Merge remote-tracking branch 'gitea/thr_dev/dev2'
# Conflicts: # Runtime/XTable/Rendering/Component/XericUIActionTable.cs
This commit is contained in:
@@ -26,6 +26,16 @@ namespace XericUI.XTable.Rendering.Component
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/// <summary>共享活跃预制体映射表(由 XericUIActionTable 传入)</summary>
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public Dictionary<(int, int), GameObject> ActivePrefabMap;
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/// <summary>Texture2D → Sprite 缓存,避免每帧分配</summary>
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private Dictionary<Texture2D, Sprite> m_SpriteCache;
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/// <summary>单元格内容水平内边距(单侧),由 XericUIActionTable 设置</summary>
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public float CellPadding;
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private float CellPadding2 => CellPadding * 2f;
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/// <summary>表格全局配置资源,由 XericUIActionTable 设置</summary>
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public XTableConfig Config;
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#endregion
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#region 公开属性
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@@ -191,8 +201,8 @@ namespace XericUI.XTable.Rendering.Component
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float borderWidth = GetStyleFloat(defaultNs, XericUIActionTable.STYLE_CELL_BORDER_BOTTOM_WIDTH,
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XericUIActionTable.BORDER_WIDTH_FALLBACK);
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Color multiSelectColor = new Color(selectionColor.r, selectionColor.g, selectionColor.b, selectionColor.a * 0.4f);
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Color focusColor = new Color(selectionColor.r + 0.04f, selectionColor.g + 0.13f, selectionColor.b + 0.13f, selectionColor.a * 1.4f);
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Color multiSelectColor = new Color(selectionColor.r, selectionColor.g, selectionColor.b, selectionColor.a * Config.MultiSelectAlphaFactor);
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Color focusColor = new Color(selectionColor.r + Config.FocusRAdd, selectionColor.g + Config.FocusGAdd, selectionColor.b + Config.FocusBAdd, selectionColor.a * Config.FocusAlphaMul);
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int selRow = GetSelectedRow();
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int selCol = GetSelectedCol();
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@@ -249,30 +259,46 @@ namespace XericUI.XTable.Rendering.Component
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if (data == null) continue;
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if (!string.IsNullOrEmpty(data.Text))
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switch (data.ContentType)
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{
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var txt = m_Assembler.GetText("cell_text", cellNS);
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txt.Rect.anchoredPosition = new Vector2(cellX + 4, cellY);
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txt.Rect.sizeDelta = new Vector2(cellW - 8, cellH);
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txt.Text.text = data.Text;
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txt.Text.color = GetStyleColor(cellNS, XericUIActionTable.STYLE_CELL_FG_COLOR,
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XericUIActionTable.FG_COLOR_FALLBACK);
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txt.Text.fontSize = GetStyleInt(cellNS, XericUIActionTable.STYLE_CELL_FONT_SIZE,
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XericUIActionTable.FONT_SIZE_FALLBACK);
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txt.Text.alignment = TextAlignmentOptions.Midline;
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txt.Text.font = GetStyleFontAsset?.Invoke(cellNS,
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XericUIActionTable.STYLE_CELL_FONT_ASSET) ?? txt.Text.font;
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}
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if (data.Prefab != null && PrefabPool != null)
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{
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GameObject instance = PrefabPool.Acquire(data.Prefab, r, c);
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RectTransform prt = instance.GetComponent<RectTransform>();
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prt.anchoredPosition = new Vector2(cellX, cellY);
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prt.sizeDelta = new Vector2(cellW, cellH);
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if (ActivePrefabMap != null)
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ActivePrefabMap[(r, c)] = instance;
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data.OnPrefabAcquire?.Invoke(instance);
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case CellContentType.Text:
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if (!string.IsNullOrEmpty(data.Text))
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{
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var txt = m_Assembler.GetText("cell_text", cellNS);
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txt.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
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txt.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
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txt.Text.text = data.Text;
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txt.Text.color = GetStyleColor(cellNS, XericUIActionTable.STYLE_CELL_FG_COLOR,
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XericUIActionTable.FG_COLOR_FALLBACK);
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txt.Text.fontSize = GetStyleInt(cellNS, XericUIActionTable.STYLE_CELL_FONT_SIZE,
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XericUIActionTable.FONT_SIZE_FALLBACK);
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txt.Text.alignment = TextAlignmentOptions.Midline;
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txt.Text.font = GetStyleFontAsset?.Invoke(cellNS,
