Merge remote-tracking branch 'gitea/thr_dev/dev2'

This commit is contained in:
2026-07-09 17:13:21 +08:00
15 changed files with 1003 additions and 442 deletions
@@ -44,6 +44,14 @@ namespace XericUI.XTable.Rendering.Component
[SerializeField] private ScrollRect m_ScrollRect;
[SerializeField]
[Tooltip("冻结行数——顶部固定不滚动的行数")]
private int m_FreezeRowCount;
[SerializeField]
[Tooltip("冻结列数——左侧固定不滚动的列数")]
private int m_FreezeColCount;
[SerializeField]
[Tooltip("在 Hierarchy 中显示动态生成的子对象(仅编辑器,不保存到场景)")]
private bool m_ChildrenVisible;
@@ -55,12 +63,18 @@ namespace XericUI.XTable.Rendering.Component
[System.NonSerialized] private CellAssembler m_Assembler;
[System.NonSerialized] private XTableDirtyFlag m_DirtyFlag;
/// <summary>Viewport 层渲染器——用于绘制冻结行列单元格</summary>
[System.NonSerialized] private TableRenderer m_ViewportRenderer;
[System.NonSerialized] private XTableSelectionHandle m_SelectionHandle;
[System.NonSerialized] private GameObject m_BackgroundGo;
/// <summary>预制体实例缓存,key 为 (row, col),用于复用已实例化的预制体</summary>
[System.NonSerialized] private Dictionary<(int, int), GameObject> m_PrefabInstances;
/// <summary>预制体对象池——按原型分组管理</summary>
[System.NonSerialized] private PrefabPrototypePool m_PrefabPool;
/// <summary>活跃预制体实例映射 (row, col) → instance,用于回调编排</summary>
[System.NonSerialized] private Dictionary<(int, int), GameObject> m_ActivePrefabMap;
/// <summary>表格四叉树——按 StyleNamespace 分区,渲染阶段查询可见象限</summary>
[System.NonSerialized] private XTableQuadtree m_Quadtree;
@@ -105,6 +119,21 @@ namespace XericUI.XTable.Rendering.Component
public float[] RowHeights => m_RowHeights;
public float[] ColWidths => m_ColWidths;
/// <summary>冻结行数</summary>
public int FreezeRowCount => m_FreezeRowCount;
/// <summary>冻结列数</summary>
public int FreezeColCount => m_FreezeColCount;
/// <summary>设置冻结行列数并重建视图</summary>
public void SetFreezeCount(int rows, int cols)
{
m_FreezeRowCount = Mathf.Max(0, rows);
m_FreezeColCount = Mathf.Max(0, cols);
CreateViewportRenderer();
MarkDirty(TableDirtyType.LayoutChanged);
RefreshView();
}
public string DefaultStyleNamespace => m_DefaultStyleNamespace;
/// <summary>选中操作句柄——外部可通过此句柄控制选区,或直接操作 StartRow/StartCol 等属性</summary>
@@ -234,7 +263,14 @@ namespace XericUI.XTable.Rendering.Component
}
if (data.Prefab != null)
PositionPrefabInstance(row, col, data.Prefab, cellX, cellY, cellW, cellH);
{
GameObject instance = m_PrefabPool.Acquire(data.Prefab, row, col);
RectTransform prt = instance.GetComponent<RectTransform>();
prt.anchoredPosition = new Vector2(cellX, cellY);
prt.sizeDelta = new Vector2(cellW, cellH);
m_ActivePrefabMap[(row, col)] = instance;
data.OnPrefabAcquire?.Invoke(instance);
}
}
}
}
@@ -306,7 +342,14 @@ namespace XericUI.XTable.Rendering.Component
}
if (data.Prefab != null)
PositionPrefabInstance(row, col, data.Prefab, cellX, cellY, cellW, cellH);
{
GameObject instance = m_PrefabPool.Acquire(data.Prefab, row, col);
RectTransform prt = instance.GetComponent<RectTransform>();
prt.anchoredPosition = new Vector2(cellX, cellY);
prt.sizeDelta = new Vector2(cellW, cellH);
m_ActivePrefabMap[(row, col)] = instance;
data.OnPrefabAcquire?.Invoke(instance);
}
}
}
}
@@ -327,11 +370,16 @@ namespace XericUI.XTable.Rendering.Component
m_TableData = new XTableData();
m_Assembler = new CellAssembler(ContentTransform, m_DefaultStyleNamespace);
m_PrefabPool = new PrefabPrototypePool(ContentTransform);
m_ActivePrefabMap = new Dictionary<(int, int), GameObject>();
RecalculateTotalSize();
EnsureDefaultStyleNamespace();
CreateDefaultSampleData();
