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Optimized ScrollView Adapter + Playmaker support

Discussion in 'Assets and Asset Store' started by xucian, Apr 1, 2016.

  1. KeiseEntertainment

    KeiseEntertainment

    Joined:
    May 5, 2015
    Posts:
    23
    That worked perfectly!!

    ps: you where faster than me, i`ve sent to you via email my full project so you could test it, but after i`ve sent you posted a new reply with the fix hehehehe

    Your plugin and support are just amazing!

    Thank you again for the support! o///

    Felipe
     
    xucian likes this.
  2. Jochanan

    Jochanan

    Joined:
    Nov 9, 2016
    Posts:
    85
    Hi, do you have any idea, why i am getting tens of errors when when using Unity cloud build?
    Summary: 4 warnings, 189 errors:

    [Unity] Initialize engine version: 5.6.3f1 (d3101c3b8468)
    [Unity] -----CompilerOutput:-stdout--exitcode: 1--compilationhadfailure: True--outfile: Temp/Assembly-CSharp-firstpass.dll
    [Unity] Compilation failed: 32 error(s), 0 warnings
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/ArraysExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/RectTransformExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/StructsInfinityValuesExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/StructsToNumArraysExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/TransformExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/UnityWebRequestExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/WWWExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/MonoBehaviours/MonoBehaviourHelper8.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/OnScreenSizeChangedEventDispatcher.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollRectItemsAdapter/AbstractViewHolder.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollRectItemsAdapter/Attributes.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollRectItemsAdapter/BaseItemViewsHolder.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollRectItemsAdapter/BaseParams.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollRectItemsAdapter/ScrollRectItemsAdapter8.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollbarFixer8.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/ExpandCollapseOnClick.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/GridView/CellGroupViewsHolder.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/GridView/CellViewsHolder.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/GridView/GridAdapter.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/GridView/GridParams.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/LoadSceneOnClick.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/LongClickableItem.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/PullToRefresh/PullToRefreshGizmo.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/PullToRefresh/PullToRefreshRotateGizmo.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/RectTransformEdgeDragger.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/ShowOnlyOnPortraitOrientation.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/SimpleFPSCounter.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/SimpleImageColorBouncer.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/SimpleImageDownloader.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/Snapper.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/Slash.Unity.DataBind/Scripts/Core/Presentation/ContextNode.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/ArraysExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/RectTransformExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/StructsInfinityValuesExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/StructsToNumArraysExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/TransformExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/UnityWebRequestExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/Extensions/WWWExtensions.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/MonoBehaviours/MonoBehaviourHelper8.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/OnScreenSizeChangedEventDispatcher.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollRectItemsAdapter/AbstractViewHolder.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollRectItemsAdapter/Attributes.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollRectItemsAdapter/BaseItemViewsHolder.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollRectItemsAdapter/BaseParams.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollRectItemsAdapter/ScrollRectItemsAdapter8.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/DLLSources/ScrollbarFixer8.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/ExpandCollapseOnClick.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/GridView/CellGroupViewsHolder.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/GridView/CellViewsHolder.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/GridView/GridAdapter.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/GridView/GridParams.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/LoadSceneOnClick.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/LongClickableItem.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/PullToRefresh/PullToRefreshGizmo.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/PullToRefresh/PullToRefreshRotateGizmo.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/RectTransformEdgeDragger.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/ShowOnlyOnPortraitOrientation.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/SimpleFPSCounter.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/SimpleImageColorBouncer.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/SimpleImageDownloader.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/ScrollRectItemsAdapter8/Scripts/Util/Snapper.cs' could not be found
    [Unity] error CS2001: Source file `Assets/Plugins/Slash.Unity.DataBind/Scripts/Core/Presentation/ContextNode.cs' could not be found
    [Unity] Compilation failed: 32 error(s), 0 warnings
    [Unity] *** assets/scripts/reporting/error replaces assets/scripts/error for guid db8a6daa580e779418cfda0ebff2d903
    [Unity] *** assets/scripts/reporting/error/validatedinputfieldtextisvalidgetter.cs replaces assets/scripts/error/validatedinputfieldtextisvalidgetter.cs for guid fd09ff5c12ccbbf48beeae120dfba6b1
    [Unity] *** fd09ff5c12ccbbf48beeae120dfba6b1 replaces af2dfc7666abf4ad9bb175c362676f4d at path assets/scripts/reporting/error/validatedinputfieldtextisvalidgetter.cs
    [Unity] Updating Assets/Scripts/Reporting/Error/ValidatedInputFieldTextIsValidGetter.cs - GUID: fd09ff5c12ccbbf48beeae120dfba6b1...
    [Unity] -----CompilerOutput:-stdout--exitcode: 1--compilationhadfailure: True--outfile: Temp/Assembly-CSharp-firstpass.dll
    [Unity] Compilation failed: 28 error(s), 0 warnings
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseItemViewsHolder.cs(5,40): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(14,122): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(14,45): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(22,59): error CS0246: The type or namespace name `SRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(18,108): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseParams.cs(112,12): error CS0246: The type or namespace name `Snapper8' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseParams.cs(149,44): error CS0246: The type or namespace name `ISRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(51,10): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(53,3): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellGroupViewsHolder.cs(19,29): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder.ItemIndex' is marked as an override but no suitable property found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellGroupViewsHolder.cs(57,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder.CollectViews()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(20,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.Init(UnityEngine.GameObject, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(36,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.CollectViews()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(46,24): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.MarkForRebuild()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(37,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.InsertItems(int, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(41,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.RemoveItems(int, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(47,4): error CS0246: The type or namespace name `ItemCountChangeMode' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(68,26): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(81,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.ScrollTo(int, float, float)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(85,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.SmoothScrollTo(int, float, float, float, System.Func, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(90,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.Refresh()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(97,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.GetItemsCount()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(160,58): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.CreateViewsHolder(int)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(171,40): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.UpdateViewsHolder(frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(204,34): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.OnBeforeRecycleOrDisableViewsHolder(frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder, int)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridParams.cs(44,39): error CS0246: The type or namespace name `ISRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(57,10): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(59,3): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseItemViewsHolder.cs(5,40): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(14,122): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(14,45): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(22,59): error CS0246: The type or namespace name `SRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(18,108): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseParams.cs(112,12): error CS0246: The type or namespace name `Snapper8' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseParams.cs(149,44): error CS0246: The type or namespace name `ISRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(51,10): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(53,3): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellGroupViewsHolder.cs(19,29): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder.ItemIndex' is marked as an override but no suitable property found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellGroupViewsHolder.cs(57,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder.CollectViews()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(20,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.Init(UnityEngine.GameObject, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(36,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.CollectViews()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(46,24): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.MarkForRebuild()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(37,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.InsertItems(int, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(41,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.RemoveItems(int, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(47,4): error CS0246: The type or namespace name `ItemCountChangeMode' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(68,26): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(81,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.ScrollTo(int, float, float)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(85,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.SmoothScrollTo(int, float, float, float, System.Func, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(90,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.Refresh()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(97,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.GetItemsCount()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(160,58): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.CreateViewsHolder(int)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(171,40): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.UpdateViewsHolder(frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(204,34): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.OnBeforeRecycleOrDisableViewsHolder(frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder, int)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridParams.cs(44,39): error CS0246: The type or namespace name `ISRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(57,10): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(59,3): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Updating Assets/Scripts/Reporting/Error - GUID: db8a6daa580e779418cfda0ebff2d903...
    [Unity] -----CompilerOutput:-stdout--exitcode: 1--compilationhadfailure: True--outfile: Temp/Assembly-CSharp-firstpass.dll
    [Unity] Compilation failed: 28 error(s), 0 warnings
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseItemViewsHolder.cs(5,40): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(14,122): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(14,45): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(22,59): error CS0246: The type or namespace name `SRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(18,108): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseParams.cs(112,12): error CS0246: The type or namespace name `Snapper8' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseParams.cs(149,44): error CS0246: The type or namespace name `ISRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(51,10): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(53,3): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellGroupViewsHolder.cs(19,29): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder.ItemIndex' is marked as an override but no suitable property found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellGroupViewsHolder.cs(57,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder.CollectViews()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(20,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.Init(UnityEngine.GameObject, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(36,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.CollectViews()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(46,24): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.MarkForRebuild()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(37,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.InsertItems(int, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(41,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.RemoveItems(int, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(47,4): error CS0246: The type or namespace name `ItemCountChangeMode' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(68,26): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(81,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.ScrollTo(int, float, float)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(85,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.SmoothScrollTo(int, float, float, float, System.Func, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(90,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.Refresh()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(97,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.GetItemsCount()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(160,58): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.CreateViewsHolder(int)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(171,40): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.UpdateViewsHolder(frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(204,34): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.OnBeforeRecycleOrDisableViewsHolder(frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder, int)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridParams.cs(44,39): error CS0246: The type or namespace name `ISRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(57,10): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(59,3): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseItemViewsHolder.cs(5,40): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(14,122): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(14,45): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(22,59): error CS0246: The type or namespace name `SRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(18,108): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseParams.cs(112,12): error CS0246: The type or namespace name `Snapper8' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/BaseParams.cs(149,44): error CS0246: The type or namespace name `ISRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(51,10): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/DLLSources/ScrollbarFixer8.cs(53,3): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellGroupViewsHolder.cs(19,29): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder.ItemIndex' is marked as an override but no suitable property found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellGroupViewsHolder.cs(57,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder.CollectViews()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(20,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.Init(UnityEngine.GameObject, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(36,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.CollectViews()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/CellViewsHolder.cs(46,24): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.CellViewsHolder.MarkForRebuild()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(37,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.InsertItems(int, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(41,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.RemoveItems(int, int, bool, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(47,4): error CS0246: The type or namespace name `ItemCountChangeMode' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(68,26): error CS0246: The type or namespace name `AbstractViewsHolder' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(81,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.ScrollTo(int, float, float)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(85,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.SmoothScrollTo(int, float, float, float, System.Func, bool)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(90,31): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.Refresh()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(97,30): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.GetItemsCount()' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(160,58): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.CreateViewsHolder(int)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(171,40): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.UpdateViewsHolder(frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridAdapter.cs(204,34): error CS0115: `frame8.ScrollRectItemsAdapter.Util.GridView.GridAdapter.OnBeforeRecycleOrDisableViewsHolder(frame8.ScrollRectItemsAdapter.Util.GridView.CellGroupViewsHolder, int)' is marked as an override but no suitable method found to override
    [Unity] Assets/Plugins/SRIA/Scripts/Util/GridView/GridParams.cs(44,39): error CS0246: The type or namespace name `ISRIA' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(57,10): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Assets/Plugins/SRIA/Scripts/Util/PullToRefresh/PullToRefreshBehaviour.cs(59,3): error CS0246: The type or namespace name `IScrollRectProxy' could not be found. Are you missing an assembly reference?
    [Unity] Updating Assets/Scripts/Reporting/Error/ValidatedInputFieldTextIsValidGetter.cs - GUID: fd09ff5c12ccbbf48beeae120dfba6b1...

