优化表格性能,拆分代码文件职责
This commit is contained in:
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using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using XericUI.Core.Base;
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using XericUI.XTable.Core;
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using XericUI.XTable.Mapping;
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using XericUI.XTable.Rendering.Elements;
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using XericLibrary.Runtime.SuperStyleSheet;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace XericUI.XTable.Rendering.Component
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{
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public partial class XericUIActionTable
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{
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/// <summary>设置冻结行列数并重建视图</summary>
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public void SetFreezeCount(int rows, int cols)
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{
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m_FreezeRowCount = Mathf.Max(0, rows);
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m_FreezeColCount = Mathf.Max(0, cols);
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CreateViewportRenderer();
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MarkDirty(TableDirtyType.LayoutChanged);
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RefreshView();
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}
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public void SetCellData(int row, int col, XTableCellData data)
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{
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TableData.SetCell(row, col, data);
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MarkDirty(TableDirtyType.DataChanged);
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}
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/// <summary>设置文本内容(ContentType 自动设为 Text)</summary>
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public XTableCellData SetCellText(int row, int col, string text)
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{
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var data = TableData.GetOrCreateCell(row, col);
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data.Text = text;
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data.ContentType = CellContentType.Text;
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MarkDirty(TableDirtyType.DataChanged);
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return data;
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}
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/// <summary>设置图片纹理(ContentType 自动设为 Image)</summary>
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public XTableCellData SetCellImage(int row, int col, Texture2D image)
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{
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var data = TableData.GetOrCreateCell(row, col);
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data.Image = image;
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data.ContentType = CellContentType.Image;
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MarkDirty(TableDirtyType.DataChanged);
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return data;
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}
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/// <summary>设置预制体(ContentType 自动设为 Prefab)</summary>
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/// <remarks>注意是设置预制体而不是实例,设置后订阅单元格预制体生成事件 OnPrefabAcquire 处理获取事件</remarks>
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public XTableCellData SetCellPrefab(int row, int col, GameObject prefab)
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{
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var data = TableData.GetOrCreateCell(row, col);
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data.Prefab = prefab;
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data.ContentType = CellContentType.Prefab;
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MarkDirty(TableDirtyType.DataChanged);
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return data;
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}
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/// <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>
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public XTableCellData SetCellStyle(int row, int col, string styleNamespace, string stylePath)
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{
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var data = TableData.GetOrCreateCell(row, col);
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if (data.CellStyle == null)
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data.CellStyle = new XericLibrary.Runtime.SuperStyleSheet.StyleMember();
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data.CellStyle.CurrentNamespace = styleNamespace ?? "";
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data.CellStyle.StylePath = stylePath ?? "";
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MarkDirty(TableDirtyType.StyleChanged);
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return data;
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}
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/// <summary>设置单元格的样式命名空间(兼容旧版,等同于 StyleNamespace 字段)</summary>
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public void SetCellStyleNamespace(int row, int col, string styleNamespace)
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{
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// 合并源:遍历所有被合并单元格,全部写入该样式
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if (TableData.IsMergeSource(row, col, out int rowSpan, out int colSpan))
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{
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for (int r = row; r < row + rowSpan; r++)
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{
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for (int c = col; c < col + colSpan; c++)
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{
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if (r < m_RowHeights.Length && c < m_ColWidths.Length)
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ApplyCellStyleToCell(r, c, styleNamespace);
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}
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}
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}
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else
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{
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ApplyCellStyleToCell(row, col, styleNamespace);
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}
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MarkDirty(TableDirtyType.StyleChanged);
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}
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/// <summary>在单个单元格上设置样式,同时写入其右侧和底部的边框缓存</summary>
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private void ApplyCellStyleToCell(int row, int col, string ns)
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{
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var data = TableData.GetOrCreateCell(row, col);
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data.StyleNamespace = ns;
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TableData.SetBorderRightNs(row, col, ns);
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TableData.SetBorderBottomNs(row, col, ns);
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}
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/// <summary>清除文本内容</summary>
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public void ClearCellText(int row, int col)
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{
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var data = TableData.GetCell(row, col);
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if (data == null) return;
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data.Text = null;
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if (data.ContentType == CellContentType.Text)
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data.ContentType = CellContentType.Text; // 保持类型不变,仅清空内容
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MarkDirty(TableDirtyType.DataChanged);
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}
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/// <summary>清除图片纹理</summary>
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public void ClearCellImage(int row, int col)
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{
