点击预览位置,alt——上下挪动位置

Signed-off-by: TRAfoer <lhf190@outlook.com>
This commit is contained in:
2026-02-13 17:40:50 +08:00
parent c21dc74576
commit 96a2c60e16
34 changed files with 23940 additions and 211416 deletions

View File

@@ -16,6 +16,7 @@ namespace Ichni.Editor
base.Initialize(baseElement, title, parameterName);
if (parameterName != string.Empty)
{
toggle.isOn = (bool)ReflectionHelper.GetDeepValue(connectedBaseElement, parameterName);
toggle.onValueChanged.AddListener(ApplyParameters);
}

View File

@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using DG.Tweening;
using Ichni.RhythmGame;
@@ -160,6 +161,124 @@ namespace Ichni.Editor
EditorManager.instance.uiManager.inspector.SetInspector(connectedGameElement);
}
public void MoveTab(bool isUp)
{
// 1. 基础合法性检查:根节点或孤立节点无法移动
if (parentTab == null || connectedGameElement.parentElement == null)
return;
// 获取当前层级的列表
var tabList = parentTab.childTabList;
int tabIndex = tabList.IndexOf(this);
var elementList = connectedGameElement.parentElement.childElementList;
int elemIndex = elementList.IndexOf(connectedGameElement);
// 计算目标索引
int targetTabIndex = isUp ? tabIndex - 1 : tabIndex + 1;
int targetElemIndex = isUp ? elemIndex - 1 : elemIndex + 1;
// 2. 边界检查:如果是第一个往上或最后一个往下,则返回
if (targetTabIndex < 0 || targetTabIndex >= tabList.Count) return;
if (targetElemIndex < 0 || targetElemIndex >= elementList.Count) return;
// 获取目标对象
var targetTab = tabList[targetTabIndex];
var targetElem = elementList[targetElemIndex];
// 3. 交换逻辑数据顺序List 内部排序)
tabList[tabIndex] = targetTab;
tabList[targetTabIndex] = this;
elementList[elemIndex] = targetElem;
elementList[targetElemIndex] = connectedGameElement;
// 4. 处理 UI Tab 的 Sibling Index解决偏移问题的核心
List<Transform> thisSubTree = GetTabSubTreeTransforms(this);
List<Transform> targetSubTree = GetTabSubTreeTransforms(targetTab);
if (thisSubTree.Count > 0 && targetSubTree.Count > 0)
{
if (isUp)
{
// 向上移:正序,插到目标分支的最上方
int insertIndex = targetSubTree[0].GetSiblingIndex();
for (int i = 0; i < thisSubTree.Count; i++)
{
thisSubTree[i].SetSiblingIndex(insertIndex + i);
}
}
else
{
// 向下移:逆序,依次插到目标分支最末尾的索引位置
// 这样先移过去的会被后移过去的顶到后面,保持原有父子相对顺序
int targetLastIndex = targetSubTree[targetSubTree.Count - 1].GetSiblingIndex();
for (int i = thisSubTree.Count - 1; i >= 0; i--)
{
thisSubTree[i].SetSiblingIndex(targetLastIndex);
}
}
}
// 5. 处理场景 GameElement 的 Sibling Index同理
List<Transform> thisElemSubTree = GetElementSubTreeTransforms(connectedGameElement);
List<Transform> targetElemSubTree = GetElementSubTreeTransforms(targetElem);
if (thisElemSubTree.Count > 0 && targetElemSubTree.Count > 0)
{
if (isUp)
{
int insertIndex = targetElemSubTree[0].GetSiblingIndex();
for (int i = 0; i < thisElemSubTree.Count; i++)
{
thisElemSubTree[i].SetSiblingIndex(insertIndex + i);
}
}
else
{
int targetLastIndex = targetElemSubTree[targetElemSubTree.Count - 1].GetSiblingIndex();
for (int i = thisElemSubTree.Count - 1; i >= 0; i--)
{
thisElemSubTree[i].SetSiblingIndex(targetLastIndex);
}
}
}
//奇妙的特判阶段
foreach (var i in parentTab.childTabList)
{
i.connectedGameElement.Refresh();
}
parentTab.connectedGameElement.Refresh();
if (parentTab.connectedGameElement is Track track)
{
track.trackPathSubmodule.pathNodeList =
track.childElementList.OfType<PathNode>().ToList();
track.trackPathSubmodule.SetPathPoints();
}
}
// 获取tab及其所有子tab的transform前序遍历
private List<Transform> GetTabSubTreeTransforms(HierarchyTab tab)
{
List<Transform> list = new List<Transform>();
list.Add(tab.transform);
foreach (var child in tab.childTabList)
list.AddRange(GetTabSubTreeTransforms(child));
return list;
}
// 获取GameElement及其所有子元素的transform前序遍历
private List<Transform> GetElementSubTreeTransforms(GameElement element)
{
List<Transform> list = new List<Transform>();
if (element.transform != null)
list.Add(element.transform);
foreach (var child in element.childElementList)
list.AddRange(GetElementSubTreeTransforms(child));
return list;
}
public void ExpandOrFold()
{
ExpandOrFold(false);

View File

@@ -78,7 +78,7 @@ namespace Ichni.Editor
}
public DynamicUIToggle GenerateToggle(IBaseElement baseElement, DynamicUISubcontainer subcontainer, string title,
string parameterName)
string parameterName = "")
{
DynamicUIToggle toggle = Object.Instantiate(EditorManager.instance.basePrefabs.toggle, subcontainer.rect)
.GetComponent<DynamicUIToggle>();