feat:场景视图添加属性编辑,添加轮廓显示
This commit is contained in:
799
UIFrame/Utilities/ControlUtilities.cs
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799
UIFrame/Utilities/ControlUtilities.cs
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using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.UI;
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namespace UIFrame.Utilities
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{
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[Serializable]
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public struct RectTransformConfig
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{
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public Vector2 AnchorMin;
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public Vector2 AnchorMax;
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public Vector2 AnchoredPosition;
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public Vector2 SizeDelta;
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public Vector2 OffsetMin;
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public Vector2 OffsetMax;
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public Vector2 Pivot;
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// 默认配置
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public static readonly RectTransformConfig Default = new RectTransformConfig(
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Vector2.up, // 锚点最小:左上角 (0, 1)
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Vector2.up, // 锚点最大:左上角 (0, 1)
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Vector2.zero,
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Vector2.zero,
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Vector2.zero,
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Vector2.zero,
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new Vector2(0.5f, 0.5f) // 默认居中轴心点
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);
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// 填充父级的配置
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public static readonly RectTransformConfig FillParent = new RectTransformConfig(
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Vector2.zero, // 锚点最小:左下角 (0, 0)
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Vector2.one, // 锚点最大:右上角 (1, 1)
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Vector2.zero,
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Vector2.zero, // sizeDelta为零表示通过offsetMin/Max来控制尺寸
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Vector2.zero,
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Vector2.zero,
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new Vector2(0.5f, 0.5f)
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);
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public RectTransformConfig(
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Vector2 anchorMin,
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Vector2 anchorMax,
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Vector2 anchoredPosition,
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Vector2 sizeDelta,
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Vector2 offsetMin,
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Vector2 offsetMax,
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Vector2 pivot)
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{
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AnchorMin = anchorMin;
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AnchorMax = anchorMax;
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AnchoredPosition = anchoredPosition;
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SizeDelta = sizeDelta;
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OffsetMin = offsetMin;
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OffsetMax = offsetMax;
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Pivot = pivot;
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}
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}
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[Serializable]
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public struct ButtonConfig
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{
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public RectTransformConfig RectConfig;
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public Color BackgroundColor;
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public string Text;
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public int FontSize;
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public Color TextColor;
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public bool RaycastTarget;
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public static readonly ButtonConfig Default = new ButtonConfig(
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RectTransformConfig.Default,
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new Color(0.2f, 0.2f, 0.2f, 1f),
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"Button",
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18,
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Color.white,
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true
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);
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public ButtonConfig(
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RectTransformConfig rectConfig,
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Color backgroundColor,
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string text,
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int fontSize,
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Color textColor,
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bool raycastTarget = true)
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{
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RectConfig = rectConfig;
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BackgroundColor = backgroundColor;
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Text = text;
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FontSize = fontSize;
