Files
Fishing2/Assets/Scripts/Common/Utils/ButtonNavigate.cs

164 lines
4.8 KiB
C#

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