update 0.6.4

This commit is contained in:
2026-08-10 14:17:25 +08:00
parent 2d703efdf4
commit 315e2eaa46
32 changed files with 553 additions and 1278 deletions
@@ -1,59 +1,24 @@
// ==================================================
// Xeric Style Sheet (XSSS) - 超级干燥样式表 - 默认样式
// Xeric Style Sheet (XSSS) - 默认 UI 样式
// ==================================================
// 规范声明:路径:组件类型/.字段路径 = 值:值类型 @标记:参数
// 未配置实际资源时,不保留空 guid: 或 None 占位声明。
namespace: default
button/TargetGraphic/ColorTint:UnityEngine.UI.ColorBlock/ {
.NormalColor = (1,1,1,1)
.HighlightedColor = (0.96,0.96,0.96,1)
.PressedColor = (0.78,0.78,0.78,1)
.SelectedColor = (0.96,0.96,0.96,1)
.DisabledColor = (0.6,0.6,0.6,0.8)
}
// UnityEngine.UI.Button 的 ColorBlock。
Button:UnityEngine.UI.Button/.colors.normalColor = #FFFFFFFF:UnityEngine.Color
Button:UnityEngine.UI.Button/.colors.highlightedColor = #F5F5F5FF:UnityEngine.Color
Button:UnityEngine.UI.Button/.colors.pressedColor = #C7C7C7FF:UnityEngine.Color
Button:UnityEngine.UI.Button/.colors.selectedColor = #F5F5F5FF:UnityEngine.Color
Button:UnityEngine.UI.Button/.colors.disabledColor = #999999CC:UnityEngine.Color
button/TargetGraphic/SpriteState:UnityEngine.UI.SpriteState/ {
.NormalColor = guid::UnityEngine.Sprite
.HighlightedColor = guid::UnityEngine.Sprite
.PressedColor = guid::UnityEngine.Sprite
.SelectedColor = guid::UnityEngine.Sprite
.DisabledColor = guid::UnityEngine.Sprite
}
// UnityEngine.UI.Toggle 的 ColorBlock。
Toggle:UnityEngine.UI.Toggle/.colors.normalColor = #FFFFFFFF:UnityEngine.Color
Toggle:UnityEngine.UI.Toggle/.colors.highlightedColor = #F5F5F5FF:UnityEngine.Color
Toggle:UnityEngine.UI.Toggle/.colors.pressedColor = #C7C7C7FF:UnityEngine.Color
Toggle:UnityEngine.UI.Toggle/.colors.selectedColor = #F5F5F5FF:UnityEngine.Color
Toggle:UnityEngine.UI.Toggle/.colors.disabledColor = #999999CC:UnityEngine.Color
button/TargetGraphic/Animation/ {
.NormalColor = None
.HighlightedColor = None
.PressedColor = None
.SelectedColor = None
.DisabledColor = None
}
toggle/TargetGraphic/ColorTint:UnityEngine.UI.ColorBlock/ {
.NormalColor = (1,1,1,1)
.HighlightedColor = (0.96,0.96,0.96,1)
.PressedColor = (0.78,0.78,0.78,1)
.SelectedColor = (0.96,0.96,0.96,1)
.DisabledColor = (0.6,0.6,0.6,0.8)
}
toggle/TargetGraphic/SpriteState:UnityEngine.UI.SpriteState/ {
.NormalColor = guid::UnityEngine.Sprite
.HighlightedColor = guid::UnityEngine.Sprite
.PressedColor = guid::UnityEngine.Sprite
.SelectedColor = guid::UnityEngine.Sprite
.DisabledColor = guid::UnityEngine.Sprite
}
toggle/TargetGraphic/Animation/ {
.NormalColor = None
.HighlightedColor = None
.PressedColor = None
.SelectedColor = None
.DisabledColor = None
}
image/ColorTint:UnityEngine.UI.ColorBlock/ {
.NormalColor = (1,1,1,1)
.Sprite = guid::UnityEngine.Sprite
.Material = guid::UnityEngine.Material
}
// UnityEngine.UI.Image 的默认色。
Image:UnityEngine.UI.Image/.color = #FFFFFFFF:UnityEngine.Color
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m_Name: QuickGraphNodeRenderConfig
m_EditorClassIdentifier:
NodeWidth: 90
NodeHeight: 130
BorderThickness: 3
ChamferSize: 0.2
ChamferSegments: 4
DefaultBackgroundColor: {r: 0.16, g: 0.16, b: 0.16, a: 1}
DefaultTextColor: {r: 1, g: 1, b: 1, a: 1}
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// QuickGraph runtime render style
namespace: quickgraph
quickgraph/node/ {
width = 130:float
height = 80:float
border = 3:float
chamfer = 0.2:float
chamferSegments = 4:int
titleFontSize = 20:float
width = 130:float @MinMaxRange:0,4096
height = 80:float @MinMaxRange:0,4096
border = 3:float @MinMaxRange:0,1024
chamfer = 0.2:float @MinMaxRange:0,1
chamferSegments = 4:int @MinMaxRange:0,128,1
titleFontSize = 20:float @MinMaxRange:0,512
titleAlignment = Center:TMPro.TextAlignmentOptions
showTitle/full = true:bool
outerColor = #00000000:UnityEngine.Color
