mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-26 02:02:28 +08:00
3.3.0 rewrite
* Huge restructure/rewrite. No real changes to any functionality, just a cleaner and more manageable project.
This commit is contained in:
@ -1,244 +0,0 @@
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using System;
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using UnityEngine;
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using UnityExplorer.Core.Unity;
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using UnityEngine.EventSystems;
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using UnityExplorer.Core.Input;
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using BF = System.Reflection.BindingFlags;
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using UnityExplorer.Core.Config;
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using UnityExplorer.Core;
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#if ML
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using Harmony;
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#else
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using HarmonyLib;
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#endif
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namespace UnityExplorer.UI.Utility
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{
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public class CursorUnlocker
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{
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public static bool Unlock
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{
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get => m_forceUnlock;
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set => SetForceUnlock(value);
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}
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private static bool m_forceUnlock;
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private static void SetForceUnlock(bool unlock)
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{
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m_forceUnlock = unlock;
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UpdateCursorControl();
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}
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public static bool ShouldForceMouse => UIManager.ShowMenu && Unlock;
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private static CursorLockMode m_lastLockMode;
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private static bool m_lastVisibleState;
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private static bool m_currentlySettingCursor = false;
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private static Type CursorType
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=> m_cursorType
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?? (m_cursorType = ReflectionUtility.GetTypeByName("UnityEngine.Cursor"));
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private static Type m_cursorType;
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public static void Init()
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{
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ExplorerConfig.OnConfigChanged += ModConfig_OnConfigChanged;
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SetupPatches();
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Unlock = true;
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}
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internal static void ModConfig_OnConfigChanged()
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{
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Unlock = ExplorerConfig.Instance.Force_Unlock_Mouse;
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}
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private static void SetupPatches()
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{
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try
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{
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if (CursorType == null)
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{
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throw new Exception("Could not find Type 'UnityEngine.Cursor'!");
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}
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// Get current cursor state and enable cursor
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try
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{
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//m_lastLockMode = Cursor.lockState;
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m_lastLockMode = (CursorLockMode?)typeof(Cursor).GetProperty("lockState", BF.Public | BF.Static)?.GetValue(null, null)
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?? CursorLockMode.None;
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//m_lastVisibleState = Cursor.visible;
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m_lastVisibleState = (bool?)typeof(Cursor).GetProperty("visible", BF.Public | BF.Static)?.GetValue(null, null)
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?? false;
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}
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catch { }
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// Setup Harmony Patches
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TryPatch(typeof(Cursor),
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"lockState",
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new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_set_lockState))),
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true);
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TryPatch(typeof(Cursor),
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"visible",
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new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_set_visible))),
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true);
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TryPatch(typeof(EventSystem),
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"current",
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new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_EventSystem_set_current))),
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true);
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}
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catch (Exception e)
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{
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ExplorerCore.Log($"Exception on ForceUnlockCursor.Init! {e.GetType()}, {e.Message}");
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}
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}
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private static void TryPatch(Type type, string property, HarmonyMethod patch, bool setter)
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{
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try
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{
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var harmony = ExplorerCore.Loader.HarmonyInstance;
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System.Reflection.PropertyInfo prop = type.GetProperty(property);
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if (setter) // setter is prefix
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{
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harmony.Patch(prop.GetSetMethod(), prefix: patch);
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}
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else // getter is postfix
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{
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harmony.Patch(prop.GetGetMethod(), postfix: patch);
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}
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}
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catch (Exception e)
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{
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string suf = setter ? "set_" : "get_";
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ExplorerCore.Log($"Unable to patch {type.Name}.{suf}{property}: {e.Message}");
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}
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}
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public static void UpdateCursorControl()
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{
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try
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{
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m_currentlySettingCursor = true;
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if (ShouldForceMouse)
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{
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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else
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{
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Cursor.lockState = m_lastLockMode;
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Cursor.visible = m_lastVisibleState;
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}
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m_currentlySettingCursor = false;
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}
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catch (Exception e)
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{
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ExplorerCore.Log($"Exception setting Cursor state: {e.GetType()}, {e.Message}");
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}
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}
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// Event system overrides
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private static bool m_settingEventSystem;
