添加一个表格组件,原理上贴近现代表格系统,理论上可以应对超大型表格以及离散数据集合。

This commit is contained in:
2026-06-26 19:14:48 +08:00
parent 55ace8d02b
commit 61bb0b012e
78 changed files with 4409 additions and 57 deletions
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using UnityEditor;
using UnityEditor.UI;
using UnityEngine;
using UnityEngine.UI;
using XericUI.OverrideUI;
namespace XericUIEditor.OverrideUI
{
/// <summary>
/// XericStyleButton 的 Inspector 编辑器。
/// 完全替换 Selectable 的 Transition/ColorBlock/SpriteState 区域为 StyleSheet 状态块,
/// 保留 Interactable、Navigation、onClick 等基础功能。
/// </summary>
[CustomEditor(typeof(XericStyleButton), true)]
[CanEditMultipleObjects]
internal class XericStyleButtonEditor : SelectableEditor
{
private SerializedProperty m_InteractableProp;
private SerializedProperty m_TargetGraphicProp;
private SerializedProperty m_NavigationProp;
private SerializedProperty m_ColorStateProp;
private SerializedProperty m_TextureStateProp;
private SerializedProperty m_EnableStyleTransitionProp;
private SerializedProperty m_OnClickProp;
protected override void OnEnable()
{
base.OnEnable();
m_InteractableProp = serializedObject.FindProperty("m_Interactable");
m_TargetGraphicProp = serializedObject.FindProperty("m_TargetGraphic");
m_NavigationProp = serializedObject.FindProperty("m_Navigation");
m_ColorStateProp = serializedObject.FindProperty("m_ColorState");
m_TextureStateProp = serializedObject.FindProperty("m_TextureState");
m_EnableStyleTransitionProp = serializedObject.FindProperty("m_EnableStyleTransition");
m_OnClickProp = serializedObject.FindProperty("m_OnClick");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
// === 1. Interactable ===
EditorGUILayout.PropertyField(m_InteractableProp);
// === 2. 样式表状态块(替代 Transition + ColorBlock + SpriteState) ===
EditorGUILayout.Space();
EditorGUILayout.LabelField("样式表配置(替代 Transition)", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_ColorStateProp, new GUIContent("颜色状态块"), true);
EditorGUILayout.Space(4);
EditorGUILayout.PropertyField(m_TextureStateProp, new GUIContent("纹理状态块"), true);
if (m_ColorStateProp.isExpanded || m_TextureStateProp.isExpanded)
{
EditorGUILayout.Space(2);
EditorGUILayout.PropertyField(m_EnableStyleTransitionProp);
}
// === 3. Target Graphic ===
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_TargetGraphicProp);
Graphic graphic = m_TargetGraphicProp.objectReferenceValue as Graphic;
if (graphic == null)
graphic = (target as Selectable)?.GetComponent<Graphic>();
if (graphic == null)
EditorGUILayout.HelpBox("你需要指定一个 Graphic 目标才能使用样式表颜色过渡。", MessageType.Warning);
// === 4. Navigation ===
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_NavigationProp);
// === 5. onClick ===
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_OnClickProp);
serializedObject.ApplyModifiedProperties();
}
}
}
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using UnityEditor;
using UnityEditor.UI;
using XericUI.OverrideUI;
namespace XericUIEditor.OverrideUI
{
/// <summary>
/// XericStyleImage 的 Inspector 编辑器——继承 GraphicEditor,
/// 额外展示颜色、纹理、材质三个 StyleField 和自动刷新开关。
/// </summary>
[CustomEditor(typeof(XericStyleImage), true)]
[CanEditMultipleObjects]
internal class XericStyleImageEditor : GraphicEditor
{
private SerializedProperty m_ColorStyleProp;
private SerializedProperty m_TextureStyleProp;
private SerializedProperty m_MaterialStyleProp;
private SerializedProperty m_AutoRefreshProp;
protected override void OnEnable()
{
base.OnEnable();
m_ColorStyleProp = serializedObject.FindProperty("m_ColorStyle");
m_TextureStyleProp = serializedObject.FindProperty("m_TextureStyle");
m_MaterialStyleProp = serializedObject.FindProperty("m_MaterialStyle");
m_AutoRefreshProp = serializedObject.FindProperty("m_AutoRefresh");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
EditorGUILayout.Space();
serializedObject.Update();
EditorGUILayout.LabelField("样式表配置", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_ColorStyleProp);
EditorGUILayout.PropertyField(m_TextureStyleProp);
EditorGUILayout.PropertyField(m_MaterialStyleProp);
EditorGUILayout.PropertyField(m_AutoRefreshProp);
serializedObject.ApplyModifiedProperties();
}
}
}
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using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEditor.UI;
using UnityEngine;
using UnityEngine.UI;
using XericUI.OverrideUI;
namespace XericUIEditor.OverrideUI
{
/// <summary>
/// XericStyleToggle 的 Inspector 编辑器。
/// 完全替换 Selectable 的 Transition/ColorBlock/SpriteState 区域为 StyleSheet 状态块,
/// 保留 Interactable、Navigation、isOn、graphic、group、onValueChanged 等基础功能。
/// </summary>
[CustomEditor(typeof(XericStyleToggle), true)]
[CanEditMultipleObjects]
internal class XericStyleToggleEditor : SelectableEditor
{
// Selectable 基础
private SerializedProperty m_InteractableProp;
private SerializedProperty m_NavigationProp;
// Toggle 基础
private SerializedProperty m_IsOnProp;
private SerializedProperty m_TransitionProp;
private SerializedProperty m_GraphicProp;
private SerializedProperty m_GroupProp;
private SerializedProperty m_OnValueChangedProp;
// StyleSheet 专用
private SerializedProperty m_ColorStateProp;
private SerializedProperty m_TextureStateProp;
private SerializedProperty m_OnOverrideColorProp;
private SerializedProperty m_OnOverrideTextureProp;
private SerializedProperty m_CheckmarkStyleProp;
private SerializedProperty m_EnableStyleTransitionProp;
protected override void OnEnable()
{
base.OnEnable();
m_InteractableProp = serializedObject.FindProperty("m_Interactable");
m_NavigationProp = serializedObject.FindProperty("m_Navigation");
m_IsOnProp = serializedObject.FindProperty("m_IsOn");
m_TransitionProp = serializedObject.FindProperty("toggleTransition");
m_GraphicProp = serializedObject.FindProperty("graphic");
m_GroupProp = serializedObject.FindProperty("m_Group");
m_OnValueChangedProp = serializedObject.FindProperty("onValueChanged");
m_ColorStateProp = serializedObject.FindProperty("m_ColorState");
m_TextureStateProp = serializedObject.FindProperty("m_TextureState");
m_OnOverrideColorProp = serializedObject.FindProperty("m_OnOverrideColor");
m_OnOverrideTextureProp = serializedObject.FindProperty("m_OnOverrideTexture");
m_CheckmarkStyleProp = serializedObject.FindProperty("m_CheckmarkStyle");
m_EnableStyleTransitionProp = serializedObject.FindProperty("m_EnableStyleTransition");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
XericStyleToggle toggle = target as XericStyleToggle;
// === 1. Interactable ===
EditorGUILayout.PropertyField(m_InteractableProp);
// === 2. 样式表状态块(替代 Transition + ColorBlock + SpriteState) ===
EditorGUILayout.Space();
EditorGUILayout.LabelField("样式表配置(替代 Transition)", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_ColorStateProp, new GUIContent("颜色状态块"), true);
EditorGUILayout.Space(4);
EditorGUILayout.PropertyField(m_TextureStateProp, new GUIContent("纹理状态块"), true);
bool anyExpanded = m_ColorStateProp.isExpanded || m_TextureStateProp.isExpanded;
if (anyExpanded)
{
EditorGUILayout.Space(2);
EditorGUILayout.PropertyField(m_OnOverrideColorProp);
EditorGUILayout.PropertyField(m_OnOverrideTextureProp);
EditorGUILayout.PropertyField(m_CheckmarkStyleProp);
EditorGUILayout.PropertyField(m_EnableStyleTransitionProp);
}
// === 3. isOn ===
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_IsOnProp);
if (EditorGUI.EndChangeCheck())
{
if (!Application.isPlaying)
EditorSceneManager.MarkSceneDirty(toggle!.gameObject.scene);
ToggleGroup group = m_GroupProp.objectReferenceValue as ToggleGroup;
toggle!.isOn = m_IsOnProp.boolValue;
if (group != null && group.isActiveAndEnabled && toggle!.IsActive())
{
if (toggle!.isOn || (!group.AnyTogglesOn() && !group.allowSwitchOff))
{
toggle!.isOn = true;
group.NotifyToggleOn(toggle!);
}
}
}
// === 4. Toggle 切换效果 & Graphic ===
EditorGUILayout.PropertyField(m_TransitionProp);
EditorGUILayout.PropertyField(m_GraphicProp);
// === 5. Group ===
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_GroupProp);
if (EditorGUI.EndChangeCheck())
{
if (!Application.isPlaying)
EditorSceneManager.MarkSceneDirty(toggle!.gameObject.scene);
toggle!.group = m_GroupProp.objectReferenceValue as ToggleGroup;
}
// === 6. Navigation ===
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_NavigationProp);
// === 7. onValueChanged ===
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_OnValueChangedProp);
serializedObject.ApplyModifiedProperties();
}
}
}
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using UnityEditor;
using UnityEngine;
using XericLibrary.Runtime.SuperStyleSheet;
namespace XericUIEditor
{
/// <summary>
/// StyleField 的自定义 Inspector 属性绘制器。
///
/// 默认折叠状态:仅显示样式路径下拉框。
/// 展开状态:显示命名空间、路径、资源值类型(有值时)、注解描述(有注解时)。
/// 无值/无注解的行不显示。
/// </summary>
[CustomPropertyDrawer(typeof(StyleField))]
public class StyleFieldDrawer : PropertyDrawer
{
private const float LINE_HEIGHT = 18f;
private const float PADDING = 2f;
private const float FOLD_BUTTON_WIDTH = 14f;
/// <summary>折叠状态(按 property path 缓存)</summary>
private static readonly System.Collections.Generic.Dictionary<string, bool> s_FoldoutStates
= new System.Collections.Generic.Dictionary<string, bool>();
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
string key = GetFoldKey(property);
bool expanded = s_FoldoutStates.TryGetValue(key, out bool f) && f;
if (!expanded)
return LINE_HEIGHT + PADDING * 2;
// 基础:命名空间 + 路径 = 2 行
int rowCount = 2;
// 有值才显示值类型行
string ns = GetNamespace(property);
string path = property.FindPropertyRelative("StylePath").stringValue;
StyleValue val = StyleManager.GetValue(ns, path);
if (val != null && val.ValueType != null)
rowCount++;
// 有注解才显示注解行
var annotations = StyleManager.GetAnnotations(ns, path);
if (annotations != null && annotations.Count > 0)
rowCount++;
return (LINE_HEIGHT + PADDING) * rowCount + PADDING;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
string key = GetFoldKey(property);
bool expanded = s_FoldoutStates.TryGetValue(key, out bool fold) && fold;
// 获取子属性
SerializedProperty nsProp = property.FindPropertyRelative("Namespace");
SerializedProperty pathProp = property.FindPropertyRelative("StylePath");
// === 标题行:折叠箭头 + 标签 + 路径下拉 ===
Rect headerRect = new Rect(position.x, position.y + PADDING, position.width, LINE_HEIGHT);
// 折叠按钮
Rect foldRect = new Rect(headerRect.x, headerRect.y, FOLD_BUTTON_WIDTH, LINE_HEIGHT);
bool newFold = EditorGUI.Foldout(foldRect, expanded, GUIContent.none, true);
if (newFold != expanded)
{
s_FoldoutStates[key] = newFold;
expanded = newFold;
}
// 标签
Rect labelRect = new Rect(headerRect.x + FOLD_BUTTON_WIDTH, headerRect.y,
EditorGUIUtility.labelWidth - FOLD_BUTTON_WIDTH, LINE_HEIGHT);
EditorGUI.LabelField(labelRect, label);
// 路径下拉框(始终可见)
Rect pathRect = new Rect(headerRect.x + EditorGUIUtility.labelWidth + 4f, headerRect.y,
headerRect.width - EditorGUIUtility.labelWidth - 8f, LINE_HEIGHT);
string currentNs = GetNamespace(property);
DrawPathDropdown(pathRect, pathProp, currentNs);
if (!expanded)
return;
// === 展开区域 ===
float y = headerRect.y + LINE_HEIGHT + PADDING;
float indent = 16f;
float fieldWidth = position.width - indent;
// --- 命名空间 ---
Rect nsLabelRect = new Rect(position.x + indent, y, 60f, LINE_HEIGHT);
Rect nsFieldRect = new Rect(position.x + indent + 64f, y, fieldWidth - 64f, LINE_HEIGHT);
EditorGUI.LabelField(nsLabelRect, "命名空间");
DrawNamespaceDropdown(nsFieldRect, nsProp);
y += LINE_HEIGHT + PADDING;
// --- 路径 ---
Rect pathLabelRect = new Rect(position.x + indent, y, 60f, LINE_HEIGHT);
Rect pathFieldRect = new Rect(position.x + indent + 64f, y, fieldWidth - 64f, LINE_HEIGHT);
EditorGUI.LabelField(pathLabelRect, "路径");
DrawPathDropdown(pathFieldRect, pathProp, currentNs);
y += LINE_HEIGHT + PADDING;
// --- 资源值类型(仅在有值时显示) ---
StyleValue currentValue = StyleManager.GetValue(currentNs, pathProp.stringValue);
if (currentValue != null && currentValue.ValueType != null)
{
Rect valLabelRect = new Rect(position.x + indent, y, 80f, LINE_HEIGHT);
Rect valFieldRect = new Rect(position.x + indent + 84f, y, fieldWidth - 84f, LINE_HEIGHT);
EditorGUI.LabelField(valLabelRect, "值类型");
string typeDisplay = GetShortTypeName(currentValue.ValueType);
string valuePreview = currentValue.RawValue != null
? currentValue.RawValue.ToString()
: "";
EditorGUI.LabelField(valFieldRect, $"{typeDisplay} = {valuePreview}");
y += LINE_HEIGHT + PADDING;
}
// --- 注解描述(仅在有注解时显示) ---
var annotations = StyleManager.GetAnnotations(currentNs, pathProp.stringValue);
if (annotations != null && annotations.Count > 0)
{
Rect annoLabelRect = new Rect(position.x + indent, y, 80f, LINE_HEIGHT);
Rect annoFieldRect = new Rect(position.x + indent + 84f, y, fieldWidth - 84f, LINE_HEIGHT);
EditorGUI.LabelField(annoLabelRect, "注解");
// 优先显示 @Desc
annotations.TryGetValue("Desc", out string desc);
if (!string.IsNullOrEmpty(desc))
EditorGUI.LabelField(annoFieldRect, desc);
else
{
foreach (var a in annotations)
{
EditorGUI.LabelField(annoFieldRect, $"@{a.Key}: {a.Value}");
break;
}
}
}
// 变更检测
if (GUI.changed)
{
property.serializedObject.ApplyModifiedProperties();
}
}
#region 下拉框绘制
private void DrawNamespaceDropdown(Rect rect, SerializedProperty nsProp)
{
var namespaces = StyleManager.GetAvailableNamespaces();
if (namespaces.Count == 0)
namespaces.Add("default");
int currentIndex = namespaces.IndexOf(nsProp.stringValue);
if (currentIndex < 0) currentIndex = 0;
int newIndex = EditorGUI.Popup(rect, currentIndex, namespaces.ToArray());
if (newIndex >= 0 && newIndex < namespaces.Count)
{
nsProp.stringValue = namespaces[newIndex];
}
}
private void DrawPathDropdown(Rect rect, SerializedProperty pathProp, string namespace_)
{
var paths = StyleManager.GetPathsForNamespace(namespace_);
var displayOptions = new System.Collections.Generic.List<string>();
if (paths.Count == 0)
{
displayOptions.Add("(无可用路径)");
}
else
{
foreach (var p in paths)
{
StyleValue val = StyleManager.GetValue(namespace_, p);
string typeStr = val?.ValueType != null ? GetShortTypeName(val.ValueType) : "?";
string valStr = val?.RawValue != null ? val.RawValue.ToString() : "";
if (valStr.Length > 20) valStr = valStr.Substring(0, 17) + "...";
displayOptions.Add($"{p} [{typeStr}] {valStr}");
}
}
int currentIndex = System.Math.Max(0, paths.IndexOf(pathProp.stringValue));
int newIndex = EditorGUI.Popup(rect, currentIndex, displayOptions.ToArray());
if (newIndex >= 0 && newIndex < paths.Count)
{
pathProp.stringValue = paths[newIndex];
}
}
#endregion
#region 工具方法
private static string GetFoldKey(SerializedProperty property)
{
return $"{property.serializedObject.targetObject.GetInstanceID()}_{property.propertyPath}";
}
private static string GetNamespace(SerializedProperty property)
{
string ns = property.FindPropertyRelative("Namespace").stringValue;
