旧工作内容移动至示例

This commit is contained in:
2025-06-09 17:05:49 +08:00
parent f2e0def54e
commit 303317eb64
52 changed files with 1652 additions and 7 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LRC
{
public class ConfigButton : ConfigSelectableItem
{
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
public Button targetButton;
public override bool AllowInput
{
get => base.AllowInput;
set
{
if (targetButton != null)
targetButton.interactable = !value;
base.AllowInput = value;
}
}
#endregion
#region ʵ<EFBFBD><EFBFBD>
protected override void SetValue(object newValue)
{
throw new System.NotImplementedException();
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(newValue, forceSet);
}
private bool _doOnce = false;
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
var name = component.transform.name;
if (name is not "button") return;
if (_doOnce)
{
Debug.LogError("<22><><EFBFBD><EFBFBD><EFBFBD>ظ<EFBFBD><D8B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>飺" + name);
return;
}
if (component is Button button)
{
_doOnce = true;
if (targetButton != null)
targetButton = button;
}
}
#endregion
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LRC
{
/// <summary>
/// һ<><D2BB><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>򣬽<EFBFBD>ʹ<EFBFBD>ø<EFBFBD><C3B8><EFBFBD>ֵ<EFBFBD><D6B5>ΪĬ<CEAA><C4AC>
/// </summary>
public class ConfigDigitalInputField : ConfigSelectableItem
{
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
#if UNITY_EDITOR
public float editorInput;
#endif
public TMP_InputField targetInput;
public Button digitalAddButton;
public Button digitalSubButton;
public double maxValue = 114514;
public double minValue = -114515;
public int digits = 6;
/// <summary>
/// <20><><EFBFBD><EFBFBD>
/// </summary>
public double delta = 1;
public override bool AllowInput
{
get => base.AllowInput;
set
{
if (targetInput != null)
targetInput.readOnly = !value;
if (digitalAddButton != null)
digitalAddButton.interactable = value;
if (digitalSubButton != null)
digitalSubButton.interactable = value;
base.AllowInput = value;
}
}
#endregion
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
protected override void OnValidate()
{
base.OnValidate();
#if UNITY_EDITOR
if (targetInput != null)
targetInput.text = editorInput.ToString();
#endif
}
protected override void Awake()
{
base.Awake();
if (ReferenceEquals(targetInput, null))
{
Debug.LogError($"{name}<7D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>Ŀ<EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD>Ԫ<EFBFBD>ز<EFBFBD><D8B2><EFBFBD><EFBFBD><EFBFBD>");
return;
}
targetInput.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInput.onValueChanged.AddListener(o =>
{
double value = 0;
if (double.TryParse(o, out value))
{
SetValue(value);
}
});
targetInput.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
if (!ReferenceEquals(digitalAddButton, null))
digitalAddButton.onClick.AddListener(delegate
{
SetValue(CastDigitalNumber(Value) + delta);
RefreshFormatValue(Value);
});
if (!ReferenceEquals(digitalSubButton, null))
digitalSubButton.onClick.AddListener(delegate
{
SetValue(CastDigitalNumber(Value) - delta);
RefreshFormatValue(Value);
});
}
#endregion
#region ʵ<EFBFBD><EFBFBD>
protected override void SetValue(object newValue)
{
base.SetValue(CastDigitalNumber(newValue, minValue, maxValue, digits));
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(CastDigitalNumber(newValue, minValue, maxValue, digits), forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
if (component is TMP_InputField inputField)
{
if (targetInput != null)
targetInput = inputField;
}
else if(component is Button button)
{
var name = component.transform.name;
switch (name)
{
case "subbutton":
case "SubButton":
if (digitalSubButton != null)
digitalSubButton = button;
break;
case "addbutton":
case "AddButton":
if (digitalAddButton != null)
digitalAddButton = button;
break;
}
}
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
targetInput.text = CastDigitalNumber(newValue).ToString(numberFormat);
}
#endregion
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace LRC
{
public class ConfigDropdown : ConfigSelectableItem
{
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
public TMP_Dropdown targetDropdown;
#endregion
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
protected override void Awake()
{
base.Awake();
targetDropdown.onValueChanged.AddListener(index =>
{
SetValue(index);
});
}
public void InitializationDropdown(IEnumerable<string> options)
{
targetDropdown.options = options
.Select(option => new TMP_Dropdown.OptionData(option)).ToList();
targetDropdown.RefreshShownValue();
if (IsValueInitNull)
RefreshValueWithoutEvent(0);
}
#endregion
#region ʵ<EFBFBD><EFBFBD>
protected override void SetValue(object newValue)
{
base.SetValue(CastIntNumber(newValue));
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(CastIntNumber(newValue), forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
