优化性能
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@ -9,11 +9,13 @@ namespace UnityEngine.UI
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internal sealed class UXNavigationRuntime : MonoBehaviour
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internal sealed class UXNavigationRuntime : MonoBehaviour
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{
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{
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private static UXNavigationRuntime _instance;
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private static UXNavigationRuntime _instance;
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private static readonly string CacheLayerName = $"Layer{(int)UILayer.All}-{UILayer.All}";
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private const float DiscoveryInterval = 0.5f;
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private const float DiscoveryInterval = 0.5f;
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private readonly HashSet<UXNavigationScope> _scopeSet = new();
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private readonly HashSet<UXNavigationScope> _scopeSet = new();
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private readonly List<UXNavigationScope> _scopes = new(32);
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private readonly List<UXNavigationScope> _scopes = new(32);
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private readonly HashSet<Transform> _interactiveLayerRoots = new();
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private readonly HashSet<Transform> _interactiveLayerRoots = new();
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private readonly List<UIHolderObjectBase> _holderBuffer = new(32);
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private Transform _uiCanvasRoot;
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private Transform _uiCanvasRoot;
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private UXNavigationScope _topScope;
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private UXNavigationScope _topScope;
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@ -116,6 +118,7 @@ namespace UnityEngine.UI
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_topScope = null;
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_topScope = null;
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}
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}
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scope.IsAvailable = false;
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scope.SetNavigationSuppressed(false);
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scope.SetNavigationSuppressed(false);
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_scopes.Remove(scope);
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_scopes.Remove(scope);
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MarkDiscoveryDirty();
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MarkDiscoveryDirty();
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@ -185,11 +188,10 @@ namespace UnityEngine.UI
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return;
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return;
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}
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}
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string cacheLayerName = $"Layer{(int)UILayer.All}-{UILayer.All}";
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for (int i = 0; i < _uiCanvasRoot.childCount; i++)
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for (int i = 0; i < _uiCanvasRoot.childCount; i++)
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{
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{
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Transform child = _uiCanvasRoot.GetChild(i);
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Transform child = _uiCanvasRoot.GetChild(i);
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if (child == null || child.name == cacheLayerName)
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if (child == null || child.name == CacheLayerName)
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{
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{
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continue;
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continue;
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}
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}
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@ -217,10 +219,11 @@ namespace UnityEngine.UI
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continue;
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continue;
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}
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}
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UIHolderObjectBase[] holders = layerRoot.GetComponentsInChildren<UIHolderObjectBase>(true);
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_holderBuffer.Clear();
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for (int i = 0; i < holders.Length; i++)
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layerRoot.GetComponentsInChildren(true, _holderBuffer);
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for (int i = 0; i < _holderBuffer.Count; i++)
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{
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{
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UIHolderObjectBase holder = holders[i];
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UIHolderObjectBase holder = _holderBuffer[i];
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if (holder == null
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if (holder == null
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|| holder.GetComponent<UXNavigationScope>() != null
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|| holder.GetComponent<UXNavigationScope>() != null
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|| IsNavigationSkipped(holder.transform))
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|| IsNavigationSkipped(holder.transform))
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@ -233,6 +236,8 @@ namespace UnityEngine.UI
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}
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}
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}
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}
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_holderBuffer.Clear();
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if (addedScope)
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if (addedScope)
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{
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{
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for (int i = 0; i < _scopes.Count; i++)
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for (int i = 0; i < _scopes.Count; i++)
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@ -254,6 +259,7 @@ namespace UnityEngine.UI
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}
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}
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bool available = IsScopeAvailable(scope);
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bool available = IsScopeAvailable(scope);
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scope.IsAvailable = available;
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if (scope.WasAvailable != available)
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if (scope.WasAvailable != available)
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{
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{
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scope.WasAvailable = available;
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scope.WasAvailable = available;
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@ -348,7 +354,7 @@ namespace UnityEngine.UI
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continue;
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continue;
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}
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}
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bool suppress = IsScopeAvailable(scope)
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bool suppress = scope.IsAvailable
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&& _topScope != null
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&& _topScope != null
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&& !ReferenceEquals(scope, _topScope)
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&& !ReferenceEquals(scope, _topScope)
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&& _topScope.BlockLowerScopes
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&& _topScope.BlockLowerScopes
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@ -21,16 +21,20 @@ namespace UnityEngine.UI
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[SerializeField, Header("自动选中首个可用控件")] private bool _autoSelectFirstAvailable = true;
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[SerializeField, Header("自动选中首个可用控件")] private bool _autoSelectFirstAvailable = true;
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private readonly List<Selectable> _cachedSelectables = new(16);
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private readonly List<Selectable> _cachedSelectables = new(16);
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private readonly HashSet<Selectable> _cachedSelectableSet = new();
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private readonly Dictionary<Selectable, Navigation> _baselineNavigation = new();
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private readonly Dictionary<Selectable, Navigation> _baselineNavigation = new();
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private readonly List<Selectable> _removeBuffer = new(8);
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private readonly List<Selectable> _removeBuffer = new(8);
