Files

324 lines
11 KiB
C#

using System;
using Deconstruction.Runtime;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector;
#endif
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using XericUI.Form;
namespace XericUI.Core.Base
{
public class XericUIBehaviour : UIBehaviour, IActivity
{
#if ODIN_INSPECTOR
[InfoBox("脚本必填属性存在空引用!请检查开放属性后再试", InfoMessageType.Error, VisibleIf = "PublicFieldNullReference")]
[HideLabel, DisplayAsString]
#endif
string __EMPTYFIELD;
protected bool PublicFieldNullReference;
[System.NonSerialized] private Canvas _canvas;
[System.NonSerialized] private CanvasScaler _canvasScaler;
[System.NonSerialized] private GraphicRaycaster _graphicRaycaster;
[System.NonSerialized] private RectTransform _rect;
/// <summary>
/// 层级脏(层级被转移)
/// </summary>
private bool _hierarchyDirty;
/// <summary>
/// 根布局管理器
/// </summary>
public Canvas canvas
{
get
{
if (!_canvas) _canvas = GetComponentInParent<Canvas>();
#if UNITY_EDITOR
if (!_canvas) Debug.LogError($"{name} 无法找到布局组件,接下来的流程可能会引发错误", this);
#endif
return _canvas;
}
}
/// <summary>
/// 根布局缩放
/// </summary>
public CanvasScaler canvasScaler
{
get
{
if (!_canvasScaler) _canvasScaler = GetComponentInParent<CanvasScaler>();
#if UNITY_EDITOR
if (_canvas == null) Debug.LogError($"{name} 无法找到布局缩放组件,接下来的流程可能会引发错误", this);
#endif
return _canvasScaler;
}
}
/// <summary>
/// 根布局射线检测
/// </summary>
public GraphicRaycaster graphicRaycaster
{
get
{
if (!_graphicRaycaster) _graphicRaycaster = GetComponentInParent<GraphicRaycaster>();
#if UNITY_EDITOR
if (_canvas == null) Debug.LogError($"{name} 无法找到布局射线检测,接下来的流程可能会引发错误", this);
#endif
return _graphicRaycaster;
}
}
/// <summary>
/// ui变换组件
/// </summary>
protected RectTransform rectTransform
{
get
{
if (!_rect) _rect = GetComponent<RectTransform>();
return _rect;
}
}
#region 生命周期
protected bool AlreadyAwake { get; private set; }
protected bool AlreadyStart { get; private set; }
protected bool AlreadyOnEnable { get; private set; }
protected bool AlreadyOnDisable { get; private set; }
protected bool FirstUpdate { get; private set; }
protected bool FirstFixUpdate { get; private set; }
protected override void Awake()
{
AlreadyAwake = true;
base.Awake();
}
protected override void Start()
{
AlreadyStart = true;
base.Start();
}
protected override void OnEnable()
{
AlreadyOnEnable = true;
base.OnEnable();
}
protected override void OnDisable()
{
AlreadyOnDisable = true;
base.OnDisable();
}
#endregion
#region 脏处理
/// <summary>
/// 设置层级脏()
/// </summary>
public void SetHierarchyDirty()
{
rectTransform.SetLayoutDirty();
_canvas = null;
_canvasScaler = null;
_graphicRaycaster = null;
_hierarchyDirty = true;
}
/// <summary>
/// 复位层级脏
/// </summary>
public void ResetHierarchyDirty()
{
_hierarchyDirty = false;
rectTransform.SetLayoutDirty();
}
#endregion
#region 锚点设置
/// <summary>
/// 设置锚点并保持视觉位置和尺寸不变(补偿偏移量抵消锚点变化带来的位移)
/// </summary>
protected void SetAnchor(Vector2 anchorMin, Vector2 anchorMax)
{
var rt = rectTransform;
if (rt == null) return;
var parentRt = rt.parent != null ? rt.parent as RectTransform : null;
if (parentRt == null)
{
rt.anchorMin = anchorMin;
rt.anchorMax = anchorMax;
return;
}
Vector2 parentSize = parentRt.rect.size;
// 计算当前在父空间中的实际边界
float left = parentSize.x * rt.anchorMin.x + rt.offsetMin.x;
float right = parentSize.x * rt.anchorMax.x + rt.offsetMax.x;
float bottom = parentSize.y * rt.anchorMin.y + rt.offsetMin.y;
float top = parentSize.y * rt.anchorMax.y + rt.offsetMax.y;
// 设置新锚点
rt.anchorMin = anchorMin;
rt.anchorMax = anchorMax;
// 补偿偏移量以保持视觉位置和尺寸不变
rt.offsetMin = new Vector2(
left - parentSize.x * anchorMin.x,