var name = component.transform.name;
if (name is not "dropdown") return;
if (component is TMP_Dropdown dropdown)
{
if (targetDropdown != null)
targetDropdown = dropdown;
}
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
if (newValue == null)
return;
targetDropdown.value = CastIntNumber(newValue);
targetDropdown.RefreshShownValue();
}
#endregion
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI;
using XericLibrary.Runtime.CustomEditor;
using XericLibrary.Runtime.MacroLibrary;
namespace LRC
{
/// <summary>
/// һ<><D2BB><EFBFBD><EFBFBD><EFBFBD>ڻ<EFBFBD><DABB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD>
/// <code>
/// <20>ڴ<EFBFBD><DAB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E1B9A9>˫<EFBFBD><CBAB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ί<EFBFBD><CEAF><EFBFBD>޸ģ<DEB8><C4A3><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǡ<EFBFBD>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD>ʼ<EFBFBD><CABC>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD>ȡ<EFBFBD>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ǽ<EFBFBD><C7BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״η<D7B4><CEB7><EFBFBD><EFBFBD>ı<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>м<EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӱ<EFBFBD><D3B0>ֵ<EFBFBD><D6B5>
/// </code>
/// </summary>
public abstract class ConfigSelectableItem : MonoBehaviour
{
#region <EFBFBD><EFBFBD>̬<EFBFBD>¼<EFBFBD>
private static event Action<bool, bool> ForceUpdateAllConfigEvent;
/// <summary>
/// ǿ<><C7BF><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD>ij<EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>µ<EFBFBD><C2B5>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD><CABC>ʱ<EFBFBD><CAB1><EFBFBD>ⲿ<EFBFBD><E2B2BF><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
/// </summary>
/// <param name="resetDirty"></param>
public static void ForceUpdateAll(bool resetDirty = false, bool forceSet = false)
{
ForceUpdateAllConfigEvent?.Invoke(resetDirty, forceSet);
}
private static event Action ForceSetAllSourceValueEvent;
/// <summary>
/// ǿ<><C7BF><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD>ij<EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><C3B5>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7B0B4>Ӧ<EFBFBD>ð<EFBFBD>ťʱ<C5A5><CAB1>
/// </summary>
public static void ForceSetAllSourceValue()
{
ForceSetAllSourceValueEvent?.Invoke();
}
/// <summary>
/// <20><>ֵ<EFBFBD><EFBFBD>޸<EFBFBD>ʱ
/// </summary>
public static event Action<ConfigSelectableItem> OnAnyValueDirty;
/// <summary>
/// <20><><EFBFBD><EFBFBD>ֵ<EFBFBD>յ<EFBFBD><D5B5>޸<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD>ĺ<EFBFBD><C4BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>޸<EFBFBD>ǰ<EFBFBD><C7B0>ֵ
/// </summary>
public static event Action<ConfigSelectableItem, object> OnAnyValueChange;
#endregion
#region <EFBFBD><EFBFBD>̬<EFBFBD><EFBFBD>Ա
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD>أ<EFBFBD><D8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڼ<EFBFBD><DABC><EFBFBD>״̬ʱ<CCAC><CAB1><EFBFBD>ͻ<EFBFBD><CDBB><EFBFBD><EFBFBD>б<EFBFBD><D0B1><EFBFBD>ɾ<EFBFBD><C9BE><EFBFBD><EFBFBD>
/// </summary>
private static readonly List<ConfigSelectableItem> ConfigItemList = new List<ConfigSelectableItem>();
/// <summary>
/// <20><>Ŀ<EFBFBD>б<EFBFBD><D0B1><EFBFBD>Ч<EFBFBD><D0A7>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public static int ConfigItemListCount => ConfigItemList.Count;
/// <summary>
/// <20><>ȡ
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public static ConfigSelectableItem GetConfigItemByIndex(int index) => ConfigItemList[index];
public static IEnumerable<ConfigSelectableItem> ConfigItemLists => ConfigItemList;
private static bool autoUpdateValueAll;
/// <summary>
/// <20>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
/// </summary>
public static bool AutoUpdateValueAll
{
get => autoUpdateValueAll;
set
{
foreach (var item in ConfigItemList)
item.autoUpdateValue = value;
autoUpdateValueAll = value;
}
}
#endregion
#region ״̬
/// <summary>
/// <20><>ֵ<EFBFBD><EFBFBD>޸<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0A3AC><EFBFBD><EFBFBD><EFBFBD>ں<EFBFBD><DABA><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><D3A6><EFBFBD><EFBFBD><EFBFBD>п<EFBFBD><D0BF>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD>ı
/// <code>
/// <20><><EFBFBD><EFBFBD><E9A3BA><EFBFBD>ǿ<EFBFBD>ѡ<EFBFBD><D1A1>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̷<EFBFBD><CCB7><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD>޸<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>ұ<EFBFBD>OnValueChange<67><65><EFBFBD><EFBFBD><E7A3AC><EFBFBD>ڸ<EFBFBD>λ֮ǰֻ<C7B0><D6BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>Ρ<EFBFBD>
/// </code>
/// </summary>
public event Action<ConfigSelectableItem> OnValueDirty;
/// <summary>