    At the end, project is builded sucessfully, but the log as it is now is just useless...
     
  3. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hi.
    I can't know more than you, given the current info. It may depend on some things that I didn't experiment the plugin with, like the cloud build.
    Which Unity version do you use?
    Did you recently upgraded to v3.0 from v2.x.x?
    Did you get those errors suddenly or you've seen them every time, from the beginning?
    A broad guess would be that you're uploading the "Library" folder to cloud (if that's possible at all) and it has some old cached data which it fails to delete, but this assumption is almost useless without more info.
    In 99% of the cases, one error causes the other ones or at least there's a common cause for all of them.
    The fact that the project is built successfully even with this error looks to me like a unity cloud issue or at least something with the way the sources are uploaded to it.
    Along your journey with finding the cause, you can create a new project, import the vanilla plugin, upload it to unity cloud and see if it causes the same errors. Do the same with another clean project without the plugin in it. After this, post here your findings. This would definitely help finding the issue.

    Best,
    Lucian
     
  4. KeiseEntertainment

    KeiseEntertainment

    Joined:
    May 5, 2015
    Posts:
    23
    Hi there again.

    I don't know if you remember about my Gallery feature i told in previously message but 'm having another problem similar to the problem @Jochanan had and one another that i don't exactly know if it is realated to your plugin, but here it is:

    Question #01 - If i open the gallery for the first time, no problem happends. But if i open it again, the "Content" size gets crazy and if a try to scroll down, them it goes back to normal.

    Print 1.jpg Print 2.jpg

    Question #02 - If i open the gallery for the first time and there is exactly 6 elements, it appears some elements get crazy and starts some animation that is from the other element. Sorry, i don't even know how to explain this to you. Could you send me your Google email so i can invite you in to the Beta so you can see it yourself?

