663 lines
18 KiB
C#
663 lines
18 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using AlicizaX.UI.Extension;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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[Serializable]
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public enum ButtonModeType
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{
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Normal,
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Toggle
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}
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[Serializable]
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public class TransitionData
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{
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public Graphic targetGraphic;
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public Selectable.Transition transition = Selectable.Transition.ColorTint;
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public ColorBlock colors = ColorBlock.defaultColorBlock;
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public SpriteState spriteState;
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public AnimationTriggers animationTriggers = new();
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}
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internal enum SelectionState
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{
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Normal,
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Highlighted,
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Pressed,
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Selected,
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Disabled,
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}
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[ExecuteInEditMode]
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[DisallowMultipleComponent]
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public class UXButton : UXSelectable, IButton, IPointerClickHandler, ISubmitHandler
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{
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#region Serialized Fields
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[SerializeField] private bool m_Interactable = true;
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[SerializeField] private ButtonModeType m_Mode;
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[SerializeField] private Button.ButtonClickedEvent m_OnClick = new();
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[SerializeField] private TransitionData m_TransitionData = new();
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[SerializeField] private List<TransitionData> m_ChildTransitions = new();
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[SerializeField] private UXGroup m_UXGroup;
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[SerializeField] private AudioClip hoverAudioClip;
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[SerializeField] private AudioClip clickAudioClip;
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[SerializeField] private UnityEvent<bool> m_OnValueChanged = new();
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#endregion
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#region Private Fields
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[SerializeField] private SelectionState m_SelectionState = SelectionState.Normal;
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private bool m_IsDown;
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private bool m_HasExitedWhileDown;
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private bool _mTogSelected;
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private Animator _animator;
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private Coroutine _resetRoutine;
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private WaitForSeconds _waitFadeDuration;
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// 静态锁(用于 normal 模式点击后的“保持 Selected”并能转移)
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private static UXButton s_LockedButton = null;
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private bool m_IsFocusLocked = false;
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private bool m_IsNavFocused = false;
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private static readonly Dictionary<string, int> _animTriggerCache = new()
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{
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{ "Normal", Animator.StringToHash("Normal") },
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{ "Highlighted", Animator.StringToHash("Highlighted") },
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{ "Pressed", Animator.StringToHash("Pressed") },
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{ "Selected", Animator.StringToHash("Selected") },
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{ "Disabled", Animator.StringToHash("Disabled") },
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};
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#endregion
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#region Properties
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private Animator Animator => _animator ? _animator : _animator = GetComponent<Animator>();
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public bool Interactable
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{
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get => m_Interactable;
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set
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{
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if (m_Interactable == value) return;
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m_Interactable = value;
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SetState(m_Interactable ? SelectionState.Normal : SelectionState.Disabled);
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}
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}
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public bool Selected
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{
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get => _mTogSelected;
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set
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{
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if ((m_Mode == ButtonModeType.Normal && value) || m_Mode == ButtonModeType.Toggle)
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{
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if (m_Mode == ButtonModeType.Toggle) _mTogSelected = !value;
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HandleClick();
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}
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}
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}
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internal bool InternalTogSelected
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{
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get => _mTogSelected;
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set
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{
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if (_mTogSelected == value) return;
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_mTogSelected = value;
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m_OnValueChanged?.Invoke(value);
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// ------------- 关键修复 -------------
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// 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)。
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// 聚焦判定使用 m_IsNavFocused(OnSelect/OnDeselect 管理)或 EventSystem.current.currentSelectedGameObject == gameObject。
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bool isEventSystemSelected = EventSystem.current != null && EventSystem.current.currentSelectedGameObject == gameObject;
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bool isFocused = m_IsNavFocused || isEventSystemSelected;
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if (m_Mode == ButtonModeType.Toggle && isFocused)
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{
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// 即使逻辑值为 false,也保持 Selected 视觉,因为焦点还在该控件上
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SetState(SelectionState.Selected);
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}
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else
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{
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// 否则按逻辑恢复 Selected / Normal
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SetState(value ? SelectionState.Selected : SelectionState.Normal);
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}
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}
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}
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public Button.ButtonClickedEvent onClick
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{
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get => m_OnClick;
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set => m_OnClick = value;
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}
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public UnityEvent<bool> onValueChanged
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{
