[정영민] UI 디자인 수정 작업 및 오류 수정

26.02.08
- 종합, 생산, 조립, 작업, 최종 검사 UI 디자인 수정
- 층 전환, 카메라 위치 조작 UI 추가
- 설비 UI 호버 시 카메라 움직이지 않는 오류 수정
This commit is contained in:
정영민
2026-02-08 22:44:02 +09:00
parent 5c6b2bb78c
commit 94578eb3b9
171 changed files with 38865 additions and 132196 deletions

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using System;
namespace UVC.UI.Toolbar.Model
{
/// <summary>
/// 라디오 버튼 그룹 내에서 사용되는 버튼입니다. 동일한 GroupName을 가진 라디오 버튼들 중에서
/// 단 하나만 선택될 수 있도록 동작합니다. ToolbarToggleButton을 상속받습니다.
/// </summary>
/// <remarks>
/// 각 ToolbarRadioButton은 GroupName을 가지며, 이 GroupName을 기준으로 ToolbarModel에서
/// ToolbarRadioButtonGroup에 의해 관리됩니다. 사용자가 라디오 버튼을 클릭하면,
/// 이 버튼은 자신이 속한 RadioGroup에 선택 상태 변경을 요청하고, RadioGroup은
/// 그룹 내 다른 버튼들의 선택을 해제하고 이 버튼만 선택된 상태로 만듭니다.
/// IsSelected 상태 변경 시 OnToggle, OnStateChanged, OnToggleStateChanged 이벤트가 발생합니다.
/// </remarks>
/// <example>
/// <code>
/// // Toolbar 또는 ToolbarModel 등에서 ToolbarRadioButton 생성 및 사용 예시
///
/// string cameraViewGroupName = "CameraViewOptions";
///
/// // 1. 라디오 버튼1: 탑뷰
/// ToolbarRadioButton topViewRadio = new ToolbarRadioButton(cameraViewGroupName)
/// {
/// Text = "view_top",
/// IconSpritePath = "icons/toolbar/view_top_on",
/// OffIconSpritePath = "icons/toolbar/view_top_off",
/// Tooltip = "tooltip_top_view",
/// IsSelected = true, // 초기 선택 상태
/// OnToggle = (IsSelected) =>
/// {
/// if (IsSelected) UnityEngine.Debug.Log("탑뷰 선택됨 (OnToggle)");
/// },
/// ClickCommand = new ActionCommand(() =>
/// {
/// UnityEngine.Debug.Log("탑뷰 커맨드 실행");
/// // 실제 탑뷰로 변경하는 로직
/// })
/// };
///
/// // 2. 라디오 버튼2: 프론트뷰
/// ToolbarRadioButton frontViewRadio = new ToolbarRadioButton(cameraViewGroupName)
/// {
/// Text = "view_front",
/// IconSpritePath = "icons/toolbar/view_front_on",
/// OffIconSpritePath = "icons/toolbar/view_front_off",
/// Tooltip = "tooltip_front_view",
/// IsSelected = false, // 초기 선택 안됨
/// OnToggle = (IsSelected) =>
/// {
/// if (IsSelected) UnityEngine.Debug.Log("프론트뷰 선택됨 (OnToggle)");
/// },
/// ClickCommand = new ActionCommand(() =>
/// {
/// UnityEngine.Debug.Log("프론트뷰 커맨드 실행");
/// // 실제 프론트뷰로 변경하는 로직
/// })
/// };
///
/// // 3. 생성된 라디오 버튼들을 ToolbarModel에 추가
/// // toolbarModel.AddItem(topViewRadio);
/// // toolbarModel.AddItem(frontViewRadio);
/// // 또는 ToolbarModel의 AddRadioButton 헬퍼 메서드 사용
/// // toolbarModel.AddRadioButton(cameraViewGroupName, "view_top", true, "icons/toolbar/view_top_on", ...);
/// // toolbarModel.AddRadioButton(cameraViewGroupName, "view_front", false, "icons/toolbar/view_front_on", ...);
///
/// // ToolbarModel은 AddItem 시 GroupName을 보고 내부적으로 ToolbarRadioButtonGroup을 생성/관리하며
/// // 각 라디오 버튼을 해당 그룹에 등록합니다.
/// </code>
/// </example>
public class CameraRadioButton : ToolbarToggleButton
{
/// <summary>
/// 이 라디오 버튼이 속한 그룹의 이름입니다.
/// 동일한 GroupName을 가진 라디오 버튼들은 하나의 그룹으로 묶여 동작합니다.
/// </summary>
public string GroupName { get; private set; }
/// <summary>
/// 이 라디오 버튼을 관리하는 ToolbarRadioButtonGroup의 내부 참조입니다.
/// ToolbarModel에 의해 설정되며, 버튼이 그룹에 등록될 때 할당됩니다.
/// </summary>
internal CameraRadioButtonGroup RadioGroup { get; set; }
/// <summary>
/// 지정된 그룹 이름을 사용하여 ToolbarRadioButton의 새 인스턴스를 초기화합니다.
/// </summary>
/// <param name="groupName">이 라디오 버튼이 속할 그룹의 이름입니다. null이거나 비어있을 수 없습니다.</param>
/// <exception cref="ArgumentNullException">groupName이 null이거나 빈 문자열일 경우 발생합니다.</exception>
public CameraRadioButton(string groupName)
{
if (string.IsNullOrEmpty(groupName))
{
throw new ArgumentNullException(nameof(groupName), "라디오 버튼은 반드시 GroupName을 가져야 합니다.");
}
GroupName = groupName;
}
/// <summary>
/// 라디오 버튼 클릭 로직을 실행합니다.
