加入ui反射界面生成

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2026-04-18 18:03:45 +08:00
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# 界面反射生成器
这部分内容允许用户通过传入一个数据结构来生成界面,这个界面会通过生成对应类型的组件并绑定输入输出来与传入数据对象进行交互。
要使用界面反射生成器,你需要准备对应的组件,并在管理器中提供名称来注册组件。
然后在脚本中使用特性标记要使用的组件。
在程序中将数据结构对象传入到生成器上,生成器会将与之对应的成员生成在界面上。
## 关于组件结构
为了规范项目结构,建议将属性对应的ui交互部分(如单选项,输入框等)单独制作成预制体,ui属性的名称结构如果有变动的话,另外制作成一个单独的外部组件,将属性交互部分嵌入到这个外部组件中。
这两个或多个组件都可以池化,你可以使用池组件定位器(XuiavPooledLocator)放置在组件对应的关键节点处,程序会自动根据定位器属性将两个组件拼装在一起,且自动调整布局。
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namespace XericUI.ReflectionUIGenerator
{
public class XuiavrgAttribute
{
}
}
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using Deconstruction.Type.Peculiarity;
using UnityEngine;
namespace XericUI.ReflectionUIGenerator
{
/// <summary>
/// 节点下生成反射属性管理器
/// </summary>
public class XuiavrgManager
{
/// <summary>
/// 装填数据负载
/// </summary>
/// <param name="payload"></param>
public void PerformSchemaDrivenHydration(object payload)
{
var type = payload.GetType();
var attributes = type.GetCustomAttributes(true);
foreach (var attribute in attributes)
{
if (attribute is not XuiavrgAttribute xuiavrgAttribute)
continue;
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace XericUI.ReflectionUIGenerator
{
/// <summary>
/// ui反射属性定位器,放在池对象的根节点上,设定好接下来的目标即可
/// </summary>
public class XuiavrgPooledLocator : MonoBehaviour
{
}
}
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namespace XericUI.ReflectionUIGenerator
{
public static class XuiavrgUtilities
{
}
}
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