Files
ichni_Creator_Studio/Assets/Scripts/DynamicUI/Hierarchy/HierarchyTab.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
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using DG.Tweening;
using Lean.Pool;
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using Ichni.RhythmGame;
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using Michsky.MUIP;
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using Sirenix.Utilities;
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using TMPro;
using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
namespace Ichni.Editor
{
public partial class HierarchyTab : MonoBehaviour
{
public GameObject indentationLinePrefab;
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public GameElement connectedGameElement;
public HierarchyTab parentTab;
public List<HierarchyTab> childTabList;
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public int tabLayer;
public bool isSelected;
public bool isExpanded;
public Image BgImage;
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public RectTransform tabRect;
public LayoutElement layoutElement;
public RectTransform tabMainRect;
public Button tabButton;
public Button expandButton;
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public DoubleCheckButton deleteButton;
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public TMP_Text tabButtonText;
private List<GameObject> indentationLines = new List<GameObject>();
public void SetTab(GameElement targetElement, GameElement parentElement, bool animate = true)
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{
if (animate)
{
transform.localScale = Vector3.one;
transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.OutCirc).From(new Vector3(1, 0, 1));
}
else
{
transform.DOKill();
transform.localScale = Vector3.one;
}
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connectedGameElement = targetElement;
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tabButtonText.text = targetElement.elementName;
targetElement.connectedTab = this;
this.isExpanded = false;
this.isSelected = false;
this.childTabList = new List<HierarchyTab>();
// 清除旧的缩进线
for (int i = indentationLines.Count - 1; i >= 0; i--)
{
if (indentationLines[i] != null)
Destroy(indentationLines[i]);
}
indentationLines.Clear();
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if (parentElement == null)
{
this.tabLayer = 0;
this.parentTab = null;
this.transform.SetAsLastSibling();
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}
else
{
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this.parentTab = parentElement.connectedTab;
parentElement.connectedTab.childTabList.Add(this);
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this.tabLayer = this.parentTab.tabLayer + 1;
this.transform.SetSiblingIndex(this.parentTab.transform.GetSiblingIndex() + GetAllChildrenCount(this.parentTab));
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if (!this.parentTab.isExpanded)
{
this.isExpanded = false;
var pt = this.parentTab;
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SetExpansion(false);
pt.SetStatus();
return;
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}
for (int i = 1; i <= this.tabLayer; i++)
{
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float lineX = 30 * i - 15;
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var d = Instantiate(indentationLinePrefab, tabRect);
d.GetComponent<RectTransform>().anchoredPosition = new Vector2(lineX, 0);
indentationLines.Add(d);
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}
parentTab?.SetStatus();
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}
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float posX = (30 * tabLayer);
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tabMainRect.anchoredPosition = new Vector2(posX, tabMainRect.anchoredPosition.y);
tabButton.onClick.RemoveAllListeners();
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tabButton.onClick.AddListener(SelectGameElement);
expandButton.onClick.RemoveAllListeners();
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expandButton.onClick.AddListener(ExpandOrFold);
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deleteButton.onConfirm = () => EditorManager.instance.operationManager.CopyPasteDeleteModule.DeleteElement(connectedGameElement);
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SetStatus();
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}
private void OnDestroy()
{
transform.DOKill();
// 清除缩进线
for (int i = indentationLines.Count - 1; i >= 0; i--)
{
if (indentationLines[i] != null)
Destroy(indentationLines[i]);
}
indentationLines.Clear();
}
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public void SetStatus()
{