/// 버튼이 활성화되어 있다면, 자신이 속한 RadioGroup에 자신을 선택하도록 요청합니다.
/// RadioGroup은 이 요청을 받아 그룹 내 다른 버튼들의 선택을 해제하고 이 버튼만 선택 상태로 만듭니다.
/// 그 후, 이 버튼의 ClickCommand가 실행됩니다 (선택된 상태에서만).
/// </summary>
/// <param name="parameter">
/// 이 파라미터는 ClickCommand에 전달될 수 있습니다.
/// ToolbarView에서 UI 이벤트 연결 시, 라디오 버튼의 경우 보통 선택 상태(true)를 전달하거나,
/// 버튼 모델 자체를 전달하여 Command가 필요한 정보를 추출하도록 할 수 있습니다.
/// 기본적으로는 현재 IsSelected 상태가 ClickCommand에 전달되도록 고려할 수 있습니다.
/// </param>
public override void ExecuteClick(object parameter = null)
{
if (!IsEnabled) return;
// bool previousSelectionState = IsSelected; // 이전 선택 상태 (필요하다면)
if (RadioGroup != null)
{
// RadioGroup의 SetSelected 메서드를 호출하여 그룹 내 선택 상태를 관리합니다.
// SetSelected 내부에서 이 버튼의 IsSelected가 true로 설정되고,
// 다른 버튼들은 false로 설정됩니다.
// IsSelected setter는 OnToggle, OnStateChanged, OnToggleStateChanged 이벤트를 발생시킵니다.
RadioGroup.SetSelected(this);
}
else
{
// RadioGroup이 할당되지 않은 경우 (예: ToolbarModel에 추가되기 전 또는 독립적으로 사용 시도)
// 이 경우 일반 토글 버튼처럼 동작하거나, 경고를 로깅할 수 있습니다.
// 현재 구현은 그룹이 없으면 단독으로 선택되는 것을 방지하거나 특별 처리를 하도록 되어 있습니다.
UnityEngine.Debug.LogWarning($"ToolbarRadioButton '{Text}' (그룹: {GroupName})에 RadioGroup이 할당되지 않았습니다. 단독으로 상태가 변경될 수 없습니다. ToolbarModel에 먼저 추가되어야 합니다.");
// 만약 그룹 없이도 토글 가능하게 하려면 아래 주석 해제 및 로직 수정 필요
// IsSelected = !IsSelected;
}
// ClickCommand 실행:
// 라디오 버튼의 ClickCommand는 일반적으로 해당 버튼이 "선택되었을 때"의 액션을 정의합니다.
// RadioGroup.SetSelected에 의해 IsSelected 상태가 true로 변경된 후에 실행되어야 합니다.
if (IsSelected && ClickCommand != null)
{
// 파라미터 처리: parameter가 null이 아니면 그것을 우선 사용하고,
// 아니면 현재 IsSelected 상태(true) 또는 버튼 자체(this)를 전달할 수 있습니다.
// ToolbarView의 SetupButtonVisualsAndInteractions에서 radioModel.ExecuteClick(true)로 호출하는 경우,
// parameter는 true가 됩니다.
object commandParameterToUse = parameter ?? this; // 예: 명시적 파라미터가 없으면 버튼 인스턴스 전달
ClickCommand.Execute(commandParameterToUse);
}
// 만약 선택 해제 시(다른 라디오 버튼이 선택되어 이 버튼이 해제될 때)에도 Command를 실행해야 한다면,
// 위 if(IsSelected) 조건을 제거하거나, 별도의 Command(예: DeselectCommand)를 고려해야 합니다.
// 하지만 일반적인 라디오 버튼의 사용 패턴은 선택 시의 액션에 중점을 둡니다.
}
/// <summary>
/// 이 버튼 모델에 연결된 모든 이벤트 핸들러를 정리합니다.
/// ToolbarRadioButton은 ToolbarToggleButton에서 상속받은 이벤트 외에 추가적인 이벤트가 없으므로,
/// 부모 클래스의 ClearEventHandlers를 호출합니다.
/// </summary>
public override void ClearEventHandlers()
{
base.ClearEventHandlers(); // 부모 클래스(ToolbarToggleButton)의 이벤트 정리
// ToolbarRadioButton에 특화된 이벤트가 있다면 여기서 정리합니다.
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cd35e409321e3fb4490d390e44ea9058

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@@ -0,0 +1,175 @@
using System.Collections.Generic;
using System.Linq;
namespace UVC.UI.Toolbar.Model
{
/// <summary>
/// 여러 개의 ToolbarRadioButton 객체들을 하나의 그룹으로 관리합니다.
/// 이 그룹 내에서는 오직 하나의 라디오 버튼만이 선택된(IsSelected = true) 상태를 가질 수 있도록 보장합니다.
/// </summary>
/// <remarks>
/// ToolbarModel은 ToolbarRadioButton이 추가될 때 GroupName을 기준으로 이 클래스의 인스턴스를 생성하거나
/// 기존 인스턴스를 찾아 라디오 버튼을 등록(RegisterButton)합니다.
/// 사용자가 라디오 버튼을 클릭하면, 해당 버튼은 이 그룹의 SetSelected 메서드를 호출하여
/// 자신을 선택 상태로 만들고 그룹 내 다른 버튼들은 선택 해제 상태로 변경합니다.
/// </remarks>
/// <example>
/// <code>
/// // 이 클래스는 주로 ToolbarModel 내부에서 사용됩니다. 개발자가 직접 생성하기보다는
/// // ToolbarModel에 ToolbarRadioButton을 추가함으로써 간접적으로 사용됩니다.