/// <20><><EFBFBD><EFBFBD>ֵ<EFBFBD>յ<EFBFBD><D5B5>޸<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD>ĺ<EFBFBD><C4BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>޸<EFBFBD>ǰ<EFBFBD><C7B0>ֵ
/// <code>
/// <20><><EFBFBD><EFBFBD><E9A3BA><EFBFBD>ǿ<EFBFBD>ѡ<EFBFBD><D1A1>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̷<EFBFBD><CCB7><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD>޸<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD>ҳ<EFBFBD><D2B3>ˢ<EFBFBD>µĻ<C2B5><C4BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>еȴ<D0B5>
/// </code>
/// </summary>
public event Action<ConfigSelectableItem, object> OnValueChange;
/// <summary>
/// <20><><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD>޸<EFBFBD>ʱ
/// </summary>
public event Action<ConfigSelectableItem, object> OnEndEdit;
/// <summary>
/// <20><>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ֵ
/// <code>
/// <20><><EFBFBD><EFBFBD><E9A3BA><EFBFBD>DZ<EFBFBD>Ҫ<EFBFBD><D2AA>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˢ<EFBFBD><CBA2><EFBFBD>¼<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>á<EFBFBD>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ǽ<EFBFBD><C7BD>ⲿ<EFBFBD><E2B2BF>ֵ<EFBFBD><EFBFBD><E8B6A8><EFBFBD>ˡ<EFBFBD>
/// </code>
/// </summary>
public event Func<ConfigSelectableItem, object> GetSourceValue;
/// <summary>
/// <20><>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
/// <code>
/// <20><><EFBFBD><EFBFBD><E9A3BA><EFBFBD>DZ<EFBFBD>Ҫ<EFBFBD><D2AA>
/// <20><><EFBFBD><EFBFBD>Ӧ<EFBFBD><D3A6>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ForceSetAllSourceValue<75><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>á<EFBFBD>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ǽ<EFBFBD><C7BD>˴<EFBFBD><CBB4>Ľ<EFBFBD><C4BD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD>
/// <20><><EFBFBD><EFBFBD><E6A3BA>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ForceSetAllSourceValue<75><65>SetSourceValueRequest<73>ȷ<EFBFBD><C8B7><EFBFBD><EFBFBD><EFBFBD>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD>Լ<EFBFBD><D4BC>ڴ<EFBFBD><DAB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </code>
/// </summary>
public event Action<ConfigSelectableItem, object> SetSourceValue;
/// <summary>
/// <20><>ǰ<EFBFBD><C7B0><EFBFBD>Ե<EFBFBD><D4B5>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ
/// <code>
/// <20><><EFBFBD><EFBFBD><E9A3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD><D1A1>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>д<EFBFBD><D0B4><EFBFBD>Toggleʱ(<28><>ӦautoUpdateValueToggle<6C><65>Ŀ)
/// <20>˴<EFBFBD><CBB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4>ⲿ<EFBFBD><E2B2BF>ֵ<EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ѡֵ<D1A1><EFBFBD><E8B6A8><EFBFBD><EFBFBD>
/// </code>
/// </summary>
public event Func<ConfigSelectableItem, bool> GetSourceValueAutoUpdate;
/// <summary>
/// <20><>ǰ<EFBFBD><C7B0><EFBFBD>Ե<EFBFBD><D4B5>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// <code>
/// <20><><EFBFBD><EFBFBD><E9A3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD><D1A1>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>д<EFBFBD><D0B4><EFBFBD>Toggleʱ(<28><>ӦautoUpdateValueToggle<6C><65>Ŀ)
/// <20>˴<EFBFBD><CBB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><C3B5>ⲿ<EFBFBD><E2B2BF><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ѡֵ<D1A1><EFBFBD><E8B6A8><EFBFBD><EFBFBD>
/// </code>
/// </summary>
public event Action<bool> SetSourceValueAutoUpdate;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ(<28><>ֵӦ<D6B5>õ<EFBFBD><C3B5>Ĵ<EFBFBD><C4B4><EFBFBD>)
/// </summary>
public void SetSourceValueRequest()
{
SetSourceValue?.Invoke(this, Value);
}
#endregion
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
/// <summary>
/// <20><>Ŀ<EFBFBD><C4BF>Ӧ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD>tag
/// </summary>
[Rename("ӳ<><D3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")]
public string configTag;
/// <summary>
/// <20><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>Ч<EFBFBD><D0A7>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
[SerializeField]
[Rename("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")]
private bool allowInput = true;
/// <summary>
/// <20>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
/// </summary>
[SerializeField]
[Rename("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")]
private bool autoUpdateValue = true;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>£<EFBFBD><C2A3><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>״̬ѡ<CCAC><D1A1><EFBFBD><EFBFBD>״̬<D7B4><CCAC><EFBFBD><EFBFBD>
/// </summary>
[SerializeField]
[Rename("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>")]
private bool allowBlockUpdate = true;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>£<EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ɳ<EFBFBD><C9B3><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>ݽ<EFBFBD><DDBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
