10 Commits

Author SHA1 Message Date
MuHua-123 415da3b111 Update UIWindow.cs 2025-11-10 16:30:50 +08:00
MuHua-123 ebf312c6cc 1 2025-10-28 17:57:08 +08:00
MuHua-123 304c41775a 1 2025-10-11 17:42:17 +08:00
MuHua-123 4597149228 修复BUG 2025-10-11 17:27:10 +08:00
MuHua-123 21b7cbcef5 重做物品系统 2025-10-11 17:02:18 +08:00
MuHua-123 dd690d871c Update EquipmentPanel.uxml 2025-10-11 10:34:54 +08:00
MuHua-123 62e3374187 修复BUG 2025-10-11 10:19:55 +08:00
MuHua-123 65e218850f 1 2025-10-09 17:44:01 +08:00
MuHua-123 bd27595b0d 修复BUG 2025-10-09 15:04:34 +08:00
MuHua-123 1b017de1ba 新增数值系统 2025-10-09 12:20:45 +08:00
223 changed files with 2706 additions and 2444 deletions
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@@ -1,54 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 属性实例 - 自定义编辑器
/// </summary>
[CustomEditor(typeof(AttributeInstanceConst))]
public class AttributeInstanceConstEditor : ModuleUIEditor<AttributeInstanceConst> {
public UIAttributePanel attributePanel;
public VisualElement AttributePanel => Q<VisualElement>("AttributePanel");
public FloatField Min => Q<FloatField>("Min");
public FloatField Max => Q<FloatField>("Max");
public Button button => Q<Button>("Button");
public override void Initial() {
attributePanel = new UIAttributePanel(value, AttributePanel);
Min.SetValueWithoutNotify(value.minValue);
Max.SetValueWithoutNotify(value.maxValue);
Min.RegisterCallback<FocusOutEvent>(evt => ModifyMin());
Max.RegisterCallback<FocusOutEvent>(evt => ModifyMax());
button.clicked += DeleteInstance;
}
/// <summary> 修改最小值 </summary>
private void ModifyMin() { value.minValue = Min.value; Dirty(); }
/// <summary> 修改最大值 </summary>
private void ModifyMax() { value.maxValue = Max.value; Dirty(); }
/// <summary> 保存资源 </summary>
private void Dirty() {
EditorUtility.SetDirty(value);
AssetDatabase.SaveAssets();
}
/// <summary> 删除实例 </summary>
private void DeleteInstance() {
AttributeContainerConst container = value.container;
container.instances.Remove(value);
EditorUtility.SetDirty(container);
Undo.DestroyObjectImmediate(value);
AssetDatabase.SaveAssets();
}
}
}
@@ -1,133 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 属性 - UI列表
/// </summary>
public class UIAttributeList : ModuleUIPanel, UIControl {
/// <summary> 模板资源 </summary>
public VisualTreeAsset templateAsset;
/// <summary> 移动目标 </summary>
public VisualElement moving;
/// <summary> 拖拽预览 </summary>
public VisualElement preview;
/// <summary> 项目预览 </summary>
public UIItem previewItem;
/// <summary> 鼠标偏移 </summary>
public Vector2 mousePosition;
/// <summary> 位置偏移 </summary>
public Vector2 positionOffset;
/// <summary> 偏移位置 </summary>
public Vector2 mouseOffset;
/// <summary> 属性列表 </summary>
public AttributeContainerConst container;
/// <summary> 项目列表 </summary>
public ModuleUIItems<UIItem, AttributeInstanceConst> items;
public UIAttributeList(VisualElement element, VisualTreeAsset templateAsset) : base(element) {
this.templateAsset = templateAsset;
items = new ModuleUIItems<UIItem, AttributeInstanceConst>(element, templateAsset,
(data, element) => new UIItem(data, element, this));
element.RegisterCallback<MouseUpEvent>(MouseUpEvent);
element.RegisterCallback<MouseMoveEvent>(FloatingFunc);
}
private void MouseUpEvent(MouseUpEvent evt) {
if (preview == null) { return; }
preview.parent.Remove(preview);
preview = null;
moving.EnableInClassList("acce-hide", false);
if (previewItem == null) { return; }
previewItem.Dispose();
EditorUtility.SetDirty(container);
AssetDatabase.SaveAssets();
}
private void FloatingFunc(MouseMoveEvent evt) {
mousePosition = evt.mousePosition;
}
public void Update() {
if (preview == null) { return; }
preview.transform.position = positionOffset + mousePosition - mouseOffset;
int insertIndex = GetInsertIndex(element, preview);
int oldIndex = element.IndexOf(moving);
// 修正插入索引
// Debug.Log($"{insertIndex} , {oldIndex}");
if (insertIndex > oldIndex) insertIndex--;
if (oldIndex != insertIndex) { MovePreviewElement(oldIndex, insertIndex); }
}
public void Dispose() => items.Release();
/// <summary> 初始化 </summary>
public void Initial(AttributeContainerConst container) {
this.container = container;
items.Create(container.instances);
}
/// <summary> 设置值 </summary>
public void Settings(VisualElement moving, AttributeInstanceConst value) {
this.moving = moving;
moving.EnableInClassList("acce-hide", true);
preview = templateAsset.Instantiate();
previewItem = new UIItem(value, preview);
items.element.Add(preview);
preview.EnableInClassList("acce-preview", true);
// Debug.Log($"{preview.transform.position} , {preview.worldBound.position} , {moving.worldBound.position}");
mouseOffset = mousePosition;
// preview.transform.position的默认值
positionOffset = moving.worldBound.position - preview.worldBound.position;
}
/// <summary> 获取插入索引 </summary>
private int GetInsertIndex(VisualElement parent, VisualElement preview) {