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get => m_OnValueChanged;
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set => m_OnValueChanged = value;
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}
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#endregion
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#region Unity Lifecycle
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protected override void Awake()
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{
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base.Awake();
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_waitFadeDuration = new WaitForSeconds(Mathf.Max(0.01f, m_TransitionData.colors.fadeDuration));
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ApplyVisualState(m_SelectionState, true);
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}
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protected override void OnDestroy()
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{
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if (_resetRoutine != null)
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StopCoroutine(_resetRoutine);
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base.OnDestroy();
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}
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protected override void OnSetProperty()
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{
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ApplyVisualState(m_SelectionState, true);
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}
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public override bool IsInteractable()
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{
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return base.IsInteractable() && m_Interactable;
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}
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#endregion
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#region Static lock helper
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private static void SetLockedButton(UXButton newLocked)
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{
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if (s_LockedButton == newLocked)
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return;
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if (s_LockedButton != null)
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{
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var old = s_LockedButton;
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s_LockedButton = null;
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old.m_IsFocusLocked = false;
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if (old._mTogSelected && old.m_Mode == ButtonModeType.Toggle)
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old.SetState(SelectionState.Selected);
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else
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old.SetState(SelectionState.Normal);
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}
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if (newLocked != null)
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{
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s_LockedButton = newLocked;
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s_LockedButton.m_IsFocusLocked = true;
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s_LockedButton.SetState(SelectionState.Selected);
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}
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}
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#endregion
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#region Pointer Handlers
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public override void OnPointerDown(PointerEventData eventData)
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{
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if (!CanProcess()) return;
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m_IsDown = true;
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m_HasExitedWhileDown = false;
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SetState(SelectionState.Pressed);
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}
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public override void OnPointerUp(PointerEventData eventData)
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{
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if (!m_Interactable || eventData.button != PointerEventData.InputButton.Left)
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return;
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m_IsDown = false;
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if (m_IsFocusLocked || (_mTogSelected && m_Mode == ButtonModeType.Toggle && navigation.mode != UXNavigation.Mode.None))
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{
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SetState(SelectionState.Selected);
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return;
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}
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var newState = m_HasExitedWhileDown ? SelectionState.Normal : SelectionState.Highlighted;
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SetState(newState);
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}
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public override void OnPointerEnter(PointerEventData eventData)
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{
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if (!CanProcessEnter()) return;
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m_HasExitedWhileDown = false;
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// 如果 toggle 模式并且聚焦(导航/或 EventSystem 选中),保持 Selected(不触发 Highlight)
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bool isEventSystemSelected = EventSystem.current != null && EventSystem.current.currentSelectedGameObject == gameObject;
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bool isFocused = m_IsNavFocused || isEventSystemSelected;
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if (m_Mode == ButtonModeType.Toggle && isFocused)
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{
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SetState(SelectionState.Selected);
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return;
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}
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if (navigation.mode != UXNavigation.Mode.None)
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{
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if ((m_Mode == ButtonModeType.Normal && m_IsFocusLocked) ||
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(m_Mode == ButtonModeType.Toggle && _mTogSelected))
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{
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SetState(SelectionState.Selected);
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return;
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}
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}
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if (m_IsDown) return;
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SetState(SelectionState.Highlighted);
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PlayAudio(hoverAudioClip);
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}
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public override void OnPointerExit(PointerEventData eventData)
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{
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if (!m_Interactable) return;
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if (m_IsDown)
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{
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m_HasExitedWhileDown = true;
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return;
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}
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// 聚焦时保持 Selected(不回退到 Normal)
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bool isEventSystemSelected = EventSystem.current != null && EventSystem.current.currentSelectedGameObject == gameObject;
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bool isFocused = m_IsNavFocused || isEventSystemSelected;
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if (m_Mode == ButtonModeType.Toggle && isFocused)
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{
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SetState(SelectionState.Selected);
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return;
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}
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if (navigation.mode != UXNavigation.Mode.None)
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{
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if ((m_Mode == ButtonModeType.Normal && m_IsFocusLocked) ||
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(m_Mode == ButtonModeType.Toggle && _mTogSelected))
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{
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SetState(SelectionState.Selected);
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return;
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}
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}