    Code (CSharp):
    1.  
    2. using System;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5. using UnityEngine.UI;
    6. using TMPro;
    7. using CodeStage.AntiCheat.ObscuredTypes;
    8. using frame8.Logic.Misc.Other.Extensions;
    9. using frame8.ScrollRectItemsAdapter.Util;
    10. using frame8.ScrollRectItemsAdapter.Util.GridView;
    11. using frame8.Logic.Misc.Visual.UI.ScrollRectItemsAdapter;
    12.  
    13. /// <summary>Minimal implementation of the adapter that initializes & updates the viewholders. The size of each item is fixed in this case and it's the same as the prefab's</summary>
    14. public class GalleryGridScrollView : GridAdapter<GalleryGridParams, GalleryGridViewsHolder>, ClickableItem.IItemClickListener
    15. {
    16.     private List<ModelSettings> Data
    17.     {
    18.         get { return PlayerDataManager.instance.models; }
    19.     }
    20.  
    21.     #region GridAdapter implementation
    22.     /// <inheritdoc/>
    23.     protected override void Awake()
    24.     {
    25.         base.Awake();
    26.     }
    27.  
    28.     /// <inheritdoc/>
    29.     protected override void Start()
    30.     {
    31.         base.Start();
    32.  
    33.         _Params.backButton.onClick.AddListener(() => {
    34.             transform.parent.parent.gameObject.SetActive(false);
    35.             SoundManager.Instance.PlayClickEffect();
    36.         });
    37.         //Delete items directly, if selected item is visible to wait for the delete animation
    38.         _Params.deleteButton.onClick.AddListener(() => {
    39.             DeleteSelectedItems();
    40.             SoundManager.Instance.PlayClickEffect();
    41.  
    42.         });
    43.         _Params.cancelButton.onClick.AddListener(() => {
    44.             SelectionMode = false;
    45.             SoundManager.Instance.PlayClickEffect();
    46.         });
    47.  
    48.         ResetItems(Data.Count);
    49.     }
    50.  
    51.     private void OnEnable()
    52.     {
    53.         //Verifica se o script já foi inicializado.
    54.         if (!this.Initialized)
    55.             return;
    56.  
    57.         //Debug.Log("GalleryGridScrollView.OnEnable()");
    58.         ResetItems(Data.Count);
    59.     }
    60.  
    61.     /// <summary>
    62.     /// Limpa a lista e libera espaço de memoria.
    63.     /// </summary>
    64.     private void OnDisable()
    65.     {
    66.         SelectionMode = false;
    67.         ClearVisibleItems();
    68.         Resources.UnloadUnusedAssets();
    69.     }
    70.  
    71.     /// <summary> Called when a cell becomes visible </summary>
    72.     /// <param name="viewsHolder"> use viewsHolder.ItemIndexto find your corresponding model and feed data into its views</param>
    73.     protected override void UpdateCellViewsHolder(GalleryGridViewsHolder newOrRecycled)
    74.     {
    75.         var itemIndex = newOrRecycled.ItemIndex;
    76.         ModelSettings modelSettings = Data[itemIndex];
    77.         newOrRecycled.background.sprite = Resources.Load<Sprite>(string.Format("Sprites/Backgrounds/Backgrounds/{0}", modelSettings.background));
    78.  
    79.         switch (modelSettings.model)
    80.         {
    81.             case GameManager.Models.PUMPKIN:
    82.                 newOrRecycled.pumpkinModel.SetModelSettings(modelSettings.modelData);
    83.                 break;
    84.         }
    85.  
    86.         UpdateSelectionState(newOrRecycled, modelSettings);
    87.     }
    88.  
    89.     /// <inheritdoc/>
    90.     public override void Refresh(bool contentPanelEndEdgeStationary /*ignored*/, bool keepVelocity = false)
    91.     {
    92.         _CellsCount = Data.Count;
    93.         base.Refresh(false, keepVelocity);
    94.     }
    95.    
    96.     /// <inheritdoc/>
    97.     public override void ChangeItemsCount(ItemCountChangeMode changeMode, int cellsCount, int indexIfAppendingOrRemoving = -1, bool contentPanelEndEdgeStationary = false, bool keepVelocity = false)
    98.     {
    99.         // Assure nothing is selected before changing the count
    100.         // Update: not calling RefreshSelectionStateForVisibleCells(), since UpdateCellViewsHolder() will be called for all cells anyway
    101.         if (_SelectionMode)
    102.             SetSelectionMode(false);
    103.         UpdateSelectionActionButtons();
    104.  
    105.         base.ChangeItemsCount(changeMode, cellsCount, indexIfAppendingOrRemoving, contentPanelEndEdgeStationary, keepVelocity);
    106.     }
    107.  
    108.     #region ClickableItem.IItemClickListener Implementation
    109.     bool SelectionMode
    110.     {
    111.         get { return _SelectionMode; }
    112.         set
    113.         {
    114.             if (_SelectionMode != value)
    115.             {
    116.                 SetSelectionMode(value);
    117.                 RefreshSelectionStateForVisibleCells();
    118.                 UpdateSelectionActionButtons();
    119.             }
    120.         }
    121.     }
    122.     const float SELECTED_SCALE_FACTOR = .9f;
    123.     readonly Vector3 SELECTED_SCALE = new Vector3(SELECTED_SCALE_FACTOR, SELECTED_SCALE_FACTOR, 1f);
    124.     bool _SelectionMode;
    125.  
    126.     public void OnItemClicked(ClickableItem clickedItem)
    127.     {
    128.         Debug.Log("GalleryGridScrollView.OnItemClicked()");
    129.  
    130.         // Find the cell views holder that corresponds to the ClickableItem parameter
    131.         int numVisibleCells = base.GetNumVisibleCells();
    132.         for (int i = 0; i < numVisibleCells; ++i)
    133.         {
    134.             var cellVH = base.GetCellViewsHolder(i);
    135.  
    136.             if (cellVH.clickableComponent == clickedItem)
    137.             {
    138.                 var model = Data[cellVH.ItemIndex];
    139.  
    140.                 //If Selection Mode is activate changes item selection.
    141.                 if (SelectionMode)
    142.                 {
    143.                     model.isSelected = !model.isSelected;
    144.                     UpdateSelectionState(cellVH, model);
    145.                 }
    146.                 else
    147.                 {
    148.                     GameManager.instance.LoadModel(cellVH.ItemIndex);
    149.                 }
    150.  
    151.                 SoundManager.Instance.PlayClickEffect();
    152.                 break;
    153.             }
    154.         }
    155.     }
    156.  
    157.     public void OnItemLongClicked(ClickableItem clickedItem)
    158.     {
    159.         Debug.Log("GalleryGridScrollView.OnItemLongClicked()");
    160.         // Enter selection mode
    161.         if (!_SelectionMode)
    162.         {
    163.             SetSelectionMode(true);
    164.             RefreshSelectionStateForVisibleCells();
    165.             UpdateSelectionActionButtons();
    166.  
    167.             if (_Params.autoSelectFirstOnSelectionMode)
    168.             {
    169.                 // Find the cell views holder that corresponds to the LongClickableItem parameter & mark it as toggled
    170.                 int numVisibleCells = base.GetNumVisibleCells();
    171.                 for (int i = 0; i < numVisibleCells; ++i)
    172.                 {
    173.                     var cellVH = base.GetCellViewsHolder(i);
    174.  
    175.                     if (cellVH.clickableComponent == clickedItem)
    176.                     {
    177.                         var model = Data[cellVH.ItemIndex];
    178.                         model.isSelected = true;
    179.                         UpdateSelectionState(cellVH, model);
    180.  
    181.                         SoundManager.Instance.PlayClickEffect();
