588 lines
16 KiB
C#
588 lines
16 KiB
C#
using System;
|
||
using System.Collections;
|
||
using System.Collections.Generic;
|
||
using AlicizaX.UI.Extension;
|
||
using UnityEngine;
|
||
using UnityEngine.Events;
|
||
using UnityEngine.EventSystems;
|
||
using UnityEngine.UI;
|
||
|
||
|
||
[Serializable]
|
||
public enum ButtonModeType
|
||
{
|
||
Normal,
|
||
Toggle
|
||
}
|
||
|
||
[ExecuteAlways]
|
||
[DisallowMultipleComponent]
|
||
public class UXButton : UXSelectable, IButton, IPointerClickHandler, ISubmitHandler
|
||
{
|
||
#region Serialized Fields
|
||
|
||
[SerializeField] private ButtonModeType m_Mode;
|
||
[SerializeField] private Button.ButtonClickedEvent m_OnClick = new();
|
||
[SerializeField] private List<TransitionData> m_ChildTransitions = new();
|
||
[SerializeField] private UXGroup m_UXGroup;
|
||
[SerializeField] private AudioClip hoverAudioClip;
|
||
[SerializeField] private AudioClip clickAudioClip;
|
||
[SerializeField] private UnityEvent<bool> m_OnValueChanged = new();
|
||
|
||
#endregion
|
||
|
||
#region Private Fields
|
||
|
||
private bool m_IsDown;
|
||
private bool m_HasExitedWhileDown;
|
||
private bool _mTogSelected;
|
||
private Coroutine _resetRoutine;
|
||
private Coroutine _deferredDeselectRoutine;
|
||
private WaitForSeconds _waitFadeDuration;
|
||
|
||
// 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;
|
||
|
||
#endregion
|
||
|
||
#region Properties
|
||
|
||
public bool Selected
|
||
{
|
||
get => _mTogSelected;
|
||
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
|
||
{
|
||
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);
|
||
}
|
||
}
|
||
}
|
||
|
||
public Button.ButtonClickedEvent onClick
|
||
{
|
||
get => m_OnClick;
|
||
set => m_OnClick = value;
|
||
}
|
||
|
||
public UnityEvent<bool> onValueChanged
|
||
{
|
||
get => m_OnValueChanged;
|
||
set => m_OnValueChanged = value;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Unity Lifecycle
|
||
|
||
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));
|
||
ApplyVisualState(m_SelectionState, true);
|
||
}
|
||
|
||
protected override void OnDestroy()
|
||
{
|
||
if (_resetRoutine != null)
|
||
StopCoroutine(_resetRoutine);
|
||
base.OnDestroy();
|
||
}
|
||
|
||
|
||
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);
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Pointer Handlers
|
||
|
||
public override void OnPointerDown(PointerEventData eventData)
|
||
{
|
||
if (!CanProcess()) return;
|
||
m_IsDown = true;
|
||
m_HasExitedWhileDown = false;
|
||
SetState(SelectionState.Pressed);
|
||
}
|
||
|
||
public override void OnPointerUp(PointerEventData eventData)
|
||
{
|
||
if (!m_Interactable || eventData.button != PointerEventData.InputButton.Left)
|
||
return;
|
||
|
||
m_IsDown = false;
|
||
|
||
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;
|
||
SetState(newState);
|
||
}
|
||
|
||
public override void OnPointerEnter(PointerEventData eventData)
|
||
{
|
||
if (!CanProcessEnter()) return;
|
||
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;
|
||
}
|
||
}
|
||
|
||
if (m_IsDown) return;
|
||
|
||
SetState(SelectionState.Highlighted);
|
||
PlayAudio(hoverAudioClip);
|
||
}
|
||
|
||
public override void OnPointerExit(PointerEventData eventData)
|
||
{
|
||
if (!m_Interactable) return;
|
||
if (m_IsDown)
|
||
{
|
||
m_HasExitedWhileDown = true;
|
||
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;
|
||
}
|
||
}
|
||
|
||
SetState(_mTogSelected ? SelectionState.Selected : SelectionState.Normal);
|
||
}
|
||
|
||
public void OnPointerClick(PointerEventData eventData)
|
||
{
|
||
if (eventData.button != PointerEventData.InputButton.Left || !m_Interactable)
|
||
return;
|
||
|
||
PlayAudio(clickAudioClip);
|
||
|
||
if (m_Mode == ButtonModeType.Normal)
|
||
{
|
||
if (navigation.mode != UXNavigation.Mode.None)
|
||
{
|
||
if (EventSystem.current != null)
|
||
EventSystem.current.SetSelectedGameObject(gameObject, eventData);
|
||
|
||
UISystemProfilerApi.AddMarker("Button.onClick", this);
|
||
m_OnClick?.Invoke();
|
||
|
||
if (IsStillSelected())
|
||
SetLockedButton(this);