[SerializeField]
[Rename("<22><><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>")]
private bool forceBlockUpdate = false;
/// <summary>
/// <20><>ʽ<EFBFBD><CABD><EFBFBD>ı<EFBFBD>
/// </summary>
public string numberFormat = "0.##";
/// <summary>
/// <20><>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public TextMeshProUGUI titleLabel;
#if UNITY_EDITOR
[SerializeField]
#endif
private string titleTextContext;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public TextMeshProUGUI helpLabel;
#if UNITY_EDITOR
[SerializeField]
#endif
private string helpTextContext;
/// <summary>
/// <20><>λ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public TextMeshProUGUI unitLabel;
#if UNITY_EDITOR
[SerializeField]
#endif
private string unitTextContext;
/// <summary>
/// <20><>Ŀǰ<C4BF><C7B0>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>autoUpdateValue<75><65>Ӧ
/// </summary>
[Rename("<22>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>״̬ѡ<CCAC><D1A1>")]
public Toggle autoUpdateValueToggle;
/// <summary>
/// <20><>תѡ<D7AA><D1A1>״̬
/// </summary>
[Rename("<22><>ת<EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>°<EFBFBD>ť״̬")]
public bool autoUpdateValueToggleReversalState;
[Rename("<22><>ת<EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>״̬")]
public bool autoUpdateValueReversalState;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD>λ<EFBFBD><CEBB>
/// <20><><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD>¿<EFBFBD><C2BF><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>״̬
/// </summary>
[Rename("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD>λ")]
public bool dirtyAutoReset = false;
// ==== <20><><EFBFBD><EFBFBD> ==== //
/// <summary>
/// <20><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч
/// </summary>
public virtual bool AllowInput
{
get => allowInput;
set => allowInput = value;
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD>ʼ<EFBFBD><CABC>
/// </summary>
[HideInInspector]
public bool IsValueInitNull { get; private set; } = true;
// [Obsolete("<22><>ʹ<EFBFBD>÷<EFBFBD><C3B7><EFBFBD><EFBFBD><EFBFBD>")]
private bool _isDirty;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1>ǣ<EFBFBD><C7A3>״<EFBFBD><D7B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>й㲥
/// </summary>
private bool IsDirty
{
get => _isDirty;
set
{
if (_isDirty)
{
if (!value)
_isDirty = false;
return;
}
if (!value) return;
_isDirty = true;
OnAnyValueDirty?.Invoke(this);
OnValueDirty?.Invoke(this);
}
}
/// <summary>
/// <20><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>״̬<D7B4><CCAC><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC>ѡ<EFBFBD><D1A1>
/// <code>
/// Ϊ<><CEAA><EFBFBD><EFBFBD>д<EFBFBD><D0B4><EFBFBD><EFBFBD><E3A3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<D7B4>Ǻ<EFBFBD><C7BA>ⲿ<EFBFBD>ݴ<EFBFBD>ֵһ<D6B5>£<EFBFBD>
/// <20>˷<EFBFBD><CBB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>״̬<D7B4>ı<EFBFBD>׼<EFBFBD><D7BC><EFBFBD>ʡ<EFBFBD>
///
/// <20><><EFBFBD>ʽ<EFBFBD><CABD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>򲻽<EFBFBD><F2B2BBBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
/// <20><><EFBFBD><EFBFBD>Ӧ<EFBFBD><D3A6>ʹ<EFBFBD>ô˷<C3B4><CBB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB>ڲ<EFBFBD><DAB2><EFBFBD><EFBFBD>ʣ<EFBFBD><CAA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ⲿͨѶӦ<D1B6><D3A6>ʹ<EFBFBD><CAB9><EFBFBD>ֶΡ<D6B6>
///
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD><EFBFBD>ڲ<EFBFBD><DAB2>ж<EFBFBD>״̬תΪ<D7AA><CEAA><EFBFBD><EFBFBD>״̬<D7B4><CCAC>
/// Ӧ<><D3A6><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8>autoUpdateValueReversalStateתΪ<D7AA>ݴ<EFBFBD>ֵ<EFBFBD><D6B5>
/// Ȼ<><C8BB><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8>autoUpdateValueToggleReversalStateתΪ<D7AA><CEAA><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5>
/// </code>
/// </summary>
public bool AutoUpdateValue
{
get => autoUpdateValueReversalState ^ autoUpdateValue;
set
{
autoUpdateValue = value;
if (autoUpdateValueToggle != null)
autoUpdateValueToggle.isOn = autoUpdateValueToggleReversalState ^ value;
}
}
/// <summary>
/// <20><EFBFBD><E8B6A8><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public bool ForceBlockUpdate
{
get => forceBlockUpdate;
set => forceBlockUpdate = value;
}
/// <summary>
/// <20><>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD>
/// </summary>
public string TitleName
{
get => titleLabel.text;
set => titleLabel.text = value;
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>Ĭ<EFBFBD><C4AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><D3A6><EFBFBD>Dz<EFBFBD><C7B2><EFBFBD>ʾ<EFBFBD><CABE>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ر<EFBFBD><D8B1><EFBFBD>ʾ
/// </summary>
public string HelpName
{
get
{
if (helpLabel != null) return helpLabel.text;
return null;
}
set
{
if (helpLabel != null)
{