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TextColor = textColor;
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RaycastTarget = raycastTarget;
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}
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}
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[Serializable]
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public struct TextConfig
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{
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public RectTransformConfig RectConfig;
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public string Text;
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public int FontSize;
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public Color TextColor;
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public TextAlignmentOptions Alignment;
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public bool RaycastTarget;
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public static readonly TextConfig Default = new TextConfig(
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rectConfig: RectTransformConfig.Default,
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text: "New Text",
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fontSize: 18,
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textColor: Color.white,
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alignment: TextAlignmentOptions.Center,
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raycastTarget: false
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);
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public TextConfig(
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string text,
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int fontSize,
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Color textColor,
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TextAlignmentOptions alignment,
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bool raycastTarget,
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RectTransformConfig rectConfig)
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{
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RectConfig = rectConfig;
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Text = text;
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FontSize = fontSize;
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TextColor = textColor;
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Alignment = alignment;
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RaycastTarget = raycastTarget;
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}
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}
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[Serializable]
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public struct ScrollViewConfig
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{
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public RectTransformConfig RectConfig; // 新增:ScrollView自身的RectTransform配置
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public bool Vertical;
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public bool Horizontal;
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public Color BackgroundColor;
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public Vector2 ContentPadding; // 内容区域的内边距(上下左右)
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public static readonly ScrollViewConfig Default = new ScrollViewConfig
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{
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RectConfig = new RectTransformConfig(
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new Vector2(0.5f, 0.5f), // 锚点最小:中心 (0.5, 0.5)
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new Vector2(0.5f, 0.5f), // 锚点最大:中心 (0.5, 0.5)
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Vector2.zero,
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new Vector2(400, 300), // 默认尺寸
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Vector2.zero,
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Vector2.zero,
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new Vector2(0.5f, 0.5f)
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),
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Vertical = true,
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Horizontal = false,
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BackgroundColor = new Color(0.1f, 0.1f, 0.1f, 0.8f),
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ContentPadding = new Vector2(10, 10) // (horizontal, vertical)
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};
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}
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[Serializable]
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public struct InputFieldConfig
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{
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public RectTransformConfig RectConfig;
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public Color BackgroundColor;
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public string PlaceholderText;
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public int PlaceholderFontSize;
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public Color PlaceholderTextColor;
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public Color TextColor;
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public int FontSize;
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public TextAlignmentOptions TextAlignment;
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public TMP_InputField.CharacterValidation CharacterValidation;
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public int CharacterLimit;
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public static readonly InputFieldConfig Default = new InputFieldConfig(
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RectTransformConfig.Default,
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new Color(0.2f, 0.2f, 0.2f, 1f),
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"Enter text here",
