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using System;
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2025-02-09 23:47:42 -05:00
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame;
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2025-02-12 01:57:18 +08:00
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Ichni.Editor
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{
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public class Hierarchy : StaticWindow
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{
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public GameObject hierarchyTabPrefab;
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public RectTransform tabContainer;
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public Button addFolderButton;
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public List<HierarchyTab> tabList;
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private void Awake()
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{
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tabList = new List<HierarchyTab>();
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addFolderButton.onClick.AddListener(() =>
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{
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ElementFolder.GenerateElement("New Folder", Guid.NewGuid(), new List<string>(), true, null);
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});
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}
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public HierarchyTab GenerateTab(GameElement targetElement, GameElement parentElement)
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{
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HierarchyTab tab = Instantiate(hierarchyTabPrefab, tabContainer).GetComponent<HierarchyTab>();
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tab.SetTab(targetElement, parentElement);
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tabList.Add(tab);
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return tab;
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}
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public ScrollRect scrollRect;
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public Vector2 vector2;
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public void FindTab(GameElement targetElement, bool findparent = false)
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{
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//targetElement.SetUpInspector();
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StartCoroutine(TryGetTab(targetElement));
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}
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public IEnumerator TryGetTab(GameElement targetElement)
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{
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StandardInspectionElement.GenerateForLoading();
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// 1. 向上找到最近的有Tab的祖先
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Stack<GameElement> stack = new Stack<GameElement>();
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GameElement current = targetElement;
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while (current != null && current.connectedTab == null)
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{
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stack.Push(current);
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current = current.parentElement;
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}
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// 2. 如果有Tab的祖先存在,依次展开回目标
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HierarchyTab parentTab = current != null ? current.connectedTab : null;
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while (stack.Count > 0)
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{
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var elem = stack.Pop();
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// 只展开父Tab,不直接生成Tab
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if (elem.parentElement != null && elem.parentElement.connectedTab != null && !elem.parentElement.connectedTab.isExpanded)
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{
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elem.parentElement.connectedTab.ExpandOrFold();
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yield return null;
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}
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// 等待当前elem的Tab生成
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while (elem.connectedTab == null)
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{
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yield return null;
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}
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parentTab = elem.connectedTab;
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}
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// 3. 等待目标Tab实例化
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while (targetElement.connectedTab == null)
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{
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yield return null;
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}
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HierarchyTab finalTab = targetElement.connectedTab;
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float Tablocalpos = (-finalTab.transform.localPosition.y) - (tabContainer.sizeDelta.y / 4f);
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float pct = Tablocalpos / tabContainer.sizeDelta.y;
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scrollRect.verticalNormalizedPosition = 1f - pct;
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finalTab.SelectGameElement();
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}
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}
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}
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