482 lines
15 KiB
C#
482 lines
15 KiB
C#
#nullable enable
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using System;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace UVC.UIToolkit
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{
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/// <summary>
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/// 실수 입력 필드에 위/아래 스테퍼 버튼이 붙은 컴포넌트.
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/// TextInput 오른쪽에 위, 아래 버튼이 세로로 배치됩니다.
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/// 키보드 화살표, 마우스 휠, 버튼 클릭으로 값을 조절할 수 있습니다.
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/// </summary>
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/// <remarks>
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/// <para><b>UTKFloatStepper란?</b></para>
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/// <para>실수를 편리하게 증감할 수 있는 입력 컴포넌트입니다.</para>
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/// <list type="bullet">
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/// <item><description><b>버튼 클릭</b>: ▲/▼ 버튼으로 값 증감</description></item>
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/// <item><description><b>키보드</b>: ↑/↓ 화살표 키로 값 증감</description></item>
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/// <item><description><b>마우스 휠</b>: 호버 상태에서 휠로 값 조절</description></item>
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/// <item><description><b>직접 입력</b>: 텍스트 필드에 숫자 직접 입력</description></item>
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/// </list>
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/// <para><b>주요 기능:</b></para>
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/// <list type="bullet">
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/// <item><description>최소/최대값 제한 (MinValue, MaxValue)</description></item>
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/// <item><description>증감 단위 설정 (Step)</description></item>
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/// <item><description>순환 모드 (WrapAround) - 최대에서 최소로, 최소에서 최대로</description></item>
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/// </list>
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/// </remarks>
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/// <example>
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/// <para><b>C# 코드에서 사용:</b></para>
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/// <code>
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/// // 기본 스테퍼 생성
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/// var stepper = new UTKFloatStepper();
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/// stepper.MinValue = 0f;
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/// stepper.MaxValue = 10f;
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/// stepper.Value = 5.5f;
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/// stepper.Step = 0.5f; // 0.5씩 증감
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///
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/// // 값 변경 이벤트
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/// stepper.OnValueChanged += (value) => {
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/// Debug.Log($"현재 값: {value}");
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/// };
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///
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/// // 범위와 초기값을 지정하는 생성자
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/// var volumeStepper = new UTKFloatStepper(0f, 1f, 0.8f, 0.1f); // min, max, initial, step
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///
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/// // 순환 모드 활성화 (10.0 → 0.0, 0.0 → 10.0)
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/// stepper.WrapAround = true;
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///
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/// // 프로그래밍 방식으로 값 변경
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/// stepper.Increment(); // Step만큼 증가
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/// stepper.Decrement(); // Step만큼 감소
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/// stepper.SetValue(7.5f); // 직접 설정
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///
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/// // 읽기 전용 (사용자가 수정할 수 없음)
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/// var readOnlyStepper = new UTKFloatStepper(0f, 10f, 5f, 0.1f);
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/// readOnlyStepper.IsReadOnly = true;
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/// </code>
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/// <para><b>UXML에서 사용:</b></para>
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/// <code><![CDATA[
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/// <!-- 기본 스테퍼 -->
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/// <utk:UTKFloatStepper value="5.5" min-value="0" max-value="10" />
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///
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/// <!-- 증감 단위 설정 -->
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/// <utk:UTKFloatStepper value="1.0" step="0.5" />
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///
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/// <!-- 순환 모드 -->
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/// <utk:UTKFloatStepper value="0.5" min-value="0" max-value="1" wrap-around="true" />
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///
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/// <!-- 읽기 전용 -->
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/// <utk:UTKFloatStepper value="5.0" is-readonly="true" />
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/// ]]></code>
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/// <para><b>실제 활용 예시 (볼륨 조절):</b></para>
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/// <code>
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/// // 볼륨 스테퍼 (0.0~1.0)
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/// var volumeStepper = new UTKFloatStepper(0f, 1f, 0.8f, 0.1f);
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/// volumeStepper.OnValueChanged += (volume) => {
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/// AudioListener.volume = volume;
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/// };
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/// </code>
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/// </example>
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[UxmlElement]
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public partial class UTKFloatStepper : VisualElement, IDisposable
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{
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#region Constants
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private const string USS_PATH = "UIToolkit/Input/UTKFloatStepper";
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#endregion
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#region UXML Attributes
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[UxmlAttribute("value")]
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public float Value
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{
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get => _value;
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set => SetValue(value);
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}
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[UxmlAttribute("min-value")]
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public float MinValue
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{
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get => _minValue;
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set
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{
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_minValue = value;
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ClampValue();
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}
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}
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[UxmlAttribute("max-value")]
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public float MaxValue
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{
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get => _maxValue;
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set
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{
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_maxValue = value;
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ClampValue();
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}
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}
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[UxmlAttribute("step")]
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public float Step
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{
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get => _step;
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set => _step = value > 0 ? value : 0.1f;
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}
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[UxmlAttribute("wrap-around")]
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public bool WrapAround
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{
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get => _wrapAround;
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set => _wrapAround = value;
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}
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/// <summary>읽기 전용 상태. true일 때 사용자가 값을 수정할 수 없음</summary>
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[UxmlAttribute("is-readonly")]
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public bool IsReadOnly
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{
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get => _isReadOnly;
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set
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{
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_isReadOnly = value;
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UpdateReadOnlyState();
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EnableInClassList("utk-number-stepper--readonly", value);
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}
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}
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#endregion
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#region Fields
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private bool _disposed;
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private bool _isReadOnly;
