修复表格冻结
This commit is contained in:
@@ -4,449 +4,253 @@ using UnityEngine;
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using UnityEngine.UI;
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using XericUI.XTable.Core;
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using XericUI.XTable.Rendering.Elements;
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using XericLibrary.Runtime.SuperStyleSheet;
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namespace XericUI.XTable.Rendering.Component
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{
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/// <summary>
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/// 表格渲染管线封装——将 CellAssembler 对象池、背景创建、单元格渲染抽离为可复用单元。
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/// 同一表格可持有多个 TableRenderer 实例,分别渲染到不同父节点(如 Content 和 Viewport)。
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/// </summary>
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public class TableRenderer
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/// <summary>指定父级和索引范围的表格区域渲染器。池由表格全局持有,区域仅持有可见对象追踪。</summary>
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public sealed class TableRenderer
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{
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#region 内部字段
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private struct Tracked
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{
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public CellAssembler.PooledText Text;
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public CellAssembler.PooledImage Image;
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public CellAssembler.PooledImage Selection;
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}
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private Transform m_Parent;
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private CellAssembler m_Assembler;
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private GameObject m_BackgroundGo;
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private readonly Transform m_Parent;
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private readonly Dictionary<(int, int), Tracked> m_Tracked = new();
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private readonly HashSet<(int, int)> m_Rendered = new();
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private readonly Dictionary<Texture2D, Sprite> m_SpriteCache = new();
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private GameObject m_BackgroundGo;
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/// <summary>共享预制体对象池引用(由 XericUIActionTable 传入)</summary>
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public PrefabPrototypePool PrefabPool;
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public CellAssembler Assembler;
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public PrefabPrototypePool PrefabPool;
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public Dictionary<(int, int), GameObject> ActivePrefabMap;
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public float CellPadding;
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public XTableConfig Config;
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/// <summary>共享活跃预制体映射表(由 XericUIActionTable 传入)</summary>
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public Dictionary<(int, int), GameObject> ActivePrefabMap;
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/// <summary>Texture2D → Sprite 缓存,避免每帧分配</summary>
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private Dictionary<Texture2D, Sprite> m_SpriteCache;
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/// <summary>单元格内容水平内边距(单侧),由 XericUIActionTable 设置</summary>
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public float CellPadding;
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private float CellPadding2 => CellPadding * 2f;
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/// <summary>表格全局配置资源,由 XericUIActionTable 设置</summary>
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public XTableConfig Config;
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#endregion
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#region 公开属性
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public CellAssembler Assembler => m_Assembler;
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public GameObject BackgroundGo => m_BackgroundGo;
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public Transform Parent => m_Parent;
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/// <summary>起始行偏移(Viewport 渲染器通常为 0;Content 渲染器通常为 freezeRowCount)</summary>
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public int StartRow;
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/// <summary>起始列偏移</summary>
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public int StartCol;
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/// <summary>终止行(不含),0 表示不受限</summary>
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public int EndRow;
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/// <summary>终止列(不含),0 表示不受限</summary>
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public int EndCol;
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#endregion
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#region 样式委托
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/// <summary>从样式表读取颜色值</summary>
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public System.Func<string, string, Color, Color> GetStyleColor;
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/// <summary>从样式表读取浮点值</summary>
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public System.Func<string, string, float, float> GetStyleFloat;
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/// <summary>从样式表读取整数值</summary>
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public System.Func<string, string, int, int> GetStyleInt;
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/// <summary>从样式表读取 TMP_FontAsset</summary>
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public System.Func<string, string, TMP_FontAsset> GetStyleFontAsset;
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/// <summary>获取行高数组</summary>
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public System.Func<float[]> GetRowHeights;
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/// <summary>获取列宽数组</summary>
