Marking player location on galaxy map Fixed non-input field focus disabling global key map Player start ship is now always the same Loadout generator now demands exact match for item dimensions Thermal damage now triggers ItemDamaged event = player can die from cockpit wear! Properties panel now has a much more attractive UI Implemented curve control for properties UI Centralized number formatting in player settings Moved significant digits to player settings Added temperature unit option in player settings
213 lines
No EOL
8.6 KiB
C#
213 lines
No EOL
8.6 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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namespace UnityEngine.UI
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{
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[AddComponentMenu("Layout/Auto Expand Grid Layout Group", 152)]
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public class AutoExpandGridLayoutGroup : LayoutGroup
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{
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public enum Corner { UpperLeft = 0, UpperRight = 1, LowerLeft = 2, LowerRight = 3 }
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public enum Axis { Horizontal = 0, Vertical = 1 }
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public enum Constraint { Flexible = 0, FixedColumnCount = 1, FixedRowCount = 2 }
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[SerializeField]
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protected Corner m_StartCorner = Corner.UpperLeft;
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public Corner startCorner { get { return m_StartCorner; } set { SetProperty(ref m_StartCorner, value); } }
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[SerializeField]
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protected Axis m_StartAxis = Axis.Horizontal;
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public Axis startAxis { get { return m_StartAxis; } set { SetProperty(ref m_StartAxis, value); } }
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[SerializeField]
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protected Vector2 m_CellSize = new Vector2(100, 100);
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public Vector2 cellSize { get { return m_CellSize; } set { SetProperty(ref m_CellSize, value); } }
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[SerializeField]
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protected Vector2 m_Spacing = Vector2.zero;
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public Vector2 spacing { get { return m_Spacing; } set { SetProperty(ref m_Spacing, value); } }
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[SerializeField]
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protected Constraint m_Constraint = Constraint.Flexible;
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public Constraint constraint { get { return m_Constraint; } set { SetProperty(ref m_Constraint, value); } }
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[SerializeField]
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protected int m_ConstraintCount = 2;
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public int constraintCount { get { return m_ConstraintCount; } set { SetProperty(ref m_ConstraintCount, Mathf.Max(1, value)); } }
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protected AutoExpandGridLayoutGroup()
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{ }
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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base.OnValidate();
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constraintCount = constraintCount;
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}
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#endif
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public override void CalculateLayoutInputHorizontal()
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{
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base.CalculateLayoutInputHorizontal();
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int minColumns = 0;
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int preferredColumns = 0;
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if (m_Constraint == Constraint.FixedColumnCount)
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{
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minColumns = preferredColumns = m_ConstraintCount;
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}
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else if (m_Constraint == Constraint.FixedRowCount)
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{
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minColumns = preferredColumns = Mathf.CeilToInt(rectChildren.Count / (float)m_ConstraintCount - 0.001f);
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}
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else
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{
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minColumns = 1;
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preferredColumns = Mathf.CeilToInt(Mathf.Sqrt(rectChildren.Count));
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}
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SetLayoutInputForAxis(
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padding.horizontal + (cellSize.x + spacing.x) * minColumns - spacing.x,
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padding.horizontal + (cellSize.x + spacing.x) * preferredColumns - spacing.x,
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-1, 0);
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}
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public override void CalculateLayoutInputVertical()
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{
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int minRows = 0;
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if (m_Constraint == Constraint.FixedColumnCount)
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{
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minRows = Mathf.CeilToInt(rectChildren.Count / (float)m_ConstraintCount - 0.001f);
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}
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else if (m_Constraint == Constraint.FixedRowCount)
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{
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minRows = m_ConstraintCount;
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}
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else
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{
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float width = rectTransform.rect.size.x;
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int cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
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minRows = Mathf.CeilToInt(rectChildren.Count / (float)cellCountX);
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}
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float minSpace = padding.vertical + (cellSize.y + spacing.y) * minRows - spacing.y;
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SetLayoutInputForAxis(minSpace, minSpace, -1, 1);
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}
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public override void SetLayoutHorizontal()
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{
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SetCellsAlongAxis(0);
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}
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public override void SetLayoutVertical()
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{
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SetCellsAlongAxis(1);
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}
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private void SetCellsAlongAxis(int axis)
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{
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// Normally a Layout Controller should only set horizontal values when invoked for the horizontal axis
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// and only vertical values when invoked for the vertical axis.