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XericUIActionTable.STYLE_CELL_FONT_ASSET) ?? txt.Text.font;
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}
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break;
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case CellContentType.Image:
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if (data.Image != null)
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{
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Sprite sprite = GetOrCreateSprite(data.Image);
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var img = m_Assembler.GetImage("cell_image", cellNS);
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img.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
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img.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
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img.Image.sprite = sprite;
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}
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break;
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case CellContentType.Prefab:
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if (data.Prefab != null && PrefabPool != null)
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{
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GameObject instance = PrefabPool.Acquire(data.Prefab, r, c);
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RectTransform prt = instance.GetComponent<RectTransform>();
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prt.anchoredPosition = new Vector2(cellX, cellY);
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prt.sizeDelta = new Vector2(cellW, cellH);
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if (ActivePrefabMap != null)
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ActivePrefabMap[(r, c)] = instance;
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data.OnPrefabAcquire?.Invoke(instance);
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}
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break;
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}
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}
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}
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@@ -281,9 +307,9 @@ namespace XericUI.XTable.Rendering.Component
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private void RenderCellsRuntime(int sr, int er, int sc, int ec,
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float[] rowHeights, float[] colWidths, XTableData tableData, string defaultNs)
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{
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Color rtSelectionColor = XericUIActionTable.RT_SELECTION_COLOR;
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Color rtMultiSelectColor = XericUIActionTable.RT_MULTI_SELECT_COLOR;
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Color rtFocusColor = XericUIActionTable.RT_FOCUS_COLOR;
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Color rtSelectionColor = Config.RuntimeSelectionColor;
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Color rtMultiSelectColor = Config.RuntimeMultiSelectColor;
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Color rtFocusColor = Config.RuntimeFocusColor;
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int selRow = GetSelectedRow();
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int selCol = GetSelectedCol();
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@@ -328,33 +354,49 @@ namespace XericUI.XTable.Rendering.Component
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var hLine = m_Assembler.GetImage("cell_hline");
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hLine.Rect.anchoredPosition = new Vector2(cellX, cellY - cellH);
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hLine.Rect.sizeDelta = new Vector2(cellW, XericUIActionTable.RT_BORDER_WIDTH);
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hLine.Image.color = XericUIActionTable.RT_BORDER_COLOR;
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hLine.Rect.sizeDelta = new Vector2(cellW, Config.RuntimeBorderWidth);
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hLine.Image.color = Config.RuntimeBorderColor;
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var vLine = m_Assembler.GetImage("cell_vline");
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vLine.Rect.anchoredPosition = new Vector2(cellX + cellW - XericUIActionTable.RT_BORDER_WIDTH, cellY);
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vLine.Rect.sizeDelta = new Vector2(XericUIActionTable.RT_BORDER_WIDTH, cellH);
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vLine.Image.color = XericUIActionTable.RT_BORDER_COLOR;
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vLine.Rect.anchoredPosition = new Vector2(cellX + cellW - Config.RuntimeBorderWidth, cellY);
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vLine.Rect.sizeDelta = new Vector2(Config.RuntimeBorderWidth, cellH);
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vLine.Image.color = Config.RuntimeBorderColor;
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if (data == null) continue;
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if (!string.IsNullOrEmpty(data.Text))
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switch (data.ContentType)
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{
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var txt = m_Assembler.GetText("cell_text", cellNS);
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txt.Rect.anchoredPosition = new Vector2(cellX + 4, cellY);
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txt.Rect.sizeDelta = new Vector2(cellW - 8, cellH);
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txt.Text.text = data.Text;
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}
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if (data.Prefab != null && PrefabPool != null)
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{
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GameObject instance = PrefabPool.Acquire(data.Prefab, r, c);
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RectTransform prt = instance.GetComponent<RectTransform>();
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prt.anchoredPosition = new Vector2(cellX, cellY);