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public System.Func<float[]> GetColWidths;
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/// <summary>获取表格数据</summary>
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public System.Func<XTableData> GetTableData;
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/// <summary>默认样式命名空间</summary>
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public System.Func<string> GetDefaultStyleNamespace;
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/// <summary>判断单元格是否在多选范围内</summary>
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public System.Func<int, int, bool> IsInSelectionRange;
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/// <summary>获取选中的起始行列</summary>
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public System.Func<int> GetSelectedRow;
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/// <summary>获取选中的起始列</summary>
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public System.Func<int> GetSelectedCol;
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/// <summary>运行时样式变更回调</summary>
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public event System.Action OnStyleChangeDetected;
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public Transform Parent => m_Parent;
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public GameObject BackgroundGo => m_BackgroundGo;
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#endregion
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#region 构造 / 销毁
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public TableRenderer(Transform parent, string defaultStyleNamespace = null,
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System.Action styleChangeHandler = null)
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public TableRenderer(Transform parent)
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{
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m_Parent = parent;
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m_Assembler = new CellAssembler(parent, defaultStyleNamespace);
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if (styleChangeHandler != null)
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m_Assembler.OnStyleChangeDetected += styleChangeHandler;
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}
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/// <summary>彻底销毁渲染器中所有动态生成的对象</summary>
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public void DestroyAll()
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{
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m_Assembler?.DestroyAll();
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if (m_BackgroundGo != null)
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{
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if (Application.isPlaying)
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Object.Destroy(m_BackgroundGo);
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else
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Object.DestroyImmediate(m_BackgroundGo);
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m_BackgroundGo = null;
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}
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ReleaseAll();
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if (m_BackgroundGo == null) return;
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if (Application.isPlaying) Object.Destroy(m_BackgroundGo);
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else Object.DestroyImmediate(m_BackgroundGo);
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m_BackgroundGo = null;
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}
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#endregion
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#region 背景
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/// <summary>创建或获取背景 Image(锚定左上角,覆盖整个渲染范围)</summary>
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public void CreateBackground(float totalWidth, float totalHeight, string styleNamespace)
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public void CreateBackground(float width, float height, string styleNamespace, Vector2 position = default)
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{
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if (m_BackgroundGo != null)
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if (m_BackgroundGo == null)
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{
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var rt = m_BackgroundGo.GetComponent<RectTransform>();
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rt.sizeDelta = new Vector2(totalWidth, totalHeight);
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m_BackgroundGo = new GameObject("_TableBackground", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
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m_BackgroundGo.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
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m_BackgroundGo.transform.SetParent(m_Parent, false);
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m_BackgroundGo.transform.SetAsFirstSibling();
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var image = m_BackgroundGo.GetComponent<Image>();
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image.raycastTarget = false;
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image.color = GetStyleColor?.Invoke(styleNamespace, XericUIActionTable.STYLE_CELL_BG_COLOR,
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XericUIActionTable.BG_COLOR_FALLBACK) ?? XericUIActionTable.BG_COLOR_FALLBACK;
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}
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var rt = m_BackgroundGo.GetComponent<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 = position;
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rt.sizeDelta = new Vector2(width, height);
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}
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public void Render(int sr, int er, int sc, int ec, bool editorMode, bool fullRefresh)
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{
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var rows = GetRowHeights?.Invoke();
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var cols = GetColWidths?.Invoke();
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if (Assembler == null || rows == null || cols == null) return;
