Files
XericUIActionVessel/Runtime/XTable/Rendering/Component/XericUIActionTable.cs
T
lrss3 f20033743d 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。
2026-06-28 23:08:17 +08:00

1075 lines
39 KiB
C#
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using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using XericUI.Core.Base;
using XericUI.XTable.Core;
using XericUI.XTable.Mapping;
using XericUI.XTable.Rendering.Elements;
using XericLibrary.Runtime.SuperStyleSheet;
namespace XericUI.XTable.Rendering.Component
{
/// <summary>
/// 表格组件——纯数据渲染器。
/// 一张全幅背景 + 按需拼装单元格文本/图片。
/// 无行列标题、无样式差异分割线——所有内容由数据定义。
/// </summary>
[ExecuteAlways]
[AddComponentMenu("Xeric UI Vessel/Table/Xeric UI Action Table", 60)]
public class XericUIActionTable : XericUIBehaciour, IPointerClickHandler
{
#region 常量
private const string DEFAULT_STYLE_NS = "xeric_table_default";
#endregion
#region 序列化字段
[SerializeField] private XTableData m_TableData;
[SerializeField] private float[] m_RowHeights = new float[] { 40f, 30f };
[SerializeField] private float[] m_ColWidths = new float[] { 100f, 80f, 120f };
[SerializeField] private string m_DefaultStyleNamespace = DEFAULT_STYLE_NS;
[SerializeField] private ScrollRect m_ScrollRect;
[SerializeField]
[Tooltip("在 Hierarchy 中显示动态生成的子对象(仅编辑器,不保存到场景)")]
private bool m_ChildrenVisible;
#endregion
#region 私有字段
[System.NonSerialized] private CellAssembler m_Assembler;
[System.NonSerialized] private XTableDirtyFlag m_DirtyFlag;
private int m_SelectedRow = -1;
private int m_SelectedCol = -1;
// 多选范围
private int m_SelectStartRow = -1;
private int m_SelectStartCol = -1;
private int m_SelectEndRow = -1;
private int m_SelectEndCol = -1;
[System.NonSerialized] private GameObject m_BackgroundGo;
private float m_TotalWidth;
private float m_TotalHeight;
// ScrollRect 可见范围
private Rect m_VisibleRect;
#endregion
#region 事件
public event Action<int, int> OnCellSelected;
public event Action OnTableRefreshed;
#endregion
#region 公开属性
public XTableData TableData
{
get
{
if (m_TableData == null)
m_TableData = new XTableData();
return m_TableData;
}
set
{
m_TableData = value;
MarkDirty(TableDirtyType.DataChanged);
}
}
public float[] RowHeights => m_RowHeights;
public float[] ColWidths => m_ColWidths;
public string DefaultStyleNamespace => m_DefaultStyleNamespace;
public int SelectedRow => m_SelectedRow;
public int SelectedCol => m_SelectedCol;
public int SelectStartRow => m_SelectStartRow;
public int SelectStartCol => m_SelectStartCol;
public int SelectEndRow => m_SelectEndRow;
public int SelectEndCol => m_SelectEndCol;
public bool HasMultiSelection => m_SelectStartRow >= 0 && m_SelectEndRow >= 0;
/// <summary>动态子对象在 Hierarchy 中是否可见(仅编辑器有效)</summary>
public bool ChildrenVisible
{
get => m_ChildrenVisible;
set => SetChildrenVisible(value);
}
/// <summary>判断单元格是否在多选范围内</summary>
public bool IsInSelectionRange(int row, int col)
{
if (!HasMultiSelection) return false;
int minR = Mathf.Min(m_SelectStartRow, m_SelectEndRow);
int maxR = Mathf.Max(m_SelectStartRow, m_SelectEndRow);
int minC = Mathf.Min(m_SelectStartCol, m_SelectEndCol);
int maxC = Mathf.Max(m_SelectStartCol, m_SelectEndCol);
return row >= minR && row <= maxR && col >= minC && col <= maxC;
}
#endregion
#region 生命周期
protected override void Awake()
{
base.Awake();
// 域重载后旧子对象可能残留在场景中(DontSave 不自动销毁),先清空再重建
ClearAllChildren();
if (m_TableData == null)
m_TableData = new XTableData();