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expandButton.gameObject.SetActive(!connectedGameElement.childElementList.IsNullOrEmpty());
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}
}
public partial class HierarchyTab
{
private int GetAllChildrenCount(HierarchyTab tab)
{
int c = tab.childTabList.Count;
for (int i = 0; i < tab.childTabList.Count; i++)
{
c += GetAllChildrenCount(tab.childTabList[i]);
}
return c;
}
public void ExecuteOrSelect()
{
if (EditorManager.instance.uiManager.hierarchy.NeedExecute)
{
EditorManager.instance.uiManager.hierarchy.upLoadElement = connectedGameElement;
}
else
{
SelectGameElement();
}
}
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public void SelectGameElement()
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{
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if (Keyboard.current.leftCtrlKey.isPressed)
{
if (!isSelected)
{
EditorManager.instance.operationManager.AddSelectElement(connectedGameElement);
}
else
{
EditorManager.instance.operationManager.RemoveSelectElement(connectedGameElement);
}
}
else
{
EditorManager.instance.operationManager.ClearSelectedElements();
EditorManager.instance.operationManager.AddSelectElement(connectedGameElement);
}
if (EditorManager.instance.useQuickMove)
{
if (connectedGameElement is IHaveTransformSubmodule haveTransformSubmodule)
{
QuickMover quickMover = Instantiate(EditorManager.instance.basePrefabs.QuickMoveObj).GetComponent<QuickMover>();
quickMover.Initialize(haveTransformSubmodule);
}
else if (connectedGameElement is NoteBase noteBase && noteBase.noteVisual != null)
{
QuickMover quickMover = Instantiate(EditorManager.instance.basePrefabs.QuickMoveObj).GetComponent<QuickMover>();
quickMover.Initialize(noteBase.noteVisual);
}
else if (QuickMover.instance != null)
{
Destroy(QuickMover.instance.gameObject);
QuickMover.instance = null;
}
}
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EditorManager.instance.uiManager.inspector.SetInspector(connectedGameElement);
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}
public void MoveTab(bool isUp)
{
// 1. 基础合法性检查:根节点或孤立节点无法移动
if (parentTab == null || connectedGameElement.parentElement == null)
return;
// 获取当前层级的列表
var tabList = parentTab.childTabList;
int tabIndex = tabList.IndexOf(this);
var elementList = connectedGameElement.parentElement.childElementList;
int elemIndex = elementList.IndexOf(connectedGameElement);
// 计算目标索引
int targetTabIndex = isUp ? tabIndex - 1 : tabIndex + 1;
int targetElemIndex = isUp ? elemIndex - 1 : elemIndex + 1;
// 2. 边界检查:如果是第一个往上或最后一个往下,则返回
if (targetTabIndex < 0 || targetTabIndex >= tabList.Count) return;
if (targetElemIndex < 0 || targetElemIndex >= elementList.Count) return;
// 获取目标对象
var targetTab = tabList[targetTabIndex];
var targetElem = elementList[targetElemIndex];
// 3. 交换逻辑数据顺序List 内部排序)
tabList[tabIndex] = targetTab;
tabList[targetTabIndex] = this;
elementList[elemIndex] = targetElem;
elementList[targetElemIndex] = connectedGameElement;
// 4. 处理 UI Tab 的 Sibling Index解决偏移问题的核心
List<Transform> thisSubTree = GetTabSubTreeTransforms(this);
List<Transform> targetSubTree = GetTabSubTreeTransforms(targetTab);
if (thisSubTree.Count > 0 && targetSubTree.Count > 0)
{
if (isUp)
{
// 向上移:正序,插到目标分支的最上方
int insertIndex = targetSubTree[0].GetSiblingIndex();
for (int i = 0; i < thisSubTree.Count; i++)
{
thisSubTree[i].SetSiblingIndex(insertIndex + i);
}
}
else
{
// 向下移:逆序,依次插到目标分支最末尾的索引位置
// 这样先移过去的会被后移过去的顶到后面,保持原有父子相对顺序
int targetLastIndex = targetSubTree[targetSubTree.Count - 1].GetSiblingIndex();
for (int i = thisSubTree.Count - 1; i >= 0; i--)
{
thisSubTree[i].SetSiblingIndex(targetLastIndex);
}
}
}
// 5. 处理场景 GameElement 的 Sibling Index同理
List<Transform> thisElemSubTree = GetElementSubTreeTransforms(connectedGameElement);
List<Transform> targetElemSubTree = GetElementSubTreeTransforms(targetElem);
if (thisElemSubTree.Count > 0 && targetElemSubTree.Count > 0)
{
if (isUp)
{
int insertIndex = targetElemSubTree[0].GetSiblingIndex();
for (int i = 0; i < thisElemSubTree.Count; i++)
{
thisElemSubTree[i].SetSiblingIndex(insertIndex + i);
}
}
else
{
int targetLastIndex = targetElemSubTree[targetElemSubTree.Count - 1].GetSiblingIndex();
for (int i = thisElemSubTree.Count - 1; i >= 0; i--)
{
thisElemSubTree[i].SetSiblingIndex(targetLastIndex);
}
}
}
//奇妙的特判阶段
foreach (var i in parentTab.childTabList)
{
i.connectedGameElement.Refresh();
}
parentTab.connectedGameElement.Refresh();
if (parentTab.connectedGameElement is Track track)
{
track.trackPathSubmodule.pathNodeList =
track.childElementList.OfType<PathNode>().ToList();
track.trackPathSubmodule.SetPathPoints();
}
}
// 获取tab及其所有子tab的transform前序遍历
private List<Transform> GetTabSubTreeTransforms(HierarchyTab tab)
{
