2025-05-18 01:04:31 +08:00

283 lines
11 KiB
C#

// ***********************************************************************
// Assembly : Unity
// Author : Kimch
// Created :
//
// Last Modified By : Kimch
// Last Modified On :
// ***********************************************************************
// <copyright file= "CustomControls" company=""></copyright>
// <summary></summary>
// ***********************************************************************
using UnityEngine;
using UnityEngine.UI;
static class CustomControls
{
public struct Resources
{
public Sprite standard;
public Sprite background;
public Sprite inputField;
public Sprite knob;
public Sprite checkmark;
public Sprite dropdown;
public Sprite mask;
public Material emojimaterial;
}
private const float kWidth = 160f;
private const float kThickHeight = 30f;
private const float kThinHeight = 20f;
private static Vector2 s_ThickElementSize = new Vector2(kWidth, kThickHeight);
private static Vector2 s_ThinElementSize = new Vector2(kWidth, kThinHeight);
private static Vector2 s_ImageElementSize = new Vector2(100f, 100f);
private static Color s_DefaultSelectableColor = new Color(1f, 1f, 1f, 1f);
private static Color s_PanelColor = new Color(1f, 1f, 1f, 0.392f);
private static Color s_TextColor = new Color(50f / 255f, 50f / 255f, 50f / 255f, 1f);
// Helper methods at top
private static GameObject CreateUIElementRoot(string name, Vector2 size)
{
GameObject child = new GameObject(name);
RectTransform rectTransform = child.AddComponent<RectTransform>();
rectTransform.sizeDelta = size;
return child;
}
static GameObject CreateUIObject(string name, GameObject parent)
{
GameObject go = new GameObject(name);
go.AddComponent<RectTransform>();
SetParentAndAlign(go, parent);
return go;
}
private static void SetDefaultTextValues(Text lbl)
{
// Set text values we want across UI elements in default controls.
// Don't set values which are the same as the default values for the Text component,
// since there's no point in that, and it's good to keep them as consistent as possible.
lbl.color = s_TextColor;
lbl.font = UnityEngine.Resources.GetBuiltinResource<Font>("Arial.ttf");
// Reset() is not called when playing. We still want the default font to be assigned
//lbl.AssignDefaultFont();
}
private static void SetDefaultColorTransitionValues(Selectable slider)
{
ColorBlock colors = slider.colors;
colors.highlightedColor = new Color(0.882f, 0.882f, 0.882f);
colors.pressedColor = new Color(0.698f, 0.698f, 0.698f);
colors.disabledColor = new Color(0.521f, 0.521f, 0.521f);
}
private static void SetParentAndAlign(GameObject child, GameObject parent)
{
if (parent == null)
return;
child.transform.SetParent(parent.transform, false);
SetLayerRecursively(child, parent.layer);
}
private static void SetLayerRecursively(GameObject go, int layer)
{
go.layer = layer;
Transform t = go.transform;
for (int i = 0; i < t.childCount; i++)
SetLayerRecursively(t.GetChild(i).gameObject, layer);
}
// Actual controls
public static GameObject CreateImage(Resources resources)
{
GameObject go = CreateUIElementRoot("Image", s_ImageElementSize);
go.AddComponent<KUIImage>();
return go;
}
public static GameObject CreateSwitch(Resources resources)
{
// Set up hierarchy
GameObject switchRoot = CreateUIElementRoot("Switch", s_ThinElementSize);
GameObject background = CreateUIObject("Background", switchRoot);
GameObject on = CreateUIObject("On", background);
GameObject off = CreateUIObject("Off", background);
GameObject childLabel = CreateUIObject("Label", switchRoot);
// Set up components
var @switch = switchRoot.AddComponent<KUISwitch>();
@switch.transition = Selectable.Transition.None;
@switch.isOn = true;
Image bgImage = background.AddComponent<Image>();
bgImage.sprite = resources.standard;
bgImage.type = Image.Type.Sliced;
bgImage.color = s_DefaultSelectableColor;
Image onImage = on.AddComponent<Image>();
//onImage.sprite = resources.checkmark;
Image offImage = off.AddComponent<Image>();
Text label = childLabel.AddComponent<Text>();
label.text = "Switch";
SetDefaultTextValues(label);
@switch.onGraphic = onImage;
@switch.offGraphic = offImage;
@switch.targetGraphic = bgImage;
SetDefaultColorTransitionValues(@switch);
RectTransform bgRect = background.GetComponent<RectTransform>();
bgRect.anchorMin = new Vector2(0f, 1f);
bgRect.anchorMax = new Vector2(0f, 1f);
bgRect.anchoredPosition = new Vector2(10f, -10f);
bgRect.sizeDelta = new Vector2(kThinHeight, kThinHeight);
RectTransform onRect = on.GetComponent<RectTransform>();
onRect.anchorMin = new Vector2(0.5f, 0.5f);
onRect.anchorMax = new Vector2(0.5f, 0.5f);
onRect.anchoredPosition = Vector2.zero;
onRect.sizeDelta = new Vector2(20f, 20f);
RectTransform offRect = on.GetComponent<RectTransform>();
