using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Deconstruction.UI.Interface;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Pool;
using UnityEngine.Serialization;
using UnityEngine.UI;
using XericLibrary.Runtime.CustomEditor;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector;
#endif
#if UNITY_EDITOR && ODIN_INSPECTOR
using Sirenix.Utilities.Editor;
#endif
using Object = UnityEngine.Object;
namespace XericLibrary.Runtime.MacroLibrary
{
///
/// UI相关的扩展
///
public static class MacroUI
{
#region toggle 扩展
private static FieldInfo togglesFieldInfo = typeof(ToggleGroup).GetField("m_Toggles",
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
///
/// 获取给定单选项组中的所有单选项目
///
///
/// 注意:操作具有一定的危险性,你可以自行制作这个列表对象的拷贝,但注意不要直接对返回的列表对象进行操作。
///
///
///
///
///
///
public static List GetToggles(this ToggleGroup toggleGroup)
{
if (toggleGroup == null)
{
throw new ArgumentNullException(nameof(toggleGroup));
}
if (togglesFieldInfo == null)
{
throw new InvalidOperationException("Unable to access the 'm_Toggles' field.");
}
var toggles = togglesFieldInfo.GetValue(toggleGroup) as List;
if (toggles == null)
{
throw new InvalidCastException("The 'm_Toggles' field is not of type List.");
}
return toggles;
// return (List)togglesFieldInfo.GetValue(toggleGroup);
}
///
/// 获取当前单选项组中激活的索引
///
///
///
[Obsolete("索引依赖单选项自身在大纲中的顺序,在运行时顺序可能与编辑时不一致,请使用ToggleMapping")]
public static int GetActiveToggleIndex(this ToggleGroup toggleGroup)
{
var index = -1;
foreach (var toggle in toggleGroup.GetToggles())
{
index++;
if (toggle.isOn)
return index;
}
return -1;
}
///
/// 获取当前单选项组的数量
///
///
///
public static int GetToggleCount(this ToggleGroup toggleGroup)
{
return toggleGroup.GetToggles().Count;
}
///
/// 在单选项组上注册一个事件,当组中的任意成员变成激活状态时调用(其他的不会发生调用)。
///
///
///
public static void OnToggleGroupChangeEvent(this ToggleGroup toggleGroup, Action onToggleChange)
{
foreach (var toggle in toggleGroup.GetToggles())
{
toggle.onValueChanged.AddListener(a =>
{
if (!a) return;
onToggleChange?.Invoke(toggle);
});
}
}
///
/// 清空单选项组中的所有事件(与注册所有事件对应,但那个事件没法单独注销)
///
///
public static void RemoveToggleGroupChangeEvent(this ToggleGroup toggleGroup)
{
foreach (var toggle in toggleGroup.GetToggles())
{
toggle.onValueChanged.RemoveAllListeners();
}
}
#region toggle 索引
[Serializable]
public class ToggleValueMapping : ToggleMapping
{
#region 事件委托
public Action OnAnyToggleValueSwitchOn;
#endregion
#region 字段属性
#if ODIN_INSPECTOR
[SerializeField, LabelText("编辑单选项目值")]
#endif
private List toggleValue;
#endregion
public override void BakeToggleGroupItems()
{
base.BakeToggleGroupItems();
if (toggleValue is not { Count: > 0 } || toggleValue.Count != toggleList.Count)
{
toggleValue = new List();
for (var i = 0; i < toggleList.Count; i++)
toggleValue.Add(default(T));
}
}
public T GetValueByIndex(int index)
{
if (toggleValue is not { Count: > 0 } || index < 0 || index >= toggleValue.Count)
return default;
return toggleValue[index];
}
protected override void ToggleRegister(Toggle t)
{
base.ToggleRegister(t);
OnAnyToggleValueSwitchOn?.Invoke(t, GetValueByIndex(GetIndex(t)));
}
}
///
/// toggle映射集
///
/// toggle映射集必须使用unity序列化管理,否则和直接使用toggleGroup没区别,目的是解决toggleGroup在打包后大纲视图的索引可能发生错位的问题。
///
///
[Serializable]
