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

This commit is contained in:
2026-07-29 11:27:03 +08:00
parent 5c51d35d8e
commit 2fb8af52a6
9 changed files with 361 additions and 134 deletions
@@ -0,0 +1,120 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using XericLibrary.Runtime.MacroLibrary;
namespace XericUI.XTable.Rendering.Component
{
/// <summary>单个渲染层的固定框选输入与视觉覆盖层。</summary>
[RequireComponent(typeof(RectTransform), typeof(Image))]
public sealed class XTableSelectionOverlay : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler, IEndDragHandler
{
private XericUIActionTable m_Table;
private Image m_Fill;
private int m_RowStart;
private int m_RowEnd;
private int m_ColStart;
private int m_ColEnd;
private bool m_Dragging;
public void Configure(XericUIActionTable table, int rowStart, int rowEnd, int colStart, int colEnd)
{
m_Table = table;
m_RowStart = rowStart;
m_RowEnd = rowEnd;
m_ColStart = colStart;
m_ColEnd = colEnd;
Rect region = table.GetTableRect(rowStart, rowEnd, colStart, colEnd);
var rt = transform.RectTransform();
rt.anchorMin = new Vector2(0, 1);
rt.anchorMax = new Vector2(0, 1);
rt.pivot = new Vector2(0, 1);
rt.anchoredPosition = new Vector2(region.x, -region.y);
rt.sizeDelta = region.size;
EnsureVisuals();
RefreshVisual();
}
public void RefreshVisual()
{
EnsureVisuals();
if (m_Table == null || !m_Table.SelectionHandle.HasSelection || m_RowStart >= m_RowEnd || m_ColStart >= m_ColEnd)
{
m_Fill.gameObject.SetActive(false);
return;
}
int rs = Mathf.Max(m_RowStart, m_Table.SelectionHandle.MinRow);
int re = Mathf.Min(m_RowEnd - 1, m_Table.SelectionHandle.MaxRow);
int cs = Mathf.Max(m_ColStart, m_Table.SelectionHandle.MinCol);
int ce = Mathf.Min(m_ColEnd - 1, m_Table.SelectionHandle.MaxCol);
if (rs > re || cs > ce)
{
m_Fill.gameObject.SetActive(false);
return;
}
Rect rect = m_Table.GetTableRect(rs, re + 1, cs, ce + 1);
Rect region = m_Table.GetTableRect(m_RowStart, m_RowEnd, m_ColStart, m_ColEnd);
var fillRt = m_Fill.rectTransform;
fillRt.anchoredPosition = new Vector2(rect.x - region.x, region.y - rect.y);
fillRt.sizeDelta = rect.size;
m_Fill.color = m_Table.SelectionOverlayColor;
m_Fill.gameObject.SetActive(true);
}
public void OnPointerDown(PointerEventData eventData)
{
if (m_Table == null || !m_Table.TryGetCellFromScreenPoint(transform.RectTransform(), eventData.position, eventData.pressEventCamera, true, out int row, out int col))
return;
m_Dragging = true;
m_Table.BeginSelection(row, col);
eventData.Use();
}
public void OnDrag(PointerEventData eventData)
{
if (!m_Dragging || m_Table == null) return;
m_Table.UpdateSelectionDrag(transform.RectTransform(), eventData.position, eventData.pressEventCamera);
eventData.Use();
}
public void OnPointerUp(PointerEventData eventData)
{
EndDrag();
eventData.Use();
}
public void OnEndDrag(PointerEventData eventData) => EndDrag();
private void OnDisable() => EndDrag();
private void OnDestroy() => EndDrag();
private void EndDrag()
{
if (!m_Dragging) return;
m_Dragging = false;
m_Table?.EndSelection();
}
private void EnsureVisuals()
{
var input = GetComponent<Image>();
input.color = Color.clear;
input.raycastTarget = true;
if (m_Fill != null) return;
var go = new GameObject("_SelectionRect", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(Outline));
go.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
go.transform.SetParent(transform, false);
m_Fill = go.GetComponent<Image>();
m_Fill.raycastTarget = false;
var outline = go.GetComponent<Outline>();
outline.effectColor = new Color(0.2f, 0.55f, 1f, 1f);
outline.effectDistance = new Vector2(1f, -1f);
var rt = m_Fill.rectTransform;
rt.anchorMin = new Vector2(0, 1);
rt.anchorMax = new Vector2(0, 1);
rt.pivot = new Vector2(0, 1);
}
}
}