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prt.sizeDelta = new Vector2(cellW, cellH);
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if (ActivePrefabMap != null)
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ActivePrefabMap[(r, c)] = instance;
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data.OnPrefabAcquire?.Invoke(instance);
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case CellContentType.Text:
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if (!string.IsNullOrEmpty(data.Text))
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{
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var txt = m_Assembler.GetText("cell_text", cellNS);
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txt.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
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txt.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
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txt.Text.text = data.Text;
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}
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break;
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case CellContentType.Image:
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if (data.Image != null)
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{
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Sprite sprite = GetOrCreateSprite(data.Image);
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var img = m_Assembler.GetImage("cell_image", cellNS);
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img.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
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img.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
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img.Image.sprite = sprite;
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}
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break;
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case CellContentType.Prefab:
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if (data.Prefab != null && PrefabPool != null)
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{
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GameObject instance = PrefabPool.Acquire(data.Prefab, r, c);
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RectTransform prt = instance.GetComponent<RectTransform>();
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prt.anchoredPosition = new Vector2(cellX, cellY);
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prt.sizeDelta = new Vector2(cellW, cellH);
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if (ActivePrefabMap != null)
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ActivePrefabMap[(r, c)] = instance;
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data.OnPrefabAcquire?.Invoke(instance);
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}
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break;
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}
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}
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}
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@@ -362,6 +404,26 @@ namespace XericUI.XTable.Rendering.Component
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#endregion
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#region 辅助方法
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/// <summary>将 Texture2D 转为 Sprite(带缓存),用于 Image 类型单元格渲染</summary>
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private Sprite GetOrCreateSprite(Texture2D texture)
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{
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if (texture == null) return null;
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if (m_SpriteCache == null)
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m_SpriteCache = new Dictionary<Texture2D, Sprite>();
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if (!m_SpriteCache.TryGetValue(texture, out Sprite sprite))
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{
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sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
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m_SpriteCache[texture] = sprite;
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}
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return sprite;
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}
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#endregion
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#region 坐标计算
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private float CalcRowTopY(int row, float[] rowHeights)
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@@ -10,7 +10,6 @@ using XericUI.XTable.Mapping;
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using XericUI.XTable.Rendering.Elements;
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using XericLibrary.Runtime.SuperStyleSheet;
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using XericLibrary.Runtime.UIGraph;
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using XericUI.XTable.Core;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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@@ -26,12 +25,6 @@ namespace XericUI.XTable.Rendering.Component
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[AddComponentMenu("Xeric UI Vessel/Table/Xeric UI Action Table", 60)]
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public partial class XericUIActionTable : XericUIBehaciour, IPointerClickHandler
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{
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#region 常量
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private const string DEFAULT_STYLE_NS = "xeric_table_default";
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#endregion
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#region 序列化字段
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[SerializeField] private XTableData m_TableData;
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@@ -40,7 +33,11 @@ namespace XericUI.XTable.Rendering.Component
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[SerializeField] private float[] m_ColWidths = new float[] { 100f, 80f, 120f };
