Feat: 场景视图mod,UI框架更换标题
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432
SceneView/ControlUtilities.cs
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432
SceneView/ControlUtilities.cs
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using System;
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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 SceneView
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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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anchorMin: new Vector2(0, 1),
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anchorMax: new Vector2(0, 1),
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anchoredPosition: Vector2.zero,
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sizeDelta: Vector2.zero,
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offsetMin: Vector2.zero,
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offsetMax: Vector2.zero,
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pivot: new Vector2(0.5f, 0.5f) // 默认居中轴心点
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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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rectConfig: RectTransformConfig.Default,
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backgroundColor: new Color(0.2f, 0.2f, 0.2f, 1f),
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text: "Button",
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fontSize: 18,
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textColor: Color.white,
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raycastTarget: 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 Vector2 SizeDelta; // ScrollView 的尺寸
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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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SizeDelta = new Vector2(400, 300),
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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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rectConfig: RectTransformConfig.Default,
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backgroundColor: new Color(0.2f, 0.2f, 0.2f, 1f),
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placeholderText: "Enter text here",
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placeholderFontSize: 14,
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placeholderTextColor: new Color(0.7f, 0.7f, 0.7f, 1f),
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textColor: Color.white,
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fontSize: 18,
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textAlignment: TextAlignmentOptions.Left,
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characterValidation: TMP_InputField.CharacterValidation.None,
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characterLimit: 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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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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var isStretched = config.SizeDelta == Vector2.zero;
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if (isStretched)
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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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// 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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var btnObj = new GameObject(config.Text + "Button");
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var btnRect = btnObj.AddComponent<RectTransform>();
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btnRect.SetParent(parent, false);
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ApplyRectTransformConfig(btnRect, config.RectConfig);
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var button = btnObj.AddComponent<Button>();
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var image = btnObj.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
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var txtObj = new GameObject("Text (TMP)");
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var txtRect = txtObj.AddComponent<RectTransform>();
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txtRect.SetParent(btnRect, false);
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// 文本始终填满按钮(常见做法)
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ApplyRectTransformConfig(txtRect, new RectTransformConfig(
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anchorMin: Vector2.zero,
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anchorMax: Vector2.one,
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anchoredPosition: Vector2.zero,
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sizeDelta: Vector2.zero,
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offsetMin: Vector2.zero,
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offsetMax: Vector2.zero,
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pivot: new Vector2(0.5f, 0.5f)
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));
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var tmpText = txtObj.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;
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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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var textObj = new GameObject(config.Text + "Text");
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var textRect = textObj.AddComponent<RectTransform>();
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textRect.SetParent(parent, false);
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ApplyRectTransformConfig(textRect, config.RectConfig);
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var tmpText = textObj.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 scrollViewObj = new GameObject("ScrollView");
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var scrollViewRect = scrollViewObj.AddComponent<RectTransform>();
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scrollViewRect.SetParent(parent, false);
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scrollViewRect.sizeDelta = config.SizeDelta;
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var scrollView = scrollViewObj.AddComponent<ScrollRect>();
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var scrollViewImage = scrollViewObj.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
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var viewportObj = new GameObject("Viewport");
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var viewportRect = viewportObj.AddComponent<RectTransform>();
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viewportRect.SetParent(scrollViewRect, false);
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viewportRect.anchorMin = Vector2.zero;
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viewportRect.anchorMax = Vector2.one;
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viewportRect.offsetMin = Vector2.zero;
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viewportRect.offsetMax = Vector2.zero;
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viewportRect.pivot = new Vector2(0.5f, 0.5f);
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var viewportMask = viewportObj.AddComponent<RectMask2D>(); // 或 Mask,但 RectMask2D 性能更好
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var viewportImage = viewportObj.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 contentObj = new GameObject("Content");
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var contentRect = contentObj.AddComponent<RectTransform>();
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contentRect.SetParent(viewportRect, false);
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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
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}
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else if (config.Horizontal && !config.Vertical)
