mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-17 08:37:49 +08:00
WIP
* Using publicized mono assemblies * Remaking UI from scratch. Done the Scene Explorer so far.
This commit is contained in:
184
src/UI/Widgets/SliderScrollbar.cs
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184
src/UI/Widgets/SliderScrollbar.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.Reflection;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.UI;
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using UnityExplorer;
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using UnityExplorer.Core;
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using UnityExplorer.UI;
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namespace UnityExplorer.UI.Utility
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{
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// Basically just to fix an issue with Scrollbars, instead we use a Slider as the scrollbar.
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public class SliderScrollbar
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{
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internal static readonly List<SliderScrollbar> Instances = new List<SliderScrollbar>();
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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 slider = Instances[i];
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if (slider.CheckDestroyed())
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i--;
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else
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slider.Update();
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}
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}
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public bool IsActive { get; private set; }
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public event Action<float> OnValueChanged;
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internal readonly Scrollbar m_scrollbar;
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internal readonly Slider m_slider;
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internal readonly RectTransform m_scrollRect;
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internal InputFieldScroller m_parentInputScroller;
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public SliderScrollbar(Scrollbar scrollbar, Slider slider)
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{
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Instances.Add(this);
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this.m_scrollbar = scrollbar;
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this.m_slider = slider;
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this.m_scrollRect = scrollbar.transform.parent.GetComponent<RectTransform>();
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this.m_scrollbar.onValueChanged.AddListener(this.OnScrollbarValueChanged);
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this.m_slider.onValueChanged.AddListener(this.OnSliderValueChanged);
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this.RefreshVisibility();
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this.m_slider.Set(1f, false);
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}
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internal bool CheckDestroyed()
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{
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if (!m_slider || !m_scrollbar)
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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 Update()
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{
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this.RefreshVisibility();
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}
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internal void RefreshVisibility()
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{
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if (!m_slider.gameObject.activeInHierarchy)
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{
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IsActive = false;
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return;
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}
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bool shouldShow = !Mathf.Approximately(this.m_scrollbar.size, 1);
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var obj = this.m_slider.handleRect.gameObject;
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if (IsActive != shouldShow)
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{
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IsActive = shouldShow;
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obj.SetActive(IsActive);
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if (IsActive)
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this.m_slider.Set(this.m_scrollbar.value, false);
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else
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m_slider.Set(1f, false);
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}
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}
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public void OnScrollbarValueChanged(float _value)
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{
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if (this.m_slider.value != _value)
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this.m_slider.Set(_value, false);
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OnValueChanged?.Invoke(_value);
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}
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public void OnSliderValueChanged(float _value)
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{
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this.m_scrollbar.value = _value;
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OnValueChanged?.Invoke(_value);
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}
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#region UI CONSTRUCTION
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public static GameObject CreateSliderScrollbar(GameObject parent, out Slider slider)
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{
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GameObject sliderObj = UIFactory.CreateUIObject("SliderScrollbar", parent, UIFactory._smallElementSize);
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GameObject bgObj = UIFactory.CreateUIObject("Background", sliderObj);
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GameObject fillAreaObj = UIFactory.CreateUIObject("Fill Area", sliderObj);
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GameObject fillObj = UIFactory.CreateUIObject("Fill", fillAreaObj);
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GameObject handleSlideAreaObj = UIFactory.CreateUIObject("Handle Slide Area", sliderObj);
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GameObject handleObj = UIFactory.CreateUIObject("Handle", handleSlideAreaObj);
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Image bgImage = bgObj.AddComponent<Image>();
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bgImage.type = Image.Type.Sliced;
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bgImage.color = new Color(0.05f, 0.05f, 0.05f, 1.0f);
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RectTransform bgRect = bgObj.GetComponent<RectTransform>();
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bgRect.anchorMin = Vector2.zero;
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bgRect.anchorMax = Vector2.one;
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bgRect.sizeDelta = Vector2.zero;
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bgRect.offsetMax = new Vector2(0f, 0f);
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RectTransform fillAreaRect = fillAreaObj.GetComponent<RectTransform>();
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fillAreaRect.anchorMin = new Vector2(0f, 0.20f);
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fillAreaRect.anchorMax = new Vector2(1f, 0.8f);
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fillAreaRect.anchoredPosition = new Vector2(0f, 0f);
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fillAreaRect.sizeDelta = new Vector2(-20f, 0f);
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Image fillImage = fillObj.AddComponent<Image>();
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fillImage.type = Image.Type.Sliced;
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fillImage.color = Color.clear;
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fillObj.GetComponent<RectTransform>().sizeDelta = new Vector2(10f, 0f);
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RectTransform handleSlideRect = handleSlideAreaObj.GetComponent<RectTransform>();
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handleSlideRect.anchorMin = new Vector2(0f, 0f);
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handleSlideRect.anchorMax = new Vector2(1f, 1f);
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handleSlideRect.offsetMin = new Vector2(25f, 30f);
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handleSlideRect.offsetMax = new Vector2(-15f, 0f);
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handleSlideRect.sizeDelta = new Vector2(-20f, -30f);
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Image handleImage = handleObj.AddComponent<Image>();
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handleImage.color = new Color(0.5f, 0.5f, 0.5f, 1.0f);
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var handleRect = handleObj.GetComponent<RectTransform>();
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handleRect.sizeDelta = new Vector2(15f, 30f);
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handleRect.offsetMin = new Vector2(-13f, -28f);
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handleRect.offsetMax = new Vector2(2f, -2f);
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var sliderBarLayout = sliderObj.AddComponent<LayoutElement>();
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sliderBarLayout.minWidth = 25;
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sliderBarLayout.flexibleWidth = 0;
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sliderBarLayout.minHeight = 30;
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sliderBarLayout.flexibleHeight = 5000;
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slider = sliderObj.AddComponent<Slider>();
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slider.fillRect = fillObj.GetComponent<RectTransform>();
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slider.handleRect = handleObj.GetComponent<RectTransform>();
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slider.targetGraphic = handleImage;
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slider.direction = Slider.Direction.BottomToTop;
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RuntimeProvider.Instance.SetColorBlock(
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slider,
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new Color(0.25f, 0.25f, 0.25f),
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new Color(0.3f, 0.3f, 0.3f),
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new Color(0.2f, 0.2f, 0.2f));
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return sliderObj;
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}
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#endregion
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}
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}
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