///
/// // ToolbarModel 내부에서의 사용 흐름 (간략화된 예시)
/// // public class ToolbarModel
/// // {
/// // private Dictionary<string, ToolbarRadioButtonGroup> _radioGroups = new Dictionary<string, ToolbarRadioButtonGroup>();
/// //
/// // public void AddItem(IToolbarItem item)
/// // {
/// // if (item is ToolbarRadioButton radioButton)
/// // {
/// // if (!_radioGroups.TryGetValue(radioButton.GroupName, out var group))
/// // {
/// // group = new ToolbarRadioButtonGroup();
/// // _radioGroups.AddChild(radioButton.GroupName, group);
/// // }
/// // group.RegisterButton(radioButton); // 라디오 버튼을 그룹에 등록
/// // radioButton.RadioGroup = group; // 버튼에 그룹 참조 설정
/// // }
/// // // ...
/// // }
/// // }
///
/// // 그룹 내 버튼 선택 로직 (ToolbarRadioButton의 ExecuteClick 내부에서 호출됨)
/// // ToolbarRadioButtonGroup cameraGroup = new ToolbarRadioButtonGroup();
/// // ToolbarRadioButton radio1 = new ToolbarRadioButton("camera") { Text = "Cam1" };
/// // ToolbarRadioButton radio2 = new ToolbarRadioButton("camera") { Text = "Cam2" };
/// //
/// // cameraGroup.RegisterButton(radio1);
/// // cameraGroup.RegisterButton(radio2);
/// // radio1.RadioGroup = cameraGroup;
/// // radio2.RadioGroup = cameraGroup;
/// //
/// // // radio1을 선택 (radio1.IsSelected = true, radio2.IsSelected = false가 됨)
/// // cameraGroup.SetSelected(radio1);
/// // UnityEngine.Debug.Log($"Radio1 Selected: {radio1.IsSelected}, Radio2 Selected: {radio2.IsSelected}");
/// //
/// // // radio2를 선택 (radio1.IsSelected = false, radio2.IsSelected = true가 됨)
/// // cameraGroup.SetSelected(radio2);
/// // UnityEngine.Debug.Log($"Radio1 Selected: {radio1.IsSelected}, Radio2 Selected: {radio2.IsSelected}");
/// </code>
/// </example>
public class CameraRadioButtonGroup
{
private List<CameraRadioButton> _buttons = new List<CameraRadioButton>();
/// <summary>
/// 현재 그룹 내에서 선택된 라디오 버튼입니다.
/// 선택된 버튼이 없으면 null을 반환할 수 있습니다 (일반적으로 그룹은 항상 하나가 선택되도록 설계되지만, 초기 상태 등 예외 가능).
/// </summary>
public CameraRadioButton SelectedButton { get; private set; }
/// <summary>
/// 지정된 라디오 버튼을 이 그룹에 등록합니다.
/// 등록된 버튼은 그룹의 선택 관리 대상이 됩니다.
/// 버튼의 RadioGroup 속성에도 이 그룹의 참조가 설정되어야 합니다 (보통 ToolbarModel에서 처리).
/// </summary>
/// <param name="button">그룹에 등록할 ToolbarRadioButton입니다.</param>
public void RegisterButton(CameraRadioButton button)
{
if (!_buttons.Contains(button))
{
_buttons.Add(button);
}
}
/// <summary>
/// 지정된 라디오 버튼을 그룹 내에서 선택된 상태로 설정합니다.
/// 이전에 선택되었던 다른 버튼은 선택 해제 상태(IsSelected = false)로 변경됩니다.
/// </summary>
/// <param name="buttonToSelect">선택할 ToolbarRadioButton입니다. 이 버튼은 반드시 그룹에 미리 등록되어 있어야 합니다.</param>
/// <param name="raiseEvent">true이면 상태 변경 이벤트(OnToggle, OnStateChanged 등)를 발생시키고, false이면 이벤트 없이 상태만 변경합니다. 기본값은 true입니다.</param>
public void SetSelected(CameraRadioButton buttonToSelect, bool raiseEvent = true)
{
if (buttonToSelect == null || !_buttons.Contains(buttonToSelect))
{
// 그룹에 등록되지 않은 버튼을 선택하려고 하면 무시하거나 경고를 로깅할 수 있습니다.
UnityEngine.Debug.LogWarning($"SetSelected: 버튼 '{buttonToSelect?.Text}' (그룹: {buttonToSelect?.GroupName})은 현재 라디오 그룹에 등록되어 있지 않습니다.");
return;
}
// 이미 선택된 버튼을 다시 클릭한 경우, 상태를 변경하지 않고 유지합니다.
// (라디오 버튼은 일반적으로 한 번 선택되면 사용자가 직접 해제할 수 없고, 다른 버튼을 선택해야 해제됨)
if (SelectedButton == buttonToSelect && buttonToSelect.IsSelected)
{
return;
}
SelectedButton = buttonToSelect; // 새 버튼을 선택된 버튼으로 설정
foreach (var buttonInGroup in _buttons)
{
// 현재 순회 중인 버튼이 선택하려는 버튼(buttonToSelect)과 동일한지 비교하여
// IsSelected 상태를 설정합니다.
// 이렇게 하면 buttonToSelect만 true가 되고 나머지는 false가 됩니다.
bool shouldBeSelected = (buttonInGroup == buttonToSelect);
buttonInGroup.SetSelected(shouldBeSelected, raiseEvent);
}
}
/// <summary>
/// 그룹 내 모든 라디오 버튼의 선택을 해제합니다.
/// 이 메서드를 호출하면 그룹 내 어떤 버튼도 선택되지 않은 상태가 됩니다.