m_Assembler = new CellAssembler(rectTransform, m_DefaultStyleNamespace);
RecalculateTotalSize();
EnsureDefaultStyleNamespace();
CreateDefaultSampleData();
CreateBackground();
if (m_ScrollRect != null)
m_ScrollRect.onValueChanged.AddListener(OnScrollValueChanged);
if (!Application.isPlaying)
SubscribeEditorUpdate();
else
m_Assembler.OnStyleChangeDetected += OnPoolStyleChanged;
MarkDirty(TableDirtyType.All);
}
protected override void OnEnable()
{
base.OnEnable();
EnsureDefaultStyleNamespace();
MarkDirty(TableDirtyType.All);
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
// 编辑器下属性变更 / 选中组件时即刻刷新样式
MarkDirty(TableDirtyType.All);
}
#endif
protected override void OnDisable()
{
base.OnDisable();
}
protected override void OnDestroy()
{
if (m_ScrollRect != null)
m_ScrollRect.onValueChanged.RemoveListener(OnScrollValueChanged);
UnsubscribeEditorUpdate();
if (m_Assembler != null)
m_Assembler.OnStyleChangeDetected -= OnPoolStyleChanged;
// 销毁所有动态生成的对象
if (m_Assembler != null)
m_Assembler.DestroyAll();
if (m_BackgroundGo != null)
{
if (Application.isPlaying) Destroy(m_BackgroundGo);
else DestroyImmediate(m_BackgroundGo);
m_BackgroundGo = null;
}
base.OnDestroy();
}
private void Update()
{
if (m_DirtyFlag.IsDirty) RefreshView();
}
#endregion
#region 默认示例数据
private void CreateDefaultSampleData()
{
// 仅当数据完全为空时才创建示例数据(首次使用或数据损坏后恢复)
if (m_TableData.BlockCount > 0) return;
string[,] sample = new string[2, 3]
{
{ "Name", "Age", "City" },
{ "Alice", "25", "NYC" }
};
for (int r = 0; r < 2; r++)
for (int c = 0; c < 3; c++)
{
var data = m_TableData.GetOrCreateCell(r, c);
data.Text = sample[r, c];
}
}
#endregion
#region 编辑器模式支持
[System.NonSerialized] private bool m_EditorUpdateSubscribed;
private void SubscribeEditorUpdate()
{
if (m_EditorUpdateSubscribed) return;
#if UNITY_EDITOR
UnityEditor.EditorApplication.update += EditorUpdate;
m_EditorUpdateSubscribed = true;
#endif
}
private void UnsubscribeEditorUpdate()
{
if (!m_EditorUpdateSubscribed) return;
#if UNITY_EDITOR
UnityEditor.EditorApplication.update -= EditorUpdate;
m_EditorUpdateSubscribed = false;
#endif
}
#if UNITY_EDITOR
private void EditorUpdate()
{
if (this == null || !isActiveAndEnabled)
{
UnsubscribeEditorUpdate();
return;
}
if (m_DirtyFlag.IsDirty)
RefreshView();
}
#endif
#endregion
#region 公开方法
public void SetCellData(int row, int col, XTableCellData data)
{
TableData.SetCell(row, col, data);
MarkDirty(TableDirtyType.DataChanged);
}
public void SetCellText(int row, int col, string text)
{
var data = TableData.GetOrCreateCell(row, col);
data.Text = text;
MarkDirty(TableDirtyType.DataChanged);
}
public XTableCellData GetCellData(int row, int col)
=> TableData.GetOrCreateCell(row, col);
/// <summary>设置单元格的样式命名空间</summary>
public void SetCellStyleNamespace(int row, int col, string styleNamespace)
{
var data = TableData.GetOrCreateCell(row, col);
data.StyleNamespace = styleNamespace;
MarkDirty(TableDirtyType.StyleChanged);
}
/// <summary>获取单元格的样式命名空间</summary>
public string GetCellStyleNamespace(int row, int col)
{
return TableData.GetCell(row, col)?.StyleNamespace ?? m_DefaultStyleNamespace;
}
public void MergeCells(int startRow, int startCol, int rowSpan, int colSpan)
{
TableData.MergeCells(startRow, startCol, rowSpan, colSpan);
MarkDirty(TableDirtyType.DataChanged);
}
public void UnmergeCells(int startRow, int startCol)
{
TableData.UnmergeCells(startRow, startCol);