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{
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// 水平滚动:高度拉满,宽度自适应
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contentRect.anchorMin = new Vector2(0, 0);
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contentRect.anchorMax = new Vector2(0, 1);
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contentRect.pivot = new Vector2(0, 0.5f);
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contentRect.anchoredPosition = new Vector2(config.ContentPadding.x, 0);
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contentRect.sizeDelta = new Vector2(0, -2 * config.ContentPadding.y);
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}
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else
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{
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// 双向滚动:自由布局
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contentRect.anchorMin = Vector2.zero;
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contentRect.anchorMax = Vector2.zero;
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contentRect.pivot = new Vector2(0, 1);
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contentRect.anchoredPosition = Vector2.zero;
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contentRect.sizeDelta = Vector2.zero;
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}
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// 4. 关联 ScrollRect
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scrollView.viewport = viewportRect;
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scrollView.content = contentRect;
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scrollView.vertical = config.Vertical;
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scrollView.horizontal = config.Horizontal;
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scrollView.movementType = ScrollRect.MovementType.Elastic;
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scrollView.inertia = true;
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scrollView.decelerationRate = 0.135f; // 默认值
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return (scrollView, contentRect);
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}
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// ========================
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// 文本编辑器创建
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// ========================
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public static (TMP_InputField inputField, TextMeshProUGUI text) CreateInputField(Transform parent,
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InputFieldConfig config)
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{
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var inputFieldObj = new GameObject("InputField");
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var inputFieldRect = inputFieldObj.AddComponent<RectTransform>();
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inputFieldRect.SetParent(parent, false);
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ApplyRectTransformConfig(inputFieldRect, config.RectConfig);
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var inputField = inputFieldObj.AddComponent<TMP_InputField>();
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// 背景图像
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var backgroundImage = inputFieldObj.AddComponent<Image>();
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backgroundImage.sprite = Resources.Load<Sprite>("UI/Skins/Background");
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backgroundImage.type = Image.Type.Sliced;
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backgroundImage.color = config.BackgroundColor;
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// 输入框文本组件
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var textObj = new GameObject("Text (TMP)");
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var textRect = textObj.AddComponent<RectTransform>();
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textRect.SetParent(inputFieldRect, false);
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// 文本始终填满输入框
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ApplyRectTransformConfig(textRect, new RectTransformConfig(
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anchorMin: Vector2.zero,
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anchorMax: Vector2.one,
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anchoredPosition: Vector2.zero,
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sizeDelta: Vector2.zero,
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offsetMin: Vector2.zero,
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offsetMax: Vector2.zero,
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pivot: new Vector2(0.5f, 0.5f)
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));
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var tmpText = textObj.AddComponent<TextMeshProUGUI>();
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tmpText.text = "";
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tmpText.color = config.TextColor;
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tmpText.alignment = config.TextAlignment;
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tmpText.fontSize = config.FontSize;
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tmpText.raycastTarget = false;
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inputField.textComponent = tmpText;
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// 占位符文本组件
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var placeholderObj = new GameObject("Placeholder");
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var placeholderRect = placeholderObj.AddComponent<RectTransform>();
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placeholderRect.SetParent(inputFieldRect, false);
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// 占位符文本始终填满输入框
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ApplyRectTransformConfig(placeholderRect, new RectTransformConfig(
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anchorMin: Vector2.zero,
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anchorMax: Vector2.one,
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anchoredPosition: Vector2.zero,
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sizeDelta: Vector2.zero,
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offsetMin: Vector2.zero,
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offsetMax: Vector2.zero,
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pivot: new Vector2(0.5f, 0.5f)
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));
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var placeholderText = placeholderObj.AddComponent<TextMeshProUGUI>();
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placeholderText.text = config.PlaceholderText;
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placeholderText.color = config.PlaceholderTextColor;
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placeholderText.alignment = config.TextAlignment;
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placeholderText.fontSize = config.PlaceholderFontSize;
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placeholderText.raycastTarget = false;
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inputField.placeholder = placeholderText;
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// 配置输入字段属性
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inputField.characterValidation = config.CharacterValidation;
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inputField.characterLimit = config.CharacterLimit;
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return (inputField, tmpText);
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}
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}
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}
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