if (value != null)
{
helpLabel.text = value;
helpLabel.gameObject.SetActive(true);
}
else
helpLabel.gameObject.SetActive(false);
}
}
}
public string UnitName
{
get => unitLabel.text;
set => unitLabel.text = value;
}
[SerializeField]
// [Obsolete("<22><>ʹ<EFBFBD>÷<EFBFBD><C3B7><EFBFBD><EFBFBD><EFBFBD>")]
private object _value;
/// <summary>
/// <20><>Ŀֵ
/// </summary>
public object Value
{
get => _value;
protected set
{
if (IsValueInitNull && value != null)
IsValueInitNull = false;
_value = value;
}
}
// ==== <20>ݴ<EFBFBD> ==== //
public FieldInfo FieldInfo;
public Type FieldType;
#endregion
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
protected virtual void OnValidate()
{
if (titleLabel != null)
TitleName = titleTextContext;
if (helpLabel != null)
HelpName = helpTextContext;
if (unitLabel != null)
UnitName = unitTextContext;
}
protected virtual void Awake()
{
foreach (var child in transform.GetChildren())
{
var component = child.GetComponent<UIBehaviour>();
if (component != null)
Initialization_ChildConstruction(component);
}
Initialization_EventBinding();
}
protected virtual void OnEnable()
{
ConfigItemList.Add(this);
ForceUpdateAllConfigEvent += ForceUpdate;
ForceSetAllSourceValueEvent += SetSourceValueRequest;
if (dirtyAutoReset)
IsDirty = false;
}
protected virtual void OnDisable()
{
ConfigItemList.Remove(this);
ForceUpdateAllConfigEvent -= ForceUpdate;
ForceSetAllSourceValueEvent -= SetSourceValueRequest;
}
protected virtual void Start()
{
ForceUpdate(true);
}
private void Update()
{
if (IsValueInitNull || (AutoUpdateValue && !(allowBlockUpdate && forceBlockUpdate)))
{
ForceUpdate();
}
}
private void OnDestroy()
{
ForceUpdateAllConfigEvent -= ForceUpdate;
}
#endregion
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD>
protected static double CastDigitalNumber(object newValue)
{
if (double.TryParse(newValue.ToString(), out var value))
{
return value;
}
return -1;
}
/// <summary>
/// ת<><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD>ͣ<EFBFBD><CDA3><EFBFBD>ֵǯ<D6B5><C7AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="newValue"></param>
/// <param name="minValue"></param>
/// <param name="maxValue"></param>
/// <param name="digits"></param>
/// <returns></returns>
protected static double CastDigitalNumber(object newValue, double minValue, double maxValue, int digits)
{
// var resultValue = newValue switch
// {
// bool boolValue => boolValue ? 1 : 0,
// short intValue => intValue,
// int intValue => intValue,
// long intValue => intValue,
// float floatValue => Math.Round(floatValue, digits),
// double doubleValue => Math.Round(doubleValue, digits),
// _ => 0
// };
#if UNITY_EDITOR
if (newValue == null)
{
Debug.LogError($"<22><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:Ŀ<><C4BF><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD>ڷ<EFBFBD><DAB7><EFBFBD><EFBFBD><EFBFBD>ֵʱ<D6B5><CAB1>ǰ<EFBFBD>˳<EFBFBD>");
return -1;
}
#endif
if (double.TryParse(newValue.ToString(), out var value))
{
var resultValue = Math.Round(value, digits);
return Math.Clamp(resultValue, minValue, maxValue);
}
Debug.LogError($"<22><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:{newValue}<7D><><EFBFBD>ܲ<EFBFBD><DCB2><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD>ֵ");
return -1;
}
protected static int CastIntNumber(object newValue)
{
var resultValue = Convert.ToInt32(newValue);
return resultValue;
}
protected static Vector2 CastVector2(object newValue)
{
return newValue switch
{
Vector2 vec2Value => vec2Value,
System.Numerics.Vector2 sysVec2Value => new Vector2(sysVec2Value.X, sysVec2Value.Y),
_ => Vector2.zero
};
}
protected static Vector3 CastVector3(object newValue)
{
return newValue switch
{
Vector3 vec3Value => vec3Value,
System.Numerics.Vector3 sysVec3Value => new Vector3(sysVec3Value.X, sysVec3Value.Y, sysVec3Value.Z),
_ => Vector3.zero
};
}
#endregion
#region <EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// <summary>
/// <20><>ѡ<EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD><CABC>
/// </summary>
/// <param name="autoUpdateValue"><3E><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD></param>
protected void Initialization(bool autoUpdateValue = true)
{
AutoUpdateValue = autoUpdateValue;
}
private bool _doOnce = false;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԣ<EFBFBD><D4A3>ڳ<EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>У<EFBFBD>ͨ<EFBFBD><CDA8>ʶ<EFBFBD><CAB6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
protected virtual void Initialization_ChildConstruction(UIBehaviour component)
{
// <20><><EFBFBD>ٽڵ<D9BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
var name = component.gameObject.name;
// <20><>ʼ<EFBFBD><CABC><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>¶Թ<C2B6>
if (name == "toggle" && component is Toggle toggle)
{
if (autoUpdateValueToggle == null)
autoUpdateValueToggle = toggle;
return;
}
