = rectTransform.rect.height; | |
float cellWidth = (parentWidth / (float)columns) - ((spacing.x / (float)columns) * (columns - 1)) - (padding.left / (float)columns) - (padding.right / (float)columns); | |
float cellHeight = (parentHeight / (float)rows) - ((spacing.y / (float)rows) * (rows - 1)) - (padding.top / (float)rows) - (padding.bottom / (float)rows); | |
cellSize.x = fitX ? cellWidth : cellSize.x; | |
cellSize.y = fitY ? cellHeight : cellSize.y; | |
int columnCount = 0; | |
int rowCount = 0; | |
for (int i = 0; i < rectChildren.Count; i++) | |
{ | |
rowCount = i / columns; | |
columnCount = i % columns; | |
var item = rectChildren[i]; | |
var xPos = (cellSize.x * columnCount) + (spacing.x * columnCount) + padding.left; | |
var yPos = (cellSize.y * rowCount) + (spacing.y * rowCount) + padding.top; | |
SetChildAlongAxis(item, 0, xPos, cellSize.x); | |
SetChildAlongAxis(item, 1, yPos, cellSize.y); | |
} | |
} | |
public override void SetLayoutHorizontal() | |
{ | |
} | |
public override void SetLayoutVertical() | |
{ | |
} | |
} |
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