Initial commit

This commit is contained in:
MuHua-123
2025-06-17 11:09:05 +08:00
commit 5e7fa2ef57
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// UI项
/// </summary>
public abstract class ModuleUIItem<Data> : ModuleUIPanel {
/// <summary> 选择事件 </summary>
public static event Action<Data> OnSelect;
/// <summary> 触发事件 </summary>
public static void Select(Data data) => OnSelect?.Invoke(data);
/// <summary> 绑定的数据 </summary>
public readonly Data value;
/// <summary> UI项 </summary>
public ModuleUIItem(Data value, VisualElement element) : base(element) {
this.value = value;
OnSelect += UIItem_OnSelect;
}
/// <summary> 侦听选择事件 </summary>
public virtual void UIItem_OnSelect(Data obj) {
if (value.Equals(obj)) { SelectState(); } else { DefaultState(); }
}
/// <summary> 触发选择事件 </summary>
public virtual void Select() => OnSelect?.Invoke(value);
/// <summary> 默认状态 </summary>
public virtual void DefaultState() { }
/// <summary> 选中状态 </summary>
public virtual void SelectState() { }
/// <summary> 释放 </summary>
public virtual void Release() => OnSelect -= UIItem_OnSelect;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// UI项容器
/// </summary>
public class ModuleUIItems<TItem, TData> : ModuleUIPanel where TItem : ModuleUIItem<TData> {
public readonly VisualTreeAsset templateAsset;// 模板资源
public readonly Func<TData, VisualElement, TItem> generate;// 生成UI项的函数
public List<TItem> uiItems = new List<TItem>();// UI项列表
public TItem this[int index] { get => uiItems[index]; }// 索引器
/// <summary> UI容器 </summary>
public ModuleUIItems(VisualElement element, VisualTreeAsset templateAsset, Func<TData, VisualElement, TItem> generate) : base(element) {
this.templateAsset = templateAsset;
this.generate = generate;
}
/// <summary> 释放资源 </summary>
public void Release() {
element.Clear();
uiItems.ForEach(obj => obj.Release());
uiItems = new List<TItem>();
}
/// <summary> 创建UI项 </summary>
public void Create(List<TData> datas) {
Release();
datas.ForEach(Create);
}
/// <summary> 创建UI项 </summary>
public void Create(TData data) {
VisualElement element = templateAsset.Instantiate();
TItem item = generate(data, element);
this.element.Add(item.element);
uiItems.Add(item);
}
/// <summary> 遍历 </summary>
public void ForEach(Action<TItem> action) {
uiItems.ForEach(action);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// 页面模块
/// </summary>
public abstract class ModuleUIPage : MonoBehaviour {
/// <summary> 绑定文档 </summary>
public UIDocument document;
/// <summary> 根目录文档 </summary>
public VisualElement root => document.rootVisualElement;
/// <summary> 绑定文档 </summary>
public abstract VisualElement Element { get; }
/// <summary> 添加UI元素 </summary>
public void Add(VisualElement child) => Element.Add(child);
/// <summary> 查询UI元素 </summary>
public T Q<T>(string name = null, string className = null) where T : VisualElement => Element.Q<T>(name, className);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// UI控件
/// </summary>
public class ModuleUIPanel {
/// <summary> 绑定的元素 </summary>
public readonly VisualElement element;
/// <summary> UI控件 </summary>
public ModuleUIPanel(VisualElement element) => this.element = element;
/// <summary> 查询UI元素 </summary>
public T Q<T>(string name = null, string className = null) where T : VisualElement => element.Q<T>(name, className);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 方向
/// </summary>
public enum UIDirection {
FromLeftToRight = 0,
FromRightToLeft = 1,
FromTopToBottom = 2,
FromBottomToTop = 3,
HorizontalAndVertical = 4,
Horizontal = 5,
Vertical = 6,
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM && UNITY_INPUT_SYSTEM_PACKAGE
using UnityEngine.InputSystem;
#endif
namespace MuHua
{
/// <summary>
/// UI工具
/// </summary>
public static class UITool
{
/// <summary> 获取鼠标位置 </summary>
public static Vector3 GetMousePosition()
{
#if ENABLE_INPUT_SYSTEM && UNITY_INPUT_SYSTEM_PACKAGE
return Mouse.current.position.ReadValue();
#else
return Input.mousePosition;
#endif
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UIElements;
public class CircularBar : VisualElement {
public new class UxmlFactory : UxmlFactory<CircularBar, UxmlTraits> { }
public new class UxmlTraits : VisualElement.UxmlTraits {
private readonly UxmlFloatAttributeDescription Fill = new() { name = "fill", defaultValue = 0.1f };
public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc) {
base.Init(ve, bag, cc);
var circularBar = ve as CircularBar;
circularBar.Fill = Fill.GetValueFromBag(bag, cc);
circularBar.UpdateValue();
}
}
public readonly Material material;
public readonly RenderTexture rt;
public VisualElement visual;
public float Fill { get; set; }
public CircularBar() {
visual = new VisualElement();
visual.style.flexGrow = 1;
hierarchy.Add(visual);
var shader = Shader.Find("MuHua/UI/CircularBar");
if (shader == null) {
Debug.LogError("Failed to find Shader Graphs/CircularBar.");
return;
}
material = new Material(shader);
rt = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGBFloat);
Background background = Background.FromRenderTexture(rt);
