This commit is contained in:
MuHua-123
2025-11-12 10:19:42 +08:00
parent 28c121f6d9
commit 64938f1137
70 changed files with 469 additions and 228 deletions
@@ -9,7 +9,7 @@ using MuHua;
/// </summary>
public class InputMenu : InputControl {
private UIMenuPanel menu;
// private UIMenuPanel menu;
protected override void ModuleInput_OnInputMode(InputMode mode) {
// throw new System.NotImplementedException();
@@ -19,16 +19,16 @@ public class InputMenu : InputControl {
/// <summary> 鼠标左键 </summary>
public void OnMouseLeft(InputValue inputValue) {
if (inputValue.isPressed) return;
UIShortcutMenu.I.Close();
// UIShortcutMenu.I.Close();
}
/// <summary> 鼠标右键 </summary>
public void OnMouseRight(InputValue inputValue) {
UIShortcutMenu.I.Add("测试1/测试11", () => { Debug.Log("测试1/测试11"); });
UIShortcutMenu.I.Add("测试1/测试12", () => { Debug.Log("测试1/测试12"); });
// UIShortcutMenu.I.Add("测试1/测试11", () => { Debug.Log("测试1/测试11"); });
// UIShortcutMenu.I.Add("测试1/测试12", () => { Debug.Log("测试1/测试12"); });
UIShortcutMenu.I.Add("测试2", () => { Debug.Log("测试2"); });
// UIShortcutMenu.I.Add("测试2", () => { Debug.Log("测试2"); });
UIShortcutMenu.I.Open();
// UIShortcutMenu.I.Open();
}
#endregion
}
@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 全局管理器
/// </summary>
public class SingleManager : ModuleSingle<SingleManager> {
protected override void Awake() => NoReplace();
}
-47
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@@ -1,47 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
/// <summary>
/// 骰子
/// </summary>
public static class Dice {
/// <summary> 掷一次骰子 </summary>
public static int Roll(int value) {
return Random.Range(1, value + 1);
}
/// <summary> d6 + 调整值 + 加值 </summary>
public static int Roll6(int modifier = 0, int addValue = 0, DiceGrade grade = DiceGrade.) {
int d1 = Roll(6); int d2 = Roll(6);
if (grade == DiceGrade.) { d1 = d1 >= d2 ? d1 : d2; }
if (grade == DiceGrade.) { d1 = d1 <= d2 ? d1 : d2; }
return d1 + modifier + addValue;
}
/// <summary> d8 + 调整值 + 加值 </summary>
public static int Roll8(int modifier = 0, int addValue = 0, DiceGrade grade = DiceGrade.) {
int d1 = Roll(8); int d2 = Roll(8);
if (grade == DiceGrade.) { d1 = d1 >= d2 ? d1 : d2; }
if (grade == DiceGrade.) { d1 = d1 <= d2 ? d1 : d2; }
return d1 + modifier + addValue;
}
/// <summary> d20 + 调整值 + 加值 </summary>
public static int Roll20(int modifier = 0, int addValue = 0, DiceGrade grade = DiceGrade.) {
int d1 = Roll(20); int d2 = Roll(20);
if (grade == DiceGrade.) { d1 = d1 >= d2 ? d1 : d2; }
if (grade == DiceGrade.) { d1 = d1 <= d2 ? d1 : d2; }
return d1 + modifier + addValue;
}
/// <summary> Attribute规则:投4次d6,去掉最低值 </summary>
public static int RollAttribute() {
int[] rolls = { Roll(6), Roll(6), Roll(6), Roll(6) };
Array.Sort(rolls);
return rolls[1] + rolls[2] + rolls[3]; // 弃最低值
}
}
public enum DiceGrade {
= 0,
= 1,
= 2
}
-57
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@@ -1,57 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI模块
/// </summary>
public class ModuleUI : ModuleUISingle<ModuleUI> {
/// <summary> 当前页面 </summary>
public static Page Current;
/// <summary> 回退页面 </summary>
public static Page BackPage;
/// <summary> 控件列表 </summary>
public static List<UIControl> controls = new List<UIControl>();
/// <summary> 页面跳转事件 </summary>
public static event Action<Page> OnJumpPage;
/// <summary> 跳转页面 </summary>
public static void Settings(Page pageType) {
BackPage = Current;
Current = pageType;
OnJumpPage?.Invoke(Current);
}
/// <summary> 回退页面 </summary>
public static void Back() {
Current = BackPage;
OnJumpPage?.Invoke(Current);
}
/// <summary> 添加控件 </summary>
public static void AddControl(UIControl control) {
controls.Add(control);
}
/// <summary> 移除控件 </summary>
public static void RemoveControl(UIControl control) {
controls.Remove(control);
}
public override VisualElement Element => document.rootVisualElement;
protected override void Awake() => NoReplace();
private void Update() => controls.ForEach(control => control.Update());