CreateBackground();
// 创建 Viewport 层渲染器(用于冻结单元格)
CreateViewportRenderer();
if (m_ScrollRect != null)
m_ScrollRect.onValueChanged.AddListener(OnScrollValueChanged);
@@ -376,7 +424,8 @@ namespace XericUI.XTable.Rendering.Component
// 销毁所有动态生成的对象
if (m_Assembler != null)
m_Assembler.DestroyAll();
ClearPrefabInstances();
m_PrefabPool?.DestroyAll();
m_ActivePrefabMap?.Clear();
DestroyBorderRenderer();
if (m_BackgroundGo != null)
{
@@ -385,6 +434,10 @@ namespace XericUI.XTable.Rendering.Component
m_BackgroundGo = null;
}
// 销毁 Viewport 冻结渲染器
m_ViewportRenderer?.DestroyAll();
m_ViewportRenderer = null;
base.OnDestroy();
}
@@ -464,15 +517,36 @@ namespace XericUI.XTable.Rendering.Component
MarkDirty(TableDirtyType.DataChanged);
}
public void SetCellText(int row, int col, string text)
public XTableCellData SetCellText(int row, int col, string text)
{
var data = TableData.GetOrCreateCell(row, col);
data.Text = text;
MarkDirty(TableDirtyType.DataChanged);
return data;
}
public XTableCellData GetCellData(int row, int col)
=> TableData.GetOrCreateCell(row, col);
=> TableData.GetOrCreateCell(row, col);
/// <summary>为指定单元格设置预制体</summary>
public XTableCellData SetCellPrefab(int row, int col, GameObject prefab)
{
var data = TableData.GetOrCreateCell(row, col);
data.Prefab = prefab;
MarkDirty(TableDirtyType.DataChanged);
return data;
}
/// <summary>清除指定单元格的预制体</summary>
public void ClearCellPrefab(int row, int col)
{
var data = TableData.GetCell(row, col);
if (data == null) return;
data.Prefab = null;
data.OnPrefabAcquire = null;
data.OnPrefabRelease = null;
MarkDirty(TableDirtyType.DataChanged);
}
/// <summary>设置单元格的样式命名空间,同时写入边框缓存(谁最后设置归谁)</summary>
public void SetCellStyleNamespace(int row, int col, string styleNamespace)
@@ -799,19 +873,32 @@ namespace XericUI.XTable.Rendering.Component
bgRt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
}
// 清理上一次渲染的预制体实例
ClearPrefabInstances();
// 归还预制体前,触发所有活跃实例的释放回调
if (m_ActivePrefabMap != null)
{
foreach (var kv in m_ActivePrefabMap)
{
var data = TableData.GetCell(kv.Key.Item1, kv.Key.Item2);
data?.OnPrefabRelease?.Invoke(kv.Value);
}
m_ActivePrefabMap.Clear();
}
// 回收池
// 回收预制体池
m_PrefabPool?.ReturnAll();
// 回收 CellAssembler 池
m_Assembler.ReturnAll();
// 额外清理孤立的直接子对象(防止域重载或异常流程产生的残留)
Transform poolRoot = m_Assembler.PoolRoot;
Transform prefabPoolRoot = m_PrefabPool?.PoolRoot;
Transform contentT = ContentTransform;
for (int i = contentT.childCount - 1; i >= 0; i--)
{
var child = contentT.GetChild(i);
if ((poolRoot != null && child == poolRoot)) continue;
if (poolRoot != null && child == poolRoot) continue;
if (prefabPoolRoot != null && child == prefabPoolRoot) continue;
if (m_BackgroundGo != null && child.gameObject == m_BackgroundGo) continue;
child.gameObject.hideFlags = HideFlags.None;
@@ -840,6 +927,9 @@ namespace XericUI.XTable.Rendering.Component
// 重建边框线段
RebuildBorders();
// 渲染 Viewport 层冻结单元格
RenderFrozenCells();
m_DirtyFlag.Clear();
OnTableRefreshed?.Invoke();
SetChildrenVisible(m_ChildrenVisible);
@@ -919,6 +1009,7 @@ namespace XericUI.XTable.Rendering.Component
public void FullRebuild()
{
m_Assembler?.DestroyAll();
m_PrefabPool?.DestroyAll();
ClearAllChildren();
m_BackgroundGo = null;
m_BorderRenderer = null;
@@ -926,9 +1017,12 @@ namespace XericUI.XTable.Rendering.Component
m_TableData = new XTableData();
m_Assembler = new CellAssembler(ContentTransform, m_DefaultStyleNamespace);
m_PrefabPool = new PrefabPrototypePool(ContentTransform);
