备份CatanBuilding瘦身独立工程

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JSD\13999
2026-05-26 16:15:54 +08:00
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guid: 9c1b74f910281224a8cae6d8e4fc1f43
labels:
- Cell
- Cells
- Data
- Inventory
- List
- Recycle
- Reuse
- Scroll
- ScrollRect
- ScrollView
- Scroller
- UI
- Virtualize
timeCreated: 1435585470
licenseType: Store
MonoImporter:
serializedVersion: 2
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using UnityEngine;
using System;
using System.Collections;
namespace EnhancedUI.EnhancedScroller
{
/// <summary>
/// This is the base class that all cell views should derive from
/// </summary>
public class EnhancedScrollerCellView : MonoBehaviour
{
/// <summary>
/// The cellIdentifier is a unique string that allows the scroller
/// to handle different types of cells in a single list. Each type
/// of cell should have its own identifier
/// </summary>
public string cellIdentifier;
/// <summary>
/// The cell index of the cell view
/// This will differ from the dataIndex if the list is looping
/// </summary>
[NonSerialized]
public int cellIndex;
/// <summary>
/// The data index of the cell view
/// </summary>
[NonSerialized]
public int dataIndex;
/// <summary>
/// Whether the cell is active or recycled
/// </summary>
[NonSerialized]
public bool active;
/// <summary>
/// This method is called by the scroller when the RefreshActiveCellViews is called on the scroller
/// You can override it to update your cell's view UID
/// </summary>
public virtual void RefreshCellView() { }
}
}

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fileFormatVersion: 2
guid: 1f75717e94199704f82f26fcf6953e84
labels:
- Cell
- Cells
- Data
- Inventory
- List
- Recycle
- Reuse
- Scroll
- ScrollRect
- ScrollView
- Scroller
- UI
- Virtualize
timeCreated: 1435585579
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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using UnityEngine;
using System.Collections;
namespace EnhancedUI.EnhancedScroller
{
/// <summary>
/// All scripts that handle the scroller's callbacks should inherit from this interface
/// </summary>
public interface IEnhancedScrollerDelegate
{
/// <summary>
/// Gets the number of cells in a list of data
/// </summary>
/// <param name="scroller"></param>
/// <returns></returns>
int GetNumberOfCells(EnhancedScroller scroller);
/// <summary>
/// Gets the size of a cell view given the index of the data set.
/// This allows you to have different sized cells
/// </summary>
/// <param name="scroller"></param>
/// <param name="dataIndex"></param>
/// <returns></returns>
float GetCellViewSize(EnhancedScroller scroller, int dataIndex);
/// <summary>
/// Gets the cell view that should be used for the data index. Your implementation
/// of this function should request a new cell from the scroller so that it can
/// properly recycle old cells.
/// </summary>
/// <param name="scroller"></param>
/// <param name="dataIndex"></param>
/// <param name="cellIndex"></param>
/// <returns></returns>
EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex);
}
}

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fileFormatVersion: 2
guid: 7701b31137fe72d47b256054738fd57d
labels:
- Cell
- Cells
- Data
- Inventory
- List
- Recycle
- Reuse
- Scroll
- ScrollRect
- ScrollView
- Scroller
- UI
- Virtualize
timeCreated: 1435585741
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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using UnityEngine;
using System.Collections.Generic;
namespace EnhancedUI
{
/// <summary>
/// This is a super light implementation of an array that
/// behaves like a list, automatically allocating new memory
/// when needed, but not releasing it to garbage collection.
/// </summary>
/// <typeparam name="T">The type of the list</typeparam>
public class SmallList<T>
{
/// <summary>
/// internal storage of list data
/// </summary>
public T[] data;
/// <summary>
/// The number of elements in the list
/// </summary>
public int Count = 0;
/// <summary>
/// Indexed access to the list items
/// </summary>
/// <param name="i"></param>
/// <returns></returns>
public T this[int i]
{
get
{
if (data is null)
{
return default(T);
}
else
{
return data[i];
}
}
set { data[i] = value; }
}
/// <summary>
/// Resizes the array when more memory is needed.