|
||
}
|
||
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);
|
||
|
||
if (IsStillSelected())
|
||
SetLockedButton(this);
|
||
}
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Submit handling (Keyboard Submit)
|
||
|
||
public void OnSubmit(BaseEventData eventData)
|
||
{
|
||
if (_resetRoutine != null)
|
||
{
|
||
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;
|
||
}
|
||
|
||
// ① 先执行回调(可能切走焦点)
|
||
HandleClick();
|
||
|
||
// ② 只在“焦点仍在自己”时才锁
|
||
if (navigation.mode != UXNavigation.Mode.None && IsStillSelected())
|
||
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);
|
||
}
|
||
}
|
||
|
||
private IEnumerator DeferredDeselectCheck()
|
||
{
|
||
// 等一帧,保证 EventSystem 更新 currentSelectedGameObject
|
||
yield return null;
|
||
|
||
bool selectionIsNull = EventSystem.current == null || EventSystem.current.currentSelectedGameObject == null;
|
||
|
||
if (selectionIsNull)
|
||
{
|
||
// 统一走封装入口清理锁
|
||
SetLockedButton(null);
|
||
|
||
// 额外保证本实例的本地标志被清掉(以防极端顺序仍然残留)
|
||
m_IsFocusLocked = false;
|
||
}
|
||
|
||
_deferredDeselectRoutine = null;
|
||
}
|
||
|
||
|
||
public override void OnDeselect(BaseEventData eventData)
|
||
{
|
||
base.OnDeselect(eventData);
|
||
|
||
m_IsNavFocused = false;
|
||
|
||
// 停掉上一次的延迟检查(若有)
|
||
if (_deferredDeselectRoutine != null)
|
||
{
|
||
StopCoroutine(_deferredDeselectRoutine);
|
||
_deferredDeselectRoutine = null;
|
||
}
|
||
|
||
// 延迟一帧再判断 EventSystem.current.currentSelectedGameObject,避免读取到旧值
|
||
_deferredDeselectRoutine = StartCoroutine(DeferredDeselectCheck());
|
||
|
||
// 视觉状态先按原逻辑处理(立即更新视觉),协程会确保锁状态在正确时刻被清理
|
||
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);
|
||
}
|
||
|
||
if (IsStillSelected())
|
||
{
|
||
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 = IsStillSelected();
|
||
if (stillFocused)
|
||
SetState(SelectionState.Selected);
|
||
else
|
||
SetState(_mTogSelected ? SelectionState.Selected : SelectionState.Normal);
|
||
|
||
if (navigation.mode != UXNavigation.Mode.None && stillFocused)
|
||
SetLockedButton(this);
|
||
|
||
_resetRoutine = null;
|
||
}
|
||
|
||
|
||
private IEnumerator ResetAfterSubmit()
|
||
{
|
||
yield return _waitFadeDuration;
|
||
SetState(_mTogSelected ? SelectionState.Selected : SelectionState.Normal);
|
||
_resetRoutine = null;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Utility
|
||
|
||
private bool IsStillSelected()
|
||
{
|
||
if (EventSystem.current != null)
|
||
return EventSystem.current.currentSelectedGameObject == gameObject;
|
||
return m_IsNavFocused;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Logic
|
||
|
||
private bool CanProcess()
|
||
{
|
||
return m_Interactable;
|
||
}
|
||
|
||
private bool CanProcessEnter()
|
||
{
|
||
return m_Interactable;
|
||
}
|
||
|
||
private void HandleClick()
|
||
{
|
||
if (m_Mode == ButtonModeType.Normal)
|
||
{
|
||
UISystemProfilerApi.AddMarker("Button.onClick", this);
|
||
m_OnClick?.Invoke();
|
||
}
|
||
else if (m_UXGroup)
|
||
{
|
||
m_UXGroup.NotifyButtonClicked(this);
|
||
}
|
||
else
|
||
{
|
||
InternalTogSelected = !_mTogSelected;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 设置状态的入口(使用基类 SetState)
|
||
/// </summary>
|
||
/// <param name="state"></param>
|
||
private void SetState(SelectionState state)
|
||
{
|
||
ForceSetState(state);
|
||
ApplyVisualState(state, true);
|
||
}
|
||
|
||
/// <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)
|
||
{
|
||
// main transition 由基类处理
|
||
base.ApplyVisualState(state, instant);
|
||
|
||
// 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);
|
||
}
|
||
|
||
private void PlayAudio(AudioClip clip)
|
||
{
|
||
if (clip && UXComponentExtensionsHelper.AudioHelper != null)
|
||
UXComponentExtensionsHelper.AudioHelper.PlayAudio(clip);
|
||
}
|
||
|
||
#endregion
|
||
|
||
protected override void OnSetProperty()
|
||
{
|
||
base.OnSetProperty();
|
||
ApplyVisualState(m_SelectionState, true);
|
||
}
|
||
|
||
public void Focus()
|
||
{
|
||
if (!IsInteractable())
|
||
return;
|
||
|
||
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);
|
||
}
|
||
}
|
||
}
|