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var data = TableData.GetCell(row, col);
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if (data == null) return;
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data.Image = null;
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MarkDirty(TableDirtyType.DataChanged);
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}
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/// <summary>清除预制体及委托</summary>
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public void ClearCellPrefab(int row, int col)
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{
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var data = TableData.GetCell(row, col);
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if (data == null) return;
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data.Prefab = null;
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data.OnPrefabAcquire = null;
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data.OnPrefabRelease = null;
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MarkDirty(TableDirtyType.DataChanged);
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}
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/// <summary>清除单元格样式覆盖</summary>
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public void ClearCellStyle(int row, int col)
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{
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var data = TableData.GetCell(row, col);
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if (data == null) return;
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data.CellStyle = null;
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MarkDirty(TableDirtyType.StyleChanged);
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}
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public XTableCellData GetCellData(int row, int col)
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=> TableData.GetOrCreateCell(row, col);
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/// <summary>获取单元格的样式命名空间(含回退逻辑)</summary>
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public string GetCellStyleNamespace(int row, int col)
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{
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var data = TableData.GetCell(row, col);
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return data != null ? data.GetEffectiveStyleNamespace(m_DefaultStyleNamespace) : m_DefaultStyleNamespace;
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}
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public void MergeCells(int startRow, int startCol, int rowSpan, int colSpan)
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{
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TableData.MergeCells(startRow, startCol, rowSpan, colSpan);
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MarkDirty(TableDirtyType.DataChanged);
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}
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public void UnmergeCells(int startRow, int startCol)
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{
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TableData.UnmergeCells(startRow, startCol);
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MarkDirty(TableDirtyType.DataChanged);
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}
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/// <summary>判断指定单元格是否被合并覆盖(非源,会被重定向)</summary>
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public bool IsCellMerged(int row, int col) => TableData.IsCellMerged(row, col);
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/// <summary>判断指定单元格是否为合并源(锚点),并返回合并跨度</summary>
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public bool IsMergeSource(int row, int col, out int rowSpan, out int colSpan)
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=> TableData.IsMergeSource(row, col, out rowSpan, out colSpan);
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/// <summary>在末尾追加一行,默认行高来自 Config</summary>
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public void AddRow(float height = -1f)
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{
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if (height <= 0) height = Config.DefaultRowHeight;
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#if UNITY_EDITOR
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UnityEditor.Undo.RecordObject(this, "Add Table Row");
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#endif
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int newLen = m_RowHeights.Length + 1;
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var newArr = new float[newLen];
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System.Array.Copy(m_RowHeights, newArr, m_RowHeights.Length);
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newArr[newLen - 1] = height;
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m_RowHeights = newArr;
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MarkDirty(TableDirtyType.LayoutChanged);
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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/// <summary>在末尾追加一列,默认列宽来自 Config</summary>
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public void AddColumn(float width = -1f)
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{
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if (width <= 0) width = Config.DefaultColumnWidth;
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#if UNITY_EDITOR
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UnityEditor.Undo.RecordObject(this, "Add Table Column");
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#endif
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int newLen = m_ColWidths.Length + 1;
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var newArr = new float[newLen];
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System.Array.Copy(m_ColWidths, newArr, m_ColWidths.Length);
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newArr[newLen - 1] = width;
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m_ColWidths = newArr;
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MarkDirty(TableDirtyType.LayoutChanged);
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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/// <summary>设置指定行的高度</summary>
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public void SetRowHeight(int row, float height)
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{
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if (row < 0 || row >= m_RowHeights.Length) return;
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if (height <= 0) return;
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#if UNITY_EDITOR
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UnityEditor.Undo.RecordObject(this, "Set Row Height");
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#endif
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m_RowHeights[row] = height;
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MarkDirty(TableDirtyType.LayoutChanged);
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#if UNITY_EDITOR
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if (!Application.isPlaying) UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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/// <summary>设置指定列的宽度</summary>
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public void SetColWidth(int col, float width)
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{
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if (col < 0 || col >= m_ColWidths.Length) return;
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if (width <= 0) return;
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#if UNITY_EDITOR
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UnityEditor.Undo.RecordObject(this, "Set Column Width");
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#endif
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m_ColWidths[col] = width;
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MarkDirty(TableDirtyType.LayoutChanged);
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#if UNITY_EDITOR
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if (!Application.isPlaying) UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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/// <summary>删除指定行,单元格数据上移</summary>
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public void RemoveRow(int row)
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{
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if (row < 0 || row >= m_RowHeights.Length) return;
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#if UNITY_EDITOR