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sr = Mathf.Max(sr, StartRow);
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sc = Mathf.Max(sc, StartCol);
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er = Mathf.Min(er, EndRow > 0 ? EndRow : rows.Length);
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ec = Mathf.Min(ec, EndCol > 0 ? EndCol : cols.Length);
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if (sr >= er || sc >= ec)
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{
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if (fullRefresh) ReleaseAll();
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return;
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}
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m_BackgroundGo = new GameObject("_TableBackground",
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typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
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m_BackgroundGo.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
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m_BackgroundGo.transform.SetParent(m_Parent, false);
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m_BackgroundGo.transform.SetAsFirstSibling();
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var target = new HashSet<(int, int)>();
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for (int r = sr; r < er; r++)
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for (int c = sc; c < ec; c++)
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target.Add((r, c));
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RectTransform bgRt = m_BackgroundGo.GetComponent<RectTransform>();
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bgRt.anchorMin = new Vector2(0, 1);
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bgRt.anchorMax = new Vector2(0, 1);
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bgRt.pivot = new Vector2(0, 1);
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bgRt.anchoredPosition = Vector2.zero;
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bgRt.sizeDelta = new Vector2(totalWidth, totalHeight);
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var bgImg = m_BackgroundGo.GetComponent<Image>();
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bgImg.color = GetStyleColor?.Invoke(styleNamespace,
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XericUIActionTable.STYLE_CELL_BG_COLOR,
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XericUIActionTable.BG_COLOR_FALLBACK)
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?? XericUIActionTable.BG_COLOR_FALLBACK;
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bgImg.raycastTarget = false;
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}
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#endregion
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#region 单元格渲染
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/// <summary>回收所有池对象</summary>
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public void ReturnAll() => m_Assembler.ReturnAll();
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/// <summary>
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/// 渲染指定范围内的单元格。
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/// 行范围为 [sr, er),列范围为 [sc, ec)。
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/// </summary>
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public void RenderCells(int sr, int er, int sc, int ec, bool isEditor)
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{
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float[] rowHeights = GetRowHeights?.Invoke();
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float[] colWidths = GetColWidths?.Invoke();
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XTableData tableData = GetTableData?.Invoke();
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string defaultNs = GetDefaultStyleNamespace?.Invoke() ?? "xeric_table_default";
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if (rowHeights == null || colWidths == null) return;
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if (rowHeights.Length == 0 || colWidths.Length == 0) return;
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// 应用渲染范围限制
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int renderStartRow = StartRow;
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int renderEndRow = EndRow > 0 ? Mathf.Min(EndRow, rowHeights.Length) : rowHeights.Length;
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int renderStartCol = StartCol;
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int renderEndCol = EndCol > 0 ? Mathf.Min(EndCol, colWidths.Length) : colWidths.Length;
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sr = Mathf.Max(sr, renderStartRow);
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er = Mathf.Min(er, renderEndRow);
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sc = Mathf.Max(sc, renderStartCol);
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ec = Mathf.Min(ec, renderEndCol);
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if (sr >= er || sc >= ec) return;
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if (isEditor)
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{
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RenderCellsEditor(sr, er, sc, ec, rowHeights, colWidths, tableData, defaultNs);
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}
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if (fullRefresh)
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ReleaseAll();
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else
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ReleaseExcept(target);
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foreach (var cell in target)
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if (fullRefresh || !m_Rendered.Contains(cell))
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RenderCell(cell.Item1, cell.Item2, rows, cols, editorMode);
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m_Rendered.Clear();
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foreach (var cell in target) m_Rendered.Add(cell);
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}
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public void ReleaseAll()
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{
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foreach (var pair in m_Tracked)
