udpate 0.6.2

This commit is contained in:
2026-07-13 11:44:25 +08:00
parent 923ce1f60d
commit 155641f2ef
87 changed files with 4491 additions and 24 deletions
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using System;
using UnityEngine;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// QuickGraph 网格背景配置表 —— 控制 Shader 全部可调参数。
/// 材质实例由此配置统一管理,所有调用者通过 <see cref="GetOrCreateMaterial"/> 获取同一实例。
/// <see cref="ApplyToMaterial"/> 封装所有材质属性写入(含 _Transform 同步画布平移/缩放)。
/// 右键 Project 窗口 → Create/Blueprint/QuickGraph/Grid Background Config 创建资产。
/// </summary>
[CreateAssetMenu(
fileName = "QuickGraphGridBackgroundConfig",
menuName = "Xeric Library/Blueprint/QuickGraph/Grid Background Config",
order = 3)]
[BlueprintTheme("QuickGraph")]
public class QuickGraphGridBackgroundConfig : BlueprintToolConfigBase
{
/// <summary>目标工具类型</summary>
public override System.Type TargetToolType
{
get { return typeof(QuickUGUIGraphGridBackgroundTool); }
}
[Header("材质来源")]
[Tooltip("网格 Shader 名称")]
public string ShaderName = "XericLibrary/BluePrint/BlueprintBackgound_GridLine";
[Tooltip("可选:直接指定背景材质。设置后将忽略 ShaderName。")]
public Material OverrideMaterial = null;
[Header("网格参数")]
[Tooltip("网格间距(画布单位)。值越小网格越密。")]
public float GridSize = 100f;
[Tooltip("叠加网格密度")]
public float GridOverlayPower = 5f;
[Tooltip("线条阈值。0.5=极粗, 1=极细")]
[Range(0.5f, 1f)]
public float GridLineThreshold = 0.99f;
[Tooltip("线条扩展/柔和度。越大线条越宽。")]
[Range(0.001f, 1f)]
public float GridExp = 0.001f;
[Header("颜色")]
[Tooltip("网格线颜色")]
public Color GridColor = Color.white;
[Tooltip("背景底色")]
public Color GridBackgroundColor = Color.black;
// ─── 运行时缓存的材质实例 ───
[NonSerialized]
private Material _cachedMaterial;
/// <summary>
/// 获取或创建材质实例。
/// - 若 OverrideMaterial 不为空,直接返回。
/// - 否则按 ShaderName 查找 Shader,创建材质并缓存。
/// - 同一配置实例上多次调用返回同一材质对象。
/// </summary>
public Material GetOrCreateMaterial()
{
if (OverrideMaterial != null)
return OverrideMaterial;
if (_cachedMaterial != null)
return _cachedMaterial;
if (!string.IsNullOrEmpty(ShaderName))
{
var shader = Shader.Find(ShaderName);
if (shader != null)
{
_cachedMaterial = new Material(shader);
_cachedMaterial.name = "BpGridBackground_Mat";
}
}
return _cachedMaterial;
}
/// <summary>
/// 将当前配置的所有参数写入材质。
/// <para>包括:
/// - _Transform(scaleX, scaleY, offsetX, offsetY):随画布 zoom / pan 同步更新;
/// - _GridOverlayPower、_GridLineThreshold、_GridExp;
/// - _GridColor、_GridBackgroundColor。</para>
/// 每次渲染时调用以保持与蓝图画布的缩放/平移同步。
/// </summary>
/// <param name="mat">目标材质实例</param>
/// <param name="rectSize">背景板 RectTransform 的像素尺寸 (width, height)</param>
/// <param name="zoom">当前画布缩放级别</param>
/// <param name="panOffset">当前画布平移偏移量</param>
public void ApplyToMaterial(Material mat, Vector2 rectSize, float zoom, Vector2 panOffset)
{
if (mat == null) return;
// ── _Transform: 基于画布 zoom / pan 同步 ──
// Shader 中: texCoord2 = uv * _Transform.xy + _Transform.zw
// uv (0,0) = Image 左下角, uv (1,1) = Image 右上角
// CanvasToLocal: localPoint = canvasPoint * zoom + panOffset
