com.alicizax.unity.ui.exten.../Runtime/UXComponent/Button/UXButton.cs

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using System;
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using System.Collections;
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using System.Collections.Generic;
using AlicizaX.UI.Extension;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
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[Serializable]
public enum ButtonModeType
{
Normal,
Toggle
}
[ExecuteAlways]
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[DisallowMultipleComponent]
public class UXButton : UXSelectable, IButton, IPointerClickHandler, ISubmitHandler
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{
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#region Serialized Fields
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[SerializeField] private ButtonModeType m_Mode;
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[SerializeField] private Button.ButtonClickedEvent m_OnClick = new();
[SerializeField] private List<TransitionData> m_ChildTransitions = new();
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[SerializeField] private UXGroup m_UXGroup;
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[SerializeField] private AudioClip hoverAudioClip;
[SerializeField] private AudioClip clickAudioClip;
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[SerializeField] private UnityEvent<bool> m_OnValueChanged = new();
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#endregion
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#region Private Fields
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private bool m_IsDown;
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private bool m_HasExitedWhileDown;
private bool _mTogSelected;
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private Animator _animator;
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private Coroutine _resetRoutine;
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private WaitForSeconds _waitFadeDuration;
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// 静态锁(用于 normal 模式点击后的“保持 Selected”并能转移
private static UXButton s_LockedButton = null;
private bool m_IsFocusLocked = false;
private bool m_IsNavFocused = false;
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private static readonly Dictionary<string, int> _animTriggerCache = new()
{
{ "Normal", Animator.StringToHash("Normal") },
{ "Highlighted", Animator.StringToHash("Highlighted") },
{ "Pressed", Animator.StringToHash("Pressed") },
{ "Selected", Animator.StringToHash("Selected") },
{ "Disabled", Animator.StringToHash("Disabled") },
};
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#endregion
#region Properties
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private Animator Animator => _animator ? _animator : _animator = GetComponent<Animator>();
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public bool Selected
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{
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get => _mTogSelected;
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set
{
if ((m_Mode == ButtonModeType.Normal && value) || m_Mode == ButtonModeType.Toggle)
{
if (m_Mode == ButtonModeType.Toggle) _mTogSelected = !value;
HandleClick();
}
}
}
internal bool InternalTogSelected
{
get => _mTogSelected;
set
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{
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if (_mTogSelected == value) return;
_mTogSelected = value;
m_OnValueChanged?.Invoke(value);
// 如果当前控件处于聚焦(由导航/SetSelected 进入),那么视觉上应保持 Selected无论逻辑是否为 selected
bool isEventSystemSelected = EventSystem.current != null && EventSystem.current.currentSelectedGameObject == gameObject;
bool isFocused = m_IsNavFocused || isEventSystemSelected;
if (m_Mode == ButtonModeType.Toggle && isFocused)
{
// 即使逻辑值为 false也保持 Selected 视觉,因为焦点还在该控件上
SetState(SelectionState.Selected);
}
else
{
// 否则按逻辑恢复 Selected / Normal
SetState(value ? SelectionState.Selected : SelectionState.Normal);
}
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}
}
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public Button.ButtonClickedEvent onClick
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{
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get => m_OnClick;
set => m_OnClick = value;
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}
public UnityEvent<bool> onValueChanged
{
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get => m_OnValueChanged;
set => m_OnValueChanged = value;
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}
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#endregion
#region Unity Lifecycle
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protected override void Awake()
{
base.Awake();
// 使用基类 m_MainTransition 的 fadeDuration
_waitFadeDuration = new WaitForSeconds(Mathf.Max(0.01f, m_MainTransition.colors.fadeDuration));
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ApplyVisualState(m_SelectionState, true);
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}
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protected override void OnDestroy()
{
if (_resetRoutine != null)
StopCoroutine(_resetRoutine);
base.OnDestroy();
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}
public override bool IsInteractable()
{
return base.IsInteractable() && m_Interactable;
}
#endregion
#region Static lock helper
private static void SetLockedButton(UXButton newLocked)
{
if (s_LockedButton == newLocked)
return;
if (s_LockedButton != null)
{
var old = s_LockedButton;
s_LockedButton = null;
old.m_IsFocusLocked = false;
if (old._mTogSelected && old.m_Mode == ButtonModeType.Toggle)
old.SetState(SelectionState.Selected);
else