public class ToggleMapping : IEnumerable, IHierarchyControl
{
#region 事件委托
///
/// 在单选项目切换时产生回调,返回选中的单选项目在组中的引用
///
public Action OnAnyToggleSwitchOn;
///
/// 在单选项目切换时产生回调,返回选中的单选项目在组中的索引
///
public Action OnAnyToggleIndexSwitchOn;
#endregion
#region 字段属性
#if ODIN_INSPECTOR
[LabelText("单选组")]
#endif
public ToggleGroup ToggleGroup;
#if ODIN_INSPECTOR
[LabelText("编辑单选项目顺序")]
#endif
[SerializeField]
protected List toggleList = new List();
protected bool ToggleListInvalid => toggleList is not { Count: > 0 };
public List ToggleList
{
get
{
#if UNITY_EDITOR
if (!Application.isPlaying)
return toggleList;
#endif
if (_mappingDirty || ToggleListInvalid)
{
BakeToggleGroupItems();
_mappingDirty = false;
}
if (_noInit)
{
_noInit = false;
Initialize();
}
return toggleList;
}
}
///
/// 获取索引下的单选项组件
///
///
public Toggle this[int index] => ToggleList[index];
public int Count => ToggleList.Count;
///
/// 直接获取缓存选中索引
///
public int CurrentSelectIndex => _nowSelectToggleIndex;
///
/// 选中项目实例
///
public Toggle CurrentSelectToggle => _nowSelectToggleIndex < 0 || _nowSelectToggleIndex > ToggleList.Count
? null
: ToggleList[_nowSelectToggleIndex];
///
/// 允许清空选项的选中状态
///
public bool AllowSwitchOff
{
get => ToggleGroup.allowSwitchOff;
set => ToggleGroup.allowSwitchOff = value;
}
// 映射关系脏
private bool _mappingDirty = false;
// 未初始化
private bool _noInit = true;
// 当前选中的项目
private int _nowSelectToggleIndex = -1;
// 在任意选项选中时复位允许反选toggle的功能
private bool _resetAllowToggleOffAtAnyIsOn;
#endregion
#region 结构更新
///
/// 烘焙单选项组
///
///
/// 注意不要再这里面使用ToggleList
///
#if ODIN_INSPECTOR
[HorizontalGroup("GetGroup"), Button("GetGroup")]
#endif
public virtual void BakeToggleGroupItems()
{
if (ToggleGroup == null)
{
if (ToggleListInvalid)
{
Debug.LogError("未指定单选项目组中的任何引用成员,无法初始化");
return;
}
var validToggle = toggleList.FirstOrDefault(a => a.group != null);
if (validToggle != null)
{
ToggleGroup = validToggle.group;
Debug.LogWarning("未指定单选项目组中的任何引用成员,但使用成员代偿");
}
else
{
Debug.LogError("未指定单选项目组中的任何引用成员,且无法利用成员代偿");
return;
}
}
List tempToggleList = null;
#if UNITY_EDITOR
if (!Application.isPlaying)
{
if (!ToggleGroup.gameObject.activeInHierarchy)
{
var tempParents = ToggleGroup.transform.GetParents()
.Select(a => a.GetActivity()).ToList();
ToggleGroup.gameObject.SetActivityInHierarchy(true);
tempToggleList = ToggleGroup.GetToggles();
ToggleGroup.transform.GetParents()
.Zip(tempParents, (go, act) => (go, act))
.ForEachDo(a => a.go.SetActivity(a.act));
if (tempToggleList is not { Count: > 0 })
Debug.LogError("无法获取ToggleGroup中的成员,可能由于toggleGroup被隐藏导致其无法初始化");
}
else
tempToggleList = ToggleGroup.GetToggles();
}
else
#endif
{
if (!ToggleGroup.gameObject.activeInHierarchy && ToggleListInvalid)
Debug.LogError(
$"当前运行状态导致无法直接获取ToggleGroup中的成员,且运行时我无法自行决定目标ToggleGroup({ToggleGroup.name})所属生命周期,请提前在编辑器中对相关状态进行烘焙");
else
tempToggleList = ToggleGroup.GetToggles();
}
// 需要注意的是,这里不能随意释放掉原来的选项列表
if (tempToggleList is { Count: > 0 })
toggleList = tempToggleList;
}
#if ODIN_INSPECTOR
[HorizontalGroup("GetGroup"), Button("GetGroup(Sort)")]
#endif
public void BakeSortToggelGroupItems()
{
BakeToggleGroupItems();
if (ToggleListInvalid)
toggleList = MacroSort.FullCharacterOrderSort(toggleList, a => a.name)
.ToList();
}
#if ODIN_INSPECTOR
[HorizontalGroup("GetGroup"), Button("GetGroup(Reverse Sort)")]