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14,
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new Color(0.7f, 0.7f, 0.7f, 1f),
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Color.white,
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18,
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TextAlignmentOptions.Left,
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TMP_InputField.CharacterValidation.None,
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0
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);
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public InputFieldConfig(
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RectTransformConfig rectConfig,
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Color backgroundColor,
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string placeholderText,
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int placeholderFontSize,
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Color placeholderTextColor,
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Color textColor,
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int fontSize,
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TextAlignmentOptions textAlignment,
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TMP_InputField.CharacterValidation characterValidation = TMP_InputField.CharacterValidation.None,
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int characterLimit = 0)
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{
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RectConfig = rectConfig;
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BackgroundColor = backgroundColor;
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PlaceholderText = placeholderText;
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PlaceholderFontSize = placeholderFontSize;
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PlaceholderTextColor = placeholderTextColor;
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TextColor = textColor;
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FontSize = fontSize;
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TextAlignment = textAlignment;
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CharacterValidation = characterValidation;
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CharacterLimit = characterLimit;
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}
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}
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[Serializable]
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public struct LabeledInputFieldConfig
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{
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public RectTransformConfig RectConfig; // 整个控件(标签+输入框)的配置
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public string LabelText;
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public int LabelFontSize;
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public Color LabelTextColor;
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public float LabelWidth; // 标签部分的固定宽度
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public float Spacing; // 标签和输入框之间的间距
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public InputFieldConfig InputFieldConfig; // 复用已有的输入框配置
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public static readonly LabeledInputFieldConfig Default = new LabeledInputFieldConfig
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{
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RectConfig = new RectTransformConfig(
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Vector2.up, // 锚点最小:左上角 (0, 1)
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Vector2.one, // 锚点最大:右上角 (1, 1),默认水平拉伸
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Vector2.zero,
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new Vector2(0, 30), // 默认高度30
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Vector2.zero,
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Vector2.zero,
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new Vector2(0.5f, 1) // 轴心点:顶部居中
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),
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LabelText = "Label",
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LabelFontSize = 18,
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LabelTextColor = Color.white,
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LabelWidth = 100f,
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Spacing = 10f,
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InputFieldConfig = InputFieldConfig.Default
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};
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}
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[Serializable]
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public struct DropdownConfig
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{
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public RectTransformConfig RectConfig;
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public List<string> Options;
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public Color BackgroundColor;
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public int CaptionFontSize; // 下拉框当前选中项的文本大小
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public Color CaptionTextColor;
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public int ItemFontSize; // 下拉列表每一项的文本大小
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public Color ItemTextColor;
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public static readonly DropdownConfig Default = new DropdownConfig(
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new RectTransformConfig(
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new Vector2(0.5f, 0.5f), // 锚点最小:中心 (0.5, 0.5)
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new Vector2(0.5f, 0.5f), // 锚点最大:中心 (0.5, 0.5)
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Vector2.zero,
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new Vector2(160, 30),