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SetState(_mTogSelected ? SelectionState.Selected : SelectionState.Normal);
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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if (eventData.button != PointerEventData.InputButton.Left || !m_Interactable)
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return;
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PlayAudio(clickAudioClip);
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if (m_Mode == ButtonModeType.Normal)
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{
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if (navigation.mode != UXNavigation.Mode.None)
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{
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if (EventSystem.current != null)
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EventSystem.current.SetSelectedGameObject(gameObject, eventData);
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SetLockedButton(this);
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UISystemProfilerApi.AddMarker("Button.onClick", this);
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m_OnClick?.Invoke();
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}
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else
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{
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UISystemProfilerApi.AddMarker("Button.onClick", this);
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m_OnClick?.Invoke();
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}
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}
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else
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{
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HandleClick();
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if (navigation.mode != UXNavigation.Mode.None)
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{
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if (EventSystem.current != null)
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EventSystem.current.SetSelectedGameObject(gameObject, eventData);
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SetLockedButton(this);
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}
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}
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}
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#endregion
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#region Submit handling (Keyboard Submit)
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public void OnSubmit(BaseEventData eventData)
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{
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if (_resetRoutine != null)
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{
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StopCoroutine(_resetRoutine);
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_resetRoutine = null;
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}
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if (Animator)
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{
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foreach (int id in _animTriggerCache.Values)
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Animator.ResetTrigger(id);
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}
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if (EventSystem.current != null)
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EventSystem.current.SetSelectedGameObject(gameObject, eventData);
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m_IsDown = true;
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m_HasExitedWhileDown = false;
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ForceSetState(SelectionState.Pressed);
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PlayAudio(clickAudioClip);
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if (m_Mode == ButtonModeType.Toggle)
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{
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_resetRoutine = StartCoroutine(SubmitToggleDeferredRoutine());
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return;
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}
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HandleClick();
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if (navigation.mode != UXNavigation.Mode.None)
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SetLockedButton(this);
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if (navigation.mode != UXNavigation.Mode.None && m_Mode == ButtonModeType.Normal)
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_resetRoutine = StartCoroutine(SubmitAndLockRoutine());
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else
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_resetRoutine = StartCoroutine(ResetAfterSubmit());
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}
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#endregion
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#region Selection / Navigation handling
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public override void OnSelect(BaseEventData eventData)
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{
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base.OnSelect(eventData);
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m_IsNavFocused = true;
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if (s_LockedButton != null && s_LockedButton != this)
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{
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SetLockedButton(this);
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return;
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}
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// 聚焦时(无论逻辑是否选中),Toggle 显示 Selected
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if (m_Mode == ButtonModeType.Toggle)
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{
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SetState(SelectionState.Selected);
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return;
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}
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if (m_IsDown)
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{
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SetState(SelectionState.Pressed);
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}
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else
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{
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if (m_IsFocusLocked)
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SetState(SelectionState.Selected);
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else
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SetState(SelectionState.Highlighted);
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}
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}
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public override void OnDeselect(BaseEventData eventData)
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{
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base.OnDeselect(eventData);
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m_IsNavFocused = false;
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bool selectionIsNull = EventSystem.current == null || EventSystem.current.currentSelectedGameObject == null;
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if (selectionIsNull)
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{
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if (s_LockedButton == this)
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s_LockedButton = null;
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m_IsFocusLocked = false;
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}
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// Toggle 模式:如果逻辑上已选中则保持 Selected,否则恢复 Normal
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if (m_Mode == ButtonModeType.Toggle)
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{
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if (_mTogSelected)
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SetState(SelectionState.Selected);
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else
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SetState(SelectionState.Normal);
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return;
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}
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if (m_Mode == ButtonModeType.Normal && _mTogSelected)
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{
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SetState(SelectionState.Selected);
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return;
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}
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SetState(SelectionState.Normal);
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}
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#endregion
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#region Coroutines for submit/reset
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private IEnumerator SubmitAndLockRoutine()
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{
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yield return _waitFadeDuration;
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m_IsDown = false;