visual.style.backgroundImage = new StyleBackground(background);
}
public void UpdateValue(float fill) {
Fill = fill;
UpdateValue();
}
public void UpdateValue() {
if (material == null) { return; }
Texture2D texture = resolvedStyle.backgroundImage.texture;
if (texture == null) { return; }
material.SetFloat("_fill", Fill);
CommandBuffer command = CommandBufferPool.Get();
// 设置渲染目标为tempRTHandle
CoreUtils.SetRenderTarget(command, rt);
// 清除纹理内容
CoreUtils.ClearRenderTarget(command, ClearFlag.All, Color.clear);
// 渲染
command.Blit(texture, rt, material, 0);
Graphics.ExecuteCommandBuffer(command);
CommandBufferPool.Release(command);
Background background = Background.FromRenderTexture(rt);
visual.style.backgroundImage = new StyleBackground(background);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
public class UIFloatField : FloatField {
public new class UxmlFactory : UxmlFactory<UIFloatField, UxmlTraits> { }
public new class UxmlTraits : FloatField.UxmlTraits { }
public VisualElement inputElement;
public VisualElement textElement;
public UIFloatField() {
ClearClassList();
AddToClassList("input-field");
labelElement.ClearClassList();
labelElement.AddToClassList("unity-text-element");
labelElement.AddToClassList("input-field-label");
inputElement = this.Q<VisualElement>("unity-text-input");
inputElement.ClearClassList();
inputElement.AddToClassList("input-field-box");
textElement = inputElement.Q<VisualElement>("");
textElement.ClearClassList();
textElement.AddToClassList("unity-text-element");
textElement.AddToClassList("input-field-text");
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
public class UILongField : LongField {
public new class UxmlFactory : UxmlFactory<UILongField, UxmlTraits> { }
public new class UxmlTraits : LongField.UxmlTraits { }
public UILongField() {
ClearClassList();
AddToClassList("input-field");
labelElement.ClearClassList();
labelElement.AddToClassList("unity-text-element");
labelElement.AddToClassList("input-field-label");
VisualElement inputElement = this.Q<VisualElement>("unity-text-input");
inputElement.ClearClassList();
inputElement.AddToClassList("input-field-box");
VisualElement textElement = inputElement.Q<VisualElement>("");
textElement.ClearClassList();
textElement.AddToClassList("unity-text-element");
textElement.AddToClassList("input-field-text");
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
public class UITextField : TextField {
public new class UxmlFactory : UxmlFactory<UITextField, UxmlTraits> { }
public new class UxmlTraits : TextField.UxmlTraits {
public UxmlStringAttributeDescription DefaultPrompt = new UxmlStringAttributeDescription {
name = "default-prompt"
};
public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc) {
base.Init(ve, bag, cc);
UITextField textField = (UITextField)ve;
textField.DefaultPrompt = DefaultPrompt.GetValueFromBag(bag, cc);
textField.SetDefaultPrompt();
}
}
public string DefaultPrompt { get; set; }
public VisualElement inputElement => this.Q<VisualElement>("unity-text-input");
public VisualElement textElement => inputElement.Q<VisualElement>("");
public UITextField() {
ClearClassList();
AddToClassList("input-field");
labelElement.ClearClassList();
labelElement.AddToClassList("unity-text-element");
labelElement.AddToClassList("input-field-label");
inputElement.ClearClassList();
inputElement.AddToClassList("input-field-box");
textElement.ClearClassList();
textElement.AddToClassList("unity-text-element");
textElement.AddToClassList("input-field-text");
RegisterCallback<FocusInEvent>((evt) => { PrepareInput(); });
RegisterCallback<FocusOutEvent>((evt) => { SetDefaultPrompt(); });
}
public void PrepareInput() {
textElement.RemoveFromClassList("input-field-text-d");
if (text != DefaultPrompt) { return; }
text = "";
}
public void SetDefaultPrompt() {
textElement.RemoveFromClassList("input-field-text-d");
if (value != "") { return; }
text = DefaultPrompt;
textElement.AddToClassList("input-field-text-d");
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// 下拉框
/// </summary>
public class UIDropdown<T> : ModuleUIPanel {
/// <summary> 绑定的画布 </summary>
internal readonly VisualElement canvas;
/// <summary> 下拉框容器 </summary>
internal readonly VisualElement DropdownContainer;
/// <summary> 下拉框滚动视图 </summary>
internal readonly VisualElement DropdownScrollView;
/// <summary> 选项模板 </summary>
internal readonly VisualTreeAsset TemplateAsset;
/// <summary> 值改变时 </summary>
public event Action<T> ValueChanged;
public T value;
public List<T> list = new List<T>();
internal UIScrollView scrollView;
internal ModuleUIItems<UIDropdownItem, T> DropdownItems;
/// <summary> 数据操作 </summary
public T this[int index] => list[index];
/// <summary> 总数 </summary
public int Count => list.Count;
internal Label Tag => Q<Label>("Tag");
internal Label Title => Q<Label>("Title");
internal VisualElement Input => Q<VisualElement>("Input");
internal VisualElement Icon => Q<VisualElement>("Icon");
internal VisualElement Positioner => Q<VisualElement>("Positioner");