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Vector2.zero,
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Vector2.zero,
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new Vector2(0.5f, 0.5f)
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),
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new List<string> { "Option A", "Option B", "Option C" },
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new Color(0.2f, 0.2f, 0.2f, 1f),
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18,
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Color.white,
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16,
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Color.white
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);
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public DropdownConfig(RectTransformConfig rectConfig, List<string> options, Color backgroundColor,
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int captionFontSize, Color captionTextColor, int itemFontSize, Color itemTextColor)
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{
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RectConfig = rectConfig;
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Options = options;
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BackgroundColor = backgroundColor;
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CaptionFontSize = captionFontSize;
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CaptionTextColor = captionTextColor;
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ItemFontSize = itemFontSize;
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ItemTextColor = itemTextColor;
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}
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}
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[Serializable]
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public struct LabeledDropdownConfig
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{
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public RectTransformConfig RectConfig;
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public string LabelText;
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public int LabelFontSize;
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public Color LabelTextColor;
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public float LabelWidth;
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public float Spacing;
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public DropdownConfig DropdownConfig;
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public static readonly LabeledDropdownConfig Default = new LabeledDropdownConfig
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{
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RectConfig = new RectTransformConfig(
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Vector2.up, // 锚点最小:左上角 (0, 1)
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Vector2.one, // 锚点最大:右上角 (1, 1)
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Vector2.zero,
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new Vector2(0, 30),
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Vector2.zero,
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Vector2.zero,
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new Vector2(0.5f, 1)
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),
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LabelText = "Label",
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LabelFontSize = 18,
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LabelTextColor = Color.white,
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LabelWidth = 100f,
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Spacing = 10f,
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DropdownConfig = DropdownConfig.Default
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};
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}
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[Serializable]
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public struct ToggleConfig
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{
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public RectTransformConfig RectConfig;
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public string LabelText;
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public int LabelFontSize;
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public Color LabelTextColor;
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public Color BackgroundColor;
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public Color CheckmarkColor;
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public float Spacing; // 开关图形和标签之间的间距
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public bool IsOnByDefault;
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public static readonly ToggleConfig Default = new ToggleConfig
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{
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RectConfig = new RectTransformConfig(
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Vector2.up, // 锚点最小:左上角 (0, 1)
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Vector2.up, // 锚点最大:左上角 (0, 1)
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Vector2.zero,
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new Vector2(160, 20),
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Vector2.zero,
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Vector2.zero,
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new Vector2(0.5f, 0.5f)
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),
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LabelText = "Toggle",
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LabelFontSize = 18,
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LabelTextColor = Color.white,
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BackgroundColor = new Color(0.2f, 0.2f, 0.2f, 1f),
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CheckmarkColor = new Color(0.1f, 0.6f, 1f, 1f),
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Spacing = 10f,