private void OnDestroy() => controls.ForEach(control => control.Dispose());
}
/// <summary>
/// 页面
/// </summary>
public enum Page {
/// <summary> 无 </summary>
None,
/// <summary> 登录 </summary>
Login,
}
@@ -1,8 +0,0 @@
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@@ -1,48 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// SliderInputH - Panel
/// </summary>
public class UISliderInputH : ModuleUIPanel {
public float value;
public Vector2 range = new Vector2(1, 1);
public UISliderH slider;
public event Action<float> ValueChanged;
public VisualElement Slider => Q<VisualElement>("Slider");
public UIFloatField FloatField => Q<UIFloatField>("UIFloatField");
public UISliderInputH(VisualElement element, VisualElement canvas) : base(element) {
slider = new UISliderH(element, canvas);
slider.ValueChanged += Slider_ValueChanged;
FloatField.RegisterCallback<ChangeEvent<float>>(FloatField_ValueChanged);
}
private void Slider_ValueChanged(float obj) {
value = Mathf.Lerp(range.x, range.y, obj);
FloatField.SetValueWithoutNotify(value);
ValueChanged?.Invoke(value);
}
private void FloatField_ValueChanged(ChangeEvent<float> obj) {
value = Mathf.Clamp(obj.newValue, range.x, range.y);
float scale = Mathf.InverseLerp(range.x, range.y, value);
slider.UpdateValue(scale, false);
ValueChanged?.Invoke(value);
}
public void Update() {
slider.Update();
}
/// <summary> 更新值 </summary>
public void UpdateValue(float value) {
this.value = Mathf.Clamp(range.x, range.y, value);
float scale = Mathf.InverseLerp(range.x, range.y, value);
slider.UpdateValue(scale, false);
FloatField.SetValueWithoutNotify(value);
}
}
@@ -1,11 +0,0 @@
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@@ -1,64 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// Vector2 - Panel
/// </summary>
public class UIVector2 : ModuleUIPanel {
public bool isLock;
public Vector2 value;
public UISliderInputH sliderX;
public UISliderInputH sliderY;
public event Action<Vector2, bool> ValueChanged;
public Button Lock => Q<Button>("Lock");
public VisualElement SliderX => Q<VisualElement>("SliderInputX");
public VisualElement SliderY => Q<VisualElement>("SliderInputY");
public UIVector2(VisualElement element, VisualElement canvas) : base(element) {
sliderX = new UISliderInputH(SliderX, canvas);
sliderY = new UISliderInputH(SliderY, canvas);
Lock.clicked += Lock_clicked;
sliderX.ValueChanged += SliderX_ValueChanged;
sliderY.ValueChanged += SliderY_ValueChanged;
}
private void Lock_clicked() {
isLock = !isLock;
Lock.EnableInClassList("dashboard-button-s", isLock);
if (isLock) { value.y = value.x; sliderY.UpdateValue(value.x); }
ValueChanged?.Invoke(value, isLock);
}
private void SliderX_ValueChanged(float obj) {
value.x = obj;
if (isLock) { value.y = obj; sliderY.UpdateValue(obj); }
ValueChanged?.Invoke(value, isLock);
}
private void SliderY_ValueChanged(float obj) {
value.y = obj;
if (isLock) { value.x = obj; sliderX.UpdateValue(obj); }
ValueChanged?.Invoke(value, isLock);
}
public void Update() {
sliderX.Update();
sliderY.Update();
}
/// <summary> 更新值 </summary>
public void UpdateValue(Vector2 value, bool isLock) {
this.value = value;
this.isLock = isLock;
sliderX.UpdateValue(value.x);
sliderY.UpdateValue(value.y);
Lock.EnableInClassList("dashboard-button-s", isLock);
}
/// <summary> 设置范围 </summary>
public void Settings(Vector2 range) {
sliderX.range = range;
sliderY.range = range;
}
}
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@@ -1,63 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// Vector3 - Panel
/// </summary>
public class UIVector3 : ModuleUIPanel {
public Vector3 value;
public UISliderInputH sliderX;
public UISliderInputH sliderY;
public UISliderInputH sliderZ;
public event Action<Vector3> ValueChanged;
public VisualElement SliderInputX => Q<VisualElement>("SliderInputX");
public VisualElement SliderInputY => Q<VisualElement>("SliderInputY");
public VisualElement SliderInputZ => Q<VisualElement>("SliderInputZ");
