489 lines
23 KiB
C#
489 lines
23 KiB
C#
using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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using XericLibrary.Runtime.MacroLibrary;
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using XericLibrary.Runtime.SuperStyleSheet;
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using XericUI.XTable.Core;
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using XericUI.XTable.Rendering.Component;
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namespace XericUIEditor.XTable
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{
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/// <summary>
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/// XericUIActionTable 的 Inspector 编辑器——
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/// 折叠分组:[样式设定] [尺寸设定] [调试] [数据浏览]。
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/// 使用 EditorGUILayout.Foldout 避免与数组 PropertyField 内部的折叠冲突。
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/// </summary>
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[CustomEditor(typeof(XericUIActionTable))]
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public class XericUIActionTableEditor : Editor
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{
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private XericUIActionTable m_Table;
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private SerializedProperty m_RowHeightsProp;
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private SerializedProperty m_ColWidthsProp;
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private SerializedProperty m_DefaultStyleNsProp;
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private SerializedProperty m_ScrollRectProp;
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private SerializedProperty m_ConfigProp;
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private SerializedProperty m_EnableSelectionAutoScrollProp;
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private SerializedProperty m_SelectionAutoScrollEdgeThresholdProp;
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private SerializedProperty m_SelectionAutoScrollMaxSpeedProp;
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private SerializedProperty m_SelectionAutoScrollAccelerationProp;
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internal const string MENU_PATH = "GameObject/Xeric Library/Table/Xeric UI Action Table";
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// 折叠状态
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private static bool s_StyleFoldout = true;
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private static bool s_SizeFoldout = true;
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private static bool s_ConfigFoldout = true;
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private static bool s_InteractionFoldout = true;
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private static bool s_DebugFoldout;
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private static bool s_DataBrowseFoldout;
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// 调试参数
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private bool m_ShowChildren;
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private void OnEnable()
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{
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m_Table = (XericUIActionTable)target;
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m_RowHeightsProp = serializedObject.FindProperty("m_RowHeights");
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m_ColWidthsProp = serializedObject.FindProperty("m_ColWidths");
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m_DefaultStyleNsProp = serializedObject.FindProperty("m_DefaultStyleNamespace");
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m_ScrollRectProp = serializedObject.FindProperty("m_ScrollRect");
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m_ConfigProp = serializedObject.FindProperty("m_Config");
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m_EnableSelectionAutoScrollProp = serializedObject.FindProperty("m_EnableSelectionAutoScroll");
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m_SelectionAutoScrollEdgeThresholdProp = serializedObject.FindProperty("m_SelectionAutoScrollEdgeThreshold");
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m_SelectionAutoScrollMaxSpeedProp = serializedObject.FindProperty("m_SelectionAutoScrollMaxSpeed");
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m_SelectionAutoScrollAccelerationProp = serializedObject.FindProperty("m_SelectionAutoScrollAcceleration");
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// 同步表格的 ChildrenVisible 状态到编辑器 toggle
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m_ShowChildren = m_Table.ChildrenVisible;
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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// ===== 样式设定 =====
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s_StyleFoldout = EditorGUILayout.Foldout(s_StyleFoldout, "样式设定", true);
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if (s_StyleFoldout)
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{
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EditorGUI.indentLevel++;
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if (m_DefaultStyleNsProp != null)
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EditorGUILayout.PropertyField(m_DefaultStyleNsProp, new GUIContent("默认命名空间"));
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if (m_ScrollRectProp != null)
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EditorGUILayout.PropertyField(m_ScrollRectProp, new GUIContent("ScrollRect"));
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EditorGUI.indentLevel--;
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}
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// ===== 尺寸设定 =====
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EditorGUILayout.Space(4);
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s_SizeFoldout = EditorGUILayout.Foldout(s_SizeFoldout, "尺寸设定", true);
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if (s_SizeFoldout)
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{
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EditorGUI.indentLevel++;
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if (m_RowHeightsProp != null)
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EditorGUILayout.PropertyField(m_RowHeightsProp, new GUIContent("行高"), true);
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if (m_ColWidthsProp != null)
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EditorGUILayout.PropertyField(m_ColWidthsProp, new GUIContent("列宽"), true);
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// 冻结行列
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var freezeRowProp = serializedObject.FindProperty("m_FreezeRowCount");
