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202
Assets/Scripts/UI/Common/List/ListSelector.cs
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202
Assets/Scripts/UI/Common/List/ListSelector.cs
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using System;
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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 ListSelector
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{
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private GList _list;
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private readonly List<Type> _ignores = new List<Type>();
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// private readonly List<GObject> _items = new List<GObject>();
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private float itemWidth = 200f;
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private float itemHeight = 180f;
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public object SelectedItem => _list.selectedIndex > 0 ? _list.GetChildAt(_list.selectedIndex) : null;
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public ListSelector(GList list, params Type[] ignores)
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{
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_list = list;
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if (ignores != null && ignores.Length > 0)
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{
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_ignores.AddRange(ignores);
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}
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}
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#region 数据刷新
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public void Refresh()
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{
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var children = _list.GetChildren();
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foreach (var item in children)
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{
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if (_ignores.Contains(item.GetType())) continue;
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itemWidth = item.width;
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itemHeight = item.height;
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break;
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}
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}
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#endregion
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#region 操作
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public void Up()
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{
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Move(Vector2.up);
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}
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public void Down()
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{
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Move(Vector2.down);
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}
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public void Right()
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{
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Move(Vector2.right);
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}
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public void Left()
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{
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Move(Vector2.left);
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}
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public void Move(Vector2 direction)
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{
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if (_list.selectedIndex == -1)
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{
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// 首次选择第一个可选中项
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SelectFirstSelectable();
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return;
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}
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var currentPos = GetItemPosition(_list.selectedIndex);
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var nearestIndex = FindNearestSelectableItem(currentPos, direction);
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// 如果是左右移动且未找到目标,则尝试寻找前一个或后一个可选项
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if (nearestIndex == -1 && (direction == Vector2.left || direction == Vector2.right))
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{
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if (direction == Vector2.left)
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{
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// 寻找前一个可选项
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nearestIndex = FindPreviousSelectableItem(_list.selectedIndex);
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}
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else if (direction == Vector2.right)
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{
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// 寻找后一个可选项
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nearestIndex = FindNextSelectableItem(_list.selectedIndex);
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}
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}
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if (nearestIndex != -1)
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{
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SetSelection(nearestIndex);
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}
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}
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#endregion
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#region 内部方法
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private Vector2 GetItemPosition(int index)
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{
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var item = _list.GetChildAt(index);
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return item.position;
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}
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private int FindNearestSelectableItem(Vector2 fromPos, Vector2 direction)
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{
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var bestIndex = -1;
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var bestDistance = float.MaxValue;
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for (var i = 0; i < _list.numItems; i++)
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{
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if (!IsSelectableItem(i)) continue;
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var targetPos = GetItemPosition(i);
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var diff = targetPos - fromPos;
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// 检查方向匹配度
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if (IsDirectionMatch(direction, diff))
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{
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var distance = Vector2.Distance(fromPos, targetPos);
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if (distance < bestDistance && distance > 0.1f)
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{
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bestDistance = distance;
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bestIndex = i;
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}
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}
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}
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return bestIndex;
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}
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private int FindPreviousSelectableItem(int currentIndex)
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{
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for (int i = currentIndex - 1; i >= 0; i--)
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{
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if (IsSelectableItem(i))
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return i;
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}
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return -1;
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}
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private int FindNextSelectableItem(int currentIndex)
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{
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for (int i = currentIndex + 1; i < _list.numItems; i++)
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{
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if (IsSelectableItem(i))
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return i;
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}
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return -1;
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}
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private bool IsDirectionMatch(Vector2 direction, Vector2 diff)
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{
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if (direction == Vector2.up)
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return diff.y < 0 && Mathf.Abs(diff.x) < itemWidth; // 修正:向上应该是Y值更小
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if (direction == Vector2.down)
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return diff.y > 0 && Mathf.Abs(diff.x) < itemWidth; // 修正:向下应该是Y值更大
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if (direction == Vector2.left)
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return diff.x < 0 && Mathf.Abs(diff.y) < itemHeight;
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if (direction == Vector2.right)
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return diff.x > 0 && Mathf.Abs(diff.y) < itemHeight;
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return false;
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}
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private bool IsSelectableItem(int index)
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{
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var item = _list.GetChildAt(index);
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var ret = !_ignores.Contains(item.GetType());
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if (item.GetType() == typeof(ListTitleItem))
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{
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}
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return ret;
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}
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private void SelectFirstSelectable()
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{
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for (var i = 0; i < _list.numItems; i++)
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{
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if (IsSelectableItem(i))
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{
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SetSelection(i);
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break;
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}
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}
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}
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private void SetSelection(int index)
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{
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_list.selectedIndex = index;
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_list.ScrollToView(index, true);
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}
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#endregion
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}
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}
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