表格添加四叉树渲染优化逻辑。

This commit is contained in:
2026-06-30 19:53:12 +08:00
parent f7e489e924
commit 40fbfed45c
7 changed files with 1104 additions and 189 deletions
+27 -26
View File
@@ -176,18 +176,26 @@ namespace XericUIEditor.XTable
[MenuItem("GameObject/Xeric UI/Table/Xeric UI Action Table", false, 60)]
private static void CreateTable(MenuCommand menuCommand)
{
// 1. 创建表格内容节点
GameObject contentGo = new GameObject("Content",
typeof(RectTransform), typeof(CanvasRenderer), typeof(XericUIActionTable));
// 1. 创建根节点:ScrollRect + Image + XericUIActionTable 共存于同一 GameObject
GameObject rootGo = new GameObject("Xeric UI Action Table",
typeof(RectTransform), typeof(ScrollRect), typeof(Image), typeof(XericUIActionTable));
RectTransform rootRt = rootGo.GetComponent<RectTransform>();
rootRt.sizeDelta = new Vector2(800, 600);
rootGo.GetComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.3f);
ScrollRect scrollRect = rootGo.GetComponent<ScrollRect>();
XericUIActionTable table = rootGo.GetComponent<XericUIActionTable>();
// 2. 创建 Content(纯 RectTransform,由表格组件管理动态子对象)
GameObject contentGo = new GameObject("Content", typeof(RectTransform));
RectTransform contentRt = contentGo.GetComponent<RectTransform>();
contentRt.anchorMin = new Vector2(0, 1);
contentRt.anchorMax = new Vector2(0, 1);
contentRt.pivot = new Vector2(0, 1);
contentRt.anchoredPosition = Vector2.zero;
contentRt.sizeDelta = new Vector2(800, 600);
XericUIActionTable table = contentGo.GetComponent<XericUIActionTable>();
// 2. 创建 Viewport(Mask 裁剪区域)
// 3. 创建 Viewport(Mask 裁剪区域)
GameObject viewportGo = new GameObject("Viewport",
typeof(RectTransform), typeof(Image), typeof(Mask));
viewportGo.GetComponent<Image>().color = new Color(1, 1, 1, 0.01f);
@@ -197,7 +205,7 @@ namespace XericUIEditor.XTable
vpRt.sizeDelta = Vector2.zero;
contentRt.SetParent(vpRt, false);
// 3. 创建水平滚动条
// 4. 创建水平滚动条
GameObject hScrollbarGo = new GameObject("Scrollbar Horizontal",
typeof(RectTransform), typeof(Scrollbar), typeof(Image));
RectTransform hBarRt = hScrollbarGo.GetComponent<RectTransform>();
@@ -217,7 +225,7 @@ namespace XericUIEditor.XTable
RectTransform hSlidingRt = hSlidingGo.GetComponent<RectTransform>();
hSlidingRt.anchorMin = Vector2.zero;
hSlidingRt.anchorMax = Vector2.one;
hSlidingRt.sizeDelta = new Vector2(-20, -20);
hSlidingRt.sizeDelta = new Vector2(-20, 0);
GameObject hHandleGo = new GameObject("Handle",
typeof(RectTransform), typeof(Image));
@@ -225,11 +233,11 @@ namespace XericUIEditor.XTable
RectTransform hHandleRt = hHandleGo.GetComponent<RectTransform>();
hHandleRt.anchorMin = Vector2.zero;
hHandleRt.anchorMax = Vector2.one;
hHandleRt.sizeDelta = new Vector2(-20, -20);
hHandleRt.sizeDelta = new Vector2(-10, -10);
hHandleGo.GetComponent<Image>().color = new Color(0.4f, 0.4f, 0.4f, 0.8f);
hBar.handleRect = hHandleRt;
// 4. 创建垂直滚动条
// 5. 创建垂直滚动条
GameObject vScrollbarGo = new GameObject("Scrollbar Vertical",
typeof(RectTransform), typeof(Scrollbar), typeof(Image));
RectTransform vBarRt = vScrollbarGo.GetComponent<RectTransform>();
@@ -249,7 +257,7 @@ namespace XericUIEditor.XTable
RectTransform vSlidingRt = vSlidingGo.GetComponent<RectTransform>();
vSlidingRt.anchorMin = Vector2.zero;
vSlidingRt.anchorMax = Vector2.one;
vSlidingRt.sizeDelta = new Vector2(-20, -20);
vSlidingRt.sizeDelta = new Vector2(0, -20);
GameObject vHandleGo = new GameObject("Handle",
typeof(RectTransform), typeof(Image));
@@ -257,18 +265,11 @@ namespace XericUIEditor.XTable
RectTransform vHandleRt = vHandleGo.GetComponent<RectTransform>();
vHandleRt.anchorMin = Vector2.zero;
vHandleRt.anchorMax = Vector2.one;
vHandleRt.sizeDelta = new Vector2(-20, -20);
vHandleRt.sizeDelta = new Vector2(-10, -10);
vHandleGo.GetComponent<Image>().color = new Color(0.4f, 0.4f, 0.4f, 0.8f);
vBar.handleRect = vHandleRt;
// 5. 创建 ScrollView 根节点
GameObject scrollGo = new GameObject("Xeric UI Action Table",
typeof(RectTransform), typeof(ScrollRect), typeof(Image));
RectTransform scrollRt = scrollGo.GetComponent<RectTransform>();
scrollRt.sizeDelta = new Vector2(800, 600);
scrollGo.GetComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.3f);
ScrollRect scrollRect = scrollGo.GetComponent<ScrollRect>();
// 6. 配置 ScrollRect
scrollRect.content = contentRt;
scrollRect.viewport = vpRt;
scrollRect.horizontalScrollbar = hBar;
@@ -278,11 +279,11 @@ namespace XericUIEditor.XTable
scrollRect.movementType = ScrollRect.MovementType.Clamped;
// 组装层级
vpRt.SetParent(scrollRt, false);
hScrollbarGo.transform.SetParent(scrollRt, false);
vScrollbarGo.transform.SetParent(scrollRt, false);
vpRt.SetParent(rootRt, false);
hScrollbarGo.transform.SetParent(rootRt, false);
vScrollbarGo.transform.SetParent(rootRt, false);
// 绑定 ScrollRect 到表格(通过 SerializedObject 正确回写)
// 绑定 ScrollRect 到表格
using (SerializedObject so = new SerializedObject(table))
{
SerializedProperty prop = so.FindProperty("m_ScrollRect");
@@ -295,10 +296,10 @@ namespace XericUIEditor.XTable
// 挂载到 Canvas
GameObject parent = GetOrCreateCanvas();
scrollRt.SetParent(parent.transform, false);
rootRt.SetParent(parent.transform, false);
Undo.RegisterCreatedObjectUndo(scrollGo, "Create Xeric UI Action Table");
Selection.activeGameObject = scrollGo;
Undo.RegisterCreatedObjectUndo(rootGo, "Create Xeric UI Action Table");
Selection.activeGameObject = rootGo;
}
private static GameObject GetOrCreateCanvas()