/// </summary>
private void ResizeArray()
{
T[] newData;
if (data != null)
newData = new T[Mathf.Max(data.Length << 1, 64)];
else
newData = new T[64];
if (data != null && Count > 0)
data.CopyTo(newData, 0);
data = newData;
}
/// <summary>
/// Instead of releasing the memory to garbage collection,
/// the list size is set back to zero
/// </summary>
public void Clear()
{
Count = 0;
}
/// <summary>
/// Returns the first element of the list
/// </summary>
/// <returns></returns>
public T First()
{
if (data == null || Count == 0) return default(T);
return data[0];
}
/// <summary>
/// Returns the last element of the list
/// </summary>
/// <returns></returns>
public T Last()
{
if (data == null || Count == 0) return default(T);
return data[Count - 1];
}
/// <summary>
/// Adds a new element to the array, creating more
/// memory if necessary
/// </summary>
/// <param name="item"></param>
public void Add(T item)
{
if (data == null || Count == data.Length)
ResizeArray();
data[Count] = item;
Count++;
}
/// <summary>
/// Adds a new element to the start of the array, creating more
/// memory if necessary
/// </summary>
/// <param name="item"></param>
public void AddStart(T item)
{
Insert(item, 0);
}
/// <summary>
/// Inserts a new element to the array at the index specified, creating more
/// memory if necessary
/// </summary>
/// <param name="item"></param>
public void Insert(T item, int index)
{
if (data == null || Count == data.Length)
ResizeArray();
for (var i = Count; i > index; i--)
{
data[i] = data[i - 1];
}
data[index] = item;
Count++;
}
/// <summary>
/// Removes an item from the start of the data
/// </summary>
/// <returns></returns>
public T RemoveStart()
{
return RemoveAt(0);
}
/// <summary>
/// Removes an item from the index of the data
/// </summary>
/// <returns></returns>
public T RemoveAt(int index)
{
if (data != null && Count != 0)
{
T val = data[index];
for (var i = index; i < Count - 1; i++)
{
data[i] = data[i + 1];
}
Count--;
data[Count] = default(T);
return val;
}
else
{
return default(T);
}
}
/// <summary>
/// Removes an item from the data
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public T Remove(T item)
{
if (data != null && Count != 0)
{
for (var i = 0; i < Count; i++)
{
if (data[i].Equals(item))
{
return RemoveAt(i);
}
}
}
return default(T);
}
/// <summary>
/// Removes an item from the end of the data
/// </summary>
/// <returns></returns>
public T RemoveEnd()
{
if (data != null && Count != 0)
{
Count--;
T val = data[Count];
data[Count] = default(T);
return val;
}
else
{
return default(T);
}
}
/// <summary>
/// Determines if the data contains the item
/// </summary>
/// <param name="item">The item to compare</param>
/// <returns>True if the item exists in teh data</returns>
public bool Contains(T item)
{
if (data == null)
return false;
for (var i = 0; i < Count; i++)
{
if (data[i].Equals(item))
return true;
}
return false;
}
}
}

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fileFormatVersion: 2
guid: aab29d68fb4a95d49bca25f359d8f076
labels:
- Cell
- Cells
- Data
- Inventory
- List
- Recycle
- Reuse
- Scroll
- ScrollRect
- ScrollView
- Scroller
- UI
- Virtualize
timeCreated: 1435585634
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using UnityEngine.UI;
using EnhancedUI.EnhancedScroller;
using EnhancedUI;
using System;
using System.Collections;
namespace EnhancedUI.EnhancedScroller
{
public class Tween : MonoBehaviour
{
/// <summary>
/// The easing type
/// </summary>
public enum TweenType
{
immediate,
linear,
spring,
easeInQuad,
easeOutQuad,
easeInOutQuad,
easeInCubic,
easeOutCubic,
easeInOutCubic,
easeInQuart,
easeOutQuart,
easeInOutQuart,
easeInQuint,
easeOutQuint,
easeInOutQuint,
easeInSine,
easeOutSine,
easeInOutSine,
easeInExpo,
easeOutExpo,
easeInOutExpo,
easeInCirc,
easeOutCirc,
easeInOutCirc,
easeInBounce,
easeOutBounce,
easeInOutBounce,
easeInBack,
easeOutBack,
easeInOutBack,
easeInElastic,
easeOutElastic,
easeInOutElastic
}
private float _tweenTimeLeft;
/// <summary>
/// Moves the scroll position over time between two points given an easing function. When the
/// tween is complete it will fire the jumpComplete delegate.