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UnityEditor.Undo.RecordObject(this, "Remove Table Row");
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#endif
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int colCount = m_ColWidths.Length;
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// 先解除涉及该行的合并
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for (int c = 0; c < colCount; c++)
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TableData.UnmergeCells(row, c);
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// 将下方行数据上移
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for (int r = row + 1; r < m_RowHeights.Length; r++)
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for (int c = 0; c < colCount; c++)
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{
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var data = TableData.GetCell(r, c);
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if (data != null)
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TableData.SetCell(r - 1, c, data);
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else
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TableData.SetCell(r - 1, c, null); // 显式清空原位置
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}
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// 清空最后一行数据
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int lastRow = m_RowHeights.Length - 1;
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for (int c = 0; c < colCount; c++)
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TableData.SetCell(lastRow, c, null);
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// 缩小行高数组
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int newLen = m_RowHeights.Length - 1;
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var newArr = new float[newLen];
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for (int i = 0; i < row; i++)
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newArr[i] = m_RowHeights[i];
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for (int i = row; i < newLen; i++)
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newArr[i] = m_RowHeights[i + 1];
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m_RowHeights = newArr;
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// 裁剪选区到新尺寸
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ClampSelectionToBounds();
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MarkDirty(TableDirtyType.LayoutChanged | TableDirtyType.DataChanged | TableDirtyType.SelectionChanged);
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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/// <summary>删除指定列,单元格数据左移</summary>
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public void RemoveColumn(int col)
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{
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if (col < 0 || col >= m_ColWidths.Length) return;
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#if UNITY_EDITOR
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UnityEditor.Undo.RecordObject(this, "Remove Table Column");
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#endif
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int rowCount = m_RowHeights.Length;
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// 先解除涉及该列的合并
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for (int r = 0; r < rowCount; r++)
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TableData.UnmergeCells(r, col);
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// 将右侧列数据左移
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for (int r = 0; r < rowCount; r++)
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for (int c = col + 1; c < m_ColWidths.Length; c++)
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{
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var data = TableData.GetCell(r, c);
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if (data != null)
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TableData.SetCell(r, c - 1, data);
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else
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TableData.SetCell(r, c - 1, null);
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}
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// 清空最后一列数据
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int lastCol = m_ColWidths.Length - 1;
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for (int r = 0; r < rowCount; r++)
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TableData.SetCell(r, lastCol, null);
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// 缩小列宽数组
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int newLen = m_ColWidths.Length - 1;
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var newArr = new float[newLen];
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for (int i = 0; i < col; i++)
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newArr[i] = m_ColWidths[i];
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for (int i = col; i < newLen; i++)
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newArr[i] = m_ColWidths[i + 1];
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m_ColWidths = newArr;
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// 裁剪选区到新尺寸
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ClampSelectionToBounds();
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MarkDirty(TableDirtyType.LayoutChanged | TableDirtyType.DataChanged | TableDirtyType.SelectionChanged);
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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/// <summary>设置外部选择句柄(替换内部句柄)</summary>
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public void SetSelectionHandle(XTableSelectionHandle handle)
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{
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if (m_SelectionHandle != null)
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m_SelectionHandle.OnSelectionChanged -= OnHandleSelectionChanged;
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m_SelectionHandle = handle;
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if (m_SelectionHandle != null)
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m_SelectionHandle.OnSelectionChanged += OnHandleSelectionChanged;
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MarkDirty(TableDirtyType.SelectionChanged);
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}
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/// <summary>单选一个单元格</summary>
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public void SelectCell(int row, int col)
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{
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SelectionHandle.Select(row, col);
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MarkDirty(TableDirtyType.SelectionChanged);
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}
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/// <summary>多选一个范围</summary>
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public void SelectCell(int startRow, int startCol, int endRow, int endCol)
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{
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SelectionHandle.Select(startRow, startCol, endRow, endCol);
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MarkDirty(TableDirtyType.SelectionChanged);
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}
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/// <summary>清除选择</summary>
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public void ClearSelection()
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{
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SelectionHandle.Clear();
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MarkDirty(TableDirtyType.SelectionChanged);
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}
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/// <summary>通过文本选择一个单元格(如 "A0")</summary>
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public bool SelectCellByText(string text)
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{
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if (!XTableCoordinateFormat.TryParseCell(text, out int row, out int col))
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return false;
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SelectCell(row, col);
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return true;
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}
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/// <summary>通过文本选择一个范围(如 "A0:B1", "A:A", "0:0")</summary>
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public bool SelectRangeByText(string text)
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{