MarkDirty(TableDirtyType.DataChanged);
}
/// <summary>在末尾追加一行,默认行高 40</summary>
public void AddRow(float height = 40f)
{
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(this, "Add Table Row");
#endif
int newLen = m_RowHeights.Length + 1;
var newArr = new float[newLen];
System.Array.Copy(m_RowHeights, newArr, m_RowHeights.Length);
newArr[newLen - 1] = height;
m_RowHeights = newArr;
MarkDirty(TableDirtyType.LayoutChanged);
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(this);
#endif
}
/// <summary>在末尾追加一列,默认列宽 100</summary>
public void AddColumn(float width = 100f)
{
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(this, "Add Table Column");
#endif
int newLen = m_ColWidths.Length + 1;
var newArr = new float[newLen];
System.Array.Copy(m_ColWidths, newArr, m_ColWidths.Length);
newArr[newLen - 1] = width;
m_ColWidths = newArr;
MarkDirty(TableDirtyType.LayoutChanged);
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(this);
#endif
}
/// <summary>设置指定行的高度</summary>
public void SetRowHeight(int row, float height)
{
if (row < 0 || row >= m_RowHeights.Length) return;
if (height <= 0) return;
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(this, "Set Row Height");
#endif
m_RowHeights[row] = height;
MarkDirty(TableDirtyType.LayoutChanged);
#if UNITY_EDITOR
if (!Application.isPlaying) UnityEditor.EditorUtility.SetDirty(this);
#endif
}
/// <summary>设置指定列的宽度</summary>
public void SetColWidth(int col, float width)
{
if (col < 0 || col >= m_ColWidths.Length) return;
if (width <= 0) return;
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(this, "Set Column Width");
#endif
m_ColWidths[col] = width;
MarkDirty(TableDirtyType.LayoutChanged);
#if UNITY_EDITOR
if (!Application.isPlaying) UnityEditor.EditorUtility.SetDirty(this);
#endif
}
/// <summary>删除指定行,单元格数据上移</summary>
public void RemoveRow(int row)
{
if (row < 0 || row >= m_RowHeights.Length) return;
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(this, "Remove Table Row");
#endif
int colCount = m_ColWidths.Length;
// 先解除涉及该行的合并
for (int c = 0; c < colCount; c++)
TableData.UnmergeCells(row, c);
// 将下方行数据上移
for (int r = row + 1; r < m_RowHeights.Length; r++)
for (int c = 0; c < colCount; c++)
{
var data = TableData.GetCell(r, c);
if (data != null)
TableData.SetCell(r - 1, c, data);
else
TableData.SetCell(r - 1, c, null); // 显式清空原位置
}
// 清空最后一行数据
int lastRow = m_RowHeights.Length - 1;
for (int c = 0; c < colCount; c++)
TableData.SetCell(lastRow, c, null);
// 缩小行高数组
int newLen = m_RowHeights.Length - 1;
var newArr = new float[newLen];
for (int i = 0; i < row; i++)
newArr[i] = m_RowHeights[i];
for (int i = row; i < newLen; i++)
newArr[i] = m_RowHeights[i + 1];
m_RowHeights = newArr;
// 更新选中状态
if (m_SelectedRow >= m_RowHeights.Length)
m_SelectedRow = Mathf.Max(-1, m_RowHeights.Length - 1);
if (m_SelectStartRow >= m_RowHeights.Length)
m_SelectStartRow = Mathf.Max(-1, m_RowHeights.Length - 1);
if (m_SelectEndRow >= m_RowHeights.Length)
m_SelectEndRow = Mathf.Max(-1, m_RowHeights.Length - 1);
MarkDirty(TableDirtyType.LayoutChanged | TableDirtyType.DataChanged | TableDirtyType.SelectionChanged);
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(this);
#endif
}
/// <summary>删除指定列,单元格数据左移</summary>
public void RemoveColumn(int col)
{
if (col < 0 || col >= m_ColWidths.Length) return;
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(this, "Remove Table Column");