public UIDropdown(VisualElement element, VisualElement canvas, VisualTreeAsset TemplateAsset) : base(element) {
this.canvas = canvas;
this.TemplateAsset = TemplateAsset;
DropdownContainer = new VisualElement();
DropdownContainer.EnableInClassList("dropdown-container", true);
DropdownContainer.EnableInClassList("dropdown-hide", true);
canvas.Add(DropdownContainer);
DropdownScrollView = Q<VisualElement>("DropdownScrollView");
DropdownScrollView.EnableInClassList("dropdown-hide", false);
DropdownContainer.Add(DropdownScrollView);
scrollView = new UIScrollView(DropdownScrollView, DropdownContainer, UIDirection.FromTopToBottom);
DropdownItems = new ModuleUIItems<UIDropdownItem, T>(scrollView.Container, TemplateAsset,
(data, element) => new UIDropdownItem(data, element, this));
Input.RegisterCallback<ClickEvent>(evt => OpenDropdown());
DropdownContainer.RegisterCallback<PointerDownEvent>(evt => CloseDropdown());
}
public virtual void Release() {
canvas.Remove(DropdownContainer);
DropdownItems.Release();
}
public virtual void Update() {
scrollView.Update();
}
/// <summary> 打开下拉框 </summary>
public void OpenDropdown() {
float width = Positioner.resolvedStyle.width;
Vector2 position = Positioner.worldBound.position;
DropdownScrollView.style.width = width;
DropdownScrollView.style.left = position.x;
DropdownScrollView.style.top = position.y;
DropdownContainer.EnableInClassList("dropdown-hide", false);
DropdownItems.Create(list);
}
/// <summary> 关闭下拉框 </summary>
public void CloseDropdown() {
DropdownContainer.EnableInClassList("dropdown-hide", true);
}
/// <summary> 更新值 </summary>
public void UpdateValue(T value, bool send = true) {
this.value = value;
Tag.text = value.ToString();
if (send) { ValueChanged?.Invoke(value); }
}
/// <summary> 设置值 </summary>
public void SetValue(List<T> list) {
this.list = list;
if (list.Count > 0) { UpdateValue(list[0], false); }
}
#region UI项定义
/// <summary>
/// 设置标题 UI项
/// </summary>
internal class UIDropdownItem : ModuleUIItem<T> {
public readonly UIDropdown<T> parent;
public Button Button => Q<Button>();
public VisualElement Check => Q<VisualElement>("Check");
public UIDropdownItem(T value, VisualElement element, UIDropdown<T> parent) : base(value, element) {
this.parent = parent;
Button.text = value.ToString();
Button.clicked += Select;
Check.EnableInClassList("dropdown-hide", !value.Equals(parent.value));
}
public override void DefaultState() {
Check.EnableInClassList("dropdown-hide", true);
}
public override void SelectState() {
parent.UpdateValue(value);
parent.CloseDropdown();
Check.EnableInClassList("dropdown-hide", false);
}
}
#endregion
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// 滚动列表
/// </summary>
public class UIScrollList<T, Data> : UIScrollView where T : ModuleUIItem<Data> {
private ModuleUIItems<T, Data> Items;// UI项容器
public UIScrollList(VisualElement element, VisualElement canvas, VisualTreeAsset templateAsset, Func<Data, VisualElement, T> generate,
UIDirection direction = UIDirection.HorizontalAndVertical,
UIDirection sh = UIDirection.FromLeftToRight,
UIDirection sv = UIDirection.FromTopToBottom) : base(element, canvas, direction, sh, sv) {
Items = new ModuleUIItems<T, Data>(Container, templateAsset, generate);
}
/// <summary> 释放资源 </summary>
public void Release() => Items.Release();
/// <summary> 创建UI项 </summary>
public void Create(List<Data> datas) => Items.Create(datas);
/// <summary> 创建UI项 </summary>
public void Create(Data data) => Items.Create(data);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// 滚动视图
/// </summary>
public class UIScrollView : ModuleUIPanel {
/// <summary> 绑定的画布 </summary>
public readonly VisualElement canvas;
/// <summary> 元素方向 </summary>
public readonly UIDirection direction;
/// <summary> 水平滑动方向 </summary>
public readonly UIDirection sh;
/// <summary> 垂直滑动方向 </summary>
public readonly UIDirection sv;
/// <summary> 值改变时 </summary>
public event Action<Vector2> ValueChanged;
public Vector2 value;
public bool isDrag;
public Vector3 originalPosition;
public Vector3 pointerPosition;
public readonly UIScroller horizontal;
public readonly UIScroller vertical;
public VisualElement Viewport => Q<VisualElement>("Viewport");
public VisualElement Container => Q<VisualElement>("Container");
public VisualElement ScrollerHorizontal => Q<VisualElement>("ScrollerHorizontal");
public VisualElement ScrollerVertical => Q<VisualElement>("ScrollerVertical");
public UIScrollView(VisualElement element, VisualElement canvas,
UIDirection direction = UIDirection.HorizontalAndVertical,
UIDirection sh = UIDirection.FromLeftToRight,
UIDirection sv = UIDirection.FromTopToBottom) : base(element) {
this.canvas = canvas;
this.direction = direction;
this.sh = sh;
this.sv = sv;
element.generateVisualContent += ElementGenerateVisualContent;
if (sh == UIDirection.FromLeftToRight) {
horizontal = new UIScroller(ScrollerHorizontal, canvas, sh);
Viewport.style.flexDirection = FlexDirection.Row;
}
if (sh == UIDirection.FromRightToLeft) {
horizontal = new UIScroller(ScrollerHorizontal, canvas, sh);