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if (!XTableCoordinateFormat.TryParseRange(text,
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out int sr, out int sc, out int er, out int ec))
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return false;
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SelectCell(sr, sc, er, ec);
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return true;
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}
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/// <summary>获取当前选区的文本描述(单格 "A0",多格 "A0:B1")</summary>
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public string GetSelectionText()
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{
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if (!SelectionHandle.HasSelection) return string.Empty;
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if (SelectionHandle.HasMultiSelection)
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{
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return XTableCoordinateFormat.RangeToText(
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SelectionHandle.MinRow, SelectionHandle.MinCol,
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SelectionHandle.MaxRow, SelectionHandle.MaxCol);
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}
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return XTableCoordinateFormat.CellToText(
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SelectionHandle.StartRow, SelectionHandle.StartCol);
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}
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private void OnHandleSelectionChanged(XTableSelectionHandle handle)
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{
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MarkDirty(TableDirtyType.SelectionChanged);
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}
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/// <summary>裁剪选区到当前行列尺寸范围内</summary>
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private void ClampSelectionToBounds()
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{
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int maxR = (m_RowHeights?.Length ?? 0) - 1;
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int maxC = (m_ColWidths?.Length ?? 0) - 1;
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SelectionHandle.ClampTo(maxR, maxC);
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}
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/// <summary>完全重建表格——销毁所有动态生成的对象并重新初始化</summary>
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[ContextMenu("Xeric UI/完全重建表格")]
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public void FullRebuild()
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{
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m_Assembler?.DestroyAll();
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m_PrefabPool?.DestroyAll();
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ClearAllChildren();
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m_BackgroundGo = null;
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m_BorderRenderer = null;
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m_TableData = new XTableData();
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m_Assembler = new CellAssembler(ContentTransform, m_DefaultStyleNamespace);
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m_PrefabPool = new PrefabPrototypePool(ContentTransform);
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m_ActivePrefabMap = new Dictionary<(int, int), GameObject>();
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RecalculateTotalSize();
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CreateDefaultSampleData();
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CreateBackground();
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CreateViewportRenderer();
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MarkDirty(TableDirtyType.All);
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RefreshView();
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SetChildrenVisible(m_ChildrenVisible);
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}
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/// <summary>重新生成表格但保留已有文本数据——先保存,重建后再回填</summary>
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public void FullRebuildPreservingData()
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{
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// 保存当前单元格文本
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var savedTexts = new Dictionary<(int, int), string>();
|
||||
if (m_TableData != null)
|
||||
{
|
||||
int rows = m_RowHeights?.Length ?? 0;
|
||||
int cols = m_ColWidths?.Length ?? 0;
|
||||
for (int r = 0; r < rows; r++)
|
||||
{
|
||||
for (int c = 0; c < cols; c++)
|
||||
{
|
||||
var cell = m_TableData.GetCell(r, c);
|
||||
if (cell != null && !string.IsNullOrEmpty(cell.Text))
|
||||
savedTexts[(r, c)] = cell.Text;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FullRebuild();
|
||||
|
||||
// 恢复文本数据
|
||||
foreach (var kv in savedTexts)
|
||||
{
|
||||
int r = kv.Key.Item1, c = kv.Key.Item2;
|
||||
if (r < (m_RowHeights?.Length ?? 0) && c < (m_ColWidths?.Length ?? 0))
|
||||
m_TableData.GetOrCreateCell(r, c).Text = kv.Value;
|
||||
}
|
||||
|
||||
RefreshView();
|
||||
SetChildrenVisible(m_ChildrenVisible);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空所有数据(单元格文本、合并信息),但保留行列排布和样式。
|
||||
/// 等价于"清空内容但不改变表格结构"。
|
||||
/// </summary>
|
||||
public void ClearData()
|
||||
{
|
||||
if (m_TableData != null)
|
||||
{
|
||||
m_TableData.ClearAllMerges();
|
||||
m_TableData.BlockMap.Clear();
|
||||
}
|
||||
m_ActivePrefabMap?.Clear();
|
||||
m_PrefabPool?.ReturnAll();
|
||||
m_Quadtree?.Clear();
|
||||
ClearSelection();
|
||||
MarkDirty(TableDirtyType.DataChanged);
|
||||
RefreshView();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空表格所有内容——数据、行列、样式,等同 <see cref="FullRebuild"/> 但不创建默认示例数据。
|
||||
/// </summary>
|
||||
public void ClearTable()
|
||||
{
|
||||
m_Assembler?.DestroyAll();
|
||||
m_PrefabPool?.DestroyAll();
|
||||
m_ActivePrefabMap?.Clear();
|
||||
m_Quadtree?.Clear();
|
||||
ClearAllChildren();
|
||||
m_BackgroundGo = null;
|
||||
m_BorderRenderer = null;
|
||||
|
||||
m_TableData = new XTableData();
|
||||
m_RowHeights = null;
|
||||
m_ColWidths = null;
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>仅强制刷新样式,不重建数据结构</summary>
|
||||
public void ForceStyleRefresh()
|
||||
{
|
||||
StyleManager.ForceRefresh();
|
||||
MarkDirty(TableDirtyType.StyleChanged);
|
||||
RefreshView();
|
||||
}
|
||||
|
||||
/// <summary>构建剪贴板数据对象(尺寸 + 单元格文本 + 合并信息)</summary>
|
||||
public XTableClipboardData BuildClipboardData()
|
||||
{
|
||||
return XTableClipboardData.FromTable(this);
|
||||
}
|
||||
|
||||
/// <summary>将剪贴板数据应用到表格——覆盖尺寸、命名空间、单元格文本、合并信息并刷新</summary>
|
||||
public void ApplyClipboardData(XTableClipboardData data)
|
||||
{
|
||||
if (data == null) return;
|
||||
|
||||
// 确保数据层存在
|
||||
if (m_TableData == null)
|
||||
m_TableData = new XTableData();
|
||||
|
||||
// 应用尺寸与默认命名空间
|
||||
if (data.RowHeights != null && data.RowHeights.Length > 0)
|
||||
m_RowHeights = data.RowHeights;
|
||||
if (data.ColWidths != null && data.ColWidths.Length > 0)
|
||||
m_ColWidths = data.ColWidths;
|
||||
if (!string.IsNullOrEmpty(data.DefaultStyleNamespace))
|
||||
m_DefaultStyleNamespace = data.DefaultStyleNamespace;
|
||||
|
||||
// 写回单元格文本与合并信息
|
||||
data.PopulateToTable(this);
|
||||
|
||||
MarkDirty(TableDirtyType.DataChanged);
|
||||
RecalculateTotalSize();
|
||||
RefreshView();
|
||||
SetChildrenVisible(m_ChildrenVisible);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c49b16a58833a040ab95beac397acb2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,203 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
using XericUI.Core.Base;
|
||||
using XericUI.XTable.Core;
|
||||
using XericUI.XTable.Mapping;
|
||||
using XericUI.XTable.Rendering.Elements;
|
||||
using XericLibrary.Runtime.SuperStyleSheet;
|
||||
using XericLibrary.Runtime.UIGraph;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace XericUI.XTable.Rendering.Component
|
||||
{
|
||||
public partial class XericUIActionTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取或创建边框渲染器 GameObject 和 <see cref="UILineRendererV2"/> 组件。
|
||||
/// </summary>
|
||||
private UILineRendererV2 GetOrCreateBorderRenderer()
|
||||
{
|
||||
if (m_BorderRenderer != null)
|
||||
return m_BorderRenderer;
|
||||
|
||||
Transform contentT = ContentTransform;
|
||||
// 查找已有对象
|
||||
var existing = contentT.Find("_TableBorders");
|
||||
if (existing != null)
|
||||
{
|
||||
m_BorderRenderer = existing.GetComponent<UILineRendererV2>();
|
||||
if (m_BorderRenderer != null) return m_BorderRenderer;
|
||||
}
|
||||
|
||||
var go = new GameObject("_TableBorders",