// UV ↔ localPoint: uv = localPoint / rectSize + 0.5f
// ^^^^^ pivot(0.5,0.5) 的 UV 偏移
// 代入: uv = (canvasPoint * zoom + panOffset) / rectSize + 0.5f
// 目标: gridPos = canvasPoint / GridSize = uv * scale + offset
// 解出: scale = rectSize / (zoom * GridSize)
// offset = -(panOffset + 0.5 * rectSize) / (zoom * GridSize)
float sx = rectSize.x / (zoom * GridSize);
float sy = rectSize.y / (zoom * GridSize);
float ox = -(panOffset.x + 0.5f * rectSize.x) / (zoom * GridSize);
float oy = -(panOffset.y + 0.5f * rectSize.y) / (zoom * GridSize);
mat.SetVector("_Transform", new Vector4(sx, sy, ox, oy));
// ── 网格线参数 ──
mat.SetFloat("_GridOverlayPower", GridOverlayPower);
mat.SetFloat("_GridLineThreshold", GridLineThreshold);
mat.SetFloat("_GridExp", GridExp);
// ── 颜色 ──
mat.SetColor("_GridColor", GridColor);
mat.SetColor("_GridBackgroundColor", GridBackgroundColor);
}
/// <summary>
/// 释放此配置创建的材质实例(不释放 OverrideMaterial)。
/// </summary>
public void ReleaseMaterial()
{
if (_cachedMaterial != null)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
DestroyImmediate(_cachedMaterial);
else
#endif
Destroy(_cachedMaterial);
_cachedMaterial = null;
}
}
}
}
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using System;
using UnityEngine;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// QuickGraph 输入工具配置表 —— 控制平移/缩放插值速率、灵敏度等可调参数。
/// 右键 Project 窗口 → Create/Blueprint/QuickGraph/Input Config 创建资产。
/// 拖入蓝图组件的 ToolConfigAssets 列表即可覆盖默认值。
/// </summary>
[CreateAssetMenu(
fileName = "QuickGraphInputConfig",
menuName = "Xeric Library/Blueprint/QuickGraph/Input Config",
order = 4)]
[BlueprintTheme("QuickGraph")]
public class QuickGraphInputConfig : BlueprintToolConfigBase
{
/// <summary>目标工具类型</summary>
public override System.Type TargetToolType
{
get { return typeof(QuickGraphInputTool); }
}
[Header("平移")]
[Tooltip("平移动画插值速率(越大跟随越快,3=适中,10=几乎瞬移)")]
[Range(1f, 20f)]
public float PanLerpSpeed = 3f;
[Header("缩放")]
[Tooltip("缩放动画插值速率(越大跟随更快)")]
[Range(1f, 30f)]
public float ZoomLerpSpeed = 8f;
[Tooltip("滚轮缩放除数。公式:zoom += scrollDelta / ZoomDivisor。\nUnity Input System 的 scrollDelta.y 标准值为 120/格,\n1200 = 每格 +0.1,600 = 每格 +0.2,300 = 每格 +0.4")]
[Range(100f, 5000f)]
public float ZoomDivisor = 1200f;
[Header("缩放范围")]
[Tooltip("最小缩放级别")]
[Range(0.01f, 1f)]
public float MinZoom = 0.1f;
[Tooltip("最大缩放级别")]
[Range(1f, 10f)]
public float MaxZoom = 3f;
[Header("键盘")]
[Tooltip("键盘方向键平移速度(画布单位/秒)")]
[Range(50f, 2000f)]
public float KeyboardPanSpeed = 600f;
[Tooltip("键盘 +/- 缩放速度(每次帧增量,建议 0.01~0.5)")]
[Range(0.005f, 0.5f)]
public float KeyboardZoomSpeed = 0.05f;
[Header("框选")]
[Tooltip("框选拖拽触发阈值(像素)")]
[Range(1f, 20f)]
public float DragThreshold = 5f;
}
}
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using System;
using UnityEngine;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// QuickGraph 节点渲染配置表 —— 控制节点矩形、边框、圆角等视觉参数。
/// 右键 Project 窗口 → Create/Blueprint/QuickGraph/Node Render Config 创建资产。
/// 拖入蓝图组件的 ToolConfigAssets 列表即可覆盖默认值。
