Neg_Utils/UiToolkit/MultiSelectChips/MultiSelectChips.cs

128 lines
3.0 KiB
C#

using UnityEngine;
using UnityEngine.UIElements;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using System;
using System.Collections;
using System.ComponentModel;
public class MultiSelectChips : VisualElement
{
public string LabelText
{
get => label.text;
set
{
if (!string.IsNullOrEmpty(value))
{
if (label == null)
{
InitLabel();
}
label.text = value;
}
else if (label != null)
{
label.RemoveFromHierarchy();
label = null;
}
}
}
public IList ItemsSource
{
get => itemsSource;
set
{
itemsSource = value;
UpdateItems();
}
}
private Label label;
private AsyncOperationHandle<VisualTreeAsset> uxmlHandle, itemUxmlHandle;
private VisualTreeAsset itemPrefab;
private IList itemsSource;
public new class UxmlFactory : UxmlFactory<MultiSelectChips, UxmlTraits>
{
}
public new class UxmlTraits : VisualElement.UxmlTraits
{
private readonly UxmlStringAttributeDescription label;
public UxmlTraits()
{
label = new()
{
name = "label"
};
}
public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
{
base.Init(ve, bag, cc);
((MultiSelectChips)ve).LabelText = label.GetValueFromBag(bag, cc);
}
}
public MultiSelectChips() : base()
{
uxmlHandle = Addressables.LoadAssetAsync<VisualTreeAsset>("NegUiToolkits/MultiSelectChips.uxml");
itemUxmlHandle = Addressables.LoadAssetAsync<VisualTreeAsset>("NegUiToolkits/MultiSelectChipsItem.uxml");
uxmlHandle.Completed += OnUxmlLoaded;
itemUxmlHandle.Completed += OnItemUxmlLoaded;
}
public void UpdateItems()
{
if (itemPrefab == null)
return;
}
private void InitLabel()
{
label = new Label()
{
pickingMode = PickingMode.Ignore
};
Add(label);
}
private void OnUxmlLoaded(AsyncOperationHandle<VisualTreeAsset> operation)
{
if (operation.Status == AsyncOperationStatus.Succeeded)
{
Add(operation.Result.Instantiate());
Addressables.Release(uxmlHandle);
}
else
{
Debug.LogError($"Asset failed to load.");
}
}
private void OnItemUxmlLoaded(AsyncOperationHandle<VisualTreeAsset> operation)
{
if (operation.Status == AsyncOperationStatus.Succeeded)
{
itemPrefab = operation.Result;
Addressables.Release(itemUxmlHandle);
UpdateItems();
}
else
{
Debug.LogError($"Asset failed to load.");
}
}
private void
}