#endif
int rowCount = m_RowHeights.Length;
// 先解除涉及该列的合并
for (int r = 0; r < rowCount; r++)
TableData.UnmergeCells(r, col);
// 将右侧列数据左移
for (int r = 0; r < rowCount; r++)
for (int c = col + 1; c < m_ColWidths.Length; c++)
{
var data = TableData.GetCell(r, c);
if (data != null)
TableData.SetCell(r, c - 1, data);
else
TableData.SetCell(r, c - 1, null);
}
// 清空最后一列数据
int lastCol = m_ColWidths.Length - 1;
for (int r = 0; r < rowCount; r++)
TableData.SetCell(r, lastCol, null);
// 缩小列宽数组
int newLen = m_ColWidths.Length - 1;
var newArr = new float[newLen];
for (int i = 0; i < col; i++)
newArr[i] = m_ColWidths[i];
for (int i = col; i < newLen; i++)
newArr[i] = m_ColWidths[i + 1];
m_ColWidths = newArr;
// 更新选中状态
if (m_SelectedCol >= m_ColWidths.Length)
m_SelectedCol = Mathf.Max(-1, m_ColWidths.Length - 1);
if (m_SelectStartCol >= m_ColWidths.Length)
m_SelectStartCol = Mathf.Max(-1, m_ColWidths.Length - 1);
if (m_SelectEndCol >= m_ColWidths.Length)
m_SelectEndCol = Mathf.Max(-1, m_ColWidths.Length - 1);
MarkDirty(TableDirtyType.LayoutChanged | TableDirtyType.DataChanged | TableDirtyType.SelectionChanged);
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(this);
#endif
}
public void SelectCell(int row, int col)
{
ClearMultiSelection();
m_SelectedRow = row;
m_SelectedCol = col;
MarkDirty(TableDirtyType.SelectionChanged);
}
public void ClearSelection()
{
m_SelectedRow = -1;
m_SelectedCol = -1;
ClearMultiSelection();
MarkDirty(TableDirtyType.SelectionChanged);
}
/// <summary>开始多选(以当前格为锚点)</summary>
public void StartMultiSelect(int row, int col)
{
m_SelectStartRow = row;
m_SelectStartCol = col;
m_SelectEndRow = row;
m_SelectEndCol = col;
m_SelectedRow = row;
m_SelectedCol = col;
MarkDirty(TableDirtyType.SelectionChanged);
}
/// <summary>扩展多选范围到目标格</summary>
public void ExtendMultiSelect(int row, int col)
{
m_SelectEndRow = row;
m_SelectEndCol = col;
m_SelectedRow = row;
m_SelectedCol = col;
MarkDirty(TableDirtyType.SelectionChanged);
}
/// <summary>清除多选范围</summary>
public void ClearMultiSelection()
{
m_SelectStartRow = -1;
m_SelectStartCol = -1;
m_SelectEndRow = -1;
m_SelectEndCol = -1;
}
/// <summary>通过文本选择一个单元格(如 "A0")</summary>
public bool SelectCellByText(string text)
{
if (!XTableCoordinateFormat.TryParseCell(text, out int row, out int col))
return false;
SelectCell(row, col);
return true;
}
/// <summary>通过文本选择一个范围(如 "A0:B1", "A:A", "0:0")</summary>
public bool SelectRangeByText(string text)
{
if (!XTableCoordinateFormat.TryParseRange(text,
out int sr, out int sc, out int er, out int ec))
return false;
ClearSelection();
m_SelectStartRow = sr;
m_SelectStartCol = sc;
m_SelectEndRow = er;
m_SelectEndCol = ec;
m_SelectedRow = sr;
m_SelectedCol = sc;
MarkDirty(TableDirtyType.SelectionChanged);
return true;
}
/// <summary>获取当前选区的文本描述(单格 "A0",多格 "A0:B1")</summary>
public string GetSelectionText()
{
if (m_SelectedRow < 0 || m_SelectedCol < 0) return string.Empty;
if (HasMultiSelection &&
(m_SelectStartRow != m_SelectEndRow || m_SelectStartCol != m_SelectEndCol))
{
return XTableCoordinateFormat.RangeToText(
m_SelectStartRow, m_SelectStartCol,
m_SelectEndRow, m_SelectEndCol);
}
return XTableCoordinateFormat.CellToText(m_SelectedRow, m_SelectedCol);
}
public void RefreshView()
{
// 编辑模式下 Awake 可能尚未执行,按需回退初始化
if (m_Assembler == null)
{
if (rectTransform != null)
m_Assembler = new CellAssembler(rectTransform, m_DefaultStyleNamespace);