if (name is not ("title" or "name")) return;
if (_doOnce)
{
Debug.LogError("<22><><EFBFBD><EFBFBD><EFBFBD>ظ<EFBFBD><D8B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>飺" + name);
return;
}
if (component is TextMeshProUGUI textMeshProUGUI)
{
_doOnce = true;
if (titleLabel != null)
titleLabel = textMeshProUGUI;
}
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD>ڳ<EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>̬<EFBFBD>󶨵İ<F3B6A8B5><C4B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
protected virtual void Initialization_EventBinding()
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Σ<EFBFBD><CEA3>¼<EFBFBD><C2BC><EFBFBD>Ҫ<EFBFBD><D2AA>ע<EFBFBD><D7A2>
if (autoUpdateValueToggle != null)
{
autoUpdateValueToggle.onValueChanged.AddListener(a =>
{
autoUpdateValue = autoUpdateValueToggleReversalState ^ a;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD>ֶ<EFBFBD>
SetSourceValueAutoUpdate?.Invoke(autoUpdateValue);
// <20><><EFBFBD>ܲ<EFBFBD><DCB2><EFBFBD><EFBFBD><EFBFBD>
// OnValueDirty?.Invoke(this);
});
}
}
#endregion
#region <EFBFBD><EFBFBD><EFBFBD>·<EFBFBD><EFBFBD><EFBFBD>
/// <summary>
/// <20><><EFBFBD>º<EFBFBD><C2BA><EFBFBD>
/// <code>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>̵<EFBFBD><CCB5><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ǿ<EFBFBD><C7BF>ˢ<EFBFBD><CBA2><EFBFBD><EFBFBD><EFBFBD>еĹ<D0B5><C4B9>ܣ<EFBFBD><DCA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>򲻻<EFBFBD><F2B2BBBB><EFBFBD><EFBFBD>κ<EFBFBD><CEBA><EFBFBD>Ϊ<EFBFBD><CEAA>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>ӱ<EFBFBD><D3B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>и<EFBFBD><D0B8>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̲<EFBFBD><CCB2><EFBFBD>ֵ<EFBFBD><D6B5>ȡ<EFBFBD>ص<EFBFBD><D8B5><EFBFBD>
/// </code>
/// </summary>
public virtual void ForceUpdate(bool resetDirty = false, bool forceSet = false)
{
if (resetDirty)
IsDirty = false;
var value = GetSourceValue?.Invoke(this);
if (value == null)
return ;
RefreshValueWithoutEvent(value, forceSet);
RefreshAutoUpdateValue();
}
/// <summary>
/// <20><><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><C2BC><EFBFBD>ͨ<EFBFBD><CDA8><EFBFBD>ɽ<EFBFBD><C9BD><EFBFBD><E6B7A2><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>½<EFBFBD><C2BD><EFBFBD>
/// </summary>
/// <param name="newValue"></param>
protected virtual void SetValue(object newValue)
{
if (Value == newValue)
return;
var lastValue = Value;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBA3AC><EFBFBD><EFBFBD>λΪ<CEBB><CEAA><EFBFBD>ڵ<EFBFBD>ֵ
if (!allowInput)
RefreshValueWithoutEvent(Value);
else
{
Value = newValue;
IsDirty = true;
OnAnyValueChange?.Invoke(this, lastValue);
OnValueChange?.Invoke(this, lastValue);
}
}
/// <summary>
/// <20><><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>ý<EFBFBD><C3BD>н<EFBFBD><D0BD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD>¡<EFBFBD>
/// </summary>
/// <param name="newValue"></param>
/// <param name="forceSet"></param>
public virtual void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
if (!AutoUpdateValue && !forceSet)
return;
if (newValue == null)
return;
if (Value != null && (Value.ToString() == newValue.ToString()))
return;
Value = newValue;
RefreshFormatValue(newValue);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>״̬
/// </summary>
protected void RefreshAutoUpdateValue()
{
var isSourceValueAutoUpdate = GetSourceValueAutoUpdate?.Invoke(this);
if (isSourceValueAutoUpdate != null)
AutoUpdateValue = isSourceValueAutoUpdate.Value;
}
/// <summary>
/// ˢ<>¸<EFBFBD>ʽ<EFBFBD><CABD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>ˢ<EFBFBD><CBA2>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
protected virtual void RefreshFormatValue(object newValue)
{
}
protected void WhenStartEdit()
{
// Debug.Log("<22><>ʼ<EFBFBD>༭");
ForceBlockUpdate = true;
}
/// <summary>
/// <20><>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><CFA3>򽹵<EFBFBD><F2BDB9B5>Ƴ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>á<EFBFBD>
/// </summary>
protected void WhenEndEdit()
{
// Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD>༭");
ForceBlockUpdate = false;
OnEndEdit?.Invoke(this, Value);
}
#endregion
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>¸<EFBFBD>ѡ<EFBFBD>򣬲<EFBFBD><F2A3ACB2><EFBFBD><E8B6A8>ǰ<EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="autoUpdateValue"></param>
public void DestroyAutoUpdateValue(bool autoUpdateValue)
{
Destroy(autoUpdateValueToggle.gameObject);
this.autoUpdateValue = autoUpdateValueReversalState ^ autoUpdateValue;
}
#endregion
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LRC
{
/// <summary>
/// һ<><D2BB><EFBFBD><EFBFBD>ͨ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public class ConfigTextInputField : ConfigSelectableItem
{
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
#if UNITY_EDITOR
public string editorInput;
#endif
public TMP_InputField targetInput;