#endif
public void BakeReverseSortToggelGroupItems()
{
BakeToggleGroupItems();
if (ToggleListInvalid)
toggleList = MacroSort.FullCharacterOrderSort(toggleList, a => a.name)
.Reverse()
.ToList();
}
#if ODIN_INSPECTOR
[HorizontalGroup("GetGroup"), Button("SaveGroup")] [DisableInEditorMode]
#endif
[Obsolete("正常流程单选项组中的标签已经呈现了必要对象,无需重新设置")]
public void SetToggelGroupItems()
{
if (!ToggleGroup.gameObject.activeInHierarchy)
{
Debug.LogWarning("编组尚未激活,成员与实际可能存在差异。");
return;
}
var realToggleGroup = ToggleGroup.GetToggles();
if (ToggleListInvalid || toggleList.Count != realToggleGroup.Count)
{
Debug.LogError("编组无效,或编组成员与实际不符");
return;
}
Debug.Log("编组设置成功");
}
public void Initialize()
{
// 啥也没有,压根没用这部分功能,用不着初始化。
if (ToggleGroup == null && toggleList.Count <= 0)
return;
// 防呆
if (toggleList.Count <= 0)
{
var toggles = ToggleGroup.GetToggles();
if (toggles.Count != toggleList.Count)
{
toggleList = toggles;
Debug.LogWarning($"在初始化单选项组时,{ToggleGroup.name}并未预先指定索引顺序,将默认使用大纲顺序。");
}
if (toggles.Count <= 0)
{
Debug.LogWarning("在初始化单选项组时,目标单选项组为空");
return;
}
}
// 防空
toggleList = toggleList.Where(a => a != null).ToList();
// 防傻
if (ToggleGroup == null)
ToggleGroup = toggleList.FirstOrDefault(a => a.group != null)?.group;
if (ToggleGroup == null)
{
ToggleGroup = toggleList[0].transform.parent.gameObject.AddComponent();
foreach (var toggle in toggleList)
toggle.group = ToggleGroup;
}
// 事件初始化
for (var i = 0; i < toggleList.Count; i++)
{
var toggle = toggleList[i];
ToggleAddEvent(toggle);
if (_nowSelectToggleIndex < 0 && toggle.isOn)
_nowSelectToggleIndex = i;
}
if (_noInit)
{
// 如果不允许为空的情况下还为空,那就默认标记一个
if (!ToggleGroup.allowSwitchOff && _nowSelectToggleIndex < 0)
SetToggleOnWithoutNotify(0);
SetToggelGroupItems();
}
_mappingDirty = false;
_noInit = false;
}
#endregion
#region 初始化 和 增删改查
///
/// 添加一个toggle
///
///
/// 返回toggle的索引
public int AddToggle(Toggle t)
{
ToggleAddEvent(t);
var resultIndex = ToggleList.Count;
ToggleList.Add(t);
return resultIndex;
}
///
/// 移除一个toggle,这不会影响其他toggle的索引,但此处移除的位置会为空。
///
/// 注意mapping管理的toggle在移除后会被清空事件
/// 此举这不会销毁toggle。
///
///
///
/// 是否成功移除toggle
public bool RemoveToggle(Toggle t)
{
var index = ToggleList.IndexOf(t);
if (index < 0)
return false;
t.onValueChanged.RemoveAllListeners();
ToggleList[index] = null;
return true;
}
///
/// 清除toggle
///
/// 是否同时销毁所有toggle
public void CleanToggle(bool allowDestroy)
{
foreach (var t in ToggleList)
{
t.onValueChanged.RemoveAllListeners();
if (allowDestroy)
Object.Destroy(t);
}
ToggleList.Clear();
}
#endregion
#region 事件流程
///
/// 强制标记映射关系脏,在下次运行时将自动按需更新
///
public void SetDirty()
{
_mappingDirty = true;
}
///
/// 查找当前选中实例在列表中的索引位置
///
public int CurrentSelectToggleIndex()
{
for (var i = 0; i < ToggleList.Count; i++)
{
if (!ToggleList[i].isOn) continue;
_nowSelectToggleIndex = i;
return _nowSelectToggleIndex;
}
return -1;
}
///
/// toggle注册的事件,只有当按下时才需要调用此事件。
///
///
private void ToggleAddEvent(Toggle t)
{
t.onValueChanged.RemoveListener(Listener);
t.onValueChanged.AddListener(Listener);
return;
void Listener(bool b)
{
if (b) ToggleRegister(t);
}
}
///
/// toggle注册的事件,只有当按下时才需要调用此事件。
///
///
protected virtual void ToggleRegister(Toggle t)
{
TryResetToggleGroupAutoOff();
_nowSelectToggleIndex = GetIndex(t);