|
||||
typeof(RectTransform), typeof(CanvasRenderer), typeof(UILineRendererV2));
|
||||
go.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
|
||||
go.transform.SetParent(contentT, false);
|
||||
|
||||
RectTransform rt = go.GetComponent<RectTransform>();
|
||||
rt.anchorMin = new Vector2(0, 1);
|
||||
rt.anchorMax = new Vector2(0, 1);
|
||||
rt.pivot = new Vector2(0, 1);
|
||||
float pad = m_ContentOffset * 2f;
|
||||
rt.anchoredPosition = new Vector2(m_ContentOffset, -m_ContentOffset);
|
||||
rt.sizeDelta = new Vector2(m_TotalWidth + pad, m_TotalHeight + pad);
|
||||
|
||||
m_BorderRenderer = go.GetComponent<UILineRendererV2>();
|
||||
return m_BorderRenderer;
|
||||
}
|
||||
|
||||
/// <summary>销毁边框渲染器</summary>
|
||||
private void DestroyBorderRenderer()
|
||||
{
|
||||
if (m_BorderRenderer != null)
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
Destroy(m_BorderRenderer.gameObject);
|
||||
else
|
||||
DestroyImmediate(m_BorderRenderer.gameObject);
|
||||
m_BorderRenderer = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重建表格的全部边框线段。
|
||||
/// 第一阶段:从 OuterBorderNs 绘制 -1 行(顶部外框)和 -1 列(左侧外框)。
|
||||
/// 第二阶段:遍历非合并覆盖单元格,从边框缓存读取样式命名空间,按 per-cell 样式绘制右侧和底部边框。
|
||||
/// 合并源在最外沿绘制,内部边框自动跳过。
|
||||
/// </summary>
|
||||
private void RebuildBorders()
|
||||
{
|
||||
if (m_RowHeights == null || m_ColWidths == null) return;
|
||||
if (m_RowHeights.Length == 0 || m_ColWidths.Length == 0) return;
|
||||
|
||||
var renderer = GetOrCreateBorderRenderer();
|
||||
renderer.ClearAll();
|
||||
|
||||
var borderRt = renderer.GetComponent<RectTransform>();
|
||||
borderRt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
Color borderColor;
|
||||
float borderWidth;
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
borderColor = GetCellBorderColor(m_DefaultStyleNamespace);
|
||||
borderWidth = GetCellBorderWidth(m_DefaultStyleNamespace);
|
||||
}
|
||||
else
|
||||
{
|
||||
borderColor = Config.RuntimeBorderColor;
|
||||
borderWidth = Config.RuntimeBorderWidth;
|
||||
}
|
||||
#else
|
||||
Color borderColor = Config.RuntimeBorderColor;
|
||||
float borderWidth = Config.RuntimeBorderWidth;
|
||||
#endif
|
||||
|
||||
int rows = m_RowHeights.Length;
|
||||
int cols = m_ColWidths.Length;
|
||||
|
||||
// ════════════════════════════════════════════
|
||||
// 阶段 1:-1 行(顶部外框)和 -1 列(左侧外框)
|
||||
// ════════════════════════════════════════════
|
||||
|
||||
// 顶部外框:从 col=0 到 col=cols-1,每列一段
|
||||
float topY = 0;
|
||||
for (int c = 0; c < cols; c++)
|
||||
{
|
||||
string ns = m_TableData?.GetOuterBorderNs(-1, c);
|
||||
if (string.IsNullOrEmpty(ns)) ns = m_DefaultStyleNamespace;
|
||||
Color color = GetCellBorderColor(ns);
|
||||
float width = GetCellBorderWidth(ns);
|
||||
float leftX = GetColLeftX(c);
|
||||
renderer.DrawLine(
|
||||
new Vector2(leftX, topY),
|
||||
new Vector2(leftX + m_ColWidths[c], topY),
|
||||
color, width, UVMode.ByDistance);
|
||||
}
|
||||
|
||||
// 左侧外框:从 row=0 到 row=rows-1,每行一段
|
||||
float xEdge = 0;
|
||||
for (int r = 0; r < rows; r++)
|
||||
{
|
||||
string ns = m_TableData?.GetOuterBorderNs(r, -1);
|
||||
if (string.IsNullOrEmpty(ns)) ns = m_DefaultStyleNamespace;
|
||||
Color color = GetCellBorderColor(ns);
|
||||
float width = GetCellBorderWidth(ns);
|
||||
float rowTopY = -GetRowTopY(r);
|
||||
renderer.DrawLine(
|
||||
new Vector2(xEdge, rowTopY),
|
||||
new Vector2(xEdge, rowTopY - m_RowHeights[r]),
|
||||
color, width, UVMode.ByDistance);
|
||||
}
|
||||
|
||||
// ════════════════════════════════════════════
|
||||
// 阶段 2:每个单元格的右侧和底部边框
|
||||
// ════════════════════════════════════════════
|
||||
|
||||
for (int r = 0; r < rows; r++)
|
||||
{
|
||||
for (int c = 0; c < cols; c++)
|
||||
{
|
||||
// 跳过被合并覆盖的单元格
|
||||
if (m_TableData != null && m_TableData.IsCellMerged(r, c))
|
||||
continue;
|
||||
|
||||
float cellX = GetColLeftX(c);
|
||||
float cellY = -GetRowTopY(r);
|
||||
float cellW = m_ColWidths[c];
|
||||
float cellH = m_RowHeights[r];
|
||||
|
||||
int mergeRS = 1, mergeCS = 1;
|
||||
if (m_TableData != null)
|
||||
m_TableData.IsMergeSource(r, c, out mergeRS, out mergeCS);
|
||||
|
||||
// 扩展合并尺寸
|
||||
for (int i = 1; i < mergeCS && c + i < cols; i++)
|
||||
cellW += m_ColWidths[c + i];
|
||||
for (int i = 1; i < mergeRS && r + i < rows; i++)
|
||||
cellH += m_RowHeights[r + i];
|
||||
|
||||
float rightX = cellX + cellW;
|
||||
float bottomY = cellY - cellH;
|
||||
|
||||
// —— 右侧边框 ——
|
||||
string rightNs = m_TableData?.GetBorderRightNs(r, c);
|
||||
if (string.IsNullOrEmpty(rightNs)) rightNs = m_DefaultStyleNamespace;
|
||||
Color rightColor = GetCellBorderColor(rightNs);
|
||||
float rightWidth = GetCellBorderWidth(rightNs);
|
||||
|
||||
int rightCol = c + mergeCS;
|
||||
if (rightCol <= cols)
|
||||
{
|
||||
renderer.DrawLine(
|
||||
new Vector2(rightX, cellY),
|
||||
new Vector2(rightX, bottomY),
|
||||
rightColor, rightWidth, UVMode.ByDistance);
|
||||
}
|
||||
|
||||
// —— 底部边框 ——
|
||||
string bottomNs = m_TableData?.GetBorderBottomNs(r, c);
|
||||
if (string.IsNullOrEmpty(bottomNs)) bottomNs = m_DefaultStyleNamespace;
|
||||
Color bottomColor = GetCellBorderColor(bottomNs);
|
||||
float bottomWidth = GetCellBorderWidth(bottomNs);
|
||||
|
||||
int bottomRow = r + mergeRS;
|
||||
if (bottomRow <= rows)
|
||||
{
|
||||
renderer.DrawLine(
|
||||
new Vector2(cellX, bottomY),
|
||||
new Vector2(rightX, bottomY),
|
||||
bottomColor, bottomWidth, UVMode.ByDistance);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8357070a070775e42954b1783029541e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,194 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using XericUI.Core.Base;
|
||||
using XericUI.XTable.Core;
|
||||
|
||||
namespace XericUI.XTable.Rendering.Component
|
||||
{
|
||||
/// <summary>
|
||||
/// 表格数据与坐标计算——可见性判定、坐标公式、尺寸重算、四叉树维护。
|
||||
/// </summary>
|
||||
public partial class XericUIActionTable
|
||||
{
|
||||
#region 可见性判定
|
||||
|
||||
/// <summary>判断指定单元格是否与当前可见矩形有重叠(用于裁剪剔除)</summary>
|
||||
private bool IsCellVisible(int row, int col)
|
||||
{
|
||||
// 计入 m_ContentOffset 以匹配单元格在 Content 中的实际渲染位置
|
||||
float cellLeft = GetColLeftX(col) + m_ContentOffset;
|
||||
float cellRight = cellLeft + m_ColWidths[col];
|
||||
float cellTop = GetRowTopY(row) + m_ContentOffset;
|
||||
float cellBottom = cellTop + m_RowHeights[row];
|
||||
|
||||
return cellRight > m_VisibleRect.x && cellLeft < m_VisibleRect.xMax &&
|
||||
cellBottom > m_VisibleRect.y && cellTop < m_VisibleRect.yMax;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 坐标公式
|
||||
|
||||
private float GetRowTopY(int row)
|
||||
{
|
||||
float y = 0;
|
||||
for (int i = 0; i < row && i < m_RowHeights.Length; i++)
|
||||
y += m_RowHeights[i];
|
||||
return y;
|
||||
}
|
||||
|
||||
private float GetColLeftX(int col)
|
||||
{
|
||||
float x = 0;
|
||||
for (int i = 0; i < col && i < m_ColWidths.Length; i++)
|
||||
x += m_ColWidths[i];
|
||||
return x;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Sprite 缓存
|
||||
|
||||
/// <summary>将 Texture2D 转为 Sprite(带缓存),用于 Image 类型单元格渲染</summary>
|
||||
private Sprite GetOrCreateSprite(Texture2D texture)
|
||||
{
|
||||
if (texture == null) return null;
|
||||
|
||||
if (m_SpriteCache == null)
|
||||
m_SpriteCache = new Dictionary<Texture2D, Sprite>();
|
||||
|
||||
if (!m_SpriteCache.TryGetValue(texture, out Sprite sprite))
|
||||
{
|
||||
sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
|
||||
m_SpriteCache[texture] = sprite;
|
||||
}
|
||||
return sprite;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 尺寸计算与可见矩形
|
||||
|
||||
private void RecalculateTotalSize()
|
||||
{
|
||||
m_TotalWidth = 0;
|
||||
if (m_ColWidths != null)
|
||||
foreach (float w in m_ColWidths)
|
||||
m_TotalWidth += w;
|
||||
|
||||
m_TotalHeight = 0;
|
||||
if (m_RowHeights != null)
|
||||
foreach (float h in m_RowHeights)
|
||||
m_TotalHeight += h;
|
||||
|
||||
m_ContentOffset = GetCellBorderWidth(m_DefaultStyleNamespace) * 0.5f;
|
||||
float pad = m_ContentOffset * 2f;
|
||||
|
||||
if (m_ScrollRect != null && m_ScrollRect.content != null)
|
||||
m_ScrollRect.content.sizeDelta = new Vector2(
|
||||
m_TotalWidth + pad, m_TotalHeight + pad);
|
||||
}
|
||||
|
||||
private void UpdateVisibleRect()
|
||||
{
|
||||
m_VisibleRect = new Rect(0, 0, m_TotalWidth, m_TotalHeight);
|
||||
|
||||
if (m_ScrollRect == null || m_ScrollRect.viewport == null || m_ScrollRect.content == null)
|
||||
return;
|
||||
|
||||
RectTransform vt = m_ScrollRect.viewport;
|
||||
RectTransform ct = m_ScrollRect.content as RectTransform;
|
||||
if (vt == null || ct == null) return;
|
||||
|
||||
// Content 的 anchor/pivot 在 Awake 中强制设为 (0,1),anchoredPosition
|
||||
// 直接表示 Content 左上角相对于 Viewport 左上角的偏移。
|
||||
Vector2 ap = ct.anchoredPosition;
|
||||
float visibleLeft = -ap.x;
|
||||
float visibleTop = -ap.y;
|
||||
|
||||