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m_HasExitedWhileDown = false;
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if (Animator)
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{
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foreach (int id in _animTriggerCache.Values)
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Animator.ResetTrigger(id);
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}
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SetLockedButton(this);
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ApplyVisualState(SelectionState.Selected, false);
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_resetRoutine = null;
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}
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private IEnumerator SubmitToggleDeferredRoutine()
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{
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yield return null;
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yield return _waitFadeDuration;
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HandleClick();
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if (Animator)
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{
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foreach (int id in _animTriggerCache.Values)
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Animator.ResetTrigger(id);
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}
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m_IsDown = false;
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m_HasExitedWhileDown = false;
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bool stillFocused = EventSystem.current != null && EventSystem.current.currentSelectedGameObject == gameObject;
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if (stillFocused || m_IsNavFocused)
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SetState(SelectionState.Selected);
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else
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SetState(_mTogSelected ? SelectionState.Selected : SelectionState.Normal);
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if (navigation.mode != UXNavigation.Mode.None)
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SetLockedButton(this);
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_resetRoutine = null;
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}
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private IEnumerator ResetAfterSubmit()
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{
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yield return _waitFadeDuration;
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SetState(_mTogSelected ? SelectionState.Selected : SelectionState.Normal);
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_resetRoutine = null;
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}
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#endregion
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#region Utility
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private void ForceSetState(SelectionState state)
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{
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m_SelectionState = state;
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ApplyVisualState(state, false);
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}
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#endregion
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#region Logic
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private bool CanProcess()
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{
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return m_Interactable;
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}
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private bool CanProcessEnter()
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{
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return m_Interactable;
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}
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private void HandleClick()
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{
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if (m_Mode == ButtonModeType.Normal)
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{
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UISystemProfilerApi.AddMarker("Button.onClick", this);
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m_OnClick?.Invoke();
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}
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else if (m_UXGroup)
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{
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m_UXGroup.NotifyButtonClicked(this);
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}
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else
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{
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InternalTogSelected = !_mTogSelected;
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}
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}
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private void SetState(SelectionState state)
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{
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if (m_SelectionState == state) return;
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m_SelectionState = state;
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ApplyVisualState(state, false);
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}
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private void ApplyVisualState(SelectionState state, bool instant)
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{
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ApplyTransition(m_TransitionData, state, instant);
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for (int i = 0; i < m_ChildTransitions.Count; i++)
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ApplyTransition(m_ChildTransitions[i], state, instant);
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}
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private void ApplyTransition(TransitionData data, SelectionState state, bool instant)
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{
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if (data.targetGraphic == null && data.transition != Selectable.Transition.Animation)
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return;
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(Color color, Sprite sprite, string trigger) = state switch
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{
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SelectionState.Normal => (data.colors.normalColor, data.spriteState.highlightedSprite, data.animationTriggers.normalTrigger),
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SelectionState.Highlighted => (data.colors.highlightedColor, data.spriteState.highlightedSprite, data.animationTriggers.highlightedTrigger),
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SelectionState.Pressed => (data.colors.pressedColor, data.spriteState.pressedSprite, data.animationTriggers.pressedTrigger),
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SelectionState.Selected => (data.colors.selectedColor, data.spriteState.selectedSprite, data.animationTriggers.selectedTrigger),
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SelectionState.Disabled => (data.colors.disabledColor, data.spriteState.disabledSprite, data.animationTriggers.disabledTrigger),
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_ => (Color.white, null, null)
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};
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switch (data.transition)
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{
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case Selectable.Transition.ColorTint:
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TweenColor(data, color * data.colors.colorMultiplier, instant);
|
||
break;
|
||
case Selectable.Transition.SpriteSwap:
|
||
SwapSprite(data, sprite);
|
||
break;
|
||
case Selectable.Transition.Animation:
|
||
PlayAnimation(trigger);
|
||
break;
|
||
}
|
||
}
|
||
|
||
private void TweenColor(TransitionData data, Color color, bool instant)
|
||
{
|
||
if (data.targetGraphic == null) return;
|
||
if (Application.isPlaying)
|
||
{
|
||
data.targetGraphic.CrossFadeColor(
|
||
color,
|
||
instant ? 0f : data.colors.fadeDuration,
|
||
true,
|
||
true
|
||
);
|
||
}
|
||
else
|
||
{
|
||
data.targetGraphic.canvasRenderer.SetColor(color);
|
||
}
|
||
}
|
||
|
||
private static void SwapSprite(TransitionData data, Sprite sprite)
|
||
{
|
||
if (data.targetGraphic is Image img)
|
||
img.overrideSprite = sprite;
|
||
}
|
||
|
||
private void PlayAnimation(string trigger)
|
||
{
|
||
if (!Animator || !Animator.isActiveAndEnabled || string.IsNullOrEmpty(trigger))
|
||
return;
|
||
|
||
foreach (int id in _animTriggerCache.Values)
|
||
Animator.ResetTrigger(id);
|
||
|
||
if (_animTriggerCache.TryGetValue(trigger, out int hash))
|
||
Animator.SetTrigger(hash);
|
||
}
|
||
|
||
private void PlayAudio(AudioClip clip)
|
||
{
|
||
if (clip && UXComponentExtensionsHelper.AudioHelper != null)
|
||
UXComponentExtensionsHelper.AudioHelper.PlayAudio(clip);
|
||
}
|
||
|
||
#endregion
|
||
|
||
|
||
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);
|
||
}
|
||
}
|
||
}
|