    182.                         break;
    183.                     }
    184.                 }
    185.             }
    186.         }
    187.     }
    188.  
    189.     /// <inheritdoc/>
    190.     protected override CellGroupViewsHolder<GalleryGridViewsHolder> CreateViewsHolder(int itemIndex)
    191.     {
    192.         var cellsGroupVHInstance = base.CreateViewsHolder(itemIndex);
    193.  
    194.         // Set listeners for the Toggle in each cell. Will call OnCellToggled() when the toggled state changes
    195.         // Set this adapter as listener for the OnItemLongClicked event
    196.         for (int i = 0; i < cellsGroupVHInstance.ContainingCellViewsHolders.Length; ++i)
    197.         {
    198.             var cellVH = cellsGroupVHInstance.ContainingCellViewsHolders[i];
    199.             cellVH.toggle.onValueChanged.AddListener(_ => OnCellToggled(cellVH));
    200.             cellVH.clickableComponent.clickListener = this;
    201.         }
    202.  
    203.         return cellsGroupVHInstance;
    204.     }
    205.  
    206.     void UpdateSelectionState(GalleryGridViewsHolder viewsHolder, ModelSettings model)
    207.     {
    208.         //viewsHolder.clickableComponent.gameObject.SetActive(!_SelectionMode); // can be long-clicked only if selection mode is off
    209.         viewsHolder.toggle.gameObject.SetActive(_SelectionMode); // can be selected only if selection mode is on
    210.         viewsHolder.toggle.isOn = model.isSelected;
    211.     }
    212.  
    213.     /// <summary>Assumes the current state of SelectionMode is different than <paramref name="active"/></summary>
    214.     void SetSelectionMode(bool active)
    215.     {
    216.         _SelectionMode = active;
    217.  
    218.         // De-select selected items
    219.         for (int i = 0; i < _CellsCount; ++i)
    220.             Data[i].isSelected = false;
    221.     }
    222.  
    223.     void UpdateSelectionActionButtons()
    224.     {
    225.         if (_SelectionMode)
    226.         {
    227.             _Params.deleteButton.gameObject.SetActive(true);
    228.             //_Params.deleteButton.interactable = false;
    229.             _Params.cancelButton.gameObject.SetActive(true);
    230.             _Params.cancelButton.interactable = true;
    231.         }
    232.         else
    233.         {
    234.             _Params.deleteButton.gameObject.SetActive(false);
    235.             _Params.deleteButton.interactable = false;
    236.             _Params.cancelButton.gameObject.SetActive(false);
    237.             _Params.cancelButton.interactable = false;
    238.         }
    239.  
    240.     }
    241.  
    242.     void RefreshSelectionStateForVisibleCells()
    243.     {
    244.         // Rather than calling Refresh, which calls GetItemHeight etc. again for each item, visible or not, we retrieve the already-visible ones and update them manually (less lag)
    245.         int visibleCellCount = GetNumVisibleCells();
    246.         for (int i = 0; i < visibleCellCount; ++i)
    247.         {
    248.             var cellVH = GetCellViewsHolder(i);
    249.             UpdateSelectionState(cellVH, Data[cellVH.ItemIndex]);
    250.         }
    251.     }
    252.  
    253.     void OnCellToggled(GalleryGridViewsHolder cellVH)
    254.     {
    255.         // Update the model this cell is representing
    256.         var model = Data[cellVH.ItemIndex];
    257.         model.isSelected = cellVH.toggle.isOn;
    258.  
    259.         cellVH.views.localScale = model.isSelected ? SELECTED_SCALE : Vector3.one;
    260.  
    261.         // Activate the delete button if at least one item was selected
    262.         if (cellVH.toggle.isOn) // selected
    263.         {
    264.             _Params.deleteButton.interactable = true;
    265.         }
    266.         else // de-selected
    267.         {
    268.             foreach (var m in Data)
    269.                 if (m.isSelected)
    270.                     return;
    271.  
    272.             // No item selected => disable the delete button
    273.             _Params.deleteButton.interactable = false;
    274.         }
    275.     }
    276.     /// <summary>Deletes the selected items immediately</summary>
    277.     void DeleteSelectedItems()
    278.     {
    279.         Debug.Log("GalleryGridScrollView.DeleteSelectedItems()");
    280.  
    281.         var toBeDeleted = new List<ModelSettings>();
    282.         foreach (var model in Data)
    283.             if (model.isSelected)
    284.                 toBeDeleted.Add(model);
    285.  
    286.         if (toBeDeleted.Count > 0)
    287.         {
    288.             ModalPanel.Instance.Dialog(MultipleLanguageDatabase.Instance.dialogConfirmationTitle, MultipleLanguageDatabase.Instance.dialogDeleteGalleryItemMessage, () =>
    289.             {
    290.                 // Remove models from adapter & update views
    291.                 for (int i = 0; i < toBeDeleted.Count; ++i)
    292.                     Data.Remove(toBeDeleted[i]);
    293.                 Refresh();
    294.  
    295.                 PlayerDataManager.instance.SavePlayerData();
    296.             });
    297.  
    298.             // Remove models from adapter & update views
    299.             //for (int i = 0; i < toBeDeleted.Count; ++i)
    300.             //    Data.Remove(toBeDeleted[i]);
    301.             //Refresh();
    302.  
    303.             // Re-enable selection mode
    304.             if (_Params.keepSelectionModeAfterDeletion)
    305.                 SelectionMode = true;
    306.  
    307.             //// "Remove from disk" or similar
    308.             //foreach (var item in toBeDeleted)
    309.             //    HandleItemDeletion(item);
    310.         }
    311.     }
    312.     #endregion
    313.  
    314.     #endregion
    315. }
    316.  
    317. [Serializable]
    318. public class GalleryGridParams : GridParams
    319. {
    320.     public Button backButton;
    321.     /// <summary>Will be enabled when in selection mode and there are items selsted. Disabled otherwise</summary>
    322.     public Button deleteButton;
    323.     /// <summary>Will be enabled when in selection mode. Pressing it will exit selection mode. Useful for devices with no back/escape (iOS)</summary>
    324.     public Button cancelButton;
    325.     /// <summary>Select the first item when entering selection mode</summary>
    326.     public bool autoSelectFirstOnSelectionMode = true;
    327.     /// <summary>Wether to remain in selection mode after deletion or not</summary>
    328.     public bool keepSelectionModeAfterDeletion = true;
    329. }
    330.  
    331. // Self-explanatory
    332. public class GalleryGridViewsHolder : CellViewsHolder
    333. {
    334.     //Data Variables
    335.     public Button button;
    336.     public Image background;
    337.     public PumpkinModel pumpkinModel;
    338.  
    339.     //Variables for Selection Function
    340.     public Toggle toggle;
    341.     public ClickableItem clickableComponent;
    342.  
    343.     public override void CollectViews()
    344.     {
    345.         base.CollectViews();
    346.  
    347.         //Data Variables
    348.         button = views.GetComponent<Button>();
    349.         views.GetComponentAtPath("Mask/Background", out background);
    350.         views.GetComponentAtPath("Mask/PumpkinModel", out pumpkinModel);
    351.  
    352.         //Variables for Selection Function
    353.         views.GetComponentAtPath("Mask/Toggle", out toggle);
    354.         views.GetComponentAtPath("ClickableArea", out clickableComponent);
    355.     }
    356.     protected override RectTransform GetViews() { return root.Find("Views") as RectTransform; }
    357. }
    358.  
     
