using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Pool;
using UnityEngine.UI;
using XericLibrary.Runtime.MacroLibrary;
namespace XericUI.OverrideLayout
{
public abstract class XericHorizontalOrVerticalLayoutGroup : HorizontalOrVerticalLayoutGroup
{
///
/// 布局时忽略不可见的成员
///
public bool layoutIgnoreInactive = false;
#region 黑白名单
/*
* 黑名单对象无法参与布局
* 仅白名单对象允许参与布局
*/
public bool enableListScreening = true;
public bool blackListMode = false;
private HashSet m_whiteList_HashSet;
private HashSet m_blackList_HashSet;
[SerializeField] private List m_whiteList_list;
[SerializeField] private List m_blackList_list;
private bool m_whiteListDirty = true;
private bool m_blackListDirty = true;
public List WhiteList
{
get => m_whiteList_list ??= ListPool.Get();
set
{
if (value == null)
return;
m_whiteListDirty = true;
if (m_whiteList_list != value)
{
if (m_whiteList_list != null)
ListPool.Release(m_whiteList_list);
m_whiteList_list = value;
}
}
}
public List BlackList
{
get => m_blackList_list ??= ListPool.Get();
set
{
if (value == null)
return;
m_blackListDirty = true;
if (m_blackList_list != value)
{
if (m_blackList_list != null)
ListPool.Release(m_blackList_list);
m_blackList_list = value;
}
}
}
#endregion
#if UNITY_EDITOR
protected override void Reset()
{
base.Reset();
enableListScreening = true;
blackListMode = false;
}
protected override void Update()
{
base.Update();
}
#endif
#region 黑白名单
protected bool CanSkipLayout(RectTransform target)
{
if (!enableListScreening)
return layoutIgnoreInactive && !target.gameObject.activeInHierarchy;
return (blackListMode ? BlackListContains(target) : !WhiteListContains(target)) ||
(layoutIgnoreInactive && !target.gameObject.activeInHierarchy);
}
protected bool WhiteListContains(RectTransform target)
=> TackListContains(target, ref m_whiteListDirty, ref m_whiteList_list, ref m_whiteList_HashSet);
protected bool BlackListContains(RectTransform target)
=> TackListContains(target, ref m_blackListDirty, ref m_blackList_list, ref m_blackList_HashSet);
private bool TackListContains(RectTransform target, ref bool islistDirty, ref List list,
ref HashSet hashlist)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
return list.Contains(target);
#endif
if (!islistDirty && list.Count == hashlist.Count)
return hashlist.Contains(target);
islistDirty = false;
var hashset = HashSetPool.Get();
hashset.AddRange(list);
if (hashlist != null)
HashSetPool.Release(hashlist);
hashlist = hashset;
return hashlist.Contains(target);
}
#endregion
}
}