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IsOnByDefault = false
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};
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}
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public static class ControlUtilities
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{
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// 通用方法:将 RectTransformConfig 应用于 RectTransform
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private static void ApplyRectTransformConfig(RectTransform rectTransform, RectTransformConfig config)
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{
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rectTransform.anchorMin = config.AnchorMin;
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rectTransform.anchorMax = config.AnchorMax;
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rectTransform.pivot = config.Pivot;
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// 当sizeDelta为Vector2.zero时,我们假定用户希望通过offsetMin/Max来拉伸元素
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// 否则使用anchoredPosition和sizeDelta来定位和设置尺寸
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if (config.SizeDelta == Vector2.zero && (config.OffsetMin != Vector2.zero ||
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config.OffsetMax != Vector2.zero ||
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(config.AnchorMin == Vector2.zero &&
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config.AnchorMax == Vector2.one)))
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{
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rectTransform.offsetMin = config.OffsetMin;
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rectTransform.offsetMax = config.OffsetMax;
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}
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else
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{
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rectTransform.anchoredPosition = config.AnchoredPosition;
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rectTransform.sizeDelta = config.SizeDelta;
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}
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}
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// ========================
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// 矩形对象创建
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// ========================
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/// <summary>
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/// 创建一个带有 RectTransform 组件的空 GameObject。
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/// </summary>
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/// <param name="parent">父级 Transform。</param>
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/// <param name="name">GameObject 的名称。</param>
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/// <param name="config">RectTransform 的配置。</param>
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/// <returns>创建的 RectTransform 组件。</returns>
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public static RectTransform CreateRect(Transform parent, string name, RectTransformConfig config)
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{
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var obj = new GameObject(name);
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var rect = obj.AddComponent<RectTransform>();
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rect.SetParent(parent, false); // false表示不保留世界坐标,而是以父级为基准
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ApplyRectTransformConfig(rect, config);
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return rect;
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}
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// ========================
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// 按钮创建
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// ========================
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public static (Button? button, TextMeshProUGUI? text) CreateButton(RectTransform? parent, ButtonConfig config,
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UnityAction? onClick)
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{
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// 使用 CreateRect 创建按钮根对象并应用配置
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var btnRect = CreateRect(parent, config.Text + "Button", config.RectConfig);
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var button = btnRect.gameObject.AddComponent<Button>();
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var image = btnRect.gameObject.AddComponent<Image>();
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image.color = config.BackgroundColor;
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button.image = image;
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// 创建文本子对象,并使其填充按钮
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var txtRect = CreateRect(btnRect, "Text (TMP)", RectTransformConfig.FillParent);
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var tmpText = txtRect.gameObject.AddComponent<TextMeshProUGUI>();
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tmpText.text = config.Text;
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tmpText.color = config.TextColor;
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tmpText.alignment = TextAlignmentOptions.Center;
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tmpText.fontSize = config.FontSize;
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tmpText.raycastTarget = config.RaycastTarget; // 文本RaycastTarget通常为false,除非文本本身需要互动
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if (onClick != null)
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button.onClick.AddListener(onClick);
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return (button, tmpText);
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}
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// ========================
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// 文本创建(重载)