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var freezeColProp = serializedObject.FindProperty("m_FreezeColCount");
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if (freezeRowProp != null)
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EditorGUILayout.PropertyField(freezeRowProp, new GUIContent("冻结行数"));
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if (freezeColProp != null)
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EditorGUILayout.PropertyField(freezeColProp, new GUIContent("冻结列数"));
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EditorGUI.indentLevel--;
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}
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// ===== 配置 =====
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EditorGUILayout.Space(4);
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s_ConfigFoldout = EditorGUILayout.Foldout(s_ConfigFoldout, "配置", true);
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if (s_ConfigFoldout)
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{
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EditorGUI.indentLevel++;
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if (m_ConfigProp != null)
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EditorGUILayout.PropertyField(m_ConfigProp, new GUIContent("表格配置"));
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if (m_ConfigProp == null || m_ConfigProp.objectReferenceValue == null)
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EditorGUILayout.HelpBox("未指定配置资源,将在运行时加载默认配置。", MessageType.Info);
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EditorGUI.indentLevel--;
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}
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// ===== 交互 =====
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EditorGUILayout.Space(4);
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s_InteractionFoldout = EditorGUILayout.Foldout(s_InteractionFoldout, "交互", true);
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if (s_InteractionFoldout)
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{
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EditorGUI.indentLevel++;
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if (m_EnableSelectionAutoScrollProp != null)
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EditorGUILayout.PropertyField(m_EnableSelectionAutoScrollProp, new GUIContent("启用选择自动滚动"));
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if (m_SelectionAutoScrollEdgeThresholdProp != null)
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EditorGUILayout.PropertyField(m_SelectionAutoScrollEdgeThresholdProp, new GUIContent("自动滚动边缘阈值"));
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if (m_SelectionAutoScrollMaxSpeedProp != null)
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EditorGUILayout.PropertyField(m_SelectionAutoScrollMaxSpeedProp, new GUIContent("自动滚动最大速度"));
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if (m_SelectionAutoScrollAccelerationProp != null)
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EditorGUILayout.PropertyField(m_SelectionAutoScrollAccelerationProp, new GUIContent("自动滚动加速度指数"));
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EditorGUI.indentLevel--;
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}
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// ===== 调试 =====
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EditorGUILayout.Space(4);
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s_DebugFoldout = EditorGUILayout.Foldout(s_DebugFoldout, "调试", true);
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if (s_DebugFoldout)
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{
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EditorGUI.indentLevel++;
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if (GUILayout.Button("重新生成表格", GUILayout.Height(26)))
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{
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m_Table.FullRebuildPreservingData();
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m_ShowChildren = m_Table.ChildrenVisible;
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EditorApplication.RepaintHierarchyWindow();
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}
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if (GUILayout.Button("强制刷新样式", GUILayout.Height(26)))
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{
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m_Table.ForceStyleRefresh();
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m_ShowChildren = m_Table.ChildrenVisible;
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EditorApplication.RepaintHierarchyWindow();
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}
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EditorGUILayout.Space(4);
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("导出到剪贴板", GUILayout.Height(26)))
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{
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var data = m_Table.BuildClipboardData();
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MacroFile.SetClipboardObject(data, MacroFile.JsonSerializerFormatter.formatterWithZip);
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Debug.Log($"[XTable] 表格数据已导出到剪贴板 ({data.Cells?.Count ?? 0} 个单元格, {data.Merges?.Count ?? 0} 个合并)");
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}
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if (GUILayout.Button("从剪贴板导入", GUILayout.Height(26)))
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{
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var data = MacroFile.GetClipboardObject<XTableClipboardData>(MacroFile.JsonSerializerFormatter
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.formatterWithZip);
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if (data != null)
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{
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Undo.RecordObject(m_Table, "Import Table from Clipboard");
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m_Table.ApplyClipboardData(data);
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serializedObject.Update();
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Repaint();
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Debug.Log(
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$"[XTable] 已从剪贴板导入表格数据 ({data.Cells?.Count ?? 0} 个单元格, {data.Merges?.Count ?? 0} 个合并)");
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}
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else
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{
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Debug.LogWarning("[XTable] 剪贴板中没有有效的表格数据");
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}
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Space(4);