public UIVector3(VisualElement element, VisualElement canvas) : base(element) {
sliderX = new UISliderInputH(SliderInputX, canvas);
sliderY = new UISliderInputH(SliderInputY, canvas);
sliderZ = new UISliderInputH(SliderInputZ, canvas);
sliderX.ValueChanged += SliderX_ValueChanged;
sliderY.ValueChanged += SliderY_ValueChanged;
sliderZ.ValueChanged += SliderZ_ValueChanged;
}
private void SliderX_ValueChanged(float obj) {
value.x = obj;
ValueChanged?.Invoke(value);
}
private void SliderY_ValueChanged(float obj) {
value.y = obj;
ValueChanged?.Invoke(value);
}
private void SliderZ_ValueChanged(float obj) {
value.z = obj;
ValueChanged?.Invoke(value);
}
public void Update() {
sliderX.Update();
sliderY.Update();
sliderZ.Update();
}
/// <summary> 更新值 </summary>
public void UpdateValue(Vector3 value) {
this.value = value;
sliderX.UpdateValue(value.x);
sliderY.UpdateValue(value.y);
sliderZ.UpdateValue(value.z);
}
/// <summary> 设置范围 </summary>
public void Settings(Vector2 range) {
sliderX.range = range;
sliderY.range = range;
sliderZ.range = range;
}
}
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@@ -1,113 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEngine.Video;
using MuHua;
/// <summary>
/// 视频播放控件
/// </summary>
public class UIVideoPlayPanel : ModuleUIPanel {
private float showTime;
private bool isDownSlider;
private Action fullAction;
private RenderTexture renderTexture;
private VideoPlayer videoPlayer;
private UISliderH slider;
private VisualElement VideoView => element.Q<VisualElement>("VideoView");
private VisualElement VideoController => element.Q<VisualElement>("VideoController");
private VisualElement Slider => element.Q<VisualElement>("Slider");
private Label Time => element.Q<Label>("Time");
private Button Play => element.Q<Button>("Play");
private Button Pause => element.Q<Button>("Pause");
private Button FullScreen => element.Q<Button>("FullScreen");
public UIVideoPlayPanel(VisualElement element, VisualElement canvas, VideoPlayer videoPlayer, Action fullAction = null) : base(element) {
this.videoPlayer = videoPlayer;
this.fullAction = fullAction;
int width = (int)element.parent.resolvedStyle.width;
int height = (int)element.parent.resolvedStyle.height;
renderTexture = new RenderTexture(width, height, 0);
Background background = Background.FromRenderTexture(renderTexture);
VideoView.style.backgroundImage = new StyleBackground(background);
Play.clicked += Play_clicked;
Pause.clicked += Pause_clicked;
FullScreen.clicked += FullScreen_clicked;
VideoView.RegisterCallback<PointerDownEvent>((evt) => showTime = 5);
VideoController.RegisterCallback<PointerDownEvent>((evt) => showTime = 5);
Slider.RegisterCallback<PointerDownEvent>((evt) => isDownSlider = true);
Slider.RegisterCallback<PointerUpEvent>((evt) => isDownSlider = false);
Slider.RegisterCallback<PointerLeaveEvent>((evt) => isDownSlider = false);
slider = new UISliderH(element, canvas);
slider.ValueChanged += Slider_SlidingValueChanged;
}
/// <summary> 启用 </summary>
public void Enable(string url) {
videoPlayer.url = url; Enable();
}
/// <summary> 启用 </summary>
public void Enable() {
UpdateRenderTexture();
videoPlayer.targetTexture = renderTexture;
if (videoPlayer.isPlaying) { Play_clicked(); }
else { Pause_clicked(); }
}
/// <summary> 更新 </summary>
public void Update() {
if (videoPlayer == null) { return; }
showTime -= UnityEngine.Time.deltaTime;
Visibility visibility = showTime > 0 ? Visibility.Visible : Visibility.Hidden;
VideoController.style.visibility = visibility;
//进度条
float value = (float)videoPlayer.frame / (float)videoPlayer.frameCount;
if (!isDownSlider) { slider.UpdateValue(value, false); }
//播放时间
string clockTime = TimeSpan.FromSeconds(videoPlayer.clockTime).ToString(@"mm\:ss");
string length = TimeSpan.FromSeconds(videoPlayer.length).ToString(@"mm\:ss");
Time.text = clockTime + "/" + length;
}
/// <summary> 播放 </summary>
public void Play_clicked() {
if (videoPlayer == null) { return; }