Vector2 previewCenter = preview.worldBound.center;
int insertIndex = 0;
for (int i = 0; i < parent.childCount - 1; i++) {
VisualElement child = parent[i];
if (child == preview) continue;
if (previewCenter.y - 10 < child.worldBound.center.y) { insertIndex = i; break; }
insertIndex = i + 1;
}
return insertIndex;
}
/// <summary> 移动预览元素到新位置 </summary>
private void MovePreviewElement(int oldIndex, int newIndex) {
VisualElement temp = element[oldIndex];
element.Insert(newIndex, temp);
AttributeInstanceConst instanceConst = container.instances[oldIndex];
container.instances.RemoveAt(oldIndex);
container.instances.Insert(newIndex, instanceConst);
}
/// <summary> UI项 </summary>
public class UIItem : ModuleUIItem<AttributeInstanceConst> {
public readonly UIAttributeList parent;
public UIAttributePanel attributePanel;
public UIItem(AttributeInstanceConst value, VisualElement element) : base(value, element) {
attributePanel = new UIAttributePanel(value, element);
}
public UIItem(AttributeInstanceConst value, VisualElement element, UIAttributeList parent) : base(value, element) {
this.parent = parent;
attributePanel = new UIAttributePanel(value, element);
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
}
public override void DefaultState() {
// Button.EnableInClassList("button-s", false);
}
public override void SelectState() {
// parent.Settings(value);
// Button.EnableInClassList("button-s", true);
}
private void MouseDownEvent(MouseDownEvent evt) => parent.Settings(element, value);
}
}
}
@@ -1,71 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using MuHua;
/// <summary>
/// 属性面板
/// </summary>
public class UIAttributePanel : ModuleUIPanel {
private AttributeInstanceConst value;
public Label Range => Q<Label>("Range");
public TextField Name => Q<TextField>("Name");
public EnumField Type => Q<EnumField>("Type");
public FloatField Value => Q<FloatField>("Value");
public Toggle Boolean => Q<Toggle>("Boolean");
public UIAttributePanel(AttributeInstanceConst value, VisualElement element) : base(element) {
this.value = value;
Initial();
Name.RegisterCallback<FocusOutEvent>(evt => ModifyName());
Type.RegisterValueChangedCallback(evt => ModifyType((AttributeType)evt.newValue));
Value.RegisterCallback<FocusOutEvent>(evt => ModifyValue());
Boolean.RegisterValueChangedCallback(evt => ModifyBoolean());
}
public void Initial() {
Name.SetValueWithoutNotify(value.name);
Type.Init(value.type);
Value.SetValueWithoutNotify(value.defaultValue);
Boolean.value = value.defaultValue > 0;
if (value.type == AttributeType.Boolean) {
Value.style.display = DisplayStyle.None;
}
else { Boolean.style.display = DisplayStyle.None; }
if (value.type == AttributeType.Percentage) {
Range.text = $"{value.minValue}% ~ {value.maxValue}%";
}
else { Range.text = $"{value.minValue} ~ {value.maxValue}"; }
}
/// <summary> 修改名字 </summary>
private void ModifyName() { value.name = Name.value; Dirty(); }
/// <summary> 修改类型 </summary>
private void ModifyType(AttributeType type) {
if (type == AttributeType.Float) { value.InitialFloat(); }
if (type == AttributeType.Integer) { value.InitialInteger(); }
if (type == AttributeType.Boolean) { value.InitialBoolean(); }
if (type == AttributeType.Percentage) { value.InitialPercentage(); }
if (value.type == AttributeType.Boolean) {
Value.style.display = DisplayStyle.None;
}
else { Boolean.style.display = DisplayStyle.None; }
Dirty();
}
/// <summary> 修改默认值 </summary>
private void ModifyValue() { value.defaultValue = Value.value; Dirty(); }
/// <summary> 修改布尔值 </summary>
private void ModifyBoolean() { value.defaultValue = Boolean.value ? 1 : 0; Dirty(); }
/// <summary> 保存资源 </summary>
private void Dirty() {
EditorUtility.SetDirty(value);
AssetDatabase.SaveAssets();
}
}
@@ -1,41 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性容器
/// </summary>
public class AttributeContainer {
/// <summary> 属性字典 </summary>
public Dictionary<string, AttributeInstance> dictionary = new Dictionary<string, AttributeInstance>();
/// <summary> 添加属性 </summary>
public void AddInstance(string attributeID, AttributeInstance instance) {
if (dictionary.ContainsKey(attributeID)) { return; }
dictionary.Add(attributeID, instance);
}
/// <summary> 添加修改器 </summary>
public void AddModifier(string attributeID, AttributeModifier mod, bool isUpdate) {
if (!dictionary.ContainsKey(attributeID)) { return; }
dictionary[attributeID].AddModifier(mod, isUpdate);
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
foreach (var item in dictionary) { item.Value.RecalculateValue(); }
}
/// <summary> 循环属性集合 </summary>
public void ForEach(Action<string, AttributeInstance> action) {
foreach (var item in dictionary) { action?.Invoke(item.Key, item.Value); }
}
/// <summary> 查询值 </summary>
public float FindValue(string attributeID) {
if (!dictionary.ContainsKey(attributeID)) { return 0; }
return dictionary[attributeID].currentValue;
}
/// <summary> 查询修改器 </summary>