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[SerializeField] private string m_DefaultStyleNamespace = DEFAULT_STYLE_NS;
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[SerializeField] private string m_DefaultStyleNamespace = "";
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[SerializeField]
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[Tooltip("表格全局配置资源")]
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private XTableConfig m_Config;
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[SerializeField] private ScrollRect m_ScrollRect;
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@@ -76,6 +73,9 @@ namespace XericUI.XTable.Rendering.Component
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/// <summary>活跃预制体实例映射 (row, col) → instance,用于回调编排</summary>
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[System.NonSerialized] private Dictionary<(int, int), GameObject> m_ActivePrefabMap;
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/// <summary>Texture2D → Sprite 缓存,避免每帧 Sprite.Create 分配</summary>
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[System.NonSerialized] private Dictionary<Texture2D, Sprite> m_SpriteCache;
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/// <summary>表格四叉树——按 StyleNamespace 分区,渲染阶段查询可见象限</summary>
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[System.NonSerialized] private XTableQuadtree m_Quadtree;
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@@ -186,6 +186,23 @@ namespace XericUI.XTable.Rendering.Component
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}
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}
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/// <summary>表格全局配置资源</summary>
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public XTableConfig Config
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{
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get
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{
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if (m_Config == null)
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m_Config = XTableConfig.LoadOrDefault();
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return m_Config;
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}
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set => m_Config = value;
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}
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/// <summary>单元格内容水平内边距(单侧)</summary>
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private float CellPadding => Config.CellHorizontalPadding;
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/// <summary>单元格内容宽度扣除量</summary>
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private float CellPadding2 => Config.CellHorizontalPadding * 2f;
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/// <summary>
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/// 基于四叉树查询结果渲染可见象限内的单元格内容(文本/预制体/选择高亮)。
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/// 边框由 <see cref="RebuildBorders"/> 统一绘制。
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@@ -198,8 +215,8 @@ namespace XericUI.XTable.Rendering.Component
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if (!Application.isPlaying)
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{
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Color selectionColor = GetCellSelectionBgColor(ns);
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Color multiSelectColor = new Color(selectionColor.r, selectionColor.g, selectionColor.b, selectionColor.a * 0.4f);
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Color focusColor = new Color(selectionColor.r + 0.04f, selectionColor.g + 0.13f, selectionColor.b + 0.13f, selectionColor.a * 1.4f);
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Color multiSelectColor = new Color(selectionColor.r, selectionColor.g, selectionColor.b, selectionColor.a * Config.MultiSelectAlphaFactor);
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Color focusColor = new Color(selectionColor.r + Config.FocusRAdd, selectionColor.g + Config.FocusGAdd, selectionColor.b + Config.FocusBAdd, selectionColor.a * Config.FocusAlphaMul);
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foreach (var q in quadrants)
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{
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@@ -215,6 +232,8 @@ namespace XericUI.XTable.Rendering.Component
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{
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// 跳过被合并覆盖的单元格
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if (TableData.IsCellMerged(row, col)) continue;
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// 跳过不可见的单元格
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if (!IsCellVisible(row, col)) continue;
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float cellX = GetColLeftX(col) + m_ContentOffset;
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float cellY = -GetRowTopY(row) - m_ContentOffset;
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@@ -253,26 +272,42 @@ namespace XericUI.XTable.Rendering.Component
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if (data == null) continue;
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if (!string.IsNullOrEmpty(data.Text))
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switch (data.ContentType)
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{
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var txt = m_Assembler.GetText("cell_text", cellNS);
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txt.Rect.anchoredPosition = new Vector2(cellX + 4, cellY);
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txt.Rect.sizeDelta = new Vector2(cellW - 8, cellH);
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txt.Text.text = data.Text;
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txt.Text.color = GetCellFgColor(cellNS);
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txt.Text.fontSize = GetCellFontSize(cellNS);
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txt.Text.alignment = TextAlignmentOptions.Midline;
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txt.Text.font = GetCellFontAsset(cellNS) ?? txt.Text.font;
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}
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if (data.Prefab != null)