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bool newShow = EditorGUILayout.Toggle("显示子项", m_ShowChildren);
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if (newShow != m_ShowChildren)
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{
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m_ShowChildren = newShow;
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m_Table.SetChildrenVisible(m_ShowChildren);
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EditorApplication.RepaintHierarchyWindow();
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}
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if (m_ShowChildren)
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{
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EditorGUILayout.HelpBox(
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"子项已显示:所有动态生成的对象将在 Hierarchy 中可见(仍不保存到场景)。\n" +
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"用于排查表格元素堆积或渲染异常问题。",
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MessageType.Info);
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}
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EditorGUI.indentLevel--;
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}
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// ===== 数据浏览 =====
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EditorGUILayout.Space(4);
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s_DataBrowseFoldout = EditorGUILayout.Foldout(s_DataBrowseFoldout, "数据浏览", true);
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if (s_DataBrowseFoldout)
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{
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EditorGUI.indentLevel++;
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if (m_Table.TableData != null)
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{
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.IntField("块数量", m_Table.TableData.BlockCount);
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EditorGUILayout.TextField("块尺寸",
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$"{m_Table.TableData.BlockSizeX} × {m_Table.TableData.BlockSizeY}");
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EditorGUILayout.TextField("选中单元格",
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m_Table.SelectedRow >= 0 ? $"({m_Table.SelectedRow}, {m_Table.SelectedCol})" : "(未选中)");
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EditorGUI.EndDisabledGroup();
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}
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else
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{
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EditorGUILayout.HelpBox("TableData 为空——Awake() 执行后会自动创建默认实例。", MessageType.Info);
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}
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EditorGUILayout.Space(4);
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if (GUILayout.Button("手动刷新视图", GUILayout.Height(22)))
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EditorApplication.delayCall += () => m_Table.RefreshView();
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// ── 单元格配置 ──
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EditorGUILayout.Space(4);
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EditorGUILayout.LabelField("单元格配置", EditorStyles.boldLabel);
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int selRow = m_Table.SelectedRow;
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int selCol = m_Table.SelectedCol;
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if (selRow < 0 || selCol < 0)
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{
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EditorGUILayout.HelpBox("请先在 Scene View 中点击选中一个单元格", MessageType.Info);
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}
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else
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{
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var data = m_Table.TableData?.GetCell(selRow, selCol);
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if (data == null)
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{
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EditorGUILayout.HelpBox("单元格数据为空", MessageType.Warning);
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}
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else
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{
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.TextField("目标单元格", $"({selRow}, {selCol})");
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EditorGUI.EndDisabledGroup();
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EditorGUI.BeginChangeCheck();
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// 内容类型
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CellContentType ct = (CellContentType)EditorGUILayout.EnumPopup("内容类型", data.ContentType);
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// 根据类型显示对应字段
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switch (ct)
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{
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case CellContentType.Text:
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EditorGUILayout.LabelField("文本内容", data.Text ?? "(空)");
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break;
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case CellContentType.Image:
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EditorGUILayout.ObjectField("图片纹理", data.Image, typeof(Texture2D), false);
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break;
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case CellContentType.Prefab:
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GameObject newPrefab = (GameObject)EditorGUILayout.ObjectField(
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"预制体", data.Prefab, typeof(GameObject), false);
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(m_Table, "Set Cell Prefab");
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data.Prefab = newPrefab;
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data.ContentType = ct;
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m_Table.SetCellPrefab(selRow, selCol, newPrefab);
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EditorUtility.SetDirty(m_Table);
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Repaint();
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}
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goto skipEndChangeCheck;
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}
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// 默认 Text 类型
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string newText = EditorGUILayout.TextField("文本内容", data.Text ?? "");
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(m_Table, "Edit Cell");
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data.Text = newText;
