221 lines
9.7 KiB
C#
221 lines
9.7 KiB
C#
using System;
|
||
using TMPro;
|
||
using UnityEngine;
|
||
using UnityEngine.EventSystems;
|
||
using UnityEngine.UI;
|
||
|
||
namespace SceneView
|
||
{
|
||
public class SceneViewPanel : MonoBehaviour, IDragHandler, IBeginDragHandler
|
||
{
|
||
public const float titleHeight = 50;
|
||
|
||
private Vector2 shift;
|
||
public ScrollRect? scrollRect;
|
||
|
||
private TreeViewNode? treeViewNode;
|
||
|
||
public string currentAimObj;
|
||
|
||
private void Start()
|
||
{
|
||
currentAimObj = CanvasControl.ShowAim;
|
||
CreateUI();
|
||
}
|
||
|
||
private void CreateUI()
|
||
{
|
||
CreateTitleBar();
|
||
var scrollConfig = ScrollViewConfig.Default;
|
||
scrollConfig.Horizontal = true;
|
||
scrollConfig.SizeDelta = CanvasControl.panelSize - new Vector2(0, titleHeight);
|
||
var scrollRectArr = ControlUtilities.CreateScrollView(transform, scrollConfig);
|
||
scrollRect = scrollRectArr.scrollRect;
|
||
if (scrollRect == null)
|
||
{
|
||
Debug.LogError("Failed to create ScrollView.");
|
||
return;
|
||
}
|
||
|
||
var scrollRectRectTransform = scrollRect.GetComponent<RectTransform>();
|
||
if (scrollRectRectTransform == null)
|
||
{
|
||
Debug.LogError("Failed to get RectTransform for ScrollView.");
|
||
return;
|
||
}
|
||
|
||
scrollRectRectTransform.anchorMin = new Vector2(0, 0);
|
||
scrollRectRectTransform.anchorMax = new Vector2(1, 1);
|
||
scrollRectRectTransform.offsetMin = Vector2.zero;
|
||
scrollRectRectTransform.offsetMax = new Vector2(0, -titleHeight);
|
||
|
||
var content = scrollRect.content.gameObject;
|
||
if (content == null)
|
||
{
|
||
Debug.LogError("Failed to get content for ScrollView.");
|
||
return;
|
||
}
|
||
// var contentRectTransform = content.GetComponent<RectTransform>();
|
||
// contentRectTransform.anchorMin = Vector2.up;
|
||
// contentRectTransform.anchorMax = Vector2.one;
|
||
// contentRectTransform.sizeDelta = Vector2.zero;
|
||
// contentRectTransform.offsetMin = Vector2.zero;
|
||
// contentRectTransform.offsetMax = new Vector2(0, 0);
|
||
|
||
// var root = new GameObject("root");
|
||
// root.AddComponent<RectTransform>();
|
||
// root.transform.SetParent(content.transform, false);
|
||
|
||
treeViewNode = content.AddComponent<TreeViewNode>();
|
||
treeViewNode.UpdateHeight();
|
||
|
||
// var vLayout = content.AddComponent<VerticalLayoutGroup>();
|
||
// vLayout.padding = new RectOffset(2, 2, 2, 2);
|
||
// vLayout.spacing = 5;
|
||
// vLayout.childControlWidth = true;
|
||
// vLayout.childControlHeight = false;
|
||
// var size= content.AddComponent<ContentSizeFitter>();
|
||
// size.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||
// size.horizontalFit = ContentSizeFitter.FitMode.Unconstrained;
|
||
|
||
var inputConfig = InputFieldConfig.Default;
|
||
inputConfig.RectConfig.AnchorMin = Vector2.zero;
|
||
inputConfig.RectConfig.AnchorMax = Vector2.right;
|
||
inputConfig.RectConfig.Pivot = new Vector2(0.5f, 1);
|
||
inputConfig.RectConfig.SizeDelta = new Vector2(0, titleHeight);
|
||
inputConfig.PlaceholderText = "输入搜索对象";
|
||
var inputObj = ControlUtilities.CreateInputField(transform, inputConfig);
|
||
inputObj.inputField.onEndEdit.AddListener(s =>
|
||
{
|
||
currentAimObj = s;
|
||
Refresh();
|
||
});
|
||
|
||
|
||
Refresh();
|
||
}
|
||
|
||
private void CreateTitleBar()
|
||
{
|
||
var titleBar = new GameObject("TitleBar").AddComponent<RectTransform>();
|
||
titleBar.transform.SetParent(transform, false);
|
||
if (titleBar == null)
|
||
{
|
||
Debug.LogError("Failed to create TitleBar RectTransform.");
|
||
return;
|
||
}
|
||
|
||
titleBar.anchorMin = new Vector2(0, 1);
|
||
titleBar.anchorMax = new Vector2(1, 1);
|
||
titleBar.pivot = new Vector2(0.5f, 1);
|
||
titleBar.sizeDelta = new Vector2(0, titleHeight);
|
||
titleBar.anchoredPosition = Vector2.zero;
|
||
|
||
var titleTextConfig = TextConfig.Default;
