阶段性完成
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@@ -1,48 +1,298 @@
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.Localization;
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using Michsky.MUIP;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Localization;
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namespace Ichni.UI
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{
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/// <summary>
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/// Settings 页面使用的下拉控件。
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/// <para>
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/// 本地化枚举项由 <see cref="SetUpLocalized(int,string,string[])"/> 在代码中传入 String Table 名称与
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/// Entry Key。控件会创建对应的 <see cref="LocalizedString"/>,并在 Michsky 生成 Item 后为每个
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/// 可见文字绑定 <see cref="LocalizedTMPText"/>;切换语言时不重建列表。
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/// </para>
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/// <para>
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/// 分辨率、语言自称等运行时文本则使用 <see cref="SetUpRuntime"/>,不会附加本地化组件。
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/// </para>
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/// </summary>
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public class Dropdown : SettingsUIElementBase
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{
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public List<string> options;
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// 仅保存本次初始化创建的运行时引用,不在 Inspector 中维护本地化选项列表。
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private readonly List<LocalizedString> _localizedOptions = new List<LocalizedString>();
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// 保留原字段以兼容已有的外部读取。静态本地化选项使用稳定的占位名称;实际显示内容由
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// 动态生成 Item 上的 LocalizedTMPText 管理。
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[HideInInspector] public List<string> options = new List<string>();
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public CustomDropdown dropdown;
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public int selectedIndex;
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public string selectedOption;
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public void SetUp(int initialValue, List<string> options, string title = "", bool preservePrefabTitle = false)
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private bool _usesLocalizedOptions;
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private bool _isValueChangeListenerRegistered;
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private Coroutine _bindGeneratedItemsCoroutine;
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/// <summary>
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/// 使用代码提供的 String Table 与 Entry Key 初始化静态枚举选项。
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/// <paramref name="entryKeys"/> 的顺序即设置枚举的索引顺序,必须保持稳定。
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/// 标题和说明仍由其 TMP 对象上的 <see cref="LocalizedTMPText"/> 独立管理。
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/// </summary>
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public void SetUpLocalized(int initialValue, string tableCollection, params string[] entryKeys)
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{
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base.SetUp(title, preservePrefabTitle: preservePrefabTitle);
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this.options = options;
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this.dropdown.items = new List<CustomDropdown.Item>();
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foreach (string option in options)
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base.SetUp();
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ClearLocalizedBindings();
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ClearLocalizedOptionDefinitions();
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_usesLocalizedOptions = true;
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foreach (string entryKey in entryKeys)
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{
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dropdown.items.Add(new CustomDropdown.Item { itemName = option });
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_localizedOptions.Add(new LocalizedString(tableCollection, entryKey));
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}
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dropdown.onValueChanged.AddListener(value =>
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{
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SetValue(value);
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updateValueAction?.Invoke();
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});
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BuildLocalizedOptionPlaceholders();
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EnsureValueChangeListener();
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SetValue(initialValue);
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ApplyOptionsToDropdown();
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}
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/// <summary>
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/// 使用运行时生成的纯文本选项初始化下拉框。
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/// 仅用于分辨率、语言自称等不应随当前 Locale 再次翻译的内容。
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/// </summary>
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public void SetUpRuntime(int initialValue, IReadOnlyList<string> runtimeOptions)
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{
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base.SetUp();
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ClearLocalizedBindings();
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ClearLocalizedOptionDefinitions();
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_usesLocalizedOptions = false;
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options = runtimeOptions == null ? new List<string>() : new List<string>(runtimeOptions);
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EnsureValueChangeListener();
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SetValue(initialValue);
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ApplyOptionsToDropdown();
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}
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private void OnEnable()
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{
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if (_usesLocalizedOptions)
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{
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QueueGeneratedItemBinding();
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}
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}
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private void OnDisable()
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{
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StopGeneratedItemBinding();
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}
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private void OnDestroy()
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{
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StopGeneratedItemBinding();
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ClearLocalizedOptionDefinitions();
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}
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public int GetOptionIndex(string option)
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{
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return options.IndexOf(option);
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}
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/// <summary>
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/// 只更新当前选择状态,不调用 <see cref="updateValueAction"/>。
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/// 因此语言切换和 Dropdown 列表重建都不会重新应用玩家的设置。
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/// </summary>
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public void SetValue(int index)
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{
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selectedIndex = index;
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if (options == null || options.Count == 0)
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{
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selectedIndex = 0;
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selectedOption = string.Empty;
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return;
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}
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selectedIndex = Mathf.Clamp(index, 0, options.Count - 1);
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selectedOption = options[selectedIndex];
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dropdown.selectedItemIndex = selectedIndex;
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dropdown.UpdateItemLayout();
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if (_usesLocalizedOptions)
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{
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BindSelectedLocalizedText();
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}
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else if (dropdown.selectedText != null)
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{
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dropdown.selectedText.text = selectedOption;
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}
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}
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private void EnsureValueChangeListener()
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{
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if (_isValueChangeListenerRegistered)
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{
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return;
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}
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dropdown.onValueChanged.AddListener(OnDropdownValueChanged);
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_isValueChangeListenerRegistered = true;