public List<AttributeModifier> FindModifier(string attributeID) {
if (!dictionary.ContainsKey(attributeID)) { return new(); }
return dictionary[attributeID].modifiers;
}
}
@@ -1,20 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性容器 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/属性模块/属性容器")]
public class AttributeContainerConst : ScriptableObject {
/// <summary> 属性列表 </summary>
[HideInInspector]
public List<AttributeInstanceConst> instances = new List<AttributeInstanceConst>();
/// <summary> 转换数据 </summary>
public AttributeContainer To() {
AttributeContainer container = new AttributeContainer();
instances.ForEach(obj => container.AddInstance(obj.name, obj.To()));
return container;
}
}
@@ -1,45 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性实例
/// </summary>
public class AttributeInstance {
/// <summary> 属性名称 </summary>
public string name;
/// <summary> 基础值 </summary>
public float baseValue;
/// <summary> 当前值 </summary>
public float currentValue;
/// <summary> 附加值% </summary>
public float additionValue;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue = float.MaxValue;
/// <summary> 属性类型 </summary>
public AttributeType type;
/// <summary> 修改器列表 </summary>
public List<AttributeModifier> modifiers = new List<AttributeModifier>();
/// <summary> 添加修改器 </summary>
public void AddModifier(AttributeModifier mod, bool isUpdate) {
modifiers.Add(mod);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 添加修改器 </summary>
public void AddModifier(List<AttributeModifier> mods, bool isUpdate) {
modifiers.AddRange(mods);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
currentValue = baseValue;
modifiers.ForEach(mod => currentValue = mod.Fixed(currentValue));
additionValue = 1;
modifiers.ForEach(mod => additionValue = mod.Addition(additionValue));
currentValue = currentValue * additionValue;
currentValue = Mathf.Clamp(currentValue, minValue, maxValue);
}
}
@@ -1,11 +0,0 @@
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@@ -1,59 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性实例 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/属性模块/属性实例")]
public class AttributeInstanceConst : ScriptableObject {
/// <summary> 属性类型 </summary>
public AttributeType type;
/// <summary> 默认值 </summary>
public float defaultValue;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue = 9999;
/// <summary> 属性容器 </summary>
[HideInInspector]
public AttributeContainerConst container;
public void InitialFloat() {
type = AttributeType.Float;
defaultValue = 0;
minValue = 0;
maxValue = 9999;
}
public void InitialInteger() {
type = AttributeType.Integer;
defaultValue = 0;
minValue = 0;
maxValue = 9999;
}
public void InitialBoolean() {
type = AttributeType.Boolean;
defaultValue = 0;
minValue = 0;
maxValue = 1;
}
public void InitialPercentage() {
type = AttributeType.Percentage;
defaultValue = 0;
minValue = 0;
maxValue = 100;
}
/// <summary> 转换数据 </summary>
public AttributeInstance To() {
AttributeInstance instance = new AttributeInstance();
instance.type = type;
instance.name = name;
instance.baseValue = defaultValue;
instance.currentValue = defaultValue;
instance.minValue = minValue;
instance.maxValue = maxValue;
return instance;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性调整
/// </summary>
public abstract class AttributeModifier {
/// <summary> 固定值 </summary>
public abstract float Fixed(float input);
/// <summary> 附加值% </summary>
public abstract float Addition(float input);
}
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@@ -1,46 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 属性附加
/// </summary>
public class AttributeSystem : Module<AttributeSystem> {
/// <summary> 修改事件 </summary>
public static event Action<AttributeSystem> OnChange;
/// <summary> 附加字典 </summary>
public Dictionary<string, AttributeContainer> dictionary = new Dictionary<string, AttributeContainer>();
/// <summary> 应用修改 </summary>
public void Apply() => OnChange?.Invoke(this);
/// <summary> 添加容器 </summary>
public void AddInstance(string containerID, AttributeContainer container) {
if (dictionary.ContainsKey(containerID)) { return; }
dictionary.Add(containerID, container);
OnChange?.Invoke(this);
}
/// <summary> 添加修改器 </summary>
public void AddModifier(string containerID, string attributeID, AttributeModifier mod, bool isUpdate) {
if (!dictionary.ContainsKey(containerID)) { return; }
dictionary[containerID].AddModifier(attributeID, mod, isUpdate);
OnChange?.Invoke(this);
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
foreach (var item in dictionary) { item.Value.RecalculateValue(); }
}
/// <summary> 查询容器 </summary>
public AttributeContainer FindContainer(string containerID) {
if (!dictionary.ContainsKey(containerID)) { return new(); }
return dictionary[containerID];
}
/// <summary> 查询容器 </summary>
public bool TryContainer(string containerID, out AttributeContainer container) {
container = null;