|
||
titleTextConfig.Text = "场景视图";
|
||
titleTextConfig.RectConfig.AnchorMin = Vector2.zero;
|
||
titleTextConfig.RectConfig.AnchorMax = Vector2.one;
|
||
|
||
var titleText = ControlUtilities.CreateText(titleBar, titleTextConfig);
|
||
if (titleText == null)
|
||
{
|
||
Debug.LogError("Failed to create TitleText.");
|
||
}
|
||
|
||
var refreshButtonConfig = ButtonConfig.Default;
|
||
refreshButtonConfig.Text = "刷新";
|
||
refreshButtonConfig.BackgroundColor = Color.yellow;
|
||
refreshButtonConfig.RectConfig.SizeDelta = new Vector2(60, 40);
|
||
refreshButtonConfig.RectConfig.AnchoredPosition = new Vector2(35, -25);
|
||
var refreshButton = ControlUtilities.CreateButton(titleBar, refreshButtonConfig, Refresh);
|
||
|
||
var closeButtonConfig = ButtonConfig.Default;
|
||
closeButtonConfig.Text = "X";
|
||
closeButtonConfig.BackgroundColor = Color.red;
|
||
closeButtonConfig.RectConfig.AnchorMax = Vector2.one;
|
||
closeButtonConfig.RectConfig.AnchorMin = Vector2.one;
|
||
closeButtonConfig.RectConfig.SizeDelta = new Vector2(30, 30);
|
||
closeButtonConfig.RectConfig.AnchoredPosition = new Vector2(-25, -25);
|
||
ControlUtilities.CreateButton(titleBar, closeButtonConfig, () => gameObject.SetActive(false));
|
||
}
|
||
|
||
public void Refresh()
|
||
{
|
||
if (treeViewNode)
|
||
{
|
||
var canvas = FindIncludingHidden(currentAimObj);
|
||
if (!canvas)
|
||
{
|
||
Debug.LogError($"{currentAimObj} not found.");
|
||
return;
|
||
}
|
||
|
||
StartCoroutine(treeViewNode.DisplayGameObjectStructureCoroutine(canvas));
|
||
// treeViewNode.DisplayGameObjectStructure(canvas);
|
||
}
|
||
}
|
||
|
||
public void OnDrag(PointerEventData eventData)
|
||
{
|
||
transform.position = eventData.position + shift;
|
||
}
|
||
|
||
public void OnBeginDrag(PointerEventData eventData)
|
||
{
|
||
shift = transform.position - new Vector3(eventData.position.x, eventData.position.y);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 按名称查找场景中的GameObject,包括隐藏(非激活)对象和DontDestroyOnLoad对象。
|
||
/// 此方法会遍历所有当前加载到内存中的GameObject实例。
|
||
///
|
||
/// **重要提示:**
|
||
/// 1. **性能开销较大:** 该方法会遍历所有已加载的GameObject,性能开销相对较高。
|
||
/// 因此,**不建议在Update、FixedUpdate等帧循环中频繁调用。**
|
||
/// 2. **适用场景:** 更适合在初始化、加载场景、调试或不频繁的查找操作中使用。
|
||
/// 3. **同名对象:** 如果场景中存在多个同名对象,此方法将返回它遇到的第一个匹配项。
|
||
/// 4. **DontDestroyOnLoad:** 自动包含在DontDestroyOnLoad根下的对象。
|
||
/// 5. **隐藏对象:** 自动包含Hierarchy中非激活(隐藏)的对象。
|
||
/// </summary>
|
||
/// <param name="name">要查找的GameObject的名称。</param>
|
||
/// <returns>找到的第一个GameObject,如果未找到则返回null。</returns>
|
||
public static GameObject FindIncludingHidden(string name)
|
||
{
|
||
// 1. 验证名称 - 处理null, empty, 或只包含空白字符的名称
|
||
if (string.IsNullOrWhiteSpace(name))
|
||
{
|
||
Debug.LogWarning("FindIncludingHidden: Provided name is null, empty, or whitespace. Returning null.");
|
||
return null;
|
||
}
|
||
|
||
// 2. 获取所有已加载的GameObject
|
||
// Resources.FindObjectsOfTypeAll<GameObject>() 是实现需求的关键。
|
||
// 它会找到所有当前加载到内存中的GameObject实例,不论它们是否激活,属于哪个场景(包括 DontDestroyOnLoad 场景),
|
||
// 甚至可能包括一些编辑器内部使用的隐藏GameObject。
|
||
GameObject[] allGameObjects = Resources.FindObjectsOfTypeAll<GameObject>();
|
||
// 3. 遍历并比较名称
|
||
foreach (GameObject obj in allGameObjects)
|
||
{
|
||
// Unity中存在许多内部GameObject(例如:场景视图的相机、光照探头组等),
|
||
// 它们的hideFlags属性可能被设置为HideInHierarchy、HideAndDontSave等。
|
||
// 题目要求“包括隐藏”,并未明确排除这些内部或编辑器对象。
|
||
// 因此,这里我们采取最宽松的策略:只要GameObject的name属性与传入的name匹配,就返回。
|
||
// 如果未来需要排除特定类型的隐藏对象(例如只查找用户创建的游戏对象),
|
||
// 可以根据 obj.scene.name 来过滤 DontDestroyOnLoad 场景中的对象,
|
||
// 或者根据 obj.hideFlags 来排除编辑器内部对象。
|
||
if (obj.name == name)
|
||
{
|
||
return obj; // 4. 返回第一个匹配项
|
||
}
|
||
}
|
||
|
||
// 5. 未找到则返回 null
|
||
// 通常,查找函数在未找到结果时静默返回null是更常见的API行为。
|
||
// 调用方可以根据返回值自行决定是否输出日志。
|
||
// Debug.LogWarning($"FindIncludingHidden: GameObject with name '{name}' not found. Returning null.");
|
||
return null;
|
||
}
|
||
|
||
}
|
||
}
|