videoPlayer.Play(); showTime = 5;
Play.style.display = DisplayStyle.None;
Pause.style.display = DisplayStyle.Flex;
}
/// <summary> 暂停 </summary>
public void Pause_clicked() {
if (videoPlayer == null) { return; }
videoPlayer.Pause();
Play.style.display = DisplayStyle.Flex;
Pause.style.display = DisplayStyle.None;
}
/// <summary> 更新渲染纹理 </summary>
private void UpdateRenderTexture() {
int width = (int)element.parent.resolvedStyle.width;
int height = (int)element.parent.resolvedStyle.height;
if (renderTexture.width == width && renderTexture.height == height) { return; }
renderTexture.Release();
renderTexture = new RenderTexture(width, height, 0);
Background background = Background.FromRenderTexture(renderTexture);
VideoView.style.backgroundImage = new StyleBackground(background);
}
/// <summary> 全屏 </summary>
private void FullScreen_clicked() {
fullAction?.Invoke();
}
/// <summary> 进度条更新 </summary>
private void Slider_SlidingValueChanged(float obj) {
if (videoPlayer == null) { return; }
videoPlayer.frame = (long)obj;
}
}
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@@ -1,25 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// 消息页面1
/// </summary>
public class UIMessage1 : ModuleUIPanel {
public Label Content => Q<Label>("Content");
public UIMessage1(VisualElement element) : base(element) { }
/// <summary>
/// 设置消息内容
/// </summary>
/// <param name="active"></param>
/// <param name="value"></param>
public void Settings(bool active, string value = "") {
element.EnableInClassList("document-page-hide", !active);
Content.text = value;
}
}
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@@ -1,31 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// 消息页面2
/// </summary>
public class UIMessage2 : ModuleUIPanel {
private Action callback;
public Label Content => Q<Label>("Content");
public Button Button => Q<Button>("Button");
public UIMessage2(VisualElement element) : base(element) {
Button.clicked += () => { callback?.Invoke(); Settings(false); };
}
public void Settings(bool active) {
element.EnableInClassList("document-page-hide", !active);
callback = null;
}
public void Settings(bool active, string value = "", Action callback = null) {
element.EnableInClassList("document-page-hide", !active);
Content.text = value;
this.callback = callback;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// 消息页面3
/// </summary>
public class UIMessage3 : ModuleUIPanel {
private Action callback1;
private Action callback2;
public Label Content => Q<Label>("Content");
public Button Button1 => Q<Button>("Button1");
public Button Button2 => Q<Button>("Button2");
public UIMessage3(VisualElement element) : base(element) {
Button1.clicked += () => { callback1?.Invoke(); Settings(false); };
Button2.clicked += () => { callback2?.Invoke(); Settings(false); };
}
public void Settings(bool active, string value = "", Action callback1 = null, Action callback2 = null) {
element.EnableInClassList("document-page-hide", !active);
Content.text = value;
this.callback1 = callback1;
this.callback2 = callback2;
}
}
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@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIBannerTip : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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@@ -1,132 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// 指针提示
/// </summary>
public class UIGuidance : ModuleUIPanel {
private bool isDown;
private Action callback;
private Action<bool> ValueChanged;
private Vector2 offset;
private Vector3 originalPosition;
private Vector3 pointerPosition;
private VisualElement target;
private UIToggle toggle;
public Label Prompt => Q<Label>("Prompt");
public VisualElement Toggle => Q<VisualElement>("Toggle");
public VisualElement Button => Q<VisualElement>("Button");
public VisualElement Pointer => Q<VisualElement>("Pointer");
public UIGuidance(VisualElement element) : base(element) {
toggle = new UIToggle(Toggle);