/// </summary>
/// <param name="raiseEvent">true이면 상태 변경 이벤트(OnToggle, OnStateChanged 등)를 발생시키고, false이면 이벤트 없이 상태만 변경합니다. 기본값은 true입니다.</param>
public void ClearSelection(bool raiseEvent = true)
{
SelectedButton = null;
foreach (var buttonInGroup in _buttons)
{
buttonInGroup.SetSelected(false, raiseEvent);
}
}
/// <summary>
/// 그룹에 등록된 모든 라디오 버튼의 목록을 가져옵니다.
/// </summary>
/// <returns>그룹 내 모든 ToolbarRadioButton의 읽기 전용 컬렉션입니다.</returns>
public IReadOnlyList<CameraRadioButton> GetButtons()
{
return _buttons.AsReadOnly();
}
/// <summary>
/// 텍스트로 그룹 내 라디오 버튼을 찾습니다.
/// </summary>
/// <param name="buttonText">찾을 버튼의 텍스트입니다.</param>
/// <returns>해당 텍스트를 가진 라디오 버튼입니다. 찾지 못하면 null을 반환합니다.</returns>
public CameraRadioButton FindButtonByText(string buttonText)
{
return _buttons.FirstOrDefault(b => b.Text == buttonText);
}
/// <summary>
/// 그룹 내 버튼들의 초기 선택 상태를 설정합니다.
/// 주로 ToolbarModel에서 라디오 버튼들을 추가한 후 호출될 수 있습니다.
/// initialState가 true인 버튼이 있다면 해당 버튼을, 없다면 첫 번째 버튼을 선택합니다.
/// </summary>
internal void InitializeSelection()
{
if (!_buttons.Any()) return;
CameraRadioButton buttonToSelectInitially = _buttons.FirstOrDefault(b => b.IsSelected);
if (buttonToSelectInitially != null)
{
// initialState가 true로 설정된 버튼이 있다면, 해당 버튼으로 최종 선택 상태를 확정합니다.
// (다른 initialState=true 버튼이 실수로 여러 개 있었을 경우를 대비하여 명확히 하나만 선택되도록 함)
SetSelected(buttonToSelectInitially);
}
else
{
// IsSelected가 true인 버튼이 하나도 없다면
}
}
}
}

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fileFormatVersion: 2
guid: 847af211b1ace6d4696625591f61d73a

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@@ -72,6 +72,7 @@ namespace UVC.UI.Toolbar.Model
/// ToolbarRadioButton이 AddItem을 통해 추가될 때 내부적으로 사용됩니다.
/// </summary>
private System.Collections.Generic.Dictionary<string, ToolbarRadioButtonGroup> _radioGroups;
private System.Collections.Generic.Dictionary<string, CameraRadioButtonGroup> _cameraradioGroups;
/// <summary>
/// ToolbarModel의 새 인스턴스를 초기화합니다.
@@ -81,6 +82,7 @@ namespace UVC.UI.Toolbar.Model
{
Items = new System.Collections.Generic.List<IToolbarItem>();
_radioGroups = new System.Collections.Generic.Dictionary<string, ToolbarRadioButtonGroup>();
_cameraradioGroups = new System.Collections.Generic.Dictionary<string, CameraRadioButtonGroup>();
}
/// <summary>
@@ -106,6 +108,19 @@ namespace UVC.UI.Toolbar.Model
// 또는 모든 버튼이 추가된 후 그룹별로 InitializeSelection()을 호출할 수도 있습니다.
// 현재는 AddRadioButton 메서드에서 initialState에 따른 SetSelected 호출로 처리하고 있습니다.
}
if (item is CameraRadioButton cameraradioButton)
{
if (!_cameraradioGroups.TryGetValue(cameraradioButton.GroupName, out var group))
{
group = new CameraRadioButtonGroup();
_cameraradioGroups.Add(cameraradioButton.GroupName, group);
}
group.RegisterButton(cameraradioButton);
cameraradioButton.RadioGroup = group; // 버튼 모델에 그룹 참조 설정
// 그룹 내 초기 선택 상태 결정 (만약 이 버튼이 initialState=true이고, 그룹에 아직 선택된 버튼이 없다면)
// 또는 모든 버튼이 추가된 후 그룹별로 InitializeSelection()을 호출할 수도 있습니다.
// 현재는 AddRadioButton 메서드에서 initialState에 따른 SetSelected 호출로 처리하고 있습니다.
}
// UI 갱신 로직은 ToolbarModel 자체에서는 직접 호출하지 않습니다.
// View가 Model의 변경 사항을 구독하거나, Controller가 View의 업데이트를 트리거합니다.
// 혹은, Model에 아이템이 추가/제거될 때 이벤트를 발생시켜 View가 감지하도록 할 수 있습니다.
@@ -198,6 +213,31 @@ namespace UVC.UI.Toolbar.Model
}
return button;
}
public CameraRadioButton AddCameraRadioButton(string groupName, string text, bool initialState = false, string iconSpritePath = null, string offIconSpritePath = null, System.Action<bool> onToggle = null, ICommand command = null, string tooltip = null)
{
var button = new CameraRadioButton(groupName)
{
Text = text,
IsSelected = initialState,// 초기 IsSelected 상태 설정
IconSpritePath = iconSpritePath,// 선택 시 아이콘
OffIconSpritePath = offIconSpritePath,// 해제 시 아이콘
OnToggle = onToggle,
ClickCommand = command,
Tooltip = tooltip
};
// AddItem 내에서 그룹 등록 및 버튼에 그룹 참조 설정이 이루어집니다.
AddItem(button);
// initialState가 true인 경우, 해당 그룹 내에서 이 버튼을 명시적으로 선택된 상태로 만듭니다.