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// ========================
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public static TextMeshProUGUI CreateText(Transform parent, string text)
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{
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var config = TextConfig.Default;
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config.Text = text;
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return CreateText(parent, config);
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}
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public static TextMeshProUGUI CreateText(Transform parent, TextConfig config)
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{
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// 使用 CreateRect 创建文本对象并应用配置
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var textRect = CreateRect(parent, config.Text + "Text", config.RectConfig);
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var tmpText = textRect.gameObject.AddComponent<TextMeshProUGUI>();
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tmpText.text = config.Text;
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tmpText.color = config.TextColor;
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tmpText.alignment = config.Alignment;
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tmpText.fontSize = config.FontSize;
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tmpText.raycastTarget = config.RaycastTarget;
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return tmpText;
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}
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// ========================
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// 滚动视图创建
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// ========================
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public static (ScrollRect scrollRect, RectTransform content) CreateScrollView(
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Transform parent,
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ScrollViewConfig config)
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{
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// 1. ScrollView 根对象
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var scrollViewRect = CreateRect(parent, "ScrollView", config.RectConfig);
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var scrollView = scrollViewRect.gameObject.AddComponent<ScrollRect>();
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var scrollViewImage = scrollViewRect.gameObject.AddComponent<Image>();
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scrollViewImage.color = config.BackgroundColor;
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scrollViewImage.raycastTarget = true;
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// 2. Viewport 子对象 (始终填充 ScrollView)
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var viewportRect = CreateRect(scrollViewRect, "Viewport", RectTransformConfig.FillParent);
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viewportRect.gameObject.AddComponent<RectMask2D>(); // 或 Mask,但 RectMask2D 性能更好
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var viewportImage = viewportRect.gameObject.AddComponent<Image>();
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viewportImage.color = Color.clear; // 透明背景
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// 3. Content 子对象
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var contentRect =
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CreateRect(viewportRect, "Content", RectTransformConfig.Default); // 初始使用Default,后续会根据滚动方向调整
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// 设置 Content 的锚点:根据滚动方向决定
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if (config.Vertical && !config.Horizontal)
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{
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// 垂直滚动:宽度拉满,高度自适应
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contentRect.anchorMin = new Vector2(0, 1);
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contentRect.anchorMax = new Vector2(1, 1);
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contentRect.pivot = new Vector2(0.5f, 1);
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contentRect.anchoredPosition = new Vector2(0, -config.ContentPadding.y);
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||||
contentRect.sizeDelta = new Vector2(-2 * config.ContentPadding.x, 0); // 左右留边距
|
||||
// 添加 VerticalLayoutGroup 通常是需要的,但这里只创建基础结构
|
||||
}
|
||||
else if (config.Horizontal && !config.Vertical)
|
||||
{
|
||||
// 水平滚动:高度拉满,宽度自适应
|
||||
contentRect.anchorMin = new Vector2(0, 0);
|
||||
contentRect.anchorMax = new Vector2(0, 1);
|
||||
contentRect.pivot = new Vector2(0, 0.5f);
|
||||
contentRect.anchoredPosition = new Vector2(config.ContentPadding.x, 0);
|
||||
contentRect.sizeDelta = new Vector2(0, -2 * config.ContentPadding.y);
|
||||
// 添加 HorizontalLayoutGroup 通常是需要的
|
||||
}
|
||||
else
|
||||
{
|
||||
// 双向滚动:自由布局,通常锚点设为左上角
|
||||
contentRect.anchorMin = new Vector2(0, 1);
|
||||
contentRect.anchorMax = new Vector2(0, 1);
|
||||
contentRect.pivot = new Vector2(0, 1);
|
||||
contentRect.anchoredPosition = new Vector2(config.ContentPadding.x, -config.ContentPadding.y);
|
||||
contentRect.sizeDelta = new Vector2(0, 0); // 自适应
|
||||
}
|
||||
|
||||
// 4. 关联 ScrollRect
|
||||
scrollView.viewport = viewportRect;
|
||||
scrollView.content = contentRect;
|
||||
scrollView.vertical = config.Vertical;
|
||||
scrollView.horizontal = config.Horizontal;
|
||||
scrollView.movementType = ScrollRect.MovementType.Elastic;
|
||||
scrollView.inertia = true;
|
||||
scrollView.decelerationRate = 0.135f; // 默认值
|
||||
|
||||
return (scrollView, contentRect);
|
||||
}
|
||||
|
||||
// ========================
|
||||
// 文本编辑器创建
|
||||
// ========================
|
||||
public static (TMP_InputField inputField, TextMeshProUGUI text) CreateInputField(Transform parent,
|
||||
InputFieldConfig config)
|
||||
{
|
||||
// 使用 CreateRect 创建输入框根对象并应用配置
|
||||
var inputFieldRect = CreateRect(parent, "InputField", config.RectConfig);
|
||||