Viewport.style.flexDirection = FlexDirection.RowReverse;
}
if (sv == UIDirection.FromTopToBottom) {
vertical = new UIScroller(ScrollerVertical, canvas, sv);
Viewport.style.flexDirection = FlexDirection.Column;
}
if (sv == UIDirection.FromBottomToTop) {
vertical = new UIScroller(ScrollerVertical, canvas, sv);
Viewport.style.flexDirection = FlexDirection.ColumnReverse;
}
// 设置事件
horizontal.ValueChanged += (x) => { UpdateValue(new Vector2(x, value.y)); };
vertical.ValueChanged += (y) => { UpdateValue(new Vector2(value.x, y)); };
Viewport.RegisterCallback<WheelEvent>(ViewportWheel);
Viewport.RegisterCallback<PointerDownEvent>(DraggerDown);
Viewport.RegisterCallback<MouseCaptureEvent>((evt) => isDrag = false);
// 释放
canvas.RegisterCallback<PointerUpEvent>((evt) => isDrag = false);
canvas.RegisterCallback<PointerLeaveEvent>((evt) => isDrag = false);
}
/// <summary> 视图原始更新 </summary>
private void ElementGenerateVisualContent(MeshGenerationContext context) {
float width = Mathf.Clamp01(Viewport.resolvedStyle.width / Container.resolvedStyle.width);
float height = Mathf.Clamp01(Viewport.resolvedStyle.height / Container.resolvedStyle.height);
horizontal.Dragger.style.width = Length.Percent(width * 100);
vertical.Dragger.style.height = Length.Percent(height * 100);
}
/// <summary> 视图滚轮滑动 </summary>
private void ViewportWheel(WheelEvent evt) {
float wheel = Mathf.Clamp(evt.delta.y, -1, 1);
Vector2 offset = new Vector2(0, wheel);
if (direction == UIDirection.Horizontal) { offset = new Vector2(wheel, 0); }
UpdateValue(new Vector2(value.x, value.y) - offset);
}
private void DraggerDown(PointerDownEvent evt) {
isDrag = true;
originalPosition = Container.transform.position;
Vector3 mousePosition = UITool.GetMousePosition();
pointerPosition = new Vector3(mousePosition.x, Screen.height - mousePosition.y);
}
/// <summary> 更新状态 </summary>
public virtual void Update() {
horizontal.Update();
vertical.Update();
Vector2 original = value;
float maxX = Viewport.resolvedStyle.width < Container.resolvedStyle.width ? 1 : 0;
float maxY = Viewport.resolvedStyle.height < Container.resolvedStyle.height ? 1 : 0;
if (value.x < 0) { value.x = Mathf.Lerp(value.x, 0, Time.deltaTime * 10); }
if (value.x > maxX) { value.x = Mathf.Lerp(value.x, maxX, Time.deltaTime * 10); }
if (value.y < 0) { value.y = Mathf.Lerp(value.y, 0, Time.deltaTime * 10); }
if (value.y > maxY) { value.y = Mathf.Lerp(value.y, maxY, Time.deltaTime * 10); }
if (original != value) { UpdateValue(value); }
if (!isDrag) { return; }
Vector3 mousePosition = UITool.GetMousePosition();
Vector3 differ = new Vector3(mousePosition.x, Screen.height - mousePosition.y) - pointerPosition;
Vector3 offset = differ + originalPosition;
float maxWidth = Viewport.resolvedStyle.width - Container.resolvedStyle.width;
float maxHeight = Viewport.resolvedStyle.height - Container.resolvedStyle.height;
float x = offset.x / maxWidth;
float y = offset.y / maxHeight;
x *= sh == UIDirection.FromLeftToRight ? 1 : -1;
y *= sv == UIDirection.FromTopToBottom ? 1 : -1;
UpdateValue(new Vector2(x, y));
}
/// <summary> 更新值(0-1) </summary>
public void UpdateValue(Vector2 value, bool send = true) {
if (direction == UIDirection.Horizontal) { value.y = 0; }
if (direction == UIDirection.Vertical) { value.x = 0; }
this.value = value;
if (send) { ValueChanged?.Invoke(value); }
float maxWidth = Viewport.resolvedStyle.width - Container.resolvedStyle.width;
float maxHeight = Viewport.resolvedStyle.height - Container.resolvedStyle.height;
float xPos = maxWidth * value.x;
float yPos = maxHeight * value.y;
xPos *= sh == UIDirection.FromLeftToRight ? 1 : -1;
yPos *= sv == UIDirection.FromTopToBottom ? 1 : -1;
Container.transform.position = new Vector3(xPos, yPos);
if (horizontal.value != value.x) { horizontal.UpdateValue(value.x, false); }
if (vertical.value != value.y) { vertical.UpdateValue(value.y, false); }
}
}
}
@@ -0,0 +1,11 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// 滚动视图 - 垂直
/// </summary>
public class UIScrollViewV : ModuleUIPanel {
/// <summary> 绑定的画布 </summary>
public readonly VisualElement canvas;
/// <summary> 元素方向 </summary>
public readonly UIDirection direction;
/// <summary> 垂直滑块 </summary>
public readonly UIScroller vertical;
/// <summary> 值改变时 </summary>
public event Action<float> ValueChanged;
/// <summary>
/// 方向
/// </summary>
public enum UIDirection {
FromTopToBottom = 0,
FromBottomToTop = 1,
}
public float value;
public bool isDrag;
public Vector3 originalPosition;
public Vector3 pointerPosition;
public VisualElement Viewport => Q<VisualElement>("Viewport");
public VisualElement Container => Q<VisualElement>("Container");
public VisualElement ScrollerVertical => Q<VisualElement>("ScrollerVertical");
public UIScrollViewV(VisualElement element, VisualElement canvas, UIDirection direction) : base(element) {
this.canvas = canvas;
this.direction = direction;
if (direction == UIDirection.FromTopToBottom) {
// vertical = new UIScroller(ScrollerVertical, canvas, direction);
Viewport.style.flexDirection = FlexDirection.Column;
}