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private static EventSystem m_lastEventSystem;
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private static BaseInputModule m_lastInputModule;
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public static void SetEventSystem()
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{
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// temp disabled for new InputSystem
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if (InputManager.CurrentType == InputType.InputSystem)
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return;
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// Disable current event system object
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if (m_lastEventSystem || EventSystem.current)
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{
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if (!m_lastEventSystem)
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m_lastEventSystem = EventSystem.current;
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//ExplorerCore.Log("Disabling current event system...");
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m_lastEventSystem.enabled = false;
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//m_lastEventSystem.gameObject.SetActive(false);
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}
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// Set to our current system
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m_settingEventSystem = true;
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EventSystem.current = UIManager.EventSys;
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UIManager.EventSys.enabled = true;
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InputManager.ActivateUIModule();
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m_settingEventSystem = false;
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}
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public static void ReleaseEventSystem()
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{
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if (InputManager.CurrentType == InputType.InputSystem)
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return;
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if (m_lastEventSystem)
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{
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m_lastEventSystem.enabled = true;
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//m_lastEventSystem.gameObject.SetActive(true);
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m_settingEventSystem = true;
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EventSystem.current = m_lastEventSystem;
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m_lastInputModule?.ActivateModule();
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m_settingEventSystem = false;
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}
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}
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[HarmonyPrefix]
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public static void Prefix_EventSystem_set_current(ref EventSystem value)
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{
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if (!m_settingEventSystem)
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{
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m_lastEventSystem = value;
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m_lastInputModule = value?.currentInputModule;
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if (UIManager.ShowMenu)
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{
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value = UIManager.EventSys;
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}
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}
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}
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// Force mouse to stay unlocked and visible while UnlockMouse and ShowMenu are true.
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// Also keep track of when anything else tries to set Cursor state, this will be the
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// value that we set back to when we close the menu or disable force-unlock.
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[HarmonyPrefix]
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public static void Prefix_set_lockState(ref CursorLockMode value)
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{
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if (!m_currentlySettingCursor)
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{
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m_lastLockMode = value;
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if (ShouldForceMouse)
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{
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value = CursorLockMode.None;
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}
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}
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}
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[HarmonyPrefix]
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public static void Prefix_set_visible(ref bool value)
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{
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if (!m_currentlySettingCursor)
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{
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m_lastVisibleState = value;
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if (ShouldForceMouse)
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{
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value = true;
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}
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}
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}
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}
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}
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133
src/UI/Utility/InputFieldScroller.cs
Normal file
133
src/UI/Utility/InputFieldScroller.cs
Normal file
@ -0,0 +1,133 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using UnityEngine.Events;
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using UnityExplorer.Core.Unity;
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namespace UnityExplorer.UI.Utility
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{
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// To fix an issue with Input Fields and allow them to go inside a ScrollRect nicely.
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public class InputFieldScroller
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{
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public static readonly List<InputFieldScroller> Instances = new List<InputFieldScroller>();
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public static void UpdateInstances()
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{
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if (!Instances.Any())
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return;
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for (int i = 0; i < Instances.Count; i++)
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{
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var input = Instances[i];
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if (input.CheckDestroyed())
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i--;
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else
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input.Update();
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}
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}
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internal SliderScrollbar sliderScroller;
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internal InputField inputField;
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internal RectTransform inputRect;
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internal LayoutElement layoutElement;
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internal VerticalLayoutGroup parentLayoutGroup;
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internal static CanvasScaler canvasScaler;
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public InputFieldScroller(SliderScrollbar sliderScroller, InputField inputField)
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{
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Instances.Add(this);
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this.sliderScroller = sliderScroller;
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this.inputField = inputField;
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sliderScroller.m_parentInputScroller = this;
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inputField.onValueChanged.AddListener(OnTextChanged);
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inputRect = inputField.GetComponent<RectTransform>();
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layoutElement = inputField.gameObject.AddComponent<LayoutElement>();
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parentLayoutGroup = inputField.transform.parent.GetComponent<VerticalLayoutGroup>();
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layoutElement.minHeight = 25;
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layoutElement.minWidth = 100;
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if (!canvasScaler)
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canvasScaler = UIManager.CanvasRoot.GetComponent<CanvasScaler>();
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}
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internal string m_lastText;
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internal bool m_updateWanted;
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// only done once, to fix height on creation.