public override bool AllowInput
{
get => base.AllowInput;
set
{
if (targetInput != null)
targetInput.readOnly = !value;
base.AllowInput = value;
}
}
#endregion
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
protected override void OnValidate()
{
base.OnValidate();
#if UNITY_EDITOR
if (targetInput != null)
targetInput.text = editorInput;
#endif
}
protected override void Awake()
{
base.Awake();
targetInput.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInput.onValueChanged.AddListener(o =>
{
if(double.TryParse(o, out var value))
SetValue(value);
});
targetInput.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
}
#endregion
#region ʵ<EFBFBD><EFBFBD>
protected override void SetValue(object newValue)
{
base.SetValue(newValue);
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(newValue, forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
if (component is TMP_InputField inputField)
{
if (targetInput != null)
targetInput = inputField;
}
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
targetInput.text = newValue.ToString();
}
#endregion
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace LRC
{
/// <summary>
/// <20><>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E9A3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><C7B0>Ч<EFBFBD><D0A7>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊֵ<CEAA><D6B5>
/// </summary>
public class ConfigToggleGroup : ConfigSelectableItem
{
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
public ToggleGroup targetToggle;
public List<Toggle> toggles;
#endregion
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
protected override void Awake()
{
base.Awake();
for (int i = 0; i < toggles.Count; i++)
{
void BuildInGroupInit()
{
var index = i;
var toggle = toggles[i];
toggle.onValueChanged.AddListener(a =>
{
if (a)
SetValue(index);
});
}
BuildInGroupInit();
}
}
#endregion
#region ʵ<EFBFBD><EFBFBD>
protected override void SetValue(object newValue)
{
base.SetValue(CastIntNumber(newValue));
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(CastIntNumber(newValue), forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
if (component is Toggle toggle &&
!toggles.Contains(toggle))
toggles.Add(toggle);
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
var newIndex = CastIntNumber(newValue);
// var index = 0;
// foreach (var toggle in targetToggle.ActiveToggles())
// {
// if (newIndex != index++)
// continue;
// toggle.isOn = true;
// Debug.Log(TitleName +":<3A><><EFBFBD>ò<EFBFBD><C3B2><EFBFBD><EFBFBD><EFBFBD>Ŀ");
// }
toggles[newIndex].SetIsOnWithoutNotify(true);
}
#endregion
}
}

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@@ -0,0 +1,38 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace LRC
{
[AttributeUsage(AttributeTargets.Field)]
public class ConfigTypeOverrideAttribute : PropertyAttribute
{
public readonly string TypeName;
public ConfigTypeOverrideAttribute(string name)
{
TypeName = name;
}
/// <summary>
/// <20><><EFBFBD>Ի<EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD>е<EFBFBD>rename<6D><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="field"></param>
/// <param name="name">ͨ<><CDA8><EFBFBD><EFBFBD><EFBFBD>Ի<EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ƣ<EFBFBD><C6A3><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD>Ϊԭ<CEAA><D4AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <returns><3E>Ƿ<EFBFBD><C7B7>ɹ<EFBFBD>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD><EFBFBD>Ի<EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD>ƣ<EFBFBD><C6A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></returns>
public static bool TryGetMemberName(FieldInfo field, out string name)
{
if (field.GetCustomAttribute(typeof(ConfigTypeOverrideAttribute)) is ConfigTypeOverrideAttribute rename)
{
name = rename.TypeName;
return true;
}
name = field.FieldType.Name;
return false;
}
}
}

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@@ -0,0 +1,129 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LRC
{
public class ConfigVec2InputField : ConfigSelectableItem
{
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
#if UNITY_EDITOR
public Vector2 editorInput;
#endif
public TMP_InputField targetInputX;
public TMP_InputField targetInputY;
public override bool AllowInput
{
get => base.AllowInput;
set
{
if (targetInputX != null)
targetInputX.readOnly = !value;
if (targetInputY != null)
targetInputY.readOnly = value;
base.AllowInput = value;
}
}
#endregion
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
protected override void OnValidate()
{
base.OnValidate();
#if UNITY_EDITOR
if (targetInputX != null)
targetInputX.text = editorInput.x.ToString();
if (targetInputY != null)
targetInputY.text = editorInput.y.ToString();
#endif
}
protected override void Awake()
{
base.Awake();
targetInputX.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInputY.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInputX.onValueChanged.AddListener(a =>