else return;
}
if (m_RowHeights == null || m_ColWidths == null) return;
if (m_RowHeights.Length == 0 || m_ColWidths.Length == 0) return;
CreateBackground();
#if UNITY_EDITOR
if (!Application.isPlaying)
Canvas.ForceUpdateCanvases();
#endif
RecalculateTotalSize();
UpdateVisibleRect();
// 更新背景尺寸
if (m_BackgroundGo != null)
{
var bgRt = m_BackgroundGo.GetComponent<RectTransform>();
bgRt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
}
// 回收池
m_Assembler.ReturnAll();
// 额外清理孤立的直接子对象(防止域重载或异常流程产生的残留)
Transform poolRoot = m_Assembler.PoolRoot;
for (int i = rectTransform.childCount - 1; i >= 0; i--)
{
var child = rectTransform.GetChild(i);
if ((poolRoot != null && child == poolRoot)) continue;
if (m_BackgroundGo != null && child.gameObject == m_BackgroundGo) continue;
child.gameObject.hideFlags = HideFlags.None;
if (Application.isPlaying)
Destroy(child.gameObject);
else
DestroyImmediate(child.gameObject);
}
// 计算可见范围
int sr, er, sc, ec;
CalcVisibleRange(out sr, out er, out sc, out ec);
if (er <= sr || ec <= sc) return;
// 渲染每个可见单元格
RenderCells(sr, er, sc, ec);
m_DirtyFlag.Clear();
OnTableRefreshed?.Invoke();
SetChildrenVisible(m_ChildrenVisible);
}
#endregion
#region 背景
private void CreateBackground()
{
if (m_BackgroundGo != null) return;
m_BackgroundGo = new GameObject("_TableBackground",
typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
m_BackgroundGo.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
m_BackgroundGo.transform.SetParent(rectTransform, false);
RectTransform bgRt = m_BackgroundGo.GetComponent<RectTransform>();
bgRt.anchorMin = new Vector2(0, 1);
bgRt.anchorMax = new Vector2(0, 1);
bgRt.pivot = new Vector2(0, 1);
bgRt.anchoredPosition = Vector2.zero;
bgRt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
var bgImg = m_BackgroundGo.GetComponent<Image>();
bgImg.color = GetStyleColor(m_DefaultStyleNamespace, "/cell/bg/color", new Color(0.18f, 0.18f, 0.18f, 1f));
bgImg.raycastTarget = false;
}
/// <summary>销毁 transform 下所有子对象(用于域重载后清理残留)</summary>
private void ClearAllChildren()
{
if (rectTransform == null) return;
#if UNITY_EDITOR
// 编辑器模式下先重置 HideFlags 再销毁,防止 DontSave 对象拒绝销毁
while (rectTransform.childCount > 0)
{
var child = rectTransform.GetChild(0);
child.gameObject.hideFlags = HideFlags.None;
if (Application.isPlaying)
Destroy(child.gameObject);
else
DestroyImmediate(child.gameObject);
}
#else
for (int i = rectTransform.childCount - 1; i >= 0; i--)
{
var child = rectTransform.GetChild(i);
Destroy(child.gameObject);
}
#endif
}
/// <summary>设置所有动态子对象的可见性(仅编辑器)</summary>
public void SetChildrenVisible(bool visible)
{
m_ChildrenVisible = visible;
#if UNITY_EDITOR
if (rectTransform == null) return;
for (int i = rectTransform.childCount - 1; i >= 0; i--)
{
var child = rectTransform.GetChild(i);
child.gameObject.hideFlags = visible
? HideFlags.DontSave
: HideFlags.DontSave | HideFlags.HideInHierarchy;
}
#endif
}
/// <summary>完全重建表格——销毁所有动态生成的对象并重新初始化</summary>
[ContextMenu("Xeric UI/完全重建表格")]
public void FullRebuild()
{
m_Assembler?.DestroyAll();
ClearAllChildren();
m_BackgroundGo = null;
m_TableData = new XTableData();
m_Assembler = new CellAssembler(rectTransform, m_DefaultStyleNamespace);
RecalculateTotalSize();
CreateDefaultSampleData();
CreateBackground();
MarkDirty(TableDirtyType.All);
RefreshView();
SetChildrenVisible(m_ChildrenVisible);
}
#endregion
#region 单元格渲染
