添加表格的强制样式更新。

优化样式状态集,添加了样式集基于默认值的默认样式路径。
优化样式表按钮等组件的刷新功能。
This commit is contained in:
2026-06-28 23:08:17 +08:00
parent c98503239f
commit f20033743d
7 changed files with 715 additions and 535 deletions
+168 -151
View File
@@ -1,203 +1,220 @@
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, IStyleRefreshable
{
#region 序列化字段
/// <summary>
/// 基于 SuperStyleSheet 的按钮组件。
/// 通过 TransitionMode 选择颜色切换、纹理切换或两者并用,
/// 替代 Unity 内置的 ColorBlock 和 SpriteState。
/// </summary>
[AddComponentMenu("Xeric UI Vessel/UI/Style Button", 51)]
public class XericStyleButton : Button, IStyleRefreshable
{
/// <summary>样式过渡模式</summary>
public enum TransitionMode
{
/// <summary>仅颜色切换</summary>
Color,
/// <summary>仅纹理/Sprite 切换</summary>
Sprite,
/// <summary>颜色 + 纹理切换</summary>
ColorAndSprite
}
[Header("样式表状态")]
[SerializeField]
[Tooltip("五态颜色样式块")]
#region 序列化字段
[Header("过渡模式")]
[SerializeField]
[Tooltip("选择颜色 / 纹理 / 同时切换")]
private TransitionMode m_TransitionMode = TransitionMode.ColorAndSprite;
[Header("样式表状态")] [SerializeField]
[Tooltip("五态颜色样式块(ColorTint)")]
private StyleSheetState m_ColorState = StyleSheetState.Default;
[SerializeField]
[Tooltip("五态纹理样式块")]
private StyleSheetState m_TextureState = StyleSheetState.Default;
[Tooltip("五态纹理样式块(SpriteState)")]
private StyleSheetState m_TextureState = StyleSheetState.CreateTexture();
[SerializeField]
[Tooltip("启用样式表驱动过渡(关闭则回退为 Unity ColorBlock)")]
private bool m_EnableStyleTransition = true;
[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
#endregion
#region 运行时
#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 StyleSheetSelectionState m_CurrentState = StyleSheetSelectionState.Normal;
[System.NonSerialized] private Graphic m_TargetGraphic;
[System.NonSerialized] private Image m_TargetImage;
#endregion
#endregion
#region 生命周期
#region 生命周期
protected override void Awake()
{
base.Awake();
m_TargetGraphic = targetGraphic;
m_TargetImage = m_TargetGraphic as Image;
}
protected override void Awake()
{
base.Awake();
m_TargetGraphic = targetGraphic;
m_TargetImage = m_TargetGraphic as Image;
}
protected override void OnEnable()
{
base.OnEnable();
protected override void OnEnable()
{
base.OnEnable();
RevalidateStyles();
RevalidateStyles();
StyleRefreshManager.Register(this);
ApplyForState(m_CurrentState);
}
StyleRefreshManager.Register(this);
ApplyForState(m_CurrentState);
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
RevalidateStyles();
ApplyForState(m_CurrentState);
}
protected override void OnValidate()
{
base.OnValidate();
RevalidateStyles();
ApplyForState(m_CurrentState);
}
#endif
private void RevalidateStyles()
{
m_ColorState?.UnsubscribeAll(OnStyleChanged);
m_TextureState?.UnsubscribeAll(OnStyleChanged);
private void RevalidateStyles()
{
m_ColorState?.UnsubscribeAll(OnStyleChanged);
m_TextureState?.UnsubscribeAll(OnStyleChanged);
m_ColorState?.RegisterAll();
m_TextureState?.RegisterAll();
m_ColorState?.SubscribeAll(OnStyleChanged);
m_TextureState?.SubscribeAll(OnStyleChanged);
}
m_ColorState?.RegisterAll();
m_TextureState?.RegisterAll();
m_ColorState?.SubscribeAll(OnStyleChanged);
m_TextureState?.SubscribeAll(OnStyleChanged);
}
protected override void OnDisable()
{
StyleRefreshManager.Unregister(this);
protected override void OnDisable()
{
StyleRefreshManager.Unregister(this);
m_ColorState?.UnsubscribeAll(OnStyleChanged);
m_TextureState?.UnsubscribeAll(OnStyleChanged);
m_ColorState?.UnregisterAll();
m_TextureState?.UnregisterAll();
m_ColorState?.UnsubscribeAll(OnStyleChanged);
m_TextureState?.UnsubscribeAll(OnStyleChanged);
m_ColorState?.UnregisterAll();
m_TextureState?.UnregisterAll();
base.OnDisable();
}
base.OnDisable();
}
#endregion
#endregion
#region 状态过渡
#region 状态过渡
protected override void DoStateTransition(SelectionState state, bool instant)
{
if (!gameObject.activeInHierarchy) return;