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}
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private void OnDropdownValueChanged(int index)
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{
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SetValue(index);
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updateValueAction?.Invoke();
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}
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private void BuildLocalizedOptionPlaceholders()
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{
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options = new List<string>(_localizedOptions.Count);
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for (int index = 0; index < _localizedOptions.Count; index++)
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{
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// Michsky 需要 itemName 创建 Item;真正可见的内容会在创建完成后被 LocalizedTMPText 覆盖。
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options.Add($"LocalizedOption_{index}");
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}
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}
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private void ApplyOptionsToDropdown()
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{
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if (options == null || options.Count == 0)
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{
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dropdown.items = new List<CustomDropdown.Item>();
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return;
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}
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SetValue(selectedIndex);
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dropdown.items = new List<CustomDropdown.Item>(options.Count);
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foreach (string option in options)
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{
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dropdown.items.Add(new CustomDropdown.Item { itemName = option });
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}
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if (dropdown.gameObject.activeInHierarchy)
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{
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if (dropdown.isOn)
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{
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dropdown.Animate();
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}
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dropdown.SetupDropdown();
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}
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else
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{
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dropdown.UpdateItemLayout();
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}
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if (_usesLocalizedOptions)
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{
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QueueGeneratedItemBinding();
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}
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}
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/// <summary>
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/// 等待一帧,确保 Michsky 已销毁旧 Item 并完成当前批次的实例化,再为每个 Item 绑定引用。
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/// 这样不会保留已销毁 Item 的语言监听,也避免把引用绑定到上一批列表对象。
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/// </summary>
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private void QueueGeneratedItemBinding()
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{
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if (!isActiveAndEnabled || _bindGeneratedItemsCoroutine != null)
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{
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return;
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}
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_bindGeneratedItemsCoroutine = StartCoroutine(BindGeneratedItemsNextFrame());
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}
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private IEnumerator BindGeneratedItemsNextFrame()
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{
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yield return null;
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_bindGeneratedItemsCoroutine = null;
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BindSelectedLocalizedText();
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if (dropdown.itemParent == null)
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{
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yield break;
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}
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int itemCount = Mathf.Min(dropdown.itemParent.childCount, _localizedOptions.Count);
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for (int index = 0; index < itemCount; index++)
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{
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TMP_Text itemText = dropdown.itemParent.GetChild(index).GetComponentInChildren<TMP_Text>(true);
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BindLocalizedText(itemText, _localizedOptions[index]);
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}
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}
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private void BindSelectedLocalizedText()
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{
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if (!_usesLocalizedOptions || _localizedOptions.Count == 0)
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{
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return;
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}
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int optionIndex = Mathf.Clamp(selectedIndex, 0, _localizedOptions.Count - 1);
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BindLocalizedText(dropdown.selectedText, _localizedOptions[optionIndex]);
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}
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private static void BindLocalizedText(TMP_Text text, LocalizedString reference)
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{
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if (text == null)
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{
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return;
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}
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LocalizedTMPText localizedText = text.GetComponent<LocalizedTMPText>();
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if (localizedText == null)
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{
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localizedText = text.gameObject.AddComponent<LocalizedTMPText>();
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}
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localizedText.SetStringReference(reference);
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}
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/// <summary>
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/// 将本 Dropdown 先前动态附加的本地化引用清空。
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/// 同一控件改用运行时文本列表时必须执行此步骤,否则旧 Locale 回调会覆盖新的原始文本。
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/// </summary>
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private void ClearLocalizedBindings()
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{
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ClearLocalizedBinding(dropdown.selectedText);
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if (dropdown.itemParent == null)
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{
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return;
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}
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foreach (Transform item in dropdown.itemParent)
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{
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ClearLocalizedBinding(item.GetComponentInChildren<TMP_Text>(true));
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}
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}
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private static void ClearLocalizedBinding(TMP_Text text)
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{
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LocalizedTMPText localizedText = text == null ? null : text.GetComponent<LocalizedTMPText>();
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if (localizedText != null)
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{
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localizedText.SetStringReference(null);
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}
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}
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private void ClearLocalizedOptionDefinitions()
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{
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// LocalizedString 的订阅由每个 LocalizedTMPText 持有;ClearLocalizedBindings 已经解除它们。
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// 当前 Unity Localization 版本没有公开的 LocalizedString.Dispose,因此清空运行时列表即可。
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_localizedOptions.Clear();
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}
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private void StopGeneratedItemBinding()
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{
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if (_bindGeneratedItemsCoroutine == null)
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{
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return;
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}
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StopCoroutine(_bindGeneratedItemsCoroutine);
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_bindGeneratedItemsCoroutine = null;
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}
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}
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}
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