bottom - parentSize.y * anchorMin.y
);
rt.offsetMax = new Vector2(
right - parentSize.x * anchorMax.x,
top - parentSize.y * anchorMax.y
);
}
/// <summary>
/// 设置锚点,通过参数控制是否保持位置
/// </summary>
/// <param name="preservePosition">true=保持位置和尺寸不变(同两参数版本);false=位置被动改变,仅保持尺寸</param>
protected void SetAnchor(Vector2 anchorMin, Vector2 anchorMax, bool preservePosition)
{
if (preservePosition)
{
SetAnchor(anchorMin, anchorMax);
}
else
{
var rt = rectTransform;
if (rt == null) return;
rt.anchorMin = anchorMin;
rt.anchorMax = anchorMax;
}
}
/// <summary>
/// 设置锚点和anchoredPosition,保持尺寸不变
/// </summary>
protected void SetAnchor(Vector2 anchorMin, Vector2 anchorMax, Vector2 anchoredPosition)
{
var rt = rectTransform;
if (rt == null) return;
rt.anchorMin = anchorMin;
rt.anchorMax = anchorMax;
rt.anchoredPosition = anchoredPosition;
}
/// <summary>
/// 设置锚点、anchoredPosition和sizeDelta
/// </summary>
protected void SetAnchor(Vector2 anchorMin, Vector2 anchorMax, Vector2 anchoredPosition, Vector2 sizeDelta)
{
var rt = rectTransform;
if (rt == null) return;
rt.anchorMin = anchorMin;
rt.anchorMax = anchorMax;
rt.anchoredPosition = anchoredPosition;
rt.sizeDelta = sizeDelta;
}
/// <summary>
/// 将窗口定位到目标 RectTransform 的指定锚点位置
/// </summary>
/// <param name="target">目标 RectTransform</param>
/// <param name="anchor">锚点偏移,(0,0)=左下, (1,1)=右上</param>
public void SetAnchorPosition(RectTransform target, Vector2 anchor)
{
var rt = rectTransform;
if (rt == null || target == null) return;
if (rt.parent == target.parent)
{
rt.anchorMin = anchor;
rt.anchorMax = anchor;
rt.pivot = anchor;
rt.anchoredPosition = Vector2.zero;
return;
}
var targetWorldPos = target.TransformPoint(new Vector3(anchor.x, anchor.y, 0));
// RectTransformUtility 会自动处理父级不一致的情况
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(
rt.parent as RectTransform,
targetWorldPos,
null,
out Vector2 anchorLocalPos))
{
Vector2 pivotOffset = new Vector2(
(rt.pivot.x - 0.5f) * rt.rect.width,
(rt.pivot.y - 0.5f) * rt.rect.height
);
rt.anchoredPosition = anchorLocalPos + pivotOffset;
}
}
/// <summary>
/// 根据目标单元格与父级画布的可用空间定位弹窗。
/// 默认以左上角对齐单元格左下角;下方空间不足时改用底部锚点显示在单元格上方,
/// 右侧空间不足时改为从右侧向左展开。
/// </summary>
public void AutoSnapAlignedToRect(RectTransform cellRect)
{
var rt = transform as RectTransform;
if (rt == null || cellRect == null) return;
var parentRT = rt.parent as RectTransform;
if (parentRT == null) return;
Canvas.ForceUpdateCanvases();
var cellCorners = new Vector3[4];
cellRect.GetWorldCorners(cellCorners);
for (int i = 0; i < cellCorners.Length; i++)
cellCorners[i] = parentRT.InverseTransformPoint(cellCorners[i]);
var popupWidth = parentRT.InverseTransformVector(
rt.TransformVector(Vector3.right * rt.rect.width)).magnitude;
var popupHeight = parentRT.InverseTransformVector(
rt.TransformVector(Vector3.up * rt.rect.height)).magnitude;
var parentRect = parentRT.rect;
var leftSpace = cellCorners[2].x - parentRect.xMin;
var rightSpace = parentRect.xMax - cellCorners[0].x;
var placeRight = rightSpace >= popupWidth || rightSpace >= leftSpace;
var bottomSpace = cellCorners[0].y - parentRect.yMin;
var topSpace = parentRect.yMax - cellCorners[1].y;
var placeBelow = bottomSpace >= popupHeight || bottomSpace >= topSpace;
rt.pivot = new Vector2(placeRight ? 0f : 1f, placeBelow ? 1f : 0f);
var target = new Vector3(
placeRight ? cellCorners[0].x : cellCorners[2].x,
placeBelow ? cellCorners[0].y : cellCorners[1].y,
0f);
rt.position = parentRT.TransformPoint(target);
}
#endregion
#region 显影
public virtual void Show() => gameObject.SetActive(true);
public virtual void Hide() => gameObject.SetActive(false);
#endregion
}
}