方向键控制
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164
Assets/Scripts/Utils/ButtonNavigate.cs
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164
Assets/Scripts/Utils/ButtonNavigate.cs
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using System.Collections.Generic;
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using FairyGUI;
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using UnityEngine;
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namespace NBF
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{
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public class ButtonNavigate
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{
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private readonly List<GButton> _buttons = new List<GButton>();
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private int _currentIndex = 0;
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public ButtonNavigate(List<GButton> buttons, bool selectFist = true)
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{
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_buttons.AddRange(buttons);
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if (selectFist && _buttons.Count > 0)
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{
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SetButtonSelect(buttons[0]);
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}
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}
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public void Up()
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{
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Navigate(Vector2.up);
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}
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public void Down()
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{
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Navigate(Vector2.down);
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}
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public void Left()
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{
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Navigate(Vector2.left);
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}
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public void Right()
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{
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Navigate(Vector2.right);
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}
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/// <summary>
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/// 点击选中按钮
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/// </summary>
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public void Click()
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{
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foreach (var button in _buttons)
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{
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if (button.selected)
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{
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button.Click();
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break;
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}
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}
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}
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private void Navigate(Vector2 direction)
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{
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GButton current = _buttons[_currentIndex];
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Rect currentRect = GetGlobalRect(current);
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GButton bestCandidate = null;
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float bestDistance = float.MaxValue;
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foreach (var candidate in _buttons)
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{
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if (candidate == current) continue;
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Rect candidateRect = GetGlobalRect(candidate);
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// 检查方向匹配性
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bool isDirectionMatch = false;
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if (direction == Vector2.up) // 上方向
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{
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isDirectionMatch = candidateRect.yMax <= currentRect.yMin &&
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RectOverlapX(currentRect, candidateRect);
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}
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else if (direction == Vector2.down) // 下方向
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{
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isDirectionMatch = candidateRect.yMin >= currentRect.yMax &&
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RectOverlapX(currentRect, candidateRect);
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}
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else if (direction == Vector2.left) // 左方向
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{
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isDirectionMatch = candidateRect.xMax <= currentRect.xMin &&
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RectOverlapY(currentRect, candidateRect);
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}
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else if (direction == Vector2.right) // 右方向
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{
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isDirectionMatch = candidateRect.xMin >= currentRect.xMax &&
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RectOverlapY(currentRect, candidateRect);
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}
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if (isDirectionMatch)
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{
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float distance = Vector2.Distance(currentRect.center, candidateRect.center);
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if (distance < bestDistance)
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{
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bestDistance = distance;
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bestCandidate = candidate;
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}
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}
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}
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if (bestCandidate != null)
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{
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_currentIndex = _buttons.IndexOf(bestCandidate);
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SetButtonSelect(bestCandidate);
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}
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}
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/// <summary>
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/// 获取按钮在根坐标空间中的矩形区域
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/// </summary>
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/// <param name="obj"></param>
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/// <returns></returns>
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private Rect GetGlobalRect(GObject obj)
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{
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// 获取对象在根组件中的全局位置
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Vector2 globalPos = obj.LocalToGlobal(Vector2.zero);
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Vector2 rootPos = GRoot.inst.GlobalToLocal(globalPos);
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// 考虑对象的缩放
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float width = obj.width * obj.scaleX;
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float height = obj.height * obj.scaleY;
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return new Rect(rootPos.x, rootPos.y, width, height);
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}
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/// <summary>
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/// 检查两个矩形在X轴上的重叠
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/// </summary>
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/// <param name="a"></param>
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/// <param name="b"></param>
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/// <returns></returns>
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private bool RectOverlapX(Rect a, Rect b)
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{
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return !(a.xMin >= b.xMax || a.xMax <= b.xMin);
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}
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/// <summary>
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/// 检查两个矩形在Y轴上的重叠
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/// </summary>
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/// <param name="a"></param>
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/// <param name="b"></param>
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/// <returns></returns>
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private bool RectOverlapY(Rect a, Rect b)
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{
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return !(a.yMin >= b.yMax || a.yMax <= b.yMin);
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}
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/// <summary>
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/// 设置按钮选中
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/// </summary>
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/// <param name="button"></param>
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private void SetButtonSelect(GButton button)
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{
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foreach (var btn in _buttons)
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{
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btn.selected = btn == button;
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}
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}
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}
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}
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3
Assets/Scripts/Utils/ButtonNavigate.cs.meta
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3
Assets/Scripts/Utils/ButtonNavigate.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 83f029b458614e419234114c3d90f1fc
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timeCreated: 1749009573
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13
Assets/Scripts/Utils/Extends/FairyGUIExtensions.cs
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13
Assets/Scripts/Utils/Extends/FairyGUIExtensions.cs
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@@ -0,0 +1,13 @@
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using FairyGUI;
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namespace NBF
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{
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public static class FairyGUIExtensions
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{
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public static void Click(this GButton button)
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{
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button.FireClick(true);
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button.onClick.Call();
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}
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}
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}
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3
Assets/Scripts/Utils/Extends/FairyGUIExtensions.cs.meta
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3
Assets/Scripts/Utils/Extends/FairyGUIExtensions.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 6f9d43645df348cc8e3e498a7570cd2f
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timeCreated: 1749008303
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