{
var value = CastVector3(Value);
value.x = float.Parse(a);
SetValue(value);
});
targetInputY.onValueChanged.AddListener(a =>
{
var value = CastVector3(Value);
value.y = float.Parse(a);
SetValue(value);
});
targetInputX.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
targetInputY.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
}
#endregion
#region ʵ<EFBFBD><EFBFBD>
protected override void SetValue(object newValue)
{
base.SetValue(CastVector2(newValue));
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(CastVector2(newValue), forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
var name = component.transform.name;
if (component is not TMP_InputField inputField)
return;
switch (name)
{
case "inputx":
case "inputX":
if (targetInputX != null)
targetInputX = inputField;
break;
case "inputy":
case "inputY":
if (targetInputY != null)
targetInputY = inputField;
break;
default:
break;
}
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
var value = CastVector2(newValue);
targetInputX.text = value.x.ToString(numberFormat);
targetInputY.text = value.y.ToString(numberFormat);
}
#endregion
}
}

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@@ -0,0 +1,158 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LRC
{
public class ConfigVec3InputField : ConfigSelectableItem
{
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
#if UNITY_EDITOR
public Vector3 editorInput;
#endif
public TMP_InputField targetInputX;
public TMP_InputField targetInputY;
public TMP_InputField targetInputZ;
public override bool AllowInput
{
get => base.AllowInput;
set
{
if (targetInputX != null)
targetInputX.readOnly = !value;
if (targetInputY != null)
targetInputY.readOnly = value;
if (targetInputZ != null)
targetInputZ.readOnly = value;
base.AllowInput = value;
}
}
#endregion
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
protected override void OnValidate()
{
base.OnValidate();
#if UNITY_EDITOR
if (targetInputX != null)
targetInputX.text = editorInput.x.ToString();
if (targetInputY != null)
targetInputY.text = editorInput.y.ToString();
if (targetInputZ != null)
targetInputZ.text = editorInput.z.ToString();
#endif
}
protected override void Awake()
{
base.Awake();
targetInputX.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInputY.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInputZ.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInputX.onValueChanged.AddListener(a =>
{
var value = CastVector3(Value);
value.x = float.Parse(a);
SetValue(value);
});
targetInputY.onValueChanged.AddListener(a =>
{
var value = CastVector3(Value);
value.y = float.Parse(a);
SetValue(value);
});
targetInputZ.onValueChanged.AddListener(a =>
{
var value = CastVector3(Value);
value.z = float.Parse(a);
SetValue(value);
});
targetInputX.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
targetInputY.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
targetInputZ.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
}
#endregion
#region ʵ<EFBFBD><EFBFBD>
protected override void SetValue(object newValue)
{
base.SetValue(CastVector3(newValue));
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(CastVector3(newValue), forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
var name = component.transform.name;
if (component is not TMP_InputField inputField)
return;
switch (name)
{
case "inputx":
case "inputX":
if (targetInputX != null)
targetInputX = inputField;
break;
case "inputy":
case "inputY":
if (targetInputY != null)
targetInputY = inputField;
break;
case "inputz":
case "inputZ":
if (targetInputZ != null)
targetInputZ = inputField;
break;
default:
break;
}
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
var value = CastVector3(newValue);
targetInputX.text = value.x.ToString(numberFormat);
targetInputY.text = value.y.ToString(numberFormat);
targetInputZ.text = value.z.ToString(numberFormat);
}
#endregion
}
}

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@@ -5,11 +5,17 @@
"unity": "2021.3",
"description": "这是一个规范基础用例的扩展库,主要提供以下功能\r\n\r\n▪ 编程支持:函数平滑、多项式计算、权重拟合、过程分级、工业控制、曲线绘制、路径设置、对象控制、迭代扩展、空间变换、独特结构、文本格式、类型转换、机器编码、开发调试、动态生成、几何创建、快速池化、导航寻路、隔离控制、隔离输入、语义化委托、反射超驰、数学常数、单位换算、排序算法、程序调用、网络连接等。\r\n\r\n▪常用脚本游戏交互、界面适配、弱扩展、绘制工厂、SQL扩展。\r\n\r\n▪编辑器界面AI对话Deepseek、脚本蓝图需要XericBlueprintGraph、蓝图UI搭建需要XericUIGraph、调试工具集需要Digital Twin Tool\r\n\r\n需要注意插件内如果涉及多平台切换可能会提供多种自动或手动的切换方案或默认使用windows平台请注意辨别。\r\n\r\n建议添加ODin插件便于呈现更多界面功能。\r\n\r\n更多详细内容说明请翻阅README文档由于插件内含操作较多手册存在缺漏部分说明内容仍需完善还请见谅。\r\n如果发现任何问题包括版本兼容性计算错误调用错误使用问题都可以通过发布页Issues或其他联系方式找我获得帮助。",
"type": "library",
"hideInEditor": false,
"samples": [
{
"displayName": "空示例",
"description": "这个人很懒……",
"path": "Samples~/Example"
"displayName": "自动化配置界面UI",
"description": "适用于自动化菜单界面生成的解决方案",
"path": "Samples~/ConfigUIElement"
},
{
"displayName": "轨迹线路预设脚本",
"description": "适用于平面线路绘制及导航的一种解决方案",
"path": "Samples~/HorizonLineOrbit"
}
]
}