private void RenderCells(int sr, int er, int sc, int ec)
{
Color fgFallback = new Color(0.05f, 0.05f, 0.05f);
string ns = m_DefaultStyleNamespace;
// 编辑器模式:从样式表 pull 所有颜色值
#if UNITY_EDITOR
if (!Application.isPlaying)
{
Color selectionColor = GetStyleColor(ns, "/cell/selection/bg/color", new Color(0.2f, 0.5f, 1f, 0.3f));
Color borderColor = GetStyleColor(ns, "/cell/border/bottom/color", new Color(0.35f, 0.35f, 0.35f, 0.5f));
float borderWidth = GetStyleFloat(ns, "/cell/border/bottom/width", 1f);
Color multiSelectColor = new Color(selectionColor.r, selectionColor.g, selectionColor.b, selectionColor.a * 0.4f);
Color focusColor = new Color(selectionColor.r + 0.04f, selectionColor.g + 0.13f, selectionColor.b + 0.13f, selectionColor.a * 1.4f);
for (int r = sr; r < er && r < m_RowHeights.Length; r++)
{
for (int c = sc; c < ec && c < m_ColWidths.Length; c++)
{
float cellX = GetColLeftX(c);
float cellY = -GetRowTopY(r);
float cellW = m_ColWidths[c];
float cellH = m_RowHeights[r];
XTableCellData data = TableData.GetCell(r, c);
string cellNS = (data != null && !string.IsNullOrEmpty(data.StyleNamespace))
? data.StyleNamespace : ns;
// 多选高亮
if (IsInSelectionRange(r, c))
{
var selImg = m_Assembler.GetImage("cell_multiselect");
selImg.Rect.anchoredPosition = new Vector2(cellX, cellY);
selImg.Rect.sizeDelta = new Vector2(cellW, cellH);
selImg.Image.color = (r == m_SelectedRow && c == m_SelectedCol)
? focusColor : multiSelectColor;
}
else if (r == m_SelectedRow && c == m_SelectedCol)
{
var selImg = m_Assembler.GetImage("cell_select");
selImg.Rect.anchoredPosition = new Vector2(cellX, cellY);
selImg.Rect.sizeDelta = new Vector2(cellW, cellH);
selImg.Image.color = selectionColor;
}
// 水平网格线(单元格底部)
var hLine = m_Assembler.GetImage("cell_hline");
hLine.Rect.anchoredPosition = new Vector2(cellX, cellY - cellH);
hLine.Rect.sizeDelta = new Vector2(cellW, borderWidth);
hLine.Image.color = borderColor;
// 垂直网格线(单元格右侧)
var vLine = m_Assembler.GetImage("cell_vline");
vLine.Rect.anchoredPosition = new Vector2(cellX + cellW - borderWidth, cellY);
vLine.Rect.sizeDelta = new Vector2(borderWidth, cellH);
vLine.Image.color = borderColor;
if (data == null) continue;
if (!string.IsNullOrEmpty(data.Text))
{
var txt = m_Assembler.GetText("cell_text", cellNS);
txt.Rect.anchoredPosition = new Vector2(cellX + 4, cellY);
txt.Rect.sizeDelta = new Vector2(cellW - 8, cellH);
txt.Text.text = data.Text;
txt.Text.color = GetStyleColor(cellNS, "/cell/fg/color", fgFallback);
txt.Text.fontSize = GetStyleInt(cellNS, "/cell/font/size", 14);
txt.Text.alignment = TextAlignmentOptions.Midline;
}
}
}
return;
}
#endif
// 运行时模式
Color rtSelectionColor = new Color(0.18f, 0.42f, 0.82f, 0.25f);
Color rtMultiSelectColor = new Color(0.18f, 0.42f, 0.82f, 0.12f);
Color rtFocusColor = new Color(0.22f, 0.55f, 0.95f, 0.35f);
for (int r = sr; r < er && r < m_RowHeights.Length; r++)
{
for (int c = sc; c < ec && c < m_ColWidths.Length; c++)
{
float cellX = GetColLeftX(c);
float cellY = -GetRowTopY(r);
float cellW = m_ColWidths[c];
float cellH = m_RowHeights[r];
XTableCellData data = TableData.GetCell(r, c);
string cellNS = (data != null && !string.IsNullOrEmpty(data.StyleNamespace))
? data.StyleNamespace : ns;
if (IsInSelectionRange(r, c))
{
var selImg = m_Assembler.GetImage("cell_multiselect");
selImg.Rect.anchoredPosition = new Vector2(cellX, cellY);
selImg.Rect.sizeDelta = new Vector2(cellW, cellH);
