com.alicizax.unity.ui.exten.../Runtime/UXComponent/Group/UXGroup.cs

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using System;
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using System.Collections.Generic;
using System.Linq;
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using UnityEngine.EventSystems;
using UnityEngine;
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namespace UnityEngine.UI
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{
[AddComponentMenu("UI/UXGroup", 31)]
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[DisallowMultipleComponent]
public class UXGroup : UIBehaviour
{
[SerializeField] private bool m_AllowSwitchOff = false;
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public bool allowSwitchOff
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{
get { return m_AllowSwitchOff; }
set { m_AllowSwitchOff = value; }
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}
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[SerializeField]
private List<UXToggle> m_Toggles = new List<UXToggle>();
// 新增:默认选中的 Toggle可在 Inspector 设置)
[SerializeField]
private UXToggle m_DefaultToggle;
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public UXToggle defaultToggle
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{
get { return m_DefaultToggle; }
set { m_DefaultToggle = value; EnsureValidState(); }
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}
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protected UXGroup()
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{
}
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protected override void Start()
{
EnsureValidState();
base.Start();
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}
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protected override void OnEnable()
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{
EnsureValidState();
base.OnEnable();
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}
private void ValidateToggleIsInGroup(UXToggle toggle)
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{
if (toggle == null || !m_Toggles.Contains(toggle))
throw new ArgumentException(string.Format("UXToggle {0} is not part of ToggleGroup {1}", new object[] { toggle, this }));
}
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public void NotifyToggleOn(UXToggle toggle, bool sendCallback = true)
{
ValidateToggleIsInGroup(toggle);
for (var i = 0; i < m_Toggles.Count; i++)
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{
if (m_Toggles[i] == toggle)
continue;
if (sendCallback)
m_Toggles[i].isOn = false;
else
m_Toggles[i].SetIsOnWithoutNotify(false);
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}
}
public void UnregisterToggle(UXToggle toggle)
{
if (toggle == null)
return;
if (m_Toggles.Contains(toggle))
m_Toggles.Remove(toggle);
// 如果被移除的正好是默认选项,则清空默认项
if (m_DefaultToggle == toggle)
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{
m_DefaultToggle = null;
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}
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}
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public void RegisterToggle(UXToggle toggle)
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{
if (toggle == null)
return;
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if (!m_Toggles.Contains(toggle))
m_Toggles.Add(toggle);
// 当组内已有其他开启项,并且不允许 all-off 时,
// 如果新加入的 toggle 本身为 on则需要把它关闭以维持单选。
if (!allowSwitchOff)
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{
// 如果已经有一个 active 的 toggle且不是刚加入的这个并且刚加入的 toggle isOn 为 true则关闭刚加入的 toggle
var firstActive = GetFirstActiveToggle();
if (firstActive != null && firstActive != toggle && toggle.isOn)
{
// 我们使用不触发回调的方式避免编辑时产生不必要的事件调用
toggle.SetIsOnWithoutNotify(false);
}
else if (firstActive == null)
{
// 没有任何 active 且不允许 all-off如果 group 指定了 defaultToggle优先选中它但仅当 default 在本组内且可交互)
if (m_DefaultToggle != null && m_Toggles.Contains(m_DefaultToggle))
{
var dt = m_DefaultToggle;
if (dt != null && dt != toggle)
{
// 确保默认项被选中editor/runtime 都适用)
dt.isOn = true;
NotifyToggleOn(dt);
}
else if (dt == toggle)
{
// 新加入项就是默认项,确保它为 on
toggle.isOn = true;
NotifyToggleOn(toggle);
}
}
}
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}
}
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// 新增:判断组里是否包含某 toggle用于运行时/编辑器避免重复注册)
public bool ContainsToggle(UXToggle toggle)
{
return m_Toggles != null && m_Toggles.Contains(toggle);
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}
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// Ensure list consistency: clean nulls, and make sure every toggle in this list actually references this group.
public void EnsureValidState()
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{
if (m_Toggles == null)
m_Toggles = new List<UXToggle>();
// Remove null references first
m_Toggles.RemoveAll(x => x == null);
// 如果不允许 all-off优先尝试选中 defaultToggle否则选中第一个。
if (!allowSwitchOff && !AnyTogglesOn() && m_Toggles.Count != 0)
{
UXToggle toSelect = null;
if (m_DefaultToggle != null && m_Toggles.Contains(m_DefaultToggle))
{
toSelect = m_DefaultToggle;
}
else
{
toSelect = m_Toggles[0];
}
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if (toSelect != null)
{
toSelect.isOn = true;
NotifyToggleOn(toSelect);
}
}
IEnumerable<UXToggle> activeToggles = ActiveToggles();
if (activeToggles.Count() > 1)
{
// 如果 defaultToggle 是开启的,优先保留它
UXToggle firstActive = GetFirstActiveToggle();
foreach (UXToggle toggle in activeToggles)
{
if (toggle == firstActive)
{
continue;
}
toggle.isOn = false;
}
}
// Synchronize each toggle's group reference to this group if necessary,
// but avoid causing re-ordering in cases where it's already consistent.
for (int i = 0; i < m_Toggles.Count; i++)
{
var t = m_Toggles[i];
if (t == null)
continue;
if (t.group != this)
{
// 使用 setter 会触发必要的注册/注销逻辑
t.group = this;
}
}
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}
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public bool AnyTogglesOn()
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{
return m_Toggles.Find(x => x != null && x.isOn) != null;
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}
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public IEnumerable<UXToggle> ActiveToggles()
{
return m_Toggles.Where(x => x != null && x.isOn);
}
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public UXToggle GetFirstActiveToggle()
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{
// 优先返回 defaultToggle如果它处于 on 且在组内)
if (m_DefaultToggle != null && m_Toggles.Contains(m_DefaultToggle) && m_DefaultToggle.isOn)
return m_DefaultToggle;
IEnumerable<UXToggle> activeToggles = ActiveToggles();
return activeToggles.Count() > 0 ? activeToggles.First() : null;
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}
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public void SetAllTogglesOff(bool sendCallback = true)
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{
bool oldAllowSwitchOff = m_AllowSwitchOff;
m_AllowSwitchOff = true;
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if (sendCallback)
{
for (var i = 0; i < m_Toggles.Count; i++)
if (m_Toggles[i] != null)
m_Toggles[i].isOn = false;
}
else
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{
for (var i = 0; i < m_Toggles.Count; i++)
if (m_Toggles[i] != null)
m_Toggles[i].SetIsOnWithoutNotify(false);
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}
m_AllowSwitchOff = oldAllowSwitchOff;
}
public void Next()
{
SelectAdjacent(true);
}
public void Preview()
{
SelectAdjacent(false);
}
private void SelectAdjacent(bool forward)
{
if (m_Toggles == null || m_Toggles.Count == 0)
return;
UXToggle current = GetFirstActiveToggle();
int currentIndex = current != null ? m_Toggles.IndexOf(current) : -1;
int idx = currentIndex;
if (idx == -1 && !forward)
idx = 0;
for (int step = 0; step < m_Toggles.Count; step++)
{
if (forward)
{
idx = (idx + 1) % m_Toggles.Count;
}
else
{
idx = (idx - 1 + m_Toggles.Count) % m_Toggles.Count;
}
UXToggle t = m_Toggles[idx];
if (t == null)
continue;
if (!t.IsActive())
continue;
if (!t.IsInteractable())
continue;
t.isOn = true;
return;
}
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}
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}
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}