    Last edited: Oct 20, 2017
  5. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hello,

    Maybe all these problems have a common cause (which is true most of the time in programming, as I'm sure you already know). Yes, let me take a look at it. My email is: lucian.9k@gmail.com

    Have a nice day :)
     
    Last edited: Dec 6, 2020
  6. KeiseEntertainment

    KeiseEntertainment

    Joined:
    May 5, 2015
    Posts:
    23
    Hi there,

    I've just invited you in to the Beta Testers list.

    Here it is the activation link: https://goo.gl/x9R3Sh

    To reproduce the problem #02, save 3 times your creation (without light effect) and 3 with light effect (different color to better visualize what is happening). Restart the game, open the Album (frist time will happend the problem), close and open Album again (the Problem #02 is gone, now the Problem #01 happens)

    ps: if you want add me in skype (it's better to have a conversation over there) just search for: felipeap92@yahoo.com.br

    Thank you =]
     
  7. KeiseEntertainment

    KeiseEntertainment

    Joined:
    May 5, 2015
    Posts:
    23
    Hello again!

    Now it is 3 problems, but this one is more important. My build is failing for UWP Platform and the build errors are from Optmized Scrollview... Since it says the plugin is "platform-independent (since it operates on a UnityEngine.UI.ScrollRect)" i didn't expected that at all :/

    The error i'm getting are:

    SNAG-0000.jpg

    Code (CSharp):
    1. Assets\SRIA\Scripts\DLLSources\ScrollRectItemsAdapter\Utils.cs(50,6): error CS1061: 'Type' does not contain a definition for 'GetField' and no extension method 'GetField' accepting a first argument of type 'Type' could be found (are you missing a using directive or an assembly reference?)
    2.  
    Code (CSharp):
    1. Assets\SRIA\Scripts\DLLSources\ScrollRectItemsAdapter\SRIADebugger.cs(92,42): error CS1061: 'Type' does not contain a definition for 'IsGenericType' and no extension method 'IsGenericType' accepting a first argument of type 'Type' could be found (are you missing a using directive or an assembly reference?)
    2.  
    Code (CSharp):
    1. Assets\SRIA\Scripts\DLLSources\ScrollRectItemsAdapter\SRIADebugger.cs(94,11): error CS1061: 'Type' does not contain a definition for 'BaseType' and no extension method 'BaseType' accepting a first argument of type 'Type' could be found (are you missing a using directive or an assembly reference?)
    2.  
    Code (CSharp):
    1. Assets\SRIA\Scripts\DLLSources\ScrollRectItemsAdapter\SRIADebugger.cs(105,58): error CS1061: 'Type' does not contain a definition for 'IsGenericType' and no extension method 'IsGenericType' accepting a first argument of type 'Type' could be found (are you missing a using directive or an assembly reference?)
    2.  
    Code (CSharp):
    1. Assets\SRIA\Scripts\DLLSources\ScrollRectItemsAdapter\SRIADebugger.cs(107,11): error CS1061: 'Type' does not contain a definition for 'BaseType' and no extension method 'BaseType' accepting a first argument of type 'Type' could be found (are you missing a using directive or an assembly reference?)
    2.  
    Code (CSharp):
    1. Assets\SRIA\Scripts\DLLSources\ScrollRectItemsAdapter\SRIADebugger.cs(131,11): error CS0117: 'Array' does not contain a definition for 'ConvertAll'
    2.  
    Code (CSharp):
    1. Assets\SRIA\Scripts\MainExample\MainExampleHelper.cs(56,12): error CS0117: 'Array' does not contain a definition for 'ForEach'
    2.  
    Code (CSharp):
    1. Assets\SRIA\Scripts\Util\Drawer\LabelWithToggles.cs(39,11): error CS0117: 'Array' does not contain a definition for 'ConvertAll'
    2.  

    Thank you again for the support =]

    Att,
    Felipe.
     
  8. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hi,
    The plugin's main code (the one that's essential to any project - not the demos) is platform-independent. Why shouldn't it be? it's based on unity's ScrollRect, and it's not using any external libraries or native functionalities.
    All the errors you see are related to the fact that windows store apps use 'core .net', which don't contain some functionalities (to our surprise - I didn't know that until now).
    This doesn't seem like it's directly related to SRIA itself. We're just using those methods.
    Anyway, this is not a big deal, since the code that produces the errors is from the example scripts and a small debugger script(used internally) that you'll never use - you can delete them without affecting your project.
    Thank you for letting usknow and please give me the complete list of errors via email, so I can replace the calls to non-supported methods with something else, so they won't confuse anyone building for win store anymore.

    Also, I've sent you an email yesterday in which I'm asking you to send me your project so I can take a closer look at it. Did you receive it?

    Lucian
     
  9. KeiseEntertainment

    KeiseEntertainment

    Joined:
    May 5, 2015
    Posts:
    23
    Hi,

    I've triyed to delete every scripts as you told me to do, but when i delete "Utils.cs" it ruins other 2 scripts that i don't think i could delete it (error bellow).

    Ohh.. And i didn't receive your previously email... Try send it to me again on felipe@keiseentertainment.com, please. And every methods and script errors are in my previously message.

    Code (CSharp):
    1. Assets/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/Snapper8.cs(45,76): error CS0103: The name `Utils' does not exist in the current context
    2.  
    Code (CSharp):
    1. Assets/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/Snapper8.cs(46,73): error CS0103: The name `Utils' does not exist in the current context
    2.  
    Code (CSharp):
    1. Assets/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/SRIAInternal.cs(490,11): error CS0103: The name `Utils' does not exist in the current context
    2.  
    Code (CSharp):
    1. Assets/SRIA/Scripts/DLLSources/ScrollRectItemsAdapter/SRIAInternal.cs(625,11): error CS0103: The name `Utils' does not exist in the current context
    2.  

    Thanks again.
    Felipe.
     
  10. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    I've forwarded the email from your yahoo account. Give your project and I'll correct the errors for you. Also, tell me again how to reproduce those 2 bugs so I can fix them and send the project back to you. I'll do this tomorrow. Let's communicate via email from now on, as those 2 bugs are related to your project, not the plugin.
     