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ReleaseTracked(pair.Value);
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m_Tracked.Clear();
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m_Rendered.Clear();
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if (ActivePrefabMap == null) return;
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var keys = new List<(int, int)>();
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foreach (var pair in ActivePrefabMap) keys.Add(pair.Key);
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foreach (var key in keys) ActivePrefabMap.Remove(key);
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}
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private void ReleaseExcept(HashSet<(int, int)> target)
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{
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var remove = new List<(int, int)>();
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foreach (var pair in m_Tracked)
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if (!target.Contains(pair.Key)) remove.Add(pair.Key);
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foreach (var key in remove)
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{
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RenderCellsRuntime(sr, er, sc, ec, rowHeights, colWidths, tableData, defaultNs);
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ReleaseTracked(m_Tracked[key]);
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m_Tracked.Remove(key);
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}
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}
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private void RenderCellsEditor(int sr, int er, int sc, int ec,
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float[] rowHeights, float[] colWidths, XTableData tableData, string defaultNs)
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private void ReleaseTracked(Tracked tracked)
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{
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Color selectionColor = GetStyleColor(defaultNs, XericUIActionTable.STYLE_CELL_SELECTION_BG_COLOR,
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XericUIActionTable.SELECTION_COLOR_FALLBACK);
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Assembler.ReleaseText(tracked.Text);
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Assembler.ReleaseImage(tracked.Image);
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Assembler.ReleaseImage(tracked.Selection);
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}
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Color multiSelectColor = new Color(selectionColor.r, selectionColor.g, selectionColor.b, selectionColor.a * Config.MultiSelectAlphaFactor);
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Color focusColor = new Color(selectionColor.r + Config.FocusRAdd, selectionColor.g + Config.FocusGAdd, selectionColor.b + Config.FocusBAdd, selectionColor.a * Config.FocusAlphaMul);
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int selRow = GetSelectedRow();
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int selCol = GetSelectedCol();
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for (int r = sr; r < er && r < rowHeights.Length; r++)
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private void RenderCell(int row, int col, float[] rows, float[] cols, bool editorMode)
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{
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var data = GetTableData?.Invoke();
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if (data != null && data.IsCellMerged(row, col)) return;
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string defaultNs = GetDefaultStyleNamespace?.Invoke() ?? "xeric_table_default";
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string ns = data?.GetCell(row, col)?.GetEffectiveStyleNamespace(defaultNs) ?? defaultNs;
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float x = CalcColLeftX(col, cols);
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float y = -CalcRowTopY(row, rows);
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float width = cols[col];
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float height = rows[row];
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if (data != null && data.IsMergeSource(row, col, out int mergeRows, out int mergeCols))
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{
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for (int c = sc; c < ec && c < colWidths.Length; c++)
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for (int i = 1; i < mergeCols && col + i < cols.Length; i++) width += cols[col + i];
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for (int i = 1; i < mergeRows && row + i < rows.Length; i++) height += rows[row + i];
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}
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int cellId = row * cols.Length + col;
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var tracked = new Tracked();
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bool selected = IsInSelectionRange?.Invoke(row, col) == true ||
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(row == GetSelectedRow?.Invoke() && col == GetSelectedCol?.Invoke());
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if (selected)
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{
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var selection = Assembler.GetImage(cellId, "cell_selection", ns, m_Parent);
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if (selection != null)
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{
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if (tableData != null && tableData.IsCellMerged(r, c)) continue;
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selection.Rect.anchoredPosition = new Vector2(x, y);
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selection.Rect.sizeDelta = new Vector2(width, height);
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selection.Image.color = editorMode
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? GetStyleColor(ns, XericUIActionTable.STYLE_CELL_SELECTION_BG_COLOR, XericUIActionTable.SELECTION_COLOR_FALLBACK)
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: Config.RuntimeSelectionColor;
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tracked.Selection = selection;