return string.IsNullOrEmpty(ns) ? "default" : ns;
}
private static string GetShortTypeName(System.Type type)
{
if (type == null) return "?";
switch (type.Name)
{
case "Single": return "float";
case "Int32": return "int";
case "String": return "string";
case "Boolean": return "bool";
default: return type.Name;
}
}
#endregion
}
}
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#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
using XericUI.XTable.Rendering.Component;
namespace XericUIEditor.XTable
{
/// <summary>
/// 场景视图表格编辑覆盖工具——选中表格组件后,在世界编辑器视口中显示网格线和编辑辅助 UI。
/// 包含合并工具、拖拽引用工具、单元格坐标提示等。
/// </summary>
public static class XTableEditorOverlay
{
/// <summary>是否启用覆盖层(可通过菜单开关)</summary>
private static bool s_Enabled = true;
private const string MENU_PATH = "Xeric UI/表格编辑器覆盖层";
[MenuItem(MENU_PATH, false, 200)]
private static void ToggleOverlay()
{
s_Enabled = !s_Enabled;
Menu.SetChecked(MENU_PATH, s_Enabled);
SceneView.RepaintAll();
}
[MenuItem(MENU_PATH, true)]
private static bool ToggleOverlayValidate()
{
Menu.SetChecked(MENU_PATH, s_Enabled);
return true;
}
/// <summary>
/// 在 Scene View 中绘制表格编辑辅助线。
/// 调用时机:挂到 SceneView.duringSceneGui 事件上。
/// 示例:SceneView.duringSceneGui += OnSceneGUI;
/// </summary>
public static void OnSceneGUI(SceneView sceneView)
{
if (!s_Enabled) return;
// 获取当前选中的表格组件
GameObject selected = Selection.activeGameObject;
if (selected == null) return;
XericUIActionTable table = selected.GetComponent<XericUIActionTable>();
if (table == null) return;
RectTransform rect = table.GetComponent<RectTransform>();
if (rect == null) return;
DrawGridOverlay(table, rect);
DrawCellInfo(table, rect, sceneView);
}
/// <summary>绘制网格线</summary>
private static void DrawGridOverlay(XericUIActionTable table, RectTransform rect)
{
float[] rowHeights = table.RowHeights;
float[] colWidths = table.ColWidths;
if (rowHeights == null || colWidths == null) return;
Vector3[] corners = new Vector3[4];
rect.GetWorldCorners(corners);
Vector3 topLeft = corners[1];
float totalWidth = rect.rect.width;
float totalHeight = rect.rect.height;
Handles.color = new Color(0.5f, 0.5f, 0.5f, 0.3f);
// 绘制行分割线
float accumulatedY = 0f;
for (int r = 0; r < rowHeights.Length && accumulatedY < totalHeight; r++)
{
float y = topLeft.y - accumulatedY - rowHeights[r];
Vector3 start = new Vector3(topLeft.x, y, topLeft.z);
Vector3 end = new Vector3(topLeft.x + Mathf.Min(totalWidth, 500f), y, topLeft.z);
Handles.DrawLine(start, end);
accumulatedY += rowHeights[r];
}
// 绘制列分割线
float accumulatedX = 0f;
for (int c = 0; c < colWidths.Length && accumulatedX < totalWidth; c++)
{
float x = topLeft.x + accumulatedX + colWidths[c];
Vector3 start = new Vector3(x, topLeft.y, topLeft.z);
Vector3 end = new Vector3(x, topLeft.y - Mathf.Min(totalHeight, 500f), topLeft.z);
Handles.DrawLine(start, end);
accumulatedX += colWidths[c];
}
}
/// <summary>绘制单元格坐标提示</summary>
private static void DrawCellInfo(XericUIActionTable table, RectTransform rect, SceneView sceneView)
{
int selRow = table.SelectedRow;
int selCol = table.SelectedCol;
if (selRow < 0 || selCol < 0) return;
float[] rowHeights = table.RowHeights;
float[] colWidths = table.ColWidths;
if (rowHeights == null || colWidths == null) return;
// 计算选中单元格的世界位置
float cellX = 0f;
for (int c = 0; c < selCol && c < colWidths.Length; c++)
cellX += colWidths[c];
float cellY = 0f;
for (int r = 0; r < selRow && r < rowHeights.Length; r++)
cellY += rowHeights[r];
Vector3[] corners = new Vector3[4];
rect.GetWorldCorners(corners);
Vector3 topLeft = corners[1];
Vector3 cellCenter = new Vector3(
topLeft.x + cellX + (selCol < colWidths.Length ? colWidths[selCol] * 0.5f : 0),
topLeft.y - cellY - (selRow < rowHeights.Length ? rowHeights[selRow] * 0.5f : 0),
topLeft.z);
// 绘制选中高亮框
Handles.color = new Color(0.2f, 0.6f, 1f, 0.5f);
float cellW = selCol < colWidths.Length ? colWidths[selCol] : 50f;
float cellH = selRow < rowHeights.Length ? rowHeights[selRow] : 30f;
Vector3 cellTL = new Vector3(cellCenter.x - cellW * 0.5f, cellCenter.y + cellH * 0.5f, cellCenter.z);
Vector3 cellTR = new Vector3(cellCenter.x + cellW * 0.5f, cellCenter.y + cellH * 0.5f, cellCenter.z);
Vector3 cellBR = new Vector3(cellCenter.x + cellW * 0.5f, cellCenter.y - cellH * 0.5f, cellCenter.z);
Vector3 cellBL = new Vector3(cellCenter.x - cellW * 0.5f, cellCenter.y - cellH * 0.5f, cellCenter.z);
Handles.DrawSolidRectangleWithOutline(
new Vector3[] { cellTL, cellTR, cellBR, cellBL },
new Color(0.2f, 0.6f, 1f, 0.2f),
new Color(0.2f, 0.6f, 1f, 0.8f));
// 显示单元格坐标标签
Handles.Label(cellCenter + Vector3.up * 10f,
$"({selRow}, {selCol})",
new GUIStyle(EditorStyles.label)
{
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold
});
// 工具栏按钮(在 Scene View 顶部绘制)
Handles.BeginGUI();
GUILayout.BeginArea(new Rect(10, 10, 200, 80));
GUILayout.BeginVertical("表格编辑工具", GUI.skin.window);
if (GUILayout.Button("合并选区"))
{
Debug.Log($"[XTable] 合并起始于 ({selRow}, {selCol})");
}
if (GUILayout.Button("取消合并"))
{
Debug.Log($"[XTable] 取消合并 ({selRow}, {selCol})");
}
GUILayout.EndVertical();
GUILayout.EndArea();
Handles.EndGUI();
}
}
}
#endif
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using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using XericUI.XTable.Rendering.Component;
namespace XericUIEditor.XTable
{
/// <summary>
/// XericUIActionTable 的 Inspector 编辑器——
/// 折叠分组:[样式设定] [尺寸设定] [编辑测试] [数据浏览]。
/// 使用 EditorGUILayout.Foldout 避免与数组 PropertyField 内部的折叠冲突。
/// </summary>
[CustomEditor(typeof(XericUIActionTable))]
public class XericUIActionTableEditor : Editor
{
private XericUIActionTable m_Table;
private SerializedProperty m_RowHeightsProp;
private SerializedProperty m_ColWidthsProp;
private SerializedProperty m_DefaultStyleNsProp;
private SerializedProperty m_ScrollRectProp;
// 折叠状态
private static bool s_StyleFoldout = true;
private static bool s_SizeFoldout = true;
private static bool s_EditTestFoldout;
private static bool s_DataBrowseFoldout;
// 编辑测试参数
private int m_BatchRowCount = 10;
private int m_BatchColCount = 10;
private float m_BatchCellHeight = 40f;
private float m_BatchCellWidth = 100f;
private int m_MergeStartRow;
private int m_MergeStartCol;
private int m_MergeRowSpan = 2;
private int m_MergeColSpan = 2;
private int m_EditRow;
private int m_EditCol;
private string m_EditText = "";
private void OnEnable()
{
m_Table = (XericUIActionTable)target;
m_RowHeightsProp = serializedObject.FindProperty("m_RowHeights");
m_ColWidthsProp = serializedObject.FindProperty("m_ColWidths");
m_DefaultStyleNsProp = serializedObject.FindProperty("m_DefaultStyleNamespace");
m_ScrollRectProp = serializedObject.FindProperty("m_ScrollRect");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
// ===== 样式设定 =====
s_StyleFoldout = EditorGUILayout.Foldout(s_StyleFoldout, "样式设定", true);
if (s_StyleFoldout)
{
EditorGUI.indentLevel++;
if (m_DefaultStyleNsProp != null)
EditorGUILayout.PropertyField(m_DefaultStyleNsProp, new GUIContent("默认命名空间"));
if (m_ScrollRectProp != null)
EditorGUILayout.PropertyField(m_ScrollRectProp, new GUIContent("ScrollRect"));
EditorGUI.indentLevel--;
}
// ===== 尺寸设定 =====
EditorGUILayout.Space(4);
s_SizeFoldout = EditorGUILayout.Foldout(s_SizeFoldout, "尺寸设定", true);
if (s_SizeFoldout)
{
EditorGUI.indentLevel++;
if (m_RowHeightsProp != null)
EditorGUILayout.PropertyField(m_RowHeightsProp, new GUIContent("行高"), true);
if (m_ColWidthsProp != null)
EditorGUILayout.PropertyField(m_ColWidthsProp, new GUIContent("列宽"), true);
EditorGUI.indentLevel--;
}
// ===== 编辑测试 =====
EditorGUILayout.Space(4);
s_EditTestFoldout = EditorGUILayout.Foldout(s_EditTestFoldout, "编辑测试", true);
if (s_EditTestFoldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.LabelField("批量生成尺寸", EditorStyles.miniBoldLabel);
m_BatchRowCount = EditorGUILayout.IntField("行数", m_BatchRowCount);
m_BatchColCount = EditorGUILayout.IntField("列数", m_BatchColCount);
m_BatchCellHeight = EditorGUILayout.FloatField("单元格高度", m_BatchCellHeight);
m_BatchCellWidth = EditorGUILayout.FloatField("单元格宽度", m_BatchCellWidth);
if (GUILayout.Button("应用批量尺寸", GUILayout.Height(22)))
ApplyBatchRowColSizes();
EditorGUILayout.Space(6);
EditorGUILayout.LabelField("合并单元格", EditorStyles.miniBoldLabel);
m_MergeStartRow = EditorGUILayout.IntField("起始行", m_MergeStartRow);
m_MergeStartCol = EditorGUILayout.IntField("起始列", m_MergeStartCol);
m_MergeRowSpan = EditorGUILayout.IntField("行跨度", m_MergeRowSpan);
m_MergeColSpan = EditorGUILayout.IntField("列跨度", m_MergeColSpan);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("合并", GUILayout.Height(22)))
EditorApplication.delayCall += () => m_Table.MergeCells(m_MergeStartRow, m_MergeStartCol, m_MergeRowSpan, m_MergeColSpan);
if (GUILayout.Button("取消合并", GUILayout.Height(22)))
EditorApplication.delayCall += () => m_Table.UnmergeCells(m_MergeStartRow, m_MergeStartCol);
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(6);
EditorGUILayout.LabelField("单元格编辑", EditorStyles.miniBoldLabel);
m_EditRow = EditorGUILayout.IntField("行", m_EditRow);
m_EditCol = EditorGUILayout.IntField("列", m_EditCol);
var existing = m_Table.GetCellData(m_EditRow, m_EditCol);
if (existing != null && !string.IsNullOrEmpty(existing.Text) && string.IsNullOrEmpty(m_EditText))
m_EditText = existing.Text;
m_EditText = EditorGUILayout.TextField("文本内容", m_EditText);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("应用文本", GUILayout.Height(22)))
EditorApplication.delayCall += () => m_Table.SetCellText(m_EditRow, m_EditCol, m_EditText);
if (GUILayout.Button("选中此格", GUILayout.Height(22)))
EditorApplication.delayCall += () => m_Table.SelectCell(m_EditRow, m_EditCol);
if (GUILayout.Button("清除选中", GUILayout.Height(22)))
EditorApplication.delayCall += () => m_Table.ClearSelection();
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
}
// ===== 数据浏览 =====
EditorGUILayout.Space(4);
s_DataBrowseFoldout = EditorGUILayout.Foldout(s_DataBrowseFoldout, "数据浏览", true);
if (s_DataBrowseFoldout)
{
EditorGUI.indentLevel++;
if (m_Table.TableData != null)
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.IntField("块数量", m_Table.TableData.BlockCount);
EditorGUILayout.TextField("块尺寸",
$"{m_Table.TableData.BlockSizeX} × {m_Table.TableData.BlockSizeY}");
EditorGUILayout.TextField("选中单元格",
m_Table.SelectedRow >= 0 ? $"({m_Table.SelectedRow}, {m_Table.SelectedCol})" : "(未选中)");
EditorGUI.EndDisabledGroup();
}
else
{
EditorGUILayout.HelpBox("TableData 为空——Awake() 执行后会自动创建默认实例。", MessageType.Info);
}
EditorGUILayout.Space(4);
if (GUILayout.Button("手动刷新视图", GUILayout.Height(22)))
EditorApplication.delayCall += () => m_Table.RefreshView();
EditorGUI.indentLevel--;
}
serializedObject.ApplyModifiedProperties();
}
private void ApplyBatchRowColSizes()
{
serializedObject.Update();
if (m_RowHeightsProp != null)
{
m_RowHeightsProp.arraySize = m_BatchRowCount;
for (int i = 0; i < m_BatchRowCount; i++)
m_RowHeightsProp.GetArrayElementAtIndex(i).floatValue = m_BatchCellHeight;
}
if (m_ColWidthsProp != null)
{
m_ColWidthsProp.arraySize = m_BatchColCount;
for (int i = 0; i < m_BatchColCount; i++)
m_ColWidthsProp.GetArrayElementAtIndex(i).floatValue = m_BatchCellWidth;
}
serializedObject.ApplyModifiedProperties();
}
#region Hierarchy 创建菜单
[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));
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)
GameObject viewportGo = new GameObject("Viewport",
typeof(RectTransform), typeof(Image), typeof(Mask));
viewportGo.GetComponent<Image>().color = new Color(1, 1, 1, 0.01f);
RectTransform vpRt = viewportGo.GetComponent<RectTransform>();
vpRt.anchorMin = Vector2.zero;
vpRt.anchorMax = Vector2.one;
vpRt.sizeDelta = Vector2.zero;
contentRt.SetParent(vpRt, false);
// 3. 创建水平滚动条
GameObject hScrollbarGo = new GameObject("Scrollbar Horizontal",
typeof(RectTransform), typeof(Scrollbar), typeof(Image));
RectTransform hBarRt = hScrollbarGo.GetComponent<RectTransform>();
hBarRt.anchorMin = new Vector2(0, 0);
hBarRt.anchorMax = new Vector2(1, 0);
hBarRt.pivot = new Vector2(0.5f, 0);
hBarRt.anchoredPosition = new Vector2(0, 4);
hBarRt.sizeDelta = new Vector2(-16, 20);
Image hBarImg = hScrollbarGo.GetComponent<Image>();
hBarImg.color = new Color(0.15f, 0.15f, 0.15f, 0.5f);
Scrollbar hBar = hScrollbarGo.GetComponent<Scrollbar>();
hBar.direction = Scrollbar.Direction.LeftToRight;
GameObject hSlidingGo = new GameObject("Sliding Area",
typeof(RectTransform));
hSlidingGo.transform.SetParent(hScrollbarGo.transform, false);
RectTransform hSlidingRt = hSlidingGo.GetComponent<RectTransform>();
hSlidingRt.anchorMin = Vector2.zero;
hSlidingRt.anchorMax = Vector2.one;
hSlidingRt.sizeDelta = new Vector2(-20, -20);
GameObject hHandleGo = new GameObject("Handle",
typeof(RectTransform), typeof(Image));
hHandleGo.transform.SetParent(hSlidingGo.transform, false);
RectTransform hHandleRt = hHandleGo.GetComponent<RectTransform>();
hHandleRt.anchorMin = Vector2.zero;
hHandleRt.anchorMax = Vector2.one;
hHandleRt.sizeDelta = new Vector2(-20, -20);
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
GameObject vScrollbarGo = new GameObject("Scrollbar Vertical",
typeof(RectTransform), typeof(Scrollbar), typeof(Image));
RectTransform vBarRt = vScrollbarGo.GetComponent<RectTransform>();
vBarRt.anchorMin = new Vector2(1, 0);
vBarRt.anchorMax = new Vector2(1, 1);
vBarRt.pivot = new Vector2(1, 0.5f);
vBarRt.anchoredPosition = new Vector2(-4, 0);
vBarRt.sizeDelta = new Vector2(20, -16);
Image vBarImg = vScrollbarGo.GetComponent<Image>();
vBarImg.color = new Color(0.15f, 0.15f, 0.15f, 0.5f);
Scrollbar vBar = vScrollbarGo.GetComponent<Scrollbar>();
vBar.direction = Scrollbar.Direction.BottomToTop;
GameObject vSlidingGo = new GameObject("Sliding Area",
typeof(RectTransform));
vSlidingGo.transform.SetParent(vScrollbarGo.transform, false);
RectTransform vSlidingRt = vSlidingGo.GetComponent<RectTransform>();
vSlidingRt.anchorMin = Vector2.zero;
vSlidingRt.anchorMax = Vector2.one;
vSlidingRt.sizeDelta = new Vector2(-20, -20);
GameObject vHandleGo = new GameObject("Handle",
typeof(RectTransform), typeof(Image));
vHandleGo.transform.SetParent(vSlidingGo.transform, false);
RectTransform vHandleRt = vHandleGo.GetComponent<RectTransform>();
vHandleRt.anchorMin = Vector2.zero;
vHandleRt.anchorMax = Vector2.one;
vHandleRt.sizeDelta = new Vector2(-20, -20);
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>();
scrollRect.content = contentRt;
scrollRect.viewport = vpRt;
scrollRect.horizontalScrollbar = hBar;
scrollRect.verticalScrollbar = vBar;
scrollRect.horizontalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHide;
scrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHide;
scrollRect.movementType = ScrollRect.MovementType.Clamped;
// 组装层级