// 이렇게 하면 여러 라디오 버튼 중 initialState가 true인 마지막 버튼이 최종 선택됩니다.
// 또는, 그룹별로 모든 버튼이 추가된 후 한 번만 선택 로직을 실행하는 것도 방법입니다.
if (initialState && _cameraradioGroups.TryGetValue(groupName, out var group))
{
group.SetSelected(button);
}
return button;
}
/// <summary>
/// 새로운 ToolbarExpandableButton(확장 가능한 버튼)을 생성하여 툴바 모델에 추가합니다.
@@ -237,6 +277,14 @@ namespace UVC.UI.Toolbar.Model
}
return null;
}
public CameraRadioButtonGroup GetCameraRadioButtonGroup(string groupName)
{
if (_cameraradioGroups.TryGetValue(groupName, out var group))
{
return group;
}
return null;
}
/// <summary>
/// 지정된 그룹 내에서 특정 라디오 버튼을 선택하거나, 모든 선택을 해제합니다.
@@ -264,6 +312,25 @@ namespace UVC.UI.Toolbar.Model
return true;
}
public bool SetCameraRadioButtonSelection(string groupName, CameraRadioButton buttonToSelect, bool raiseEvent = true)
{
if (!_cameraradioGroups.TryGetValue(groupName, out var group))
{
UnityEngine.Debug.LogWarning($"SetRadioButtonSelection: 그룹 '{groupName}'을 찾을 수 없습니다.");
return false;
}
if (buttonToSelect == null)
{
group.ClearSelection(raiseEvent);
}
else
{
group.SetSelected(buttonToSelect, raiseEvent);
}
return true;
}
/// <summary>
/// 그룹 이름으로 라디오 버튼 그룹 내 모든 선택을 해제합니다.
/// </summary>
@@ -274,6 +341,10 @@ namespace UVC.UI.Toolbar.Model
{
return SetRadioButtonSelection(groupName, null, raiseEvent);
}
public bool ClearCameraRadioButtonSelection(string groupName, bool raiseEvent = true)
{
return SetCameraRadioButtonSelection(groupName, null, raiseEvent);
}
/// <summary>
/// 지정된 토글 버튼의 선택 상태를 설정합니다.
@@ -323,6 +394,31 @@ namespace UVC.UI.Toolbar.Model
return button;
}
public CameraRadioButton SetCameraRadioButtonSelectionByText(string groupName, string buttonText, bool raiseEvent = true)
{
if (!_cameraradioGroups.TryGetValue(groupName, out var group))
{
UnityEngine.Debug.LogWarning($"SetRadioButtonSelectionByText: 그룹 '{groupName}'을 찾을 수 없습니다.");
return null;
}
if (string.IsNullOrEmpty(buttonText))
{
group.ClearSelection(raiseEvent);
return null;
}
var button = group.FindButtonByText(buttonText);
if (button == null)
{
UnityEngine.Debug.LogWarning($"SetRadioButtonSelectionByText: 그룹 '{groupName}'에서 텍스트 '{buttonText}'인 버튼을 찾을 수 없습니다.");
return null;
}
group.SetSelected(button, raiseEvent);
return button;
}
/// <summary>
/// 텍스트로 토글 버튼을 찾아 선택 상태를 설정합니다.
/// </summary>

View File

@@ -302,29 +302,29 @@ namespace UVC.UI.ToolBar
/// <param name="buttonToSelect">선택할 라디오 버튼입니다. null을 전달하면 그룹 내 모든 버튼의 선택이 해제됩니다.</param>
/// <param name="raiseEvent">true이면 OnAction 이벤트를 발생시키고, false이면 UI만 업데이트합니다. 기본값은 true입니다.</param>
/// <returns>작업 성공 여부입니다. 모델이 없거나 그룹이 존재하지 않으면 false를 반환합니다.</returns>
public bool SetRadioButtonSelection(string groupName, ToolbarRadioButton buttonToSelect, bool raiseEvent = false)
{
if (model == null)
{
Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
return false;
}
bool result = model.SetRadioButtonSelection(groupName, buttonToSelect, raiseEvent);
if (result)
{
// Icon의 ImageColorChangeBehaviour 색상 상태 업데이트
if (view != null)
{
view.UpdateRadioGroupIconColors(groupName, buttonToSelect);
}
//public bool SetRadioButtonSelection(string groupName, ToolbarRadioButton buttonToSelect, bool raiseEvent = false)
//{
// if (model == null)
// {
// Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
// return false;
// }
// bool result = model.SetRadioButtonSelection(groupName, buttonToSelect, raiseEvent);
// if (result)
// {
// // Icon의 ImageColorChangeBehaviour 색상 상태 업데이트
// if (view != null)
// {
// view.UpdateRadioGroupIconColors(groupName, buttonToSelect);
// }
if (raiseEvent)
{
RaiseOnAction(groupName, ToolbarActionType.Radio, buttonToSelect?.Text);
}
}
return result;
}
// if (raiseEvent)
// {
// RaiseOnAction(groupName, ToolbarActionType.Radio, buttonToSelect?.Text);
// }
// }
// return result;
//}
/// <summary>
/// 그룹 이름으로 라디오 버튼 그룹 내 모든 선택을 해제합니다.