m_VisibleRect = new Rect(visibleLeft, visibleTop, vt.rect.width, vt.rect.height);
|
||||
}
|
||||
|
||||
private void CalcVisibleRange(out int sr, out int er, out int sc, out int ec)
|
||||
{
|
||||
sr = 0;
|
||||
er = 0;
|
||||
sc = 0;
|
||||
ec = 0;
|
||||
|
||||
float accY = 0;
|
||||
for (int r = 0; r < m_RowHeights.Length; r++)
|
||||
{
|
||||
float rowBottom = accY + m_RowHeights[r];
|
||||
if (rowBottom > m_VisibleRect.y && accY < m_VisibleRect.yMax)
|
||||
{
|
||||
if (er == 0 && sr == 0) sr = r;
|
||||
er = r + 1;
|
||||
}
|
||||
|
||||
accY = rowBottom;
|
||||
if (accY > m_VisibleRect.yMax) break;
|
||||
}
|
||||
|
||||
float accX = 0;
|
||||
for (int c = 0; c < m_ColWidths.Length; c++)
|
||||
{
|
||||
float colRight = accX + m_ColWidths[c];
|
||||
if (colRight > m_VisibleRect.x && accX < m_VisibleRect.xMax)
|
||||
{
|
||||
if (ec == 0 && sc == 0) sc = c;
|
||||
ec = c + 1;
|
||||
}
|
||||
|
||||
accX = colRight;
|
||||
if (accX > m_VisibleRect.xMax) break;
|
||||
}
|
||||
|
||||
if (sr < 0) sr = 0;
|
||||
if (sc < 0) sc = 0;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 四叉树
|
||||
|
||||
/// <summary>强制重建四叉树(外部调用入口,适合编辑器调试或手动刷新)</summary>
|
||||
public void ForceRebuildQuadtree()
|
||||
{
|
||||
if (m_Quadtree == null)
|
||||
m_Quadtree = new XTableQuadtree();
|
||||
MaintainQuadtree();
|
||||
}
|
||||
|
||||
/// <summary>从当前 XTableData 收集单元格信息并重建四叉树</summary>
|
||||
private void MaintainQuadtree()
|
||||
{
|
||||
if (m_TableData == null || m_RowHeights == null || m_ColWidths == null)
|
||||
return;
|
||||
if (m_Quadtree == null)
|
||||
m_Quadtree = new XTableQuadtree();
|
||||
|
||||
// 收集所有有数据的单元格(跳过被合并覆盖的子单元格)
|
||||
var cells = new List<XTableQuadtreeCell>();
|
||||
for (int r = 0; r < m_RowHeights.Length; r++)
|
||||
{
|
||||
for (int c = 0; c < m_ColWidths.Length; c++)
|
||||
{
|
||||
if (m_TableData.IsCellMerged(r, c)) continue;
|
||||
|
||||
var data = m_TableData.GetCell(r, c);
|
||||
if (data == null) continue;
|
||||
|
||||
string ns = !string.IsNullOrEmpty(data.StyleNamespace)
|
||||
? data.StyleNamespace : m_DefaultStyleNamespace;
|
||||
cells.Add(new XTableQuadtreeCell { Row = r, Col = c, Namespace = ns });
|
||||
}
|
||||
}
|
||||
|
||||
m_Quadtree.Build(m_TotalWidth, m_TotalHeight, m_RowHeights, m_ColWidths, cells, Config.QuadtreeMaxCellsPerNode);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af4d46cbfa5975f4da50bee5277e679e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,97 @@
|
||||
using UnityEngine;
|
||||
using XericUI.Core.Base;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace XericUI.XTable.Rendering.Component
|
||||
{
|
||||
public partial class XericUIActionTable
|
||||
{
|
||||
#region 编辑器模式支持
|
||||
|
||||
[System.NonSerialized] private bool m_EditorUpdateSubscribed;
|
||||
|
||||
private void SubscribeEditorUpdate()
|
||||
{
|
||||
if (m_EditorUpdateSubscribed) return;
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.update += EditorUpdate;
|
||||
m_EditorUpdateSubscribed = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
private void UnsubscribeEditorUpdate()
|
||||
{
|
||||
if (!m_EditorUpdateSubscribed) return;
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.update -= EditorUpdate;
|
||||
m_EditorUpdateSubscribed = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void EditorUpdate()
|
||||
{
|
||||
if (this == null || !isActiveAndEnabled)
|
||||
{
|
||||
UnsubscribeEditorUpdate();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!m_DirtyFlag.IsDirty) return;
|
||||
|
||||
var flags = m_DirtyFlag.Flags;
|
||||
if ((flags & ~(TableDirtyType.ScrollChanged | TableDirtyType.SelectionChanged)) == 0)
|
||||
RefreshViewLight();
|
||||
else
|
||||
RefreshView();
|
||||
}
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>销毁 transform 下所有子对象(用于域重载后清理残留)</summary>
|
||||
private void ClearAllChildren()
|
||||
{
|
||||
Transform t = ContentTransform;
|
||||
if (t == null) return;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// 编辑器模式下先重置 HideFlags 再销毁,防止 DontSave 对象拒绝销毁
|
||||
while (t.childCount > 0)
|
||||
{
|
||||
var child = t.GetChild(0);
|
||||
child.gameObject.hideFlags = HideFlags.None;
|
||||
if (Application.isPlaying)
|
||||
Destroy(child.gameObject);
|
||||
else
|
||||
DestroyImmediate(child.gameObject);
|
||||
}
|
||||
#else
|
||||
for (int i = t.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
var child = t.GetChild(i);
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>设置所有动态子对象的可见性(仅编辑器)</summary>
|
||||
public void SetChildrenVisible(bool visible)
|
||||
{
|
||||
m_ChildrenVisible = visible;
|
||||
#if UNITY_EDITOR
|
||||
Transform t = ContentTransform;
|
||||
if (t == null) return;
|
||||
for (int i = t.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
var child = t.GetChild(i);
|
||||
child.gameObject.hideFlags = visible
|
||||
? HideFlags.DontSave
|
||||
: HideFlags.DontSave | HideFlags.HideInHierarchy;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b8508d58614894145a342cc75c9bc1d1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,117 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using XericUI.XTable.Core;
|
||||
using XericUI.XTable.Rendering.Elements;
|
||||
using XericLibrary.Runtime.SuperStyleSheet;
|
||||
|
||||
namespace XericUI.XTable.Rendering.Component
|
||||
{
|
||||
public partial class XericUIActionTable
|
||||
{
|
||||
#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;
|
||||
m_ViewportRenderer.CellPadding = Config.CellHorizontalPadding;
|
||||
m_ViewportRenderer.Config = Config;
|
||||
}
|
||||
|
||||
/// <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
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8dc33902374469e4aac60318ee862346
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,523 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using XericUI.XTable.Core;
|
||||
using XericUI.XTable.Rendering.Elements;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace XericUI.XTable.Rendering.Component
|
||||
{
|
||||
public partial class XericUIActionTable
|
||||
{
|
||||
#region 增量渲染追踪
|
||||
|
||||
[NonSerialized] private HashSet<(int, int)> m_LastRenderedCells = new();
|
||||
[NonSerialized] private Dictionary<(int, int), CellTrackedObjs> m_CellTracked = new();
|
||||
|
||||
/// <summary>可复用列表,避免每帧分配 GC</summary>
|
||||
[NonSerialized] private List<(int, int)> m_ReusableCellList = new(capacity: 128);
|
||||
[NonSerialized] private List<QuadrantResult> m_ReusableQuadrants = new(capacity: 32);
|
||||
|
||||
/// <summary>控制滚动时是否使用四叉树(大表格推荐)</summary>
|
||||
private bool UseQuadtreeForScroll => m_Quadtree != null && m_Quadtree.IsBuilt
|
||||
&& m_RowHeights.Length * m_ColWidths.Length > 2000;
|
||||
|
||||
private struct CellTrackedObjs
|
||||
{
|
||||
public CellAssembler.PooledText CellText;
|
||||
public CellAssembler.PooledImage CellImage;
|
||||
public CellAssembler.PooledImage SelectBg;
|
||||
public CellAssembler.PooledImage HLine;
|
||||
public CellAssembler.PooledImage VLine;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 追踪对象生命周期
|
||||
|
||||
private void ReleaseTrackedCell(int row, int col)
|
||||
{
|
||||
var key = (row, col);
|
||||
if (!m_CellTracked.TryGetValue(key, out var objs)) return;
|
||||
m_Assembler?.ReleaseText(objs.CellText);
|
||||
m_Assembler?.ReleaseImage(objs.CellImage);
|
||||
m_Assembler?.ReleaseImage(objs.SelectBg);
|
||||
m_Assembler?.ReleaseImage(objs.HLine);
|
||||
m_Assembler?.ReleaseImage(objs.VLine);
|
||||
m_CellTracked.Remove(key);
|
||||
}
|
||||
|
||||
private void ReleaseAllTrackedCells()
|
||||
{
|
||||
foreach (var kv in m_CellTracked)
|
||||
{
|
||||
var objs = kv.Value;
|
||||
m_Assembler?.ReleaseText(objs.CellText);
|
||||
m_Assembler?.ReleaseImage(objs.CellImage);
|
||||
m_Assembler?.ReleaseImage(objs.SelectBg);
|
||||
m_Assembler?.ReleaseImage(objs.HLine);
|
||||
m_Assembler?.ReleaseImage(objs.VLine);
|
||||
}
|
||||
m_CellTracked.Clear();
|
||||
m_LastRenderedCells.Clear();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 可见单元格计算
|
||||
|
||||
/// <summary>计算当前可见矩形内所有未被合并覆盖的单元格</summary>
|
||||
private void ComputeVisibleCellsInto(HashSet<(int, int)> result)
|
||||
{
|
||||
result.Clear();
|
||||
|
||||
if (m_Quadtree != null && m_Quadtree.IsBuilt)
|
||||
{
|
||||
m_ReusableQuadrants.Clear();
|
||||
m_Quadtree.QueryVisible(m_VisibleRect, m_ReusableQuadrants);
|
||||
foreach (var q in m_ReusableQuadrants)
|
||||
{
|
||||
if (string.IsNullOrEmpty(q.Namespace) || q.Cells == null) continue;
|
||||
foreach (var cell in q.Cells)
|
||||
{
|
||||
if (!TableData.IsCellMerged(cell.Item1, cell.Item2)
|
||||
&& IsCellVisible(cell.Item1, cell.Item2))
|
||||
result.Add(cell);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CalcVisibleRange(out int sr, out int er, out int sc, out int ec);
|
||||
for (int r = sr; r < er; r++)
|
||||
for (int c = sc; c < ec; c++)
|
||||
{
|
||||
if (!TableData.IsCellMerged(r, c) && IsCellVisible(r, c))
