修复表格框选可能随机多选,补充表格拖拽多选,视图自动偏移的功能
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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 XericLibrary.Runtime.MacroLibrary;
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namespace XericUI.XTable.Rendering.Component
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{
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/// <summary>单个渲染层的固定框选输入与视觉覆盖层。</summary>
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[RequireComponent(typeof(RectTransform), typeof(Image))]
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public sealed class XTableSelectionOverlay : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler, IEndDragHandler
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{
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private XericUIActionTable m_Table;
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private Image m_Fill;
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private int m_RowStart;
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private int m_RowEnd;
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private int m_ColStart;
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private int m_ColEnd;
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private bool m_Dragging;
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public void Configure(XericUIActionTable table, int rowStart, int rowEnd, int colStart, int colEnd)
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{
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m_Table = table;
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m_RowStart = rowStart;
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m_RowEnd = rowEnd;
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m_ColStart = colStart;
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m_ColEnd = colEnd;
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Rect region = table.GetTableRect(rowStart, rowEnd, colStart, colEnd);
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var rt = transform.RectTransform();
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rt.anchorMin = new Vector2(0, 1);
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rt.anchorMax = new Vector2(0, 1);
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rt.pivot = new Vector2(0, 1);
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rt.anchoredPosition = new Vector2(region.x, -region.y);
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rt.sizeDelta = region.size;
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EnsureVisuals();
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RefreshVisual();
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}
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public void RefreshVisual()
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{
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EnsureVisuals();
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if (m_Table == null || !m_Table.SelectionHandle.HasSelection || m_RowStart >= m_RowEnd || m_ColStart >= m_ColEnd)
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{
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m_Fill.gameObject.SetActive(false);
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return;
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}
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int rs = Mathf.Max(m_RowStart, m_Table.SelectionHandle.MinRow);
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int re = Mathf.Min(m_RowEnd - 1, m_Table.SelectionHandle.MaxRow);
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int cs = Mathf.Max(m_ColStart, m_Table.SelectionHandle.MinCol);
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int ce = Mathf.Min(m_ColEnd - 1, m_Table.SelectionHandle.MaxCol);
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if (rs > re || cs > ce)
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{
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m_Fill.gameObject.SetActive(false);
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return;
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}
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Rect rect = m_Table.GetTableRect(rs, re + 1, cs, ce + 1);
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Rect region = m_Table.GetTableRect(m_RowStart, m_RowEnd, m_ColStart, m_ColEnd);
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var fillRt = m_Fill.rectTransform;
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fillRt.anchoredPosition = new Vector2(rect.x - region.x, region.y - rect.y);
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fillRt.sizeDelta = rect.size;
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m_Fill.color = m_Table.SelectionOverlayColor;
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m_Fill.gameObject.SetActive(true);
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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if (m_Table == null || !m_Table.TryGetCellFromScreenPoint(transform.RectTransform(), eventData.position, eventData.pressEventCamera, true, out int row, out int col))
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return;
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m_Dragging = true;
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m_Table.BeginSelection(row, col);
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eventData.Use();
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}
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public void OnDrag(PointerEventData eventData)
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{
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if (!m_Dragging || m_Table == null) return;
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m_Table.UpdateSelectionDrag(transform.RectTransform(), eventData.position, eventData.pressEventCamera);
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eventData.Use();
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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EndDrag();
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eventData.Use();
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}
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public void OnEndDrag(PointerEventData eventData) => EndDrag();
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private void OnDisable() => EndDrag();
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private void OnDestroy() => EndDrag();
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private void EndDrag()
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{
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if (!m_Dragging) return;
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m_Dragging = false;
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m_Table?.EndSelection();
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}
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private void EnsureVisuals()
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{
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var input = GetComponent<Image>();
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input.color = Color.clear;
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input.raycastTarget = true;
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if (m_Fill != null) return;
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var go = new GameObject("_SelectionRect", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(Outline));
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go.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
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go.transform.SetParent(transform, false);
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m_Fill = go.GetComponent<Image>();
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m_Fill.raycastTarget = false;
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var outline = go.GetComponent<Outline>();
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outline.effectColor = new Color(0.2f, 0.55f, 1f, 1f);
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outline.effectDistance = new Vector2(1f, -1f);
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var rt = m_Fill.rectTransform;
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rt.anchorMin = new Vector2(0, 1);
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rt.anchorMax = new Vector2(0, 1);
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rt.pivot = new Vector2(0, 1);
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}
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}
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}
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