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private readonly List<Selectable> _selectableScanBuffer = new(16);
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private Canvas _cachedCanvas;
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private Canvas _cachedCanvas;
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private UIHolderObjectBase _cachedHolder;
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private UIHolderObjectBase _cachedHolder;
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private Selectable _lastSelected;
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private Selectable _lastSelected;
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private bool _cacheDirty = true;
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private bool _cacheDirty = true;
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private bool _navigationSuppressed;
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private bool _navigationSuppressed;
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private int _cachedHierarchyDepth = -1;
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internal ulong ActivationSerial { get; set; }
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internal ulong ActivationSerial { get; set; }
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internal bool IsAvailable { get; set; }
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internal bool WasAvailable { get; set; }
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internal bool WasAvailable { get; set; }
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public Selectable DefaultSelectable
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public Selectable DefaultSelectable
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@ -98,6 +102,14 @@ namespace UnityEngine.UI
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_cacheDirty = true;
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_cacheDirty = true;
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}
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}
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private void OnTransformParentChanged()
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{
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_cacheDirty = true;
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_cachedCanvas = null;
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_cachedHolder = null;
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_cachedHierarchyDepth = -1;
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}
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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private void OnValidate()
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private void OnValidate()
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{
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{
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@ -107,6 +119,11 @@ namespace UnityEngine.UI
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internal int GetHierarchyDepth()
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internal int GetHierarchyDepth()
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{
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{
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if (_cachedHierarchyDepth >= 0)
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{
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return _cachedHierarchyDepth;
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}
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int depth = 0;
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int depth = 0;
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Transform current = transform;
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Transform current = transform;
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while (current != null)
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while (current != null)
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@ -115,7 +132,8 @@ namespace UnityEngine.UI
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current = current.parent;
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current = current.parent;
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}
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}
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return depth;
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_cachedHierarchyDepth = depth;
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return _cachedHierarchyDepth;
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}
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}
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internal bool Owns(GameObject target)
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internal bool Owns(GameObject target)
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@ -151,7 +169,7 @@ namespace UnityEngine.UI
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for (int i = 0; i < _cachedSelectables.Count; i++)
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for (int i = 0; i < _cachedSelectables.Count; i++)
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{
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{
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Selectable selectable = _cachedSelectables[i];
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Selectable selectable = _cachedSelectables[i];
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if (IsSelectableValid(selectable))
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if (IsSelectableUsable(selectable))
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{
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{
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return selectable;
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return selectable;
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}
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}
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@ -171,7 +189,7 @@ namespace UnityEngine.UI
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for (int i = 0; i < _cachedSelectables.Count; i++)
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for (int i = 0; i < _cachedSelectables.Count; i++)
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{
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{
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if (IsSelectableValid(_cachedSelectables[i]))
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if (IsSelectableUsable(_cachedSelectables[i]))
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{
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{
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return true;
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return true;
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}
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}
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@ -187,12 +205,7 @@ namespace UnityEngine.UI
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return;
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return;
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}
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}
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Selectable selectable = selectedObject.GetComponent<Selectable>();
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Selectable selectable = GetSelectableFromObject(selectedObject);
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if (selectable == null)
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{
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selectable = selectedObject.GetComponentInParent<Selectable>();
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}
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if (IsSelectableValid(selectable))
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if (IsSelectableValid(selectable))
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{
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{
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_lastSelected = selectable;
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_lastSelected = selectable;
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@ -201,18 +214,7 @@ namespace UnityEngine.UI
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internal bool IsSelectableOwnedAndValid(GameObject selectedObject)
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internal bool IsSelectableOwnedAndValid(GameObject selectedObject)
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{
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{
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if (selectedObject == null || !Owns(selectedObject))
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return IsSelectableValid(GetSelectableFromObject(selectedObject));
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{
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return false;
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}
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Selectable selectable = selectedObject.GetComponent<Selectable>();
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if (selectable == null)
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{
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selectable = selectedObject.GetComponentInParent<Selectable>();
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}
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return IsSelectableValid(selectable);
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}
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}
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internal void SetNavigationSuppressed(bool suppressed)
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internal void SetNavigationSuppressed(bool suppressed)
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@ -259,6 +261,7 @@ namespace UnityEngine.UI
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_cacheDirty = false;