|
||||
result.Add((r, c));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>[Scroll] 仅用简单范围遍历计算可见单元格(避免四叉树遍历及 QuadrantResult 分配)</summary>
|
||||
private void ComputeVisibleCellsScrollInto(HashSet<(int, int)> result)
|
||||
{
|
||||
result.Clear();
|
||||
CalcVisibleRange(out int sr, out int er, out int sc, out int ec);
|
||||
for (int r = sr; r < er; r++)
|
||||
for (int c = sc; c < ec; c++)
|
||||
{
|
||||
if (!TableData.IsCellMerged(r, c) && IsCellVisible(r, c))
|
||||
result.Add((r, c));
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 单元格坐标
|
||||
|
||||
private float GetCellContentX(int col)
|
||||
{
|
||||
return GetColLeftX(col) + m_ContentOffset;
|
||||
}
|
||||
|
||||
private float GetCellContentY(int row)
|
||||
{
|
||||
return -GetRowTopY(row) - m_ContentOffset;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 单元格内容渲染(统一入口)
|
||||
|
||||
/// <summary>渲染单个单元格的完整内容(选择高亮 + 网格线 + 文本/图片/预制体)。</summary>
|
||||
private void RenderCellContent(int row, int col, string defaultNs,
|
||||
bool withGridLines, bool editorMode)
|
||||
{
|
||||
XTableCellData data = TableData.GetCell(row, col);
|
||||
string cellNS = (data != null && !string.IsNullOrEmpty(data.StyleNamespace))
|
||||
? data.StyleNamespace : defaultNs;
|
||||
|
||||
float cellX = GetCellContentX(col);
|
||||
float cellY = GetCellContentY(row);
|
||||
float cellW = m_ColWidths[col];
|
||||
float cellH = m_RowHeights[row];
|
||||
|
||||
// 合并源:扩展尺寸
|
||||
if (TableData.IsMergeSource(row, col, out int mergeRS, out int mergeCS))
|
||||
{
|
||||
for (int i = 1; i < mergeCS && col + i < m_ColWidths.Length; i++)
|
||||
cellW += m_ColWidths[col + i];
|
||||
for (int i = 1; i < mergeRS && row + i < m_RowHeights.Length; i++)
|
||||
cellH += m_RowHeights[row + i];
|
||||
}
|
||||
|
||||
var objs = new CellTrackedObjs();
|
||||
|
||||
// ── 选择高亮 ──
|
||||
ApplySelectionHighlight(row, col, cellX, cellY, cellW, cellH, cellNS, editorMode, ref objs);
|
||||
|
||||
// ── 网格线(仅完整刷新时)──
|
||||
if (withGridLines)
|
||||
ApplyGridLines(cellX, cellY, cellW, cellH, cellNS, editorMode, ref objs);
|
||||
|
||||
// ── 单元格内容 ──
|
||||
if (data != null)
|
||||
{
|
||||
switch (data.ContentType)
|
||||
{
|
||||
case CellContentType.Text:
|
||||
RenderCellText(data, cellX, cellY, cellW, cellH, cellNS, editorMode, ref objs);
|
||||
break;
|
||||
case CellContentType.Image:
|
||||
RenderCellImage(data, cellX, cellY, cellW, cellH, cellNS, ref objs);
|
||||
break;
|
||||
case CellContentType.Prefab:
|
||||
RenderCellPrefab(data, row, col, cellX, cellY, cellW, cellH);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
m_CellTracked[(row, col)] = objs;
|
||||
m_LastRenderedCells.Add((row, col));
|
||||
}
|
||||
|
||||
private void ApplySelectionHighlight(int row, int col,
|
||||
float cellX, float cellY, float cellW, float cellH,
|
||||
string cellNS, bool editorMode, ref CellTrackedObjs objs)
|
||||
{
|
||||
bool inRange = IsInSelectionRange(row, col);
|
||||
bool isFocused = row == SelectionHandle.StartRow && col == SelectionHandle.StartCol;
|
||||
|
||||
if (!inRange && !isFocused) return;
|
||||
|
||||
string key = inRange ? "cell_multiselect" : "cell_select";
|
||||
var img = m_Assembler.GetImage(key, cellNS);
|
||||
img.Rect.anchoredPosition = new Vector2(cellX, cellY);
|
||||
img.Rect.sizeDelta = new Vector2(cellW, cellH);
|
||||
|
||||
if (editorMode)
|
||||
{
|
||||
Color selColor = GetCellSelectionBgColor(cellNS);
|
||||
if (inRange)
|
||||
img.Image.color = isFocused
|
||||
? new Color(selColor.r + Config.FocusRAdd, selColor.g + Config.FocusGAdd,
|
||||
selColor.b + Config.FocusBAdd, selColor.a * Config.FocusAlphaMul)
|
||||
: new Color(selColor.r, selColor.g, selColor.b,
|
||||
selColor.a * Config.MultiSelectAlphaFactor);
|
||||
else
|
||||
img.Image.color = selColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (inRange)
|
||||
img.Image.color = isFocused ? Config.RuntimeFocusColor : Config.RuntimeMultiSelectColor;
|
||||
else
|
||||
img.Image.color = Config.RuntimeSelectionColor;
|
||||
}
|
||||
|
||||
objs.SelectBg = img;
|
||||
}
|
||||
|
||||
private void ApplyGridLines(float cellX, float cellY, float cellW, float cellH,
|
||||
string cellNS, bool editorMode, ref CellTrackedObjs objs)
|
||||
{
|
||||
Color borderColor;
|
||||
float borderWidth;
|
||||
|
||||
if (editorMode)
|
||||
{
|
||||
borderColor = GetCellBorderColor(cellNS);
|
||||
borderWidth = GetCellBorderWidth(cellNS);
|
||||
}
|
||||
else
|
||||
{
|
||||
borderColor = Config.RuntimeBorderColor;
|
||||
borderWidth = Config.RuntimeBorderWidth;
|
||||
}
|
||||
|
||||
// 水平网格线(底部)
|
||||
var hLine = m_Assembler.GetImage("cell_hline", cellNS);
|
||||
hLine.Rect.anchoredPosition = new Vector2(cellX, cellY - cellH);
|
||||
hLine.Rect.sizeDelta = new Vector2(cellW, borderWidth);
|
||||
hLine.Image.color = borderColor;
|
||||
objs.HLine = hLine;
|
||||
|
||||
// 垂直网格线(右侧)
|
||||
var vLine = m_Assembler.GetImage("cell_vline", cellNS);
|
||||
vLine.Rect.anchoredPosition = new Vector2(cellX + cellW - borderWidth, cellY);
|
||||
vLine.Rect.sizeDelta = new Vector2(borderWidth, cellH);
|
||||
vLine.Image.color = borderColor;
|
||||
objs.VLine = vLine;
|
||||
}
|
||||
|
||||
private void RenderCellText(XTableCellData data,
|
||||
float cellX, float cellY, float cellW, float cellH,
|
||||
string cellNS, bool editorMode, ref CellTrackedObjs objs)
|
||||
{
|
||||
if (string.IsNullOrEmpty(data.Text)) return;
|
||||
|
||||
var txt = m_Assembler.GetText("cell_text", cellNS);
|
||||
txt.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
txt.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
txt.Text.text = data.Text;
|
||||
|
||||
if (editorMode)
|
||||
{
|
||||
txt.Text.color = GetCellFgColor(cellNS);
|
||||
txt.Text.fontSize = GetCellFontSize(cellNS);
|
||||
txt.Text.alignment = TMPro.TextAlignmentOptions.Midline;
|
||||
txt.Text.font = GetCellFontAsset(cellNS) ?? txt.Text.font;
|
||||
}
|
||||
|
||||
objs.CellText = txt;
|
||||
}
|
||||
|
||||
private void RenderCellImage(XTableCellData data,
|
||||
float cellX, float cellY, float cellW, float cellH,
|
||||
string cellNS, ref CellTrackedObjs objs)
|
||||
{
|
||||
if (data.Image == null) return;
|
||||
|
||||
Sprite sprite = GetOrCreateSprite(data.Image);
|
||||
var img = m_Assembler.GetImage("cell_image", cellNS);
|
||||
img.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
img.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
img.Image.sprite = sprite;
|
||||
|
||||
objs.CellImage = img;
|
||||
}
|
||||
|
||||
private void RenderCellPrefab(XTableCellData data, int row, int col,
|
||||
float cellX, float cellY, float cellW, float cellH)
|
||||
{
|
||||
if (data.Prefab == null) return;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 完整刷新
|
||||
|
||||
public void RefreshView()
|
||||
{
|
||||
if (m_Assembler == null)
|
||||
{
|
||||
if (rectTransform != null)
|
||||
m_Assembler = new CellAssembler(ContentTransform, m_DefaultStyleNamespace);
|
||||
else return;
|
||||
}
|
||||
|
||||
if (m_RowHeights == null || m_ColWidths == null) return;
|
||||
if (m_RowHeights.Length == 0 || m_ColWidths.Length == 0) return;
|
||||
|
||||
CreateBackground();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
Canvas.ForceUpdateCanvases();
|
||||
#endif
|
||||
|
||||
RecalculateTotalSize();
|
||||
UpdateVisibleRect();
|
||||
|
||||
// 确保 ScrollRect Content 尺寸正确
|
||||
RectTransform ctRt = ContentTransform as RectTransform;
|
||||
if (ctRt != null)
|
||||
{
|
||||
float pad2 = m_ContentOffset * 2f;
|
||||
ctRt.sizeDelta = new Vector2(m_TotalWidth + pad2, m_TotalHeight + pad2);
|
||||
}
|
||||
|
||||
// 更新背景尺寸
|
||||
if (m_BackgroundGo != null)
|
||||
{
|
||||
var bgRt = m_BackgroundGo.GetComponent<RectTransform>();
|
||||
bgRt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
|
||||
}
|
||||
|
||||
// 归还所有追踪对象 + 预制体
|
||||
if (m_ActivePrefabMap != null)
|
||||
{
|
||||
foreach (var kv in m_ActivePrefabMap)
|
||||
{
|
||||
var cellData = TableData.GetCell(kv.Key.Item1, kv.Key.Item2);
|
||||
cellData?.OnPrefabRelease?.Invoke(kv.Value);
|
||||
}
|
||||
m_ActivePrefabMap.Clear();
|
||||
}
|
||||
m_PrefabPool?.ReturnAll();
|
||||
ReleaseAllTrackedCells();
|
||||
|
||||
// 清理孤立子对象
|
||||
CleanOrphanChildren();
|
||||
|
||||
// 渲染所有可见单元格
|
||||
#if UNITY_EDITOR
|
||||
bool editorMode = !Application.isPlaying;
|
||||
#else
|
||||
bool editorMode = false;
|
||||
#endif
|
||||
string ns = m_DefaultStyleNamespace;
|
||||
ComputeVisibleCellsInto(m_LastRenderedCells);
|
||||
foreach (var (r, c) in m_LastRenderedCells)
|
||||
RenderCellContent(r, c, ns, withGridLines: true, editorMode: editorMode);
|
||||
|
||||
// 边框 + 冻结
|
||||
RebuildBorders();
|
||||
RenderFrozenCells();
|
||||
|
||||
m_DirtyFlag.Clear();
|
||||
OnTableRefreshed?.Invoke();
|
||||
SetChildrenVisible(m_ChildrenVisible);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 轻刷新(增量——仅处理可见性变更)
|