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}
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}
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float cellX = CalcColLeftX(c, colWidths);
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float cellY = -CalcRowTopY(r, rowHeights);
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float cellW = colWidths[c];
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float cellH = rowHeights[r];
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if (tableData != null && tableData.IsMergeSource(r, c, out int mergeRS, out int mergeCS))
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var cell = data?.GetCell(row, col);
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if (cell != null)
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{
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if (cell.ContentType == CellContentType.Text && !string.IsNullOrEmpty(cell.Text))
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{
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var text = Assembler.GetText(cellId, "cell_text", ns, m_Parent);
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if (text != null)
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{
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for (int i = 1; i < mergeCS && c + i < colWidths.Length; i++)
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cellW += colWidths[c + i];
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for (int i = 1; i < mergeRS && r + i < rowHeights.Length; i++)
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cellH += rowHeights[r + i];
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}
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XTableCellData data = tableData?.GetCell(r, c);
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string cellNS = data != null ? data.GetEffectiveStyleNamespace(defaultNs) : defaultNs;
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int cellId = r * colWidths.Length + c;
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// 选择高亮
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if (IsInSelectionRange != null && IsInSelectionRange(r, c))
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{
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var selImg = m_Assembler.GetImage(cellId, "cell_multiselect");
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if (selImg != null)
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text.Rect.anchoredPosition = new Vector2(x + CellPadding, y);
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text.Rect.sizeDelta = new Vector2(width - CellPadding * 2f, height);
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text.Text.SetText(cell.Text);
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if (editorMode)
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{
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selImg.Rect.anchoredPosition = new Vector2(cellX, cellY);
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selImg.Rect.sizeDelta = new Vector2(cellW, cellH);
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selImg.Image.color = (r == selRow && c == selCol) ? focusColor : multiSelectColor;
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text.Text.color = GetStyleColor(ns, XericUIActionTable.STYLE_CELL_FG_COLOR, XericUIActionTable.FG_COLOR_FALLBACK);
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text.Text.fontSize = GetStyleInt(ns, XericUIActionTable.STYLE_CELL_FONT_SIZE, XericUIActionTable.FONT_SIZE_FALLBACK);
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text.Text.font = GetStyleFontAsset?.Invoke(ns, XericUIActionTable.STYLE_CELL_FONT_ASSET) ?? text.Text.font;
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}
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tracked.Text = text;
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}
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else if (r == selRow && c == selCol)
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}
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else if (cell.ContentType == CellContentType.Image && cell.Image != null)
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{
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var image = Assembler.GetImage(cellId, "cell_image", ns, m_Parent);
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if (image != null)
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{
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var selImg = m_Assembler.GetImage(cellId, "cell_select");
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if (selImg != null)
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{
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selImg.Rect.anchoredPosition = new Vector2(cellX, cellY);
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selImg.Rect.sizeDelta = new Vector2(cellW, cellH);
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selImg.Image.color = selectionColor;
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}
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image.Rect.anchoredPosition = new Vector2(x + CellPadding, y);
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image.Rect.sizeDelta = new Vector2(width - CellPadding * 2f, height);
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image.Image.sprite = GetSprite(cell.Image);
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tracked.Image = image;
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}
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if (data == null) continue;
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switch (data.ContentType)
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}
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else if (cell.ContentType == CellContentType.Prefab && cell.Prefab != null && PrefabPool != null)
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{
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||||
var prefab = PrefabPool.Acquire(cell.Prefab, cellId, m_Parent);
|
||||
if (prefab != null)
|
||||
{
|
||||
case CellContentType.Text:
|
||||
if (!string.IsNullOrEmpty(data.Text))
|
||||
{
|
||||
var txt = m_Assembler.GetText(cellId, "cell_text", cellNS);
|
||||
if (txt != null)
|
||||
{
|
||||
txt.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
txt.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
txt.Text.SetText(data.Text);
|
||||
txt.Text.color = GetStyleColor(cellNS, XericUIActionTable.STYLE_CELL_FG_COLOR,
