126 lines
4.4 KiB
C#
126 lines
4.4 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using XMLTool;
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using System.Collections.Generic;
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namespace QFramework.Example
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{
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public class UIBody3DMenuTreeData : UIPanelData
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{
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public Body3D.Body body;
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}
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public partial class UIBody3DMenuTree : UIPanel
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{
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// 用于存储 Body3D.Body 和对应的 Toggle 的映射关系
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protected override void OnInit(IUIData uiData = null)
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{
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// please add init code here
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Close.onClick.AddListener(() =>
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{
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Hide();
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UIKit.OpenPanelAsync<UIBody3D>().ToAction().StartGlobal();
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});
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}
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protected override void OnOpen(IUIData uiData = null)
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{
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mData = uiData as UIBody3DMenuTreeData ?? new UIBody3DMenuTreeData();
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Content.RemoveAllChildren();
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BuildTreeUI(mData.body);
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}
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private void BuildTreeUI(Body3D.Body data, int depth = 0, Transform parent = null)
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{
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foreach (var bodyPair in data.subBody)
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{
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Body3D.Body body = bodyPair.Value;
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// 确定父容器
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Transform targetParent = parent != null ? parent : Content;
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// 创建Toggle
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GameObject toggleObj = GameObject.Instantiate(Item.gameObject, targetParent);
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toggleObj.name = body.Name;
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Toggle uiToggle = toggleObj.transform.Find("ToggleContent/UI").GetComponent<Toggle>();
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Toggle objToggle = toggleObj.transform.Find("ToggleContent/Obj").GetComponent<Toggle>();
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Text label = toggleObj.transform.Find("ToggleContent/Label").GetComponentInChildren<Text>();
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label.text = body.Name; // 根据深度添加缩进
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toggleObj.transform.Find("ToggleContent").GetComponent<HorizontalLayoutGroup>().padding = new RectOffset(depth * 15, 5, 2, 2);
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if (depth != 0)
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{
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toggleObj.SetActive(false);
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}
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// 递归构建子节点
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Transform subContent = toggleObj.transform.Find("SubContent");
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// 设置Toggle的监听事件
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uiToggle.onValueChanged.AddListener((isOn) =>
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{
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for (int i = 0; i < subContent.childCount; i++)
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{
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subContent.GetChild(i).gameObject.SetActive(isOn);
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}
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});
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// 为objToggle添加点击事件处理逻辑
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objToggle.onValueChanged.AddListener((isOn) =>
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{
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SetObjectVisibility(body, isOn, subContent);
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});
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if (body.subBody.Count > 0)
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{
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uiToggle.gameObject.SetActive(true);
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BuildTreeUI(body, depth + 1, subContent);
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//HideSubBody(body); // 初始时隐藏子节点
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}
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else
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{
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uiToggle.gameObject.SetActive(false);
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Debug.Log($"节点 {body.Name} 没有子节点。");
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}
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}
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}
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// 根据body和subbody中的path设置物体的显隐,同时设置子UI中的objToggle状态
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private void SetObjectVisibility(Body3D.Body body, bool isOn, Transform subContent)
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{
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// 处理当前body的path对应的物体
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GameObject targetObj = Utility.FindObj(body.Path);
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if (targetObj != null)
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{
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targetObj.SetActive(isOn);
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}
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// 递归处理subbody中的path对应的物体,并设置子UI中的objToggle状态
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int index = 0;
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foreach (var subBodyPair in body.subBody)
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{
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Body3D.Body subBody = subBodyPair.Value;
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if (subContent.childCount > index)
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{
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Transform childToggleObj = subContent.GetChild(index);
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Toggle childObjToggle = childToggleObj.transform.Find("ToggleContent/Obj").GetComponent<Toggle>();
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childObjToggle.isOn = isOn; // 设置子UI中的objToggle状态
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Transform childSubContent = childToggleObj.transform.Find("SubContent");
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SetObjectVisibility(subBody, isOn, childSubContent);
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}
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index++;
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}
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}
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protected override void OnShow()
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{
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}
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protected override void OnHide()
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{
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}
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protected override void OnClose()
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{
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}
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}
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} |