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{
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GameObject instance = m_PrefabPool.Acquire(data.Prefab, row, col);
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RectTransform prt = instance.GetComponent<RectTransform>();
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prt.anchoredPosition = new Vector2(cellX, cellY);
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prt.sizeDelta = new Vector2(cellW, cellH);
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m_ActivePrefabMap[(row, col)] = instance;
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data.OnPrefabAcquire?.Invoke(instance);
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case CellContentType.Text:
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if (!string.IsNullOrEmpty(data.Text))
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{
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var txt = m_Assembler.GetText("cell_text", cellNS);
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txt.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
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txt.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
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txt.Text.text = data.Text;
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txt.Text.color = GetCellFgColor(cellNS);
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txt.Text.fontSize = GetCellFontSize(cellNS);
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txt.Text.alignment = TextAlignmentOptions.Midline;
|
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txt.Text.font = GetCellFontAsset(cellNS) ?? txt.Text.font;
|
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}
|
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break;
|
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case CellContentType.Image:
|
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if (data.Image != null)
|
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{
|
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Sprite sprite = GetOrCreateSprite(data.Image);
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var img = m_Assembler.GetImage("cell_image", cellNS);
|
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img.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
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img.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
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img.Image.sprite = sprite;
|
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}
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break;
|
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case CellContentType.Prefab:
|
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if (data.Prefab != null)
|
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{
|
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GameObject instance = m_PrefabPool.Acquire(data.Prefab, row, col);
|
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RectTransform prt = instance.GetComponent<RectTransform>();
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prt.anchoredPosition = new Vector2(cellX, cellY);
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prt.sizeDelta = new Vector2(cellW, cellH);
|
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m_ActivePrefabMap[(row, col)] = instance;
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data.OnPrefabAcquire?.Invoke(instance);
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}
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break;
|
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}
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||||
}
|
||||
}
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@@ -282,9 +317,9 @@ namespace XericUI.XTable.Rendering.Component
|
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#endif
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// 运行时模式
|
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Color rtSelectionColor = RT_SELECTION_COLOR;
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Color rtMultiSelectColor = RT_MULTI_SELECT_COLOR;
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Color rtFocusColor = RT_FOCUS_COLOR;
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Color rtSelectionColor = Config.RuntimeSelectionColor;
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Color rtMultiSelectColor = Config.RuntimeMultiSelectColor;
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Color rtFocusColor = Config.RuntimeFocusColor;
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foreach (var q in quadrants)
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{
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@@ -299,6 +334,8 @@ namespace XericUI.XTable.Rendering.Component
|
||||
{
|
||||
// 跳过被合并覆盖的单元格
|
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if (TableData.IsCellMerged(row, col)) continue;
|
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// 跳过不可见的单元格
|
||||
if (!IsCellVisible(row, col)) continue;
|
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|
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float cellX = GetColLeftX(col) + m_ContentOffset;
|
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float cellY = -GetRowTopY(row) - m_ContentOffset;
|
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@@ -336,22 +373,38 @@ namespace XericUI.XTable.Rendering.Component
|
||||
|
||||
if (data == null) continue;
|
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|
||||
if (!string.IsNullOrEmpty(data.Text))
|
||||
switch (data.ContentType)
|
||||
{
|
||||
var txt = m_Assembler.GetText("cell_text", cellNS);
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txt.Rect.anchoredPosition = new Vector2(cellX + 4, cellY);
|
||||
txt.Rect.sizeDelta = new Vector2(cellW - 8, cellH);
|
||||
txt.Text.text = data.Text;
|
||||
}
|
||||
|
||||
if (data.Prefab != null)
|
||||
{
|
||||
GameObject instance = m_PrefabPool.Acquire(data.Prefab, row, col);
|
||||
RectTransform prt = instance.GetComponent<RectTransform>();
|
||||
prt.anchoredPosition = new Vector2(cellX, cellY);
|
||||
prt.sizeDelta = new Vector2(cellW, cellH);
|
||||
m_ActivePrefabMap[(row, col)] = instance;
|
||||
data.OnPrefabAcquire?.Invoke(instance);
|
||||
case CellContentType.Text:
|
||||
