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。
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using UnityEngine;
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using UnityEngine.UI;
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using XericLibrary.Runtime.SuperStyleSheet;
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using XericUI.Core.StyleSheetUI;
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using XericUI.Helper;
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namespace XericUI.OverrideUI
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{
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/// <summary>
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/// 基于 SuperStyleSheet 的开关组件。
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/// 使用两个 StyleSheetState 实例管理五态颜色和纹理样式,
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/// 额外支持 isOn 覆盖和 Checkmark 样式。
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/// </summary>
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[AddComponentMenu("Xeric UI Vessel/UI/Style Toggle", 52)]
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public class XericStyleToggle : Toggle
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{
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#region 序列化字段
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[Header("样式表状态")]
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[SerializeField]
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private StyleSheetState m_ColorState = StyleSheetState.Default;
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[SerializeField]
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private StyleSheetState m_TextureState = StyleSheetState.Default;
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[Header("Toggle 专用")]
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[SerializeField]
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[Tooltip("isOn=true 时的颜色覆盖")]
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private StyleField m_OnOverrideColor = new StyleField();
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[SerializeField]
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[Tooltip("isOn=true 时的纹理覆盖")]
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private StyleField m_OnOverrideTexture = new StyleField();
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[SerializeField]
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[Tooltip("Checkmark 打勾标志的样式")]
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private StyleField m_CheckmarkStyle = new StyleField();
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[SerializeField]
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[Tooltip("启用样式表驱动过渡")]
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private bool m_EnableStyleTransition = true;
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#endregion
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#region 运行时
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[System.NonSerialized] private StyleSheetSelectionState m_CurrentState = StyleSheetSelectionState.Normal;
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[System.NonSerialized] private Graphic m_TargetGraphic;
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[System.NonSerialized] private Image m_TargetImage;
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[System.NonSerialized] private Graphic m_CheckmarkGraphic;
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[System.NonSerialized] private Image m_CheckmarkImage;
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#endregion
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#region 生命周期
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protected override void Awake()
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{
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base.Awake();
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m_TargetGraphic = targetGraphic;
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m_TargetImage = m_TargetGraphic as Image;
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Transform checkmark = transform.Find("Background/Checkmark")
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?? transform.Find("Checkmark");
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if (checkmark != null)
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{
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m_CheckmarkGraphic = checkmark.GetComponent<Graphic>();
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m_CheckmarkImage = checkmark.GetComponent<Image>();
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}
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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m_ColorState?.RegisterAll();
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m_TextureState?.RegisterAll();
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m_ColorState?.SubscribeAll(OnStyleChanged);
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m_TextureState?.SubscribeAll(OnStyleChanged);
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m_OnOverrideColor?.Register();
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m_OnOverrideColor.OnValueChanged += OnStyleChanged;
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m_OnOverrideTexture?.Register();
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m_OnOverrideTexture.OnValueChanged += OnStyleChanged;
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m_CheckmarkStyle?.Register();
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m_CheckmarkStyle.OnValueChanged += OnStyleChanged;
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onValueChanged.AddListener(OnToggleValueChanged);
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ApplyForState(m_CurrentState);
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}
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protected override void OnDisable()
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{
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onValueChanged.RemoveListener(OnToggleValueChanged);
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m_ColorState?.UnsubscribeAll(OnStyleChanged);
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m_TextureState?.UnsubscribeAll(OnStyleChanged);
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m_ColorState?.UnregisterAll();
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m_TextureState?.UnregisterAll();
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if (m_OnOverrideColor != null) { m_OnOverrideColor.OnValueChanged -= OnStyleChanged; m_OnOverrideColor.Unregister(); }
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if (m_OnOverrideTexture != null) { m_OnOverrideTexture.OnValueChanged -= OnStyleChanged; m_OnOverrideTexture.Unregister(); }
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if (m_CheckmarkStyle != null) { m_CheckmarkStyle.OnValueChanged -= OnStyleChanged; m_CheckmarkStyle.Unregister(); }
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base.OnDisable();
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}
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#endregion