old.SetState(SelectionState.Normal);
}
if (newLocked != null)
{
s_LockedButton = newLocked;
s_LockedButton.m_IsFocusLocked = true;
s_LockedButton.SetState(SelectionState.Selected);
}
}
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#endregion
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#region Pointer Handlers
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public override void OnPointerDown(PointerEventData eventData)
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{
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if (!CanProcess()) return;
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m_IsDown = true;
m_HasExitedWhileDown = false;
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SetState(SelectionState.Pressed);
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}
public override void OnPointerUp(PointerEventData eventData)
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{
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if (!m_Interactable || eventData.button != PointerEventData.InputButton.Left)
return;
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m_IsDown = false;
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if (m_IsFocusLocked || (_mTogSelected && m_Mode == ButtonModeType.Toggle && navigation.mode != UXNavigation.Mode.None))
{
SetState(SelectionState.Selected);
return;
}
var newState = m_HasExitedWhileDown ? SelectionState.Normal : SelectionState.Highlighted;
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SetState(newState);
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}
public override void OnPointerEnter(PointerEventData eventData)
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{
if (!CanProcessEnter()) return;
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m_HasExitedWhileDown = false;
// 如果 toggle 模式并且聚焦(导航/或 EventSystem 选中),保持 Selected不触发 Highlight
bool isEventSystemSelected = EventSystem.current != null && EventSystem.current.currentSelectedGameObject == gameObject;
bool isFocused = m_IsNavFocused || isEventSystemSelected;
if (m_Mode == ButtonModeType.Toggle && isFocused)
{
SetState(SelectionState.Selected);
return;
}
if (navigation.mode != UXNavigation.Mode.None)
{
if ((m_Mode == ButtonModeType.Normal && m_IsFocusLocked) ||
(m_Mode == ButtonModeType.Toggle && _mTogSelected))
{
SetState(SelectionState.Selected);
return;
}
}
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if (m_IsDown) return;
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SetState(SelectionState.Highlighted);
PlayAudio(hoverAudioClip);
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}
public override void OnPointerExit(PointerEventData eventData)
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{
if (!m_Interactable) return;
if (m_IsDown)
{
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m_HasExitedWhileDown = true;
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return;
}
// 聚焦时保持 Selected不回退到 Normal
bool isEventSystemSelected = EventSystem.current != null && EventSystem.current.currentSelectedGameObject == gameObject;
bool isFocused = m_IsNavFocused || isEventSystemSelected;
if (m_Mode == ButtonModeType.Toggle && isFocused)
{
SetState(SelectionState.Selected);
return;
}
if (navigation.mode != UXNavigation.Mode.None)
{
if ((m_Mode == ButtonModeType.Normal && m_IsFocusLocked) ||
(m_Mode == ButtonModeType.Toggle && _mTogSelected))
{
SetState(SelectionState.Selected);
return;
}
}
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SetState(_mTogSelected ? SelectionState.Selected : SelectionState.Normal);
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}
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public void OnPointerClick(PointerEventData eventData)
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{
if (eventData.button != PointerEventData.InputButton.Left || !m_Interactable)
return;
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PlayAudio(clickAudioClip);
if (m_Mode == ButtonModeType.Normal)
{
if (navigation.mode != UXNavigation.Mode.None)
{
if (EventSystem.current != null)
EventSystem.current.SetSelectedGameObject(gameObject, eventData);
SetLockedButton(this);
UISystemProfilerApi.AddMarker("Button.onClick", this);
m_OnClick?.Invoke();
}
else
{
UISystemProfilerApi.AddMarker("Button.onClick", this);
m_OnClick?.Invoke();
}
}
else
{
HandleClick();
if (navigation.mode != UXNavigation.Mode.None)
{
if (EventSystem.current != null)
EventSystem.current.SetSelectedGameObject(gameObject, eventData);
SetLockedButton(this);
}
}
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}
#endregion
#region Submit handling (Keyboard Submit)
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public void OnSubmit(BaseEventData eventData)
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{
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if (_resetRoutine != null)
{
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StopCoroutine(_resetRoutine);
_resetRoutine = null;
}
if (Animator)
{
foreach (int id in _animTriggerCache.Values)
Animator.ResetTrigger(id);
}
if (EventSystem.current != null)
EventSystem.current.SetSelectedGameObject(gameObject, eventData);
m_IsDown = true;
m_HasExitedWhileDown = false;
ForceSetState(SelectionState.Pressed);
PlayAudio(clickAudioClip);
if (m_Mode == ButtonModeType.Toggle)
{
_resetRoutine = StartCoroutine(SubmitToggleDeferredRoutine());
return;
}
HandleClick();
if (navigation.mode != UXNavigation.Mode.None)
SetLockedButton(this);
if (navigation.mode != UXNavigation.Mode.None && m_Mode == ButtonModeType.Normal)
_resetRoutine = StartCoroutine(SubmitAndLockRoutine());
else
_resetRoutine = StartCoroutine(ResetAfterSubmit());
}
#endregion
#region Selection / Navigation handling
public override void OnSelect(BaseEventData eventData)
{
base.OnSelect(eventData);
m_IsNavFocused = true;