/// </summary>
[CreateAssetMenu(
fileName = "QuickGraphNodeRenderConfig",
menuName = "Xeric Library/Blueprint/QuickGraph/Node Render Config",
order = 1)]
[BlueprintTheme("QuickGraph")]
public class QuickGraphNodeRenderConfig : BlueprintToolConfigBase
{
/// <summary>目标工具类型</summary>
public override System.Type TargetToolType
{
get { return typeof(QuickUGUIGraphNodeRenderTool); }
}
[Header("尺寸")]
[Tooltip("节点宽度(像素)")]
public float NodeWidth = 90f;
[Tooltip("节点高度(像素)")]
public float NodeHeight = 130f;
[Header("边框")]
[Tooltip("边框厚度(像素)")]
public float BorderThickness = 3f;
[Header("圆角")]
[Tooltip("圆角大小(0~1 归一化)")]
[Range(0f, 0.5f)]
public float ChamferSize = 0.2f;
[Tooltip("圆角细分段数")]
[Range(1, 16)]
public int ChamferSegments = 4;
[Header("颜色")]
[Tooltip("节点默认背景色")]
public Color DefaultBackgroundColor = new Color(0.16f, 0.16f, 0.16f);
[Tooltip("节点默认文字色")]
public Color DefaultTextColor = Color.white;
[Header("文本")]
[Tooltip("节点标题字号")]
public float TitleFontSize = 14f;
[Tooltip("节点标题字体(留空使用默认 TMP 字体)")]
public TMPro.TMP_FontAsset TitleFont;
[Header("LOD(缩放等级细节)")]
[Tooltip("归一化缩放值低于此阈值时触发 LOD 0(极简:纯色节点,无文本)。0~1。默认 0.3。")]
[Range(0f, 1f)]
public float Lod0Threshold = 0.3f;
[Tooltip("归一化缩放值低于此阈值时触发 LOD 1(简化:节点+边框,无文本);高于此值为 LOD 2(完整渲染)。0~1。默认 0.7。")]
[Range(0f, 1f)]
public float Lod1Threshold = 0.7f;
}
}
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using System;
using UnityEngine;
using XericLibrary.Runtime.UIGraph;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// QuickGraph 连线渲染配置表 —— 控制贝塞尔曲线宽度、箭头形状等全部视觉参数。
/// 右键 Project 窗口 → Create/Blueprint/QuickGraph/Wire Render Config 创建资产。
/// 拖入蓝图组件的 ToolConfigAssets 列表即可覆盖默认值。
/// </summary>
[CreateAssetMenu(
fileName = "QuickGraphWireRenderConfig",
menuName = "Xeric Library/Blueprint/QuickGraph/Wire Render Config",
order = 2)]
[BlueprintTheme("QuickGraph")]
public class QuickGraphWireRenderConfig : BlueprintToolConfigBase
{
/// <summary>目标工具类型</summary>
public override System.Type TargetToolType
{
get { return typeof(QuickUGUIGraphWireRenderTool); }
}
[Header("连线")]
[Tooltip("连线宽度(像素)")]
[Range(1f, 20f)]
public float WireWidth = 5f;
[Header("贝塞尔手柄")]
[Tooltip("源端手柄从端口伸出的距离(画布单位)。数值越大曲线越平缓。")]
[Range(10f, 500f)]
public float SourceHandleLength = 80f;
[Tooltip("目标端手柄从端口伸出的距离(画布单位)。")]
[Range(10f, 500f)]
public float TargetHandleLength = 80f;
[Header("箭头")]
[Tooltip("箭头形状")]
public ArrowShape ArrowShape = ArrowShape.Triangle;
[Tooltip("箭头是否反向")]
public bool ArrowReversed = false;
[Tooltip("箭头在曲线上的位置(0=起点, 1=终点)")]
[Range(0f, 1f)]
public float ArrowProgress = 1f;
[Tooltip("箭头宽度(垂直切线方向,像素)")]
[Range(4f, 40f)]
public float ArrowWidth = 12f;
[Tooltip("箭头高度(沿切线方向,像素)")]
[Range(4f, 40f)]
public float ArrowHeight = 10f;
[Tooltip("深度补偿:-1=尾部对齐曲线点,0=中心对齐,1=头部对齐曲线点")]
[Range(-1f, 1f)]
public float ArrowDepthCompensation = -1f;
[Header("曲线质量")]
[Tooltip("贝塞尔曲线细分段数")]
[Range(8, 64)]
public int TessellationSegments = 32;
}
}
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