优化hierarchy
即时生成和删除tab(不会做动态刷新 基本上hierarchy的性能就到这了,之后还是做点辅助工具防止1000+的栏展开吧 (重要)bug测试不完全,需要再加改进
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@@ -14,7 +14,8 @@ namespace Ichni.Editor
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public GameElement connectedGameElement;
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public HierarchyTab parentTab;
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public List<HierarchyTab> childTabList;
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public List<int> IDqueue;
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public int tabLayer;
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public bool isSelected;
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public bool isExpanded;
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@@ -26,10 +27,12 @@ namespace Ichni.Editor
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public Button expandButton;
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public Button gotoButton;
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public TMP_Text tabButtonText;
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public Hierarchy hierarchy;
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public void SetTab(GameElement targetElement, GameElement parentElement)
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{
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connectedGameElement=targetElement;
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tabButtonText.text = targetElement.elementName;
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targetElement.connectedTab = this;
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this.isExpanded = false;
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@@ -41,15 +44,15 @@ namespace Ichni.Editor
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this.tabLayer = 0;
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this.parentTab = null;
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this.transform.SetAsLastSibling();
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}
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else
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{
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}else{
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this.parentTab = parentElement.connectedTab;
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parentElement.connectedTab.childTabList.Add(this);
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this.tabLayer = this.parentTab.tabLayer + 1;
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this.parentTab.childTabList.Add(this);
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this.transform.SetSiblingIndex(this.parentTab.transform.GetSiblingIndex() +
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GetAllChildrenCount(this.parentTab));
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this.parentTab.connectedGameElement.childElementList.Count);
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if (!this.parentTab.isExpanded)
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{
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@@ -59,12 +62,13 @@ namespace Ichni.Editor
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for (int i = 1; i <= this.tabLayer; i++)
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{
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float lineX = 10 * i;
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float lineX = 30 * i;
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Instantiate(indentationLinePrefab, tabRect).GetComponent<RectTransform>().anchoredPosition = new Vector2(lineX, 0);
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}
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}
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float posX = -25 + 10 * tabLayer;
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float posX = -5 + 30 * tabLayer;
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tabMainRect.anchoredPosition = new Vector2(posX, tabMainRect.anchoredPosition.y);
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expandButton.onClick.AddListener(ExpandOrFold);
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@@ -88,38 +92,44 @@ namespace Ichni.Editor
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private void ExpandOrFold()
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{
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this.childTabList.RemoveAll(s => s == null);
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bool op = !isExpanded;
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isExpanded=!isExpanded;
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for (int i = 0; i < childTabList.Count; i++)
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{
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childTabList[i].SetExpansion(op);
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if(isExpanded){
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expandButton.transform.Rotate(new Vector3(0,0,180));
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foreach(GameElement i in connectedGameElement.childElementList){
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HierarchyTab a=hierarchy.GenerateTab(i,connectedGameElement);
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childTabList.Add(a);
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}
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}else{
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expandButton.transform.Rotate(new Vector3(0,0,180));
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for (int i = childTabList.Count-1; i>=0; i--)
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{
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childTabList[i].SetExpansion(isExpanded);
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}
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}
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isExpanded = op;
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}
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private void SetExpansion(bool expand)
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{
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if (!(expand == true && isExpanded == false))
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if (!expand&&isExpanded)
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{
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foreach (var tab in childTabList)
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{
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tab.SetExpansion(expand);
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tab.SetExpansion(expand);//false
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}
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}
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if (expand)
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if (!expand)
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{
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gameObject.SetActive(true);
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tabRect.localScale = Vector3.one;
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layoutElement.ignoreLayout = false;
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}
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else
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{
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tabRect.localScale = Vector3.zero;
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layoutElement.ignoreLayout = true;
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gameObject.SetActive(false);
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parentTab.childTabList.Remove(this);
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Destroy(gameObject);
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}
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}
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}
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}
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