if (s_LockedButton != null && s_LockedButton != this)
{
SetLockedButton(this);
return;
}
// 聚焦时无论逻辑是否选中Toggle 显示 Selected
if (m_Mode == ButtonModeType.Toggle)
{
SetState(SelectionState.Selected);
return;
}
if (m_IsDown)
{
SetState(SelectionState.Pressed);
}
else
{
if (m_IsFocusLocked)
SetState(SelectionState.Selected);
else
SetState(SelectionState.Highlighted);
}
}
public override void OnDeselect(BaseEventData eventData)
{
base.OnDeselect(eventData);
m_IsNavFocused = false;
bool selectionIsNull = EventSystem.current == null || EventSystem.current.currentSelectedGameObject == null;
if (selectionIsNull)
{
if (s_LockedButton == this)
s_LockedButton = null;
m_IsFocusLocked = false;
}
// Toggle 模式:如果逻辑上已选中则保持 Selected否则恢复 Normal
if (m_Mode == ButtonModeType.Toggle)
{
if (_mTogSelected)
SetState(SelectionState.Selected);
else
SetState(SelectionState.Normal);
return;
}
if (m_Mode == ButtonModeType.Normal && _mTogSelected)
{
SetState(SelectionState.Selected);
return;
}
SetState(SelectionState.Normal);
}
#endregion
#region Coroutines for submit/reset
private IEnumerator SubmitAndLockRoutine()
{
yield return _waitFadeDuration;
m_IsDown = false;
m_HasExitedWhileDown = false;
if (Animator)
{
foreach (int id in _animTriggerCache.Values)
Animator.ResetTrigger(id);
}
SetLockedButton(this);
ApplyVisualState(SelectionState.Selected, false);
_resetRoutine = null;
}
private IEnumerator SubmitToggleDeferredRoutine()
{
yield return null;
yield return _waitFadeDuration;
HandleClick();
if (Animator)
{
foreach (int id in _animTriggerCache.Values)
Animator.ResetTrigger(id);
}
m_IsDown = false;
m_HasExitedWhileDown = false;
bool stillFocused = EventSystem.current != null && EventSystem.current.currentSelectedGameObject == gameObject;
if (stillFocused || m_IsNavFocused)
SetState(SelectionState.Selected);
else
SetState(_mTogSelected ? SelectionState.Selected : SelectionState.Normal);
if (navigation.mode != UXNavigation.Mode.None)
SetLockedButton(this);
_resetRoutine = null;
}
private IEnumerator ResetAfterSubmit()
{
yield return _waitFadeDuration;
SetState(_mTogSelected ? SelectionState.Selected : SelectionState.Normal);
_resetRoutine = null;
}
#endregion
#region Utility
private void ForceSetState(SelectionState state)
{
// 链接到基类的 ForceSetState
base.ForceSetState(state);
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}
#endregion
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#region Logic
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private bool CanProcess()
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{
return m_Interactable;
}
private bool CanProcessEnter()
{
return m_Interactable;
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}
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private void HandleClick()
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{
if (m_Mode == ButtonModeType.Normal)
{
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UISystemProfilerApi.AddMarker("Button.onClick", this);
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m_OnClick?.Invoke();
}
else if (m_UXGroup)
{
m_UXGroup.NotifyButtonClicked(this);
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}
else
{
InternalTogSelected = !_mTogSelected;
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}
}
/// <summary>
/// 设置状态的入口(使用基类 SetState
/// </summary>
/// <param name="state"></param>
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private void SetState(SelectionState state)
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{
ForceSetState(state);
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}
/// <summary>
/// 覆盖基类的 ApplyVisualState先由基类处理 MainTransition再处理 child transitions保持原逻辑
/// </summary>
public override void ApplyVisualState(SelectionState state, bool instant)
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{
// main transition 由基类处理
base.ApplyVisualState(state, instant);
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// child transitions 保持原有处理UXButton 特有)
for (int i = 0; i < m_ChildTransitions.Count; i++)
base.ApplyTransition(m_ChildTransitions[i], state, instant);
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}
/// <summary>
/// 覆盖 PlayAnimation使用 UXButton 的 Animator 与 trigger 缓存(保持原逻辑)
/// </summary>
/// <param name="trigger"></param>
protected override void PlayAnimation(string trigger)
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{
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if (!Animator || !Animator.isActiveAndEnabled || string.IsNullOrEmpty(trigger))
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return;
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foreach (int id in _animTriggerCache.Values)
Animator.ResetTrigger(id);
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if (_animTriggerCache.TryGetValue(trigger, out int hash))
Animator.SetTrigger(hash);
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}
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private void PlayAudio(AudioClip clip)
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{
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if (clip && UXComponentExtensionsHelper.AudioHelper != null)
UXComponentExtensionsHelper.AudioHelper.PlayAudio(clip);
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}
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#endregion
public void Focus()
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{
if (!IsInteractable())
return;
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if (EventSystem.current != null)
{
EventSystem.current.SetSelectedGameObject(gameObject, new BaseEventData(EventSystem.current));
}
m_IsNavFocused = true;
if ((s_LockedButton != null && s_LockedButton != this) || s_LockedButton == null)
{
SetLockedButton(this);
}
}
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}