toggle.ValueChanged += (value) => { ValueChanged?.Invoke(value); };
Button.RegisterCallback<ClickEvent>(ClickEvent);
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
element.RegisterCallback<MouseUpEvent>(MouseUpEvent);
}
public void Update() {
#if UNITY_EDITOR
if (target == null) { return; }
if (isDown) {
Vector3 mousePosition = UITool.GetMousePosition();
Vector3 differ = new Vector3(mousePosition.x, Screen.height - mousePosition.y) - pointerPosition;
Pointer.transform.position = originalPosition + differ;
}
else {
Pointer.transform.position = target.worldBound.position + offset;
}
#else
if (target == null) { return; }
Pointer.transform.position = target.worldBound.position + offset;
#endif
}
private void ClickEvent(ClickEvent evt) {
element.EnableInClassList("document-page-hide", true);
callback?.Invoke();
}
private void MouseDownEvent(MouseDownEvent evt) {
#if UNITY_EDITOR
isDown = true;
originalPosition = Pointer.transform.position;
Vector3 mousePosition = UITool.GetMousePosition();
pointerPosition = new Vector3(mousePosition.x, Screen.height - mousePosition.y);
#endif
}
private void MouseUpEvent(MouseUpEvent evt) {
isDown = false;
float x = Pointer.transform.position.x - target.worldBound.position.x;
float y = Pointer.transform.position.y - target.worldBound.position.y;
Vector3 offset = new Vector3(x, y);
Debug.Log(offset);
}
/// <summary> 打开提示 </summary>
public void Settings(string content, VisualElement target, Vector2 offset, Action callback) {
this.target = target;
this.offset = offset;
this.callback = callback;
Prompt.text = content;
element.EnableInClassList("document-page-hide", false);
}
/// <summary> 设置提示 </summary>
public void Settings(bool value, Action<bool> ValueChanged) {
this.ValueChanged = ValueChanged;
toggle.UpdateValue(value, false);
}
}
/// <summary>
/// 图案页指引
/// </summary>
public class UIPatternPageGuidance : ModuleUIPanel {
private bool isNot;
public VisualElement Top => Q<VisualElement>("Top");
public Button Button1 => Top.Q<Button>("Button1");// 创建图案
public Button Button4 => Top.Q<Button>("Button4");// 创建元素
public VisualElement Dashboard => Q<VisualElement>("Dashboard");
public VisualElement PatternLibrary => Q<VisualElement>("PatternLibrary");
public VisualElement TemplateLibrary => Q<VisualElement>("TemplateLibrary");
public UIPatternPageGuidance(VisualElement element) : base(element) { }
public void Guidance1() {
if (isNot) { return; }
string content = "第一步 点击【创建图案】按钮,即可新建一个空白画板,开始您的设计。";
Guidance(content, Button1, new Vector2(140, -55), Guidance2);
}
public void Guidance2() {
string content = "第二步 提供两种创作方式 \n1,选用模板:点击【图案模板】,选择模板后参考其结构与配色,进行纹样重构与创新设计。";
Guidance(content, TemplateLibrary, new Vector2(310, 0), Guidance3);
}
public void Guidance3() {
string content = "2,全新创作:点击【创建元素】创建空白图案框,自行选择【图案元素库】内的图案素材进行创新设计。";
Guidance(content, Button4, new Vector2(-530, -65), Guidance4);
}
public void Guidance4() {
string content = "导入个人素材:点击【自定义】-【导入素材】,导入后请点击【自定义】刷新以更新显示。";
Guidance(content, PatternLibrary, new Vector2(310, 0), Guidance5);
}
public void Guidance5() {
string content = "图案编辑功能:选中图案元素,可调整其颜色、位置、大小、镜像、连续排列等操作。\n画布设置:如设计透明背景的图案,可根据图案色彩风格自定义画板颜色,便于更直观地进行设计。";
Guidance(content, Dashboard, new Vector2(-530, 0), null);
}
public void Guidance(string content, VisualElement visual, Vector3 offset, Action action) {
// UIGuidance guidance = ModuleUI.I.popupManager.guidance;
// guidance.Settings(content, visual, offset, action);
// guidance.Settings(isNot, (value) => { isNot = value; });
}
}
@@ -1,11 +0,0 @@
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@@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// 加载页面
/// </summary>
public class UILoading : ModuleUIPanel {
public UISliderH slider;
public VisualElement Slider => Q<VisualElement>("Slider");
public UILoading(VisualElement element, VisualElement canvas) : base(element) {
slider = new UISliderH(Slider, canvas);
}
/// <summary>
/// 设置加载进度
/// </summary>
/// <param name="active"></param>
/// <param name="value1"></param>