if (!dictionary.ContainsKey(containerID)) { return false; }
container = dictionary[containerID];
return true;
}
}
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<ui:VisualElement name="AttributeList" style="flex-grow: 1;">
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" class="acce-preview" />
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" />
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" class="acce-hide" />
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" />
</ui:VisualElement>
<ui:VisualElement name="ButtonGroup" style="flex-direction: row; justify-content: space-between;">
<ui:Button text="创建属性" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Button1" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; padding-top: 5px; padding-right: 5px; padding-bottom: 5px; padding-left: 5px;" />
<ui:Button text="删除全部属性" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Button2" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; padding-top: 5px; padding-right: 5px; padding-bottom: 5px; padding-left: 5px;" />
</ui:VisualElement>
</ui:UXML>
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@@ -1,16 +0,0 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<Style src="project://database/Assets/ModuleCore/ModuleAttribute/UI%20Toolkit/AttributeInstanceConstEditor/AttributeInstanceConstEditor.uss?fileID=7433441132597879392&amp;guid=51817b5555c3c584f846b2c05b877f72&amp;type=3#AttributeInstanceConstEditor" />
<ui:VisualElement name="AttributePanel" style="flex-direction: row; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; background-color: rgb(51, 51, 51); margin-top: 1px; margin-right: 1px; margin-bottom: 1px; margin-left: 1px; border-top-left-radius: 5px; border-top-right-radius: 5px; border-bottom-right-radius: 5px; border-bottom-left-radius: 5px;">
<ui:TextField picking-mode="Ignore" value="filler text" keyboard-type="Default" name="Name" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; width: 100px;" />
<ui:EnumField type="UnityEngine.TextAlignment, UnityEngine.TextRenderingModule" value="Center" name="Type" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; width: 100px;" />
<ui:Toggle name="Boolean" style="flex-grow: 1;" />
<ui:FloatField value="42.2" name="Value" style="flex-grow: 1; margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px;" />
<ui:Label tabindex="-1" text="0-9999" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Range" style="width: 100px; -unity-text-align: middle-center; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0;" />
</ui:VisualElement>
<ui:VisualElement style="flex-direction: row; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; background-color: rgb(51, 51, 51); margin-top: 1px; margin-right: 1px; margin-bottom: 1px; margin-left: 1px; border-top-left-radius: 5px; border-top-right-radius: 5px; border-bottom-right-radius: 5px; border-bottom-left-radius: 5px;">
<ui:FloatField value="42.2" name="Min" style="flex-grow: 1; margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px;" />
<ui:Label tabindex="-1" text="min ~ max" parse-escape-sequences="true" display-tooltip-when-elided="true" style="width: 100px; -unity-text-align: middle-center; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0;" />
<ui:FloatField value="42.2" name="Max" style="flex-grow: 1; margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px;" />
</ui:VisualElement>
<ui:Button text="删除" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Button" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; padding-top: 5px; padding-right: 5px; padding-bottom: 5px; padding-left: 5px;" />
</ui:UXML>
@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Accessory : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 7cfcaecd119af2f48adf5a4649d88360
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Armor : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: de8ae08be418e3c48a7f938b6b842caa
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备
/// </summary>
public class Equipment : InventoryItem {
/// <summary> 装备类型 (类型1/类型2 </summary>
public string type;
/// <summary> 词缀列表 </summary>
public List<EquipmentAffix> affixes = new List<EquipmentAffix>();
}
@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Weapon : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 4fdef6696992dc94f977f5ca3a2cc528
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -15,5 +15,5 @@ public class EquipmentAffix {
/// <summary> 最小值 </summary>
public float maxValue = float.MaxValue;
/// <summary> 属性类型 </summary>
public AttributeType attributeType;
public ValueType attributeType;
}
@@ -14,60 +14,60 @@ public class EquipmentColumn {
public EquipmentSlot this[string key] => dictionary[key];
public EquipmentColumn() {
AddSlot(WeaponSlot());
AddSlot(DeputySlot());
// AddSlot(WeaponSlot());
// AddSlot(DeputySlot());
AddSlot(ArmorSlot(EquipmentSlotType., ArmorType.));