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#region 状态过渡
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protected override void DoStateTransition(SelectionState state, bool instant)
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{
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if (!gameObject.activeInHierarchy) return;
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m_CurrentState = (StyleSheetSelectionState)(int)state;
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if (m_EnableStyleTransition)
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ApplyForState(m_CurrentState, instant);
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else
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base.DoStateTransition(state, instant);
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}
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private void OnToggleValueChanged(bool _)
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{
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if (m_EnableStyleTransition)
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ApplyForState(m_CurrentState);
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}
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#endregion
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#region 样式应用
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private void ApplyForState(StyleSheetSelectionState state, bool instant = false)
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{
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// 颜色:On 覆盖优先
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StyleField colorField = isOn && m_OnOverrideColor?.GetValue() != null
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? m_OnOverrideColor
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: m_ColorState?.GetForState(state);
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if (colorField != null && m_TargetGraphic != null)
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{
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StyleValue val = colorField.GetValue();
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if (val != null)
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{
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float dur = instant ? 0f : (m_ColorState?.FadeDuration ?? 0.1f);
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m_TargetGraphic.CrossFadeColor((Color)val, dur, true, true);
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}
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}
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// 纹理:On 覆盖优先
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StyleField texField = isOn && m_OnOverrideTexture?.GetValue() != null
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? m_OnOverrideTexture
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: m_TextureState?.GetForState(state);
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if (texField != null && m_TargetImage != null)
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{
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StyleValue val = texField.GetValue();
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Texture2D tex = val?.GetValueAs<Texture2D>();
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if (tex != null)
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m_TargetImage.overrideSprite = Sprite.Create(tex,
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new Rect(0, 0, tex.width, tex.height),
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new Vector2(0.5f, 0.5f));
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}
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// Checkmark
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if (m_CheckmarkGraphic != null && m_CheckmarkStyle != null)
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{
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StyleValue val = m_CheckmarkStyle.GetValue();
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if (val != null) m_CheckmarkGraphic.color = val;
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}
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}
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private void OnStyleChanged(StyleValue _)
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{
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if (gameObject.activeInHierarchy)
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ApplyForState(m_CurrentState);
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}
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#endregion
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#region 组件替换
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Xeric (Style)", true)]
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private static bool ValidateReplaceToStyleToggle(UnityEditor.MenuCommand command)
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=> command.context is Toggle and not XericStyleToggle;
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[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Xeric (Style)", false, 11)]
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private static void ReplaceToStyleToggle(UnityEditor.MenuCommand command)
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=> command.ReplaceCommandContext<Toggle, XericStyleToggle,
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(Graphic graphic, ToggleGroup group, ToggleEvent onValueChanged, Navigation navigation)>(
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o => (o.graphic, o.group, o.onValueChanged, o.navigation),
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(t, d) => { t.graphic = d.graphic; t.group = d.group; t.onValueChanged = d.onValueChanged; t.navigation = d.navigation; });
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[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Unity Toggle", true)]
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private static bool ValidateReplaceStyleToggleToUnity(UnityEditor.MenuCommand command)
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=> command.context is XericStyleToggle;
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[UnityEditor.MenuItem("CONTEXT/Toggle/Replace To/Unity Toggle", false, 100)]
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private static void ReplaceStyleToggleToUnity(UnityEditor.MenuCommand command)
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=> command.ReplaceCommandContext<XericStyleToggle, Toggle,
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(Graphic graphic, ToggleGroup group, ToggleEvent onValueChanged, Navigation navigation)>(
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o => (o.graphic, o.group, o.onValueChanged, o.navigation),
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(t, d) => { t.graphic = d.graphic; t.group = d.group; t.onValueChanged = d.onValueChanged; t.navigation = d.navigation; });
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#endif
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#endregion
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}
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}
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