@@ -332,29 +332,29 @@ namespace UVC.UI.ToolBar
/// <param name="groupName">라디오 버튼 그룹의 이름입니다.</param>
/// <param name="raiseEvent">true이면 OnAction 이벤트를 발생시키고, false이면 UI만 업데이트합니다. 기본값은 true입니다.</param>
/// <returns>작업 성공 여부입니다. 모델이 없거나 그룹이 존재하지 않으면 false를 반환합니다.</returns>
public bool ClearRadioButtonSelection(string groupName, bool raiseEvent = false)
{
if (model == null)
{
Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
return false;
}
bool result = model.ClearRadioButtonSelection(groupName, raiseEvent);
if (result)
{
// Icon의 ImageColorChangeBehaviour 색상 상태 업데이트 (모두 비선택)
if (view != null)
{
view.UpdateRadioGroupIconColors(groupName, null);
}
//public bool ClearRadioButtonSelection(string groupName, bool raiseEvent = false)
//{
// if (model == null)
// {
// Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
// return false;
// }
// bool result = model.ClearRadioButtonSelection(groupName, raiseEvent);
// if (result)
// {
// // Icon의 ImageColorChangeBehaviour 색상 상태 업데이트 (모두 비선택)
// if (view != null)
// {
// view.UpdateRadioGroupIconColors(groupName, null);
// }
if (raiseEvent)
{
RaiseOnAction(groupName, ToolbarActionType.Radio, null);
}
}
return result;
}
// if (raiseEvent)
// {
// RaiseOnAction(groupName, ToolbarActionType.Radio, null);
// }
// }
// return result;
//}
/// <summary>
/// 지정된 토글 버튼의 선택 상태를 설정합니다.
@@ -390,30 +390,30 @@ namespace UVC.UI.ToolBar
/// <param name="buttonText">선택할 라디오 버튼의 텍스트입니다. null 또는 빈 문자열을 전달하면 그룹 내 모든 버튼의 선택이 해제됩니다.</param>
/// <param name="raiseEvent">true이면 OnAction 이벤트를 발생시키고, false이면 UI만 업데이트합니다. 기본값은 true입니다.</param>
/// <returns>작업 성공 여부입니다. 모델이 없거나 버튼을 찾지 못하면 false를 반환합니다.</returns>
public bool SetRadioButtonSelection(string groupName, string buttonText, bool raiseEvent = false)
{
if (model == null)
{
Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
return false;
}
var button = model.SetRadioButtonSelectionByText(groupName, buttonText, raiseEvent);
bool result = button != null || string.IsNullOrEmpty(buttonText);
if (result)
{
// Icon의 ImageColorChangeBehaviour 색상 상태 업데이트
if (view != null)
{
view.UpdateRadioGroupIconColors(groupName, button);
}
//public bool SetRadioButtonSelection(string groupName, string buttonText, bool raiseEvent = false)
//{
// if (model == null)
// {
// Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
// return false;
// }
// var button = model.SetRadioButtonSelectionByText(groupName, buttonText, raiseEvent);
// bool result = button != null || string.IsNullOrEmpty(buttonText);
// if (result)
// {
// // Icon의 ImageColorChangeBehaviour 색상 상태 업데이트
// if (view != null)
// {
// view.UpdateRadioGroupIconColors(groupName, button);
// }
if (raiseEvent)
{
RaiseOnAction(groupName, ToolbarActionType.Radio, button?.Text);
}
}
return result;
}
// if (raiseEvent)
// {
// RaiseOnAction(groupName, ToolbarActionType.Radio, button?.Text);
// }
// }
// return result;
//}
/// <summary>
/// 텍스트로 토글 버튼을 찾아 선택 상태를 설정합니다.

View File

@@ -55,12 +55,25 @@ namespace UVC.UI.Toolbar.View
/// <returns>성공적으로 생성된 버튼의 GameObject. 프리팹이 없으면 null을 반환합니다.</returns>
public GameObject CreateButtonUI(ToolbarButtonBase buttonModel, Transform parentContainer, ToolbarView viewContext)
{
if (viewContext.radioButtonPrefab == null)
if (buttonModel is ToolbarRadioButton)
{
Debug.LogError("RadioButtonViewProcessor: radioButtonPrefab이 ToolbarView에 할당되지 않았습니다.", viewContext);
return null;
if (viewContext.radioButtonPrefab == null)
{
Debug.LogError("RadioButtonViewProcessor: radioButtonPrefab이 ToolbarView에 할당되지 않았습니다.", viewContext);
return null;
}
return Object.Instantiate(viewContext.radioButtonPrefab, parentContainer);
}
return Object.Instantiate(viewContext.radioButtonPrefab, parentContainer);
if (buttonModel is CameraRadioButton)
{
if (viewContext.cameraradioButtonPrefab == null)
{
Debug.LogError("RadioButtonViewProcessor: radioButtonPrefab이 ToolbarView에 할당되지 않았습니다.", viewContext);
return null;
}
return Object.Instantiate(viewContext.cameraradioButtonPrefab, parentContainer);
}
return null;
}
/// <summary>
@@ -75,42 +88,85 @@ namespace UVC.UI.Toolbar.View
/// <param name="viewContext">현재 ToolbarView의 인스턴스.</param>
public void SetupButtonInteractions(ToolbarButtonBase buttonModel, GameObject buttonUIObject, ToolbarView viewContext)
{
ToolbarRadioButton radioModel = buttonModel as ToolbarRadioButton;
if (radioModel == null) return;
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
if (toggleComponent != null)
if(buttonModel is ToolbarRadioButton)
{
// 모델의 GroupName을 사용하여 ToolbarView로부터 ToggleGroup을 가져오거나 생성합니다.
// 같은 GroupName을 가진 라디오 버튼들은 이 ToggleGroup에 의해 관리됩니다.
