191 lines
6.7 KiB
C#
191 lines
6.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using Ichni.RhythmGame;
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using Michsky.MUIP;
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using Sirenix.Utilities;
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using TMPro;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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namespace Ichni.Editor
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{
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public partial class HierarchyTab : MonoBehaviour
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{
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public GameObject indentationLinePrefab;
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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 int tabLayer;
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public bool isSelected;
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public bool isExpanded;
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public Image BgImage;
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public RectTransform tabRect;
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public LayoutElement layoutElement;
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public RectTransform tabMainRect;
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public Button tabButton;
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public Button expandButton;
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public DoubleCheckButton deleteButton;
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public TMP_Text tabButtonText;
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public void SetTab(GameElement targetElement, GameElement parentElement)
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{
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tabMainRect.localScale = Vector3.zero;
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StartCoroutine(WindowAnim.ShowPanelOnScale(tabMainRect.gameObject));
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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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this.isSelected = false;
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this.childTabList = new List<HierarchyTab>();
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if (parentElement == null)
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{
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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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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.transform.SetSiblingIndex(this.parentTab.transform.GetSiblingIndex() + GetAllChildrenCount(this.parentTab));
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if (!this.parentTab.isExpanded)
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{
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this.isExpanded = false;
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SetExpansion(false);
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}
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for (int i = 1; i <= this.tabLayer; i++)
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{
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float lineX = 30 * i - 15;
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var d = Instantiate(indentationLinePrefab, tabRect);
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d.GetComponent<RectTransform>().anchoredPosition = new Vector2(lineX, 0);
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StartCoroutine(WindowAnim.ShowPanelOnScale(d.gameObject));
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}
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parentTab.SetStatus();
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}
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float posX = (30 * tabLayer);
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tabMainRect.anchoredPosition = new Vector2(posX, tabMainRect.anchoredPosition.y);
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tabButton.onClick.AddListener(SelectGameElement);
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expandButton.onClick.AddListener(ExpandOrFold);
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deleteButton.onConfirm = () => EditorManager.instance.operationManager.CopyPasteDeleteModule.DeleteElement(connectedGameElement);
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SetStatus();
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}
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public void SetStatus()
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{
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//expandButton.interactable = !connectedGameElement.childElementList.IsNullOrEmpty();
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}
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}
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public partial class HierarchyTab
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{
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private int GetAllChildrenCount(HierarchyTab tab)
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{
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int c = tab.childTabList.Count;
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for (int i = 0; i < tab.childTabList.Count; i++)
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{
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c += GetAllChildrenCount(tab.childTabList[i]);
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}
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return c;
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}
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public void SelectGameElement()
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{
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if (Keyboard.current.leftCtrlKey.isPressed)
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{
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if (!isSelected)
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{
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EditorManager.instance.operationManager.AddSelectElement(connectedGameElement);
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}
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else
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{
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EditorManager.instance.operationManager.RemoveSelectElement(connectedGameElement);
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}
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}
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else
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{
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EditorManager.instance.operationManager.ClearSelectedElements();
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EditorManager.instance.operationManager.AddSelectElement(connectedGameElement);
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}
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EditorManager.instance.uiManager.inspector.SetInspector(connectedGameElement);
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EditorManager.instance.timeline.SetTimeLine(connectedGameElement);
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}
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public void ExpandOrFold()
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{
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this.childTabList.RemoveAll(s => s == null);
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isExpanded = !isExpanded;
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ExpandAnim();
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if (isExpanded)
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{
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float startTime = Time.realtimeSinceStartup;
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connectedGameElement.childElementList.Sort();//TODO: 后续可以让玩家手动快速排序
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Debug.Log("排序耗时 " + (Time.realtimeSinceStartup - startTime).ToString());
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StartCoroutine(ExpandOverTime());
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}
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else
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{
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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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}
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private void SetExpansion(bool expand)
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{
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if (!expand && isExpanded)
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{
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for (int i = childTabList.Count; i > 0; i--)
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{
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childTabList[i - 1].SetExpansion(expand); //false
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}
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}
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if (!expand)
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{
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parentTab.childTabList.Remove(this);
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Destroy(gameObject);
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EditorManager.instance.uiManager.hierarchy.tabList.Remove(this);
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}
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}
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private void ExpandAnim()
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{
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expandButton.transform.DORotate(new Vector3(0, 0, !isExpanded ? 0f : 180f), 0.2f);
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}
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private IEnumerator ExpandOverTime()//帧率过低的时候等一下再实例化
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{
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float startTime = Time.realtimeSinceStartup;
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for (var index = 0; index < connectedGameElement.childElementList.Count; index++)
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{
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int hasYield = 0;
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while (Time.realtimeSinceStartup - startTime > 1f / EditorManager.instance.editorSettings.frameRate * 3f && hasYield <= 2)
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{
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yield return null;
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hasYield += 1;
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}
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var childElement = connectedGameElement.childElementList[index];
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EditorManager.instance.uiManager.hierarchy.GenerateTab(childElement, connectedGameElement);
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}
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}
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}
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} |