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_cacheDirty = false;
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_cachedSelectables.Clear();
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_cachedSelectables.Clear();
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_cachedSelectableSet.Clear();
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if (_explicitSelectables != null && _explicitSelectables.Count > 0)
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if (_explicitSelectables != null && _explicitSelectables.Count > 0)
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{
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{
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@ -269,17 +272,18 @@ namespace UnityEngine.UI
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}
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}
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else
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else
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{
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{
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Selectable[] selectables = GetComponentsInChildren<Selectable>(true);
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_selectableScanBuffer.Clear();
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for (int i = 0; i < selectables.Length; i++)
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GetComponentsInChildren(true, _selectableScanBuffer);
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for (int i = 0; i < _selectableScanBuffer.Count; i++)
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{
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{
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TryAddSelectable(selectables[i]);
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TryAddSelectable(_selectableScanBuffer[i]);
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}
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}
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}
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}
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_removeBuffer.Clear();
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_removeBuffer.Clear();
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foreach (var pair in _baselineNavigation)
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foreach (var pair in _baselineNavigation)
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{
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{
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if (!_cachedSelectables.Contains(pair.Key))
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if (!_cachedSelectableSet.Contains(pair.Key))
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{
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{
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_removeBuffer.Add(pair.Key);
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_removeBuffer.Add(pair.Key);
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}
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}
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@ -289,6 +293,8 @@ namespace UnityEngine.UI
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{
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{
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_baselineNavigation.Remove(_removeBuffer[i]);
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_baselineNavigation.Remove(_removeBuffer[i]);
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}
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}
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_selectableScanBuffer.Clear();
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}
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}
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public void InvalidateSelectableCache()
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public void InvalidateSelectableCache()
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@ -298,7 +304,7 @@ namespace UnityEngine.UI
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private void TryAddSelectable(Selectable selectable)
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private void TryAddSelectable(Selectable selectable)
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{
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{
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if (selectable == null || !Owns(selectable.gameObject))
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if (selectable == null || !Owns(selectable.gameObject) || !_cachedSelectableSet.Add(selectable))
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{
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{
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return;
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return;
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}
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}
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@ -311,11 +317,28 @@ namespace UnityEngine.UI
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}
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}
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private bool IsSelectableValid(Selectable selectable)
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private bool IsSelectableValid(Selectable selectable)
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{
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return IsSelectableUsable(selectable)
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&& (_cachedSelectableSet.Contains(selectable) || Owns(selectable.gameObject));
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}
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private static bool IsSelectableUsable(Selectable selectable)
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{
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{
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return selectable != null
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return selectable != null
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&& selectable.IsActive()
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&& selectable.IsActive()
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&& selectable.IsInteractable()
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&& selectable.IsInteractable();
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&& Owns(selectable.gameObject);
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}
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private static Selectable GetSelectableFromObject(GameObject selectedObject)
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{
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if (selectedObject == null)
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{
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return null;
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}
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return selectedObject.TryGetComponent(out Selectable selectable)
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? selectable
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: selectedObject.GetComponentInParent<Selectable>();
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}
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}
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}
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}
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}
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}
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@ -17,6 +17,8 @@ namespace UnityEngine.UI
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{
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{
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[SerializeField] private List<TransitionData> m_ChildTransitions = new();
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[SerializeField] private List<TransitionData> m_ChildTransitions = new();
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private SelectionState _state;
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void StartChildColorTween(TransitionData transitionData, Color targetColor, bool instant)
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void StartChildColorTween(TransitionData transitionData, Color targetColor, bool instant)
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{
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{
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if (transitionData.targetGraphic == null)
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if (transitionData.targetGraphic == null)
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@ -68,7 +70,8 @@ namespace UnityEngine.UI
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protected override void DoStateTransition(SelectionState state, bool instant)
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protected override void DoStateTransition(SelectionState state, bool instant)
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{
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{
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base.DoStateTransition(state, instant);
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base.DoStateTransition(state, instant);
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if (_state == state) return;
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_state = state;
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for (int i = 0; i < m_ChildTransitions.Count; i++)
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for (int i = 0; i < m_ChildTransitions.Count; i++)
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{
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{
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TransitionData transitionData = m_ChildTransitions[i];
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TransitionData transitionData = m_ChildTransitions[i];
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