|
||||
XericUIActionTable.FG_COLOR_FALLBACK);
|
||||
txt.Text.fontSize = GetStyleInt(cellNS, XericUIActionTable.STYLE_CELL_FONT_SIZE,
|
||||
XericUIActionTable.FONT_SIZE_FALLBACK);
|
||||
txt.Text.alignment = TextAlignmentOptions.Midline;
|
||||
txt.Text.font = GetStyleFontAsset?.Invoke(cellNS,
|
||||
XericUIActionTable.STYLE_CELL_FONT_ASSET) ?? txt.Text.font;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CellContentType.Image:
|
||||
if (data.Image != null)
|
||||
{
|
||||
Sprite sprite = GetOrCreateSprite(data.Image);
|
||||
var img = m_Assembler.GetImage(cellId, "cell_image", cellNS);
|
||||
if (img != null)
|
||||
{
|
||||
img.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
img.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
img.Image.sprite = sprite;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CellContentType.Prefab:
|
||||
if (data.Prefab != null && PrefabPool != null)
|
||||
{
|
||||
GameObject instance = PrefabPool.Acquire(data.Prefab, cellId);
|
||||
if (instance != null)
|
||||
{
|
||||
RectTransform prt = instance.GetComponent<RectTransform>();
|
||||
prt.anchoredPosition = new Vector2(cellX, cellY);
|
||||
prt.sizeDelta = new Vector2(cellW, cellH);
|
||||
if (ActivePrefabMap != null)
|
||||
ActivePrefabMap[(r, c)] = instance;
|
||||
data.OnPrefabAcquire?.Invoke(instance);
|
||||
}
|
||||
}
|
||||
break;
|
||||
var rt = prefab.GetComponent<RectTransform>();
|
||||
rt.anchoredPosition = new Vector2(x, y);
|
||||
rt.sizeDelta = new Vector2(width, height);
|
||||
if (ActivePrefabMap != null)
|
||||
ActivePrefabMap[(row, col)] = prefab;
|
||||
cell.OnPrefabAcquire?.Invoke(prefab);
|
||||
}
|
||||
}
|
||||
}
|
||||
m_Tracked[(row, col)] = tracked;
|
||||
}
|
||||
|
||||
private void RenderCellsRuntime(int sr, int er, int sc, int ec,
|
||||
float[] rowHeights, float[] colWidths, XTableData tableData, string defaultNs)
|
||||
private Sprite GetSprite(Texture2D texture)
|
||||
{
|
||||
Color rtSelectionColor = Config.RuntimeSelectionColor;
|
||||
Color rtMultiSelectColor = Config.RuntimeMultiSelectColor;
|
||||
Color rtFocusColor = Config.RuntimeFocusColor;
|
||||
|
||||
int selRow = GetSelectedRow();
|
||||
int selCol = GetSelectedCol();
|
||||
|
||||
for (int r = sr; r < er && r < rowHeights.Length; r++)
|
||||
if (!m_SpriteCache.TryGetValue(texture, out var sprite))
|
||||
{
|
||||
for (int c = sc; c < ec && c < colWidths.Length; c++)
|
||||
{
|
||||
if (tableData != null && tableData.IsCellMerged(r, c)) continue;
|
||||
|
||||
float cellX = CalcColLeftX(c, colWidths);
|
||||
float cellY = -CalcRowTopY(r, rowHeights);
|
||||
float cellW = colWidths[c];
|
||||
float cellH = rowHeights[r];
|
||||
|
||||
if (tableData != null && tableData.IsMergeSource(r, c, out int mergeRS, out int mergeCS))
|
||||
{
|
||||
for (int i = 1; i < mergeCS && c + i < colWidths.Length; i++)
|
||||
cellW += colWidths[c + i];
|
||||
for (int i = 1; i < mergeRS && r + i < rowHeights.Length; i++)
|
||||
cellH += rowHeights[r + i];
|
||||
}
|
||||
|
||||
XTableCellData data = tableData?.GetCell(r, c);
|
||||
string cellNS = data != null ? data.GetEffectiveStyleNamespace(defaultNs) : defaultNs;
|
||||
int cellId = r * colWidths.Length + c;
|
||||
|
||||
if (IsInSelectionRange != null && IsInSelectionRange(r, c))
|
||||
{
|
||||
var selImg = m_Assembler.GetImage(cellId, "cell_multiselect");
|
||||
if (selImg != null)
|
||||
{
|
||||
selImg.Rect.anchoredPosition = new Vector2(cellX, cellY);
|
||||
selImg.Rect.sizeDelta = new Vector2(cellW, cellH);
|
||||
selImg.Image.color = (r == selRow && c == selCol) ? rtFocusColor : rtMultiSelectColor;
|
||||
}
|
||||
}
|
||||
else if (r == selRow && c == selCol)
|
||||
{
|
||||
var selImg = m_Assembler.GetImage(cellId, "cell_select");
|
||||
if (selImg != null)
|
||||
{
|
||||
selImg.Rect.anchoredPosition = new Vector2(cellX, cellY);
|
||||
selImg.Rect.sizeDelta = new Vector2(cellW, cellH);
|
||||
selImg.Image.color = rtSelectionColor;
|
||||
}
|
||||
}
|
||||
|
||||
if (data == null) continue;
|
||||
|
||||
switch (data.ContentType)
|
||||
{
|
||||
case CellContentType.Text:
|
||||
if (!string.IsNullOrEmpty(data.Text))
|
||||
{
|
||||
var txt = m_Assembler.GetText(cellId, "cell_text", cellNS);
|
||||
if (txt != null)
|
||||
{
|
||||
txt.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
txt.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
txt.Text.SetText(data.Text);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CellContentType.Image:
|
||||
if (data.Image != null)
|
||||
{
|
||||
Sprite sprite = GetOrCreateSprite(data.Image);
|
||||
var img = m_Assembler.GetImage(cellId, "cell_image", cellNS);
|
||||
if (img != null)
|
||||
{
|
||||
img.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
img.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
img.Image.sprite = sprite;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CellContentType.Prefab:
|
||||
if (data.Prefab != null && PrefabPool != null)
|
||||
{
|
||||
GameObject instance = PrefabPool.Acquire(data.Prefab, cellId);
|
||||
if (instance != null)
|
||||
{
|
||||
RectTransform prt = instance.GetComponent<RectTransform>();
|
||||
prt.anchoredPosition = new Vector2(cellX, cellY);
|
||||
prt.sizeDelta = new Vector2(cellW, cellH);
|
||||
if (ActivePrefabMap != null)
|
||||
ActivePrefabMap[(r, c)] = instance;
|
||||
data.OnPrefabAcquire?.Invoke(instance);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 辅助方法
|
||||
|
||||
/// <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;
|
||||
sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(.5f, .5f));
|
||||
m_SpriteCache.Add(texture, sprite);
|
||||
}
|
||||
return sprite;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 坐标计算
|
||||
|
||||
private float CalcRowTopY(int row, float[] rowHeights)
|
||||
private static float CalcRowTopY(int row, float[] values)
|
||||
{
|
||||
float y = 0;
|
||||
for (int i = 0; i < row && i < rowHeights.Length; i++)
|
||||
y += rowHeights[i];
|
||||
return y;
|
||||
float result = 0;
|
||||
for (int i = 0; i < row; i++) result += values[i];
|
||||
return result;
|
||||
}
|
||||
|
||||
private float CalcColLeftX(int col, float[] colWidths)
|
||||
private static float CalcColLeftX(int col, float[] values)
|
||||
{
|
||||
float x = 0;
|
||||
for (int i = 0; i < col && i < colWidths.Length; i++)
|
||||
x += colWidths[i];
|
||||
return x;
|
||||
float result = 0;
|
||||
for (int i = 0; i < col; i++) result += values[i];
|
||||
return result;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user