offRect.anchorMin = new Vector2(0.5f, 0.5f);
offRect.anchorMax = new Vector2(0.5f, 0.5f);
offRect.anchoredPosition = Vector2.zero;
offRect.sizeDelta = new Vector2(20f, 20f);
RectTransform labelRect = childLabel.GetComponent<RectTransform>();
labelRect.anchorMin = new Vector2(0f, 0f);
labelRect.anchorMax = new Vector2(1f, 1f);
labelRect.offsetMin = new Vector2(23f, 1f);
labelRect.offsetMax = new Vector2(-5f, -2f);
return switchRoot;
}
public static GameObject CreateScrollbar(Resources resources)
{
// Create GOs Hierarchy
GameObject scrollbarRoot = CreateUIElementRoot("Scrollbar", s_ThinElementSize);
GameObject sliderArea = CreateUIObject("Sliding Area", scrollbarRoot);
GameObject handle = CreateUIObject("Handle", sliderArea);
Image bgImage = scrollbarRoot.AddComponent<Image>();
bgImage.sprite = resources.background;
bgImage.type = Image.Type.Sliced;
bgImage.color = s_DefaultSelectableColor;
Image handleImage = handle.AddComponent<Image>();
handleImage.sprite = resources.standard;
handleImage.type = Image.Type.Sliced;
handleImage.color = s_DefaultSelectableColor;
RectTransform sliderAreaRect = sliderArea.GetComponent<RectTransform>();
sliderAreaRect.sizeDelta = new Vector2(-20, -20);
sliderAreaRect.anchorMin = Vector2.zero;
sliderAreaRect.anchorMax = Vector2.one;
RectTransform handleRect = handle.GetComponent<RectTransform>();
handleRect.sizeDelta = new Vector2(20, 20);
Scrollbar scrollbar = scrollbarRoot.AddComponent<Scrollbar>();
scrollbar.handleRect = handleRect;
scrollbar.targetGraphic = handleImage;
SetDefaultColorTransitionValues(scrollbar);
return scrollbarRoot;
}
public static GameObject CreateScrollView(Resources resources)
{
GameObject root = CreateUIElementRoot("Scroll View", new Vector2(200, 200));
GameObject viewport = CreateUIObject("Viewport", root);
GameObject content = CreateUIObject("Content", viewport);
GameObject template = CreateUIObject("Template", content);
// Sub controls.
GameObject hScrollbar = CreateScrollbar(resources);
hScrollbar.name = "Scrollbar Horizontal";
SetParentAndAlign(hScrollbar, root);
RectTransform hScrollbarRT = hScrollbar.GetComponent<RectTransform>();
hScrollbarRT.anchorMin = Vector2.zero;
hScrollbarRT.anchorMax = Vector2.right;
hScrollbarRT.pivot = Vector2.zero;
hScrollbarRT.sizeDelta = new Vector2(0, hScrollbarRT.sizeDelta.y);
GameObject vScrollbar = CreateScrollbar(resources);
vScrollbar.name = "Scrollbar Vertical";
SetParentAndAlign(vScrollbar, root);
vScrollbar.GetComponent<Scrollbar>().SetDirection(Scrollbar.Direction.BottomToTop, true);
RectTransform vScrollbarRT = vScrollbar.GetComponent<RectTransform>();
vScrollbarRT.anchorMin = Vector2.right;
vScrollbarRT.anchorMax = Vector2.one;
vScrollbarRT.pivot = Vector2.one;
vScrollbarRT.sizeDelta = new Vector2(vScrollbarRT.sizeDelta.x, 0);
// Setup RectTransforms.
// Make viewport fill entire scroll view.
RectTransform viewportRT = viewport.GetComponent<RectTransform>();
viewportRT.anchorMin = Vector2.zero;
viewportRT.anchorMax = Vector2.one;
viewportRT.sizeDelta = Vector2.zero;
viewportRT.pivot = Vector2.up;
// Make context match viewpoprt width and be somewhat taller.
// This will show the vertical scrollbar and not the horizontal one.
RectTransform contentRT = content.GetComponent<RectTransform>();
contentRT.anchorMin = Vector2.up;
contentRT.anchorMax = Vector2.one;
contentRT.sizeDelta = new Vector2(0, 300);
contentRT.pivot = Vector2.up;
// Setup UI components.
var scrollRect = root.AddComponent<KUIGrid>();
scrollRect.content = contentRT;
scrollRect.viewport = viewportRT;
scrollRect.horizontal = false;
scrollRect.vertical = false;
scrollRect.horizontalScrollbar = hScrollbar.GetComponent<Scrollbar>();
scrollRect.verticalScrollbar = vScrollbar.GetComponent<Scrollbar>();
scrollRect.horizontalScrollbarVisibility = KUIGrid.ScrollbarVisibility.AutoHideAndExpandViewport;
scrollRect.verticalScrollbarVisibility = KUIGrid.ScrollbarVisibility.AutoHideAndExpandViewport;
scrollRect.horizontalScrollbarSpacing = -3;
scrollRect.verticalScrollbarSpacing = -3;
//Image rootImage = root.AddComponent<Image>();
//rootImage.sprite = resources.background;
//rootImage.type = Image.Type.Sliced;
//rootImage.color = s_PanelColor;
//viewport.AddComponent<RectMask2D>();
Mask viewportMask = viewport.AddComponent<Mask>();
viewportMask.showMaskGraphic = false;
Image viewportImage = viewport.AddComponent<Image>();
viewportImage.sprite = resources.mask;
viewportImage.type = Image.Type.Sliced;
scrollRect.uiPool = content.AddComponent<KUIPool>();
content.AddComponent<GridLayoutGroup>();
content.AddComponent<ContentSizeFitter>();
return root;
}
public static GameObject CreateEmojiText(Resources resources)
{
GameObject go = CreateUIElementRoot("EmojiText", s_ThickElementSize);
return go;
}
}