vpRt.SetParent(scrollRt, false);
hScrollbarGo.transform.SetParent(scrollRt, false);
vScrollbarGo.transform.SetParent(scrollRt, false);
// 绑定 ScrollRect 到表格(通过 SerializedObject 正确回写)
using (SerializedObject so = new SerializedObject(table))
{
SerializedProperty prop = so.FindProperty("m_ScrollRect");
if (prop != null)
{
prop.objectReferenceValue = scrollRect;
so.ApplyModifiedProperties();
}
}
// 挂载到 Canvas
GameObject parent = GetOrCreateCanvas();
scrollRt.SetParent(parent.transform, false);
Undo.RegisterCreatedObjectUndo(scrollGo, "Create Xeric UI Action Table");
Selection.activeGameObject = scrollGo;
}
private static GameObject GetOrCreateCanvas()
{
Canvas canvas = Object.FindObjectOfType<Canvas>();
if (canvas != null && canvas.isRootCanvas)
return canvas.gameObject;
GameObject canvasGo = new GameObject("Canvas",
typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
canvasGo.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
return canvasGo;
}
#endregion
}
}
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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using UnityEditor;
using UnityEngine;
using XericUI.XTable.Rendering.Component;
namespace XericUIEditor.XTable
{
/// <summary>
/// Scene View 表格编辑覆盖层——
/// 左侧行索引、顶部列索引、底部输入框。
/// 点击行列交叉区域选中单元格,底部输入框编辑文本。
/// 不创建任何场景对象,通过 Handles.BeginGUI/EndGUI 绘制。
/// </summary>
[InitializeOnLoad]
public static class XericUIActionTableSceneEditor
{
private static bool s_Enabled;
private const string ENABLED_KEY = "XericUI_TableSceneEditor_Enabled";
private static string s_EditText = "";
private static readonly Color s_LabelBg = new Color(0.12f, 0.12f, 0.18f, 0.9f);
private static readonly Color s_SelectedLabel = new Color(0.2f, 0.5f, 0.9f, 0.6f);
private static readonly Color s_LabelText = new Color(0.75f, 0.75f, 0.8f);
private static readonly Color s_InputBg = new Color(0.08f, 0.08f, 0.14f, 0.92f);
private const float ROW_H = 22f;
private const float COL_W = 36f;
private const float MARGIN = 3f;
static XericUIActionTableSceneEditor()
{
s_Enabled = EditorPrefs.GetBool(ENABLED_KEY, true);
SceneView.duringSceneGui += OnSceneGUI;
}
[MenuItem("Xeric UI/表格编辑器覆盖层", false, 200)]
private static void ToggleEnabled()
{
s_Enabled = !s_Enabled;
EditorPrefs.SetBool(ENABLED_KEY, s_Enabled);
Menu.SetChecked("Xeric UI/表格编辑器覆盖层", s_Enabled);
SceneView.RepaintAll();
}
[MenuItem("Xeric UI/表格编辑器覆盖层", true)]
private static bool ToggleEnabledValidate()
{
Menu.SetChecked("Xeric UI/表格编辑器覆盖层", s_Enabled);
return true;
}
private static void OnSceneGUI(SceneView sceneView)
{
if (!s_Enabled) return;
GameObject sel = Selection.activeGameObject;
if (sel == null) return;
// 不管选了表格祖上还是子孙,都能找到组件
XericUIActionTable table = sel.GetComponentInChildren<XericUIActionTable>();
if (table == null)
table = sel.GetComponentInParent<XericUIActionTable>();
if (table == null || !table.isActiveAndEnabled) return;
#if UNITY_EDITOR
Canvas.ForceUpdateCanvases();
#endif
RectTransform tableRt = table.GetComponent<RectTransform>();
float[] rh = table.RowHeights;
float[] cw = table.ColWidths;
if (rh == null || cw == null || rh.Length == 0 || cw.Length == 0) return;
// GetWorldCorners 返回世界坐标,topleft = corners[1]
Vector3[] corners = new Vector3[4];
tableRt.GetWorldCorners(corners);
Camera svCam = sceneView.camera;
Rect camRect = svCam.pixelRect;
// 对 ScreenSpaceOverlay Canvas,世界坐标即屏幕像素坐标
// 需要映射到 SceneView 本地 GUI 坐标
Vector2 guiTL = ScreenToSceneViewGUI(corners[1], camRect);
Vector2 guiBR = ScreenToSceneViewGUI(corners[3], camRect);
float tableW = guiBR.x - guiTL.x;
float tableH = guiBR.y - guiTL.y;
if (tableW <= 0 || tableH <= 0) return;
float totalW = 0, totalH = 0;
foreach (float w in cw) totalW += w;
foreach (float h in rh) totalH += h;
if (totalW <= 0 || totalH <= 0) return;
float xScale = tableW / totalW;
float yScale = tableH / totalH;
// 表格区域(GUI 坐标,Y 向下)
Rect tableRect = new Rect(guiTL.x, guiTL.y, tableW, tableH);
Handles.BeginGUI();
DrawRowLabels(rh, tableRect, xScale, yScale, table);
DrawColumnLabels(cw, tableRect, xScale, yScale, table);
DrawGridLines(rh, cw, tableRect, xScale, yScale);
DrawSelectionHighlight(rh, cw, tableRect, xScale, yScale, table);
DrawInputBar(table, tableRect.x, tableRect.y + tableRect.height + MARGIN);
HandleInput(table, rh, cw, tableRect, xScale, yScale);
Handles.EndGUI();
}
/// <summary>屏幕坐标转 SceneView 本地 GUI 坐标</summary>
private static Vector2 ScreenToSceneViewGUI(Vector2 screenPos, Rect camPixelRect)
{
return new Vector2(
screenPos.x - camPixelRect.x,
camPixelRect.yMax - screenPos.y
);
}
#region 行标签
private static void DrawRowLabels(float[] rh, Rect tableRect,
float xScale, float yScale, XericUIActionTable table)
{
var style = new GUIStyle(GUI.skin.label)
{
fontSize = 10,
normal = { textColor = s_LabelText },
alignment = TextAnchor.MiddleCenter
};
float y = tableRect.y;
for (int r = 0; r < rh.Length; r++)
{
float cellH = rh[r] * yScale;
if (cellH < 2) { y += cellH; continue; }
Rect labelRect = new Rect(
tableRect.x - COL_W - MARGIN,
y,
COL_W,
cellH);
bool isSelected = (table.SelectedRow == r);
EditorGUI.DrawRect(labelRect, isSelected ? s_SelectedLabel : s_LabelBg);
GUI.Label(labelRect, $"{r}", style);
if (Event.current.type == EventType.MouseDown &&
Event.current.button == 0 &&
labelRect.Contains(Event.current.mousePosition))
{
int col = table.SelectedCol;
if (col < 0) col = 0;
table.SelectCell(r, col);
table.RefreshView();
UpdateEditText(table, r, col);
Event.current.Use();
SceneView.RepaintAll();
}
y += cellH;
}
}
#endregion
#region 列标签
private static void DrawColumnLabels(float[] cw, Rect tableRect,
float xScale, float yScale, XericUIActionTable table)
{
var style = new GUIStyle(GUI.skin.label)
{
fontSize = 10,
normal = { textColor = s_LabelText },
alignment = TextAnchor.MiddleCenter
};
float x = tableRect.x;
for (int c = 0; c < cw.Length; c++)
{
float cellW = cw[c] * xScale;
if (cellW < 2) { x += cellW; continue; }
Rect labelRect = new Rect(
x,
tableRect.y - ROW_H - MARGIN,
cellW,
ROW_H);
bool isSelected = (table.SelectedCol == c);
EditorGUI.DrawRect(labelRect, isSelected ? s_SelectedLabel : s_LabelBg);
string text = cellW > 40 ? $"列{c}" : (cellW > 18 ? $"{c}" : "");
GUI.Label(labelRect, text, style);
if (Event.current.type == EventType.MouseDown &&
Event.current.button == 0 &&
labelRect.Contains(Event.current.mousePosition))
{
int row = table.SelectedRow;
if (row < 0) row = 0;
table.SelectCell(row, c);
table.RefreshView();
UpdateEditText(table, row, c);
Event.current.Use();
SceneView.RepaintAll();
}
x += cellW;
}
}
#endregion
#region 网格线
private static void DrawGridLines(float[] rh, float[] cw, Rect tr,
float xScale, float yScale)
{
Color lineColor = new Color(0.5f, 0.5f, 0.55f, 0.18f);
float y = tr.y;
for (int r = 0; r < rh.Length; r++)
{
y += rh[r] * yScale;
EditorGUI.DrawRect(new Rect(tr.x, y, tr.width, 1), lineColor);
}
float x = tr.x;
for (int c = 0; c < cw.Length; c++)
{
x += cw[c] * xScale;
EditorGUI.DrawRect(new Rect(x, tr.y, 1, tr.height), lineColor);
}
}
#endregion
#region 选中高亮
private static void DrawSelectionHighlight(float[] rh, float[] cw, Rect tr,
float xScale, float yScale, XericUIActionTable table)
{
int sr = table.SelectedRow;
int sc = table.SelectedCol;
if (sr < 0 || sc < 0 || sr >= rh.Length || sc >= cw.Length) return;
float sx = tr.x;
for (int c = 0; c < sc; c++) sx += cw[c] * xScale;
float sy = tr.y;
for (int r = 0; r < sr; r++) sy += rh[r] * yScale;
float sw = cw[sc] * xScale;
float sh = rh[sr] * yScale;
EditorGUI.DrawRect(new Rect(sx + 1, sy + 1, sw - 2, sh - 2),
new Color(0.18f, 0.45f, 0.85f, 0.25f));
}
#endregion
#region 底部输入框
private static void DrawInputBar(XericUIActionTable table, float x, float y)
{
Rect barRect = new Rect(x, y, 400, 24);
EditorGUI.DrawRect(barRect, s_InputBg);
if (table.SelectedRow >= 0 && table.SelectedCol >= 0)
{
var labelStyle = new GUIStyle(GUI.skin.label)
{
fontSize = 11,
normal = { textColor = s_LabelText },
alignment = TextAnchor.MiddleCenter
};
GUI.Label(new Rect(barRect.x + 4, barRect.y, 50, barRect.height),
$"({table.SelectedRow},{table.SelectedCol})", labelStyle);
var inputStyle = new GUIStyle(GUI.skin.textField)
{
fontSize = 12,
margin = new RectOffset(2, 2, 2, 2)
};
Rect inputRect = new Rect(barRect.x + 56, barRect.y + 2, 180, barRect.height - 4);
s_EditText = GUI.TextField(inputRect, s_EditText, inputStyle);
var btnStyle = new GUIStyle(GUI.skin.button)
{
fontSize = 11,
margin = new RectOffset(2, 2, 2, 2),
padding = new RectOffset(4, 4, 2, 2)
};
if (GUI.Button(new Rect(barRect.x + 242, barRect.y + 2, 50, barRect.height - 4),
"应用", btnStyle))
{
ApplyEdit(table);
}
}
else
{
var hintStyle = new GUIStyle(GUI.skin.label)
{
fontSize = 10,
normal = { textColor = new Color(0.5f, 0.5f, 0.5f) },
alignment = TextAnchor.MiddleCenter
};
GUI.Label(barRect, "点击左侧行号或上方列号选中单元格", hintStyle);
}
}
private static void ApplyEdit(XericUIActionTable table)
{
if (table.SelectedRow < 0 || table.SelectedCol < 0) return;
table.SetCellText(table.SelectedRow, table.SelectedCol, s_EditText);
table.RefreshView();
SceneView.RepaintAll();
}
private static void UpdateEditText(XericUIActionTable table, int row, int col)
{
var data = table.GetCellData(row, col);
s_EditText = data != null ? data.Text ?? "" : "";
}
#endregion
#region 表格区域点击
private static void HandleInput(XericUIActionTable table,
float[] rh, float[] cw, Rect tr,
float xScale, float yScale)
{
Event e = Event.current;
if (e.type != EventType.MouseDown || e.button != 0) return;
if (!tr.Contains(e.mousePosition)) return;
float rx = (e.mousePosition.x - tr.x) / xScale;
float ry = (e.mousePosition.y - tr.y) / yScale;
int col = IndexFromCoord(rx, cw);
int row = IndexFromCoord(ry, rh);
if (row < 0 || col < 0) return;
table.SelectCell(row, col);
table.RefreshView();
UpdateEditText(table, row, col);
e.Use();
SceneView.RepaintAll();
}
#endregion
private static int IndexFromCoord(float coord, float[] sizes)
{
float acc = 0;
for (int i = 0; i < sizes.Length; i++)
{
if (coord >= acc && coord < acc + sizes[i]) return i;
acc += sizes[i];
}
return -1;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e04322ddc12583c4187e283c0752bcf6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f4969d4a2ba6af0409896898d9854d05
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,12 @@
// ==================================================
// Xeric Style Sheet (XSSS) - 超级干燥样式表 - 默认样式
// ==================================================
namespace: default
/button/TargetGraphic/ColorTint:UnityEngine.UI.ColorBlock/ {
.NormalColor = (1,1,1,1)
.HighlightedColor = (0.96,0.96,0.96,1)
.PressedColor = (0.78,0.78,0.78,1)
.DisabledColor = (0.78,0.78,0.78,0.5)
}
@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: f5b4cf6e97fa28b429cbb9088690bfc8
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 1693830282, guid: 65aae7f37e34be6409e0966d54c89b6d, type: 3}
@@ -0,0 +1,24 @@
namespace XericUI.Core.StyleSheetUI
{
/// <summary>
/// UI 交互状态枚举——仿 Selectable.SelectionState(protected 无法外部引用)。
/// 使用时通过 (StyleSheetSelectionState)(int)selectableState 转换。
/// </summary>
public enum StyleSheetSelectionState
{
/// <summary>正常状态</summary>
Normal,
/// <summary>高亮(鼠标悬停)状态</summary>
Highlighted,
/// <summary>按下状态</summary>
Pressed,
/// <summary>选中状态</summary>
Selected,
/// <summary>禁用状态</summary>
Disabled,
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c0ffbcf7800c40b45b11f9e9fdd88a97
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,116 @@
using System;
using UnityEngine;
using XericLibrary.Runtime.SuperStyleSheet;
namespace XericUI.Core.StyleSheetUI
{
/// <summary>
/// 样式表驱动的 UI 交互状态块——仿 ColorBlock 设计。
/// 集中管理 Normal/Highlighted/Pressed/Selected/Disabled 五种状态的 StyleField。
/// 职责单一:仅保存一组样式属性(如仅颜色、或仅纹理)。
/// 在组件上声明多个实例分别实现颜色切换和纹理切换。
/// </summary>
[Serializable]
public class StyleSheetState
{
#region 序列化字段
[Header("五态样式路径")]
[SerializeField]
[Tooltip("正常状态")]
private StyleField m_Normal = new StyleField();
[SerializeField]
[Tooltip("高亮状态")]
private StyleField m_Highlighted = new StyleField();
[SerializeField]
[Tooltip("按下状态")]
private StyleField m_Pressed = new StyleField();
[SerializeField]
[Tooltip("选中状态")]
private StyleField m_Selected = new StyleField();
[SerializeField]
[Tooltip("禁用状态")]
private StyleField m_Disabled = new StyleField();
[Header("过渡")]
[SerializeField]
[Range(0.001f, 1f)]
[Tooltip("渐变持续时间")]
private float m_FadeDuration = 0.1f;
#endregion
#region 公开属性
public StyleField Normal => m_Normal;
public StyleField Highlighted => m_Highlighted;
public StyleField Pressed => m_Pressed;
public StyleField Selected => m_Selected;
public StyleField Disabled => m_Disabled;
public float FadeDuration
{
get => m_FadeDuration;
set => m_FadeDuration = value;
}
/// <summary>所有 StyleField</summary>
public StyleField[] AllFields => new[]
{
m_Normal, m_Highlighted, m_Pressed, m_Selected, m_Disabled
};
/// <summary>默认实例</summary>
public static StyleSheetState Default => new StyleSheetState();
#endregion
#region 查找
/// <summary>根据交互状态获取对应的 StyleField</summary>
public StyleField GetForState(StyleSheetSelectionState state)
{
switch (state)
{
case StyleSheetSelectionState.Normal: return m_Normal;
case StyleSheetSelectionState.Highlighted: return m_Highlighted;
case StyleSheetSelectionState.Pressed: return m_Pressed;
case StyleSheetSelectionState.Selected: return m_Selected;
case StyleSheetSelectionState.Disabled: return m_Disabled;
default: return m_Normal;
}
}
#endregion
#region 注册 / 注销
public void RegisterAll()
{
foreach (var f in AllFields) f?.Register();
}
public void UnregisterAll()
{
foreach (var f in AllFields) f?.Unregister();
}
public void SubscribeAll(Action<StyleValue> callback)
{
foreach (var f in AllFields) { if (f != null) f.OnValueChanged += callback; }
}
public void UnsubscribeAll(Action<StyleValue> callback)
{
foreach (var f in AllFields) { if (f != null) f.OnValueChanged -= callback; }
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3f8a47a476054d142a8987d093216e74
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+3 -1
View File
@@ -4,7 +4,9 @@
"references": [
"UnityEngine.UI",
"Unity.TextMeshPro",
"Lrss3.Deconstruction"
"Lrss3.Deconstruction",
"Unity.Burst",
"Unity.Collections"
],
"includePlatforms": [],
"excludePlatforms": [],
+5 -5
View File
@@ -1,4 +1,4 @@
using TMPro;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using XericUI.Helper;
@@ -168,11 +168,11 @@ namespace XericUI.OverrideUI
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Button/Replace To XericButton", true)]
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Xeric Button", true)]
private static bool ValidateReplaceToXeric(UnityEditor.MenuCommand command)
=> command.context is Button and not XericButton;
[UnityEditor.MenuItem("CONTEXT/Button/Replace To XericButton", false, 10)]