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private float _value;
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private float _minValue = float.MinValue;
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private float _maxValue = float.MaxValue;
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private float _step = 1.0f;
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private bool _wrapAround;
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private bool _isUpdating;
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private bool _isHovered;
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private TextField? _textField;
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private Button? _upButton;
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private Button? _downButton;
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#endregion
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#region Events
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/// <summary>값이 변경될 때 발생</summary>
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public event Action<float>? OnValueChanged;
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/// <summary>Tab 키가 눌렸을 때 발생 (다음 요소로 포커스 이동용)</summary>
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public event Action? OnTabPressed;
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/// <summary>Shift+Tab 키가 눌렸을 때 발생 (이전 요소로 포커스 이동용)</summary>
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public event Action? OnShiftTabPressed;
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#endregion
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#region Constructor
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public UTKFloatStepper()
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{
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UTKThemeManager.Instance.ApplyThemeToElement(this);
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LoadStyleSheet();
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CreateUI();
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SetupEvents();
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SubscribeToThemeChanges();
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}
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public UTKFloatStepper(bool isReadOnly = false): this()
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{
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_isReadOnly = isReadOnly;
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}
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public UTKFloatStepper(float minValue, float maxValue, float initialValue = 0f, float step = 0.1f, bool isReadOnly = false): this()
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{
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_isReadOnly = isReadOnly;
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_minValue = minValue;
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_maxValue = maxValue;
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_step = step > 0 ? step : 1.0f;
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_value = Mathf.Clamp(initialValue, minValue, maxValue);
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}
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private void LoadStyleSheet()
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{
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var uss = Resources.Load<StyleSheet>(USS_PATH);
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if (uss != null)
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{
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styleSheets.Add(uss);
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}
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}
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private void SubscribeToThemeChanges()
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{
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UTKThemeManager.Instance.OnThemeChanged += OnThemeChanged;
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// 패널에서 분리될 때 이벤트 구독 해제
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RegisterCallback<DetachFromPanelEvent>(_ =>
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{
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UTKThemeManager.Instance.OnThemeChanged -= OnThemeChanged;
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});
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}
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private void OnThemeChanged(UTKTheme theme)
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{
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UTKThemeManager.Instance.ApplyThemeToElement(this);
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}
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#endregion
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#region Public Methods
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public void SetValue(float newValue, bool notify = true)
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{
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float clampedValue = ClampValueInternal(newValue);
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if (!Mathf.Approximately(_value, clampedValue))
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{
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_value = clampedValue;
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UpdateDisplay();
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if (notify)
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{
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OnValueChanged?.Invoke(_value);
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}
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}
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}
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public void Increment()
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{
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if (_wrapAround && _value + _step > _maxValue)
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{
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SetValue(_minValue);
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}
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else
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{
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SetValue(_value + _step);
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}
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}
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public void Decrement()
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{
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if (_wrapAround && _value - _step < _minValue)
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{
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SetValue(_maxValue);
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}
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else
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{
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SetValue(_value - _step);
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}
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}
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public void SetRange(float min, float max)
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{
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_minValue = min;
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_maxValue = max;
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ClampValue();
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}
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/// <summary>컴포넌트의 활성화 상태를 설정합니다.</summary>
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public new void SetEnabled(bool enabled)
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{
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base.SetEnabled(enabled);
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EnableInClassList("utk-number-stepper--disabled", !enabled);
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}
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/// <summary>텍스트 필드에 포커스를 설정합니다.</summary>
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public new void Focus()
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{
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_textField?.Focus();
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}
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#endregion
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#region Private Methods - UI Creation
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private void CreateUI()
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{
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AddToClassList("utk-number-stepper");
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// Text Field
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_textField = new TextField { name = "stepper-input" };
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_textField.AddToClassList("utk-number-stepper__input");
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_textField.isReadOnly = _isReadOnly;
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// TextField 내부 input 스타일링
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_textField.RegisterCallback<AttachToPanelEvent>(_ =>
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{
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var input = _textField.Q<VisualElement>("unity-text-input");
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if (input != null)
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{
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input.AddToClassList("utk-number-stepper__text-input");
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}
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});
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Add(_textField);
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// Button Container (위/아래 버튼을 세로로 배치)
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var buttonContainer = new VisualElement { name = "stepper-buttons" };
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buttonContainer.AddToClassList("utk-number-stepper__buttons");
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// Up Button
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_upButton = new Button { name = "stepper-up", text = UTKMaterialIcons.KeyboardArrowUp };
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_upButton.AddToClassList("utk-number-stepper__btn");
