Hi, I’ve modified the GridLayout to automatically swap from horizontal-vertical mode (just with 2 panels for now).
It work in Editor mode and there’s a slide range to change the percent size of the 1st panel.
When the width of the screen is less than the height it will turn in vertical mode.
using UnityEngine;
using System.Collections.Generic;
namespace UnityEngine.UI
{
[AddComponentMenu("Layout/Grid Layout Group", 152)]
public class TwoPanelsLayout : LayoutGroup
{
public enum Corner { UpperLeft = 0, UpperRight = 1, LowerLeft = 2, LowerRight = 3 }
public enum Axis { Horizontal = 0, Vertical = 1 }
public enum Constraint { Flexible = 0, FixedColumnCount = 1, FixedRowCount = 2 }
private protected Corner m_StartCorner = Corner.UpperLeft;
private Corner startCorner { get { return m_StartCorner; } set { SetProperty(ref m_StartCorner, value); } }
private protected Axis m_StartAxis = Axis.Horizontal;
private Axis startAxis { get { return m_StartAxis; } set { SetProperty(ref m_StartAxis, value); } }
private Vector2 m_CellSize = new Vector2(100, 100);
public Vector2 cellSize { get { return m_CellSize; } set { SetProperty(ref m_CellSize, value); } }
private Vector2 m_Spacing = Vector2.zero;
public Vector2 spacing { get { return m_Spacing; } set { SetProperty(ref m_Spacing, value); } }
private protected Constraint m_Constraint = Constraint.Flexible;
public Constraint constraint { get { return m_Constraint; } set { SetProperty(ref m_Constraint, value); } }
private protected int m_ConstraintCount = 2;
public int constraintCount { get { return m_ConstraintCount; } set { SetProperty(ref m_ConstraintCount, Mathf.Max(1, value)); } }
protected TwoPanelsLayout()
{ }
[Header ("Custom")]
[Range (0,1)]
[SerializeField] protected float size = 0.5f;
private float _panelSizeDivision;
[SerializeField] protected bool swapOnChangeAxis = true;
private Constraint _initConstrain;
private bool _isSwapped;
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
constraintCount = constraintCount;
}
#endif
public override void CalculateLayoutInputHorizontal()
{
base.CalculateLayoutInputHorizontal();
int minColumns = 0;
int preferredColumns = 0;
if (m_Constraint == Constraint.FixedColumnCount)
{
minColumns = preferredColumns = m_ConstraintCount;
}
else if (m_Constraint == Constraint.FixedRowCount)
{
minColumns = preferredColumns = Mathf.CeilToInt(rectChildren.Count / (float)m_ConstraintCount - 0.001f);
}
else
{
minColumns = 1;
preferredColumns = Mathf.CeilToInt(Mathf.Sqrt(rectChildren.Count));
}
SetLayoutInputForAxis(
padding.horizontal + (cellSize.x + spacing.x) * minColumns - spacing.x,
padding.horizontal + (cellSize.x + spacing.x) * preferredColumns - spacing.x,
-1, 0);
}
public override void CalculateLayoutInputVertical()
{
int minRows = 0;
if (m_Constraint == Constraint.FixedColumnCount)
{
minRows = Mathf.CeilToInt(rectChildren.Count / (float)m_ConstraintCount - 0.001f);
}
else if (m_Constraint == Constraint.FixedRowCount)
{
minRows = m_ConstraintCount;
}
else
{
float width = rectTransform.rect.size.x;
int cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
minRows = Mathf.CeilToInt(rectChildren.Count / (float)cellCountX);
}
float minSpace = padding.vertical + (cellSize.y + spacing.y) * minRows - spacing.y;
SetLayoutInputForAxis(minSpace, minSpace, -1, 1);
}
public override void SetLayoutHorizontal()
{
SetCellsAlongAxis(0);
}
public override void SetLayoutVertical()
{
SetCellsAlongAxis(1);
}
private void SetCellsAlongAxis(int axis)
{
// Normally a Layout Controller should only set horizontal values when invoked for the horizontal axis
// and only vertical values when invoked for the vertical axis.
// However, in this case we set both the horizontal and vertical position when invoked for the vertical axis.
// Since we only set the horizontal position and not the size, it shouldn't affect children's layout,
// and thus shouldn't break the rule that all horizontal layout must be calculated before all vertical layout.