    KeiseEntertainment likes this.
  11. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Posting an update for everyone else:
    It turns out some of the plugin's core functionality did actually depend on System.Reflection, which is not included for Universal Windows Platform (Windows store apps). I didn't know such a critical namespace as System.Reflection could be removed for a specific platform. Oh well, bad luck.
    v3.0.2 was submitted today, which contains additional scripts and changes + the instructions pdf was updated to guide you on building for UWP (which is actually just adding a script to your EventSystem)
     
  12. dgileadi

    dgileadi

    Joined:
    Feb 2, 2017
    Posts:
    1
    I'm overriding CollectItemsSizes. Its documentation says to call methods like BeginChangingItemsSizes, EndChangingItemsSizes and this[int] on the ItemsDescriptor parameter. There's even an example of this in IncrementalItemFetchExample. However, in the provided source code those methods are all marked internal. Shouldn't they be public?
     
  13. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    You are right. I guess you have multiple assemblies: a framework assembly and the game's assembly. Or, different assemblies for different platforms. Right? And perhaps you extend SRIA in multiple assemblies, which obviously doesn't let you access internal members.
    This is a very good point. I'll shortly submit an update for v3.0.2 with the necessary changes.
    Thanks for pointing it out :)
     
  14. aliak

    aliak

    Joined:
    Jan 2, 2017
    Posts:
    12
    Hi, I have 2 questions:
    1.is it possible do add/remove items from UpdateViewsHolder?
    2. what's the purpose of separate calls to _Params.Data.Add and InsertItems? Is there any useful case when they can be called without each outher?
     
  15. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hello.

    1. Nope. UpdateViewsHolder it's not supposed to have the responsibility of deciding whether items should be added/removed. It just binds data to the views. That's all. I'm pretty sure you can achieve whatever you're looking for without the need to add/remove items from UpdateViewsHolder. BTW, what is it, more exactly? Maybe I can give you some directions.
    2. This is needed because SRIA was from the very beginning designed to be as flexible as possible. The adapter itself doesn't know about your list or how you store your data. It just asks for the items count and, optionally, their sizes (size meaning height or width, depending on scrollview's orientation). How you set the sizes is exemplified throughout the demo scenes, as there are multiple ways of doing this, depending on how much variation in size you have in your data set + what you prioritize more: cpu, memory, the speed of the ChangeItemsCount call.
    And put simply, you tell the adapter how many items there are and maybe their sizes, and that's all it needs to know in order to decide when to call [Create/Update]ViewsHolder for you. The way you store your data is your implementation detail, but enough utlities are already implemented for you in the Utils namespace, like the BaseParamsWithPrefabAndData class. When you call _Params.Data.Add, you're just adding an item to the list. The adapter should also be notified of this in order to update the list of sizes, update the content size and a lot of other things, that's why a very rigid item adding/removing convention is needed.
    You can override InsertItems and put _Params.Data.Add in it, I think, if you're inserting items in too much places, although we didn't test this. Alternatively (and this is what it's done in some of the demos), you can just create a helper method that does both of these things (as I'm sure you've already though about).

    Hope this was helpful :)
     
  16. rattlesnake

    rattlesnake

    Joined:
    Jul 18, 2013
    Posts:
    138
    Hello Lucian,
    I try to migrate my "selection exemple" scene from V2 to V3.

    I see that the configuration is not the same, for instance there is no "_GridAdapter" instance like before (which was handy):
    _GridAdapter = new MyGridAdapter();

    Code (CSharp):
    1.  
    2. //From an other script I was able to check the selection mode like this
    3. if (SelectionExemple._GridAdapter.SelectionMode == false)
    4. {...}
    5.  
    6. //I tried this instead but it's not working :/:
    7. if (SelectionExemple._Params.SelectionMode == false)
    8. {...}
    9.  
    I am not an advanced developper and I am a little confused about the way to access it again :)

    Thanks a lot,
    Seb
     
  17. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hi Seb,

    I'm sure you'll find v3 to be much more handy than you think. A lot of things are more convenient to access now. The adapter now is the same as the MonoBehaviour that you attach to the scrollview. In your example, I think you'd use "SelectionExemple.SelectionMode" directly. Is this what you needed?
    Just in case you're using static variables, please be very careful to set them to null when the thing they reference is destroyed, as they may introduce very hard-to-detect bugs.

    Best,
    L
     
    rattlesnake likes this.
  18. rattlesnake

    rattlesnake

    Joined:
    Jul 18, 2013
    Posts:
    138
    Hello Lucian,

    I have a quick question :
    With the selection_exemple scene I try to use a regular List instead of the lazyList
    I tried this :
    Code (CSharp):
    1. void OnItemCountChangeRequested(int newCount)
    2. {
    3.     _CurrentFreeID = 0;
    4.     //// Generating some random models
    5.     var models = new BasicModel[newCount];
    6.     for (int i = 0; i < newCount; ++i)
    7.     models[i] = CreateNewModel(i);
    8.     //this.LazySetNewItems(newCount);
    9. }
    10. BasicModel CreateNewModel(int index)
    11. {
    12.     return new BasicModel()
    13.     {
    14.         id = _CurrentFreeID++,
    15.         title = "Item ID: " + id,
    16.         imageURL ="https://s19.postimg.org/izcdnvkoj/test_pixmap_kyubu.png",
    17.     };
    18. }
    But the gallerie is not loading. is there a kind of :
    Code (CSharp):
    1. _Params.AddRange(models)
    for the GridParams ?

    Best regards,
    Seb
     
  19. stansison

    stansison

    Joined:
    Feb 20, 2016
    Posts:
    28
    Hi,
    I recently bought this to solve some memory issues. I would like to support drag and drop reordering of elements within the table. Is this something that will be added in the future?
     
    Ian3934 likes this.
  20. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hi there,

    If I think about how the feature-set evolved since v1.0, I'd say definitely yes! But when? That I cannot say for sure.

    Best,
    L
     
    Ian3934 likes this.
  21. stansison

    stansison

    Joined:
    Feb 20, 2016
    Posts:
    28
    Hi,
    Trying to use this with ViewHolders with adaptive-variable sized cells. The view holder contains a gameobject with a Vertical Layout Group and 2 children: Header and Content. (each has its own layoutElement)
    Header contains a fixed length Text and has Fixed Size.
    Content's size changes to match the text using LayoutElement.

    By default only the Header is shown, when the user taps on it, the cell expands to reveal the content.

    Can you recommend where I should update the new values for the layout elements? The current solution I'm using works to an extent. It can react to expand/shrinking. But when we start scrolling with the recycling elements, things get messy.

    EDIT:
    Currently I've removed auto-layout on child cells and work with RectMask2d for the expand/shrink.
     