|
||||
var inputField = inputFieldRect.gameObject.AddComponent<TMP_InputField>();
|
||||
|
||||
// 背景图像
|
||||
var backgroundImage = inputFieldRect.gameObject.AddComponent<Image>();
|
||||
// 注意:Resources.Load 会在运行时加载,推荐通过 Inspector 赋值或使用 Addressables
|
||||
// 为了保持原有功能,暂时保留,如果提示找不到,请确保路径正确或导入默认UI资源
|
||||
backgroundImage.sprite = Resources.Load<Sprite>("UI/Skins/Background");
|
||||
backgroundImage.type = Image.Type.Sliced;
|
||||
backgroundImage.color = config.BackgroundColor;
|
||||
inputField.image = backgroundImage; // 设置TMP_InputField的图片引用
|
||||
|
||||
// 输入框文本组件 (始终填充输入框)
|
||||
var textRect = CreateRect(inputFieldRect, "Text (TMP)", RectTransformConfig.FillParent);
|
||||
|
||||
var tmpText = textRect.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
tmpText.text = "";
|
||||
tmpText.color = config.TextColor;
|
||||
tmpText.alignment = config.TextAlignment;
|
||||
tmpText.fontSize = config.FontSize;
|
||||
tmpText.raycastTarget = false; // 输入框内的文本通常不需要射线检测
|
||||
inputField.textComponent = tmpText; // 设置TMP_InputField的文字组件引用
|
||||
|
||||
// 占位符文本组件 (始终填充输入框)
|
||||
var placeholderRect = CreateRect(inputFieldRect, "Placeholder", RectTransformConfig.FillParent);
|
||||
|
||||
var placeholderText = placeholderRect.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
placeholderText.text = config.PlaceholderText;
|
||||
placeholderText.color = config.PlaceholderTextColor;
|
||||
placeholderText.alignment = config.TextAlignment;
|
||||
placeholderText.fontSize = config.PlaceholderFontSize;
|
||||
placeholderText.raycastTarget = false; // 占位符通常不需要射线检测
|
||||
inputField.placeholder = placeholderText; // 设置TMP_InputField的占位符引用
|
||||
|
||||
// 配置输入字段属性
|
||||
inputField.characterValidation = config.CharacterValidation;
|
||||
inputField.characterLimit = config.CharacterLimit;
|
||||
|
||||
return (inputField, tmpText);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建一个网格布局容器,用于自动排列子对象。
|
||||
/// </summary>
|
||||
/// <param name="parent">父级 Transform。</param>
|
||||
/// <param name="name">GameObject 名称。</param>
|
||||
/// <param name="rectConfig">容器的 RectTransform 配置。</param>
|
||||
/// <param name="constraintCount">每行或每列的元素数量。</param>
|
||||
/// <param name="cellSize">每个单元格的大小。</param>
|
||||
/// <param name="spacing">单元格之间的间距。</param>
|
||||
/// <param name="constraint">约束类型(按行数或列数)。</param>
|
||||
/// <returns>创建的网格容器的 RectTransform。</returns>
|
||||
public static RectTransform CreateGridLayoutContainer(
|
||||
Transform parent,
|
||||
string name,
|
||||
RectTransformConfig rectConfig,
|
||||
int constraintCount,
|
||||
Vector2 cellSize,
|
||||
Vector2 spacing,
|
||||
GridLayoutGroup.Constraint constraint = GridLayoutGroup.Constraint.FixedColumnCount)
|
||||
{
|
||||
var containerRect = CreateRect(parent, name, rectConfig);
|
||||
var gridLayout = containerRect.gameObject.AddComponent<GridLayoutGroup>();
|
||||
|
||||
gridLayout.constraint = constraint;
|
||||
if (constraint == GridLayoutGroup.Constraint.FixedColumnCount)
|
||||
gridLayout.constraintCount = constraintCount;
|
||||
else if (constraint == GridLayoutGroup.Constraint.FixedRowCount)
|
||||
gridLayout.constraintCount = constraintCount;
|
||||
|
||||
gridLayout.cellSize = cellSize;
|
||||
gridLayout.spacing = spacing;
|
||||
|
||||
return containerRect;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建一个带标签的输入框(左边文字,右边输入)。
|
||||
/// </summary>
|
||||
/// <param name="parent">父级 Transform。</param>
|
||||
/// <param name="config">控件配置。</param>
|
||||
/// <returns>包含根对象、标签和输入框的元组。</returns>
|
||||
public static (RectTransform root, TextMeshProUGUI label, TMP_InputField inputField) CreateLabeledInputField(
|
||||
Transform parent, LabeledInputFieldConfig config)
|
||||
{
|
||||
// 1. 创建根容器并添加水平布局
|
||||
var rootRect = CreateRect(parent, config.LabelText + " LabeledInput", config.RectConfig);
|
||||
var layoutGroup = rootRect.gameObject.AddComponent<HorizontalLayoutGroup>();
|
||||
layoutGroup.childControlWidth = true;
|
||||
layoutGroup.childControlHeight = true;
|
||||
layoutGroup.childForceExpandWidth = false;
|
||||
layoutGroup.spacing = config.Spacing;
|
||||
|
||||
// 2. 创建标签
|
||||
var labelConfig = new TextConfig(
|
||||
config.LabelText,
|
||||
config.LabelFontSize,
|
||||
config.LabelTextColor,
|
||||
TextAlignmentOptions.Left,
|
||||
false,
|
||||
RectTransformConfig.Default // RectTransform由LayoutGroup控制
|
||||
);
|
||||
var label = CreateText(rootRect, labelConfig);
|
||||
var labelLayout = label.gameObject.AddComponent<LayoutElement>();
|
||||
labelLayout.preferredWidth = config.LabelWidth;
|
||||
labelLayout.flexibleWidth = 0; // 不参与弹性宽度分配
|
||||
// 3. 创建输入框
|
||||
var (inputField, _) = CreateInputField(rootRect, config.InputFieldConfig);
|
||||
var inputLayout = inputField.gameObject.AddComponent<LayoutElement>();
|
||||
inputLayout.flexibleWidth = 1; // 占据剩余所有宽度
|
||||
return (rootRect, label, inputField);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建一个下拉框控件。
|
||||
/// </summary>
|
||||
/// <param name="parent">父级 Transform。</param>
|
||||
/// <param name="config">控件配置。</param>
|
||||
/// <returns>包含下拉框组件和其主标签的元组。</returns>
|
||||
public static (TMP_Dropdown dropdown, TextMeshProUGUI captionText) CreateDropdown(Transform parent,
|
||||
DropdownConfig config)
|
||||
{
|
||||
// Unity 从代码创建 Dropdown 比较繁琐,因为它依赖于一个预设的模板结构。
|
||||
// 以下代码将手动构建这个结构。
|
||||
|
||||
// 1. Root Dropdown Object
|
||||
var dropdownRect = CreateRect(parent, "Dropdown", config.RectConfig);
|
||||
var dropdownImage = dropdownRect.gameObject.AddComponent<Image>();
|
||||
dropdownImage.color = config.BackgroundColor;
|
||||
var dropdown = dropdownRect.gameObject.AddComponent<TMP_Dropdown>();
|
||||
// 2. Label (Caption Text)
|
||||
var labelRect = CreateRect(dropdownRect, "Label", RectTransformConfig.FillParent);
|
||||
labelRect.offsetMin = new Vector2(10, 0);
|
||||
labelRect.offsetMax = new Vector2(-25, 0);
|
||||
var labelText = labelRect.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
labelText.alignment = TextAlignmentOptions.Left;
|
||||
labelText.color = config.CaptionTextColor;
|
||||
labelText.fontSize = config.CaptionFontSize;
|
||||
dropdown.captionText = labelText;
|
||||
// 3. Arrow
|
||||