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// However, in this case we set both the horizontal and vertical position when invoked for the vertical axis.
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// Since we only set the horizontal position and not the size, it shouldn't affect children's layout,
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// and thus shouldn't break the rule that all horizontal layout must be calculated before all vertical layout.
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if (axis == 0)
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{
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// Only set the sizes when invoked for horizontal axis, not the positions.
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for (int i = 0; i < rectChildren.Count; i++)
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{
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RectTransform rect = rectChildren[i];
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m_Tracker.Add(this, rect,
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DrivenTransformProperties.Anchors |
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DrivenTransformProperties.AnchoredPosition |
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DrivenTransformProperties.SizeDelta);
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rect.anchorMin = Vector2.up;
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rect.anchorMax = Vector2.up;
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rect.sizeDelta = cellSize;
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}
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return;
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}
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float width = rectTransform.rect.size.x;
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float height = rectTransform.rect.size.y;
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int cellCountX = 1;
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int cellCountY = 1;
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if (m_Constraint == Constraint.FixedColumnCount)
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{
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cellCountX = m_ConstraintCount;
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cellCountY = Mathf.CeilToInt(rectChildren.Count / (float)cellCountX - 0.001f);
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}
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else if (m_Constraint == Constraint.FixedRowCount)
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{
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cellCountY = m_ConstraintCount;
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cellCountX = Mathf.CeilToInt(rectChildren.Count / (float)cellCountY - 0.001f);
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}
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else
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{
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if (cellSize.x + spacing.x <= 0)
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cellCountX = int.MaxValue;
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else
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cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
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if (cellSize.y + spacing.y <= 0)
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cellCountY = int.MaxValue;
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else
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cellCountY = Mathf.Max(1, Mathf.FloorToInt((height - padding.vertical + spacing.y + 0.001f) / (cellSize.y + spacing.y)));
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}
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int cornerX = (int)startCorner % 2;
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int cornerY = (int)startCorner / 2;
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int cellsPerMainAxis, actualCellCountX, actualCellCountY;
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if (startAxis == Axis.Horizontal)
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{
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cellsPerMainAxis = cellCountX;
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actualCellCountX = Mathf.Clamp(cellCountX, 1, rectChildren.Count);
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actualCellCountY = Mathf.Clamp(cellCountY, 1, Mathf.CeilToInt(rectChildren.Count / (float)cellsPerMainAxis));
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}
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else
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{
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cellsPerMainAxis = cellCountY;
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actualCellCountY = Mathf.Clamp(cellCountY, 1, rectChildren.Count);
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actualCellCountX = Mathf.Clamp(cellCountX, 1, Mathf.CeilToInt(rectChildren.Count / (float)cellsPerMainAxis));
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}
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Vector2 requiredSpace = new Vector2(
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actualCellCountX * cellSize.x + (actualCellCountX - 1) * spacing.x,
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actualCellCountY * cellSize.y + (actualCellCountY - 1) * spacing.y
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);
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Vector2 startOffset = new Vector2(
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GetStartOffset(0, requiredSpace.x),
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GetStartOffset(1, requiredSpace.y)
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);
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for (int i = 0; i < rectChildren.Count; i++)
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{
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int positionX;
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int positionY;
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if (startAxis == Axis.Horizontal)
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{
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positionX = i % cellsPerMainAxis;
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positionY = i / cellsPerMainAxis;
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}
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else
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{
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positionX = i / cellsPerMainAxis;
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positionY = i % cellsPerMainAxis;
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}
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if (cornerX == 1)
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positionX = actualCellCountX - 1 - positionX;
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if (cornerY == 1)
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positionY = actualCellCountY - 1 - positionY;
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float realsize = ((width - (spacing[0] * (actualCellCountX - 1))) / actualCellCountX);
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SetChildAlongAxis(rectChildren[i], 0, startOffset.x + (realsize + spacing[0]) * positionX, realsize);
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SetChildAlongAxis(rectChildren[i], 1, startOffset.y + (cellSize[1] + spacing[1]) * positionY, cellSize[1]);
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}
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}
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}
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} |