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ichni_Creator_Studio/Assets/Scripts/DynamicUI/Hierarchy/Hierarchy.cs
2025-06-29 21:28:49 +08:00

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
namespace Ichni.Editor
{
public class Hierarchy : StaticWindow
{
public GameObject hierarchyTabPrefab;
public RectTransform tabContainer;
public Button addFolderButton;
public List<HierarchyTab> tabList;
private void Awake()
{
tabList = new List<HierarchyTab>();
addFolderButton.onClick.AddListener(() =>
{
ElementFolder.GenerateElement("New Folder", Guid.NewGuid(), new List<string>(), true, null);
});
}
public HierarchyTab GenerateTab(GameElement targetElement, GameElement parentElement)
{
HierarchyTab tab = Instantiate(hierarchyTabPrefab, tabContainer).GetComponent<HierarchyTab>();
tab.SetTab(targetElement, parentElement);
tabList.Add(tab);
return tab;
}
public ScrollRect scrollRect;
public Vector2 vector2;
public void FindTab(GameElement targetElement)
{
targetElement.ScanAndAddEnableTypes();
if (!EditorManager.instance.ExpandWhileClick)
{
var tab = EditorManager.instance.uiManager.hierarchy.GenerateTab(targetElement, null);
tab.SelectGameElement();
Destroy(tab.gameObject);
EditorManager.instance.uiManager.hierarchy.tabList.Remove(tab);
}
else
{
StartCoroutine(TryGetTab(targetElement));
}
}
public IEnumerator TryGetTab(GameElement targetElement)
{
// 1. 向上找到最近的有Tab的祖先
Stack<GameElement> stack = new Stack<GameElement>();
GameElement current = targetElement;
while (current != null && current.connectedTab == null)
{
stack.Push(current);
current = current.parentElement;
}
// 2. 如果有Tab的祖先存在依次展开回目标
HierarchyTab parentTab = current != null ? current.connectedTab : null;
while (stack.Count > 0)
{
var elem = stack.Pop();
// 只展开父Tab不直接生成Tab
if (elem.parentElement != null && elem.parentElement.connectedTab != null)
{
if (!elem.parentElement.connectedTab.isExpanded)
{
elem.parentElement.connectedTab.ExpandOrFold(true);
}
else if (elem.parentElement.connectedTab.ienumerator is null)
{
elem.parentElement.connectedTab.ExpandOrFold();
elem.parentElement.connectedTab.ExpandOrFold(true);//合上再展开,这思路也是没谁了
}
else
{
//他就在展开了,等下就好了
}
yield return null;
}
// 等待当前elem的Tab生成
while (elem.connectedTab == null)
{
yield return null;
}
parentTab = elem.connectedTab;
}
// 3. 等待目标Tab实例化
while (targetElement.connectedTab is null)
{
yield return null;
}
HierarchyTab finalTab = targetElement.connectedTab;
// 修正定位算法
yield return null; // 等待布局刷新
RectTransform tabRect = finalTab.GetComponent<RectTransform>();
RectTransform containerRect = tabContainer;
RectTransform viewportRect = scrollRect.viewport != null ? scrollRect.viewport : scrollRect.GetComponent<RectTransform>();
// Tab相对于内容顶部的距离正值为下负值为上
float tabTop = -tabRect.anchoredPosition.y;
float tabHeight = tabRect.rect.height;
float contentHeight = containerRect.rect.height;
float viewportHeight = viewportRect.rect.height;
// 目标让Tab居中或尽量居中
float targetCenter = tabTop + tabHeight / 2f;
float viewportCenter = viewportHeight / 2f;
float scrollOffset = targetCenter - viewportCenter;
// normalizedPosition = 1 - (scrollOffset / (contentHeight - viewportHeight))
float denominator = Mathf.Max(1f, contentHeight - viewportHeight);
float normalized = 1f - Mathf.Clamp01(scrollOffset / denominator);
scrollRect.verticalNormalizedPosition = normalized;
finalTab.SelectGameElement();
}
}
}