if (direction == UIDirection.FromBottomToTop) {
// vertical = new UIScroller(ScrollerVertical, canvas, direction);
Viewport.style.flexDirection = FlexDirection.ColumnReverse;
}
// 设置事件
vertical.ValueChanged += (y) => { UpdateValue(y); };
Viewport.RegisterCallback<WheelEvent>(ViewportWheel);
Viewport.RegisterCallback<PointerDownEvent>(DraggerDown);
Viewport.RegisterCallback<MouseCaptureEvent>((evt) => isDrag = false);
// 释放
canvas.RegisterCallback<PointerUpEvent>((evt) => isDrag = false);
canvas.RegisterCallback<PointerLeaveEvent>((evt) => isDrag = false);
// 视图原始更新
element.generateVisualContent += ElementGenerateVisualContent;
}
/// <summary> 原始更新 </summary>
private void ElementGenerateVisualContent(MeshGenerationContext context) {
float height = Mathf.Clamp01(Viewport.resolvedStyle.height / Container.resolvedStyle.height);
vertical.Dragger.style.height = Length.Percent(height * 100);
}
/// <summary> 滚轮滑动 </summary>
private void ViewportWheel(WheelEvent evt) {
float wheel = Mathf.Clamp(evt.delta.y, -1, 1);
UpdateValue(value - wheel);
}
/// <summary> 拖拽按下 </summary>
private void DraggerDown(PointerDownEvent evt) {
isDrag = true;
originalPosition = Container.transform.position;
Vector3 mousePosition = UITool.GetMousePosition();
pointerPosition = new Vector3(mousePosition.x, Screen.height - mousePosition.y);
}
/// <summary> 拖拽滑动 </summary>
private void Dragger() {
Vector3 mousePosition = UITool.GetMousePosition();
Vector3 differ = new Vector3(mousePosition.x, Screen.height - mousePosition.y) - pointerPosition;
Vector3 offset = differ + originalPosition;
float maxHeight = Viewport.resolvedStyle.height - Container.resolvedStyle.height;
float y = offset.y / maxHeight;
y *= direction == UIDirection.FromTopToBottom ? 1 : -1;
UpdateValue(y);
}
/// <summary> 滑动弹性 </summary>
private void SlidingElasticity() {
float original = value;
float max = Viewport.resolvedStyle.height < Container.resolvedStyle.height ? 1 : 0;
if (value < 0) { value = Mathf.Lerp(value, 0, Time.deltaTime * 10); }
if (value > max) { value = Mathf.Lerp(value, max, Time.deltaTime * 10); }
if (original != value) { UpdateValue(value); }
}
/// <summary> 更新状态 </summary>
public virtual void Update() {
vertical.Update();
SlidingElasticity();
if (isDrag) { Dragger(); }
}
/// <summary> 更新值(0-1) </summary>
public virtual void UpdateValue(float value, bool send = true) {
this.value = value;
if (send) { ValueChanged?.Invoke(value); }
float maxHeight = Viewport.resolvedStyle.height - Container.resolvedStyle.height;
float position = maxHeight * value;
position *= direction == UIDirection.FromTopToBottom ? 1 : -1;
Container.transform.position = new Vector3(0, position);
if (vertical.value != value) { vertical.UpdateValue(value, false); }
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// 滚动条
/// </summary>
public class UIScroller : ModuleUIPanel {
/// <summary> 绑定的画布 </summary>
public readonly VisualElement canvas;
/// <summary> 元素方向 </summary>
public readonly UIDirection direction;
/// <summary> 值改变时 </summary>
public event Action<float> ValueChanged;
public float value;
public bool isDragger;
public float originalPosition;
public float pointerPosition;
public readonly UIScrollerFunc scrollerFunc;
public VisualElement Dragger => Q<VisualElement>("Dragger");
public UIScroller(VisualElement element, VisualElement canvas, UIDirection direction = UIDirection.FromLeftToRight) : base(element) {
this.canvas = canvas;
this.direction = direction;
if (direction == UIDirection.FromLeftToRight) { scrollerFunc = new FromLeftToRight(this); }
if (direction == UIDirection.FromRightToLeft) { scrollerFunc = new FromRightToLeft(this); }
if (direction == UIDirection.FromTopToBottom) { scrollerFunc = new FromTopToBottom(this); }
if (direction == UIDirection.FromBottomToTop) { scrollerFunc = new FromBottomToTop(this); }
//设置事件
Dragger.RegisterCallback<PointerDownEvent>(DraggerDown);
element.RegisterCallback<PointerDownEvent>(ElementDown);
canvas.RegisterCallback<PointerUpEvent>((evt) => isDragger = false);
canvas.RegisterCallback<PointerLeaveEvent>((evt) => isDragger = false);
}
/// <summary> 拖拽元素 </summary>
private void DraggerDown(PointerDownEvent evt) => scrollerFunc.DraggerDown(evt);
/// <summary> 按下元素 </summary>
private void ElementDown(PointerDownEvent evt) => scrollerFunc.ElementDown(evt);
/// <summary> 更新状态 </summary>
public void Update() => scrollerFunc.Update();
/// <summary> 更新值(0-1) </summary>
public void UpdateValue(float value, bool send = true) => scrollerFunc.UpdateValue(value, send);
public abstract class UIScrollerFunc {
public readonly UIScroller scroller;
public UIScrollerFunc(UIScroller scroller) => this.scroller = scroller;
/// <summary> 拖拽元素 </summary>
public abstract void DraggerDown(PointerDownEvent evt);
/// <summary> 按下元素 </summary>
public abstract void ElementDown(PointerDownEvent evt);
/// <summary> 更新状态 </summary>
public abstract void Update();
/// <summary> 更新值(0-1) </summary>
public abstract void UpdateValue(float value, bool send = true);
}
/// <summary>
/// 滑块从左到右
/// </summary>