if (!string.IsNullOrEmpty(data.Text))
|
||||
{
|
||||
var txt = m_Assembler.GetText("cell_text", cellNS);
|
||||
txt.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
txt.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
txt.Text.text = data.Text;
|
||||
}
|
||||
break;
|
||||
case CellContentType.Image:
|
||||
if (data.Image != null)
|
||||
{
|
||||
Sprite sprite = GetOrCreateSprite(data.Image);
|
||||
var img = m_Assembler.GetImage("cell_image", cellNS);
|
||||
img.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
img.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
img.Image.sprite = sprite;
|
||||
}
|
||||
break;
|
||||
case CellContentType.Prefab:
|
||||
if (data.Prefab != null)
|
||||
{
|
||||
GameObject instance = m_PrefabPool.Acquire(data.Prefab, row, col);
|
||||
RectTransform prt = instance.GetComponent<RectTransform>();
|
||||
prt.anchoredPosition = new Vector2(cellX, cellY);
|
||||
prt.sizeDelta = new Vector2(cellW, cellH);
|
||||
m_ActivePrefabMap[(row, col)] = instance;
|
||||
data.OnPrefabAcquire?.Invoke(instance);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -362,13 +415,41 @@ namespace XericUI.XTable.Rendering.Component
|
||||
|
||||
#region 生命周期
|
||||
|
||||
private static bool s_StyleSheetsPreloaded;
|
||||
|
||||
/// <summary>
|
||||
/// 预加载 Resources 目录下所有 XericStyleSheet 资产到 StyleManager。
|
||||
/// 仅首次调用生效,后续调用直接跳过。
|
||||
/// </summary>
|
||||
private static void PreloadAllStyleSheets()
|
||||
{
|
||||
if (s_StyleSheetsPreloaded) return;
|
||||
s_StyleSheetsPreloaded = true;
|
||||
|
||||
var sheets = Resources.LoadAll<XericStyleSheet>("");
|
||||
foreach (var sheet in sheets)
|
||||
{
|
||||
if (sheet != null)
|
||||
StyleManager.LoadStyleSheet(sheet);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
// 预加载 Resources 中所有 .xsss 样式表到 StyleManager(仅首次)
|
||||
PreloadAllStyleSheets();
|
||||
|
||||
// 域重载后旧子对象可能残留在场景中(DontSave 不自动销毁),先清空再重建
|
||||
ClearAllChildren();
|
||||
|
||||
if (m_Config == null)
|
||||
m_Config = XTableConfig.LoadOrDefault();
|
||||
|
||||
if (string.IsNullOrEmpty(m_DefaultStyleNamespace))
|
||||
m_DefaultStyleNamespace = Config.DefaultStyleNamespace;
|
||||
|
||||
if (m_TableData == null)
|
||||
m_TableData = new XTableData();
|
||||
|
||||
@@ -520,38 +601,49 @@ namespace XericUI.XTable.Rendering.Component
|
||||
MarkDirty(TableDirtyType.DataChanged);
|
||||
}
|
||||
|
||||
/// <summary>设置文本内容(ContentType 自动设为 Text)</summary>
|
||||
public XTableCellData SetCellText(int row, int col, string text)
|
||||
{
|
||||
var data = TableData.GetOrCreateCell(row, col);
|
||||
data.Text = text;
|
||||
data.ContentType = CellContentType.Text;
|
||||
MarkDirty(TableDirtyType.DataChanged);
|
||||
return data;
|
||||
}
|
||||
|
||||
public XTableCellData GetCellData(int row, int col)
|
||||
=> TableData.GetOrCreateCell(row, col);
|
||||
|
||||
/// <summary>为指定单元格设置预制体</summary>
|
||||
public XTableCellData SetCellPrefab(int row, int col, GameObject prefab)
|
||||
{
|
||||
var data = TableData.GetOrCreateCell(row, col);
|
||||
data.Prefab = prefab;
|
||||
MarkDirty(TableDirtyType.DataChanged);
|
||||
/// <summary>设置图片纹理(ContentType 自动设为 Image)</summary>
|
||||
public XTableCellData SetCellImage(int row, int col, Texture2D image)
|
||||
{
|
||||
var data = TableData.GetOrCreateCell(row, col);
|
||||
data.Image = image;
|
||||
data.ContentType = CellContentType.Image;
|
||||
MarkDirty(TableDirtyType.DataChanged);
|
||||
return data;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>清除指定单元格的预制体</summary>
|
||||
public void ClearCellPrefab(int row, int col)
|
||||
{
|
||||
var data = TableData.GetCell(row, col);
|
||||
if (data == null) return;
|
||||
data.Prefab = null;
|
||||
data.OnPrefabAcquire = null;
|
||||
data.OnPrefabRelease = null;
|
||||
MarkDirty(TableDirtyType.DataChanged);
|
||||
}
|
||||
/// <summary>设置预制体(ContentType 自动设为 Prefab)</summary>
|
||||
public XTableCellData SetCellPrefab(int row, int col, GameObject prefab)
|
||||
{
|
||||
var data = TableData.GetOrCreateCell(row, col);
|
||||
data.Prefab = prefab;
|
||||
data.ContentType = CellContentType.Prefab;
|
||||
MarkDirty(TableDirtyType.DataChanged);
|
||||
return data;
|
||||
}
|
||||
|
||||
/// <summary>设置单元格的样式命名空间,同时写入边框缓存(谁最后设置归谁)</summary>
|
||||
public XTableCellData SetCellStyle(int row, int col, string styleNamespace, string stylePath)
|
||||
{
|
||||
var data = TableData.GetOrCreateCell(row, col);
|
||||
if (data.CellStyle == null)
|
||||
data.CellStyle = new XericLibrary.Runtime.SuperStyleSheet.StyleMember();
|
||||
data.CellStyle.CurrentNamespace = styleNamespace ?? "";
|
||||
data.CellStyle.StylePath = stylePath ?? "";
|
||||
MarkDirty(TableDirtyType.StyleChanged);
|
||||
return data;
|
||||
}
|
||||
|
||||
/// <summary>设置单元格的样式命名空间(兼容旧版,等同于 StyleNamespace 字段)</summary>
|
||||
public void SetCellStyleNamespace(int row, int col, string styleNamespace)
|
||||
{
|
||||
// 合并源:遍历所有被合并单元格,全部写入该样式
|
||||
@@ -583,10 +675,54 @@ namespace XericUI.XTable.Rendering.Component
|
||||
TableData.SetBorderBottomNs(row, col, ns);
|
||||
}
|
||||
|
||||
/// <summary>获取单元格的样式命名空间</summary>
|
||||
/// <summary>清除文本内容</summary>
|
||||
public void ClearCellText(int row, int col)
|
||||
{
|
||||
var data = TableData.GetCell(row, col);
|
||||
if (data == null) return;
|
||||
data.Text = null;
|
||||
if (data.ContentType == CellContentType.Text)
|
||||
data.ContentType = CellContentType.Text; // 保持类型不变,仅清空内容
|
||||
MarkDirty(TableDirtyType.DataChanged);
|
||||
}
|
||||
|
||||
/// <summary>清除图片纹理</summary>
|
||||
public void ClearCellImage(int row, int col)
|
||||
{
|
||||
var data = TableData.GetCell(row, col);
|
||||
if (data == null) return;
|
||||
data.Image = null;
|
||||
MarkDirty(TableDirtyType.DataChanged);
|
||||
}
|
||||
|
||||
/// <summary>清除预制体及委托</summary>
|
||||
public void ClearCellPrefab(int row, int col)
|
||||
{
|
||||
var data = TableData.GetCell(row, col);
|
||||
if (data == null) return;
|
||||
data.Prefab = null;
|
||||
data.OnPrefabAcquire = null;
|
||||
data.OnPrefabRelease = null;
|
||||
MarkDirty(TableDirtyType.DataChanged);
|
||||
}
|
||||
|
||||
/// <summary>清除单元格样式覆盖</summary>
|
||||
public void ClearCellStyle(int row, int col)
|
||||
{
|
||||
var data = TableData.GetCell(row, col);
|
||||
if (data == null) return;
|
||||
data.CellStyle = null;
|
||||
MarkDirty(TableDirtyType.StyleChanged);
|
||||
}
|
||||
|
||||
public XTableCellData GetCellData(int row, int col)