    Last edited: Nov 26, 2017
  22. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846

    Hi,
    First, you'll need to make sure that changing the size of the viewsholder is only done through the adapter (as in the demo scenes), and not externally, by a third-party component.
    I don't have a straightforward solution for you, but it's possible with some combination of the code from the content size fitter example and ExpandCollapseOnClick script. Your scenario is special, so I'll add a demo scene in the next version change with this example. Until then, I'l try to explain the steps, broadly:
    - implement everything as in the content size fitter (CSF) example
    - when an item is clicked to be expanded, you first enable the content size fitter, then manage its size as in the demo scene, disable the CSF, call Canvas.ForceUpdateCanvases(), then set the expandedFactor of the ExpandCollapseOnClick script accordingly. And start expanding (if you don't have any expanding animation, this makes things easier, as you don't need ExpandCollapseOnClick at all. Just call RequestChanceItemSizeAndUpdateLayout once instead).

    Best,
    Lucian @ TFG
     
  23. stansison

    stansison

    Joined:
    Feb 20, 2016
    Posts:
    28
    Thanks for the assist Lucian! I've used the CSF example and have come up with a solution but with a small quibble. I've sent in an email as I didn't want to clutter this page. But I can post it here as well if you prefer that sir.

    Thanks!
    Stan
     
    xucian likes this.
  24. alexMobileApps50

    alexMobileApps50

    Joined:
    Sep 23, 2017
    Posts:
    21
    Hi, I am Alex, a user of the unity plugin named "Optimized ScrollView Adapter".
    I am using this plugin to add and edit each item to the ScrollView at run-time.
    I have used content-size-fitter-example of your plugin.
    I have customized it to add or edit items at run-time.
    But when I edit an item, the content-size-fitter doesn't work correctly.
    There may be some issue or error on my code. But when I use older version (named "ScrollRectItemsAdapter8") of this plugin that you published before, it work correctly.

    [links removed by hippocoder]

    I've uploaded a video and source project to show the bugs.
    I will thanks if you can help me about it.
    The main issue is that the content size fitter is not working when I edit text of each item.

    Looking forward to your reply.
    Best
     
    Last edited by a moderator: Dec 18, 2017
  25. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    @alexMobileApps50 please don't publish licensed source code or assets online - it is illegal to do so. I have removed the offending links.

    If you require that level of support contact the author via PM
     
  26. alexMobileApps50

    alexMobileApps50

    Joined:
    Sep 23, 2017
    Posts:
    21
    Hi, I am very sorry for that. It's my mistake.
    I didn't think of that.
    I deleted it on the dropbox.
    Really Sorry
     
  27. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    No, don't worry, the link was removed, but we received some reports from concerned people. Posting source code of your own which calls functions in the asset's code is fine - obviously, just not the asset itself :)
     
    MrIconic and xucian like this.
  28. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    UPDATE: The source code for the non-optimized listview/gridview was released as a smaller unity plugin on 06.01.2018: http://u3d.as/11Yn
     
    Last edited: Jul 15, 2018
  29. apaix

    apaix

    Joined:
    Aug 10, 2017
    Posts:
    21
    I have an issue with Discrete Scrollbar. I copied the PageViewExample but for some reason I can't get the function to pass a non zero value. I notice your scene does not have the 0 that I have. Any ideas how to fix this?

    Screen Shot 2018-01-26 at 1.10.04 PM.png
     
  30. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hi,
    Thanks for using our package!
    What page does it scroll to if you pass 1 instead of 0? Does it scroll to the firstor the second?

    George
     
  31. apaix

    apaix

    Joined:
    Aug 10, 2017
    Posts:
    21
    If I pass 1, it goes to the second one correctly. The problem is that its always using 1 and not the itemIndex. For some reason on your example scene it doesn't have the int to pass there.

    I'm trying to figure out why the editor omits the passing in your scene and not mine? I copied the ScrollToPage function exactly the same.

    SRIA Example Scene::
    Screen Shot 2018-01-27 at 9.42.32 AM.png

    My Scene::
    Screen Shot 2018-01-27 at 9.41.55 AM.png
     
  32. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Well, the example script didn't need any index passed as a parameter. It inferred it through code (it basically parsed the integer from the 'scroll to' input field in the commands panel). You can, however, assign a dynamic parameter in the event's inspector and (in code) use the method's parameter for scrollto, but this is more related to unity events basics rather than to SRIA itself.
    Let me know if you managed to solve it
     
  33. apaix

    apaix

    Joined:
    Aug 10, 2017
    Posts:
    21
    int copyOfI = i;
    slot.GetComponentInChildren<Button>().onClick.AddListener(() => { if (OnSlotSelected != null) OnSlotSelected.Invoke(copyOfI); });

    According to this code, I should get the index passed. The problem is that it gets the editor value and I don't want the editor value.

    I ended up manually assigning the function instead of using the editor. Now when I click the slots, I get the proper index.
     
    Last edited: Jan 29, 2018
  34. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    You don't need to manually do the call.
    When you select a function from the drop-down to be called when that event fires, you should choose the dynamic version (if the function has the same parameters as the event, it'll appear 2 times in the list)
    Like here:

    Is this what you needed?
     
  35. apaix

    apaix

    Joined:
    Aug 10, 2017
    Posts:
    21
    Ahh yes, that dynamic part totally slipped my mind. Thanks for reminding me. I knew I was doing something simple.
     
  36. AmbiManu

    AmbiManu

    Joined:
    Jan 29, 2018
    Posts:
    1
    Hello there,
    how would one go about moving elements around in the scroll list? ie using drag and drop to remove an item and reinsert it a few places further up.
    I tried to implement that but the insert methods not beeing able to take an object and such stopped me. some help would be appreciated.
     
  37. sminjard

    sminjard

    Joined:
    Sep 21, 2017
    Posts:
    4
    Hello
    I don't manage to make scrollTo work properly with a list of items of various sizes with content size fitters. It's a vertical list with a start gravity and I want the scroll position to be at the top when the items are loaded. By default it is at the bottom so I call ScrollTo(0) when I load the items. It works the first time but if I scroll a bit, clear the list and reload the items, it doesn't scroll to top. It seems to keep the previous scroll position or something like that. It doesn't happen if I remove the content size fitters. How can I fix that ?
     
  38. djsegler

    djsegler

    Joined:
    Apr 20, 2016
    Posts:
    20
    Recently updated a project to 2017.3 that utilizes SRIA (ver 3.2). It worked well in 2017.3.0p1, but after converting the project to the latest Unity version of 2017.3.1f1, it no longer response to scrolls or clicks.

    ???
     
  39. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Guys, I really don't know what happened. We didn't get any email notifications about the thread. Seems to be a forum-related problem. I'll double-check that.
    I'm sorry for replying this late, but you could send us an email at any time at contact@thefallengames.com.
    Please do so, because it's unusual for us reply later than after 2-3 days.