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internal bool heightInitAfterLayout;
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public void Update()
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{
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if (!heightInitAfterLayout)
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{
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heightInitAfterLayout = true;
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var height = sliderScroller.m_scrollRect.parent.parent.GetComponent<RectTransform>().rect.height;
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layoutElement.preferredHeight = height;
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}
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if (m_updateWanted && inputField.gameObject.activeInHierarchy)
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{
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m_updateWanted = false;
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RefreshUI();
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}
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}
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internal bool CheckDestroyed()
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{
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if (sliderScroller == null || sliderScroller.CheckDestroyed())
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{
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Instances.Remove(this);
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return true;
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}
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return false;
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}
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internal void OnTextChanged(string text)
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{
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m_lastText = text;
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m_updateWanted = true;
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}
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internal void RefreshUI()
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{
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var curInputRect = inputField.textComponent.rectTransform.rect;
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var scaleFactor = canvasScaler.scaleFactor;
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// Current text settings
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var texGenSettings = inputField.textComponent.GetGenerationSettings(curInputRect.size);
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texGenSettings.generateOutOfBounds = false;
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texGenSettings.scaleFactor = scaleFactor;
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// Preferred text rect height
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var textGen = inputField.textComponent.cachedTextGeneratorForLayout;
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float preferredHeight = textGen.GetPreferredHeight(m_lastText, texGenSettings) + 10;
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// Default text rect height (fit to scroll parent or expand to fit text)
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float minHeight = Mathf.Max(preferredHeight, sliderScroller.m_scrollRect.rect.height - 25);
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layoutElement.preferredHeight = minHeight;
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if (inputField.caretPosition == inputField.text.Length
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&& inputField.text.Length > 0
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&& inputField.text[inputField.text.Length - 1] == '\n')
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{
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sliderScroller.m_slider.value = 0f;
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}
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}
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}
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}
|
200
src/UI/Utility/PageHandler.cs
Normal file
200
src/UI/Utility/PageHandler.cs
Normal file
@ -0,0 +1,200 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityExplorer.Core.Config;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityExplorer.Core.Unity;
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namespace UnityExplorer.UI.Utility
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{
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public enum Turn
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{
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Left,
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Right
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}
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public class PageHandler : IEnumerator
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{
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public PageHandler(SliderScrollbar scroll)
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{
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ItemsPerPage = ConfigManager.Default_Page_Limit?.Value ?? 20;
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m_scrollbar = scroll;
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}
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public event Action OnPageChanged;
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private readonly SliderScrollbar m_scrollbar;
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// For now this is just set when the PageHandler is created, based on config.