AddSlot(ArmorSlot(EquipmentSlotType., ArmorType.));
AddSlot(ArmorSlot(EquipmentSlotType., ArmorType.));
AddSlot(ArmorSlot(EquipmentSlotType., ArmorType.));
AddSlot(ArmorSlot(EquipmentSlotType., ArmorType.));
// AddSlot(ArmorSlot(EquipmentSlotType.上衣, ArmorType.上衣));
// AddSlot(ArmorSlot(EquipmentSlotType.头盔, ArmorType.头盔));
// AddSlot(ArmorSlot(EquipmentSlotType.手套, ArmorType.手套));
// AddSlot(ArmorSlot(EquipmentSlotType.腰带, ArmorType.腰带));
// AddSlot(ArmorSlot(EquipmentSlotType.鞋子, ArmorType.鞋子));
AddSlot(AccessorySlot(EquipmentSlotType., AccessoryType.));
AddSlot(AccessorySlot(EquipmentSlotType.1, AccessoryType.));
AddSlot(AccessorySlot(EquipmentSlotType.2, AccessoryType.));
AddSlot(AccessorySlot(EquipmentSlotType.1, AccessoryType.));
AddSlot(AccessorySlot(EquipmentSlotType.2, AccessoryType.));
// AddSlot(AccessorySlot(EquipmentSlotType.项链, AccessoryType.项链));
// AddSlot(AccessorySlot(EquipmentSlotType.戒指1, AccessoryType.戒指));
// AddSlot(AccessorySlot(EquipmentSlotType.戒指2, AccessoryType.戒指));
// AddSlot(AccessorySlot(EquipmentSlotType.手镯1, AccessoryType.手镯));
// AddSlot(AccessorySlot(EquipmentSlotType.手镯2, AccessoryType.手镯));
}
public bool ContainsKey(string key) => dictionary.ContainsKey(key);
/// <summary> 添加插槽 </summary>
public void AddSlot(EquipmentSlot slot) => dictionary.Add(slot.name, slot);
/// <summary> 武器插槽 </summary>
public EquipmentSlot WeaponSlot() {
return new EquipmentSlot(EquipmentSlotType., VerifyWeapon);
}
/// <summary> 副手插槽 </summary>
public EquipmentSlot DeputySlot() {
return new EquipmentSlot(EquipmentSlotType., VerifyDeputy);
}
/// <summary> 护甲插槽 </summary>
public EquipmentSlot ArmorSlot(EquipmentSlotType type, ArmorType armor) {
return new EquipmentSlot(type, (equipment) => VerifyCommon(equipment, armor.ToString()));
}
/// <summary> 饰品插槽 </summary>
public EquipmentSlot AccessorySlot(EquipmentSlotType type, AccessoryType accessory) {
return new EquipmentSlot(type, (equipment) => VerifyCommon(equipment, accessory.ToString()));
}
// /// <summary> 武器插槽 </summary>
// public EquipmentSlot WeaponSlot() {
// return new EquipmentSlot(EquipmentSlotType.主手, VerifyWeapon);
// }
// /// <summary> 副手插槽 </summary>
// public EquipmentSlot DeputySlot() {
// return new EquipmentSlot(EquipmentSlotType.副手, VerifyDeputy);
// }
// /// <summary> 护甲插槽 </summary>
// public EquipmentSlot ArmorSlot(EquipmentSlotType type, ArmorType armor) {
// return new EquipmentSlot(type, (equipment) => VerifyCommon(equipment, armor.ToString()));
// }
// /// <summary> 饰品插槽 </summary>
// public EquipmentSlot AccessorySlot(EquipmentSlotType type, AccessoryType accessory) {
// return new EquipmentSlot(type, (equipment) => VerifyCommon(equipment, accessory.ToString()));
// }
/// <summary> 通用校验 </summary>
public static bool VerifyCommon(Equipment equipment, string type) {
string[] types = equipment.type.Split("/");
if (types[0] == type) { return true; }
return false;
}
// public static bool VerifyCommon(Equipment equipment, string type) {
// string[] types = equipment.type.Split("/");
// if (types[0] == type) { return true; }
// return false;
// }
/// <summary> 主手校验 </summary>
public static bool VerifyWeapon(Equipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == WeaponType..ToString()) { return true; }
if (type[0] == WeaponType..ToString()) { return true; }
return false;
}
// public static bool VerifyWeapon(Equipment equipment) {
// string[] type = equipment.type.Split("/");
// if (type[0] == WeaponType.单手.ToString()) { return true; }
// if (type[0] == WeaponType.双手.ToString()) { return true; }
// return false;
// }
/// <summary> 副手校验 </summary>
public static bool VerifyDeputy(Equipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == WeaponType..ToString()) { return true; }
return false;
}
// public static bool VerifyDeputy(Equipment equipment) {
// string[] type = equipment.type.Split("/");
// if (type[0] == WeaponType.副手.ToString()) { return true; }
// return false;
// }
}
@@ -10,11 +10,11 @@ public class AccessoryConst : EquipmentConst {
/// <summary> 饰品类型 </summary>
public AccessoryType type;
public override InventoryItem To() {
Equipment item = new Equipment();
item.name = name;
item.sprite = sprite;
item.type = type.ToString();
return item;
}
// public override InventoryItem To() {
// Equipment item = new Equipment();
// item.name = name;
// item.sprite = sprite;
// item.type = type.ToString();
// return item;
// }
}
@@ -11,11 +11,11 @@ public class ArmorConst : EquipmentConst {
/// <summary> 护甲类型 </summary>
public ArmorType type;
public override InventoryItem To() {
Equipment item = new Equipment();
item.name = name;
item.sprite = sprite;
item.type = type.ToString();
return item;
}
// public override InventoryItem To() {
// Equipment item = new Equipment();
// item.name = name;
// item.sprite = sprite;
// item.type = type.ToString();
// return item;
// }
}
