456 lines
17 KiB
C#
456 lines
17 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using DG.Tweening;
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using Lean.Pool;
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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 Unity.VisualScripting;
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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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private List<GameObject> indentationLines = new List<GameObject>();
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public void SetTab(GameElement targetElement, GameElement parentElement, bool animate = true)
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{
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if (animate)
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{
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transform.localScale = Vector3.one;
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transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.OutCirc).From(new Vector3(1, 0, 1));
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}
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else
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{
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transform.DOKill();
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transform.localScale = Vector3.one;
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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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this.isSelected = false;
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this.childTabList = new List<HierarchyTab>();
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// 清除旧的缩进线
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for (int i = indentationLines.Count - 1; i >= 0; i--)
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{
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if (indentationLines[i] != null)
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Destroy(indentationLines[i]);
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}
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indentationLines.Clear();
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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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var pt = this.parentTab;
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SetExpansion(false);
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pt.SetStatus();
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return;
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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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indentationLines.Add(d);
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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.RemoveAllListeners();
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tabButton.onClick.AddListener(SelectGameElement);
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expandButton.onClick.RemoveAllListeners();
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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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private void OnDestroy()
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{
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transform.DOKill();
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// 清除缩进线
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for (int i = indentationLines.Count - 1; i >= 0; i--)
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{
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if (indentationLines[i] != null)
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Destroy(indentationLines[i]);
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}
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indentationLines.Clear();
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}
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public void SetStatus()
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{
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expandButton.gameObject.SetActive(!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 ExecuteOrSelect()
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{
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if (EditorManager.instance.uiManager.hierarchy.NeedExecute)
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{
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EditorManager.instance.uiManager.hierarchy.upLoadElement = connectedGameElement;
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}
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else
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{
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SelectGameElement();
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}
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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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if (EditorManager.instance.useQuickMove)
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{
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if (connectedGameElement is IHaveTransformSubmodule haveTransformSubmodule)
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{
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QuickMover quickMover = Instantiate(EditorManager.instance.basePrefabs.QuickMoveObj).GetComponent<QuickMover>();
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quickMover.Initialize(haveTransformSubmodule);
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}
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else if (connectedGameElement is NoteBase noteBase && noteBase.noteVisual != null)
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{
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QuickMover quickMover = Instantiate(EditorManager.instance.basePrefabs.QuickMoveObj).GetComponent<QuickMover>();
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quickMover.Initialize(noteBase.noteVisual);
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}
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else if (QuickMover.instance != null)
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{
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Destroy(QuickMover.instance.gameObject);
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QuickMover.instance = null;
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}
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}
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EditorManager.instance.uiManager.inspector.SetInspector(connectedGameElement);
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}
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public void MoveTab(bool isUp)
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{
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// 1. 基础合法性检查:根节点或孤立节点无法移动
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if (parentTab == null || connectedGameElement.parentElement == null)
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return;
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// 获取当前层级的列表
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var tabList = parentTab.childTabList;
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int tabIndex = tabList.IndexOf(this);
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var elementList = connectedGameElement.parentElement.childElementList;
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int elemIndex = elementList.IndexOf(connectedGameElement);
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// 计算目标索引
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int targetTabIndex = isUp ? tabIndex - 1 : tabIndex + 1;
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int targetElemIndex = isUp ? elemIndex - 1 : elemIndex + 1;
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// 2. 边界检查:如果是第一个往上或最后一个往下,则返回
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if (targetTabIndex < 0 || targetTabIndex >= tabList.Count) return;
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if (targetElemIndex < 0 || targetElemIndex >= elementList.Count) return;
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// 获取目标对象
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var targetTab = tabList[targetTabIndex];
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var targetElem = elementList[targetElemIndex];
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// 3. 交换逻辑数据顺序(List 内部排序)
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tabList[tabIndex] = targetTab;
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tabList[targetTabIndex] = this;
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elementList[elemIndex] = targetElem;
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elementList[targetElemIndex] = connectedGameElement;
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// 4. 处理 UI Tab 的 Sibling Index(解决偏移问题的核心)
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List<Transform> thisSubTree = GetTabSubTreeTransforms(this);
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List<Transform> targetSubTree = GetTabSubTreeTransforms(targetTab);
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if (thisSubTree.Count > 0 && targetSubTree.Count > 0)
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{
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if (isUp)
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{
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// 向上移:正序,插到目标分支的最上方
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int insertIndex = targetSubTree[0].GetSiblingIndex();
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for (int i = 0; i < thisSubTree.Count; i++)
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{
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thisSubTree[i].SetSiblingIndex(insertIndex + i);
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}
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}
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else
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{
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// 向下移:逆序,依次插到目标分支最末尾的索引位置
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// 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
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int targetLastIndex = targetSubTree[targetSubTree.Count - 1].GetSiblingIndex();
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for (int i = thisSubTree.Count - 1; i >= 0; i--)
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{
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thisSubTree[i].SetSiblingIndex(targetLastIndex);
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}
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}
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}
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// 5. 处理场景 GameElement 的 Sibling Index(同理)
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List<Transform> thisElemSubTree = GetElementSubTreeTransforms(connectedGameElement);
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List<Transform> targetElemSubTree = GetElementSubTreeTransforms(targetElem);
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if (thisElemSubTree.Count > 0 && targetElemSubTree.Count > 0)
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{
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if (isUp)
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{
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int insertIndex = targetElemSubTree[0].GetSiblingIndex();