/// <param name="value2"></param>
public void Settings(bool active, float value1, string value2) {
element.EnableInClassList("document-page-hide", !active);
slider.UpdateValue(value1);
slider.Title.text = value2;
}
}
@@ -1,11 +0,0 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI加载管理器
/// </summary>
public class UILoadManager : ModuleUIPage {
// public UIProgres progres;
public override VisualElement Element => root.Q<VisualElement>("Popup");
public VisualElement PopupDialog => Q<VisualElement>("PopupDialog");
private void Awake() {
// progres = new UIProgres(PopupDialog);
}
private void OnDestroy() {
// config.Release();
// configMaterial.Release();
// equipmentSelection.Release();
// paramrInput.Release();
}
private void Update() {
// config.Update();
// configMaterial.Update();
}
}
@@ -1,11 +0,0 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI弹出管理器
/// </summary>
public class UIPopupManager : ModuleUISingle<UIPopupManager> {
public override VisualElement Element => root.Q<VisualElement>("Popup");
public VisualElement PopupDialog => Q<VisualElement>("PopupDialog");
protected override void Awake() => NoReplace(false);
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI快捷菜单
/// </summary>
public class UIShortcutMenu : ModuleUISingle<UIShortcutMenu> {
/// <summary> 菜单模板 </summary>
public VisualTreeAsset menuTreeAsset;
/// <summary> 项目模板 </summary>
public VisualTreeAsset itemTreeAsset;
/// <summary> 数据列表 </summary>
public List<DataMenuItem> datas = new List<DataMenuItem>();
/// <summary> 控件列表 </summary>
public static List<UIControl> controls = new List<UIControl>();
public override VisualElement Element => root.Q<VisualElement>("ShortcutMenu");
protected override void Awake() => NoReplace(false);
private void Update() => controls.ForEach(control => control.Update());
private void OnDestroy() => controls.ForEach(control => control.Dispose());
/// <summary> 打开菜单 </summary>
public void Open() {
Close();
Vector3 position = UITool.GetMousePosition(Element);
UIMenuPanel menuPanel = Create();
menuPanel.Settings(position, datas);
}
/// <summary> 关闭菜单 </summary>
public void Close() {
controls.ForEach(control => control.Dispose());
controls.Clear();
Element.Clear();
}
/// <summary> 创建子菜单 </summary>
public UIMenuPanel Create() {
// 创建菜单元素
VisualElement element = menuTreeAsset.Instantiate();
element.EnableInClassList("menu", true);
Element.Add(element);
UIMenuPanel menuPanel = new UIMenuPanel(element, itemTreeAsset);
controls.Add(menuPanel);
return menuPanel;
}
/// <summary> 添加菜单项(方法) </summary>
public void Add(string name, Action callback) {
string[] names = name.Split('/');
List<DataMenuItem> datas = this.datas;
for (int i = 0; i < names.Length; i++) {
string menu = names[i];
DataMenuItem item = datas.Find(obj => obj.name == menu);
if (item == null) {
item = new DataMenuItem { name = menu };
if (i == names.Length - 1) { item.callback = callback; }
datas.Add(item);
}
datas = item.items;
}
}
/// <summary> 移除菜单项 </summary>
public void Remove(string name) {
string[] names = name.Split('/');
List<DataMenuItem> datas = this.datas;
DataMenuItem parent = null;
DataMenuItem target = null;
for (int i = 0; i < names.Length; i++) {
string menu = names[i];
target = datas.Find(obj => obj.name == menu);
if (target == null) return; // 未找到,直接返回
if (i == names.Length - 1) {
// 找到要移除的项
datas.Remove(target);
return;
}
parent = target;
datas = target.items;
}
}
}
/// <summary>
/// UI快捷菜单面板
/// </summary>
public class UIMenuPanel : ModuleUIPanel, UIControl {
public UIMenuPanel menuPanel;
public VisualElement submenu;
public ModuleUIItems<UIItem, DataMenuItem> items;
public VisualElement Container => Q<VisualElement>("Container");
public UIMenuPanel(VisualElement element, VisualTreeAsset templateAsset) : base(element) {
items = new ModuleUIItems<UIItem, DataMenuItem>(Container, templateAsset,
(data, element) => new UIItem(data, element, this));
}
public void Update() {
// throw new NotImplementedException();