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Xeric Button", false, 10)]
private static void ReplaceToXeric(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<Button, XericButton,
(Graphic targetGraphic, ButtonClickedEvent onClick)>(
@@ -184,11 +184,11 @@ namespace XericUI.OverrideUI
t.onClick = d.onClick;
});
[UnityEditor.MenuItem("CONTEXT/Button/Replace To Button", true)]
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Unity Button", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericButton;
[UnityEditor.MenuItem("CONTEXT/Button/Replace To Button", false, 10)]
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Unity Button", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericButton, Button,
(Graphic targetGraphic, ButtonClickedEvent onClick)>(
+5 -5
View File
@@ -1,4 +1,4 @@
using System;
using System;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
@@ -27,11 +27,11 @@ namespace XericUI.OverrideUI
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Image/Replace To XericImage", true)]
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Xeric Image", true)]
private static bool ValidateReplaceToXeric(UnityEditor.MenuCommand command)
=> command.context is Image and not XericImage;
[UnityEditor.MenuItem("CONTEXT/Image/Replace To XericImage", false, 10)]
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Xeric Image", false, 10)]
private static void ReplaceToXeric(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<Image, XericImage, Sprite>(
o =>
@@ -41,11 +41,11 @@ namespace XericUI.OverrideUI
t.sprite = d;
});
[UnityEditor.MenuItem("CONTEXT/Image/Replace To Image", true)]
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Unity Image", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericImage;
[UnityEditor.MenuItem("CONTEXT/Image/Replace To Image", false, 10)]
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Unity Image", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericImage, Image, Sprite>(
o =>
+172
View File
@@ -0,0 +1,172 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using XericLibrary.Runtime.SuperStyleSheet;
using XericUI.Core.StyleSheetUI;
using XericUI.Helper;
namespace XericUI.OverrideUI
{
/// <summary>
/// 基于 SuperStyleSheet 的按钮组件。
/// 通过两个独立的 StyleSheetState 实例分别管理颜色和纹理的五态样式切换,
/// 替代 Unity 内置的 ColorBlock 和 SpriteState。
/// </summary>
[AddComponentMenu("Xeric UI Vessel/UI/Style Button", 51)]
public class XericStyleButton : Button
{
#region 序列化字段
[Header("样式表状态")]
[SerializeField]
[Tooltip("五态颜色样式块")]
private StyleSheetState m_ColorState = StyleSheetState.Default;
[SerializeField]
[Tooltip("五态纹理样式块")]
private StyleSheetState m_TextureState = StyleSheetState.Default;
[SerializeField]
[Tooltip("启用样式表驱动过渡(关闭则回退为 Unity ColorBlock)")]
private bool m_EnableStyleTransition = true;
#endregion
#region 运行时
[System.NonSerialized] private StyleSheetSelectionState m_CurrentState = StyleSheetSelectionState.Normal;
[System.NonSerialized] private Graphic m_TargetGraphic;
[System.NonSerialized] private Image m_TargetImage;
#endregion
#region 生命周期
protected override void Awake()
{
base.Awake();
m_TargetGraphic = targetGraphic;
m_TargetImage = m_TargetGraphic as Image;
}
protected override void OnEnable()
{
base.OnEnable();
m_ColorState?.RegisterAll();
m_TextureState?.RegisterAll();
m_ColorState?.SubscribeAll(OnStyleChanged);
m_TextureState?.SubscribeAll(OnStyleChanged);
ApplyForState(m_CurrentState);
}
protected override void OnDisable()
{
m_ColorState?.UnsubscribeAll(OnStyleChanged);
m_TextureState?.UnsubscribeAll(OnStyleChanged);
m_ColorState?.UnregisterAll();
m_TextureState?.UnregisterAll();
base.OnDisable();
}
#endregion
#region 状态过渡
protected override void DoStateTransition(SelectionState state, bool instant)
{
if (!gameObject.activeInHierarchy) return;
m_CurrentState = (StyleSheetSelectionState)(int)state;
if (m_EnableStyleTransition)
ApplyForState(m_CurrentState, instant);
else
base.DoStateTransition(state, instant);
}
#endregion
#region 样式应用
private void ApplyForState(StyleSheetSelectionState state, bool instant = false)
{
// 颜色
if (m_ColorState != null)
{
StyleField colorField = m_ColorState.GetForState(state);
if (colorField != null && m_TargetGraphic != null)
{
StyleValue val = colorField.GetValue();
if (val != null)
m_TargetGraphic.CrossFadeColor((Color)val,
instant ? 0f : m_ColorState.FadeDuration, true, true);
}
}
// 纹理
if (m_TextureState != null && m_TargetImage != null)
{
StyleField texField = m_TextureState.GetForState(state);
if (texField != null)
{
StyleValue val = texField.GetValue();
Texture2D tex = val?.GetValueAs<Texture2D>();
if (tex != null)
m_TargetImage.overrideSprite = Sprite.Create(tex,
new Rect(0, 0, tex.width, tex.height),
new Vector2(0.5f, 0.5f));
}
}
}
private void OnStyleChanged(StyleValue _)
{
if (gameObject.activeInHierarchy)
ApplyForState(m_CurrentState);
}
#endregion
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Xeric (Style)", true)]
private static bool ValidateReplaceToStyleButton(UnityEditor.MenuCommand command)
=> command.context is Button and not XericStyleButton;
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Xeric (Style)", false, 11)]
private static void ReplaceToStyleButton(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<Button, XericStyleButton,
(Graphic targetGraphic, ButtonClickedEvent onClick, Navigation navigation)>(
o => (o.targetGraphic, o.onClick, o.navigation),
(t, d) =>
{
t.targetGraphic = d.targetGraphic;
t.onClick = d.onClick;
t.navigation = d.navigation;
});
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Unity Button", true)]
private static bool ValidateReplaceStyleToUnity(UnityEditor.MenuCommand command)
=> command.context is XericStyleButton;
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Unity Button", false, 100)]
private static void ReplaceStyleToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericStyleButton, Button,
(Graphic targetGraphic, ButtonClickedEvent onClick, Navigation navigation)>(
o => (o.targetGraphic, o.onClick, o.navigation),
(t, d) =>
{
t.targetGraphic = d.targetGraphic;
t.onClick = d.onClick;
t.navigation = d.navigation;
});
#endif
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ac135f8a0c9ac114aabb20e033ab1331
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+140
View File
@@ -0,0 +1,140 @@
using UnityEngine;
using UnityEngine.UI;
using XericLibrary.Runtime.SuperStyleSheet;
using XericUI.Helper;
namespace XericUI.OverrideUI
{
/// <summary>
/// 基于 SuperStyleSheet 的图像组件。
/// 使用 StyleField 引用样式表中的颜色和纹理路径,样式变更时自动刷新。
/// </summary>
[AddComponentMenu("Xeric UI Vessel/UI/Style Image", 53)]
public class XericStyleImage : Image
{
#region 序列化字段
[Header("图像样式")]
[SerializeField]
[Tooltip("颜色样式路径")]
private StyleField m_ColorStyle = new StyleField();
[SerializeField]
[Tooltip("纹理/精灵样式路径")]
private StyleField m_TextureStyle = new StyleField();
[SerializeField]
[Tooltip("材质样式路径")]
private StyleField m_MaterialStyle = new StyleField();
[SerializeField]
[Tooltip("启用样式表自动刷新")]
private bool m_AutoRefresh = true;
#endregion
#region 运行时
[System.NonSerialized] private Sprite m_ResolvedSprite;
#endregion
#region 生命周期
protected override void OnEnable()
{
base.OnEnable();
if (!m_AutoRefresh) return;
m_ColorStyle?.Register();
m_TextureStyle?.Register();
m_MaterialStyle?.Register();
m_ColorStyle.OnValueChanged += OnStyleChanged;
m_TextureStyle.OnValueChanged += OnStyleChanged;
m_MaterialStyle.OnValueChanged += OnStyleChanged;
ApplyAllStyles();
}
protected override void OnDisable()
{
if (m_ColorStyle != null) { m_ColorStyle.OnValueChanged -= OnStyleChanged; m_ColorStyle.Unregister(); }
if (m_TextureStyle != null) { m_TextureStyle.OnValueChanged -= OnStyleChanged; m_TextureStyle.Unregister(); }
if (m_MaterialStyle != null) { m_MaterialStyle.OnValueChanged -= OnStyleChanged; m_MaterialStyle.Unregister(); }
base.OnDisable();
}
#endregion
#region 样式应用
public void ApplyAllStyles()
{
if (m_ColorStyle != null)
{
StyleValue val = m_ColorStyle.GetValue();
if (val != null) color = val;
}
if (m_TextureStyle != null)
{
StyleValue val = m_TextureStyle.GetValue();
Sprite sp = val?.GetValueAs<Sprite>();
if (sp != null) { m_ResolvedSprite = sp; sprite = sp; }
else
{
Texture2D tex = val?.GetValueAs<Texture2D>();
if (tex != null)
{
m_ResolvedSprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
sprite = m_ResolvedSprite;
}
}
}
if (m_MaterialStyle != null)
{
StyleValue val = m_MaterialStyle.GetValue();
Material mat = val?.GetValueAs<Material>();
if (mat != null) material = mat;
}
}
private void OnStyleChanged(StyleValue val)
{
if (gameObject.activeInHierarchy)
ApplyAllStyles();
}
#endregion
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Xeric (Style)", true)]
private static bool ValidateReplaceToStyleImage(UnityEditor.MenuCommand command)
=> command.context is Image and not XericStyleImage;
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Xeric (Style)", false, 11)]
private static void ReplaceToStyleImage(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<Image, XericStyleImage, Sprite>(
o => o.sprite,
(t, d) => { t.sprite = d; });
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Unity Image", true)]
private static bool ValidateReplaceStyleImageToUnity(UnityEditor.MenuCommand command)
=> command.context is XericStyleImage;
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Unity Image", false, 100)]
private static void ReplaceStyleImageToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericStyleImage, Image, Sprite>(
o => o.sprite,
(t, d) => { t.sprite = d; });
#endif
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: dff7107391ce75149acdb57d775d7d3c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+209
View File
@@ -0,0 +1,209 @@
using UnityEngine;
using UnityEngine.UI;
using XericLibrary.Runtime.SuperStyleSheet;
using XericUI.Core.StyleSheetUI;
using XericUI.Helper;
namespace XericUI.OverrideUI
{
/// <summary>
/// 基于 SuperStyleSheet 的开关组件。
/// 使用两个 StyleSheetState 实例管理五态颜色和纹理样式,
/// 额外支持 isOn 覆盖和 Checkmark 样式。
/// </summary>
[AddComponentMenu("Xeric UI Vessel/UI/Style Toggle", 52)]
public class XericStyleToggle : Toggle
{
#region 序列化字段
[Header("样式表状态")]
[SerializeField]
private StyleSheetState m_ColorState = StyleSheetState.Default;
[SerializeField]
private StyleSheetState m_TextureState = StyleSheetState.Default;
[Header("Toggle 专用")]
[SerializeField]
[Tooltip("isOn=true 时的颜色覆盖")]
private StyleField m_OnOverrideColor = new StyleField();
[SerializeField]
[Tooltip("isOn=true 时的纹理覆盖")]
private StyleField m_OnOverrideTexture = new StyleField();
[SerializeField]
[Tooltip("Checkmark 打勾标志的样式")]
private StyleField m_CheckmarkStyle = new StyleField();
[SerializeField]
[Tooltip("启用样式表驱动过渡")]
private bool m_EnableStyleTransition = true;
#endregion
#region 运行时
[System.NonSerialized] private StyleSheetSelectionState m_CurrentState = StyleSheetSelectionState.Normal;
[System.NonSerialized] private Graphic m_TargetGraphic;
[System.NonSerialized] private Image m_TargetImage;
[System.NonSerialized] private Graphic m_CheckmarkGraphic;
[System.NonSerialized] private Image m_CheckmarkImage;
#endregion
#region 生命周期
protected override void Awake()
{
base.Awake();
m_TargetGraphic = targetGraphic;
m_TargetImage = m_TargetGraphic as Image;
Transform checkmark = transform.Find("Background/Checkmark")
?? transform.Find("Checkmark");
if (checkmark != null)
{
m_CheckmarkGraphic = checkmark.GetComponent<Graphic>();
m_CheckmarkImage = checkmark.GetComponent<Image>();
}
}
protected override void OnEnable()
{
base.OnEnable();
m_ColorState?.RegisterAll();
m_TextureState?.RegisterAll();
m_ColorState?.SubscribeAll(OnStyleChanged);
m_TextureState?.SubscribeAll(OnStyleChanged);
m_OnOverrideColor?.Register();
m_OnOverrideColor.OnValueChanged += OnStyleChanged;
m_OnOverrideTexture?.Register();
m_OnOverrideTexture.OnValueChanged += OnStyleChanged;
m_CheckmarkStyle?.Register();
m_CheckmarkStyle.OnValueChanged += OnStyleChanged;
onValueChanged.AddListener(OnToggleValueChanged);
ApplyForState(m_CurrentState);
}
protected override void OnDisable()
{
onValueChanged.RemoveListener(OnToggleValueChanged);
m_ColorState?.UnsubscribeAll(OnStyleChanged);
m_TextureState?.UnsubscribeAll(OnStyleChanged);
m_ColorState?.UnregisterAll();
m_TextureState?.UnregisterAll();
if (m_OnOverrideColor != null) { m_OnOverrideColor.OnValueChanged -= OnStyleChanged; m_OnOverrideColor.Unregister(); }
if (m_OnOverrideTexture != null) { m_OnOverrideTexture.OnValueChanged -= OnStyleChanged; m_OnOverrideTexture.Unregister(); }
if (m_CheckmarkStyle != null) { m_CheckmarkStyle.OnValueChanged -= OnStyleChanged; m_CheckmarkStyle.Unregister(); }
base.OnDisable();
}
#endregion
#region 状态过渡
protected override void DoStateTransition(SelectionState state, bool instant)
{
if (!gameObject.activeInHierarchy) return;
m_CurrentState = (StyleSheetSelectionState)(int)state;
if (m_EnableStyleTransition)
ApplyForState(m_CurrentState, instant);
else
base.DoStateTransition(state, instant);
}
private void OnToggleValueChanged(bool _)
{
if (m_EnableStyleTransition)
ApplyForState(m_CurrentState);
}
#endregion
#region 样式应用
private void ApplyForState(StyleSheetSelectionState state, bool instant = false)
{
// 颜色:On 覆盖优先
StyleField colorField = isOn && m_OnOverrideColor?.GetValue() != null
? m_OnOverrideColor
: m_ColorState?.GetForState(state);
if (colorField != null && m_TargetGraphic != null)
{
StyleValue val = colorField.GetValue();
if (val != null)
{
float dur = instant ? 0f : (m_ColorState?.FadeDuration ?? 0.1f);
m_TargetGraphic.CrossFadeColor((Color)val, dur, true, true);
}
}
// 纹理:On 覆盖优先
StyleField texField = isOn && m_OnOverrideTexture?.GetValue() != null
? m_OnOverrideTexture
: m_TextureState?.GetForState(state);
if (texField != null && m_TargetImage != null)
{
StyleValue val = texField.GetValue();
Texture2D tex = val?.GetValueAs<Texture2D>();
if (tex != null)
m_TargetImage.overrideSprite = Sprite.Create(tex,
new Rect(0, 0, tex.width, tex.height),
new Vector2(0.5f, 0.5f));
}
// Checkmark
if (m_CheckmarkGraphic != null && m_CheckmarkStyle != null)
{
StyleValue val = m_CheckmarkStyle.GetValue();
if (val != null) m_CheckmarkGraphic.color = val;
}
}
private void OnStyleChanged(StyleValue _)
{
if (gameObject.activeInHierarchy)
ApplyForState(m_CurrentState);
}
#endregion
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Xeric (Style)", true)]
private static bool ValidateReplaceToStyleToggle(UnityEditor.MenuCommand command)
=> command.context is Toggle and not XericStyleToggle;
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Xeric (Style)", false, 11)]
private static void ReplaceToStyleToggle(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<Toggle, XericStyleToggle,