@@ -12,11 +12,11 @@ public class WeaponConst : EquipmentConst {
/// <summary> 武器类型 </summary>
public WeaponCategory category;
public override InventoryItem To() {
Equipment item = new Equipment();
item.name = name;
item.sprite = sprite;
item.type = $"{type}/{category}";
return item;
}
// public override InventoryItem To() {
// Equipment item = new Equipment();
// item.name = name;
// item.sprite = sprite;
// item.type = $"{type}/{category}";
// return item;
// }
}
@@ -1,27 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备插槽
/// </summary>
public class EquipmentSlot {
/// <summary> 名字 </summary>
public string name;
/// <summary> 物品 </summary>
public Equipment item;
/// <summary> 装备验证 </summary>
public Func<Equipment, bool> verify;
public EquipmentSlot(EquipmentSlotType slot, Func<Equipment, bool> verify) {
name = slot.ToString();
this.verify = verify;
}
/// <summary> 设置 </summary>
public void Settings(InventoryItem item) {
if (item is Equipment equipment) { this.item = equipment; }
else { this.item = null; }
}
}
@@ -10,7 +10,7 @@
font-size: 14px;
-unity-font-style: bold;
-unity-font: url("project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium.otf?fileID=12800000&guid=3ceb88ff2ced01a439c5b2d1b63c86a5&type=3#SourceHanSansCN-Medium");
-unity-font-definition: url("project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium%20SDF.asset?fileID=11400000&guid=0239ab36009b94e479c9c67877764f1e&type=2#SourceHanSansCN-Medium SDF");
-unity-font-definition: url('project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium%20SDF.asset?fileID=11400000&guid=0239ab36009b94e479c9c67877764f1e&type=2#SourceHanSansCN-Medium SDF');
}
.ep-separate-label {
@@ -24,6 +24,7 @@
padding-left: 2px;
font-size: 12px;
-unity-font: url("project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium.otf?fileID=12800000&guid=3ceb88ff2ced01a439c5b2d1b63c86a5&type=3#SourceHanSansCN-Medium");
-unity-font-definition: url("project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium%20SDF.asset?fileID=11400000&guid=0239ab36009b94e479c9c67877764f1e&type=2#SourceHanSansCN-Medium SDF");
-unity-font-definition: url('project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium%20SDF.asset?fileID=11400000&guid=0239ab36009b94e479c9c67877764f1e&type=2#SourceHanSansCN-Medium SDF');
-unity-font-style: normal;
-unity-background-image-tint-color: rgb(255, 255, 255);
}
@@ -2,9 +2,11 @@
<ui:Template name="EquipmentSeparate" src="project://database/Assets/ModuleCore/ModuleEquipment/UI%20Toolkit/EquipmentPanel/EquipmentSeparate.uxml?fileID=9197481963319205126&amp;guid=9560b815ca2481d48bb0dd7f66557436&amp;type=3#EquipmentSeparate" />
<Style src="project://database/Assets/ModuleCore/ModuleEquipment/UI%20Toolkit/EquipmentPanel/EquipmentPanel.uss?fileID=7433441132597879392&amp;guid=8659d41deeaac2e4c83d9287f11f74bd&amp;type=3#EquipmentPanel" />
<ui:Label tabindex="-1" text="符文主宰者" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Name" style="margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 5px; padding-right: 5px; padding-bottom: 5px; padding-left: 5px; font-size: 20px; -unity-font-style: bold;" />
<ui:Label tabindex="-1" text="Lv77 神话级 单手 斧头" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Type" class="ep-label" />
<ui:Label tabindex="-1" text="Lv77 神话级 单手武器 斧头" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Type" class="ep-label" />
<ui:Label tabindex="-1" text="Lv66 稀有级 皮甲 上衣" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Type" class="ep-label" />
<ui:Label tabindex="-1" text="Lv99 传奇级 首饰 项链" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Type" class="ep-label" />
<ui:Instance template="EquipmentSeparate" name="EquipmentSeparate" />
<ui:Label tabindex="-1" text="基础攻击力 2-99" parse-escape-sequences="true" display-tooltip-when-elided="true" class="ep-label" />
<ui:Label tabindex="-1" text="攻击力 2-99" parse-escape-sequences="true" display-tooltip-when-elided="true" class="ep-label" />
<ui:Label tabindex="-1" text="攻击速度 -10%" parse-escape-sequences="true" display-tooltip-when-elided="true" class="ep-label" />
<ui:VisualElement name="EquipmentSeparate">
<ui:VisualElement style="flex-direction: row; align-items: center;">
-8
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@@ -1,8 +0,0 @@
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folderAsset: yes
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externalObjects: {}
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@@ -1,20 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 材料 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/材料")]
public class ConstMaterial : InventoryItemConst {
/// <summary> 最大堆叠数 </summary>
public int maxStack = 99;
public override InventoryItem To() {
DataMaterial item = new DataMaterial();
item.name = name;
item.sprite = sprite;
item.maxStack = maxStack;