/// </summary>
/// <param name="tweenType">The type of easing to use</param>
/// <param name="time">The amount of time to interpolate</param>
/// <param name="start">The starting scroll position</param>
/// <param name="end">The ending scroll position</param>
/// <param name="jumpComplete">The action to fire when the tween is complete</param>
/// <returns></returns>
public IEnumerator TweenPosition(TweenType tweenType, float time, float start, float end, Action<float, float> tweenUpdated, Action tweenComplete)
{
if (!(tweenType == TweenType.immediate || time == 0))
{
_tweenTimeLeft = 0;
var newPosition = 0f;
var lastPosition = start;
// while the tween has time left, use an easing function
while (_tweenTimeLeft < time)
{
switch (tweenType)
{
case TweenType.linear: newPosition = linear(start, end, (_tweenTimeLeft / time)); break;
case TweenType.spring: newPosition = spring(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInQuad: newPosition = easeInQuad(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutQuad: newPosition = easeOutQuad(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutQuad: newPosition = easeInOutQuad(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInCubic: newPosition = easeInCubic(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutCubic: newPosition = easeOutCubic(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutCubic: newPosition = easeInOutCubic(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInQuart: newPosition = easeInQuart(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutQuart: newPosition = easeOutQuart(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutQuart: newPosition = easeInOutQuart(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInQuint: newPosition = easeInQuint(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutQuint: newPosition = easeOutQuint(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutQuint: newPosition = easeInOutQuint(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInSine: newPosition = easeInSine(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutSine: newPosition = easeOutSine(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutSine: newPosition = easeInOutSine(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInExpo: newPosition = easeInExpo(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutExpo: newPosition = easeOutExpo(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutExpo: newPosition = easeInOutExpo(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInCirc: newPosition = easeInCirc(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutCirc: newPosition = easeOutCirc(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutCirc: newPosition = easeInOutCirc(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInBounce: newPosition = easeInBounce(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutBounce: newPosition = easeOutBounce(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutBounce: newPosition = easeInOutBounce(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInBack: newPosition = easeInBack(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutBack: newPosition = easeOutBack(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutBack: newPosition = easeInOutBack(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInElastic: newPosition = easeInElastic(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeOutElastic: newPosition = easeOutElastic(start, end, (_tweenTimeLeft / time)); break;
case TweenType.easeInOutElastic: newPosition = easeInOutElastic(start, end, (_tweenTimeLeft / time)); break;
}
if (tweenUpdated != null) tweenUpdated(newPosition, newPosition - lastPosition);
lastPosition = newPosition;
// increase the time elapsed
_tweenTimeLeft += Time.unscaledDeltaTime;
yield return null;
}
}
// the time has expired, so we make sure the final value
// is the actual end position.
if (tweenUpdated != null) tweenUpdated(end, 0);
// the tween jump is complete, so we fire the delegate
if (tweenComplete != null) tweenComplete();
}
private float linear(float start, float end, float val)
{
return Mathf.Lerp(start, end, val);
}
private static float spring(float start, float end, float val)
{
val = Mathf.Clamp01(val);
val = (Mathf.Sin(val * Mathf.PI * (0.2f + 2.5f * val * val * val)) * Mathf.Pow(1f - val, 2.2f) + val) * (1f + (1.2f * (1f - val)));
return start + (end - start) * val;
}
private static float easeInQuad(float start, float end, float val)
{
end -= start;
return end * val * val + start;
}
private static float easeOutQuad(float start, float end, float val)
{
end -= start;
return -end * val * (val - 2) + start;
}
private static float easeInOutQuad(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return end / 2 * val * val + start;
val--;
return -end / 2 * (val * (val - 2) - 1) + start;
}
private static float easeInCubic(float start, float end, float val)
{
end -= start;
return end * val * val * val + start;
}
private static float easeOutCubic(float start, float end, float val)
{
val--;
end -= start;
return end * (val * val * val + 1) + start;
}
private static float easeInOutCubic(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return end / 2 * val * val * val + start;
val -= 2;
return end / 2 * (val * val * val + 2) + start;
}
private static float easeInQuart(float start, float end, float val)
{
end -= start;
return end * val * val * val * val + start;
}