(Graphic graphic, ToggleGroup group, ToggleEvent onValueChanged, Navigation navigation)>(
o => (o.graphic, o.group, o.onValueChanged, o.navigation),
(t, d) => { t.graphic = d.graphic; t.group = d.group; t.onValueChanged = d.onValueChanged; t.navigation = d.navigation; });
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Unity Toggle", true)]
private static bool ValidateReplaceStyleToggleToUnity(UnityEditor.MenuCommand command)
=> command.context is XericStyleToggle;
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Unity Toggle", false, 100)]
private static void ReplaceStyleToggleToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericStyleToggle, Toggle,
(Graphic graphic, ToggleGroup group, ToggleEvent onValueChanged, Navigation navigation)>(
o => (o.graphic, o.group, o.onValueChanged, o.navigation),
(t, d) => { t.graphic = d.graphic; t.group = d.group; t.onValueChanged = d.onValueChanged; t.navigation = d.navigation; });
#endif
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f4002f96b2337614f96d13d1beeb2542
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+7 -7
View File
@@ -89,7 +89,7 @@ namespace XericUI
m_ximage = graphic.GetComponent<XericImage>();
if (m_ximage)
return m_ximage;
Debug.Log("注意替换toggle的checkmark为XericImage以支持完整的功能");
Debug.Log("ע���滻toggle��checkmarkΪXericImage��֧�������Ĺ���");
return null;
}
}
@@ -226,13 +226,13 @@ namespace XericUI
#endif
}
#region 组件替换
#region ����滻
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To XericToggle", true)]
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Xeric Toggle", true)]
private static bool ValidateReplaceToXeric(UnityEditor.MenuCommand command)
=> command.context is Toggle and not XericToggle;
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To XericToggle", false, 10)]
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Xeric Toggle", false, 10)]
private static void ReplaceToXeric(UnityEditor.MenuCommand command)
{
command.ReplaceCommandContext<Toggle, XericToggle,
@@ -245,14 +245,14 @@ namespace XericUI
t.group = d.group;
t.onValueChanged = d.onValueChanged;
});
Debug.Log("请手动替换toggle下的Checkmark Image组件为XericImage,否则Toggle工作时取消选择的状态会保持为ison状态。");
Debug.Log("���ֶ��滻toggle�µ�Checkmark Image���ΪXericImage������Toggle����ʱȡ��ѡ���״̬�ᱣ��Ϊison״̬��");
}
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To Toggle", true)]
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Unity Toggle", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericToggle;
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To Toggle", false, 10)]
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Unity Toggle", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericToggle, Toggle,
(Graphic graphic, ToggleGroup group, ToggleEvent onValueChanged)>(
+5 -5
View File
@@ -1,4 +1,4 @@
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using XericUI.Helper;
@@ -12,19 +12,19 @@ namespace XericUI.OverrideUI
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/ToggleGroup/Replace To XericToggleGroup", true)]
[UnityEditor.MenuItem("CONTEXT/ToggleGroup/Replace To/Xeric ToggleGroup", true)]
private static bool ValidateReplaceToXeric(UnityEditor.MenuCommand command)
=> command.context is ToggleGroup and not XericToggleGroup;
[UnityEditor.MenuItem("CONTEXT/ToggleGroup/Replace To XericToggleGroup", false, 10)]
[UnityEditor.MenuItem("CONTEXT/ToggleGroup/Replace To/Xeric ToggleGroup", false, 10)]
private static void ReplaceToXeric(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<ToggleGroup, XericToggleGroup>();
[UnityEditor.MenuItem("CONTEXT/ToggleGroup/Replace To ToggleGroup", true)]
[UnityEditor.MenuItem("CONTEXT/ToggleGroup/Replace To/Unity ToggleGroup", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericToggleGroup;
[UnityEditor.MenuItem("CONTEXT/ToggleGroup/Replace To ToggleGroup", false, 10)]
[UnityEditor.MenuItem("CONTEXT/ToggleGroup/Replace To/Unity ToggleGroup", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericToggleGroup, ToggleGroup>();
#endif
@@ -27,22 +27,22 @@ namespace XericUI.OverrideUI
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Button/Replace To XericUIrAttributeButton", true)]
private static bool ValidateReplaceToAttribute(UnityEditor.MenuCommand command)
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Xeric (Attribute)", true)]
private static bool ValidateReplaceToXeric(UnityEditor.MenuCommand command)
=> command.context is Button and not XericUIrAttributeButton;
[UnityEditor.MenuItem("CONTEXT/Button/Replace To XericUIrAttributeButton", false, 11)]
private static void ReplaceToAttribute(UnityEditor.MenuCommand command)
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Xeric (Attribute)", false, 12)]
private static void ReplaceToXeric(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<Button, XericUIrAttributeButton,
(Graphic targetGraphic, Button.ButtonClickedEvent onClick)>(
o => (o.targetGraphic, o.onClick),
(t, d) => { t.targetGraphic = d.targetGraphic; t.onClick = d.onClick; });
[UnityEditor.MenuItem("CONTEXT/Button/Replace To Button", true)]
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Unity Button", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericUIrAttributeButton;
[UnityEditor.MenuItem("CONTEXT/Button/Replace To Button", false, 11)]
[UnityEditor.MenuItem("CONTEXT/Button/Replace To/Unity Button", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericUIrAttributeButton, Button,
(Graphic targetGraphic, Button.ButtonClickedEvent onClick)>(
@@ -27,11 +27,11 @@ namespace XericUI.OverrideUI
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Dropdown/Replace To XericUIrAttributeDropdown", true)]
[UnityEditor.MenuItem("CONTEXT/Dropdown/Replace To/Xeric (Attribute)", true)]
private static bool ValidateReplaceToAttribute(UnityEditor.MenuCommand command)
=> command.context is Dropdown and not XericUIrAttributeDropdown;
[UnityEditor.MenuItem("CONTEXT/Dropdown/Replace To XericUIrAttributeDropdown", false, 10)]
[UnityEditor.MenuItem("CONTEXT/Dropdown/Replace To/Xeric (Attribute)", false, 10)]
private static void ReplaceToAttribute(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<Dropdown, XericUIrAttributeDropdown,
(Graphic targetGraphic, int value, List<OptionData> options, DropdownEvent onValueChanged)>(
@@ -45,11 +45,11 @@ namespace XericUI.OverrideUI
t.onValueChanged = d.onValueChanged;
});
[UnityEditor.MenuItem("CONTEXT/Dropdown/Replace To Dropdown", true)]
[UnityEditor.MenuItem("CONTEXT/Dropdown/Replace To/Unity Dropdown", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericUIrAttributeDropdown;
[UnityEditor.MenuItem("CONTEXT/Dropdown/Replace To Dropdown", false, 10)]
[UnityEditor.MenuItem("CONTEXT/Dropdown/Replace To/Unity Dropdown", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericUIrAttributeDropdown, Dropdown,
(Graphic targetGraphic, int value, List<OptionData> options, DropdownEvent onValueChanged)>(
@@ -26,11 +26,11 @@ namespace XericUI.OverrideUI
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/InputField/Replace To XericUIrAttributeInputField", true)]
[UnityEditor.MenuItem("CONTEXT/InputField/Replace To/Xeric (Attribute)", true)]
private static bool ValidateReplaceToAttribute(UnityEditor.MenuCommand command)
=> command.context is InputField and not XericUIrAttributeInputField;
[UnityEditor.MenuItem("CONTEXT/InputField/Replace To XericUIrAttributeInputField", false, 10)]
[UnityEditor.MenuItem("CONTEXT/InputField/Replace To/Xeric (Attribute)", false, 10)]
private static void ReplaceToAttribute(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<InputField, XericUIrAttributeInputField,
(Graphic targetGraphic, string text, InputField.OnChangeEvent onValueChanged, InputField.EndEditEvent onEndEdit)>(
@@ -43,11 +43,11 @@ namespace XericUI.OverrideUI
t.onEndEdit = d.onEndEdit;
});
[UnityEditor.MenuItem("CONTEXT/InputField/Replace To InputField", true)]
[UnityEditor.MenuItem("CONTEXT/InputField/Replace To/Unity InputField", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericUIrAttributeInputField;
[UnityEditor.MenuItem("CONTEXT/InputField/Replace To InputField", false, 10)]
[UnityEditor.MenuItem("CONTEXT/InputField/Replace To/Unity InputField", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericUIrAttributeInputField, InputField,
(Graphic targetGraphic, string text, InputField.OnChangeEvent onValueChanged, InputField.EndEditEvent onEndEdit)>(
@@ -26,11 +26,11 @@ namespace XericUI.OverrideUI
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Slider/Replace To XericUIrAttributeSlider", true)]
[UnityEditor.MenuItem("CONTEXT/Slider/Replace To/Xeric (Attribute)", true)]
private static bool ValidateReplaceToAttribute(UnityEditor.MenuCommand command)
=> command.context is Slider and not XericUIrAttributeSlider;
[UnityEditor.MenuItem("CONTEXT/Slider/Replace To XericUIrAttributeSlider", false, 10)]
[UnityEditor.MenuItem("CONTEXT/Slider/Replace To/Xeric (Attribute)", false, 10)]
private static void ReplaceToAttribute(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<Slider, XericUIrAttributeSlider,
(Graphic targetGraphic, float value, Slider.SliderEvent onValueChanged)>(
@@ -43,11 +43,11 @@ namespace XericUI.OverrideUI
t.onValueChanged = d.onValueChanged;
});
[UnityEditor.MenuItem("CONTEXT/Slider/Replace To Slider", true)]
[UnityEditor.MenuItem("CONTEXT/Slider/Replace To/Unity Slider", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericUIrAttributeSlider;
[UnityEditor.MenuItem("CONTEXT/Slider/Replace To Slider", false, 10)]
[UnityEditor.MenuItem("CONTEXT/Slider/Replace To/Unity Slider", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericUIrAttributeSlider, Slider,
(Graphic targetGraphic, float value, Slider.SliderEvent onValueChanged)>(
+4 -4
View File
@@ -45,21 +45,21 @@ namespace XericUI.OverrideUI
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Image/Replace To XericUIrAttributeText", true)]
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Xeric (AttributeText)", true)]
private static bool ValidateReplaceToAttribute(UnityEditor.MenuCommand command)
=> command.context is Image and not XericUIrAttributeText;
[UnityEditor.MenuItem("CONTEXT/Image/Replace To XericUIrAttributeText", false, 11)]
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Xeric (AttributeText)", false, 13)]
private static void ReplaceToAttribute(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<Image, XericUIrAttributeText, Sprite>(
o => o.sprite,
(t, d) => { t.sprite = d; });
[UnityEditor.MenuItem("CONTEXT/Image/Replace To Image", true)]
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Unity Image", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericUIrAttributeText;
[UnityEditor.MenuItem("CONTEXT/Image/Replace To Image", false, 11)]
[UnityEditor.MenuItem("CONTEXT/Image/Replace To/Unity Image", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericUIrAttributeText, Image, Sprite>(
o => o.sprite,
@@ -59,7 +59,7 @@ namespace XericUI.OverrideUI
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/TMP_InputField/Replace To XericUIrAttributeTextMeshProInputField", true)]
[UnityEditor.MenuItem("CONTEXT/TMP_InputField/Replace To/Xeric (Attribute)", true)]
private static bool ValidateReplaceToAttribute(UnityEditor.MenuCommand command)
{
#if dUI_TextMeshPro
@@ -69,7 +69,7 @@ namespace XericUI.OverrideUI
#endif
}
[UnityEditor.MenuItem("CONTEXT/TMP_InputField/Replace To XericUIrAttributeTextMeshProInputField", false, 10)]
[UnityEditor.MenuItem("CONTEXT/TMP_InputField/Replace To/Xeric (Attribute)", false, 10)]
private static void ReplaceToAttribute(UnityEditor.MenuCommand command)
{
#if dUI_TextMeshPro
@@ -79,11 +79,11 @@ namespace XericUI.OverrideUI
#endif
}
[UnityEditor.MenuItem("CONTEXT/TMP_InputField/Replace To TMP_InputField", true)]
[UnityEditor.MenuItem("CONTEXT/TMP_InputField/Replace To/Unity TMP_InputField", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericUIrAttributeTextMeshProInputField;
[UnityEditor.MenuItem("CONTEXT/TMP_InputField/Replace To TMP_InputField", false, 10)]
[UnityEditor.MenuItem("CONTEXT/TMP_InputField/Replace To/Unity TMP_InputField", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
{
var comp = command.context as XericUIrAttributeTextMeshProInputField;
@@ -56,7 +56,7 @@ namespace XericUI.OverrideUI
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/TextMeshProUGUI/Replace To XericUIrAttributeTextMeshProText", true)]
[UnityEditor.MenuItem("CONTEXT/TextMeshProUGUI/Replace To/Xeric (Attribute)", true)]
private static bool ValidateReplaceToAttribute(UnityEditor.MenuCommand command)
{
#if dUI_TextMeshPro
@@ -66,7 +66,7 @@ namespace XericUI.OverrideUI
#endif
}
[UnityEditor.MenuItem("CONTEXT/TextMeshProUGUI/Replace To XericUIrAttributeTextMeshProText", false, 10)]
[UnityEditor.MenuItem("CONTEXT/TextMeshProUGUI/Replace To/Xeric (Attribute)", false, 10)]
private static void ReplaceToAttribute(UnityEditor.MenuCommand command)
{
#if dUI_TextMeshPro
@@ -76,11 +76,11 @@ namespace XericUI.OverrideUI
#endif
}
[UnityEditor.MenuItem("CONTEXT/TextMeshProUGUI/Replace To TextMeshProUGUI", true)]
[UnityEditor.MenuItem("CONTEXT/TextMeshProUGUI/Replace To/Unity TextMeshPro", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericUIrAttributeTextMeshProText;
[UnityEditor.MenuItem("CONTEXT/TextMeshProUGUI/Replace To TextMeshProUGUI", false, 10)]
[UnityEditor.MenuItem("CONTEXT/TextMeshProUGUI/Replace To/Unity TextMeshPro", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
{
var comp = command.context as XericUIrAttributeTextMeshProText;
@@ -26,11 +26,11 @@ namespace XericUI.OverrideUI
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To XericUIrAttributeToggle", true)]
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Xeric (Attribute)", true)]
private static bool ValidateReplaceToAttribute(UnityEditor.MenuCommand command)
=> command.context is Toggle and not XericUIrAttributeToggle;
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To XericUIrAttributeToggle", false, 11)]
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Xeric (Attribute)", false, 12)]
private static void ReplaceToAttribute(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<Toggle, XericUIrAttributeToggle,
(Graphic graphic, ToggleGroup group, Toggle.ToggleEvent onValueChanged)>(
@@ -42,11 +42,11 @@ namespace XericUI.OverrideUI
t.onValueChanged = d.onValueChanged;
});
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To Toggle", true)]
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Unity Toggle", true)]
private static bool ValidateReplaceToUnity(UnityEditor.MenuCommand command)
=> command.context is XericUIrAttributeToggle;