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data.ContentType = ct;
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EditorUtility.SetDirty(m_Table);
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m_Table.MarkDirty(TableDirtyType.DataChanged);
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EditorUtility.SetDirty(m_Table);
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Repaint();
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}
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skipEndChangeCheck: ;
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// 样式
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EditorGUILayout.Space(2);
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EditorGUILayout.LabelField("单元格样式 (StyleMember)", EditorStyles.miniBoldLabel);
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EditorGUI.BeginChangeCheck();
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string ns = EditorGUILayout.TextField("命名空间",
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data.CellStyle?.CurrentNamespace ?? "");
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string path = EditorGUILayout.TextField("样式路径",
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data.CellStyle?.StylePath ?? "");
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(m_Table, "Edit Cell Style");
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if (data.CellStyle == null)
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data.CellStyle = new StyleMember();
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data.CellStyle.CurrentNamespace = ns;
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data.CellStyle.StylePath = path;
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EditorUtility.SetDirty(m_Table);
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m_Table.MarkDirty(TableDirtyType.DataChanged);
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Repaint();
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}
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}
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}
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EditorGUI.indentLevel--;
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}
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serializedObject.ApplyModifiedProperties();
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}
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#region Hierarchy 创建菜单
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[MenuItem(MENU_PATH, false, 60)]
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private static void CreateTable(MenuCommand menuCommand)
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{
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// 1. 创建根节点:ScrollRect + Image + XericUIActionTable 共存于同一 GameObject
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GameObject rootGo = new GameObject("Xeric UI Action Table",
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typeof(RectTransform), typeof(ScrollRect), typeof(Image), typeof(XericUIActionTable));
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RectTransform rootRt = rootGo.GetComponent<RectTransform>();
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rootRt.sizeDelta = new Vector2(800, 600);
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rootGo.GetComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.3f);
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ScrollRect scrollRect = rootGo.GetComponent<ScrollRect>();
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XericUIActionTable table = rootGo.GetComponent<XericUIActionTable>();
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// 2. 创建 Content(纯 RectTransform,由表格组件管理动态子对象)
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GameObject contentGo = new GameObject("Content", typeof(RectTransform));
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RectTransform contentRt = contentGo.GetComponent<RectTransform>();
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contentRt.anchorMin = new Vector2(0, 1);
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contentRt.anchorMax = new Vector2(0, 1);
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contentRt.pivot = new Vector2(0, 1);
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contentRt.anchoredPosition = Vector2.zero;
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contentRt.sizeDelta = new Vector2(800, 600);
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// 3. 创建 Viewport(Mask 裁剪区域)
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GameObject viewportGo = new GameObject("Viewport",
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typeof(RectTransform), typeof(Image), typeof(Mask));
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viewportGo.GetComponent<Image>().color = new Color(1, 1, 1, 0.01f);
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RectTransform vpRt = viewportGo.GetComponent<RectTransform>();
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vpRt.anchorMin = Vector2.zero;
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vpRt.anchorMax = Vector2.one;
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vpRt.sizeDelta = Vector2.zero;
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contentRt.SetParent(vpRt, false);
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// 4. 创建水平滚动条
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GameObject hScrollbarGo = new GameObject("Scrollbar Horizontal",
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typeof(RectTransform), typeof(Scrollbar), typeof(Image));
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RectTransform hBarRt = hScrollbarGo.GetComponent<RectTransform>();
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hBarRt.anchorMin = new Vector2(0, 0);
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hBarRt.anchorMax = new Vector2(1, 0);
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hBarRt.pivot = new Vector2(0.5f, 0);
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hBarRt.anchoredPosition = new Vector2(0, 4);
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hBarRt.sizeDelta = new Vector2(-16, 20);
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Image hBarImg = hScrollbarGo.GetComponent<Image>();
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hBarImg.color = new Color(0.15f, 0.15f, 0.15f, 0.5f);
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Scrollbar hBar = hScrollbarGo.GetComponent<Scrollbar>();
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hBar.direction = Scrollbar.Direction.LeftToRight;
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GameObject hSlidingGo = new GameObject("Sliding Area",
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typeof(RectTransform));
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hSlidingGo.transform.SetParent(hScrollbarGo.transform, false);