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_upButton.AddToClassList("utk-number-stepper__btn--up");
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_upButton.SetEnabled(!_isReadOnly);
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UTKMaterialIcons.ApplyIconStyle(_upButton, 14);
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buttonContainer.Add(_upButton);
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// Down Button
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_downButton = new Button { name = "stepper-down", text = UTKMaterialIcons.KeyboardArrowDown };
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_downButton.AddToClassList("utk-number-stepper__btn");
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_downButton.AddToClassList("utk-number-stepper__btn--down");
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_downButton.SetEnabled(!_isReadOnly);
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UTKMaterialIcons.ApplyIconStyle(_downButton, 14);
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buttonContainer.Add(_downButton);
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Add(buttonContainer);
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UpdateDisplay();
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}
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private void SetupEvents()
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{
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_upButton?.RegisterCallback<ClickEvent>(OnUpButtonClick);
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_downButton?.RegisterCallback<ClickEvent>(OnDownButtonClick);
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_textField?.RegisterCallback<ChangeEvent<string>>(OnTextFieldChanged);
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_textField?.RegisterCallback<KeyDownEvent>(OnTextFieldKeyDown, TrickleDown.TrickleDown);
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RegisterCallback<MouseEnterEvent>(OnMouseEnter);
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RegisterCallback<MouseLeaveEvent>(OnMouseLeave);
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RegisterCallback<WheelEvent>(OnWheelEvent);
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}
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#endregion
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#region Event Handlers
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private void OnUpButtonClick(ClickEvent evt) => Increment();
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private void OnDownButtonClick(ClickEvent evt) => Decrement();
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private void OnTextFieldChanged(ChangeEvent<string> evt)
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{
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if (_isUpdating) return;
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if (float.TryParse(evt.newValue, out float parsed))
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{
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SetValue(parsed);
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}
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else
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{
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// 유효하지 않은 입력이면 이전 값으로 복원
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UpdateDisplay();
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}
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}
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private void OnTextFieldKeyDown(KeyDownEvent evt)
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{
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if (evt.keyCode == KeyCode.UpArrow)
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{
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Increment();
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evt.StopPropagation();
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}
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else if (evt.keyCode == KeyCode.DownArrow)
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{
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Decrement();
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evt.StopPropagation();
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}
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else if (evt.keyCode == KeyCode.Tab)
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{
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if (evt.shiftKey && OnShiftTabPressed != null)
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{
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OnShiftTabPressed.Invoke();
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evt.StopImmediatePropagation();
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}
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else if (!evt.shiftKey && OnTabPressed != null)
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{
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OnTabPressed.Invoke();
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evt.StopImmediatePropagation();
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}
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}
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}
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private void OnMouseEnter(MouseEnterEvent evt) => _isHovered = true;
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private void OnMouseLeave(MouseLeaveEvent evt) => _isHovered = false;
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private void OnWheelEvent(WheelEvent evt)
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{
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if (!_isHovered) return;
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if (evt.delta.y < 0)
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{
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Increment();
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}
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else if (evt.delta.y > 0)
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{
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Decrement();
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}
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evt.StopPropagation();
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}
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#endregion
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#region Private Methods - Logic
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private void UpdateDisplay()
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{
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if (_textField == null) return;
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_isUpdating = true;
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_textField.value = _value.ToString();//.ToString("F2");
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_isUpdating = false;
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}
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private void ClampValue()
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{
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SetValue(_value, notify: false);
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}
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private float ClampValueInternal(float value)
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{
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return Mathf.Clamp(value, _minValue, _maxValue);
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}
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private void UpdateReadOnlyState()
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{
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if (_textField != null)
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{
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_textField.isReadOnly = _isReadOnly;
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}
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if (_upButton != null)
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{
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_upButton.SetEnabled(!_isReadOnly);
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}
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if (_downButton != null)
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{
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_downButton.SetEnabled(!_isReadOnly);
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}
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}
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#endregion
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#region IDisposable
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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UTKThemeManager.Instance.OnThemeChanged -= OnThemeChanged;
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// 이벤트 콜백 해제
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_upButton?.UnregisterCallback<ClickEvent>(OnUpButtonClick);
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_downButton?.UnregisterCallback<ClickEvent>(OnDownButtonClick);
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_textField?.UnregisterCallback<ChangeEvent<string>>(OnTextFieldChanged);
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_textField?.UnregisterCallback<KeyDownEvent>(OnTextFieldKeyDown, TrickleDown.TrickleDown);
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UnregisterCallback<MouseEnterEvent>(OnMouseEnter);
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UnregisterCallback<MouseLeaveEvent>(OnMouseLeave);
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UnregisterCallback<WheelEvent>(OnWheelEvent);
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// 이벤트 null 처리
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OnValueChanged = null;
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OnTabPressed = null;
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OnShiftTabPressed = null;
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// UI 참조 정리
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_textField = null;
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_upButton = null;
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_downButton = null;
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}
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#endregion
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}
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}
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