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// At some point I might make it possible to change this after creation again.
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public int ItemsPerPage { get; }
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||||
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||||
// IEnumerator.Current
|
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public object Current => m_currentIndex;
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private int m_currentIndex = 0;
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||||
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public int CurrentPage
|
||||
{
|
||||
get => m_currentPage;
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||||
set
|
||||
{
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||||
if (value < PageCount)
|
||||
m_currentPage = value;
|
||||
}
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||||
}
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private int m_currentPage;
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||||
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// ui
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||||
private GameObject m_pageUIHolder;
|
||||
private Text m_currentPageLabel;
|
||||
|
||||
// set and maintained by owner of list
|
||||
private int m_listCount;
|
||||
public int ListCount
|
||||
{
|
||||
get => m_listCount;
|
||||
set
|
||||
{
|
||||
m_listCount = value;
|
||||
|
||||
if (PageCount <= 0 && m_pageUIHolder.activeSelf)
|
||||
{
|
||||
m_pageUIHolder.SetActive(false);
|
||||
}
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else if (PageCount > 0 && !m_pageUIHolder.activeSelf)
|
||||
{
|
||||
m_pageUIHolder.SetActive(true);
|
||||
}
|
||||
|
||||
RefreshUI();
|
||||
}
|
||||
}
|
||||
|
||||
public int PageCount => (int)Math.Ceiling(ListCount / (decimal)ItemsPerPage) - 1;
|
||||
|
||||
// The index of the first element of the current page
|
||||
public int StartIndex
|
||||
{
|
||||
get
|
||||
{
|
||||
int offset = m_currentPage * ItemsPerPage;
|
||||
|
||||
if (offset >= ListCount)
|
||||
{
|
||||
offset = 0;
|
||||
m_currentPage = 0;
|
||||
}
|
||||
|
||||
return offset;
|
||||
}
|
||||
}
|
||||
|
||||
public int EndIndex
|
||||
{
|
||||
get
|
||||
{
|
||||
int end = StartIndex + ItemsPerPage;
|
||||
if (end >= ListCount)
|
||||
end = ListCount - 1;
|
||||
return end;
|
||||
}
|
||||
}
|
||||
|
||||
// IEnumerator.MoveNext()
|
||||
public bool MoveNext()
|
||||
{
|
||||
m_currentIndex++;
|
||||
return m_currentIndex < StartIndex + ItemsPerPage;
|
||||
}
|
||||
|
||||
// IEnumerator.Reset()
|
||||
public void Reset()
|
||||
{
|
||||
m_currentIndex = StartIndex - 1;
|
||||
}
|
||||
|
||||
public IEnumerator<int> GetEnumerator()
|
||||
{
|
||||
Reset();
|
||||
while (MoveNext())
|
||||
{
|
||||
yield return m_currentIndex;
|
||||
}
|
||||
}
|
||||
|
||||
public void TurnPage(Turn direction)
|
||||
{
|
||||
bool didTurn = false;
|
||||
if (direction == Turn.Left)
|
||||
{
|
||||
if (m_currentPage > 0)
|
||||
{
|
||||
m_currentPage--;
|
||||
didTurn = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_currentPage < PageCount)
|
||||
{
|
||||
m_currentPage++;
|
||||
didTurn = true;
|
||||
}
|
||||
}
|
||||
if (didTurn)
|
||||
{
|
||||
if (m_scrollbar != null)
|
||||
m_scrollbar.m_scrollbar.value = 1;
|
||||
|
||||
OnPageChanged?.Invoke();
|
||||
RefreshUI();
|
||||
}
|
||||
}
|
||||
|
||||
#region UI CONSTRUCTION
|
||||
|
||||
public void Show() => m_pageUIHolder?.SetActive(true);
|
||||
|
||||
public void Hide() => m_pageUIHolder?.SetActive(false);
|
||||
|
||||
public void RefreshUI()
|
||||
{
|
||||
m_currentPageLabel.text = $"Page {m_currentPage + 1} / {PageCount + 1}";
|
||||
}
|
||||
|
||||
public void ConstructUI(GameObject parent)
|
||||
{
|
||||
m_pageUIHolder = UIFactory.CreateHorizontalGroup(parent, "PageHandlerButtons", false, true, true, true);
|
||||
|
||||
Image image = m_pageUIHolder.GetComponent<Image>();
|
||||
image.color = new Color(0.2f, 0.2f, 0.2f, 0.5f);
|
||||
|
||||
UIFactory.SetLayoutElement(m_pageUIHolder, minHeight: 25, minWidth: 100, flexibleWidth: 5000);
|
||||
|
||||
var leftBtnObj = UIFactory.CreateButton(m_pageUIHolder,
|
||||
"BackBtn",
|
||||
"◄",
|
||||
() => { TurnPage(Turn.Left); },
|
||||
new Color(0.15f, 0.15f, 0.15f));
|
||||
|
||||
UIFactory.SetLayoutElement(leftBtnObj.gameObject, flexibleWidth: 1500, minWidth: 25, minHeight: 25);
|
||||
|
||||
m_currentPageLabel = UIFactory.CreateLabel(m_pageUIHolder, "PageLabel", "Page 1 / TODO", TextAnchor.MiddleCenter);
|
||||
|
||||
UIFactory.SetLayoutElement(m_currentPageLabel.gameObject, minWidth: 100, flexibleWidth: 40);
|
||||
|
||||
Button rightBtn = UIFactory.CreateButton(m_pageUIHolder,
|
||||
"RightBtn",
|
||||
"►",
|
||||
() => { TurnPage(Turn.Right); },
|
||||
new Color(0.15f, 0.15f, 0.15f));
|
||||
|
||||
UIFactory.SetLayoutElement(rightBtn.gameObject, flexibleWidth: 1500, minWidth: 25, minHeight: 25);
|
||||
|
||||
ListCount = 0;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
@ -130,7 +130,7 @@ namespace UnityExplorer.UI.Utility
|
||||
var args = "<";
|
||||
for (int i = 0; i < gArgs.Length; i++)
|
||||
{
|
||||
if (i > 0)
|
||||
if (i > 0)
|
||||
args += ", ";
|
||||
|
||||
var arg = gArgs[i];
|
||||
|
201
src/UI/Utility/SliderScrollbar.cs
Normal file
201
src/UI/Utility/SliderScrollbar.cs
Normal file
@ -0,0 +1,201 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.UI;
|
||||
using UnityExplorer;
|
||||
using UnityExplorer.Core;
|
||||
using UnityExplorer.Core.Unity;
|
||||
using UnityExplorer.UI;
|
||||
|
||||
namespace UnityExplorer.UI.Utility
|
||||
{
|
||||
// Basically just to fix an issue with Scrollbars, instead we use a Slider as the scrollbar.