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To Toggle", false, 11)]
[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Unity Toggle", false, 100)]
private static void ReplaceToUnity(UnityEditor.MenuCommand command)
=> command.ReplaceCommandContext<XericUIrAttributeToggle, Toggle,
(Graphic graphic, ToggleGroup group, Toggle.ToggleEvent onValueChanged)>(
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 758008eeefb9f0540b0dce989b56c968
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 186fffef629f713499774b802be4f587
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+90
View File
@@ -0,0 +1,90 @@
using System.Collections.Generic;
namespace XericUI.XTable.Core
{
/// <summary>
/// 单个数据块——保存 BlockSizeX × BlockSizeY 个单元格数据。
/// 数据使用线性数组存储,索引 = localRow * BlockSizeX + localCol。
/// </summary>
public class XTableBlock
{
/// <summary>块在全局块坐标系中的行号</summary>
public int BlockRow;
/// <summary>块在全局块坐标系中的列号</summary>
public int BlockCol;
/// <summary>块内单元格列数</summary>
public int BlockSizeX;
/// <summary>块内单元格行数</summary>
public int BlockSizeY;
/// <summary>
/// 数据存储——线性数组。
/// 索引 = localRow * BlockSizeX + localCol。
/// </summary>
public XTableCellData[] Cells;
/// <summary>合并单元格描述列表</summary>
public List<XTableMergeDescriptor> MergeDescriptors;
/// <summary>
/// 创建指定尺寸的块
/// </summary>
public XTableBlock(int blockSizeX, int blockSizeY)
{
BlockSizeX = blockSizeX;
BlockSizeY = blockSizeY;
Cells = new XTableCellData[blockSizeX * blockSizeY];
MergeDescriptors = new List<XTableMergeDescriptor>();
}
/// <summary>
/// 创建指定尺寸和位置的块
/// </summary>
public XTableBlock(int blockSizeX, int blockSizeY, int blockRow, int blockCol)
: this(blockSizeX, blockSizeY)
{
BlockRow = blockRow;
BlockCol = blockCol;
}
/// <summary>
/// 通过块内局部坐标获取单元格数据
/// </summary>
public XTableCellData GetCell(int localRow, int localCol)
{
int index = localRow * BlockSizeX + localCol;
if (index < 0 || index >= Cells.Length) return null;
return Cells[index];
}
/// <summary>
/// 通过块内局部坐标设置单元格数据
/// </summary>
public void SetCell(int localRow, int localCol, XTableCellData data)
{
int index = localRow * BlockSizeX + localCol;
if (index < 0 || index >= Cells.Length) return;
Cells[index] = data;
}
/// <summary>
/// 检查是否有合并描述重定向此单元格
/// </summary>
/// <returns>合并描述,若无重定向则返回 null</returns>
public XTableMergeDescriptor GetMergeRedirect(int localRow, int localCol)
{
if (MergeDescriptors == null || MergeDescriptors.Count == 0)
return null;
for (int i = 0; i < MergeDescriptors.Count; i++)
{
if (MergeDescriptors[i].Contains(localRow, localCol))
return MergeDescriptors[i];
}
return null;
}
}
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: aa9a14d1a32e7fe4f95c29a0c18deddd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+48
View File
@@ -0,0 +1,48 @@
using System;
using UnityEngine;
namespace XericUI.XTable.Core
{
/// <summary>
/// 单元格数据模型——仅保存数据内容,不保存自身尺寸。
/// 尺寸由渲染阶段的行列标题(行高/列宽)决定。
/// 样式通过 StyleNamespace 字符串引用 StyleManager 中的命名空间。
/// </summary>
[Serializable]
public class XTableCellData
{
/// <summary>文本内容</summary>
public string Text;
/// <summary>图片纹理</summary>
public Texture2D Image;
/// <summary>预制体对象(用于嵌入复杂 UI 元素)</summary>
public GameObject Prefab;
/// <summary>
/// 样式命名空间——对应 StyleManager 中的命名空间。
/// 为空或 "xeric_table_default" 时使用默认表格样式。
/// 渲染时从此命名空间读取 /cell/bg/color、/cell/font/size 等路径。
/// </summary>
public string StyleNamespace;
public XTableCellData() { }
public XTableCellData(string text)
{
Text = text;
}
public XTableCellData(string text, string styleNamespace = null) : this(text)
{
StyleNamespace = styleNamespace;
}
public XTableCellData(string text, Texture2D image, string styleNamespace = null) : this(text, styleNamespace)
{
Image = image;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e783197e3dfc5a5489b99e27504e9cf3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+247
View File
@@ -0,0 +1,247 @@
using System.Collections.Generic;
using XericUI.XTable.Mapping;
namespace XericUI.XTable.Core
{
/// <summary>
/// 表格数据主类——持有块字典,提供单元格级别的读写接口。
/// 块按需创建(SetCell 时自动创建不存在的块),通过 Z 曲线索引映射。
/// </summary>
public class XTableData
{
#region 属性
/// <summary>块内列数(默认 32)</summary>
public int BlockSizeX { get; private set; }
/// <summary>块内行数(默认 32)</summary>
public int BlockSizeY { get; private set; }
/// <summary>
/// 块字典——key = Z 曲线索引(ulong),value = 数据块。
/// 具有哈希表性质,按需创建,键不连续(离散存储)。
/// </summary>
public Dictionary<ulong, XTableBlock> BlockMap { get; private set; }
#endregion
#region 构造函数
/// <summary>
/// 创建表格数据实例
/// </summary>
/// <param name="blockSizeX">块内列数,默认 32</param>
/// <param name="blockSizeY">块内行数,默认 32</param>
public XTableData(int blockSizeX = 32, int blockSizeY = 32)
{
BlockSizeX = blockSizeX > 0 ? blockSizeX : 32;
BlockSizeY = blockSizeY > 0 ? blockSizeY : 32;
BlockMap = new Dictionary<ulong, XTableBlock>();
}
#endregion
#region 核心访问方法
/// <summary>
/// 通过全局行列坐标获取单元格数据。
/// 先计算块坐标和 Z 索引,查找块字典,再检查合并重定向。
/// </summary>
/// <returns>单元格数据,不存在则返回 null</returns>
public XTableCellData GetCell(int row, int col)
{
XTableCoordinateUtility.CellToBlockCoordinate(
row, col, BlockSizeX, BlockSizeY,
out int blockRow, out int blockCol,
out int localRow, out int localCol);
ulong zIndex = XTableBlockMapping.BlockCoordToZIndex(blockRow, blockCol);
if (!BlockMap.TryGetValue(zIndex, out XTableBlock block))
return null;
// 检查合并重定向
XTableMergeDescriptor merge = block.GetMergeRedirect(localRow, localCol);
if (merge != null)
{
merge.GetRedirectTarget(out ulong targetBlockIndex, out int targetRow, out int targetCol);
if (merge.IsCrossBlock)
{
// 跨块引用:跳转到目标块
if (!BlockMap.TryGetValue(targetBlockIndex, out XTableBlock targetBlock))
return null;
return targetBlock.GetCell(targetRow, targetCol);
}
else
{
// 本地引用:同块内重定向
return block.GetCell(targetRow, targetCol);
}
}
return block.GetCell(localRow, localCol);
}
/// <summary>
/// 尝试获取单元格数据
/// </summary>
public bool TryGetCell(int row, int col, out XTableCellData data)
{
data = GetCell(row, col);
return data != null;
}
/// <summary>
/// 通过全局行列坐标设置单元格数据。
/// 如果对应的块不存在,则按需创建。
/// </summary>
public void SetCell(int row, int col, XTableCellData data)
{
XTableCoordinateUtility.CellToBlockCoordinate(
row, col, BlockSizeX, BlockSizeY,
out int blockRow, out int blockCol,
out int localRow, out int localCol);
ulong zIndex = XTableBlockMapping.BlockCoordToZIndex(blockRow, blockCol);
if (!BlockMap.TryGetValue(zIndex, out XTableBlock block))
{
block = new XTableBlock(BlockSizeX, BlockSizeY, blockRow, blockCol);
BlockMap[zIndex] = block;
}
block.SetCell(localRow, localCol, data);
}
#endregion
#region 合并单元格
/// <summary>
/// 合并从 (startRow, startCol) 开始、跨越 rowSpan 行和 colSpan 列的矩形区域。
/// 合并源为左上角单元格 (startRow, startCol)。
/// 如果合并区域跨越多个块,则每个涉及的块都会创建对应的 MergeDescriptor。
/// </summary>
public void MergeCells(int startRow, int startCol, int rowSpan, int colSpan)
{
// 确保合并源单元格存在
XTableCoordinateUtility.CellToBlockCoordinate(
startRow, startCol, BlockSizeX, BlockSizeY,
out int srcBlockRow, out int srcBlockCol,
out int srcLocalRow, out int srcLocalCol);
ulong srcZIndex = XTableBlockMapping.BlockCoordToZIndex(srcBlockRow, srcBlockCol);
// 遍历合并区域内的所有单元格,分块处理
for (int r = startRow; r < startRow + rowSpan; r++)
{
for (int c = startCol; c < startCol + colSpan; c++)
{
// 跳过合并源自身
if (r == startRow && c == startCol) continue;
XTableCoordinateUtility.CellToBlockCoordinate(
r, c, BlockSizeX, BlockSizeY,
out int blockRow, out int blockCol,
out int localRow, out int localCol);
ulong zIndex = XTableBlockMapping.BlockCoordToZIndex(blockRow, blockCol);
// 确保块存在
if (!BlockMap.TryGetValue(zIndex, out XTableBlock block))
{
block = new XTableBlock(BlockSizeX, BlockSizeY, blockRow, blockCol);
BlockMap[zIndex] = block;
}
// 查找或创建此块的合并描述(相同源)
XTableMergeDescriptor descriptor = FindOrCreateMergeDescriptor(block,
zIndex == srcZIndex ? srcLocalRow : -1,
zIndex == srcZIndex ? srcLocalCol : -1,
srcZIndex, srcLocalRow, srcLocalCol,
zIndex != srcZIndex);
descriptor.MergedCellSet.Add((localRow, localCol));
}
}
}
/// <summary>
/// 查找或创建合并描述
/// </summary>
private XTableMergeDescriptor FindOrCreateMergeDescriptor(
XTableBlock block, int checkLocalRow, int checkLocalCol,
ulong srcZIndex, int srcLocalRow, int srcLocalCol, bool isCrossBlock)
{
// 查找已有描述
for (int i = 0; i < block.MergeDescriptors.Count; i++)
{
var desc = block.MergeDescriptors[i];
if (desc.MergeRowSpan > 0 && desc.MergeColSpan > 0)
{
// 简化的同源判断:跨块引用共享 sourceBlockIndex
if (isCrossBlock && desc.IsCrossBlock && desc.SourceBlockIndex == srcZIndex)
return desc;
}
}
// 创建新描述
var newDesc = new XTableMergeDescriptor
{
IsCrossBlock = isCrossBlock,
SourceBlockIndex = srcZIndex,
SourceLocalRow = srcLocalRow,
SourceLocalCol = srcLocalCol
};
block.MergeDescriptors.Add(newDesc);
return newDesc;
}
/// <summary>
/// 取消指定区域的合并
/// </summary>
public void UnmergeCells(int startRow, int startCol)
{
XTableCoordinateUtility.CellToBlockCoordinate(
startRow, startCol, BlockSizeX, BlockSizeY,
out int blockRow, out int blockCol,
out int localRow, out int localCol);
ulong zIndex = XTableBlockMapping.BlockCoordToZIndex(blockRow, blockCol);
if (!BlockMap.TryGetValue(zIndex, out XTableBlock block))
return;
// 移除包含此单元格的所有合并描述
for (int i = block.MergeDescriptors.Count - 1; i >= 0; i--)
{
if (block.MergeDescriptors[i].Contains(localRow, localCol))
{
block.MergeDescriptors.RemoveAt(i);
}
}
}
#endregion
#region 查询方法
/// <summary>
/// 判断指定块是否存在
/// </summary>
public bool HasBlock(int blockRow, int blockCol)
{
ulong zIndex = XTableBlockMapping.BlockCoordToZIndex(blockRow, blockCol);
return BlockMap.ContainsKey(zIndex);
}
/// <summary>
/// 获取块数量
/// </summary>
public int BlockCount => BlockMap.Count;
#endregion
}
}
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@@ -0,0 +1,67 @@
using System;
using System.Collections.Generic;
namespace XericUI.XTable.Core
{
/// <summary>
/// 合并单元格描述——所有被合并单元格的 id 指向合并源(左上角单元格)。
/// 同一类型支持本地块内引用和跨块引用,通过 <see cref="IsCrossBlock"/> 区分。
/// </summary>
[Serializable]
public class XTableMergeDescriptor
{
/// <summary>合并区域在本地块内的起始行</summary>
public int LocalStartRow;
/// <summary>合并区域在本地块内的起始列</summary>
public int LocalStartCol;
/// <summary>合并跨越的行数</summary>
public int MergeRowSpan;
/// <summary>合并跨越的列数</summary>
public int MergeColSpan;
/// <summary>是否为跨块引用(true=合并源在另一个块上)</summary>
public bool IsCrossBlock;
/// <summary>
/// 跨块引用时:源块在字典中的 key(Z 曲线索引)
/// 本地引用时:忽略此字段
/// </summary>
public ulong SourceBlockIndex;
/// <summary>源单元格在块内的行号(跨块时=源块的行、本地时=本块的行)</summary>
public int SourceLocalRow;
/// <summary>源单元格在块内的列号(跨块时=源块的列、本地时=本块的列)</summary>
public int SourceLocalCol;
/// <summary>本块内被合并的 (row, col) 集合,查询时快速判断是否需要重定向</summary>
public HashSet<(int row, int col)> MergedCellSet;
public XTableMergeDescriptor()
{
MergedCellSet = new HashSet<(int, int)>();
}
/// <summary>
/// 判断指定本地坐标是否在此合并区域内
/// </summary>
public bool Contains(int localRow, int localCol)
{
return MergedCellSet.Contains((localRow, localCol));
}
/// <summary>
/// 获取重定向目标——返回 (目标块Z索引, 目标块内行, 目标块内列)
/// 本地引用时目标块索引为 0(由调用方忽略)
/// </summary>
public void GetRedirectTarget(out ulong targetBlockIndex, out int targetRow, out int targetCol)
{
targetBlockIndex = IsCrossBlock ? SourceBlockIndex : 0;
targetRow = SourceLocalRow;
targetCol = SourceLocalCol;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,38 @@
using System.Runtime.CompilerServices;
using XericLibrary.Runtime.MacroLibrary;
namespace XericUI.XTable.Mapping
{
/// <summary>
/// 块映射工具——将块坐标与 Z 曲线索引进行相互转换。
/// 内部调用 <see cref="MacroCurveMapping"/> 的 Morton Code 编码/解码方法。
/// Z 曲线索引避免纯横向排列产生的空缺问题,提升空间局部性。
/// </summary>
public static class XTableBlockMapping
{
/// <summary>
/// 块坐标 → Z 曲线索引 (Morton Code)
/// </summary>
/// <param name="blockRow">块行号 (非负)</param>
/// <param name="blockCol">块列号 (非负)</param>
/// <returns>64 位 Z 曲线索引,用作块字典的 key</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ulong BlockCoordToZIndex(int blockRow, int blockCol)
{
return MacroCurveMapping.ZOrderEncode(blockCol, blockRow);
}
/// <summary>
/// Z 曲线索引 → 块坐标
/// </summary>
/// <param name="zIndex">Z 曲线索引</param>
/// <param name="blockRow">解码后的块行号</param>
/// <param name="blockCol">解码后的块列号</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ZIndexToBlockCoord(ulong zIndex, out int blockRow, out int blockCol)
{
MacroCurveMapping.ZOrderDecode(zIndex, out blockCol, out blockRow);
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,79 @@
#if ENABLE_BURST
using Unity.Burst;
#endif
using System.Runtime.CompilerServices;
namespace XericUI.XTable.Mapping
{
/// <summary>
/// 表格坐标计算工具——提供单元格坐标 ↔ 块坐标 的转换方法。
/// 所有方法支持 Burst 编译加速。
/// </summary>
#if ENABLE_BURST
[BurstCompile]
#endif
public static class XTableCoordinateUtility
{
/// <summary>
/// 将全局单元格坐标 (row, col) 转换为 块坐标 + 块内局部坐标。
/// blockRow = row / blockSizeY, blockCol = col / blockSizeX
/// localRow = row % blockSizeY, localCol = col % blockSizeX
/// </summary>
#if ENABLE_BURST
[BurstCompile]
#endif
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void CellToBlockCoordinate(
int row, int col, int blockSizeX, int blockSizeY,
out int blockRow, out int blockCol,
out int localRow, out int localCol)
{
blockRow = row / blockSizeY;
blockCol = col / blockSizeX;
localRow = row % blockSizeY;
localCol = col % blockSizeX;
}
/// <summary>
/// 计算块内的线性索引。
/// index = localRow * blockSizeX + localCol
/// </summary>
#if ENABLE_BURST
[BurstCompile]
#endif
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int LocalCellIndex(int localRow, int localCol, int blockSizeX)
{
return localRow * blockSizeX + localCol;
}
/// <summary>
/// 从块内线性索引反算局部行列坐标。
/// </summary>
#if ENABLE_BURST
[BurstCompile]
#endif
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void LocalCellFromIndex(int index, int blockSizeX,
out int localRow, out int localCol)
{
localRow = index / blockSizeX;
localCol = index % blockSizeX;
}
/// <summary>
/// 从全局行列坐标直接计算块内线性索引。
/// </summary>
#if ENABLE_BURST
[BurstCompile]
#endif
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int GlobalCellToLocalIndex(int row, int col, int blockSizeX, int blockSizeY)
{
int localRow = row % blockSizeY;
int localCol = col % blockSizeX;
return localRow * blockSizeX + localCol;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,55 @@
using System;
namespace XericUI.XTable.Rendering.Component
{
/// <summary>
/// 脏标记类型——标识表格需要刷新的变更类型。
/// </summary>
[Flags]
public enum TableDirtyType
{
None = 0,
/// <summary>数据内容变更</summary>
DataChanged = 1 << 0,
/// <summary>视图范围变更(滚动/缩放)</summary>
ViewChanged = 1 << 1,
/// <summary>样式表变更</summary>
StyleChanged = 1 << 2,
/// <summary>选中状态变更</summary>
SelectionChanged = 1 << 3,
/// <summary>行列尺寸变更</summary>
LayoutChanged = 1 << 4,
/// <summary>全部脏(强制完整刷新)</summary>
All = DataChanged | ViewChanged | StyleChanged | SelectionChanged | LayoutChanged