|
||||
=> TableData.GetOrCreateCell(row, col);
|
||||
|
||||
/// <summary>获取单元格的样式命名空间(含回退逻辑)</summary>
|
||||
public string GetCellStyleNamespace(int row, int col)
|
||||
{
|
||||
return TableData.GetCell(row, col)?.StyleNamespace ?? m_DefaultStyleNamespace;
|
||||
var data = TableData.GetCell(row, col);
|
||||
return data != null ? data.GetEffectiveStyleNamespace(m_DefaultStyleNamespace) : m_DefaultStyleNamespace;
|
||||
}
|
||||
|
||||
public void MergeCells(int startRow, int startCol, int rowSpan, int colSpan)
|
||||
@@ -608,9 +744,10 @@ namespace XericUI.XTable.Rendering.Component
|
||||
public bool IsMergeSource(int row, int col, out int rowSpan, out int colSpan)
|
||||
=> TableData.IsMergeSource(row, col, out rowSpan, out colSpan);
|
||||
|
||||
/// <summary>在末尾追加一行,默认行高 40</summary>
|
||||
public void AddRow(float height = 40f)
|
||||
/// <summary>在末尾追加一行,默认行高来自 Config</summary>
|
||||
public void AddRow(float height = -1f)
|
||||
{
|
||||
if (height <= 0) height = Config.DefaultRowHeight;
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.Undo.RecordObject(this, "Add Table Row");
|
||||
#endif
|
||||
@@ -625,9 +762,10 @@ namespace XericUI.XTable.Rendering.Component
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>在末尾追加一列,默认列宽 100</summary>
|
||||
public void AddColumn(float width = 100f)
|
||||
/// <summary>在末尾追加一列,默认列宽来自 Config</summary>
|
||||
public void AddColumn(float width = -1f)
|
||||
{
|
||||
if (width <= 0) width = Config.DefaultColumnWidth;
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.Undo.RecordObject(this, "Add Table Column");
|
||||
#endif
|
||||
@@ -869,6 +1007,11 @@ namespace XericUI.XTable.Rendering.Component
|
||||
RecalculateTotalSize();
|
||||
UpdateVisibleRect();
|
||||
|
||||
// 确保 ScrollRect Content 尺寸正确(否则滚动时可能裁剪掉全部内容)
|
||||
RectTransform ctRt = ContentTransform as RectTransform;
|
||||
if (ctRt != null)
|
||||
ctRt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
|
||||
|
||||
// 更新背景尺寸
|
||||
if (m_BackgroundGo != null)
|
||||
{
|
||||
@@ -898,12 +1041,14 @@ namespace XericUI.XTable.Rendering.Component
|
||||
Transform poolRoot = m_Assembler.PoolRoot;
|
||||
Transform prefabPoolRoot = m_PrefabPool?.PoolRoot;
|
||||
Transform contentT = ContentTransform;
|
||||
Transform borderT = contentT.Find("_TableBorders");
|
||||
for (int i = contentT.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
var child = contentT.GetChild(i);
|
||||
if (poolRoot != null && child == poolRoot) continue;
|
||||
if (prefabPoolRoot != null && child == prefabPoolRoot) continue;
|
||||
if (m_BackgroundGo != null && child.gameObject == m_BackgroundGo) continue;
|
||||
if (borderT != null && child == borderT) continue;
|
||||
|
||||
child.gameObject.hideFlags = HideFlags.None;
|
||||
if (Application.isPlaying)
|
||||
@@ -1171,8 +1316,8 @@ namespace XericUI.XTable.Rendering.Component
|
||||
Color borderColor = GetCellBorderColor(ns);
|
||||
float borderWidth = GetCellBorderWidth(ns);
|
||||
|
||||
Color multiSelectColor = new Color(selectionColor.r, selectionColor.g, selectionColor.b, selectionColor.a * 0.4f);
|
||||
Color focusColor = new Color(selectionColor.r + 0.04f, selectionColor.g + 0.13f, selectionColor.b + 0.13f, selectionColor.a * 1.4f);
|
||||
Color multiSelectColor = new Color(selectionColor.r, selectionColor.g, selectionColor.b, selectionColor.a * Config.MultiSelectAlphaFactor);
|
||||
Color focusColor = new Color(selectionColor.r + Config.FocusRAdd, selectionColor.g + Config.FocusGAdd, selectionColor.b + Config.FocusBAdd, selectionColor.a * Config.FocusAlphaMul);
|
||||
|
||||
for (int r = sr; r < er && r < m_RowHeights.Length; r++)
|
||||
{
|
||||
@@ -1230,27 +1375,42 @@ namespace XericUI.XTable.Rendering.Component
|
||||
|
||||
if (data == null) continue;
|
||||
|
||||
if (!string.IsNullOrEmpty(data.Text))
|
||||
switch (data.ContentType)
|
||||
{
|
||||
var txt = m_Assembler.GetText("cell_text", cellNS);
|
||||
txt.Rect.anchoredPosition = new Vector2(cellX + 4, cellY);
|
||||
txt.Rect.sizeDelta = new Vector2(cellW - 8, cellH);
|
||||
txt.Text.text = data.Text;
|
||||
txt.Text.color = GetCellFgColor(cellNS);
|
||||
txt.Text.fontSize = GetCellFontSize(cellNS);
|
||||
txt.Text.alignment = TextAlignmentOptions.Midline;
|
||||
txt.Text.font = GetCellFontAsset(cellNS) ?? txt.Text.font;
|
||||
}
|
||||
|
||||
// 预制体渲染
|
||||
if (data.Prefab != null)
|
||||
{
|
||||
GameObject instance = m_PrefabPool.Acquire(data.Prefab, r, c);
|
||||
RectTransform prt = instance.GetComponent<RectTransform>();
|
||||
prt.anchoredPosition = new Vector2(cellX, cellY);
|
||||
prt.sizeDelta = new Vector2(cellW, cellH);
|
||||
m_ActivePrefabMap[(r, c)] = instance;
|
||||
data.OnPrefabAcquire?.Invoke(instance);
|
||||
case CellContentType.Text:
|
||||
if (!string.IsNullOrEmpty(data.Text))
|
||||
{
|
||||
var txt = m_Assembler.GetText("cell_text", cellNS);
|
||||
txt.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
txt.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
txt.Text.text = data.Text;
|
||||
txt.Text.color = GetCellFgColor(cellNS);
|
||||
txt.Text.fontSize = GetCellFontSize(cellNS);
|
||||
txt.Text.alignment = TextAlignmentOptions.Midline;
|
||||
txt.Text.font = GetCellFontAsset(cellNS) ?? txt.Text.font;
|
||||
}
|
||||
break;
|
||||
case CellContentType.Image:
|
||||
if (data.Image != null)
|
||||
{
|
||||
Sprite sprite = GetOrCreateSprite(data.Image);
|
||||
var img = m_Assembler.GetImage("cell_image", cellNS);
|
||||
img.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
img.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
img.Image.sprite = sprite;
|
||||
}
|
||||
break;
|
||||
case CellContentType.Prefab:
|
||||
if (data.Prefab != null)
|
||||
{
|
||||
GameObject instance = m_PrefabPool.Acquire(data.Prefab, r, c);
|
||||
RectTransform prt = instance.GetComponent<RectTransform>();
|
||||
prt.anchoredPosition = new Vector2(cellX, cellY);
|
||||
prt.sizeDelta = new Vector2(cellW, cellH);
|
||||
m_ActivePrefabMap[(r, c)] = instance;
|
||||
data.OnPrefabAcquire?.Invoke(instance);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1259,9 +1419,9 @@ namespace XericUI.XTable.Rendering.Component
|
||||
#endif
|
||||
|
||||
// 运行时模式
|
||||
Color rtSelectionColor = RT_SELECTION_COLOR;
|
||||
Color rtMultiSelectColor = RT_MULTI_SELECT_COLOR;
|
||||
Color rtFocusColor = RT_FOCUS_COLOR;
|
||||
Color rtSelectionColor = Config.RuntimeSelectionColor;