return item;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 5592cd11563474d42a1f6805b66f7a1f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
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@@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 材料 - 物品
/// </summary>
public class DataMaterial : InventoryItem {
/// <summary> 最大堆叠数 </summary>
public int maxStack;
public override int MaxStack => maxStack;
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: fc5511946a6586b42a9a026b078f6736
MonoImporter:
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defaultReferences: []
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@@ -9,8 +9,6 @@ using MuHua;
/// </summary>
public class InputMenu : InputControl {
private UIMenuPanel menu;
protected override void ModuleInput_OnInputMode(InputMode mode) {
// throw new System.NotImplementedException();
}
@@ -19,11 +17,11 @@ public class InputMenu : InputControl {
/// <summary> 鼠标左键 </summary>
public void OnMouseLeft(InputValue inputValue) {
if (inputValue.isPressed) return;
UIPopupManager.I.shortcutMenu.Close();
ShortcutMenu.I.Close();
}
/// <summary> 鼠标右键 </summary>
public void OnMouseRight(InputValue inputValue) {
UIPopupManager.I.shortcutMenu.Open();
ShortcutMenu.I.Open();
}
#endregion
}
-8
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@@ -1,8 +0,0 @@
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folderAsset: yes
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externalObjects: {}
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@@ -1,16 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 物品
/// </summary>
public class InventoryItem {
/// <summary> 名字 </summary>
public string name;
/// <summary> 图片 </summary>
public Sprite sprite;
/// <summary> 堆叠数量 </summary>
public virtual int MaxStack => 1;
}
@@ -1,34 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 库存插槽
/// </summary>
public class InventorySlot {
/// <summary> 数量 </summary>
public int count;
/// <summary> 物品 </summary>
public InventoryItem item;
// /// <summary> 图片 </summary>
public Sprite Sprite => item != null ? item.sprite : null;
// /// <summary> 堆叠数量 </summary>
public int MaxStack => item != null ? item.MaxStack : 0;
public InventorySlot() { }
public InventorySlot(InventoryItem item, int count) {
this.item = item;
this.count = count;
}
/// <summary> 设置 </summary>
public void Settings(InventoryItem item, int count) {
this.item = item;
this.count = count;
}
/// <summary> 是否相同 </summary>
public bool Same(InventoryItem obj) {
return item != null && item.name == obj.name && count < MaxStack;
}
}
-8
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@@ -1,8 +0,0 @@
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@@ -1,5 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -1,11 +0,0 @@
fileFormatVersion: 2
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@@ -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;
}
}
@@ -1,11 +0,0 @@
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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;
}
}
@@ -1,11 +0,0 @@
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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;
}
}
@@ -1,11 +0,0 @@
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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;
}
}
@@ -1,11 +0,0 @@
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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; });
}
}
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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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@@ -1,170 +0,0 @@
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 : ModuleUIPanel, UIControl {
/// <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 UIShortcutMenu(VisualElement element, VisualTreeAsset menuTreeAsset, VisualTreeAsset itemTreeAsset) : base(element) {
this.menuTreeAsset = menuTreeAsset;
this.itemTreeAsset = itemTreeAsset;
ModuleUI.AddControl(this);
}
public void Update() => controls.ForEach(control => control.Update());
public void Dispose() => 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 menu = menuTreeAsset.Instantiate();
menu.EnableInClassList("menu", true);
element.Add(menu);
UIMenuPanel menuPanel = new UIMenuPanel(menu, itemTreeAsset, this);
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++) {
DataMenuItem item = Find(names[i], datas);
datas = item.items;
if (i == names.Length - 1) { item.callback = callback; }
}
}
/// <summary> 移除菜单项 </summary>
public void Remove(string name) {
string[] names = name.Split('/');
List<DataMenuItem> datas = this.datas;
for (int i = 0; i < names.Length; i++) {
DataMenuItem item = Find(names[i], datas, false);
// 未找到,直接返回
if (item == null) { return; }
// 找到要移除的项
if (i == names.Length - 1) { datas.Remove(item); }
datas = item.items;
}
}
/// <summary> 查询菜单项 </summary>
public DataMenuItem Find(string name, List<DataMenuItem> datas, bool isCreate = true) {