m_ActivePrefabMap = new Dictionary<(int, int), GameObject>();
RecalculateTotalSize();
CreateDefaultSampleData();
CreateBackground();
CreateViewportRenderer();
MarkDirty(TableDirtyType.All);
RefreshView();
SetChildrenVisible(m_ChildrenVisible);
@@ -979,7 +1073,8 @@ namespace XericUI.XTable.Rendering.Component
m_TableData.ClearAllMerges();
m_TableData.BlockMap.Clear();
}
ClearPrefabInstances();
m_ActivePrefabMap?.Clear();
m_PrefabPool?.ReturnAll();
m_Quadtree?.Clear();
ClearSelection();
MarkDirty(TableDirtyType.DataChanged);
@@ -992,7 +1087,8 @@ namespace XericUI.XTable.Rendering.Component
public void ClearTable()
{
m_Assembler?.DestroyAll();
ClearPrefabInstances();
m_PrefabPool?.DestroyAll();
m_ActivePrefabMap?.Clear();
m_Quadtree?.Clear();
ClearAllChildren();
m_BackgroundGo = null;
@@ -1004,9 +1100,12 @@ namespace XericUI.XTable.Rendering.Component
ClearSelection();
m_Assembler = new CellAssembler(ContentTransform, m_DefaultStyleNamespace);
m_PrefabPool = new PrefabPrototypePool(ContentTransform);
m_ActivePrefabMap = new Dictionary<(int, int), GameObject>();
MarkDirty(TableDirtyType.All);
RecalculateTotalSize();
CreateBackground();
CreateViewportRenderer();
RefreshView();
SetChildrenVisible(m_ChildrenVisible);
}
@@ -1140,7 +1239,14 @@ namespace XericUI.XTable.Rendering.Component
// 预制体渲染
if (data.Prefab != null)
PositionPrefabInstance(r, c, data.Prefab, cellX, cellY, cellW, cellH);
{
GameObject instance = m_PrefabPool.Acquire(data.Prefab, r, c);
RectTransform prt = instance.GetComponent<RectTransform>();
prt.anchoredPosition = new Vector2(cellX, cellY);
prt.sizeDelta = new Vector2(cellW, cellH);
m_ActivePrefabMap[(r, c)] = instance;
data.OnPrefabAcquire?.Invoke(instance);
}
}
}
return;
@@ -1216,68 +1322,20 @@ namespace XericUI.XTable.Rendering.Component
// 预制体渲染
if (data.Prefab != null)
PositionPrefabInstance(r, c, data.Prefab, cellX, cellY, cellW, cellH);
{
GameObject instance = m_PrefabPool.Acquire(data.Prefab, r, c);
RectTransform prt = instance.GetComponent<RectTransform>();
prt.anchoredPosition = new Vector2(cellX, cellY);
prt.sizeDelta = new Vector2(cellW, cellH);
m_ActivePrefabMap[(r, c)] = instance;
data.OnPrefabAcquire?.Invoke(instance);
}
}
}
}
#endregion
#region 预制体管理
/// <summary>获取或创建指定单元格的预制体实例</summary>
private GameObject GetOrCreatePrefabInstance(int row, int col, GameObject prefab)
{
if (m_PrefabInstances == null)
m_PrefabInstances = new Dictionary<(int, int), GameObject>();
var key = (row, col);
if (m_PrefabInstances.TryGetValue(key, out GameObject existing) && existing != null)
return existing;
GameObject instance = Instantiate(prefab, ContentTransform);
instance.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
instance.name = $"_prefab_{row}_{col}";
m_PrefabInstances[key] = instance;
return instance;
}
/// <summary>定位预制体实例到指定单元格区域(锚点左上角,枢轴左上角)</summary>
private void PositionPrefabInstance(int row, int col, GameObject prefab, float cellX, float cellY, float cellW, float cellH)
{
GameObject instance = GetOrCreatePrefabInstance(row, col, prefab);
if (instance == null) return;
RectTransform prt = instance.GetComponent<RectTransform>();
if (prt == null) prt = instance.AddComponent<RectTransform>();
prt.anchorMin = new Vector2(0, 1);
prt.anchorMax = new Vector2(0, 1);
prt.pivot = new Vector2(0, 1);
prt.anchoredPosition = new Vector2(cellX, cellY);
prt.sizeDelta = new Vector2(cellW, cellH);
}
/// <summary>销毁所有已缓存的预制体实例</summary>
private void ClearPrefabInstances()
{
if (m_PrefabInstances == null) return;
foreach (var kv in m_PrefabInstances)