|
||||
Color rtMultiSelectColor = Config.RuntimeMultiSelectColor;
|
||||
Color rtFocusColor = Config.RuntimeFocusColor;
|
||||
|
||||
for (int r = sr; r < er && r < m_RowHeights.Length; r++)
|
||||
{
|
||||
@@ -1306,34 +1466,49 @@ namespace XericUI.XTable.Rendering.Component
|
||||
|
||||
var hLine = m_Assembler.GetImage("cell_hline");
|
||||
hLine.Rect.anchoredPosition = new Vector2(cellX, cellY - cellH);
|
||||
hLine.Rect.sizeDelta = new Vector2(cellW, RT_BORDER_WIDTH);
|
||||
hLine.Image.color = RT_BORDER_COLOR;
|
||||
hLine.Rect.sizeDelta = new Vector2(cellW, Config.RuntimeBorderWidth);
|
||||
hLine.Image.color = Config.RuntimeBorderColor;
|
||||
|
||||
var vLine = m_Assembler.GetImage("cell_vline");
|
||||
vLine.Rect.anchoredPosition = new Vector2(cellX + cellW - RT_BORDER_WIDTH, cellY);
|
||||
vLine.Rect.sizeDelta = new Vector2(RT_BORDER_WIDTH, cellH);
|
||||
vLine.Image.color = RT_BORDER_COLOR;
|
||||
vLine.Rect.anchoredPosition = new Vector2(cellX + cellW - Config.RuntimeBorderWidth, cellY);
|
||||
vLine.Rect.sizeDelta = new Vector2(Config.RuntimeBorderWidth, cellH);
|
||||
vLine.Image.color = Config.RuntimeBorderColor;
|
||||
|
||||
if (data == null) continue;
|
||||
|
||||
if (!string.IsNullOrEmpty(data.Text))
|
||||
switch (data.ContentType)
|
||||
{
|
||||
var txt = m_Assembler.GetText("cell_text", cellNS);
|
||||
txt.Rect.anchoredPosition = new Vector2(cellX + 4, cellY);
|
||||
txt.Rect.sizeDelta = new Vector2(cellW - 8, cellH);
|
||||
txt.Text.text = data.Text;
|
||||
// 运行时样式由 StyleBoundElement 被动更新,此处仅设置文本内容
|
||||
}
|
||||
|
||||
// 预制体渲染
|
||||
if (data.Prefab != null)
|
||||
{
|
||||
GameObject instance = m_PrefabPool.Acquire(data.Prefab, r, c);
|
||||
RectTransform prt = instance.GetComponent<RectTransform>();
|
||||
prt.anchoredPosition = new Vector2(cellX, cellY);
|
||||
prt.sizeDelta = new Vector2(cellW, cellH);
|
||||
m_ActivePrefabMap[(r, c)] = instance;
|
||||
data.OnPrefabAcquire?.Invoke(instance);
|
||||
case CellContentType.Text:
|
||||
if (!string.IsNullOrEmpty(data.Text))
|
||||
{
|
||||
var txt = m_Assembler.GetText("cell_text", cellNS);
|
||||
txt.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
txt.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
txt.Text.text = data.Text;
|
||||
// 运行时样式由 StyleBoundElement 被动更新,此处仅设置文本内容
|
||||
}
|
||||
break;
|
||||
case CellContentType.Image:
|
||||
if (data.Image != null)
|
||||
{
|
||||
Sprite sprite = GetOrCreateSprite(data.Image);
|
||||
var img = m_Assembler.GetImage("cell_image", cellNS);
|
||||
img.Rect.anchoredPosition = new Vector2(cellX + CellPadding, cellY);
|
||||
img.Rect.sizeDelta = new Vector2(cellW - CellPadding2, cellH);
|
||||
img.Image.sprite = sprite;
|
||||
}
|
||||
break;
|
||||
case CellContentType.Prefab:
|
||||
if (data.Prefab != null)
|
||||
{
|
||||
GameObject instance = m_PrefabPool.Acquire(data.Prefab, r, c);
|
||||
RectTransform prt = instance.GetComponent<RectTransform>();
|
||||
prt.anchoredPosition = new Vector2(cellX, cellY);
|
||||
prt.sizeDelta = new Vector2(cellW, cellH);
|
||||
m_ActivePrefabMap[(r, c)] = instance;
|
||||
data.OnPrefabAcquire?.Invoke(instance);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1343,6 +1518,18 @@ namespace XericUI.XTable.Rendering.Component
|
||||
|
||||
#region 坐标计算
|
||||
|
||||
/// <summary>判断指定单元格是否与当前可见矩形有重叠(用于 RenderQuadrants 裁剪)</summary>
|
||||
private bool IsCellVisible(int row, int col)
|
||||
{
|
||||
float cellTop = GetRowTopY(row);
|
||||
float cellBottom = cellTop + m_RowHeights[row];
|
||||
float cellLeft = GetColLeftX(col);
|
||||
float cellRight = cellLeft + m_ColWidths[col];
|
||||
|
||||
return cellBottom > m_VisibleRect.y && cellTop < m_VisibleRect.yMax &&
|
||||
cellRight > m_VisibleRect.x && cellLeft < m_VisibleRect.xMax;
|
||||
}
|
||||
|
||||
private float GetRowTopY(int row)
|
||||
{
|
||||
float y = 0;
|
||||
@@ -1359,6 +1546,22 @@ namespace XericUI.XTable.Rendering.Component
|
||||
return x;
|
||||
}
|
||||
|
||||
/// <summary>将 Texture2D 转为 Sprite(带缓存),用于 Image 类型单元格渲染</summary>
|
||||
private Sprite GetOrCreateSprite(Texture2D texture)
|
||||
{
|
||||
if (texture == null) return null;
|
||||
|
||||
if (m_SpriteCache == null)
|
||||
m_SpriteCache = new Dictionary<Texture2D, Sprite>();
|
||||
|
||||
if (!m_SpriteCache.TryGetValue(texture, out Sprite sprite))
|
||||
{
|
||||
sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
|
||||
m_SpriteCache[texture] = sprite;
|
||||
}
|
||||
return sprite;
|
||||
}
|
||||
|
||||
private void RecalculateTotalSize()
|
||||
{
|
||||
m_TotalWidth = 0;
|
||||
@@ -1499,7 +1702,7 @@ namespace XericUI.XTable.Rendering.Component
|
||||
|
||||
#region 其他
|
||||
|
||||
private void MarkDirty(TableDirtyType type)
|
||||
public void MarkDirty(TableDirtyType type)
|
||||
{
|
||||
m_DirtyFlag.Mark(type);
|
||||
|
||||
@@ -1550,7 +1753,7 @@ namespace XericUI.XTable.Rendering.Component
|
||||
}
|
||||
}
|
||||
|
||||
m_Quadtree.Build(m_TotalWidth, m_TotalHeight, m_RowHeights, m_ColWidths, cells);
|
||||
m_Quadtree.Build(m_TotalWidth, m_TotalHeight, m_RowHeights, m_ColWidths, cells, Config.QuadtreeMaxCellsPerNode);
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -1621,6 +1824,24 @@ namespace XericUI.XTable.Rendering.Component
|
||||
var borderRt = renderer.GetComponent<RectTransform>();
|
||||
borderRt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
Color borderColor;
|
||||
float borderWidth;
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
borderColor = GetCellBorderColor(m_DefaultStyleNamespace);
|
||||
borderWidth = GetCellBorderWidth(m_DefaultStyleNamespace);
|
||||
}
|
||||
else
|
||||
{
|
||||
borderColor = Config.RuntimeBorderColor;
|
||||
borderWidth = Config.RuntimeBorderWidth;
|
||||
}
|
||||
#else
|
||||
Color borderColor = Config.RuntimeBorderColor;
|
||||
float borderWidth = Config.RuntimeBorderWidth;
|
||||
#endif
|
||||
|
||||
int rows = m_RowHeights.Length;
|
||||
int cols = m_ColWidths.Length;
|
||||
|
||||
@@ -1759,6 +1980,8 @@ namespace XericUI.XTable.Rendering.Component
|
||||
// 共享预制体对象池
|
||||
m_ViewportRenderer.PrefabPool = m_PrefabPool;
|
||||
m_ViewportRenderer.ActivePrefabMap = m_ActivePrefabMap;
|
||||
m_ViewportRenderer.CellPadding = Config.CellHorizontalPadding;
|
||||
m_ViewportRenderer.Config = Config;
|
||||
}
|
||||
|
||||
/// <summary>渲染 Viewport 层冻结单元格,随滚动偏移调整位置</summary>
|
||||
|
||||
Reference in New Issue
Block a user