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RectTransform hSlidingRt = hSlidingGo.GetComponent<RectTransform>();
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hSlidingRt.anchorMin = Vector2.zero;
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hSlidingRt.anchorMax = Vector2.one;
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hSlidingRt.sizeDelta = new Vector2(-20, 0);
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GameObject hHandleGo = new GameObject("Handle",
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typeof(RectTransform), typeof(Image));
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hHandleGo.transform.SetParent(hSlidingGo.transform, false);
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RectTransform hHandleRt = hHandleGo.GetComponent<RectTransform>();
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hHandleRt.anchorMin = Vector2.zero;
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hHandleRt.anchorMax = Vector2.one;
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hHandleRt.sizeDelta = new Vector2(-10, -10);
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hHandleGo.GetComponent<Image>().color = new Color(0.4f, 0.4f, 0.4f, 0.8f);
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hBar.handleRect = hHandleRt;
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// 5. 创建垂直滚动条
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GameObject vScrollbarGo = new GameObject("Scrollbar Vertical",
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typeof(RectTransform), typeof(Scrollbar), typeof(Image));
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RectTransform vBarRt = vScrollbarGo.GetComponent<RectTransform>();
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vBarRt.anchorMin = new Vector2(1, 0);
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vBarRt.anchorMax = new Vector2(1, 1);
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vBarRt.pivot = new Vector2(1, 0.5f);
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vBarRt.anchoredPosition = new Vector2(-4, 0);
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vBarRt.sizeDelta = new Vector2(20, -16);
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Image vBarImg = vScrollbarGo.GetComponent<Image>();
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vBarImg.color = new Color(0.15f, 0.15f, 0.15f, 0.5f);
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Scrollbar vBar = vScrollbarGo.GetComponent<Scrollbar>();
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vBar.direction = Scrollbar.Direction.BottomToTop;
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GameObject vSlidingGo = new GameObject("Sliding Area",
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typeof(RectTransform));
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vSlidingGo.transform.SetParent(vScrollbarGo.transform, false);
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RectTransform vSlidingRt = vSlidingGo.GetComponent<RectTransform>();
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vSlidingRt.anchorMin = Vector2.zero;
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vSlidingRt.anchorMax = Vector2.one;
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vSlidingRt.sizeDelta = new Vector2(0, -20);
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GameObject vHandleGo = new GameObject("Handle",
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typeof(RectTransform), typeof(Image));
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vHandleGo.transform.SetParent(vSlidingGo.transform, false);
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RectTransform vHandleRt = vHandleGo.GetComponent<RectTransform>();
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vHandleRt.anchorMin = Vector2.zero;
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vHandleRt.anchorMax = Vector2.one;
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vHandleRt.sizeDelta = new Vector2(-10, -10);
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vHandleGo.GetComponent<Image>().color = new Color(0.4f, 0.4f, 0.4f, 0.8f);
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vBar.handleRect = vHandleRt;
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// 6. 配置 ScrollRect
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scrollRect.content = contentRt;
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scrollRect.viewport = vpRt;
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scrollRect.horizontalScrollbar = hBar;
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scrollRect.verticalScrollbar = vBar;
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scrollRect.horizontalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHide;
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scrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHide;
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scrollRect.movementType = ScrollRect.MovementType.Clamped;
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// 组装层级
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vpRt.SetParent(rootRt, false);
|
||
hScrollbarGo.transform.SetParent(rootRt, false);
|
||
vScrollbarGo.transform.SetParent(rootRt, false);
|
||
|
||
// 绑定 ScrollRect 到表格
|
||
using (SerializedObject so = new SerializedObject(table))
|
||
{
|
||
SerializedProperty prop = so.FindProperty("m_ScrollRect");
|
||
if (prop != null)
|
||
{
|
||
prop.objectReferenceValue = scrollRect;
|
||
so.ApplyModifiedProperties();
|
||
}
|
||
}
|
||
|
||
// 确定父级:优先放在右键点击的对象下,其次放在其所在的 Canvas 下
|
||
GameObject parent = GetCreateParent(menuCommand);
|
||
rootRt.SetParent(parent.transform, false);
|
||
|
||
Undo.RegisterCreatedObjectUndo(rootGo, "Create Xeric UI Action Table");
|
||
Selection.activeGameObject = rootGo;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 确定创建表格时的父级对象。
|
||
/// 优先使用右键菜单点击的 GameObject(要求其处于 Canvas 层级下);
|
||
/// 若没有任何 Canvas 则自动创建一个。
|
||
/// </summary>
|
||
private static GameObject GetCreateParent(MenuCommand menuCommand)
|
||
{
|
||
// 右键菜单点击的对象
|
||
GameObject clickedGo = menuCommand?.context as GameObject;
|
||
if (clickedGo == null && menuCommand?.context is Component comp)
|
||
clickedGo = comp.gameObject;
|
||
|
||
// 点击的对象在 Canvas 层级下 → 直接作为父级
|
||
if (clickedGo != null && clickedGo.GetComponentInParent<Canvas>() != null)
|
||
return clickedGo;
|
||
|
||
// 兜底:场景中的 Canvas 或自动创建
|
||
return GetOrCreateCanvas();
|
||
}
|
||
|
||
private static GameObject GetOrCreateCanvas()
|
||
{
|
||
Canvas canvas = Object.FindObjectOfType<Canvas>();
|
||
if (canvas != null && canvas.isRootCanvas)
|
||
return canvas.gameObject;
|
||
|
||
GameObject canvasGo = new GameObject("Canvas",
|
||
typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||
canvasGo.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
|
||
return canvasGo;
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
} |