public class FromLeftToRight : UIScrollerFunc {
public FromLeftToRight(UIScroller scroller) : base(scroller) {
scroller.element.style.flexDirection = FlexDirection.Row;
}
public override void DraggerDown(PointerDownEvent evt) {
scroller.isDragger = true;
scroller.originalPosition = scroller.Dragger.transform.position.x;
scroller.pointerPosition = UITool.GetMousePosition().x;
}
public override void ElementDown(PointerDownEvent evt) {
float offset = evt.localPosition.x - scroller.Dragger.resolvedStyle.width * 0.5f;
float max = scroller.element.resolvedStyle.width - scroller.Dragger.resolvedStyle.width;
float value = Mathf.InverseLerp(0, max, offset);
UpdateValue(value);
}
public override void Update() {
if (!scroller.isDragger) { return; }
float differ = UITool.GetMousePosition().x - scroller.pointerPosition;
float offset = differ + scroller.originalPosition;
float max = scroller.element.resolvedStyle.width - scroller.Dragger.resolvedStyle.width;
float value = Mathf.InverseLerp(0, max, offset);
UpdateValue(value);
}
public override void UpdateValue(float value, bool send = true) {
scroller.value = value;
if (send) { scroller.ValueChanged?.Invoke(value); }
float max = scroller.element.resolvedStyle.width - scroller.Dragger.resolvedStyle.width;
float x = Mathf.Lerp(0, max, value);
scroller.Dragger.transform.position = new Vector3(x, 0);
}
}
/// <summary>
/// 滑块从右到左
/// </summary>
public class FromRightToLeft : UIScrollerFunc {
public FromRightToLeft(UIScroller scroller) : base(scroller) {
scroller.element.style.flexDirection = FlexDirection.RowReverse;
}
public override void DraggerDown(PointerDownEvent evt) {
scroller.isDragger = true;
scroller.originalPosition = scroller.Dragger.transform.position.x;
scroller.pointerPosition = UITool.GetMousePosition().x;
}
public override void ElementDown(PointerDownEvent evt) {
float offset = evt.localPosition.x - scroller.Dragger.resolvedStyle.width * 0.5f;
float max = scroller.element.resolvedStyle.width - scroller.Dragger.resolvedStyle.width;
float value = Mathf.InverseLerp(max, 0, offset);
UpdateValue(value);
}
public override void Update() {
if (!scroller.isDragger) { return; }
float differ = UITool.GetMousePosition().x - scroller.pointerPosition;
float offset = differ + scroller.originalPosition;
float max = scroller.element.resolvedStyle.width - scroller.Dragger.resolvedStyle.width;
float value = Mathf.InverseLerp(max, 0, offset);
UpdateValue(value);
}
public override void UpdateValue(float value, bool send = true) {
scroller.value = value;
if (send) { scroller.ValueChanged?.Invoke(value); }
float max = scroller.element.resolvedStyle.width - scroller.Dragger.resolvedStyle.width;
float x = Mathf.Lerp(max, 0, value);
scroller.Dragger.transform.position = new Vector3(x, 0);
}
}
/// <summary>
/// 滑块从上到下
/// </summary>
public class FromTopToBottom : UIScrollerFunc {
public FromTopToBottom(UIScroller scroller) : base(scroller) {
scroller.element.style.flexDirection = FlexDirection.Column;
}
public override void DraggerDown(PointerDownEvent evt) {
scroller.isDragger = true;
scroller.originalPosition = scroller.Dragger.transform.position.y;
scroller.pointerPosition = Screen.height - UITool.GetMousePosition().y;
}
public override void ElementDown(PointerDownEvent evt) {
float offset = evt.localPosition.y - scroller.Dragger.resolvedStyle.height * 0.5f;
float max = scroller.element.resolvedStyle.height - scroller.Dragger.resolvedStyle.height;
float value = Mathf.InverseLerp(0, max, offset);
UpdateValue(value);
}
public override void Update() {
if (!scroller.isDragger) { return; }
float differ = Screen.height - UITool.GetMousePosition().y - scroller.pointerPosition;
float offset = differ + scroller.originalPosition;
float max = scroller.element.resolvedStyle.height - scroller.Dragger.resolvedStyle.height;
float value = Mathf.InverseLerp(0, max, offset);
UpdateValue(value);
}
public override void UpdateValue(float value, bool send = true) {
scroller.value = value;
if (send) { scroller.ValueChanged?.Invoke(value); }
float max = scroller.element.resolvedStyle.height - scroller.Dragger.resolvedStyle.height;
float y = Mathf.Lerp(0, max, value);
scroller.Dragger.transform.position = new Vector3(0, y);
}
}
/// <summary>
/// 滑块从下到上
/// </summary>
public class FromBottomToTop : UIScrollerFunc {
public FromBottomToTop(UIScroller scroller) : base(scroller) {
scroller.element.style.flexDirection = FlexDirection.ColumnReverse;
}
public override void DraggerDown(PointerDownEvent evt) {
scroller.isDragger = true;
scroller.originalPosition = scroller.Dragger.transform.position.y;
scroller.pointerPosition = Screen.height - UITool.GetMousePosition().y;
}
public override void ElementDown(PointerDownEvent evt) {
float offset = evt.localPosition.y - scroller.Dragger.resolvedStyle.height * 0.5f;
float max = scroller.element.resolvedStyle.height - scroller.Dragger.resolvedStyle.height;
float value = Mathf.InverseLerp(max, 0, offset);
UpdateValue(value);
}
public override void Update() {
if (!scroller.isDragger) { return; }
