1.重构UXButton 2.主Transition有UXSeletable负责 ,同时兼具导航 3.新增UXSlider 支持平滑过渡 适配手柄 4.优化部分逻辑bug
154 lines
4.7 KiB
C#
154 lines
4.7 KiB
C#
using AlicizaX.Editor;
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using UnityEditor;
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using UnityEditorInternal;
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using UnityEngine;
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namespace UnityEngine.UI
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{
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[CustomEditor(typeof(UXGroup))]
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public class UXGroupInspector : GameFrameworkInspector
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{
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private SerializedProperty m_Buttons;
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private UXGroup _target;
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private ReorderableList _reorderableList;
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private void OnEnable()
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{
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_target = (UXGroup)target;
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m_Buttons = serializedObject.FindProperty("m_Buttons");
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_reorderableList = new ReorderableList(serializedObject, m_Buttons, true, true, true, true)
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{
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drawHeaderCallback = DrawHeader,
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drawElementCallback = DrawElement,
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onAddCallback = OnAddList,
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onRemoveCallback = OnRemoveList,
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onChangedCallback = OnChanged,
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};
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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bool isPlaying = Application.isPlaying || EditorApplication.isPlaying;
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_reorderableList.draggable = !isPlaying;
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_reorderableList.displayAdd = !isPlaying;
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_reorderableList.displayRemove = !isPlaying;
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bool prevEnabled = GUI.enabled;
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if (isPlaying) GUI.enabled = false;
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_reorderableList.DoLayoutList();
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GUI.enabled = prevEnabled;
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serializedObject.ApplyModifiedProperties();
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}
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private void DrawHeader(Rect rect)
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{
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EditorGUI.LabelField(rect, "Toggles", EditorStyles.boldLabel);
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}
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// 记录旧的引用用于侦测变化
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private UXButton previousRef;
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private void DrawElement(Rect rect, int index, bool isActive, bool isFocused)
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{
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SerializedProperty element = m_Buttons.GetArrayElementAtIndex(index);
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rect.y += 2;
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Rect fieldRect = new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight);
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UXButton oldButton = element.objectReferenceValue as UXButton;
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string label = $"[{index}] {(oldButton != null ? oldButton.name : "Null")}";
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EditorGUI.BeginChangeCheck();
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var newRef = EditorGUI.ObjectField(fieldRect, label, oldButton, typeof(UXButton), true) as UXButton;
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if (EditorGUI.EndChangeCheck())
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{
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// 先处理 Remove(旧值存在且不同)
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if (oldButton != null && oldButton != newRef)
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{
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OnRemove(oldButton);
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}
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// 再处理 Add(新值非空)
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if (newRef != null && oldButton != newRef)
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{
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OnAdd(newRef);
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}
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// 最后把引用写回去
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element.objectReferenceValue = newRef;
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}
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}
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private void OnAddList(ReorderableList list)
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{
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int newIndex = m_Buttons.arraySize;
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m_Buttons.arraySize++;
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serializedObject.ApplyModifiedProperties();
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var newElem = m_Buttons.GetArrayElementAtIndex(newIndex);
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newElem.objectReferenceValue = null;
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serializedObject.ApplyModifiedProperties();
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}
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private void OnRemoveList(ReorderableList list)
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{
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if (list.index < 0 || list.index >= m_Buttons.arraySize)
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return;
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var oldButton = m_Buttons.GetArrayElementAtIndex(list.index).objectReferenceValue as UXButton;
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if (oldButton)
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{
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OnRemove(oldButton);
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}
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m_Buttons.DeleteArrayElementAtIndex(list.index);
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serializedObject.ApplyModifiedProperties();
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}
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private void OnChanged(ReorderableList list)
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{
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serializedObject.ApplyModifiedProperties();
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}
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// ========================
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// 你的新增方法:自动调用
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// ========================
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private void OnAdd(UXButton button)
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{
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SerializedObject so = new SerializedObject(button);
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var groupProp = so.FindProperty("m_UXGroup");
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groupProp.objectReferenceValue = target;
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UXGroup group = (UXGroup)target;
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group.RegisterButton(button);
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so.ApplyModifiedProperties();
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}
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private void OnRemove(UXButton button)
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{
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SerializedObject so = new SerializedObject(button);
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var groupProp = so.FindProperty("m_UXGroup");
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UXGroup group = groupProp.objectReferenceValue as UXGroup;
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if (group != null)
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group.UnregisterButton(button);
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groupProp.objectReferenceValue = null;
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so.ApplyModifiedProperties();
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}
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}
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}
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