OnAnyToggleSwitchOn?.Invoke(t);
OnAnyToggleIndexSwitchOn?.Invoke(_nowSelectToggleIndex);
}
///
/// 获取toggle代表的索引
///
///
/// 如果这个toggle不存在于当前的单选项组中,返回-1
public int GetIndex(Toggle target)
{
if (target == null)
{
Debug.LogError("无法查询空toggle的索引");
return 0;
}
var index = ToggleList.IndexOf(target);
if (index >= 0)
return index;
Debug.LogError($"无法查询 {target.name} 在当前单选项组中的索引。");
return 0;
}
///
/// 获取toggle代表的索引, 如果toggle不存在于这个映射集中,将返回否
///
///
///
///
public bool TryGetIndex(Toggle target, out int index)
{
index = ToggleList.IndexOf(target);
return index >= 0;
}
///
/// 设置单选项激活
///
///
public void SetToggleOn(Toggle target)
{
target.isOn = true;
TryResetToggleGroupAutoOff();
}
///
/// 设置单选项激活
///
///
public void SetToggleOn(int index)
{
if (0 <= index && index < ToggleList.Count)
{
SetToggleOn(ToggleList[index]);
}
}
///
/// 设置单选项激活
///
///
public void SetToggleOnWithoutNotify(Toggle target)
{
_nowSelectToggleIndex = GetIndex(target);
TryResetToggleGroupAutoOff();
target.SetIsOnWithoutNotify(true);
}
///
/// 设置单选项激活
///
///
public void SetToggleOnWithoutNotify(int index)
{
if (0 <= index && index < ToggleList.Count)
{
SetToggleOnWithoutNotify(ToggleList[index]);
}
}
///
/// 将整个单选项组复位,这同时会标记单选项组上的允许取消操作。
/// 在下次选中标签时,会自动复位这个标记,确保全部反选的状态仅出现一次。
///
#if ODIN_INSPECTOR
[Button("ResetAllToggleOff")]
#endif
public void ResetGroupAllToggleOff()
{
_nowSelectToggleIndex = -1;
if (ToggleGroup == null)
{
Debug.LogError("单选项组不存在...");
}
if (!ToggleGroup.allowSwitchOff)
{
_resetAllowToggleOffAtAnyIsOn = true;
ToggleGroup.allowSwitchOff = true;
}
ToggleList.ForEachDo(a => a.SetIsOnWithoutNotify(false));
}
///
/// 如果此次按下是发生在全部反选之后的首次操作,那么关闭允许关闭的操作。
///
private void TryResetToggleGroupAutoOff()
{
if (_resetAllowToggleOffAtAnyIsOn)
{
_resetAllowToggleOffAtAnyIsOn = false;
ToggleGroup.allowSwitchOff = false;
}
}
///
/// 清除映射结构(不会清除toggle实例)
///
public void Clear()
{
ToggleGroup.RemoveToggleGroupChangeEvent();
ToggleList.Clear();
}
///
/// 清除映射结构,并销毁所有toggle组件
///
public void DestroyAllToggle()
{
for (int i = ToggleList.Count - 1; i >= 0; i--)
{
Object.Destroy(ToggleList[i]);
}
Clear();
}
public IEnumerator GetEnumerator()
{
return ToggleList.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
#endregion
#region 额外方法
public bool GetActive() => ToggleList.Any(a => a.gameObject.activeSelf);
public bool GetActiveInHierarchy() => ToggleList.Any(a => a.gameObject.activeInHierarchy);
public void SetActive(bool active)
{
ToggleGroup.gameObject.SetActivity(active);
ToggleList.ForEachDo(a => a.gameObject.SetActive(active));
}
public void SetActiveInHierarchy(bool active)
{
ToggleGroup.gameObject.SetActivity(active);
ToggleList.ForEachDo(a => a.gameObject.SetActivityInHierarchy(active));
}
#endregion
#region 过时
///
/// 清除映射结构,并销毁所有toggle组件
///
[Obsolete("方法命名不规范,改为使用DestroyAllToggle")]
public void RemoveAllToggle()
=> DestroyAllToggle();
///
/// 当前选中的toggle索引,依赖缓存,对于绕过该容器的单选项控制行为可能存在追踪不准确的问题。
///
[Obsolete("命名过时")]
public int NowSelectToggleIndex => CurrentSelectIndex;
///
/// 当前选中的toggle
///
[Obsolete("命名规范过时")]
public Toggle NowSelectToggle => CurrentSelectToggle;
#endregion
}
#endregion
#endregion
#region 按钮扩展
///
/// 所有按钮注册一个事件
///
///
///
public static void RegisterOnClickEvent(this IEnumerable