using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
namespace BaseGames.UI
{
///
/// 通用可选择行:图标 + 标签 + 选中高亮 + 按钮,适用于菜单项、设置行、存档槽、列表项。
///
/// 配合 作 TView,或在面板里直接布局使用。
/// 选中(手柄/键盘导航或鼠标悬停)时自动切换高亮节点。
///
[DisallowMultipleComponent]
public class UISelectableRow : MonoBehaviour, ISelectHandler, IDeselectHandler, IPointerEnterHandler
{
[Header("引用")]
[SerializeField] private Button _button;
[SerializeField] private TMP_Text _label;
[Tooltip("行图标(可空)。")]
[SerializeField] private Image _icon;
[Tooltip("选中高亮节点(可空,选中时 SetActive(true))。")]
[SerializeField] private GameObject _selectedHighlight;
/// 行被点击(或 Submit)时触发。
public event Action Clicked;
public Button Button => _button;
public Selectable Selectable => _button;
private void Awake()
{
if (_selectedHighlight != null) _selectedHighlight.SetActive(false);
if (_button != null)
_button.onClick.AddListener(() => Clicked?.Invoke());
}
// ── 数据填充 ──────────────────────────────────────────────────────────
public void SetLabel(string text)
{
if (_label != null) _label.text = text;
}
public void SetIcon(Sprite sprite)
{
if (_icon == null) return;
_icon.sprite = sprite;
_icon.enabled = sprite != null;
}
public void SetSelected(bool selected)
{
if (_selectedHighlight != null) _selectedHighlight.SetActive(selected);
}
/// 把 EventSystem 焦点设到本行。
public void Focus()
{
if (_button != null && EventSystem.current != null)
EventSystem.current.SetSelectedGameObject(_button.gameObject);
}
// ── 选中反馈 ──────────────────────────────────────────────────────────
public void OnSelect(BaseEventData e) => SetSelected(true);
public void OnDeselect(BaseEventData e) => SetSelected(false);
public void OnPointerEnter(PointerEventData e)
{
if (_button != null && _button.interactable && EventSystem.current != null)
EventSystem.current.SetSelectedGameObject(_button.gameObject);
}
}
}