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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UIElements;
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using MuHua;
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namespace MuHuaEditor {
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/// <summary>
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/// 装备枚举
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/// </summary>
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public class UIEquipmentEnum<T> : ModuleUIPanel where T : Enum {
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public Action<T> callback;
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public ModuleUIItems<UIItem, T> items;
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public UIEquipmentEnum(VisualElement element, VisualTreeAsset templateAsset, Action<T> callback) : base(element) {
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this.callback = callback;
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items = new ModuleUIItems<UIItem, T>(element, templateAsset,
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(data, element) => new UIItem(data, element, this));
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}
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/// <summary> 释放资源 </summary>
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public void Release() => items.Release();
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/// <summary> 初始化 </summary>
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public void Initial() {
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items.Create(EnumToList());
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items.SelectFirst();
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}
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/// <summary> 设置值 </summary>
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public void Settings(T value) => callback?.Invoke(value);
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private List<T> EnumToList() {
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var list = new List<T>();
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foreach (var name in Enum.GetValues(typeof(T))) { list.Add((T)name); }
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return list;
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}
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/// <summary> UI项 </summary>
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public class UIItem : ModuleUIItem<T> {
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public readonly UIEquipmentEnum<T> parent;
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public Button Button => Q<Button>("Button");
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public UIItem(T value, VisualElement element, UIEquipmentEnum<T> parent) : base(value, element) {
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this.parent = parent;
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Button.text = value.ToString();
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Button.clicked += Select;
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}
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public override void DefaultState() {
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Button.EnableInClassList("button-s", false);
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}
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public override void SelectState() {
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parent.Settings(value);
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Button.EnableInClassList("button-s", true);
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 1a27a9357cd2dfb46b03783e745821ff
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,58 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UIElements;
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using MuHua;
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namespace MuHuaEditor {
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/// <summary>
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/// 装备 - UI列表
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/// </summary>
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public class UIEquipmentList : ModuleUIPanel, UIControl {
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public Action<EquipmentConst> callback;
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public UIScrollViewListV<UIItem, EquipmentConst> items;
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public VisualElement ScrollView => Q<VisualElement>("ScrollView");
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public UIEquipmentList(VisualElement element, VisualElement canvas, VisualTreeAsset templateAsset, Action<EquipmentConst> callback) : base(element) {
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this.callback = callback;
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items = new UIScrollViewListV<UIItem, EquipmentConst>(ScrollView, canvas, templateAsset,
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(data, element) => new UIItem(data, element, this));
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}
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public void Update() => items.Update();
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public void Dispose() => items.Dispose();
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/// <summary> 初始化 </summary>
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public void Initial(List<EquipmentConst> equipments) {
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items.Create(equipments);
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items.SelectFirst();
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}
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/// <summary> 设置值 </summary>
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public void Settings(EquipmentConst value) => callback?.Invoke(value);
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/// <summary> UI项 </summary>
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public class UIItem : ModuleUIItem<EquipmentConst> {
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public readonly UIEquipmentList parent;
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public Button Button => Q<Button>("Button");
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public UIItem(EquipmentConst value, VisualElement element, UIEquipmentList parent) : base(value, element) {
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this.parent = parent;
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Button.text = value.name;
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Button.clicked += Select;
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}
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public override void DefaultState() {
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Button.EnableInClassList("button-s", false);
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}
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public override void SelectState() {
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parent.Settings(value);
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Button.EnableInClassList("button-s", true);
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ea8d2198def9909448f54d619cfc65aa
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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