}
public void Dispose() {
items.Release();
}
public void Settings(Vector3 position, List<DataMenuItem> datas) {
items.Create(datas);
element.transform.position = position;
}
/// <summary> 打开子菜单 </summary>
public void Open(VisualElement submenu, List<DataMenuItem> datas) {
if (this.submenu == submenu) { return; }
// 更新子菜单
this.submenu = submenu;
if (menuPanel == null) { menuPanel = UIShortcutMenu.I.Create(); }
float x = submenu.worldBound.position.x + submenu.resolvedStyle.width;
float y = submenu.worldBound.position.y - 5;
Vector3 position = new Vector3(x, y, 0);
menuPanel.Settings(position, datas);
bool isEnable = datas != null && datas.Count > 0;
menuPanel.OpenSubmenu(isEnable);
}
public void OpenSubmenu(bool open) {
element.EnableInClassList("menu-hide", !open);
menuPanel?.OpenSubmenu(false);
}
/// <summary> UI项目 </summary>
public class UIItem : ModuleUIItem<DataMenuItem> {
public readonly UIMenuPanel parent;
public Label Name => element.Q<Label>("Name");
public VisualElement Arrow => element.Q<VisualElement>("Arrow");
public UIItem(DataMenuItem value, VisualElement element, UIMenuPanel parent) : base(value, element) {
this.parent = parent;
Name.text = value.name;
Arrow.EnableInClassList("menu-arrow-hide", value.items == null || value.items.Count == 0);
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
element.RegisterCallback<MouseMoveEvent>(MouseMoveEvent);
}
private void MouseDownEvent(MouseDownEvent evt) {
value.callback?.Invoke();
UIShortcutMenu.I.Close();
}
private void MouseMoveEvent(MouseMoveEvent evt) {
parent.Open(element, value.items);
}
}
}
/// <summary>
/// 菜单项目
/// </summary>
public class DataMenuItem {
/// <summary> 名称 </summary>
public string name;
/// <summary> 回调 </summary>
public Action callback;
/// <summary> 子菜单项 </summary>
public List<DataMenuItem> items = new List<DataMenuItem>();
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 快捷菜单
/// </summary>
public class ShortcutMenu : Module<ShortcutMenu> {
/// <summary> 数据列表 </summary>
public List<ShortcutMenuItem> menuItems = new List<ShortcutMenuItem>();
/// <summary> 打开菜单 </summary>
public void Open() => UIShortcutMenu.I?.Open(UIShortcutMenu.I.MousePosition, menuItems);
/// <summary> 关闭菜单 </summary>
public void Close() => UIShortcutMenu.I?.Close();
/// <summary> 添加菜单项(1级菜单/2级菜单/3级菜单) </summary>
public void Add(string name, Action callback) {
string[] names = name.Split('/');
ShortcutMenuItem item = Find(names[0], menuItems, true);
for (int i = 1; i < names.Length; i++) {
item = Find(names[i], item.menuItems, true);
}
item.callback = callback;
}
/// <summary> 移除菜单项(???/???/子级菜单) </summary>
public void Remove(string name) {
string[] names = name.Split('/');
List<ShortcutMenuItem> menuItems = this.menuItems;
ShortcutMenuItem item = Find(names[0], menuItems, false);
for (int i = 1; i < names.Length; i++) {
if (item == null) return;
menuItems = item.menuItems;
item = Find(names[i], menuItems, false);
}
menuItems.Remove(item);
}
/// <summary> 子项目查找 </summary>
private ShortcutMenuItem Find(string menu, List<ShortcutMenuItem> menuItems, bool isCreate) {
ShortcutMenuItem item = menuItems.Find(obj => obj.name == menu);
if (item != null || !isCreate) { return item; }
item = new ShortcutMenuItem { name = menu };
menuItems.Add(item);
return item;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 菜单项目
/// </summary>
public class ShortcutMenuItem {
/// <summary> 名称 </summary>
public string name;
/// <summary> 回调 </summary>
public Action callback;
/// <summary> 子菜单项 </summary>
public List<ShortcutMenuItem> menuItems = new List<ShortcutMenuItem>();
}
@@ -1,5 +1,5 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI快捷菜单面板
/// </summary>
public class UIMenuPanel : ModuleUIPanel, UIControl {
public UIMenuPanel menuPanel;
public VisualElement submenu;
public ModuleUIItems<UIItem, ShortcutMenuItem> items;
public VisualElement Container => Q<VisualElement>("Container");