var arrowRect = CreateRect(dropdownRect, "Arrow", new RectTransformConfig(
|
||||
new Vector2(1, 0.5f), new Vector2(1, 0.5f), new Vector2(-15, 0), new Vector2(20, 20), Vector2.zero,
|
||||
Vector2.zero, new Vector2(0.5f, 0.5f)
|
||||
));
|
||||
var arrowImage = arrowRect.gameObject.AddComponent<Image>();
|
||||
arrowImage.color = new Color(0.8f, 0.8f, 0.8f); // 默认箭头颜色
|
||||
// 4. Template (Scroll View, the dropdown list) - 必须默认禁用
|
||||
var templateRect = CreateRect(dropdownRect, "Template", new RectTransformConfig(
|
||||
new Vector2(0, 0), new Vector2(1, 0), new Vector2(0, 2), new Vector2(0, 150), Vector2.zero,
|
||||
Vector2.zero, new Vector2(0.5f, 1)
|
||||
));
|
||||
var templateImage = templateRect.gameObject.AddComponent<Image>();
|
||||
templateImage.color = config.BackgroundColor;
|
||||
var scrollRect = templateRect.gameObject.AddComponent<ScrollRect>();
|
||||
scrollRect.movementType = ScrollRect.MovementType.Clamped;
|
||||
templateRect.gameObject.SetActive(false);
|
||||
dropdown.template = templateRect;
|
||||
|
||||
// 5. Viewport
|
||||
var viewportRect = CreateRect(templateRect, "Viewport", RectTransformConfig.FillParent);
|
||||
viewportRect.gameObject.AddComponent<RectMask2D>();
|
||||
scrollRect.viewport = viewportRect;
|
||||
|
||||
// 6. Content
|
||||
var contentRect = CreateRect(viewportRect, "Content", new RectTransformConfig(
|
||||
new Vector2(0, 1), new Vector2(1, 1), Vector2.zero, new Vector2(0, 28), Vector2.zero, Vector2.zero,
|
||||
new Vector2(0.5f, 1)
|
||||
));
|
||||
scrollRect.content = contentRect;
|
||||
|
||||
// 7. Item (The template for each option)
|
||||
var itemRect = CreateRect(contentRect, "Item", new RectTransformConfig(
|
||||
new Vector2(0, 1), new Vector2(1, 1), Vector2.zero, new Vector2(0, 20), Vector2.zero, Vector2.zero,
|
||||
new Vector2(0.5f, 1)
|
||||
));
|
||||
var itemToggle = itemRect.gameObject.AddComponent<Toggle>();
|
||||
itemToggle.targetGraphic = itemRect.gameObject.AddComponent<Image>(); // Add an image to be the background
|
||||
|
||||
var itemLabelRect = CreateRect(itemRect, "Item Label", RectTransformConfig.FillParent);
|
||||
itemLabelRect.offsetMin = new Vector2(10, 0);
|
||||
itemLabelRect.offsetMax = new Vector2(-10, 0);
|
||||
var itemLabel = itemLabelRect.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
itemLabel.color = config.ItemTextColor;
|
||||
itemLabel.fontSize = config.ItemFontSize;
|
||||
dropdown.itemText = itemLabel;
|
||||
// 8. Populate options
|
||||
dropdown.ClearOptions();
|
||||
dropdown.AddOptions(config.Options);
|
||||
return (dropdown, labelText);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建一个带标签的下拉框(左边文字,右边下拉)。
|
||||
/// </summary>
|
||||
/// <param name="parent">父级 Transform。</param>
|
||||
/// <param name="config">控件配置。</param>
|
||||
/// <returns>包含根对象、标签和下拉框的元组。</returns>
|
||||
public static (RectTransform root, TextMeshProUGUI label, TMP_Dropdown dropdown) CreateLabeledDropdown(
|
||||
Transform parent, LabeledDropdownConfig config)
|
||||
{
|
||||
// 1. 创建根容器并添加水平布局
|
||||
var rootRect = CreateRect(parent, config.LabelText + " LabeledDropdown", config.RectConfig);
|
||||
var layoutGroup = rootRect.gameObject.AddComponent<HorizontalLayoutGroup>();
|
||||
layoutGroup.childControlWidth = true;
|
||||
layoutGroup.childControlHeight = true;
|
||||
layoutGroup.childForceExpandWidth = true;
|
||||
layoutGroup.spacing = config.Spacing;
|
||||
|
||||
// 2. 创建标签
|
||||
var labelConfig = new TextConfig(
|
||||
config.LabelText,
|
||||
config.LabelFontSize,
|
||||
config.LabelTextColor,
|
||||
TextAlignmentOptions.Left,
|
||||
false,
|
||||
RectTransformConfig.Default
|
||||
);
|
||||
var label = CreateText(rootRect, labelConfig);
|
||||
var labelLayout = label.gameObject.AddComponent<LayoutElement>();
|
||||
labelLayout.preferredWidth = config.LabelWidth;
|
||||
labelLayout.flexibleWidth = 0;
|
||||
// 3. 创建下拉框
|
||||
var (dropdown, _) = CreateDropdown(rootRect, config.DropdownConfig);
|
||||
var dropdownLayout = dropdown.gameObject.AddComponent<LayoutElement>();
|
||||
dropdownLayout.flexibleWidth = 1;
|
||||
return (rootRect, label, dropdown);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建一个切换开关控件。
|
||||
/// </summary>
|
||||
/// <param name="parent">父级 Transform。</param>
|
||||
/// <param name="config">控件配置。</param>
|
||||
/// <returns>包含Toggle组件、标签和勾选标记图像的元组。</returns>
|
||||
public static (Toggle toggle, TextMeshProUGUI label, Image checkmark) CreateToggle(Transform parent,
|
||||
ToggleConfig config)
|
||||
{
|
||||
// 1. Root Toggle Object
|
||||
var toggleRect = CreateRect(parent, "Toggle", config.RectConfig);
|
||||
var toggle = toggleRect.gameObject.AddComponent<Toggle>();
|
||||
toggle.isOn = config.IsOnByDefault;
|
||||
// 2. Background
|
||||
var backgroundRect = CreateRect(toggleRect, "Background", new RectTransformConfig(
|
||||
new Vector2(0, 0.5f), new Vector2(0, 0.5f), Vector2.zero, new Vector2(20, 20), Vector2.zero,
|
||||
Vector2.zero, new Vector2(0, 0.5f)
|
||||
));
|
||||
var backgroundImage = backgroundRect.gameObject.AddComponent<Image>();
|
||||
backgroundImage.color = config.BackgroundColor;
|
||||
toggle.targetGraphic = backgroundImage;
|
||||
|
||||
// 3. Checkmark
|
||||
var checkmarkRect = CreateRect(backgroundRect, "Checkmark", RectTransformConfig.FillParent);
|
||||
checkmarkRect.offsetMin = new Vector2(3, 3);
|
||||
checkmarkRect.offsetMax = new Vector2(-3, -3);
|
||||
var checkmarkImage = checkmarkRect.gameObject.AddComponent<Image>();
|
||||
checkmarkImage.color = config.CheckmarkColor;
|
||||
toggle.graphic = checkmarkImage;
|
||||
|
||||
// 4. Label
|
||||
var labelRect = CreateRect(toggleRect, "Label", new RectTransformConfig(
|
||||
new Vector2(0, 0), new Vector2(1, 1), Vector2.zero, new Vector2(-config.Spacing - 20, 0),
|
||||
new Vector2(config.Spacing + 20, 0), Vector2.zero, new Vector2(0, 0.5f)
|
||||
));
|
||||
var label = labelRect.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
label.text = config.LabelText;
|
||||
label.color = config.LabelTextColor;
|
||||
label.fontSize = config.LabelFontSize;
|
||||
label.alignment = TextAlignmentOptions.Left;
|
||||
|
||||
return (toggle, label, checkmarkImage);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user