#nullable enable using System; using UnityEngine; using UnityEngine.UIElements; namespace UVC.UIToolkit { /// /// Vector3(3D 벡터) 입력 필드 컴포넌트. /// Unity Vector3Field를 래핑하여 커스텀 스타일을 적용합니다. /// 3D 공간의 좌표(X, Y, Z)를 입력받습니다. /// /// /// Vector3란? /// Vector3는 3차원 공간에서 위치, 방향, 크기 등을 나타내는 구조체입니다. /// /// 위치 (Position): 3D 공간에서 오브젝트의 좌표 /// 회전 (Euler Angles): X, Y, Z 축 기준 회전 각도 /// 크기 (Scale): 오브젝트의 3축 스케일 /// 방향 (Direction): 정규화된 방향 벡터 /// /// Unity의 Transform 컴포넌트에서 position, eulerAngles, localScale이 모두 Vector3입니다. /// /// /// C# 코드에서 사용: /// /// // 기본 Vector3 필드 생성 /// var vec3Field = new UTKVector3Field(); /// vec3Field.label = "위치"; /// vec3Field.Value = new Vector3(1, 2, 3); /// /// // 값 변경 이벤트 /// vec3Field.OnValueChanged += (vec) => { /// Debug.Log($"위치: ({vec.x}, {vec.y}, {vec.z})"); /// }; /// /// // 라벨 생성자 사용 /// var positionField = new UTKVector3Field("Position"); /// /// // 축 라벨 커스터마이징 /// vec3Field.XLabel = "X (좌우)"; /// vec3Field.YLabel = "Y (상하)"; /// vec3Field.ZLabel = "Z (앞뒤)"; /// /// // Transform과 연동 /// var posField = new UTKVector3Field("위치"); /// posField.Value = transform.position; /// posField.OnValueChanged += (pos) => transform.position = pos; /// /// // 읽기 전용 (사용자가 수정할 수 없음) /// var readOnlyField = new UTKVector3Field("고정 위치"); /// readOnlyField.Value = new Vector3(1, 2, 3); /// readOnlyField.IsReadOnly = true; /// /// UXML에서 사용: /// /// /// /// /// /// /// /// /// /// /// /// ]]> /// 실제 활용 예시 (Transform 편집기): /// /// // GameObject Transform 편집 /// var posField = new UTKVector3Field("Position"); /// var rotField = new UTKVector3Field("Rotation"); /// var scaleField = new UTKVector3Field("Scale"); /// /// posField.Value = selectedObject.transform.position; /// rotField.Value = selectedObject.transform.eulerAngles; /// scaleField.Value = selectedObject.transform.localScale; /// /// posField.OnValueChanged += (v) => selectedObject.transform.position = v; /// rotField.OnValueChanged += (v) => selectedObject.transform.eulerAngles = v; /// scaleField.OnValueChanged += (v) => selectedObject.transform.localScale = v; /// /// [UxmlElement] public partial class UTKVector3Field : Vector3Field, IDisposable { #region Constants private const string USS_PATH = "UIToolkit/Input/UTKVector3Field"; #endregion #region Fields private bool _disposed; private bool _isEnabled = true; private bool _isReadOnly = false; private string _xLabel = "X"; private string _yLabel = "Y"; private string _zLabel = "Z"; #endregion #region Events /// 값 변경 이벤트 public event Action? OnValueChanged; #endregion #region Properties /// 현재 값 public Vector3 Value { get => value; set => this.value = value; } /// 활성화 상태 [UxmlAttribute("is-enabled")] public bool IsEnabled { get => _isEnabled; set { _isEnabled = value; SetEnabled(value); EnableInClassList("utk-vector3-field--disabled", !value); } } /// X축 라벨 [UxmlAttribute("x-label")] public string XLabel { get => _xLabel; set { _xLabel = value; UpdateAxisLabels(); } } /// Y축 라벨 [UxmlAttribute("y-label")] public string YLabel { get => _yLabel; set { _yLabel = value; UpdateAxisLabels(); } } /// Z축 라벨 [UxmlAttribute("z-label")] public string ZLabel { get => _zLabel; set { _zLabel = value; UpdateAxisLabels(); } } /// 읽기 전용 상태 [UxmlAttribute("is-readonly")] public bool IsReadOnly { get => _isReadOnly; set { _isReadOnly = value; UpdateReadOnlyState(); EnableInClassList("utk-vector3-field--readonly", value); } } #endregion #region Constructor public UTKVector3Field() : base() { UTKThemeManager.Instance.ApplyThemeToElement(this); var uss = Resources.Load(USS_PATH); if (uss != null) { styleSheets.Add(uss); } SetupStyles(); SetupEvents(); SubscribeToThemeChanges(); } public UTKVector3Field(bool isReadOnly) : this() { _isReadOnly = isReadOnly; UpdateReadOnlyState(); } public UTKVector3Field(string label, bool isReadOnly = false) : this() { this.label = label; _isReadOnly = isReadOnly; UpdateReadOnlyState(); } #endregion #region Setup private void SetupStyles() { AddToClassList("utk-vector3-field"); // 초기 라벨 설정 schedule.Execute(() => UpdateAxisLabels()); } private void SetupEvents() { RegisterCallback>(OnFieldValueChanged); } private void SubscribeToThemeChanges() { UTKThemeManager.Instance.OnThemeChanged += OnThemeChanged; RegisterCallback(_ => { UTKThemeManager.Instance.OnThemeChanged -= OnThemeChanged; }); } private void OnThemeChanged(UTKTheme theme) { UTKThemeManager.Instance.ApplyThemeToElement(this); } private void UpdateAxisLabels() { // Vector3Field의 내부 FloatField들을 찾아서 라벨 변경 var floatFields = this.Query().ToList(); if (floatFields.Count >= 3) { floatFields[0].label = _xLabel; floatFields[1].label = _yLabel; floatFields[2].label = _zLabel; } } private void UpdateReadOnlyState() { // 내부 FloatField들의 TextInput을 찾아서 읽기 전용 설정 var textInputs = this.Query>().ToList(); foreach (var textInput in textInputs) { textInput.isReadOnly = _isReadOnly; } } #endregion #region Event Handlers private void OnFieldValueChanged(ChangeEvent evt) { OnValueChanged?.Invoke(evt.newValue); } #endregion #region IDisposable public void Dispose() { if (_disposed) return; _disposed = true; UTKThemeManager.Instance.OnThemeChanged -= OnThemeChanged; OnValueChanged = null; UnregisterCallback>(OnFieldValueChanged); } #endregion } }