{
if (kv.Value != null)
{
if (Application.isPlaying)
Destroy(kv.Value);
else
DestroyImmediate(kv.Value);
}
}
m_PrefabInstances.Clear();
}
#endregion
#region 坐标计算
private float GetRowTopY(int row)
@@ -1655,6 +1713,109 @@ namespace XericUI.XTable.Rendering.Component
#endregion
#region Viewport 冻结渲染
/// <summary>创建或重新创建 Viewport 层冻结渲染器</summary>
private void CreateViewportRenderer()
{
if (m_ScrollRect == null || m_ScrollRect.viewport == null) return;
if (m_FreezeRowCount <= 0 && m_FreezeColCount <= 0) return;
// 清理旧渲染器
m_ViewportRenderer?.DestroyAll();
Transform viewportT = m_ScrollRect.viewport;
m_ViewportRenderer = new TableRenderer(viewportT, m_DefaultStyleNamespace, OnPoolStyleChanged);
// 配置委托
m_ViewportRenderer.GetStyleColor = (ns, path, fb) => GetStyleColor(ns, path, fb);
m_ViewportRenderer.GetStyleFloat = (ns, path, fb) => GetStyleFloat(ns, path, fb);
m_ViewportRenderer.GetStyleInt = (ns, path, fb) => GetStyleInt(ns, path, fb);
m_ViewportRenderer.GetStyleFontAsset = (ns, path) => GetStyleFontAsset(ns, path);
m_ViewportRenderer.GetRowHeights = () => m_RowHeights;
m_ViewportRenderer.GetColWidths = () => m_ColWidths;
m_ViewportRenderer.GetTableData = () => m_TableData;
m_ViewportRenderer.GetDefaultStyleNamespace = () => m_DefaultStyleNamespace;
m_ViewportRenderer.IsInSelectionRange = (r, c) => IsInSelectionRange(r, c);
m_ViewportRenderer.GetSelectedRow = () => SelectionHandle.StartRow;
m_ViewportRenderer.GetSelectedCol = () => SelectionHandle.StartCol;
// 仅渲染冻结范围
m_ViewportRenderer.StartRow = 0;
m_ViewportRenderer.EndRow = m_FreezeRowCount;
m_ViewportRenderer.StartCol = 0;
m_ViewportRenderer.EndCol = m_FreezeColCount;
// 共享预制体对象池
m_ViewportRenderer.PrefabPool = m_PrefabPool;
m_ViewportRenderer.ActivePrefabMap = m_ActivePrefabMap;
}
/// <summary>渲染 Viewport 层冻结单元格,随滚动偏移调整位置</summary>
private void RenderFrozenCells()
{
if (m_FreezeRowCount <= 0 && m_FreezeColCount <= 0)
{
// 无冻结需求时清理渲染器
if (m_ViewportRenderer != null)
{
m_ViewportRenderer.DestroyAll();
m_ViewportRenderer = null;
}
return;
}
// 检测冻结范围变更,重建渲染器
if (m_ViewportRenderer == null ||
m_ViewportRenderer.EndRow != m_FreezeRowCount ||
m_ViewportRenderer.EndCol != m_FreezeColCount)
CreateViewportRenderer();
// 计算冻结区域尺寸
float freezeW = 0, freezeH = 0;
for (int c = 0; c < m_FreezeColCount && c < m_ColWidths.Length; c++)
freezeW += m_ColWidths[c];
for (int r = 0; r < m_FreezeRowCount && r < m_RowHeights.Length; r++)
freezeH += m_RowHeights[r];
// 创建/更新背景
m_ViewportRenderer.CreateBackground(freezeW, freezeH, m_DefaultStyleNamespace);
// 获取滚动偏移
Vector2 scrollOffset = Vector2.zero;
if (m_ScrollRect != null && m_ScrollRect.content != null)
{
scrollOffset.x = Mathf.Max(0, -m_ScrollRect.content.anchoredPosition.x);
scrollOffset.y = Mathf.Max(0, m_ScrollRect.content.anchoredPosition.y);
}
// 调整背景位置(随滚动偏移移动,保持在视口可见范围内)
if (m_ViewportRenderer.BackgroundGo != null)
{
var bgRt = m_ViewportRenderer.BackgroundGo.GetComponent<RectTransform>();
bgRt.anchoredPosition = new Vector2(scrollOffset.x, -scrollOffset.y);
}
// 回收并重新渲染冻结单元格
m_ViewportRenderer.ReturnAll();
m_ViewportRenderer.RenderCells(
0, m_FreezeRowCount,
0, m_FreezeColCount,
!Application.isPlaying);
// 冻结单元格需要跟随滚动偏移(相对于 Viewport 定位)
if (m_ViewportRenderer.Assembler != null)
{
// 调整所有活跃的池对象的 anchoredPosition 以抵消滚动
// 这通过重新定位背景实现,单元格相对于背景 (0,0) 定位,所以随背景一起移动
}
// 背景始终可见
m_ViewportRenderer.BackgroundGo?.SetActive(true);
}
#endregion
#region IPointerClickHandler
public void OnPointerClick(PointerEventData eventData)