private static float easeOutQuart(float start, float end, float val)
{
val--;
end -= start;
return -end * (val * val * val * val - 1) + start;
}
private static float easeInOutQuart(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return end / 2 * val * val * val * val + start;
val -= 2;
return -end / 2 * (val * val * val * val - 2) + start;
}
private static float easeInQuint(float start, float end, float val)
{
end -= start;
return end * val * val * val * val * val + start;
}
private static float easeOutQuint(float start, float end, float val)
{
val--;
end -= start;
return end * (val * val * val * val * val + 1) + start;
}
private static float easeInOutQuint(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return end / 2 * val * val * val * val * val + start;
val -= 2;
return end / 2 * (val * val * val * val * val + 2) + start;
}
private static float easeInSine(float start, float end, float val)
{
end -= start;
return -end * Mathf.Cos(val / 1 * (Mathf.PI / 2)) + end + start;
}
private static float easeOutSine(float start, float end, float val)
{
end -= start;
return end * Mathf.Sin(val / 1 * (Mathf.PI / 2)) + start;
}
private static float easeInOutSine(float start, float end, float val)
{
end -= start;
return -end / 2 * (Mathf.Cos(Mathf.PI * val / 1) - 1) + start;
}
private static float easeInExpo(float start, float end, float val)
{
end -= start;
return end * Mathf.Pow(2, 10 * (val / 1 - 1)) + start;
}
private static float easeOutExpo(float start, float end, float val)
{
end -= start;
return end * (-Mathf.Pow(2, -10 * val / 1) + 1) + start;
}
private static float easeInOutExpo(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return end / 2 * Mathf.Pow(2, 10 * (val - 1)) + start;
val--;
return end / 2 * (-Mathf.Pow(2, -10 * val) + 2) + start;
}
private static float easeInCirc(float start, float end, float val)
{
end -= start;
return -end * (Mathf.Sqrt(1 - val * val) - 1) + start;
}
private static float easeOutCirc(float start, float end, float val)
{
val--;
end -= start;
return end * Mathf.Sqrt(1 - val * val) + start;
}
private static float easeInOutCirc(float start, float end, float val)
{
val /= .5f;
end -= start;
if (val < 1) return -end / 2 * (Mathf.Sqrt(1 - val * val) - 1) + start;
val -= 2;
return end / 2 * (Mathf.Sqrt(1 - val * val) + 1) + start;
}
private static float easeInBounce(float start, float end, float val)
{
end -= start;
float d = 1f;
return end - easeOutBounce(0, end, d - val) + start;
}
private static float easeOutBounce(float start, float end, float val)
{
val /= 1f;
end -= start;
if (val < (1 / 2.75f))
{
return end * (7.5625f * val * val) + start;
}
else if (val < (2 / 2.75f))
{
val -= (1.5f / 2.75f);
return end * (7.5625f * (val) * val + .75f) + start;
}
else if (val < (2.5 / 2.75))
{
val -= (2.25f / 2.75f);
return end * (7.5625f * (val) * val + .9375f) + start;
}
else
{
val -= (2.625f / 2.75f);
return end * (7.5625f * (val) * val + .984375f) + start;
}
}
private static float easeInOutBounce(float start, float end, float val)
{
end -= start;
float d = 1f;
if (val < d / 2) return easeInBounce(0, end, val * 2) * 0.5f + start;
else return easeOutBounce(0, end, val * 2 - d) * 0.5f + end * 0.5f + start;
}
private static float easeInBack(float start, float end, float val)
{
end -= start;
val /= 1;
float s = 1.70158f;
return end * (val) * val * ((s + 1) * val - s) + start;
}
private static float easeOutBack(float start, float end, float val)
{
float s = 1.70158f;
end -= start;
val = (val / 1) - 1;
return end * ((val) * val * ((s + 1) * val + s) + 1) + start;
}
private static float easeInOutBack(float start, float end, float val)
{
float s = 1.70158f;
end -= start;
val /= .5f;
if ((val) < 1)
{
s *= (1.525f);
return end / 2 * (val * val * (((s) + 1) * val - s)) + start;
}
val -= 2;
s *= (1.525f);
return end / 2 * ((val) * val * (((s) + 1) * val + s) + 2) + start;
}
private static float easeInElastic(float start, float end, float val)
{
end -= start;
float d = 1f;
float p = d * .3f;
float s = 0;
float a = 0;
if (val == 0) return start;
val = val / d;
if (val == 1) return start + end;
if (a == 0f || a < Mathf.Abs(end))
{
a = end;
s = p / 4;
}
else
{
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
}
val = val - 1;
return -(a * Mathf.Pow(2, 10 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p)) + start;
}
private static float easeOutElastic(float start, float end, float val)
{
end -= start;
float d = 1f;
float p = d * .3f;
float s = 0;
float a = 0;
if (val == 0) return start;
val = val / d;
if (val == 1) return start + end;
if (a == 0f || a < Mathf.Abs(end))
{
a = end;
s = p / 4;
}
else
{
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
}
return (a * Mathf.Pow(2, -10 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p) + end + start);
}
private static float easeInOutElastic(float start, float end, float val)
{
end -= start;
float d = 1f;
float p = d * .3f;
float s = 0;
float a = 0;
if (val == 0) return start;
val = val / (d / 2);
if (val == 2) return start + end;
if (a == 0f || a < Mathf.Abs(end))
{
a = end;
s = p / 4;
}
else
{
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
}
if (val < 1)
{
val = val - 1;
return -0.5f * (a * Mathf.Pow(2, 10 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p)) + start;
}
val = val - 1;
return a * Mathf.Pow(2, -10 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p) * 0.5f + end + start;
}
}
}

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