float differ = Screen.height - UITool.GetMousePosition().y - scroller.pointerPosition;
float offset = differ + scroller.originalPosition;
float max = scroller.element.resolvedStyle.height - scroller.Dragger.resolvedStyle.height;
float value = Mathf.InverseLerp(max, 0, offset);
UpdateValue(value);
}
public override void UpdateValue(float value, bool send = true) {
scroller.value = value;
if (send) { scroller.ValueChanged?.Invoke(value); }
float max = scroller.Dragger.resolvedStyle.height - scroller.element.resolvedStyle.height;
float y = Mathf.Lerp(0, max, value);
scroller.Dragger.transform.position = new Vector3(0, y);
}
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// 滚动条 - 垂直
/// </summary>
public class UIScrollerV : MonoBehaviour {
// Start is called before the first frame update
void Start() {
}
// Update is called once per frame
void Update() {
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// 滑块
/// </summary>
public class UISlider : ModuleUIPanel {
/// <summary> 绑定的画布 </summary>
public readonly VisualElement canvas;
/// <summary> 元素方向 </summary>
public readonly UIDirection direction;
/// <summary> 值改变时 </summary>
public event Action<float> ValueChanged;
public float value;
public bool isDragger;
public float originalPosition;
public float pointerPosition;
public readonly UISliderFunc sliderFunc;
public VisualElement Container => Q<VisualElement>("Container");
public VisualElement Title => Q<VisualElement>("Title");
public VisualElement Tracker => Q<VisualElement>("Tracker");
public VisualElement Dragger => Q<VisualElement>("Dragger");
public UISlider(VisualElement element, VisualElement canvas, UIDirection direction = UIDirection.FromLeftToRight) : base(element) {
this.canvas = canvas;
this.direction = direction;
if (direction == UIDirection.FromLeftToRight) { sliderFunc = new FromLeftToRight(this); }
if (direction == UIDirection.FromRightToLeft) { sliderFunc = new FromRightToLeft(this); }
if (direction == UIDirection.FromTopToBottom) { sliderFunc = new FromTopToBottom(this); }
if (direction == UIDirection.FromBottomToTop) { sliderFunc = new FromBottomToTop(this); }
//设置事件
Dragger.RegisterCallback<PointerDownEvent>(DraggerDown);
Container.RegisterCallback<PointerDownEvent>(ElementDown);
canvas.RegisterCallback<PointerUpEvent>((evt) => isDragger = false);
canvas.RegisterCallback<PointerLeaveEvent>((evt) => isDragger = false);
}
private void DraggerDown(PointerDownEvent evt) => sliderFunc.DraggerDown(evt);
private void ElementDown(PointerDownEvent evt) => sliderFunc.ElementDown(evt);
/// <summary> 更新状态 </summary>
public void Update() => sliderFunc.Update();
/// <summary> 更新值(0-1) </summary>
public void UpdateValue(float value, bool send = true) => sliderFunc.UpdateValue(value, send);
public abstract class UISliderFunc {
public readonly UISlider slider;
public UISliderFunc(UISlider slider) => this.slider = slider;
public abstract void DraggerDown(PointerDownEvent evt);
public abstract void ElementDown(PointerDownEvent evt);
/// <summary> 更新状态 </summary>
public abstract void Update();
/// <summary> 更新值(0-1) </summary>
public abstract void UpdateValue(float value, bool send = true);
}
public class FromLeftToRight : UISliderFunc {
public FromLeftToRight(UISlider slider) : base(slider) { }
public override void DraggerDown(PointerDownEvent evt) {
slider.isDragger = true;
slider.originalPosition = slider.Tracker.resolvedStyle.width;
slider.pointerPosition = UITool.GetMousePosition().x;
}
public override void ElementDown(PointerDownEvent evt) {
float offset = evt.localPosition.x;
float max = slider.Container.resolvedStyle.width;
float value = Mathf.InverseLerp(0, max, offset);
UpdateValue(value);
}
public override void Update() {
if (!slider.isDragger) { return; }
float differ = UITool.GetMousePosition().x - slider.pointerPosition;
float offset = differ + slider.originalPosition;
float max = slider.Container.resolvedStyle.width;
float value = Mathf.InverseLerp(0, max, offset);
UpdateValue(value);
}
public override void UpdateValue(float value, bool send = true) {
slider.value = value;
if (send) { slider.ValueChanged?.Invoke(value); }
slider.Tracker.style.width = Length.Percent(value * 100);
}
}
public class FromRightToLeft : UISliderFunc {
public FromRightToLeft(UISlider slider) : base(slider) { }
public override void DraggerDown(PointerDownEvent evt) {
slider.isDragger = true;
slider.originalPosition = slider.Container.resolvedStyle.width - slider.Tracker.resolvedStyle.width;
slider.pointerPosition = UITool.GetMousePosition().x;
}
public override void ElementDown(PointerDownEvent evt) {
float offset = evt.localPosition.x;
float max = slider.Container.resolvedStyle.width;
float value = Mathf.InverseLerp(max, 0, offset);
UpdateValue(value);
}
public override void Update() {
if (!slider.isDragger) { return; }
float differ = UITool.GetMousePosition().x - slider.pointerPosition;
float offset = differ + slider.originalPosition;
float max = slider.Container.resolvedStyle.width;
float value = Mathf.InverseLerp(max, 0, offset);
