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33 lines
991 B
C#
33 lines
991 B
C#
using UnityEngine;
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using UnityEngine.UI;
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public class MyGridLayoutGroup : GridLayoutGroup
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{
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public override void CalculateLayoutInputHorizontal()
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{
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base.rectChildren.Clear();
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for (int i = 0; i < base.rectTransform.childCount; i++)
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{
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RectTransform item = base.rectTransform.GetChild(i) as RectTransform;
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base.rectChildren.Add(item);
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}
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m_Tracker.Clear();
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int num = 0;
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int num2 = 0;
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if (m_Constraint == Constraint.FixedColumnCount)
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{
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num = (num2 = m_ConstraintCount);
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}
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else if (m_Constraint == Constraint.FixedRowCount)
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{
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num = (num2 = Mathf.CeilToInt((float)base.rectChildren.Count / (float)m_ConstraintCount - 0.001f));
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}
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else
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{
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num = 1;
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num2 = Mathf.CeilToInt(Mathf.Sqrt(base.rectChildren.Count));
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}
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SetLayoutInputForAxis((float)base.padding.horizontal + (base.cellSize.x + base.spacing.x) * (float)num - base.spacing.x, (float)base.padding.horizontal + (base.cellSize.x + base.spacing.x) * (float)num2 - base.spacing.x, -1f, 0);
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}
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}
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