分离具体属性组件,加入样式表系统

This commit is contained in:
2026-07-25 22:47:14 +08:00
parent b1636d5932
commit 3fbb82f40e
38 changed files with 742 additions and 38 deletions
@@ -0,0 +1,235 @@
using System.Collections.Generic;
using UnityEngine;
using XericLibrary.Runtime.SuperStyleSheet;
namespace XericUI.ReflectionUIGenerator
{
/// <summary>
/// MDVM 值组件基类 — 预制体上的标记组件
///
/// 职责:
/// 1. 提供 EntryTag/TagIndex 供 XuiFieldTempEntry 匹配
/// 2. 持有绑定的元数据引用
/// 3. 通过 virtual BindToAccessor() 让子类自行管理 UI 交互事件和显示更新
/// 4. 初始化时广播元数据到所有子节点上的 IXUIAvrgMDValueStyle
/// 5. 定义绑定槽(BindingSlots),供拆分属性子绑定匹配
/// 6. 管理通用 UI 插槽(标签、警告、只读、单位、值显示)+ SuperStyleSheet 样式读取
/// </summary>
[AddComponentMenu("Xeric Library/UI Action Vessel/XUIAvrgMDValue")]
public class XUIAvrgMDValue : MonoBehaviour
{
/// <summary>
/// 绑定槽定义 — 用于拆分属性(Split)的子绑定匹配
/// propertyName 匹配 XuiavrgSplit 的 PropertyPath
/// tag 在预制体内查找对应子节点的 XUIAvrgMDValue
/// </summary>
[System.Serializable]
public class AvrgBindingSlot
{
[Tooltip("绑定的子属性名(匹配 XuiavrgSplit 的 PropertyPath,如 \"x\"、\"y\")")]
public string propertyName;
[Tooltip("子属性在预制体上的 Tag 标记,用于查找子节点 XUIAvrgMDValue")]
public XuiavrgFieldTag tag = XuiavrgFieldTag.Context;
}
// ============ 匹配标记 ============
[SerializeField]
[Tooltip("功能标记,用于与 Entry 的 Tag 匹配")]
private XuiavrgFieldTag _entryTag = XuiavrgFieldTag.None;
[SerializeField]
[Tooltip("同 Tag 多实例时区分(0 表示不限制)")]
private int _tagIndex;
[SerializeField]
[Tooltip("拆分属性子绑定槽列表 — 用于 XuiavrgSplit 的子属性匹配")]
private List<AvrgBindingSlot> _bindingSlots = new List<AvrgBindingSlot>();
// ============ 通用 UI 插槽 ============
[Header("通用 UI 插槽")]
[SerializeField, Tooltip("字段标签节点 — 显示字段名称 + 只读前缀。为 null 则不显示标签行")]
protected GameObject fieldLabelNode;
[SerializeField, Tooltip("警告样式节点 — 验证失败时 SetActive(true),颜色由样式表控制")]
protected GameObject warningNode;
[SerializeField, Tooltip("只读标记节点 — IsReadOnly 时 SetActive(true)")]
protected GameObject readOnlyNode;
[SerializeField, Tooltip("单位文本节点 — 显示元数据的 UnitLabelName")]
protected GameObject unitTextNode;
[SerializeField, Tooltip("值显示文本节点 — 可为 null(子类如 Slider/Color 不依赖文本)")]
protected GameObject valueTextNode;
// ============ 样式表参数(路径硬编码,命名空间从 BoundMetaData.StyleNamespace 获取)============
private readonly StyleMember _styleStepValue = new() { StylePath = "xuiavrg/base/stepValue" };
private readonly StyleMember _styleReadOnlyPrefix = new() { StylePath = "xuiavrg/base/readOnlyPrefix" };
private readonly StyleMember _styleWarningColor = new() { StylePath = "xuiavrg/base/warningColor" };
// ============ 公共属性 ============
/// <summary>绑定的元数据引用</summary>
public AvrgMemberMetaData BoundMetaData { get; protected set; }
/// <summary>当前关联的值访问器</summary>
public IAvrgValueAccessor CurrentAccessor { get; protected set; }
/// <summary>当前关联的 MVVM 绑定</summary>
public AvrgMvvmBinding CurrentBinding { get; protected set; }
public XuiavrgFieldTag EntryTag => _entryTag;
public int TagIndex => _tagIndex;
/// <summary>只读访问绑定槽列表</summary>
public IReadOnlyList<AvrgBindingSlot> AvailableBindingSlots => _bindingSlots;
// ============ 生命周期 ============
protected virtual void OnEnable()
{
_styleStepValue.Register();