UpdateValue(value);
}
public override void UpdateValue(float value, bool send = true) {
slider.value = value;
if (send) { slider.ValueChanged?.Invoke(value); }
slider.Tracker.style.width = Length.Percent(value * 100);
}
}
public class FromTopToBottom : UISliderFunc {
public FromTopToBottom(UISlider slider) : base(slider) { }
public override void DraggerDown(PointerDownEvent evt) {
slider.isDragger = true;
slider.originalPosition = slider.Tracker.resolvedStyle.height;
slider.pointerPosition = Screen.height - UITool.GetMousePosition().y;
}
public override void ElementDown(PointerDownEvent evt) {
float offset = evt.localPosition.y;
float max = slider.Container.resolvedStyle.height;
float value = Mathf.InverseLerp(0, max, offset);
UpdateValue(value);
}
public override void Update() {
if (!slider.isDragger) { return; }
float differ = Screen.height - UITool.GetMousePosition().y - slider.pointerPosition;
float offset = differ + slider.originalPosition;
float max = slider.Container.resolvedStyle.height;
float value = Mathf.InverseLerp(0, max, offset);
UpdateValue(value);
}
public override void UpdateValue(float value, bool send = true) {
slider.value = value;
if (send) { slider.ValueChanged?.Invoke(value); }
slider.Tracker.style.height = Length.Percent(value * 100);
}
}
public class FromBottomToTop : UISliderFunc {
public FromBottomToTop(UISlider slider) : base(slider) { }
public override void DraggerDown(PointerDownEvent evt) {
slider.isDragger = true;
slider.originalPosition = slider.Container.resolvedStyle.height - slider.Tracker.resolvedStyle.height;
slider.pointerPosition = Screen.height - UITool.GetMousePosition().y;
}
public override void ElementDown(PointerDownEvent evt) {
float offset = evt.localPosition.y;
float max = slider.Container.resolvedStyle.height;
float value = Mathf.InverseLerp(max, 0, offset);
UpdateValue(value);
}
public override void Update() {
if (!slider.isDragger) { return; }
float differ = Screen.height - UITool.GetMousePosition().y - slider.pointerPosition;
float offset = differ + slider.originalPosition;
float max = slider.Container.resolvedStyle.height;
float value = Mathf.InverseLerp(max, 0, offset);
UpdateValue(value);
}
public override void UpdateValue(float value, bool send = true) {
slider.value = value;
if (send) { slider.ValueChanged?.Invoke(value); }
slider.Tracker.style.height = Length.Percent(value * 100);
}
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// 开关
/// </summary>
public class UIToggle : ModuleUIPanel {
/// <summary> 值改变时 </summary>
public event Action<bool> ValueChanged;
public bool value;// 当前值
/// <summary> 标题 </summary>
public string title {
get => Title.text;
set => Title.text = value;
}
public Label Title => Q<Label>("Title");
public VisualElement Input => Q<VisualElement>("Input");
public VisualElement Check => Q<VisualElement>("Check");
public UIToggle(VisualElement element) : base(element) {
Input.RegisterCallback<ClickEvent>(evt => UpdateValue(!value));
}
/// <summary> 更新值 </summary>
public void UpdateValue(bool value, bool send = true) {
this.value = value;
Check.EnableInClassList("toggle-check-hide", !value);
if (send) { ValueChanged?.Invoke(value); }
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
/// <summary>
/// 悬浮窗口
/// </summary>
public abstract class UIWindow : ModuleUIPanel {
/// <summary> 绑定的画布 </summary>
public readonly VisualElement canvas;
private bool isDownMove;
private Vector3 pointerPosition;
private Vector3 originalPosition;
public VisualElement Window => Q<VisualElement>("Window");
public VisualElement Top => Q<VisualElement>("Top");
public VisualElement Container => Q<VisualElement>("Container");
public Label Title => Q<Label>("Title");
public VisualElement Close => Q<VisualElement>("Close");
public UIWindow(VisualElement element, VisualElement canvas) : base(element) {
this.canvas = canvas;
Top.RegisterCallback<PointerDownEvent>(TopDown);
canvas.RegisterCallback<PointerUpEvent>((evt) => isDownMove = false);
canvas.RegisterCallback<PointerLeaveEvent>((evt) => isDownMove = false);
Close.RegisterCallback<ClickEvent>((evt) => SetActive(false));
}
/// <summary> 按下Top </summary>
private void TopDown(PointerDownEvent evt) {
isDownMove = true;
pointerPosition = UITool.GetMousePosition();
originalPosition = Window.transform.position;
}
/// <summary> 设置活动状态 </summary>
public virtual void SetActive(bool active) {
Window.EnableInClassList("window-hidden", !active);
}
/// <summary> 更新状态 </summary>
public virtual void Update() {
if (!isDownMove) { return; }
Vector3 mousePosition = UITool.GetMousePosition();
Vector3 offset = mousePosition - pointerPosition;
Vector3 position = originalPosition + new Vector3(offset.x, -offset.y);
float width = canvas.resolvedStyle.width - Window.resolvedStyle.width;
float height = canvas.resolvedStyle.height - Window.resolvedStyle.height;
position.x = Mathf.Clamp(position.x, 0, width);
position.y = Mathf.Clamp(position.y, 0, height);
Window.transform.position = position;
}
}
}
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