}
/// <summary>
/// 脏标记结构——追踪表格的刷新状态。
/// </summary>
public struct XTableDirtyFlag
{
/// <summary>当前脏标记集合</summary>
public TableDirtyType Flags;
/// <summary>是否有任何脏标记</summary>
public bool IsDirty => Flags != TableDirtyType.None;
/// <summary>标记一种脏类型</summary>
public void Mark(TableDirtyType type)
{
Flags |= type;
}
/// <summary>清除所有脏标记</summary>
public void Clear()
{
Flags = TableDirtyType.None;
}
/// <summary>检查是否包含特定脏类型</summary>
public bool Has(TableDirtyType type)
{
return (Flags & type) == type;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,120 @@
using System.Collections.Generic;
using UnityEngine;
namespace XericUI.XTable.Rendering.Component
{
/// <summary>
/// 单元格对象池——复用表格单元格 GameObject,避免频繁 Instantiate/Destroy。
/// </summary>
public class XTableObjectPool
{
/// <summary>回收池</summary>
private readonly Stack<GameObject> m_Pool = new Stack<GameObject>();
/// <summary>当前活跃对象(已借出)</summary>
private readonly HashSet<GameObject> m_Active = new HashSet<GameObject>();
/// <summary>预制体模板</summary>
private readonly GameObject m_Prefab;
/// <summary>父级 Transform</summary>
private readonly Transform m_Parent;
/// <summary>初始池容量</summary>
private readonly int m_InitialCapacity;
public XTableObjectPool(GameObject prefab, Transform parent, int initialCapacity = 64)
{
m_Prefab = prefab;
m_Parent = parent;
m_InitialCapacity = initialCapacity;
// 预创建对象
for (int i = 0; i < initialCapacity; i++)
{
GameObject obj = CreateNew();
obj.SetActive(false);
m_Pool.Push(obj);
}
}
/// <summary>
/// 从池中获取一个对象
/// </summary>
public GameObject Get()
{
GameObject obj;
if (m_Pool.Count > 0)
{
obj = m_Pool.Pop();
}
else
{
obj = CreateNew();
}
obj.SetActive(true);
m_Active.Add(obj);
return obj;
}
/// <summary>
/// 将对象归还到池中
/// </summary>
public void Return(GameObject obj)
{
if (obj == null) return;
obj.SetActive(false);
m_Active.Remove(obj);
m_Pool.Push(obj);
}
/// <summary>
/// 归还所有活跃对象
/// </summary>
public void ReturnAll()
{
foreach (var obj in m_Active)
{
if (obj != null)
{
obj.SetActive(false);
m_Pool.Push(obj);
}
}
m_Active.Clear();
}
/// <summary>
/// 清理所有对象
/// </summary>
public void Clear()
{
ReturnAll();
while (m_Pool.Count > 0)
{
var obj = m_Pool.Pop();
if (obj != null)
Object.Destroy(obj);
}
}
/// <summary>当前活跃对象数</summary>
public int ActiveCount => m_Active.Count;
/// <summary>池中空闲对象数</summary>
public int PoolCount => m_Pool.Count;
private GameObject CreateNew()
{
GameObject obj = m_Prefab != null
? Object.Instantiate(m_Prefab, m_Parent)
: new GameObject("TableCell", typeof(RectTransform));
obj.transform.SetParent(m_Parent, false);
return obj;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,572 @@
using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using XericUI.Core.Base;
using XericUI.XTable.Core;
using XericUI.XTable.Rendering.Elements;
using XericLibrary.Runtime.SuperStyleSheet;
namespace XericUI.XTable.Rendering.Component
{
/// <summary>
/// 表格组件——纯数据渲染器。
/// 一张全幅背景 + 按需拼装单元格文本/图片。
/// 无行列标题、无样式差异分割线——所有内容由数据定义。
/// </summary>
[ExecuteAlways]
[AddComponentMenu("Xeric UI Vessel/Table/Xeric UI Action Table", 60)]
public class XericUIActionTable : XericUIBehaciour, IPointerClickHandler
{
#region 常量
private const string DEFAULT_STYLE_NS = "xeric_table_default";
#endregion
#region 序列化字段
[SerializeField] private XTableData m_TableData;
[SerializeField] private float[] m_RowHeights = new float[] { 40f, 30f };
[SerializeField] private float[] m_ColWidths = new float[] { 100f, 80f, 120f };
[SerializeField] private string m_DefaultStyleNamespace = DEFAULT_STYLE_NS;
[SerializeField] private ScrollRect m_ScrollRect;
#endregion
#region 私有字段
[System.NonSerialized] private CellAssembler m_Assembler;
[System.NonSerialized] private XTableDirtyFlag m_DirtyFlag;
private int m_SelectedRow = -1;
private int m_SelectedCol = -1;
[System.NonSerialized] private GameObject m_BackgroundGo;
private float m_TotalWidth;
private float m_TotalHeight;
// ScrollRect 可见范围
private Rect m_VisibleRect;
#endregion
#region 事件
public event Action<int, int> OnCellSelected;
public event Action OnTableRefreshed;
#endregion
#region 公开属性
public XTableData TableData
{
get => m_TableData;
set { m_TableData = value; MarkDirty(TableDirtyType.DataChanged); }
}
public float[] RowHeights => m_RowHeights;
public float[] ColWidths => m_ColWidths;
public string DefaultStyleNamespace => m_DefaultStyleNamespace;
public int SelectedRow => m_SelectedRow;
public int SelectedCol => m_SelectedCol;
#endregion
#region 生命周期
protected override void Awake()
{
base.Awake();
if (m_TableData == null)
m_TableData = new XTableData();
m_Assembler = new CellAssembler(rectTransform);
RecalculateTotalSize();
EnsureDefaultStyleNamespace();
CreateDefaultSampleData();
CreateBackground();
if (m_ScrollRect != null)
m_ScrollRect.onValueChanged.AddListener(OnScrollValueChanged);
if (!Application.isPlaying)
SubscribeEditorUpdate();
MarkDirty(TableDirtyType.All);
}
protected override void OnEnable()
{
base.OnEnable();
EnsureDefaultStyleNamespace();
MarkDirty(TableDirtyType.All);
}
protected override void OnDisable()
{
base.OnDisable();
}
protected override void OnDestroy()
{
if (m_ScrollRect != null)
m_ScrollRect.onValueChanged.RemoveListener(OnScrollValueChanged);
UnsubscribeEditorUpdate();
// 销毁所有动态生成的对象
if (m_Assembler != null)
m_Assembler.DestroyAll();
if (m_BackgroundGo != null)
{
if (Application.isPlaying) Destroy(m_BackgroundGo);
else DestroyImmediate(m_BackgroundGo);
m_BackgroundGo = null;
}
base.OnDestroy();
}
private void Update()
{
if (m_DirtyFlag.IsDirty) RefreshView();
}
#endregion
#region 默认示例数据
private bool m_DefaultDataCreated;
private void CreateDefaultSampleData()
{
if (m_DefaultDataCreated) return;
m_DefaultDataCreated = true;
string[,] sample = new string[2, 3]
{
{ "Name", "Age", "City" },
{ "Alice", "25", "NYC" }
};
for (int r = 0; r < 2; r++)
for (int c = 0; c < 3; c++)
SetCellTextInternal(r, c, sample[r, c], skipDirty: true);
}
private void SetCellTextInternal(int row, int col, string text, bool skipDirty)
{
var data = m_TableData.GetCell(row, col);
if (data == null)
{
data = new XTableCellData();
m_TableData.SetCell(row, col, data);
}
data.Text = text;
if (!skipDirty) MarkDirty(TableDirtyType.DataChanged);
}
#endregion
#region 编辑器模式支持
[System.NonSerialized] private bool m_EditorUpdateSubscribed;
private void SubscribeEditorUpdate()
{
if (m_EditorUpdateSubscribed) return;
#if UNITY_EDITOR
UnityEditor.EditorApplication.update += EditorUpdate;
m_EditorUpdateSubscribed = true;
#endif
}
private void UnsubscribeEditorUpdate()
{
if (!m_EditorUpdateSubscribed) return;
#if UNITY_EDITOR
UnityEditor.EditorApplication.update -= EditorUpdate;
m_EditorUpdateSubscribed = false;
#endif
}
#if UNITY_EDITOR
private void EditorUpdate()
{
if (this == null || !isActiveAndEnabled)
{
UnsubscribeEditorUpdate();
return;
}
if (m_DirtyFlag.IsDirty)
RefreshView();
}
#endif
#endregion
#region 公开方法
public void SetCellData(int row, int col, XTableCellData data)
{
m_TableData.SetCell(row, col, data);
MarkDirty(TableDirtyType.DataChanged);
}
public void SetCellText(int row, int col, string text)
{
SetCellTextInternal(row, col, text, skipDirty: false);
}
public XTableCellData GetCellData(int row, int col)
=> m_TableData?.GetCell(row, col);
public void MergeCells(int startRow, int startCol, int rowSpan, int colSpan)
{
m_TableData.MergeCells(startRow, startCol, rowSpan, colSpan);
MarkDirty(TableDirtyType.DataChanged);
}
public void UnmergeCells(int startRow, int startCol)
{
m_TableData.UnmergeCells(startRow, startCol);
MarkDirty(TableDirtyType.DataChanged);
}
public void SelectCell(int row, int col)
{
m_SelectedRow = row;
m_SelectedCol = col;
MarkDirty(TableDirtyType.DataChanged);
}
public void ClearSelection()
{
m_SelectedRow = -1;
m_SelectedCol = -1;
MarkDirty(TableDirtyType.DataChanged);
}
public void RefreshView()
{
if (m_TableData == null || m_Assembler == null) return;
if (m_RowHeights == null || m_ColWidths == null) return;
if (m_RowHeights.Length == 0 || m_ColWidths.Length == 0) return;
#if UNITY_EDITOR
if (!Application.isPlaying)
Canvas.ForceUpdateCanvases();
#endif
RecalculateTotalSize();
UpdateVisibleRect();
// 更新背景尺寸
if (m_BackgroundGo != null)
{
var bgRt = m_BackgroundGo.GetComponent<RectTransform>();
bgRt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
}
// 回收池
m_Assembler.ReturnAll();
// 计算可见范围
int sr, er, sc, ec;
CalcVisibleRange(out sr, out er, out sc, out ec);
if (er <= sr || ec <= sc) return;
// 渲染每个可见单元格
RenderCells(sr, er, sc, ec);
m_DirtyFlag.Clear();
OnTableRefreshed?.Invoke();
}
#endregion
#region 背景
private void CreateBackground()
{
if (m_BackgroundGo != null) return;
m_BackgroundGo = new GameObject("_TableBackground",
typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
m_BackgroundGo.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
m_BackgroundGo.transform.SetParent(rectTransform, false);
RectTransform bgRt = m_BackgroundGo.GetComponent<RectTransform>();
bgRt.anchorMin = new Vector2(0, 1);
bgRt.anchorMax = new Vector2(0, 1);
bgRt.pivot = new Vector2(0, 1);
bgRt.anchoredPosition = Vector2.zero;
bgRt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
var bgImg = m_BackgroundGo.GetComponent<Image>();
bgImg.color = new Color(0.18f, 0.18f, 0.18f, 1f);
bgImg.raycastTarget = false;
}
/// <summary>完全重建表格——销毁所有动态生成的对象并重新初始化</summary>
[ContextMenu("Xeric UI/完全重建表格")]
public void FullRebuild()
{
m_Assembler?.DestroyAll();
m_DefaultDataCreated = false;
if (m_BackgroundGo != null)
{
if (Application.isPlaying) Destroy(m_BackgroundGo);
else DestroyImmediate(m_BackgroundGo);
m_BackgroundGo = null;
}
m_TableData = new XTableData();
m_Assembler = new CellAssembler(rectTransform);
RecalculateTotalSize();
CreateDefaultSampleData();
CreateBackground();
MarkDirty(TableDirtyType.All);
RefreshView();
}
#endregion
#region 单元格渲染
private void RenderCells(int sr, int er, int sc, int ec)
{
Color fgColor = GetStyleColor(m_DefaultStyleNamespace, "/cell/fg/color",
new Color(0.05f, 0.05f, 0.05f));
Color selectionColor = new Color(0.18f, 0.42f, 0.82f, 0.25f);
int fontSize = GetStyleInt(m_DefaultStyleNamespace, "/cell/font/size", 14);
for (int r = sr; r < er && r < m_RowHeights.Length; r++)
{
for (int c = sc; c < ec && c < m_ColWidths.Length; c++)
{
float cellX = GetColLeftX(c);
float cellY = -GetRowTopY(r);
float cellW = m_ColWidths[c];
float cellH = m_RowHeights[r];
XTableCellData data = m_TableData.GetCell(r, c);
// 选中高亮背景
if (r == m_SelectedRow && c == m_SelectedCol)
{
var selImg = m_Assembler.GetImage("cell_select");
selImg.Rect.anchoredPosition = new Vector2(cellX, cellY);
selImg.Rect.sizeDelta = new Vector2(cellW, cellH);
selImg.Image.color = selectionColor;
}
// 水平网格线
var hLine = m_Assembler.GetImage("cell_hline");
hLine.Rect.anchoredPosition = new Vector2(cellX, cellY - cellH);
hLine.Rect.sizeDelta = new Vector2(cellW, 1f);
hLine.Image.color = new Color(0.35f, 0.35f, 0.35f, 0.5f);
// 垂直网格线
var vLine = m_Assembler.GetImage("cell_vline");
vLine.Rect.anchoredPosition = new Vector2(cellX + cellW - 1, cellY);
vLine.Rect.sizeDelta = new Vector2(1f, cellH);
vLine.Image.color = new Color(0.35f, 0.35f, 0.35f, 0.5f);
if (data == null) continue;
// 文本:与 cell 同位置同尺寸,TMP 内部 Midline 对齐实现居中
if (!string.IsNullOrEmpty(data.Text))
{
var txt = m_Assembler.GetText("cell_text");
txt.Rect.anchoredPosition = new Vector2(cellX + 4, cellY);
txt.Rect.sizeDelta = new Vector2(cellW - 8, cellH);
txt.Text.text = data.Text;
txt.Text.color = fgColor;
txt.Text.fontSize = fontSize;
txt.Text.alignment = TextAlignmentOptions.Midline;
}
}
}
}
#endregion
#region 坐标计算
private float GetRowTopY(int row)
{
float y = 0;
for (int i = 0; i < row && i < m_RowHeights.Length; i++)
y += m_RowHeights[i];
return y;
}
private float GetColLeftX(int col)
{
float x = 0;
for (int i = 0; i < col && i < m_ColWidths.Length; i++)
x += m_ColWidths[i];
return x;
}
private void RecalculateTotalSize()
{
m_TotalWidth = 0;
if (m_ColWidths != null)
foreach (float w in m_ColWidths) m_TotalWidth += w;
m_TotalHeight = 0;
if (m_RowHeights != null)
foreach (float h in m_RowHeights) m_TotalHeight += h;
if (m_ScrollRect != null && m_ScrollRect.content != null)
m_ScrollRect.content.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
}
private void UpdateVisibleRect()
{
m_VisibleRect = new Rect(0, 0, m_TotalWidth, m_TotalHeight);
if (m_ScrollRect != null && m_ScrollRect.viewport != null)
{
RectTransform vt = m_ScrollRect.viewport;
RectTransform ct = m_ScrollRect.content;
if (vt != null && ct != null)
{
float sx = Mathf.Max(0, -ct.anchoredPosition.x);
float sy = Mathf.Max(0, ct.anchoredPosition.y);
m_VisibleRect = new Rect(sx, sy, vt.rect.width, vt.rect.height);
}
}
}
private void CalcVisibleRange(out int sr, out int er, out int sc, out int ec)
{
sr = 0; er = 0; sc = 0; ec = 0;
float accY = 0;
for (int r = 0; r < m_RowHeights.Length; r++)
{
float rowBottom = accY + m_RowHeights[r];
if (rowBottom > m_VisibleRect.y && accY < m_VisibleRect.yMax)
{
if (er == 0 && sr == 0) sr = r;
er = r + 1;
}
accY = rowBottom;
if (accY > m_VisibleRect.yMax) break;
}
float accX = 0;
for (int c = 0; c < m_ColWidths.Length; c++)
{
float colRight = accX + m_ColWidths[c];
if (colRight > m_VisibleRect.x && accX < m_VisibleRect.xMax)
{
if (ec == 0 && sc == 0) sc = c;
ec = c + 1;
}
accX = colRight;
if (accX > m_VisibleRect.xMax) break;
}
if (sr < 0) sr = 0;
if (sc < 0) sc = 0;
}
#endregion
#region 样式
private Color GetStyleColor(string ns, string path, Color fallback)
{
StyleValue val = StyleManager.GetValue(ns, path);
return val != null ? (Color)val : fallback;
}
private int GetStyleInt(string ns, string path, int fallback)
{
StyleValue val = StyleManager.GetValue(ns, path);
return val != null ? (int)val : fallback;
}
private void EnsureDefaultStyleNamespace()
{
if (!StyleManager.HasStyle(m_DefaultStyleNamespace, "/cell/bg/color"))
{
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/bg/color",
new Color(0.18f, 0.18f, 0.18f));
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/fg/color",
new Color(0.05f, 0.05f, 0.05f));
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/font/size", 14);
StyleManager.ForceRefresh();
}
}
#endregion
#region 其他
private void MarkDirty(TableDirtyType type) => m_DirtyFlag.Mark(type);
private void OnScrollValueChanged(Vector2 _) => MarkDirty(TableDirtyType.ViewChanged);
#endregion
#region IPointerClickHandler
public void OnPointerClick(PointerEventData eventData)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(
rectTransform, eventData.position, eventData.pressEventCamera, out Vector2 localPoint);
// rectTransform 锚点在左上角,localPoint 以中心为原点
float tableX = localPoint.x - rectTransform.rect.xMin;
float tableY = rectTransform.rect.yMax - localPoint.y;