ToggleGroup uiToggleGroup = viewContext.GetOrCreateToggleGroup(radioModel.GroupName);
toggleComponent.group = uiToggleGroup; // UI Toggle을 해당 그룹에 할당
// 모델의 현재 IsSelected 상태로 UI Toggle의 초기 상태를 설정합니다.
toggleComponent.SetIsOnWithoutNotify(radioModel.IsSelected);
ToolbarRadioButton radioModel = buttonModel as ToolbarRadioButton;
if (radioModel == null) return;
// UI Toggle의 상태가 사용자에 의해 변경될 때 호출될 리스너를 추가합니다.
toggleComponent.onValueChanged.AddListener((isSelected) =>
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
if (toggleComponent != null)
{
// 라디오 버튼은 선택될 때(isSelected가 true일 때)만 동작을 수행합니다.
// 해제될 때는 다른 라디오 버튼이 선택되면서 자동으로 해제되므로 별도 처리가 필요 없습니다.
if (isSelected)
// 모델의 GroupName을 사용하여 ToolbarView로부터 ToggleGroup을 가져오거나 생성합니다.
// 같은 GroupName을 가진 라디오 버튼들은 이 ToggleGroup에 의해 관리됩니다.
ToggleGroup uiToggleGroup = viewContext.GetOrCreateToggleGroup(radioModel.GroupName);
toggleComponent.group = uiToggleGroup; // UI Toggle을 해당 그룹에 할당
// 모델의 현재 IsSelected 상태로 UI Toggle의 초기 상태를 설정합니다.
toggleComponent.SetIsOnWithoutNotify(radioModel.IsSelected);
// UI Toggle의 상태가 사용자에 의해 변경될 때 호출될 리스너를 추가합니다.
toggleComponent.onValueChanged.AddListener((isSelected) =>
{
// 사용자가 UI를 클릭하여 이 라디오 버튼 선택하면, 모델의 ExecuteClick()을 호출합니다.
// ToolbarRadioButton의 ExecuteClick() 내부에서 IsSelected 상태가 true로 설정되고,
// 같은 그룹의 다른 라디오 버튼들은 IsSelected가 false로 설정됩니다.
// 이후 관련 이벤트가 발생하여 UI가 동기화됩니다.
// 파라미터 true는 '선택됨'을 명시적으로 나타낼 수 있으나, 모델 내부 로직에 따라 달라질 수 있습니다.
radioModel.ExecuteClick(true);
}
});
// 라디오 버튼 선택될 때(isSelected가 true일 때)만 동작을 수행합니다.
// 해제될 때는 다른 라디오 버튼이 선택되면서 자동으로 해제되므로 별도 처리가 필요 없습니다.
if (isSelected)
{
// 사용자가 UI를 클릭하여 이 라디오 버튼을 선택하면, 모델의 ExecuteClick()을 호출합니다.
// ToolbarRadioButton의 ExecuteClick() 내부에서 IsSelected 상태가 true로 설정되고,
// 같은 그룹의 다른 라디오 버튼들은 IsSelected가 false로 설정됩니다.
// 이후 관련 이벤트가 발생하여 UI가 동기화됩니다.
// 파라미터 true는 '선택됨'을 명시적으로 나타낼 수 있으나, 모델 내부 로직에 따라 달라질 수 있습니다.
radioModel.ExecuteClick(true);
}
});
}
else
{
Debug.LogError($"RadioButtonViewProcessor: RadioButton '{radioModel.Text}'의 GameObject에 Toggle 컴포넌트가 없습니다.", buttonUIObject);
}
UpdateCommonButtonVisuals(buttonModel, buttonUIObject, viewContext);
UpdateToggleStateVisuals(radioModel, buttonUIObject, radioModel.IsSelected, viewContext);
}
else
if(buttonModel is CameraRadioButton)
{
Debug.LogError($"RadioButtonViewProcessor: RadioButton '{radioModel.Text}'의 GameObject에 Toggle 컴포넌트가 없습니다.", buttonUIObject);
CameraRadioButton radioModel = buttonModel as CameraRadioButton;
if (radioModel == null) return;
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
if (toggleComponent != null)
{
// 모델의 GroupName을 사용하여 ToolbarView로부터 ToggleGroup을 가져오거나 생성합니다.
// 같은 GroupName을 가진 라디오 버튼들은 이 ToggleGroup에 의해 관리됩니다.
ToggleGroup uiToggleGroup = viewContext.GetOrCreateToggleGroup(radioModel.GroupName);
toggleComponent.group = uiToggleGroup; // UI Toggle을 해당 그룹에 할당
// 모델의 현재 IsSelected 상태로 UI Toggle의 초기 상태를 설정합니다.
toggleComponent.SetIsOnWithoutNotify(radioModel.IsSelected);
// UI Toggle의 상태가 사용자에 의해 변경될 때 호출될 리스너를 추가합니다.
toggleComponent.onValueChanged.AddListener((isSelected) =>
{
// 라디오 버튼은 선택될 때(isSelected가 true일 때)만 동작을 수행합니다.
// 해제될 때는 다른 라디오 버튼이 선택되면서 자동으로 해제되므로 별도 처리가 필요 없습니다.
if (isSelected)
{
// 사용자가 UI를 클릭하여 이 라디오 버튼을 선택하면, 모델의 ExecuteClick()을 호출합니다.
// ToolbarRadioButton의 ExecuteClick() 내부에서 IsSelected 상태가 true로 설정되고,
// 같은 그룹의 다른 라디오 버튼들은 IsSelected가 false로 설정됩니다.
// 이후 관련 이벤트가 발생하여 UI가 동기화됩니다.