List<Transform> list = new List<Transform>();
list.Add(tab.transform);
foreach (var child in tab.childTabList)
list.AddRange(GetTabSubTreeTransforms(child));
return list;
}
// 获取GameElement及其所有子元素的transform前序遍历
private List<Transform> GetElementSubTreeTransforms(GameElement element)
{
List<Transform> list = new List<Transform>();
if (element.transform != null)
list.Add(element.transform);
foreach (var child in element.childElementList)
list.AddRange(GetElementSubTreeTransforms(child));
return list;
}
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public void ExpandOrFold()
{
ExpandOrFold(false);
}
public void ExpandOrFold(bool forceAllExPand = false)
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{
this.childTabList.RemoveAll(s => s == null);
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isExpanded = !isExpanded;
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ExpandAnim();
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if (isExpanded)
{
connectedGameElement.ScanAndAddEnableTypes();
List<GameElement> FixedList = !forceAllExPand ? connectedGameElement.GetChildrenByTypes() : connectedGameElement.childElementList;
ExpandAsync(FixedList);
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}
else
{
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//expandButton.transform.Rotate(new Vector3(0, 0, 180));
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for (int i = childTabList.Count - 1; i >= 0; i--)
{
childTabList[i].SetExpansion(isExpanded);
}
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}
}
private void SetExpansion(bool expand)
{
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if (!expand && isExpanded)
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{
for (int i = childTabList.Count - 1; i >= 0; i--)
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{
if (childTabList[i] != null)
childTabList[i].SetExpansion(expand);
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}
}
if (!expand)
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{
CleanupAndDespawn();
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}
}
private void CleanupAndDespawn()
{
if (connectedGameElement != null)
{
// 如果该元素还在选中列表中,先移除(须在 connectedTab=null 之前执行)
if (isSelected)
{
var sel = EditorManager.instance.operationManager.currentSelectedElements;
sel.Remove(connectedGameElement);
isSelected = false;
}
connectedGameElement.connectedTab = null;
}
parentTab?.childTabList.Remove(this);
EditorManager.instance.uiManager.hierarchy.tabList.Remove(this);
transform.DOKill();
tabButton.onClick.RemoveAllListeners();
expandButton.onClick.RemoveAllListeners();
for (int i = indentationLines.Count - 1; i >= 0; i--)
{
if (indentationLines[i] != null)
Destroy(indentationLines[i]);
}
indentationLines.Clear();
connectedGameElement = null;
parentTab = null;
childTabList?.Clear();
isExpanded = false;
isExpandDone = true;
tabLayer = 0;
LeanPool.Despawn(gameObject);
}
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private void ExpandAnim()
{
expandButton.transform.DORotate(new Vector3(0, 0, !isExpanded ? 0f : 180f), 0.2f);
}
public bool isExpandDone = true;
private void ExpandImmediately(List<GameElement> FixedList)
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{
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float StrandTimeWhileStartUp = EditorManager.instance.CurrentFrameRate;
float frameTime = 1f / StrandTimeWhileStartUp * 3f;
for (var index = 0; index < FixedList.Count; index++)
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{
var childElement = FixedList[index];
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EditorManager.instance.uiManager.hierarchy.GenerateTab(childElement, connectedGameElement);
}
}
public IEnumerator ExpandSyncBatched()
{
connectedGameElement.ScanAndAddEnableTypes();
isExpanded = true;
isExpandDone = false;
ExpandAnim();
var children = connectedGameElement.childElementList;
int batchCount = 0;
for (int i = 0; i < children.Count; i++)
{
if (!isExpanded) break;
if (children[i].connectedTab == null)
{
EditorManager.instance.uiManager.hierarchy.GenerateTab(children[i], connectedGameElement, false);
batchCount++;
if (batchCount >= 15)
{
batchCount = 0;
yield return null;
if (!isExpanded) break;
}
}
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}
isExpandDone = true;
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}
async void ExpandAsync(List<GameElement> FixedList)
{
isExpandDone = false;
for (var index = 0; index < FixedList.Count; index++)
{
var childElement = FixedList[index];
await EditorManager.instance.uiManager.hierarchy.GenerateTabAsync(childElement, connectedGameElement);
if (!isExpanded) break;
}
isExpandDone = true;
}
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}
}