布局功能增加黑白名单功能。
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@@ -1,4 +1,8 @@
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using Sirenix.OdinInspector;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using Sirenix.Utilities;
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using UnityEngine;
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using UnityEngine.Pool;
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using UnityEngine.UI;
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namespace XericUI.OverrideLayout
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@@ -10,11 +14,113 @@ namespace XericUI.OverrideLayout
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/// </summary>
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public bool layoutIgnoreInactive = false;
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#region 黑白名单
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/*
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* 黑名单对象无法参与布局
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* 仅白名单对象允许参与布局
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*/
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public bool enableListScreening = true;
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public bool blackListMode = false;
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private HashSet<RectTransform> m_whiteList_HashSet;
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private HashSet<RectTransform> m_blackList_HashSet;
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[SerializeField] private List<RectTransform> m_whiteList_list;
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[SerializeField] private List<RectTransform> m_blackList_list;
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private bool m_whiteListDirty = true;
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private bool m_blackListDirty = true;
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public List<RectTransform> WhiteList
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{
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get => m_whiteList_list ??= ListPool<RectTransform>.Get();
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set
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{
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if (value == null)
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return;
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m_whiteListDirty = true;
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if (m_whiteList_list != value)
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{
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if (m_whiteList_list != null)
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ListPool<RectTransform>.Release(m_whiteList_list);
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m_whiteList_list = value;
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}
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}
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}
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public List<RectTransform> BlackList
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{
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get => m_blackList_list ??= ListPool<RectTransform>.Get();
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set
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{
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if (value == null)
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return;
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m_blackListDirty = true;
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if (m_blackList_list != value)
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{
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if (m_blackList_list != null)
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ListPool<RectTransform>.Release(m_blackList_list);
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m_blackList_list = value;
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}
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}
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}
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#endregion
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#if UNITY_EDITOR
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protected override void Reset()
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{
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base.Reset();
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enableListScreening = true;
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blackListMode = false;
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}
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protected override void Update()
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{
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base.Update();
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}
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#endif
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#region 黑白名单
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protected bool CanSkipLayout(RectTransform target)
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{
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if (!enableListScreening)
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return layoutIgnoreInactive && !target.gameObject.activeInHierarchy;
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return blackListMode ? BlackListContains(target) : !WhiteListContains(target);
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}
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protected bool WhiteListContains(RectTransform target)
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=> TackListContains(target, ref m_whiteListDirty, ref m_whiteList_list, ref m_whiteList_HashSet);
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protected bool BlackListContains(RectTransform target)
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=> TackListContains(target, ref m_blackListDirty, ref m_blackList_list, ref m_blackList_HashSet);
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private bool TackListContains(RectTransform target, ref bool islistDirty, ref List<RectTransform> list,
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ref HashSet<RectTransform> hashlist)
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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return list.Contains(target);
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#endif
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if (!islistDirty && list.Count == hashlist.Count)
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return hashlist.Contains(target);
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islistDirty = false;
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var hashset = HashSetPool<RectTransform>.Get();
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hashset.AddRange(list);
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if (hashlist != null)
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HashSetPool<RectTransform>.Release(hashlist);
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hashlist = hashset;
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return hashlist.Contains(target);
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}
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#endregion
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}
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}
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