RectTransform _rect = GetComponent<RectTransform>();
float screenWidth = _rect.sizeDelta.x;
float screenHeight = _rect.sizeDelta.y;
if (screenWidth > screenHeight)
{
constraint = Constraint.FixedColumnCount;
}
else if (screenWidth <= screenHeight)
{
constraint = Constraint.FixedRowCount;
}
if (axis == 0)
{
// Only set the sizes when invoked for horizontal axis, not the positions.
for (int i = 0; i < rectChildren.Count; i++)
{
RectTransform rect = rectChildren[i];
m_Tracker.Add(this, rect,
DrivenTransformProperties.Anchors |
DrivenTransformProperties.AnchoredPosition |
DrivenTransformProperties.SizeDelta);
rect.anchorMin = Vector2.up;
rect.anchorMax = Vector2.up;
rect.sizeDelta = cellSize;
}
return;
}
float width = rectTransform.rect.size.x;
float height = rectTransform.rect.size.y;
int cellCountX = 1;
int cellCountY = 1;
if (m_Constraint == Constraint.FixedColumnCount)
{
cellCountX = m_ConstraintCount;
cellCountY = Mathf.CeilToInt(rectChildren.Count / (float)cellCountX - 0.001f);
}
else if (m_Constraint == Constraint.FixedRowCount)
{
cellCountY = m_ConstraintCount;
cellCountX = Mathf.CeilToInt(rectChildren.Count / (float)cellCountY - 0.001f);
}
else
{
if (cellSize.x + spacing.x <= 0)
cellCountX = int.MaxValue;
else
cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
if (cellSize.y + spacing.y <= 0)
cellCountY = int.MaxValue;
else
cellCountY = Mathf.Max(1, Mathf.FloorToInt((height - padding.vertical + spacing.y + 0.001f) / (cellSize.y + spacing.y)));
}
int cornerX = (int)startCorner % 2;
int cornerY = (int)startCorner / 2;
int cellsPerMainAxis, actualCellCountX, actualCellCountY;
if (startAxis == Axis.Horizontal)
{
cellsPerMainAxis = cellCountX;
actualCellCountX = Mathf.Clamp(cellCountX, 1, rectChildren.Count);
actualCellCountY = Mathf.Clamp(cellCountY, 1, Mathf.CeilToInt(rectChildren.Count / (float)cellsPerMainAxis));
}
else
{
cellsPerMainAxis = cellCountY;
actualCellCountY = Mathf.Clamp(cellCountY, 1, rectChildren.Count);
actualCellCountX = Mathf.Clamp(cellCountX, 1, Mathf.CeilToInt(rectChildren.Count / (float)cellsPerMainAxis));
}
Vector2 requiredSpace = new Vector2(
actualCellCountX * cellSize.x + (actualCellCountX - 1) * spacing.x,
actualCellCountY * cellSize.y + (actualCellCountY - 1) * spacing.y
);
Vector2 startOffset = new Vector2(
GetStartOffset(0, requiredSpace.x),
GetStartOffset(1, requiredSpace.y)
);
//Swap panels
if (swapOnChangeAxis && constraint != _initConstrain)
{
rectChildren[1].SetSiblingIndex(0);
_initConstrain = constraint;
_isSwapped = !_isSwapped;
//Debug.Log("SWAPPED");
}
if (!_isSwapped) _panelSizeDivision = size;
else _panelSizeDivision = 1 - size;
for (int i = 0; i < rectChildren.Count; i++)
{
int positionX;
int positionY;
if (startAxis == Axis.Horizontal)
{
positionX = i % cellsPerMainAxis;
positionY = i / cellsPerMainAxis;
}
else
{
positionX = i / cellsPerMainAxis;
positionY = i % cellsPerMainAxis;
}
if (cornerX == 1)
positionX = actualCellCountX - 1 - positionX;
if (cornerY == 1)
positionY = actualCellCountY - 1 - positionY;
float multiplier = 0;
float factorX = 0;
float factorY = 0;
if (i == 0) multiplier = (1 - _panelSizeDivision) * 2;
if (i == 1) multiplier = 2 - ((1 - _panelSizeDivision) * 2);
float realsizeX = 0;
if (m_Constraint == Constraint.FixedColumnCount)
{
realsizeX = ((width - (spacing[0] * (actualCellCountX - 1))) / actualCellCountX) * multiplier;
factorX = (realsizeX / multiplier) - (realsizeX - (realsizeX / multiplier));
}
else if (m_Constraint == Constraint.FixedRowCount)
{
realsizeX = ((width - (spacing[0] * (actualCellCountX - 1))) / actualCellCountX);
factorX = realsizeX;
}
SetChildAlongAxis(rectChildren[i], 0, startOffset.x + (factorX + spacing[0]) * positionX , realsizeX);
float realsizeY = 0;
if (m_Constraint == Constraint.FixedRowCount)
{
realsizeY = ((height - (spacing[0] * (actualCellCountY - 1))) / actualCellCountY) * multiplier;
factorY = (realsizeY / multiplier) - (realsizeY - (realsizeY / multiplier));
}
else if (m_Constraint == Constraint.FixedColumnCount)
{
realsizeY = ((height - (spacing[0] * (actualCellCountY - 1))) / actualCellCountY);
factorY = realsizeY;
}
SetChildAlongAxis(rectChildren[i], 1, startOffset.y + (factorY + spacing[1]) * positionY, realsizeY);
}
}
}
}