|
||||
public class SliderScrollbar
|
||||
{
|
||||
internal static readonly List<SliderScrollbar> Instances = new List<SliderScrollbar>();
|
||||
|
||||
public static void UpdateInstances()
|
||||
{
|
||||
if (!Instances.Any())
|
||||
return;
|
||||
|
||||
for (int i = 0; i < Instances.Count; i++)
|
||||
{
|
||||
var slider = Instances[i];
|
||||
|
||||
if (slider.CheckDestroyed())
|
||||
i--;
|
||||
else
|
||||
slider.Update();
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsActive { get; private set; }
|
||||
|
||||
internal readonly Scrollbar m_scrollbar;
|
||||
internal readonly Slider m_slider;
|
||||
internal readonly RectTransform m_scrollRect;
|
||||
|
||||
internal InputFieldScroller m_parentInputScroller;
|
||||
|
||||
public SliderScrollbar(Scrollbar scrollbar, Slider slider)
|
||||
{
|
||||
Instances.Add(this);
|
||||
|
||||
this.m_scrollbar = scrollbar;
|
||||
this.m_slider = slider;
|
||||
this.m_scrollRect = scrollbar.transform.parent.GetComponent<RectTransform>();
|
||||
|
||||
this.m_scrollbar.onValueChanged.AddListener(this.OnScrollbarValueChanged);
|
||||
this.m_slider.onValueChanged.AddListener(this.OnSliderValueChanged);
|
||||
|
||||
this.RefreshVisibility();
|
||||
this.m_slider.Set(1f, false);
|
||||
}
|
||||
|
||||
internal bool CheckDestroyed()
|
||||
{
|
||||
if (!m_slider || !m_scrollbar)
|
||||
{
|
||||
Instances.Remove(this);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
internal void Update()
|
||||
{
|
||||
this.RefreshVisibility();
|
||||
}
|
||||
|
||||
internal void RefreshVisibility()
|
||||
{
|
||||
if (!m_slider.gameObject.activeInHierarchy)
|
||||
{
|
||||
IsActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
bool shouldShow = !Mathf.Approximately(this.m_scrollbar.size, 1);
|
||||
var obj = this.m_slider.handleRect.gameObject;
|
||||
|
||||
if (IsActive != shouldShow)
|
||||
{
|
||||
IsActive = shouldShow;
|
||||
obj.SetActive(IsActive);
|
||||
|
||||
if (IsActive)
|
||||
this.m_slider.Set(this.m_scrollbar.value, false);
|
||||
else
|
||||
m_slider.Set(1f, false);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnScrollbarValueChanged(float _value)
|
||||
{
|
||||
if (this.m_slider.value != _value)
|
||||
this.m_slider.Set(_value, false);
|
||||
}
|
||||
|
||||
public void OnSliderValueChanged(float _value)
|
||||
{
|
||||
this.m_scrollbar.value = _value;
|
||||
}
|
||||
|
||||
#region UI CONSTRUCTION
|
||||
|
||||
public static GameObject CreateSliderScrollbar(GameObject parent, out Slider slider)
|
||||
{
|
||||
GameObject sliderObj = UIFactory.CreateUIObject("SliderScrollbar", parent, UIFactory._smallElementSize);
|
||||
|
||||
GameObject bgObj = UIFactory.CreateUIObject("Background", sliderObj);
|
||||
GameObject fillAreaObj = UIFactory.CreateUIObject("Fill Area", sliderObj);
|
||||
GameObject fillObj = UIFactory.CreateUIObject("Fill", fillAreaObj);
|
||||
GameObject handleSlideAreaObj = UIFactory.CreateUIObject("Handle Slide Area", sliderObj);
|
||||
GameObject handleObj = UIFactory.CreateUIObject("Handle", handleSlideAreaObj);
|
||||
|
||||
Image bgImage = bgObj.AddComponent<Image>();