protected override void DoStateTransition(SelectionState state, bool instant)
{
if (!gameObject.activeInHierarchy) return;
m_CurrentState = (StyleSheetSelectionState)(int)state;
m_CurrentState = (StyleSheetSelectionState)(int)state;
if (m_EnableStyleTransition)
ApplyForState(m_CurrentState, instant);
else
base.DoStateTransition(state, instant);
}
if (m_EnableStyleTransition)
ApplyForState(m_CurrentState, instant);
else
base.DoStateTransition(state, instant);
}
#endregion
#endregion
#region 样式应用
#region 样式应用
public void RefreshStyle()
{
ApplyForState(m_CurrentState, false);
}
public void RefreshStyle()
{
ApplyForState(m_CurrentState, false);
}
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);
}
}
private void ApplyForState(StyleSheetSelectionState state, bool instant = false)
{
if (m_TransitionMode == TransitionMode.Color || m_TransitionMode == TransitionMode.ColorAndSprite)
{
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));
}
}
}
if (m_TransitionMode == TransitionMode.Sprite || m_TransitionMode == TransitionMode.ColorAndSprite)
{
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);
}
private void OnStyleChanged(StyleValue _)
{
if (gameObject.activeInHierarchy)
ApplyForState(m_CurrentState);
}
#endregion
#endregion
#region 组件替换
#region 组件替换
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/XericStyleButton/Xeric UI/强制刷新样式", false, 1)]
private static void ForceRefreshStyle(UnityEditor.MenuCommand command)
{
StyleRefreshManager.ForceRefreshAll();
}
[UnityEditor.MenuItem("CONTEXT/XericStyleButton/Xeric UI/强制刷新样式", false, 1)]
private static void ForceRefreshStyle(UnityEditor.MenuCommand command)
{
StyleRefreshManager.ForceRefreshAll();
}
[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)", 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/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", 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;
});
[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
}
}
#endregion
}
}
+49 -25
View File
@@ -9,20 +9,38 @@ 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,
/// 通过 TransitionMode 选择颜色切换、纹理切换或两者并用,
/// 额外支持 isOn 覆盖和 Checkmark 样式。
/// </summary>
[AddComponentMenu("Xeric UI Vessel/UI/Style Toggle", 52)]
public class XericStyleToggle : Toggle, IStyleRefreshable
{
/// <summary>样式过渡模式</summary>
public enum TransitionMode
{
/// <summary>仅颜色切换</summary>
Color,
/// <summary>仅纹理/Sprite 切换</summary>
Sprite,
/// <summary>颜色 + 纹理切换</summary>
ColorAndSprite
}
#region 序列化字段
[Header("过渡模式")]
[SerializeField]
[Tooltip("选择颜色 / 纹理 / 同时切换")]
private TransitionMode m_TransitionMode = TransitionMode.ColorAndSprite;
[Header("样式表状态")]
[SerializeField]
[Tooltip("五态颜色样式块(ColorTint)")]
private StyleSheetState m_ColorState = StyleSheetState.Default;
[SerializeField]
private StyleSheetState m_TextureState = StyleSheetState.Default;
[Tooltip("五态纹理样式块(SpriteState)")]
private StyleSheetState m_TextureState = StyleSheetState.CreateTexture();
[Header("Toggle 专用")]
[SerializeField]
@@ -163,37 +181,43 @@ namespace XericUI.OverrideUI
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)
if (m_TransitionMode == TransitionMode.Color || m_TransitionMode == TransitionMode.ColorAndSprite)
{
StyleValue val = colorField.GetValue();
if (val != null)
// 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)
{
float dur = instant ? 0f : (m_ColorState?.FadeDuration ?? 0.1f);
m_TargetGraphic.CrossFadeColor((Color)val, dur, true, true);
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)
if (m_TransitionMode == TransitionMode.Sprite || m_TransitionMode == TransitionMode.ColorAndSprite)
{
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));
// 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
// Checkmark(独立于 TransitionMode)
if (m_CheckmarkGraphic != null && m_CheckmarkStyle != null)
{
StyleValue val = m_CheckmarkStyle.GetValue();