    The drag-and-drop feature you're describing can be implemented. You just need to do it manually, since the adapter's main purpose is to improve performance. A summary is: have a small area in each item where you can detect the OnPointerDown event (or similar), clone the dragged item, call RemoveItem accordingly, detect where the pointer is when the user released it and call InsertItem accordingly.
    We may implement this example use-case in the next version, as it sounds nice.


    You mean there's a point in time where calling ScrollTo(0) doesn't actually scroll at the first item?
    In case of CSF, there are 2 ComputeVisibility "passes". What I can think of is try to call ScrollTo(0) after 1-2 frames after the list is reset. Please let me know if this solves it.


    I'm not seeing this problem. A version made with Unity 2017.3.1f1 was just submitted and it works flawlessly.
    Shoot an email at lucian@thefallengames.com with more details and maybe with the project itself
     
  40. sp-sergio-gil

    sp-sergio-gil

    Joined:
    Mar 5, 2014
    Posts:
    45
    We have recently bought your great plugin... thanks a lot for all the effort to build such an amazing scrollview!

    Yesterday I was testing it and I reallized that for cells you don't use a Monobehaviour, and then this forces us to use then CollectViews to get info from all the exposed inspector variables like Images, text,... to use them.

    I was wondering why you are using this behaviour... I changed some things like for example extending AbstractViewsHolder from MonoBehaviour and in the CreateViewHolder do something like

    Code (CSharp):
    1. protected override MyListItemViewsHolder CreateViewsHolder(int itemIndex)
    2.         {
    3.             //var instance = new MyListItemViewsHolder();
    4.  
    5.             // Using this shortcut spares you from:
    6.             // - instantiating the prefab yourself
    7.             // - enabling the instance game object
    8.             // - setting its index
    9.             // - calling its CollectViews()
    10.             var go = Instantiate(_Params.itemPrefab.gameObject);
    11.             var instance = go.GetComponent<MyListItemViewsHolder>();
    12.             instance.Init(go, itemIndex);
    13.            
    14.    //         placeholder.Init();
    15.    //         if(activateRootGameObject)
    16.    //             root.gameObject.SetActive(true);
    17.            
    18.             //instance.Init(_Params.itemPrefab, itemIndex);
    19.  
    20.             return instance;
    21.         }
    This way, you have directly the references that you have setted using the inspector, instead of searching them in the whole cell hierarchy.

    I think this way we can avoid having to create the CollectViews info for every exposed var and avoiding a lot of getcomponent in all the childs to find it could be a performance improvement?

    I don't know if this can break something...

    What do you think about?

    Thanks!
     
  41. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hi Sergio,

    Thanks for the suggestion. We'd definitely love to receive more suggestions like this, so we can improve the plugin.
    In this case, the short answer is MonoBehaviours are expensive. Additionally, if you already need/have a MB, you can choose to do everything in your MB and just wrap it in a ViewsHolder (as a field), so this gives you maximum flexibility. Whereas if we'd by default force you to use MBs for the items, you couldn't do it the other way around (removing the need of MBs and just using plain classes).
    The key reason is flexibility, which we value more than anything.

    As for your solution, I you're almost there. You're right about not needing to find children manually if you already have a script for each item which has references to the children views. I definitely won't agree with doing the same thing twice. But how you'd solve this is by just having the ViewsHolder to contain a single field of type YourMB which will reference, you guessed it, your MB, and you'd just retrieve that script in CollectViews instead of all of its children. Notice how this doesn't add any more expensive calls than your solution, since in your proposed solution you still need to call gameObject.GetComponent<YourMB> after gameObject instantiation.
    Does this make sense?

    Thanks again and happy coding!
    I'd like to hear more, in case I missed something or you have something else to propose which you think it's more beneficial for the plugin

    Lucian @ TFG
     
  42. EJCPMyTech

    EJCPMyTech

    Joined:
    Nov 15, 2016
    Posts:
    2
    Hola.

    Estoy trabajando con su producto SRIA es un buen complemento.

    Si bien tenemos un problema que es algo que no nos gusta y comento, al texto presente en UI.Texto o TextMeshProGUI desde código en idiomas internacionales como Español. Frances ... no presenta los caracteres especiales como acentos y la ñ, después de que obtuve el resultado que era cuando ese texto era insertado desde el código de código de ListSRIA.cs, tras la sorpresa. Implementar una aplicación limpia y con solo un lienzo y una SRIA y un texto y TextMeshPro externo a SRIA y otro Texto y TextMeshPro dentro de ListItemPrefab (Ejemplo), pues bien los externos presenta bien el texto, los externos los acentos y ... lo presenta con un símbolo raro () Espero que pueda orientar una solución a esto que es bien raro.



    S aludos
     
    Last edited: Mar 29, 2018
  43. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hi. Replied to your email :)
    Lucian
     
  44. EJCPMyTech

    EJCPMyTech

    Joined:
    Nov 15, 2016
    Posts:
    2
    Resuelto el problema .
    Gracias por su colaboración
    Es un error entre Unity 2017.4.0.f1 y Visual studio 2017 al clonar el fichero ListSRIA.cs con el asistente.
    Si lo hago yo con una copia y lo selecciono con el asistente ya no da problemas.

    Saludos
     
  45. Maniczombie

    Maniczombie

    Joined:
    Oct 19, 2012
    Posts:
    15
    Hi, I have a horizontal scrollview list containing prefabs with text. Each prefab has a content size fitter to fit to the length of the text, but when the prefabs are created in the scrollview, they are all set to the same width which appears to be the same as the Default Item Size property in the Params. Is there a simple solution to not having all the prefabs set to the same length? Thanks.
     
  46. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hi,
    Of course. Check the ContentSizeFitter example scene + scripts. There's a bit more that you need to do in order to "agree" with SRIA regarding the variable sizes. Check how the prefab's children are placed in the scene and make sure to keep a similar format.
    Write us back with any issues you'll encounter

    Regards,
    Lucian
     
  47. justtime

    justtime

    Joined:
    Oct 6, 2013
    Posts:
    424
    Hi there! Great asset, really improved my list performance!
    One question : how i can orginize list elements by groups ? So here are some control list elements, click on which show/hide it's sub elements. Thanks!
     
  48. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hi,
    Thanks :)

    A first, quick, approach would be to do exactly the same thing as the HierarchyExample script does.
    You can study it and see if you can copy the same behaviour and adapt it for your use-case.

    Post back if you have additional questions :)
     
  49. 0898_TGS

    0898_TGS

    Joined:
    Oct 23, 2016
    Posts:
    3
    Very good assets, I have a question:

    If we want to dynamically connect two cells to a straight line, how can we do it? (straight line can be dynamically added or deleted dynamically.
    微信图片_20.png
     
  50. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    846
    Hi,
    Thanks

    But this has little to do with the plugin itself. You need to manually do some math and simulate the line effect. Keep in mind that apart from the visible items, there are none outside the viewport (that's the whole purpose of the plugin)