|
||||
bgImage.type = Image.Type.Sliced;
|
||||
bgImage.color = new Color(0.05f, 0.05f, 0.05f, 1.0f);
|
||||
|
||||
RectTransform bgRect = bgObj.GetComponent<RectTransform>();
|
||||
bgRect.anchorMin = Vector2.zero;
|
||||
bgRect.anchorMax = Vector2.one;
|
||||
bgRect.sizeDelta = Vector2.zero;
|
||||
bgRect.offsetMax = new Vector2(-10f, 0f);
|
||||
|
||||
RectTransform fillAreaRect = fillAreaObj.GetComponent<RectTransform>();
|
||||
fillAreaRect.anchorMin = new Vector2(0f, 0.25f);
|
||||
fillAreaRect.anchorMax = new Vector2(1f, 0.75f);
|
||||
fillAreaRect.anchoredPosition = new Vector2(-5f, 0f);
|
||||
fillAreaRect.sizeDelta = new Vector2(-20f, 0f);
|
||||
|
||||
Image fillImage = fillObj.AddComponent<Image>();
|
||||
fillImage.type = Image.Type.Sliced;
|
||||
fillImage.color = Color.clear;
|
||||
|
||||
fillObj.GetComponent<RectTransform>().sizeDelta = new Vector2(10f, 0f);
|
||||
|
||||
RectTransform handleSlideRect = handleSlideAreaObj.GetComponent<RectTransform>();
|
||||
handleSlideRect.anchorMin = new Vector2(0f, 0f);
|
||||
handleSlideRect.anchorMax = new Vector2(1f, 1f);
|
||||
handleSlideRect.offsetMin = new Vector2(15f, 30f);
|
||||
handleSlideRect.offsetMax = new Vector2(-15f, 0f);
|
||||
handleSlideRect.sizeDelta = new Vector2(-30f, -30f);
|
||||
|
||||
Image handleImage = handleObj.AddComponent<Image>();
|
||||
handleImage.color = new Color(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
|
||||
var handleRect = handleObj.GetComponent<RectTransform>();
|
||||
handleRect.sizeDelta = new Vector2(15f, 30f);
|
||||
handleRect.offsetMin = new Vector2(-13f, -28f);
|
||||
handleRect.offsetMax = new Vector2(3f, -2f);
|
||||
|
||||
var sliderBarLayout = sliderObj.AddComponent<LayoutElement>();
|
||||
sliderBarLayout.minWidth = 25;
|
||||
sliderBarLayout.flexibleWidth = 0;
|
||||
sliderBarLayout.minHeight = 30;
|
||||
sliderBarLayout.flexibleHeight = 5000;
|
||||
|
||||
slider = sliderObj.AddComponent<Slider>();
|
||||
slider.fillRect = fillObj.GetComponent<RectTransform>();
|
||||
slider.handleRect = handleObj.GetComponent<RectTransform>();
|
||||
slider.targetGraphic = handleImage;
|
||||
slider.direction = Slider.Direction.BottomToTop;
|
||||
UIFactory.SetDefaultSelectableColors(slider);
|
||||
|
||||
return sliderObj;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
#if MONO
|
||||
public static class SliderExtensions
|
||||
{
|
||||
// il2cpp can just use the orig method directly (forced public)
|
||||
|
||||
private static MethodInfo m_setMethod;
|
||||
private static MethodInfo SetMethod
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_setMethod == null)
|
||||
{
|
||||
m_setMethod = typeof(Slider).GetMethod("Set", ReflectionUtility.CommonFlags, null, new[] { typeof(float), typeof(bool) }, null);
|
||||
}
|
||||
return m_setMethod;
|
||||
}
|
||||
}
|
||||
|
||||
public static void Set(this Slider slider, float value, bool invokeCallback)
|
||||
{
|
||||
SetMethod.Invoke(slider, new object[] { value, invokeCallback });
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
Reference in New Issue
Block a user