mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-01 19:13:03 +08:00
some early steps remaking the GUI with UnityEngine.UI, working in all tested game so far
This commit is contained in:
126
src/UI/UIManager.cs
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126
src/UI/UIManager.cs
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using System;
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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 ExplorerBeta.Input;
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using ExplorerBeta.UI.Main;
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using ExplorerBeta.UI.Shared;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace ExplorerBeta.UI
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{
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// This class itself is fine.
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public static class UIManager
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{
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public static GameObject CanvasRoot { get; private set; }
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public static EventSystem EventSys { get; private set; }
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public static StandaloneInputModule InputModule { get; private set; }
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public static void Init()
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{
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var res = UIFactory.UIResources = new UIFactory.Resources();
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var bg = CreateSprite(MakeSolidTexture(new Color(0.1f, 0.1f, 0.1f), 1, 1), new Rect(0, 0, 1, 1));
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res.background = bg;
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// Create core UI Canvas and Event System handler
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CreateRootCanvas();
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// Create submodules
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new MainMenu();
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}
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public static void SetEventSystem()
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{
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EventSystem.current = EventSys;
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InputModule.ActivateModule();
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}
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private static GameObject CreateRootCanvas()
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{
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var rootObj = new GameObject("ExplorerCanvas");
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UnityEngine.Object.DontDestroyOnLoad(rootObj);
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rootObj.layer = 5;
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CanvasRoot = rootObj;
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CanvasRoot.transform.position = new Vector3(0f, 0f, 1f);
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EventSys = rootObj.AddComponent<EventSystem>();
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InputModule = rootObj.AddComponent<StandaloneInputModule>();
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InputModule.ActivateModule();
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var canvas = rootObj.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceCamera;
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canvas.referencePixelsPerUnit = 100;
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canvas.sortingOrder = 999;
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var scaler = rootObj.AddComponent<CanvasScaler>();
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scaler.referenceResolution = new Vector2(1920, 1080);
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scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.Expand;
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rootObj.AddComponent<GraphicRaycaster>();
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return rootObj;
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}
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public static void Update()
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{
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if (EventSys && InputModule)
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{
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if (EventSystem.current != EventSys)
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{
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ForceUnlockCursor.SetEventSystem();
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//ForceUnlockCursor.Unlock = true;
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}
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// Fix for games which override the InputModule pointer events (eg, VRChat)
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if (InputModule.m_InputPointerEvent != null)
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{
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var evt = InputModule.m_InputPointerEvent;
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if (!evt.eligibleForClick && evt.selectedObject)
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{
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evt.eligibleForClick = true;
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}
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}
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}
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if (PanelDragger.Instance != null)
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{
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PanelDragger.Instance.Update();
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}
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}
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public static void OnSceneChange()
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{
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// todo
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}
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public static Sprite CreateSprite(Texture2D tex, Rect size)
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{
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#if CPP
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var pivot = Vector2.zero;
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var border = Vector4.zero;
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return Sprite.CreateSprite_Injected(tex, ref size, ref pivot, 100f, 0u, SpriteMeshType.Tight, ref border, false);
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#else
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return Sprite.Create(tex, size, Vector2.zero);
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#endif
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}
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public static Texture2D MakeSolidTexture(Color color, int width, int height)
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{
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var pixels = new Color[width * height];
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for (int i = 0; i < pixels.Length; i++)
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{
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pixels[i] = color;
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}
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var tex = new Texture2D(width, height);
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tex.SetPixels(pixels);
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tex.Apply();
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return tex;
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}
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}
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}
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