DataMenuItem item = datas.Find(obj => obj.name == name);
if (item != null || !isCreate) { return item; }
item = new DataMenuItem { name = name };
datas.Add(item);
return item;
}
}
/// <summary>
/// UI快捷菜单面板
/// </summary>
public class UIMenuPanel : ModuleUIPanel, UIControl {
public readonly UIShortcutMenu parent;
public UIMenuPanel menuPanel;
public VisualElement submenu;
public ModuleUIItems<UIItem, DataMenuItem> items;
public VisualElement Container => Q<VisualElement>("Container");
public UIMenuPanel(VisualElement element, VisualTreeAsset templateAsset, UIShortcutMenu parent) : base(element) {
this.parent = parent;
items = new ModuleUIItems<UIItem, DataMenuItem>(Container, templateAsset,
(data, element) => new UIItem(data, element, this, parent));
}
public void Update() { }
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 = parent.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 readonly UIShortcutMenu shortcutMenu;
public Label Name => element.Q<Label>("Name");
public VisualElement Arrow => element.Q<VisualElement>("Arrow");
public UIItem(DataMenuItem value, VisualElement element, UIMenuPanel parent, UIShortcutMenu shortcutMenu) : base(value, element) {
this.parent = parent;
this.shortcutMenu = shortcutMenu;
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();
shortcutMenu.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>();
}
@@ -1,31 +0,0 @@
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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@@ -0,0 +1,50 @@
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(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;
}
}
@@ -1,5 +1,5 @@
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@@ -0,0 +1,16 @@
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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@@ -0,0 +1,75 @@
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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@@ -0,0 +1,51 @@
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 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(List<ShortcutMenuItem> datas) {
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 = MenuPanel.Instantiate();
element.EnableInClassList("menu", true);
Element.Add(element);
UIMenuPanel menuPanel = new UIMenuPanel(element, MenuTemplate);
controls.Add(menuPanel);
return menuPanel;
}
}
@@ -1,5 +1,5 @@
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@@ -1,14 +1,9 @@
.menu {
position: absolute;
}
.menu-hide {
display: none;
}
.menu-unit {
flex-direction: row;
align-self: flex-start;
flex-grow: 0;
width: 100%;
height: 25px;
}
.menu-unit:hover {
@@ -21,10 +16,10 @@
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flex-grow: 0;
height: 30px;
width: 30px;
height: 25px;
width: 25px;
background-image: url("project://database/Assets/UI%20Toolkit/UnityThemes/UnityDefaultRuntimeTheme.tss?fileID=-1087164816274819069&guid=05f864e67ee1ecb4bbe67427564d394c&type=3#arrow-right@2x");
-unity-background-image-tint-color: rgb(51, 51, 51);
-unity-background-image-tint-color: rgb(51, 50, 50);
}
.menu-arrow-hide {
@@ -1,5 +1,5 @@
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<Style src="project://database/Assets/ModuleCore/ModuleUISMenu/UI%20Toolkit/MenuPanel/MenuPanel.uss?fileID=7433441132597879392&amp;guid=4b1be5340ef21d843bdd2f0eb2375cfe&amp;type=3#MenuPanel" />
<ui:VisualElement name="Container" style="background-color: rgb(255, 255, 255); border-top-left-radius: 5px; border-top-right-radius: 5px; border-bottom-right-radius: 5px; border-bottom-left-radius: 5px; padding-top: 3px; padding-right: 3px; padding-bottom: 3px; padding-left: 3px; align-self: flex-start; min-width: 150px; border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-left-color: rgb(51, 51, 51); border-right-color: rgb(51, 51, 51); border-top-color: rgb(51, 51, 51); border-bottom-color: rgb(51, 51, 51);">
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@@ -1,7 +1,9 @@
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<ui:VisualElement class="menu-unit">
<ui:Label tabindex="-1" text="Label" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Name" style="-unity-text-align: middle-center; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 10px; padding-right: 10px; padding-bottom: 10px; padding-left: 10px; height: 30px;" />
<ui:VisualElement style="width: 30px;" />
<ui:Label tabindex="-1" text="Label" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Name" style="-unity-text-align: middle-center; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 10px; padding-right: 10px; padding-bottom: 10px; padding-left: 10px;" />
<ui:VisualElement style="flex-grow: 1;" />
<ui:VisualElement name="Arrow" class="menu-arrow" />
</ui:VisualElement>
</ui:UXML>
@@ -0,0 +1,7 @@
.menu {
position: absolute;
}
.menu-hide {
display: none;
}

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