// 파라미터 true는 '선택됨'을 명시적으로 나타낼 수 있으나, 모델 내부 로직에 따라 달라질 수 있습니다.
radioModel.ExecuteClick(true);
}
});
}
else
{
Debug.LogError($"RadioButtonViewProcessor: RadioButton '{radioModel.Text}'의 GameObject에 Toggle 컴포넌트가 없습니다.", buttonUIObject);
}
UpdateCommonButtonVisuals(buttonModel, buttonUIObject, viewContext);
UpdateToggleStateVisuals(radioModel, buttonUIObject, radioModel.IsSelected, viewContext);
}
UpdateCommonButtonVisuals(buttonModel, buttonUIObject, viewContext);
UpdateToggleStateVisuals(radioModel, buttonUIObject, radioModel.IsSelected, viewContext);
}
/// <summary>
@@ -131,20 +187,41 @@ namespace UVC.UI.Toolbar.View
/// <param name="viewContext">현재 ToolbarView의 인스턴스.</param>
public void UpdateToggleStateVisuals(ToolbarToggleButton toggleButtonModel, GameObject buttonUIObject, bool isSelected, ToolbarView viewContext)
{
// ToolbarRadioButton은 ToolbarToggleButton을 상속하므로, toggleButtonModelToolbarRadioButton으로 캐스팅합니다.
ToolbarRadioButton radioModel = toggleButtonModel as ToolbarRadioButton;
if (radioModel == null) return;
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
if (toggleComponent != null)
if(toggleButtonModel is ToolbarRadioButton)
{
if (toggleComponent.isOn != isSelected)
// ToolbarRadioButton은 ToolbarToggleButton을 상속하므로, toggleButtonModel을 ToolbarRadioButton으로 캐스팅합니다.
ToolbarRadioButton radioModel = toggleButtonModel as ToolbarRadioButton;
if (radioModel == null) return;
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
if (toggleComponent != null)
{
toggleComponent.SetIsOnWithoutNotify(isSelected);
if (toggleComponent.isOn != isSelected)
{
toggleComponent.SetIsOnWithoutNotify(isSelected);
}
}
// 공통 시각적 업데이트를 호출하여 선택 상태에 따른 아이콘 변경 등을 처리합니다.
viewContext.InternalUpdateCommonButtonVisuals(radioModel, buttonUIObject); // 아이콘 업데이트를 위해 호출
}
// 공통 시각적 업데이트를 호출하여 선택 상태에 따른 아이콘 변경 등을 처리합니다.
viewContext.InternalUpdateCommonButtonVisuals(radioModel, buttonUIObject); // 아이콘 업데이트를 위해 호출
if (toggleButtonModel is CameraRadioButton)
{
// ToolbarRadioButton은 ToolbarToggleButton을 상속하므로, toggleButtonModel을 ToolbarRadioButton으로 캐스팅합니다.
CameraRadioButton radioModel = toggleButtonModel as CameraRadioButton;
if (radioModel == null) return;
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
if (toggleComponent != null)
{
if (toggleComponent.isOn != isSelected)
{
toggleComponent.SetIsOnWithoutNotify(isSelected);
}
}
// 공통 시각적 업데이트를 호출하여 선택 상태에 따른 아이콘 변경 등을 처리합니다.
viewContext.InternalUpdateCommonButtonVisuals(radioModel, buttonUIObject); // 아이콘 업데이트를 위해 호출
}
}
}
}

View File

@@ -90,6 +90,8 @@ namespace UVC.UI.Toolbar.View
public GameObject standardButtonPrefab;
[Tooltip("Cameara표준 버튼 UI에 사용될 프리팹입니다.")]
public GameObject camerastandardButtonPrefab;
[Tooltip("Cameara라디오 버튼 UI에 사용될 프리팹입니다.")]
public GameObject cameraradioButtonPrefab;
[Tooltip("토글 버튼 UI에 사용될 프리팹입니다. IsOn=false로 설정해 놔야 합니다.")]
public GameObject toggleButtonPrefab;
[Tooltip("라디오 버튼 UI에 사용될 프리팹입니다. IsOn=false로 설정해 놔야 합니다.")]
@@ -170,6 +172,7 @@ namespace UVC.UI.Toolbar.View
// 각 버튼 타입에 대한 뷰 프로세서를 등록합니다.
_buttonViewProcessors[typeof(ToolbarStandardButton)] = new ToolbarStandardButtonViewProcessor();
_buttonViewProcessors[typeof(CameraStandardButton)] = new ToolbarStandardButtonViewProcessor();
_buttonViewProcessors[typeof(CameraRadioButton)] = new ToolbarRadioButtonViewProcessor();
_buttonViewProcessors[typeof(ToolbarToggleButton)] = new ToolbarToggleButtonViewProcessor();
_buttonViewProcessors[typeof(ToolbarRadioButton)] = new ToolbarRadioButtonViewProcessor();
_buttonViewProcessors[typeof(ToolbarExpandableButton)] = new ToolbarExpandableButtonViewProcessor();
@@ -185,6 +188,10 @@ namespace UVC.UI.Toolbar.View
{
camerastandardButtonPrefab = Resources.Load<GameObject>("Prefabs/UI/Toolbar/CameraStandardButton");
}
if (cameraradioButtonPrefab == null)
{
cameraradioButtonPrefab = Resources.Load<GameObject>("Prefabs/UI/Toolbar/CameraRadioButton");
}
}
/// <summary>
@@ -198,7 +205,8 @@ namespace UVC.UI.Toolbar.View
// 필수 조건들을 다시 한 번 확인합니다.
if (standardButtonPrefab == null || toggleButtonPrefab == null || radioButtonPrefab == null ||
expandableButtonPrefab == null || separatorPrefab == null || subMenuPanelPrefab == null || camerastandardButtonPrefab == null)
expandableButtonPrefab == null || separatorPrefab == null || subMenuPanelPrefab == null ||
camerastandardButtonPrefab == null || cameraradioButtonPrefab==null)
{
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