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for (int i = 0; i < thisElemSubTree.Count; i++)
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{
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thisElemSubTree[i].SetSiblingIndex(insertIndex + i);
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}
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}
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else
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{
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int targetLastIndex = targetElemSubTree[targetElemSubTree.Count - 1].GetSiblingIndex();
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for (int i = thisElemSubTree.Count - 1; i >= 0; i--)
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{
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thisElemSubTree[i].SetSiblingIndex(targetLastIndex);
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}
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}
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}
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//奇妙的特判阶段
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foreach (var i in parentTab.childTabList)
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{
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i.connectedGameElement.Refresh();
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}
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parentTab.connectedGameElement.Refresh();
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if (parentTab.connectedGameElement is Track track)
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{
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track.trackPathSubmodule.pathNodeList =
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track.childElementList.OfType<PathNode>().ToList();
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track.trackPathSubmodule.SetPathPoints();
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}
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}
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// 获取tab及其所有子tab的transform(前序遍历)
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private List<Transform> GetTabSubTreeTransforms(HierarchyTab tab)
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{
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List<Transform> list = new List<Transform>();
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list.Add(tab.transform);
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foreach (var child in tab.childTabList)
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list.AddRange(GetTabSubTreeTransforms(child));
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return list;
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}
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// 获取GameElement及其所有子元素的transform(前序遍历)
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private List<Transform> GetElementSubTreeTransforms(GameElement element)
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{
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List<Transform> list = new List<Transform>();
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if (element.transform != null)
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list.Add(element.transform);
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foreach (var child in element.childElementList)
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list.AddRange(GetElementSubTreeTransforms(child));
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return list;
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}
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public void ExpandOrFold()
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{
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ExpandOrFold(false);
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}
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public void ExpandOrFold(bool forceAllExPand = false)
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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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connectedGameElement.ScanAndAddEnableTypes();
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List<GameElement> FixedList = !forceAllExPand ? connectedGameElement.GetChildrenByTypes() : connectedGameElement.childElementList;
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ExpandAsync(FixedList);
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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 - 1; i >= 0; i--)
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{
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if (childTabList[i] != null)
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childTabList[i].SetExpansion(expand);
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}
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}
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if (!expand)
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{
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CleanupAndDespawn();
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}
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}
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private void CleanupAndDespawn()
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{
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if (connectedGameElement != null)
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{
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// 如果该元素还在选中列表中,先移除(须在 connectedTab=null 之前执行)
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if (isSelected)
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{
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var sel = EditorManager.instance.operationManager.currentSelectedElements;
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sel.Remove(connectedGameElement);
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isSelected = false;
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}
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connectedGameElement.connectedTab = null;
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}
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parentTab?.childTabList.Remove(this);
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EditorManager.instance.uiManager.hierarchy.tabList.Remove(this);
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transform.DOKill();
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tabButton.onClick.RemoveAllListeners();
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expandButton.onClick.RemoveAllListeners();
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for (int i = indentationLines.Count - 1; i >= 0; i--)
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{
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if (indentationLines[i] != null)
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Destroy(indentationLines[i]);
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}
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indentationLines.Clear();
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connectedGameElement = null;
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parentTab = null;
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childTabList?.Clear();
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isExpanded = false;
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isExpandDone = true;
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tabLayer = 0;
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LeanPool.Despawn(gameObject);
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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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public bool isExpandDone = true;
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private void ExpandImmediately(List<GameElement> FixedList)
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{
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float StrandTimeWhileStartUp = EditorManager.instance.CurrentFrameRate;
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float frameTime = 1f / StrandTimeWhileStartUp * 3f;
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for (var index = 0; index < FixedList.Count; index++)
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{
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var childElement = FixedList[index];
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EditorManager.instance.uiManager.hierarchy.GenerateTab(childElement, connectedGameElement);
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}
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}
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public IEnumerator ExpandSyncBatched()
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{
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connectedGameElement.ScanAndAddEnableTypes();
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isExpanded = true;
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isExpandDone = false;
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ExpandAnim();
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var children = connectedGameElement.childElementList;
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int batchCount = 0;
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for (int i = 0; i < children.Count; i++)
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{
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if (!isExpanded) break;
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if (children[i].connectedTab == null)
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{
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EditorManager.instance.uiManager.hierarchy.GenerateTab(children[i], connectedGameElement, false);
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batchCount++;
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if (batchCount >= 15)
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{
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batchCount = 0;
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yield return null;
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if (!isExpanded) break;
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}
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}
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}
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isExpandDone = true;
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}
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async void ExpandAsync(List<GameElement> FixedList)
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{
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isExpandDone = false;
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for (var index = 0; index < FixedList.Count; index++)
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{
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var childElement = FixedList[index];
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await EditorManager.instance.uiManager.hierarchy.GenerateTabAsync(childElement, connectedGameElement);
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if (!isExpanded) break;
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}
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isExpandDone = true;
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}
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}
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} |