axisScaleX = 1:float @MinMaxRange:0,100
axisScaleY = 1:float @MinMaxRange:0,100
sideCount = 4:int @MinMaxRange:0,128,1
fillColor = #333333FF:UnityEngine.Color
borderColor = #FFFFFFFF:UnityEngine.Color
titleColor = #FFFFFFFF:UnityEngine.Color
}
quickgraph/port/ {
inputSide = -0.5:float @MinMaxRange:-1,1
outputSide = 0.5:float @MinMaxRange:-1,1
topRatio = 0.5:float @MinMaxRange:-1,1
bottomRatio = -0.5:float @MinMaxRange:-1,1
}
quickgraph/wire/ {
width = 5:float
hitRadius = 8:float
sourceHandle = 80:float
targetHandle = 80:float
arrowWidth = 12:float
arrowHeight = 10:float
arrowProgress = 1:float
arrowDepth = -1:float
tessellation = 32:int
width = 5:float @MinMaxRange:0,4096
hitRadius = 8:float @MinMaxRange:0,4096
sourceHandle = 80:float @MinMaxRange:0,4096
targetHandle = 80:float @MinMaxRange:0,4096
arrowWidth = 12:float @MinMaxRange:0,4096
arrowHeight = 10:float @MinMaxRange:0,4096
arrowProgress = 1:float @MinMaxRange:0,1
arrowDepth = -1:float @MinMaxRange:-4096,4096
tessellation = 32:int @MinMaxRange:0,1024,1
minTessellation = 2:int @MinMaxRange:0,1024,1
arrowShape = Triangle:XericLibrary.Runtime.UIGraph.ArrowShape
arrowReversed = false:bool
useNodeColorGradient = true:bool
color = #FFFFFFFF:UnityEngine.Color
}
quickgraph/grid/ {
material = guid:c16d74b277ae17c479319990fca9477b:UnityEngine.Material:UnityEngine.Material @ResourceSoftReference:Packages/com.lrss3.deconstruction/Resources/Material/Graph/UI/Blueprint/BlueprintBackgound_GridLine.mat
shader = res:XericLibrary/BluePrint/BlueprintBackgound_GridLine:string
size = 100:float
overlayPower = 5:float
threshold = 0.99:float
exp = 0.001:float
size = 100:float @MinMaxRange:0.000001,1000000
overlayPower = 5:float @MinMaxRange:0,1000000
threshold = 0.99:float @MinMaxRange:0,1
exp = 0.001:float @MinMaxRange:0,1000000
color = #A7ABB3FF:UnityEngine.Color
background = #DDE2EEFF:UnityEngine.Color
raycastTarget = true:bool
maskable = false:bool
lodTransitionThreshold = 200:float @MinMaxRange:0,1000000
lodTransitionStart = -0.8:float @MinMaxRange:-100,100
lodTransitionEnd = 1:float @MinMaxRange:-100,100
cellCenter = (0.5,0.5):UnityEngine.Vector2
lineShapeScale = 1.1:float @MinMaxRange:0,100
}
quickgraph/input/ {
zoomDivisor = 100:float @MinMaxRange:0.000001,1000000
dragPanSpeed = 1:float @MinMaxRange:0,1000000
minZoom = 0.2:float @MinMaxRange:0,1000000
maxZoom = 2:float @MinMaxRange:0,1000000
defaultZoom = 1:float @MinMaxRange:0,1000000
focusZoom = 1:float @MinMaxRange:0,1000000
focusPadding = 100:float @MinMaxRange:0,1000000
keyboardPanSpeed = 100:float @MinMaxRange:0,1000000
keyboardZoomSpeed = 0.01:float @MinMaxRange:0,1000000
panMouseButton = 2:int @MinMaxRange:0,2,1
}
quickgraph/lod/minimal/ {
enterZoom = 0:float @MinMaxRange:0,1000000
exitZoom = 0:float @MinMaxRange:0,1000000
wireTessellationMultiplier = 0.35:float @MinMaxRange:0,100
nodeBorder = 0:float @MinMaxRange:0,1024
useNodeColorAsBackground = true:bool
showTitle = false:bool
}
quickgraph/lod/simplified/ {
enterZoom = 0.65:float @MinMaxRange:0,1000000
exitZoom = 0.55:float @MinMaxRange:0,1000000
wireTessellationMultiplier = 0.65:float @MinMaxRange:0,100
nodeBorder = 3:float @MinMaxRange:0,1024
useNodeColorAsBackground = false:bool
showTitle = false:bool
}
quickgraph/lod/full/ {
enterZoom = 1.15:float @MinMaxRange:0,1000000
exitZoom = 1:float @MinMaxRange:0,1000000
wireTessellationMultiplier = 1:float @MinMaxRange:0,100
nodeBorder = 3:float @MinMaxRange:0,1024
useNodeColorAsBackground = false:bool
showTitle = true:bool
}
quickgraph/selection/ {
dragThreshold = 10:float @MinMaxRange:0,1000000
fillColor = #3380FF26:UnityEngine.Color
outlineColor = #FFFFFFFF:UnityEngine.Color
outlineOffset = (1,-1):UnityEngine.Vector2
raycastTarget = false:bool
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