using ET; using Sirenix.OdinInspector; namespace UnityEngine.UI { [EnableClass] public abstract partial class LoopScrollRect { [SerializeField] [LabelText("缓存父级对象")] public RectTransform u_CacheRect; [SerializeField] [LabelText("最大可点击数")] [MinValue(1)] public int u_MaxClickCount = 1; [SerializeField] [LabelText("自动取消上一个选择")] [MinValue(1)] public bool u_AutoCancelLast = true; [SerializeField] [LabelText("重复点击则取消")] public bool u_RepetitionCancel; [SerializeField] [LabelText("创建间隔")] public float u_CreateInterval = 0f; [SerializeField] [LabelText("滚动时使用创建间隔")] public bool u_ForeverInterval = false; [SerializeField] [LabelText("刷新时可操作")] public bool u_RefreshCanOption = false; [SerializeField] [LabelText("预加载")] public int u_PreLoadCount = 0; public int u_StartLine => StartLine; //可见的第一行 public int u_CurrentLines => CurrentLines; //滚动中的当前行数 public int u_TotalLines => TotalLines; //总数 public int u_EndLine => Mathf.Min(u_StartLine + u_CurrentLines, u_TotalLines); //可见的最后一行 public int u_ContentConstraintCount => contentConstraintCount; //限制 行/列 数 public float u_ContentSpacing => contentSpacing; //间隔 public int u_ItemStart => itemTypeStart; //当前显示的第一个的Index public int u_ItemEnd => itemTypeEnd; //当前显示的最后一个index 被+1了注意 } }