||||
|
||||
private void RefreshViewLight()
|
||||
{
|
||||
if (m_Assembler == null)
|
||||
{
|
||||
if (rectTransform != null)
|
||||
m_Assembler = new CellAssembler(ContentTransform, m_DefaultStyleNamespace);
|
||||
else return;
|
||||
}
|
||||
|
||||
if (m_RowHeights == null || m_ColWidths == null) return;
|
||||
if (m_RowHeights.Length == 0 || m_ColWidths.Length == 0) return;
|
||||
|
||||
UpdateVisibleRect();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
Canvas.ForceUpdateCanvases();
|
||||
#endif
|
||||
|
||||
#if UNITY_EDITOR
|
||||
bool editorMode = !Application.isPlaying;
|
||||
#else
|
||||
bool editorMode = false;
|
||||
#endif
|
||||
string ns = m_DefaultStyleNamespace;
|
||||
|
||||
// 选区变更时:所有单元格的选择高亮需要重绘,但预制体不受影响
|
||||
bool selectionChanged = m_DirtyFlag.Has(TableDirtyType.SelectionChanged);
|
||||
if (selectionChanged)
|
||||
{
|
||||
ReleaseAllTrackedCells();
|
||||
}
|
||||
|
||||
// 1. 计算新一帧的可见单元格(滚动路径用简单范围遍历,避免四叉树/分配开销)
|
||||
var newVisible = new HashSet<(int, int)>();
|
||||
ComputeVisibleCellsScrollInto(newVisible);
|
||||
|
||||
// 2. 回收不再可见的追踪对象
|
||||
if (!selectionChanged)
|
||||
{
|
||||
m_ReusableCellList.Clear();
|
||||
foreach (var cell in m_LastRenderedCells)
|
||||
if (!newVisible.Contains(cell))
|
||||
m_ReusableCellList.Add(cell);
|
||||
foreach (var cell in m_ReusableCellList)
|
||||
ReleaseTrackedCell(cell.Item1, cell.Item2);
|
||||
}
|
||||
|
||||
// 3. 回收不再可见的预制体
|
||||
if (m_ActivePrefabMap != null && m_ActivePrefabMap.Count > 0)
|
||||
{
|
||||
m_ReusableCellList.Clear();
|
||||
foreach (var kv in m_ActivePrefabMap)
|
||||
if (!newVisible.Contains(kv.Key))
|
||||
m_ReusableCellList.Add(kv.Key);
|
||||
|
||||
foreach (var key in m_ReusableCellList)
|
||||
{
|
||||
var cellData = TableData.GetCell(key.Item1, key.Item2);
|
||||
cellData?.OnPrefabRelease?.Invoke(m_ActivePrefabMap[key]);
|
||||
m_PrefabPool.Release(m_ActivePrefabMap[key]);
|
||||
m_ActivePrefabMap.Remove(key);
|
||||
}
|
||||
}
|
||||
|
||||
// 4. 渲染单元格:选区变更时全量重渲所有可见单元格,否则仅新进入的
|
||||
foreach (var cell in newVisible)
|
||||
{
|
||||
if (selectionChanged || !m_LastRenderedCells.Contains(cell))
|
||||
RenderCellContent(cell.Item1, cell.Item2, ns,
|
||||
withGridLines: false, editorMode: editorMode);
|
||||
}
|
||||
|
||||
// 5. 交换:将 newVisible 作为下一帧的比较基准
|
||||
(m_LastRenderedCells, newVisible) = (newVisible, m_LastRenderedCells);
|
||||
|
||||
m_DirtyFlag.ClearFlags(TableDirtyType.ScrollChanged | TableDirtyType.SelectionChanged);
|
||||
OnTableRefreshed?.Invoke();
|
||||
SetChildrenVisible(m_ChildrenVisible);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 孤立子对象清理
|
||||
|
||||
private void CleanOrphanChildren()
|
||||
{
|
||||
Transform poolRoot = m_Assembler?.PoolRoot;
|
||||
Transform prefabPoolRoot = m_PrefabPool?.PoolRoot;
|
||||
Transform contentT = ContentTransform;
|
||||
Transform borderT = contentT?.Find("_TableBorders");
|
||||
|
||||
for (int i = contentT.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
var child = contentT.GetChild(i);
|
||||
if (poolRoot != null && child == poolRoot) continue;
|
||||
if (prefabPoolRoot != null && child == prefabPoolRoot) continue;
|
||||
if (m_BackgroundGo != null && child.gameObject == m_BackgroundGo) continue;
|
||||
if (borderT != null && child == borderT) continue;
|
||||
|
||||
child.gameObject.hideFlags = HideFlags.None;
|
||||
if (Application.isPlaying)
|
||||
Destroy(child.gameObject);
|
||||
else
|
||||
DestroyImmediate(child.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 背景创建
|
||||
|
||||
private void CreateBackground()
|
||||
{
|
||||
if (m_BackgroundGo != null) return;
|
||||
|
||||
m_BackgroundGo = new GameObject("_TableBackground",
|
||||
typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
|
||||
m_BackgroundGo.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
|
||||
m_BackgroundGo.transform.SetParent(ContentTransform, false);
|
||||
m_BackgroundGo.transform.SetAsFirstSibling();
|
||||
|
||||
RectTransform bgRt = m_BackgroundGo.GetComponent<RectTransform>();
|
||||
bgRt.anchorMin = new Vector2(0, 1);
|
||||
bgRt.anchorMax = new Vector2(0, 1);
|
||||
bgRt.pivot = new Vector2(0, 1);
|
||||
bgRt.anchoredPosition = new Vector2(m_ContentOffset, -m_ContentOffset);
|
||||
bgRt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
|
||||
|
||||
var bgImg = m_BackgroundGo.GetComponent<Image>();
|
||||
bgImg.color = GetCellBgColor(m_DefaultStyleNamespace);
|
||||
bgImg.raycastTarget = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7336cd39fbd4ade469db004e3b950446
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -5,8 +5,7 @@ using XericLibrary.Runtime.SuperStyleSheet;
|
||||
namespace XericUI.XTable.Rendering.Component
|
||||
{
|
||||
/// <summary>
|
||||
/// 表格样式参数——统一管理所有样式路径与回退值。
|
||||
/// 修改此处的常量即可全局调整表格外观,无需在各方法中查找硬编码字符串。
|
||||
/// 表格样式参数——统一管理所有样式路径、回退值、样式取值方法与默认命名空间初始化。
|
||||
/// </summary>
|
||||
public partial class XericUIActionTable
|
||||
{
|
||||
@@ -95,5 +94,69 @@ namespace XericUI.XTable.Rendering.Component
|
||||
GetStyleFontAsset(ns, STYLE_CELL_FONT_ASSET);
|
||||
|
||||
#endregion
|
||||
|
||||
#region 底层样式查询方法
|
||||
|
||||
private Color GetStyleColor(string ns, string path, Color fallback)
|
||||
{
|
||||
StyleValue val = StyleManager.GetValue(ns, path);
|
||||
return val != null ? (Color)val : fallback;
|
||||
}
|
||||
|
||||
private int GetStyleInt(string ns, string path, int fallback)
|
||||
{
|
||||
StyleValue val = StyleManager.GetValue(ns, path);
|
||||
return val != null ? (int)val : fallback;
|
||||
}
|
||||
|
||||
private float GetStyleFloat(string ns, string path, float fallback)
|
||||
{
|
||||
StyleValue val = StyleManager.GetValue(ns, path);
|
||||
return val != null ? (float)val : fallback;
|
||||
}
|
||||
|
||||
private TMP_FontAsset GetStyleFontAsset(string ns, string path, TMP_FontAsset fallback = null)
|
||||
{
|
||||
StyleValue val = StyleManager.GetValue(ns, path);
|
||||
if (val == null) return fallback;
|
||||
try { return val.GetValueAs<TMP_FontAsset>(); }
|
||||
catch { return fallback; }
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 默认样式命名空间初始化
|
||||
|
||||
private void EnsureDefaultStyleNamespace()
|
||||
{
|
||||
// 检查命名空间是否已存在,避免 HasStyle → GetValue 对不存在的命名空间报错
|
||||
bool nsExists = StyleManager.GetAvailableNamespaces()?.Contains(m_DefaultStyleNamespace) == true;
|
||||
|
||||
// 命名空间已存在且样式已加载(来自 .xsss),无需添加回退值
|
||||
if (nsExists && StyleManager.HasStyle(m_DefaultStyleNamespace, STYLE_CELL_BG_COLOR))
|
||||
return;
|
||||
|
||||
// 回退默认值匹配 DefaultTableStyles.xsss
|
||||
// AddDynamicStyle 自动创建命名空间(如果尚不存在)
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_BG_COLOR, DEFAULT_BG_COLOR);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_FG_COLOR, DEFAULT_FG_COLOR);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_BORDER_TOP_COLOR, DEFAULT_BORDER_COLOR);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_BORDER_TOP_WIDTH, DEFAULT_BORDER_WIDTH);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_BORDER_BOTTOM_COLOR, DEFAULT_BORDER_COLOR);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_BORDER_BOTTOM_WIDTH, DEFAULT_BORDER_WIDTH);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_BORDER_LEFT_COLOR, DEFAULT_BORDER_COLOR);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_BORDER_LEFT_WIDTH, DEFAULT_BORDER_WIDTH);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_BORDER_RIGHT_COLOR, DEFAULT_BORDER_COLOR);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_BORDER_RIGHT_WIDTH, DEFAULT_BORDER_WIDTH);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_SELECTION_BG_COLOR, DEFAULT_SELECTION_COLOR);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_FONT_SIZE, DEFAULT_FONT_SIZE);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_FONT_ALIGNMENT, DEFAULT_FONT_ALIGNMENT);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_FONT_RICH_TEXT, DEFAULT_FONT_RICH_TEXT);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_DEFAULT_HEIGHT, DEFAULT_CELL_HEIGHT);
|
||||
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, STYLE_CELL_DEFAULT_WIDTH, DEFAULT_CELL_WIDTH);
|
||||
StyleManager.ForceRefresh();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -195,6 +195,22 @@ namespace XericUI.XTable.Rendering.Elements
|
||||
m_ActiveTexts.Clear();
|
||||
}
|
||||
|
||||
/// <summary>归还单个 Image 池对象(从活跃列表移除并推入休眠栈)</summary>
|
||||
public void ReleaseImage(PooledImage item)
|
||||
{
|
||||
if (item == null) return;
|
||||
m_ActiveImages.Remove(item);
|
||||
ReturnImage(item);
|
||||
}
|
||||
|
||||
/// <summary>归还单个 Text 池对象(从活跃列表移除并推入休眠栈)</summary>
|
||||
public void ReleaseText(PooledText item)
|
||||
{
|
||||
if (item == null) return;
|
||||
m_ActiveTexts.Remove(item);
|
||||
ReturnText(item);
|
||||
}
|
||||
|
||||
private void ReturnImage(PooledImage item)
|
||||
{
|
||||
item.Style?.Unbind();
|
||||
|
||||
Reference in New Issue
Block a user