2025-03-08 23:11:55 -05:00
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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 DG.Tweening;
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using Ichni.RhythmGame;
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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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public Button expandButtom;
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public bool NeedExecute = false;
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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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expandButtom.onClick.AddListener(Expand);
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rectTransform = this.GetComponent<RectTransform>();
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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 bool isExpand = false;
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private RectTransform rectTransform;
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public void Expand()
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{
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float originX = 225f;
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isExpand = !isExpand;
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// 用DOTween动画赋值
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if (isExpand)
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{
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rectTransform.DOSizeDelta(
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new Vector2(rectTransform.sizeDelta.x * 2, rectTransform.sizeDelta.y), 0.5f);
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rectTransform.DOAnchorPos(
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new Vector2(originX * 2, rectTransform.anchoredPosition.y), 0.5f);
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enableButtonGroup.disableButton.GetComponent<RectTransform>().DOAnchorPos(
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new Vector2(
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enableButtonGroup.disableButton.GetComponent<RectTransform>().anchoredPosition.x * 3,
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enableButtonGroup.disableButton.GetComponent<RectTransform>().anchoredPosition.y
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), 0.5f);
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expandButtom.GetComponent<RectTransform>().DOAnchorPos(
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new Vector2(
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expandButtom.GetComponent<RectTransform>().anchoredPosition.x * 2,
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expandButtom.GetComponent<RectTransform>().anchoredPosition.y
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), 0.5f);
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}
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else
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{
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rectTransform.DOSizeDelta(
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new Vector2(rectTransform.sizeDelta.x / 2, rectTransform.sizeDelta.y), 0.5f);
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rectTransform.DOAnchorPos(
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new Vector2(originX, rectTransform.anchoredPosition.y), 0.5f);
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enableButtonGroup.disableButton.GetComponent<RectTransform>().DOAnchorPos(
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new Vector2(
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enableButtonGroup.disableButton.GetComponent<RectTransform>().anchoredPosition.x / 3,
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enableButtonGroup.disableButton.GetComponent<RectTransform>().anchoredPosition.y
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), 0.5f);
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expandButtom.GetComponent<RectTransform>().DOAnchorPos(
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new Vector2(
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expandButtom.GetComponent<RectTransform>().anchoredPosition.x / 2,
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expandButtom.GetComponent<RectTransform>().anchoredPosition.y
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), 0.5f);
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}
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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)
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{
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if (targetElement.connectedTab != null)
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{
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// 如果已经有Tab了,直接选中
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targetElement.connectedTab.SelectGameElement();
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getTabPos(targetElement.connectedTab);
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return;
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}
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targetElement.ScanAndAddEnableTypes();
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if (!EditorManager.instance.ExpandWhileClick)
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{
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var tab = EditorManager.instance.uiManager.hierarchy.GenerateTab(targetElement, null);
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tab.SelectGameElement();
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Destroy(tab.gameObject);
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EditorManager.instance.uiManager.hierarchy.tabList.Remove(tab);
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}
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else
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{
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StartCoroutine(TryGetTab(targetElement));
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}
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}
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public IEnumerator TryGetTab(GameElement targetElement)
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{
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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)
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{
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if (!elem.parentElement.connectedTab.isExpanded)
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{
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elem.parentElement.connectedTab.ExpandOrFold(true);
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}
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else if (elem.parentElement.connectedTab.ienumerator is null)
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{
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elem.parentElement.connectedTab.ExpandOrFold();
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elem.parentElement.connectedTab.ExpandOrFold(true);//合上再展开,这思路也是没谁了
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}
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else
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{
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//他就在展开了,等下就好了
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}
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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 is null)
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{
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yield return null;
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}
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yield return null; // 等待一帧,确保UI更新
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getTabPos(targetElement.connectedTab);
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}
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void getTabPos(HierarchyTab finalTab)
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{
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// 修正定位算法
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RectTransform tabRect = finalTab.GetComponent<RectTransform>();
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RectTransform containerRect = tabContainer;
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RectTransform viewportRect = scrollRect.viewport != null ? scrollRect.viewport : scrollRect.GetComponent<RectTransform>();
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// Tab相对于内容顶部的距离(正值为下,负值为上)
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float tabTop = -tabRect.anchoredPosition.y;
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float tabHeight = tabRect.rect.height;
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float contentHeight = containerRect.rect.height;
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float viewportHeight = viewportRect.rect.height;
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// 目标:让Tab居中(或尽量居中)
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float targetCenter = tabTop + tabHeight / 2f;
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float viewportCenter = viewportHeight / 2f;
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float scrollOffset = targetCenter - viewportCenter;
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// normalizedPosition = 1 - (scrollOffset / (contentHeight - viewportHeight))
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float denominator = Mathf.Max(1f, contentHeight - viewportHeight);
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float normalized = 1f - Mathf.Clamp01(scrollOffset / denominator);
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scrollRect.verticalNormalizedPosition = normalized;
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finalTab.SelectGameElement();
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}
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public GameElement upLoadElement = null;
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public IEnumerator TryGetElement()
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{
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NeedExecute = true;
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// 等待直到upLoadElement被赋值
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if (upLoadElement == null)
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{
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yield return new WaitUntil(() => upLoadElement != null);
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}
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NeedExecute = false;
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upLoadElement = null;
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}
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}
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}
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