selImg.Image.color = (r == m_SelectedRow && c == m_SelectedCol)
? rtFocusColor : rtMultiSelectColor;
}
else if (r == m_SelectedRow && c == m_SelectedCol)
{
var selImg = m_Assembler.GetImage("cell_select");
selImg.Rect.anchoredPosition = new Vector2(cellX, cellY);
selImg.Rect.sizeDelta = new Vector2(cellW, cellH);
selImg.Image.color = rtSelectionColor;
}
var hLine = m_Assembler.GetImage("cell_hline");
hLine.Rect.anchoredPosition = new Vector2(cellX, cellY - cellH);
hLine.Rect.sizeDelta = new Vector2(cellW, 1f);
hLine.Image.color = new Color(0.35f, 0.35f, 0.35f, 0.5f);
var vLine = m_Assembler.GetImage("cell_vline");
vLine.Rect.anchoredPosition = new Vector2(cellX + cellW - 1, cellY);
vLine.Rect.sizeDelta = new Vector2(1f, cellH);
vLine.Image.color = new Color(0.35f, 0.35f, 0.35f, 0.5f);
if (data == null) continue;
if (!string.IsNullOrEmpty(data.Text))
{
var txt = m_Assembler.GetText("cell_text", cellNS);
txt.Rect.anchoredPosition = new Vector2(cellX + 4, cellY);
txt.Rect.sizeDelta = new Vector2(cellW - 8, cellH);
txt.Text.text = data.Text;
#if UNITY_EDITOR
if (!Application.isPlaying)
{
txt.Text.color = GetStyleColor(cellNS, "/cell/fg/color", fgFallback);
txt.Text.fontSize = GetStyleInt(cellNS, "/cell/font/size", 14);
txt.Text.alignment = TextAlignmentOptions.Midline;
}
#endif
}
}
}
}
#endregion
#region 坐标计算
private float GetRowTopY(int row)
{
float y = 0;
for (int i = 0; i < row && i < m_RowHeights.Length; i++)
y += m_RowHeights[i];
return y;
}
private float GetColLeftX(int col)
{
float x = 0;
for (int i = 0; i < col && i < m_ColWidths.Length; i++)
x += m_ColWidths[i];
return x;
}
private void RecalculateTotalSize()
{
m_TotalWidth = 0;
if (m_ColWidths != null)
foreach (float w in m_ColWidths)
m_TotalWidth += w;
m_TotalHeight = 0;
if (m_RowHeights != null)
foreach (float h in m_RowHeights)
m_TotalHeight += h;
if (m_ScrollRect != null && m_ScrollRect.content != null)
m_ScrollRect.content.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
}
private void UpdateVisibleRect()
{
m_VisibleRect = new Rect(0, 0, m_TotalWidth, m_TotalHeight);
if (m_ScrollRect != null && m_ScrollRect.viewport != null)
{
RectTransform vt = m_ScrollRect.viewport;
RectTransform ct = m_ScrollRect.content;
if (vt != null && ct != null)
{
float sx = Mathf.Max(0, -ct.anchoredPosition.x);
float sy = Mathf.Max(0, ct.anchoredPosition.y);
m_VisibleRect = new Rect(sx, sy, vt.rect.width, vt.rect.height);
}
}
}
private void CalcVisibleRange(out int sr, out int er, out int sc, out int ec)
{
sr = 0;
er = 0;
sc = 0;
ec = 0;
float accY = 0;
for (int r = 0; r < m_RowHeights.Length; r++)
{
float rowBottom = accY + m_RowHeights[r];
if (rowBottom > m_VisibleRect.y && accY < m_VisibleRect.yMax)
{
if (er == 0 && sr == 0) sr = r;
er = r + 1;
}
accY = rowBottom;
if (accY > m_VisibleRect.yMax) break;
}
float accX = 0;
for (int c = 0; c < m_ColWidths.Length; c++)
{
float colRight = accX + m_ColWidths[c];
if (colRight > m_VisibleRect.x && accX < m_VisibleRect.xMax)
{
if (ec == 0 && sc == 0) sc = c;
ec = c + 1;
}
accX = colRight;
if (accX > m_VisibleRect.xMax) break;
}
if (sr < 0) sr = 0;
if (sc < 0) sc = 0;
}
#endregion
#region 样式
private Color GetStyleColor(string ns, string path, Color fallback)
{
StyleValue val = StyleManager.GetValue(ns, path);
return val != null ? (Color)val : fallback;
}
private int GetStyleInt(string ns, string path, int fallback)
{
StyleValue val = StyleManager.GetValue(ns, path);