float scrollY = m_ScrollRect != null ? Mathf.Max(0, m_ScrollRect.content.anchoredPosition.y) : 0;
float scrollX = m_ScrollRect != null ? Mathf.Max(0, -m_ScrollRect.content.anchoredPosition.x) : 0;
tableX += scrollX;
tableY += scrollY;
int col = -1;
float ax = 0;
for (int c = 0; c < m_ColWidths.Length; c++)
{
if (tableX >= ax && tableX < ax + m_ColWidths[c]) { col = c; break; }
ax += m_ColWidths[c];
}
int row = -1;
float ay = 0;
for (int r = 0; r < m_RowHeights.Length; r++)
{
if (tableY >= ay && tableY < ay + m_RowHeights[r]) { row = r; break; }
ay += m_RowHeights[r];
}
if (row >= 0 && col >= 0)
{
SelectCell(row, col);
OnCellSelected?.Invoke(row, col);
}
}
#endregion
}
}
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using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace XericUI.XTable.Rendering.Elements
{
/// <summary>
/// 表格单元动态拼装器——通过对象池管理 Image + TMP_Text 的组合创建与回收。
/// 所有元素统一使用 anchor=(0,1) pivot=(0,1) 左上角坐标系。
/// 所有动态生成对象标记 HideFlags.DontSave | HideFlags.HideInHierarchy,防止泄漏到场景。
/// </summary>
public class CellAssembler
{
#region 对象池定义
public class PooledImage
{
public GameObject Root;
public RectTransform Rect;
public Image Image;
public StyleBoundElement Style;
}
public class PooledText
{
public GameObject Root;
public RectTransform Rect;
public TMP_Text Text;
public StyleBoundElement Style;
}
#endregion
#region 字段
private Transform m_Parent;
private Transform m_PoolRoot;
private Stack<PooledImage> m_ImagePool = new Stack<PooledImage>();
private Stack<PooledText> m_TextPool = new Stack<PooledText>();
private List<PooledImage> m_ActiveImages = new List<PooledImage>();
private List<PooledText> m_ActiveTexts = new List<PooledText>();
/// <summary>HideFlags 应用于所有动态创建的对象(不保存、不在 Hierarchy 显示)</summary>
private const HideFlags POOL_FLAGS = HideFlags.DontSave | HideFlags.HideInHierarchy;
#endregion
#region 构造函数与析构
public CellAssembler(Transform parent)
{
m_Parent = parent;
GameObject poolRoot = new GameObject("_CellPool");
poolRoot.hideFlags = POOL_FLAGS;
poolRoot.transform.SetParent(parent, false);
poolRoot.SetActive(false);
m_PoolRoot = poolRoot.transform;
}
/// <summary>彻底销毁所有池对象(包括活跃和休眠的)</summary>
public void DestroyAll()
{
// 杀死活跃对象
for (int i = m_ActiveImages.Count - 1; i >= 0; i--)
{
KillObject(m_ActiveImages[i].Root);
}
m_ActiveImages.Clear();
for (int i = m_ActiveTexts.Count - 1; i >= 0; i--)
{
KillObject(m_ActiveTexts[i].Root);
}
m_ActiveTexts.Clear();
// 杀死池中对象
while (m_ImagePool.Count > 0)
{
KillObject(m_ImagePool.Pop().Root);
}
while (m_TextPool.Count > 0)
{
KillObject(m_TextPool.Pop().Root);
}
// 杀死池根
if (m_PoolRoot != null)
{
KillObject(m_PoolRoot.gameObject);
m_PoolRoot = null;
}
}
private static void KillObject(GameObject go)
{
if (go == null) return;
if (Application.isPlaying)
Object.Destroy(go);
else
Object.DestroyImmediate(go);
}
#endregion
#region 常量
private static readonly Vector2 ANCHOR_TOPLEFT_MIN = new Vector2(0, 1);
private static readonly Vector2 ANCHOR_TOPLEFT_MAX = new Vector2(0, 1);
private static readonly Vector2 PIVOT_TOPLEFT = new Vector2(0, 1);
#endregion
#region 池操作
public PooledImage GetImage(string name = "cell_img")
{
PooledImage item;
if (m_ImagePool.Count > 0)
{
item = m_ImagePool.Pop();
item.Root.SetActive(true);
item.Root.transform.SetParent(m_Parent, false);
ResetImageDefaults(item);
}
else
{
item = CreateImage(name);
}
m_ActiveImages.Add(item);
return item;
}
public PooledText GetText(string name = "cell_text")
{
PooledText item;
if (m_TextPool.Count > 0)
{
item = m_TextPool.Pop();
item.Root.SetActive(true);
item.Root.transform.SetParent(m_Parent, false);
ResetTextDefaults(item);
}
else
{
item = CreateText(name);
}
m_ActiveTexts.Add(item);
return item;
}
public void ReturnAll()
{
foreach (var img in m_ActiveImages) ReturnImage(img);
m_ActiveImages.Clear();
foreach (var txt in m_ActiveTexts) ReturnText(txt);
m_ActiveTexts.Clear();
}
private void ReturnImage(PooledImage item)
{
item.Style?.Unbind();
item.Root.SetActive(false);
item.Root.transform.SetParent(m_PoolRoot, false);
m_ImagePool.Push(item);
}
private void ReturnText(PooledText item)
{
item.Style?.Unbind();
item.Text.text = "";
item.Root.SetActive(false);
item.Root.transform.SetParent(m_PoolRoot, false);
m_TextPool.Push(item);
}
#endregion
#region 默认值重置
private void ResetImageDefaults(PooledImage item)
{
item.Rect.anchorMin = ANCHOR_TOPLEFT_MIN;
item.Rect.anchorMax = ANCHOR_TOPLEFT_MAX;
item.Rect.pivot = PIVOT_TOPLEFT;
item.Rect.anchoredPosition = Vector2.zero;
item.Rect.sizeDelta = Vector2.zero;
item.Image.color = Color.white;
item.Image.sprite = null;
item.Image.raycastTarget = false;
}
private void ResetTextDefaults(PooledText item)
{
item.Rect.anchorMin = ANCHOR_TOPLEFT_MIN;
item.Rect.anchorMax = ANCHOR_TOPLEFT_MAX;
item.Rect.pivot = PIVOT_TOPLEFT;
item.Rect.anchoredPosition = Vector2.zero;
item.Rect.sizeDelta = Vector2.zero;
item.Text.text = "";
item.Text.color = Color.black;
item.Text.fontSize = 14;
item.Text.alignment = TextAlignmentOptions.Midline;
item.Text.raycastTarget = false;
}
#endregion
#region 创建
private PooledImage CreateImage(string name)
{
GameObject go = new GameObject(name,
typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
go.hideFlags = POOL_FLAGS;
go.transform.SetParent(m_Parent, false);
Image img = go.GetComponent<Image>();
img.raycastTarget = false;
RectTransform rect = go.GetComponent<RectTransform>();
rect.anchorMin = ANCHOR_TOPLEFT_MIN;
rect.anchorMax = ANCHOR_TOPLEFT_MAX;
rect.pivot = PIVOT_TOPLEFT;
return new PooledImage
{
Root = go,
Rect = rect,
Image = img,
Style = new StyleBoundElement { ImageComponent = img }
};
}
private PooledText CreateText(string name)
{
GameObject go = new GameObject(name,
typeof(RectTransform), typeof(CanvasRenderer), typeof(TextMeshProUGUI));
go.hideFlags = POOL_FLAGS;
go.transform.SetParent(m_Parent, false);
TMP_Text text = go.GetComponent<TMP_Text>();
text.raycastTarget = false;
text.alignment = TextAlignmentOptions.Midline;
text.fontSize = 14;
RectTransform rect = go.GetComponent<RectTransform>();
rect.anchorMin = ANCHOR_TOPLEFT_MIN;
rect.anchorMax = ANCHOR_TOPLEFT_MAX;
rect.pivot = PIVOT_TOPLEFT;
return new PooledText
{
Root = go,
Rect = rect,
Text = text,
Style = new StyleBoundElement { TextComponent = text }
};
}
#endregion
}
}
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using TMPro;
using UnityEngine;
using UnityEngine.UI;
using XericLibrary.Runtime.SuperStyleSheet;
namespace XericUI.XTable.Rendering.Elements
{
/// <summary>
/// 样式绑定元素——将 Image 或 TMP_Text 挂勾到样式表路径。
/// 自动从 StyleManager 拉取值并应用,样式变更时自动刷新。
/// 通过对象池复用时调用 Bind/Unbind 切换绑定目标。
/// </summary>
public class StyleBoundElement
{
#region 字段
/// <summary>绑定的 Image 组件(可能为 null)</summary>
public Image ImageComponent;
/// <summary>绑定的 TMP_Text 组件(可能为 null)</summary>
public TMP_Text TextComponent;
/// <summary>样式命名空间</summary>
private string m_StyleNamespace;
/// <summary>各路径的 StyleField 缓存</summary>
private System.Collections.Generic.Dictionary<string, StyleField> m_Fields
= new System.Collections.Generic.Dictionary<string, StyleField>();
/// <summary>是否已绑定</summary>
private bool m_IsBound;
#endregion
#region 公开方法
/// <summary>
/// 绑定到指定命名空间并开始监听样式。
/// </summary>
public void Bind(string styleNamespace)
{
if (m_IsBound) Unbind();
m_StyleNamespace = styleNamespace;
if (string.IsNullOrEmpty(styleNamespace)) return;
// 预注册常用路径
RegisterField("/cell/bg/color", OnStyleChanged);
RegisterField("/cell/fg/color", OnStyleChanged);
RegisterField("/cell/border/top/color", OnStyleChanged);
RegisterField("/cell/border/bottom/color", OnStyleChanged);
RegisterField("/cell/border/left/color", OnStyleChanged);
RegisterField("/cell/border/right/color", OnStyleChanged);
RegisterField("/cell/font/size", OnStyleChanged);
RegisterField("/cell/font/alignment", OnStyleChanged);
RegisterField("/cell/font/richText", OnStyleChanged);
m_IsBound = true;
RefreshAll();
}
/// <summary>
/// 解绑并停止监听样式。
/// </summary>
public void Unbind()
{
if (!m_IsBound) return;
foreach (var kvp in m_Fields)
{
if (kvp.Value != null)
{
kvp.Value.OnValueChanged -= OnStyleChanged;
kvp.Value.Unregister();
}
}
m_Fields.Clear();
m_IsBound = false;
}
/// <summary>
/// 刷新全部样式值到组件。
/// </summary>
public void RefreshAll()
{
if (!m_IsBound || string.IsNullOrEmpty(m_StyleNamespace)) return;
// 背景颜色 → Image.color
StyleValue bgVal = GetStyleValue("/cell/bg/color");
if (bgVal != null && ImageComponent != null)
ImageComponent.color = bgVal;
// 前景颜色 → Text.color
StyleValue fgVal = GetStyleValue("/cell/fg/color");
if (fgVal != null && TextComponent != null)
TextComponent.color = fgVal;
// 字体大小
StyleValue sizeVal = GetStyleValue("/cell/font/size");
if (sizeVal != null && TextComponent != null)
TextComponent.fontSize = (int)sizeVal;
// 对齐
StyleValue alignVal = GetStyleValue("/cell/font/alignment");
if (alignVal != null && TextComponent != null)
TextComponent.alignment = alignVal.Convert<TextAlignmentOptions>();
// 富文本
StyleValue richVal = GetStyleValue("/cell/font/richText");
if (richVal != null && TextComponent != null)
TextComponent.richText = (bool)richVal;
}
#endregion
#region 私有方法
private void RegisterField(string path, System.Action<StyleValue> callback)
{
var field = new StyleField
{
Namespace = m_StyleNamespace,
StylePath = path
};
field.Register();
field.OnValueChanged += callback;
m_Fields[path] = field;
}
private StyleValue GetStyleValue(string path)
{
return StyleManager.GetValue(m_StyleNamespace, path);
}
private void OnStyleChanged(StyleValue val)
{
RefreshAll();
}
#endregion
}
/// <summary>
/// 用于 TextAnchor → TextAlignmentOptions 的转换扩展。
/// </summary>
internal static class StyleBoundElementExtensions
{
public static TextAlignmentOptions Convert<T>(this StyleValue val)
{
string s = val?.GetValueAs<string>();
if (string.IsNullOrEmpty(s)) return TextAlignmentOptions.Midline;
switch (s)
{
case "UpperLeft": return TextAlignmentOptions.TopLeft;
case "UpperCenter": return TextAlignmentOptions.Top;
case "UpperRight": return TextAlignmentOptions.TopRight;
case "MiddleLeft": return TextAlignmentOptions.MidlineLeft;
case "MiddleCenter": return TextAlignmentOptions.Midline;
case "MiddleRight": return TextAlignmentOptions.MidlineRight;
case "LowerLeft": return TextAlignmentOptions.BottomLeft;
case "LowerCenter": return TextAlignmentOptions.Bottom;
case "LowerRight": return TextAlignmentOptions.BottomRight;
default: return TextAlignmentOptions.Midline;
}
}
}
}
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using UnityEngine;
namespace XericUI.XTable.Rendering.UIToolkit
{
/// <summary>
/// UI Toolkit 渲染器(预留)——后续实现表格在 UI Toolkit 上的渲染。
/// 使用 Unity 原生 CSS 样式表。
/// </summary>
public class XTableUITKRenderer
{
// TODO: 实现 UI Toolkit 渲染逻辑
// - 使用 VisualElement 构建表格
// - 通过 USS (Unity Style Sheet) 控制样式
// - 实现虚拟化滚动
}
}
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using UnityEngine;
namespace XericUI.XTable.Rendering
{
/// <summary>
/// 左上角坐标系的视图矩形。
/// Unity 的 Rect 是左下角原点(Y-up),表格数据索引是左上角原点(Y-down)。
/// 此类负责坐标转换和可见单元格范围计算。
/// </summary>
public struct XTableViewRect
{
/// <summary>左上角 X 坐标</summary>
public float X;
/// <summary>左上角 Y 坐标(从上到下递增)</summary>
public float Y;
/// <summary>视图宽度</summary>
public float Width;
/// <summary>视图高度</summary>
public float Height;
/// <summary>右边界</summary>
public float XMax => X + Width;
/// <summary>下边界</summary>
public float YMax => Y + Height;
/// <summary>
/// 从 Unity Rect(左下角原点)转换为 TableViewRect(左上角原点)
/// </summary>
/// <param name="unityRect">Unity 坐标系下的矩形</param>
/// <param name="containerHeight">容器总高度(用于 Y 轴翻转)</param>
public static XTableViewRect FromUnityRect(Rect unityRect, float containerHeight)
{
return new XTableViewRect
{
X = unityRect.xMin,
Y = containerHeight - unityRect.yMax,
Width = unityRect.width,
Height = unityRect.height
};
}
/// <summary>
/// 转换为 Unity Rect(左下角原点)
/// </summary>
public Rect ToUnityRect(float containerHeight)
{
return new Rect(X, containerHeight - Y - Height, Width, Height);
}
/// <summary>
/// 通过行列尺寸计算可见单元格范围。
/// 累加行高/列宽直到超出视图范围。
/// </summary>
/// <param name="rowHeights">每行高度数组</param>
/// <param name="colWidths">每列宽度数组</param>
/// <param name="startRow">可见起始行(包含)</param>
/// <param name="endRow">可见结束行(不包含)</param>
/// <param name="startCol">可见起始列(包含)</param>
/// <param name="endCol">可见结束列(不包含)</param>
public void GetVisibleCellRange(
float[] rowHeights, float[] colWidths,
out int startRow, out int endRow,
out int startCol, out int endCol)
{
startRow = 0;
endRow = 0;
startCol = 0;
endCol = 0;
if (rowHeights == null || colWidths == null) return;
// 计算行范围(Y 方向,从上到下)
float accumulatedY = 0f;
for (int r = 0; r < rowHeights.Length; r++)
{
float rowBottom = accumulatedY + rowHeights[r];
if (rowBottom > Y && accumulatedY < YMax)
{
if (startRow == 0 && accumulatedY < YMax)
startRow = r;
endRow = r + 1;
}
accumulatedY = rowBottom;
if (accumulatedY > YMax) break;
}
// 计算列范围(X 方向,从左到右)
float accumulatedX = 0f;
for (int c = 0; c < colWidths.Length; c++)
{
float colRight = accumulatedX + colWidths[c];
if (colRight > X && accumulatedX < XMax)
{
if (startCol == 0 && accumulatedX < XMax)
startCol = c;
endCol = c + 1;
}
accumulatedX = colRight;
if (accumulatedX > XMax) break;
}
}
}
}
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// ==========================================
// Xeric UI Action Table - Default Style Sheet
// 表格默认样式定义
// ==========================================
namespace: xeric_table_default
// ---- 单元格背景 ----
/cell/bg/color = (1,1,1,1):UnityEngine.Color @Desc:单元格背景颜色
// ---- 单元格前景 ----
/cell/fg/color = (0.1,0.1,0.1,1):UnityEngine.Color @Desc:单元格前景文字颜色
// ---- 边框 ----
/cell/border/top/color = (0.8,0.8,0.8,1):UnityEngine.Color @Desc:上边框颜色
/cell/border/top/width = 1:System.Single @Desc:上边框宽度
/cell/border/bottom/color = (0.8,0.8,0.8,1):UnityEngine.Color @Desc:下边框颜色
/cell/border/bottom/width = 1:System.Single @Desc:下边框宽度
/cell/border/left/color = (0.8,0.8,0.8,1):UnityEngine.Color @Desc:左边框颜色
/cell/border/left/width = 1:System.Single @Desc:左边框宽度
/cell/border/right/color = (0.8,0.8,0.8,1):UnityEngine.Color @Desc:右边框颜色
/cell/border/right/width = 1:System.Single @Desc:右边框宽度
// ---- 选中高亮 ----
/cell/selection/bg/color = (0.2,0.5,1,0.3):UnityEngine.Color @Desc:选中单元格高亮颜色
// ---- 表头样式 ----
/header/bg/color = (0.9,0.9,0.9,1):UnityEngine.Color @Desc:表头背景颜色
/header/fg/color = (0,0,0,1):UnityEngine.Color @Desc:表头文字颜色
// ---- 字体 ----
/cell/font/size = 14:System.Int32 @Desc:默认字体大小
/cell/font/alignment = MiddleCenter:UnityEngine.TextAnchor @Desc:默认文本对齐
/cell/font/richText = true:System.Boolean @Desc:是否启用富文本
// ---- 行高 / 列宽(缺省值) ----
/cell/default/height = 40:System.Single @Desc:默认行高
/cell/default/width = 100:System.Single @Desc:默认列宽
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