RichTextImageManager.cs 4.1 KB

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  1. namespace textUtility
  2. {
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using System.Linq;
  7. using textUtility;
  8. using UnityEngine;
  9. using Object = UnityEngine.Object;
  10. [Serializable]
  11. public class RichTextImageManager
  12. {
  13. #region Config
  14. [SerializeField] private bool Inited;
  15. [SerializeField] private RichText RichText;
  16. [SerializeField] public List<RichTextImage> Images;
  17. public List<UIVertex> Vertices;
  18. #endregion
  19. public void Init(RichText richText)
  20. {
  21. if (Inited)
  22. {
  23. return;
  24. }
  25. else
  26. {
  27. Inited = true;
  28. }
  29. RichText = richText;
  30. Images = new List<RichTextImage>();
  31. }
  32. public void ClearRenderTask()
  33. {
  34. for (int i = 0; i < Images.Count; i++)
  35. {
  36. if (Images[i] == null)
  37. {
  38. Images.RemoveAt(i--);
  39. continue;
  40. }
  41. Images[i].ClearMatches();
  42. Images[i].gameObject.SetActive(false);
  43. }
  44. }
  45. public void RenderSprites(List<BaseMatch> baseMatches)
  46. {
  47. if (baseMatches.Count == 0)
  48. {
  49. return;
  50. }
  51. Dictionary<Texture2D, List<BaseMatch>> groupDictionary = new Dictionary<Texture2D, List<BaseMatch>>();
  52. foreach (var baseMatch in baseMatches)
  53. {
  54. SpriteMatch spriteMatch = (SpriteMatch) baseMatch;
  55. if (groupDictionary.ContainsKey(spriteMatch.SpriteInfo.Sprite.texture))
  56. {
  57. groupDictionary[spriteMatch.SpriteInfo.Sprite.texture].Add(spriteMatch);
  58. }
  59. else
  60. {
  61. groupDictionary.Add(spriteMatch.SpriteInfo.Sprite.texture, new List<BaseMatch>());
  62. groupDictionary[spriteMatch.SpriteInfo.Sprite.texture].Add(spriteMatch);
  63. }
  64. }
  65. //int createCount = groupDictionary.Count - Images.Count;
  66. //for (int i = 0; i < createCount; i++)
  67. //{
  68. // Images.Add(RichTextImage.CreateImage(RichText));
  69. //}
  70. List<List<BaseMatch>> groups = groupDictionary.Values.ToList();
  71. for (int i = 0; i < groups.Count; i++)
  72. {
  73. RichTextImage image = GetRichTextImage();
  74. //Images[i].gameObject.SetActive(true);
  75. foreach (var baseMatch in groups[i])
  76. {
  77. image.AddMatch(baseMatch);
  78. }
  79. }
  80. }
  81. public void RenderUnderlines(List<BaseMatch> baseMatches)
  82. {
  83. if (baseMatches.Count == 0)
  84. {
  85. return;
  86. }
  87. //if (Images.Count == 0)
  88. //{
  89. // Images.Add(RichTextImage.CreateImage(RichText));
  90. //}
  91. //Images[0].gameObject.SetActive(true);
  92. RichTextImage image = GetRichTextImage();
  93. foreach (var baseMatch in baseMatches)
  94. {
  95. image.AddMatch(baseMatch);
  96. }
  97. }
  98. public void RenderSuperlinks(List<BaseMatch> baseMatches)
  99. {
  100. if (baseMatches.Count == 0)
  101. {
  102. return;
  103. }
  104. //if (Images.Count == 0)
  105. //{
  106. // Images.Add(RichTextImage.CreateImage(RichText));
  107. //}
  108. //Images[0].gameObject.SetActive(true);
  109. RichTextImage image = GetRichTextImage();
  110. foreach (var baseMatch in baseMatches)
  111. {
  112. image.AddMatch(baseMatch);
  113. }
  114. }
  115. public void DestroyAllImage()
  116. {
  117. for (int i = 0; i < Images.Count; i++)
  118. {
  119. Object.DestroyImmediate(Images[i]);
  120. }
  121. Images = new List<RichTextImage>();
  122. }
  123. private RichTextImage GetRichTextImage()
  124. {
  125. foreach (var image in Images)
  126. {
  127. if (image.gameObject.activeSelf)
  128. {
  129. continue;
  130. }
  131. image.gameObject.SetActive(true);
  132. return image;
  133. }
  134. RichTextImage richTextImage = RichTextImage.CreateImage(RichText);
  135. Images.Add(richTextImage);
  136. return richTextImage;
  137. }
  138. }
  139. }