return val != null ? (int)val : fallback;
}
private float GetStyleFloat(string ns, string path, float fallback)
{
StyleValue val = StyleManager.GetValue(ns, path);
return val != null ? (float)val : fallback;
}
private void EnsureDefaultStyleNamespace()
{
// 避免在样式表尚未加载时触发 HasStyle → GetValue 的命名空间不存在错误
var namespaces = StyleManager.GetAvailableNamespaces();
if (namespaces == null || !namespaces.Contains(m_DefaultStyleNamespace))
return;
if (!StyleManager.HasStyle(m_DefaultStyleNamespace, "/cell/bg/color"))
{
// 回退默认值匹配 DefaultTableStyles.xsss
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/bg/color", Color.white);
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/fg/color",
new Color(0.1f, 0.1f, 0.1f));
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/border/top/color",
new Color(0.8f, 0.8f, 0.8f));
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/border/top/width", 1f);
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/border/bottom/color",
new Color(0.8f, 0.8f, 0.8f));
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/border/bottom/width", 1f);
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/border/left/color",
new Color(0.8f, 0.8f, 0.8f));
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/border/left/width", 1f);
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/border/right/color",
new Color(0.8f, 0.8f, 0.8f));
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/border/right/width", 1f);
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/selection/bg/color",
new Color(0.2f, 0.5f, 1f, 0.3f));
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/font/size", 14);
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/font/alignment", "MiddleCenter");
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/font/richText", true);
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/default/height", 40f);
StyleManager.AddDynamicStyle(m_DefaultStyleNamespace, "/cell/default/width", 100f);
StyleManager.ForceRefresh();
}
}
#endregion
#region 其他
private void MarkDirty(TableDirtyType type) => m_DirtyFlag.Mark(type);
/// <summary>运行时样式变更回调:标记脏数据,下一帧重绘</summary>
private void OnPoolStyleChanged() => MarkDirty(TableDirtyType.StyleChanged);
private void OnScrollValueChanged(Vector2 _) => MarkDirty(TableDirtyType.ViewChanged);
#endregion
#region IPointerClickHandler
public void OnPointerClick(PointerEventData eventData)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(
rectTransform, eventData.position, eventData.pressEventCamera, out Vector2 localPoint);
// rectTransform 锚点在左上角,localPoint 以中心为原点
float tableX = localPoint.x - rectTransform.rect.xMin;
float tableY = rectTransform.rect.yMax - localPoint.y;
float scrollY = m_ScrollRect != null ? Mathf.Max(0, m_ScrollRect.content.anchoredPosition.y) : 0;
float scrollX = m_ScrollRect != null ? Mathf.Max(0, -m_ScrollRect.content.anchoredPosition.x) : 0;
tableX += scrollX;
tableY += scrollY;
int col = -1;
float ax = 0;
for (int c = 0; c < m_ColWidths.Length; c++)
{
if (tableX >= ax && tableX < ax + m_ColWidths[c])
{
col = c;
break;
}
ax += m_ColWidths[c];
}
int row = -1;
float ay = 0;
for (int r = 0; r < m_RowHeights.Length; r++)
{
if (tableY >= ay && tableY < ay + m_RowHeights[r])
{
row = r;
break;
}
ay += m_RowHeights[r];
}
if (row >= 0 && col >= 0)
{
SelectCell(row, col);
OnCellSelected?.Invoke(row, col);
}
}
#endregion
}
}