public UIMenuPanel(VisualElement element, VisualTreeAsset templateAsset) : base(element) {
items = new ModuleUIItems<UIItem, ShortcutMenuItem>(Container, templateAsset,
(data, element) => new UIItem(data, element, this));
}
public void Update() {
// throw new NotImplementedException();
}
public void Dispose() {
items.Release();
}
public void Settings(Vector3 position, List<ShortcutMenuItem> datas) {
items.Create(datas);
element.transform.position = position;
}
/// <summary> 打开子菜单 </summary>
public void Open(VisualElement submenu, List<ShortcutMenuItem> datas) {
if (this.submenu == submenu) { return; }
// 更新子菜单
this.submenu = submenu;
if (menuPanel == null) { menuPanel = UIShortcutMenu.I.Create(); }
float x = submenu.worldBound.position.x + submenu.resolvedStyle.width;
float y = submenu.worldBound.position.y - 4;
Vector3 position = new Vector3(x, y, 0);
menuPanel.Settings(position, datas);
bool isEnable = datas != null && datas.Count > 0;
menuPanel.OpenSubmenu(isEnable);
}
public void OpenSubmenu(bool open) {
element.EnableInClassList("menu-hide", !open);
menuPanel?.OpenSubmenu(false);
}
/// <summary> UI项目 </summary>
public class UIItem : ModuleUIItem<ShortcutMenuItem> {
public readonly UIMenuPanel parent;
public Label Name => element.Q<Label>("Name");
public VisualElement Arrow => element.Q<VisualElement>("Arrow");
public UIItem(ShortcutMenuItem value, VisualElement element, UIMenuPanel parent) : base(value, element) {
this.parent = parent;
Name.text = value.name;
Arrow.EnableInClassList("menu-arrow-hide", value.menuItems == null || value.menuItems.Count == 0);
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
element.RegisterCallback<MouseMoveEvent>(MouseMoveEvent);
}
private void MouseDownEvent(MouseDownEvent evt) {
value.callback?.Invoke();
UIShortcutMenu.I.Close();
}
private void MouseMoveEvent(MouseMoveEvent evt) {
parent.Open(element, value.menuItems);
}
}
}
@@ -1,5 +1,5 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI快捷菜单
/// </summary>
public class UIShortcutMenu : ModuleUISingle<UIShortcutMenu> {
/// <summary> 菜单模板 </summary>
public VisualTreeAsset MenuPanel;
/// <summary> 项目模板 </summary>
public VisualTreeAsset MenuTemplate;
/// <summary> 控件列表 </summary>
public static List<UIControl> controls = new List<UIControl>();
public Vector3 MousePosition => UITool.GetMousePosition(Element);
public override VisualElement Element => root.Q<VisualElement>("ShortcutMenu");
protected override void Awake() => NoReplace(false);
private void Update() => controls.ForEach(control => control.Update());
private void OnDestroy() => controls.ForEach(control => control.Dispose());
/// <summary> 打开菜单 </summary>
public void Open(Vector3 position, List<ShortcutMenuItem> datas) {
Close();
UIMenuPanel menuPanel = Create();
menuPanel.Settings(position, datas);
}
/// <summary> 关闭菜单 </summary>
public void Close() {
controls.ForEach(control => control.Dispose());
controls.Clear();
Element.Clear();
}
/// <summary> 创建子菜单 </summary>
public UIMenuPanel Create() {
// 创建菜单元素
VisualElement element = MenuPanel.Instantiate();
element.EnableInClassList("menu", true);
Element.Add(element);
UIMenuPanel menuPanel = new UIMenuPanel(element, MenuTemplate);
controls.Add(menuPanel);
return menuPanel;
}
}
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.menu-unit {
flex-direction: row;
align-self: flex-start;
flex-grow: 0;
width: 100%;
height: 25px;
align-items: center;
}
.menu-unit:hover {
background-color: rgba(0, 0, 0, 0.2);
border-top-left-radius: 5px;
border-top-right-radius: 5px;
border-bottom-right-radius: 5px;
border-bottom-left-radius: 5px;
}
.menu-arrow {
flex-grow: 0;
height: 20px;
width: 25px;
background-image: url("project://database/Assets/ModuleCore/ModuleUISMenu/Assets/%E7%AE%AD%E5%A4%B4.png?fileID=2800000&guid=556aa0a60c7c1b947a80bd5f89e13850&type=3#箭头");
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}
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display: none;
}
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