107 lines
4.5 KiB
C#
107 lines
4.5 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using XericLibrary.Runtime.MacroLibrary;
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namespace XericUI.XTable.Rendering.Component
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{
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/// <summary>单个渲染层的固定选区视觉覆盖层。</summary>
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[RequireComponent(typeof(RectTransform), typeof(Image))]
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public sealed class XTableSelectionOverlay : MonoBehaviour
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{
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private XericUIActionTable m_Table;
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private Image m_Fill;
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private int m_RowStart;
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private int m_RowEnd;
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private int m_ColStart;
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private int m_ColEnd;
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public void Configure(XericUIActionTable table, int rowStart, int rowEnd, int colStart, int colEnd)
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{
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if (table == null || this == null) return;
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m_Table = table;
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m_RowStart = rowStart;
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m_RowEnd = rowEnd;
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m_ColStart = colStart;
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m_ColEnd = colEnd;
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Rect region = table.GetTableRect(rowStart, rowEnd, colStart, colEnd);
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var rt = transform.RectTransform();
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rt.anchorMin = new Vector2(0, 1);
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rt.anchorMax = new Vector2(0, 1);
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rt.pivot = new Vector2(0, 1);
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rt.anchoredPosition = new Vector2(region.x, -region.y);
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rt.sizeDelta = region.size;
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EnsureVisuals();
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RefreshVisual();
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}
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public void RefreshVisual()
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{
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// 防御:覆盖层自身可能已被销毁(“假 null”),此处的 Unity == 判空直接拦截,
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// 防止继续走到 GetComponent 原生层抛 NullReferenceException。
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if (this == null) return;
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EnsureVisuals();
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if (m_Fill == null) return;
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if (m_Table == null || !m_Table.SelectionHandle.HasSelection || m_RowStart >= m_RowEnd || m_ColStart >= m_ColEnd)
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{
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m_Fill.gameObject.SetActive(false);
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return;
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}
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int rs = Mathf.Max(m_RowStart, m_Table.SelectionHandle.MinRow);
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int re = Mathf.Min(m_RowEnd - 1, m_Table.SelectionHandle.MaxRow);
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int cs = Mathf.Max(m_ColStart, m_Table.SelectionHandle.MinCol);
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int ce = Mathf.Min(m_ColEnd - 1, m_Table.SelectionHandle.MaxCol);
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if (rs > re || cs > ce)
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{
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m_Fill.gameObject.SetActive(false);
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return;
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}
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Rect rect = m_Table.GetTableRect(rs, re + 1, cs, ce + 1);
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Rect region = m_Table.GetTableRect(m_RowStart, m_RowEnd, m_ColStart, m_ColEnd);
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var fillRt = m_Fill.rectTransform;
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fillRt.anchoredPosition = new Vector2(rect.x - region.x, region.y - rect.y);
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fillRt.sizeDelta = rect.size;
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m_Fill.color = m_Table.SelectionOverlayColor;
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m_Fill.gameObject.SetActive(true);
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}
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private void EnsureVisuals()
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{
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if (this == null) return;
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// Image 组件理论上由 RequireComponent 保证,但外部代码可能移除它;
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// GetComponent 缺失时返回 null,直接补一个,避免 input.color 空引用。
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var input = GetComponent<Image>();
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if (input == null) input = gameObject.AddComponent<Image>();
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input.color = Color.clear;
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input.raycastTarget = false;
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for (int i = transform.childCount - 1; i >= 0; i--)
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{
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Transform child = transform.GetChild(i);
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if (child.name != "_SelectionRect") continue;
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Image image = child.GetComponent<Image>();
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if (m_Fill == null && image != null)
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{
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m_Fill = image;
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m_Fill.raycastTarget = false;
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var outline = child.GetComponent<Outline>();
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if (outline != null) Destroy(outline);
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continue;
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}
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if (Application.isPlaying) Destroy(child.gameObject);
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else DestroyImmediate(child.gameObject);
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}
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if (m_Fill != null) return;
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var go = new GameObject("_SelectionRect", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
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go.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
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go.transform.SetParent(transform, false);
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m_Fill = go.GetComponent<Image>();
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m_Fill.raycastTarget = false;
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var rt = m_Fill.rectTransform;
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rt.anchorMin = new Vector2(0, 1);
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rt.anchorMax = new Vector2(0, 1);
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rt.pivot = new Vector2(0, 1);
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}
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}
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}
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