com.alicizax.unity.ui.exten.../Runtime/UXComponent/UX/UXGroup.cs
2025-08-11 14:14:01 +08:00

171 lines
4.2 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine.EventSystems;
[DisallowMultipleComponent]
public class UXGroup : UIBehaviour
{
[SerializeField] private bool m_AllowSwitchOff;
[ReadOnly, SerializeField] private List<UXButton> m_Buttons = new();
private UXButton _current;
private readonly HashSet<UXButton> _registeredButtons = new();
public UnityEvent<UXButton> onSelectedChanged = new();
public bool allowSwitchOff
{
get => m_AllowSwitchOff;
set
{
m_AllowSwitchOff = value;
ValidateGroupState();
}
}
protected override void OnDestroy()
{
foreach (var button in _registeredButtons)
{
if (button) button.IsSelected = false;
}
m_Buttons.Clear();
_registeredButtons.Clear();
base.OnDestroy();
}
protected override void Awake() => ValidateGroupState();
public void RegisterButton(UXButton button)
{
if (!button || _registeredButtons.Contains(button)) return;
m_Buttons.Add(button);
_registeredButtons.Add(button);
if (button.IsSelected)
{
if (_current && _current != button)
_current.IsSelected = false;
_current = button;
}
ValidateGroupState();
}
public void UnregisterButton(UXButton button)
{
if (!button || !_registeredButtons.Contains(button)) return;
m_Buttons.Remove(button);
_registeredButtons.Remove(button);
button.IsSelected = false;
if (_current == button)
_current = null;
}
internal void NotifyButtonClicked(UXButton clickedButton)
{
if (clickedButton.IsSelected)
{
if (m_AllowSwitchOff)
SetSelectedButton(null);
}
else
{
SetSelectedButton(clickedButton);
}
}
private void SetSelectedButton(UXButton target)
{
var previous = _current;
_current = null;
foreach (var button in m_Buttons)
{
bool shouldSelect = (button == target);
if (button.IsSelected != shouldSelect)
button.IsSelected = shouldSelect;
if (shouldSelect)
_current = button;
}
if (previous != _current)
onSelectedChanged?.Invoke(_current);
}
private void ValidateGroupState()
{
bool hasSelected = _current != null && _current.IsSelected;
if (!hasSelected && m_Buttons.Count > 0 && !m_AllowSwitchOff)
SetSelectedButton(m_Buttons[0]);
}
public bool AnyOtherSelected(UXButton exclusion)
{
foreach (var button in m_Buttons)
{
if (button != exclusion && button.IsSelected)
return true;
}
return false;
}
public void SelectPrevious()
{
if (m_Buttons.Count == 0) return;
int startIndex = _current ? m_Buttons.IndexOf(_current) : -1;
int newIndex = FindSelectableIndex(startIndex, -1);
if (newIndex != -1)
{
SetSelectedButton(m_Buttons[newIndex]);
}
}
public void SelectNext()
{
if (m_Buttons.Count == 0) return;
int startIndex = _current ? m_Buttons.IndexOf(_current) : -1;
int newIndex = FindSelectableIndex(startIndex, 1);
if (newIndex != -1)
{
SetSelectedButton(m_Buttons[newIndex]);
}
}
private int FindSelectableIndex(int startIndex, int direction) {
if (m_Buttons.Count == 0) return -1;
// 计算当前有效起点
int current = (startIndex == -1)
? (direction > 0 ? 0 : m_Buttons.Count - 1)
: startIndex;
// 单次简单循环查找
for (int i = 0; i < m_Buttons.Count; i++) {
int index = (current + direction * i + m_Buttons.Count) % m_Buttons.Count;
if (m_Buttons[index] != null &&
m_Buttons[index].isActiveAndEnabled &&
m_Buttons[index].Interactable) {
return index;
}
}
return -1; // 没有可用按钮
}
}