_styleReadOnlyPrefix.Register();
_styleWarningColor.Register();
}
protected virtual void OnDisable()
{
_styleStepValue.Unregister();
_styleReadOnlyPrefix.Unregister();
_styleWarningColor.Unregister();
}
// ============ 核心绑定接口 ============
/// <summary>
/// 由 XuiFieldTempEntry 调用,将值访问器和 MVVM 绑定连接到此 UI 组件
/// </summary>
public virtual void BindToAccessor(
IAvrgValueAccessor accessor,
AvrgMvvmBinding binding,
AvrgMvvmScheduler scheduler)
{
CurrentAccessor = accessor;
CurrentBinding = binding;
if (binding == null || accessor == null) return;
// 默认:数据 → UI 单向同步
binding.OnUIDataChanged += value =>
{
UpdateDisplayValue(value);
};
// 首次同步
var initialValue = accessor.GetValue();
UpdateDisplayValue(initialValue);
// 刷新通用插槽
RefreshCommonNodes();
}
/// <summary>
/// 更新 UI 显示值(基类默认仅查找 Text/TMP_Text 设置文本)
/// 子类可覆写以实现专属更新逻辑(如 Slider.value, Image.color 等)
/// </summary>
protected virtual void UpdateDisplayValue(object value)
{
if (value == null) return;
#if dUI_TextMeshPro
var tmpText = GetComponent<TMPro.TMP_Text>();
if (tmpText != null)
{
tmpText.text = CurrentAccessor?.FormatDisplay(value) ?? value.ToString();
return;
}
#endif
var uiText = GetComponent<UnityEngine.UI.Text>();
if (uiText != null)
{
uiText.text = CurrentAccessor?.FormatDisplay(value) ?? value.ToString();
}
}
/// <summary>
/// 由绑定系统调用,传递元数据并广播到 IXUIAvrgMDValueStyle 子组件
/// </summary>
public void InitializeWithMetaData(AvrgMemberMetaData metaData)
{
BoundMetaData = metaData;
if (metaData == null) return;
// 广播元数据到子节点样式组件
var styles = GetComponentsInChildren<IXUIAvrgMDValueStyle>(true);
foreach (var style in styles)
{
if (style is MonoBehaviour mb && mb.gameObject == gameObject)
continue;
style.ApplyMetaData(metaData);
}
}
// ============ 样式读取 ============
/// <summary>
/// 从样式表获取值(自动使用 BoundMetaData.StyleNamespace)
/// </summary>
protected StyleValue GetStyleValue(StyleMember member)
{
if (member == null) return null;
string ns = BoundMetaData?.StyleNamespace ?? "default";
return StyleManager.GetValue(ns, member.StylePath);
}
// ============ 通用 UI 插槽刷新 ============
/// <summary>刷新所有通用 UI 插槽(标签、单位、只读、警告标记)</summary>
protected void RefreshCommonNodes()
{
var meta = BoundMetaData;
if (meta == null) return;
// 1. 字段标签节点
if (fieldLabelNode != null)
{
string prefix = "";
if (CurrentAccessor?.IsReadOnly == true)
{
var pv = GetStyleValue(_styleReadOnlyPrefix);
prefix = pv?.GetValueAsString() ?? "[只读] ";
}
SetNodeText(fieldLabelNode, prefix + (meta.LabelName ?? meta.MemberName));
}
// 2. 单位文本节点
if (unitTextNode != null)
SetNodeText(unitTextNode, meta.UnitLabelName ?? "");
// 3. 只读标记节点
if (readOnlyNode != null)
readOnlyNode.SetActive(CurrentAccessor?.IsReadOnly == true);
// 4. warningNode 由外部验证系统触发,此方法不直接控制
}
/// <summary>在节点及其子节点上查找 Text / TMP_Text 并设置文本</summary>
protected static void SetNodeText(GameObject node, string text)
{
if (node == null) return;
#if dUI_TextMeshPro
var t = node.GetComponentInChildren<TMPro.TMP_Text>(true);
if (t != null) { t.text = text; return; }
#endif
var ut = node.GetComponentInChildren<UnityEngine.UI.Text>(true);
if (ut != null) ut.text = text;
}
}
}