_xiaofang/xiaofang/Assets/Script/UI/PanelUI/ManagerPanel.cs

124 lines
4.1 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
public class ManagerPanel : MonoBehaviour
{
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public Panel panelScript; // <20><><EFBFBD><EFBFBD>Panel<65><6C><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
public Transform managerPanelContent; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE>Ա<EFBFBD><D4B1>UI<55><49><EFBFBD><EFBFBD>
public Transform panelContent;
public GameObject personItemPrefab; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE>Ա<EFBFBD><D4B1>Ϣ<EFBFBD><CFA2>UI<55><49>
public GameObject scenePanelPrefab;
[Header("<22><><EFBFBD><EFBFBD>")]
public Text sceneText;
public Text nameText;
public Text dutyText;
[Header("<22><><EFBFBD><EFBFBD>")]
private GameObject currentSelectedItem = null; // <20><>ǰѡ<C7B0>е<EFBFBD><D0B5><EFBFBD>
private Vector3 originalScale; // <20><>¼ѡ<C2BC><D1A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԭʼ<D4AD><CABC>С
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// Start is called before the first frame update
void Start()
{
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}
// Update is called once per frame
void Update()
{
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//SetPlate();
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}
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public void SetPlate()
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{
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// <20><><EFBFBD>յ<EFBFBD>ǰ<EFBFBD><C7B0>ʾ
foreach (Transform child in managerPanelContent)
{
Debug.Log("Destroying: " + child.gameObject.name);
Destroy(child.gameObject);
}
// <20><><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5>е<EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD>Ӧ<EFBFBD><D3A6>UI<55><49>
foreach (var sceneEntry in panelScript.sceneDataDictionary)
{
CreateScenePanel(sceneEntry.Key, sceneEntry.Value); // Ϊÿ<CEAA><C3BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>÷<EFBFBD>װ<EFBFBD>ķ<EFBFBD><C4B7><EFBFBD>
}
}
// <20><><EFBFBD>ݳ<EFBFBD><DDB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƺͶ<C6BA>Ӧ<EFBFBD><D3A6><EFBFBD><EFBFBD>Ա<EFBFBD>б<EFBFBD><D0B1><EFBFBD><EFBFBD>ɳ<EFBFBD><C9B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1>
private void CreateScenePanel(string sceneName, List<SelectedInfo> peopleList)
{
// Ϊÿ<CEAA><C3BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>µ<EFBFBD><C2B5><EFBFBD><EFBFBD><EFBFBD>
GameObject scenePanel = Instantiate(scenePanelPrefab, panelContent);
// <20><>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҵ<EFBFBD><D2B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD><C6B5>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Text sceneText = scenePanel.transform.Find("top/sceneName").GetComponent<Text>();
sceneText.text = sceneName;
// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>µ<EFBFBD><C2B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD>Ӧ<EFBFBD><D3A6>UI<55><49>
foreach (SelectedInfo person in peopleList)
{
CreatePersonItem(scenePanel, person); // <20><><EFBFBD>÷<EFBFBD>װ<EFBFBD><D7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1>
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>UI<55><49>
private void CreatePersonItem(GameObject scenePanel, SelectedInfo person)
{
// ʵ<><CAB5><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>Ա<EFBFBD><EFBFBD><EEB2A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
GameObject item = Instantiate(personItemPrefab, managerPanelContent);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1>Ϣ
Text nameText = item.transform.Find("name").GetComponent<Text>();
Text dutyText = item.transform.Find("Profession").GetComponent<Text>();
Debug.Log("----------------------" + nameText.text);
Debug.Log("++++++++++++++++++++++" + dutyText.text);
nameText.text = person.name; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
dutyText.text = person.duty; // <20><><EFBFBD><EFBFBD>ְ<EFBFBD><D6B0>
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
//public void OnItemClicked(GameObject clickedItem)
//{
// // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮ǰѡ<C7B0>е<EFBFBD><D0B5><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD>ԭʼ<D4AD><CABC>С
// if (currentSelectedItem != null)
// {
// RectTransform rt = currentSelectedItem.GetComponent<RectTransform>();
// rt.localScale = originalScale; // <20>ָ<EFBFBD>ԭʼ<D4AD><CABC>С
// }
// // <20><><EFBFBD>µ<EFBFBD>ǰѡ<C7B0>е<EFBFBD><D0B5><EFBFBD>
// currentSelectedItem = clickedItem;
// RectTransform clickedItemRT = clickedItem.GetComponent<RectTransform>();
// // <20>Ŵ<EFBFBD><C5B4><EFBFBD>ǰѡ<C7B0>е<EFBFBD><D0B5><EFBFBD>
// clickedItemRT.localScale = originalScale * 1.5f; // <20>Ŵ<EFBFBD>1.5<EFBFBD><EFBFBD>
// // ʹ<><CAB9>ǰѡ<C7B0>е<EFBFBD><D0B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ
// ScrollRect scrollRect = panelContent.GetComponentInParent<ScrollRect>();
// if (scrollRect != null)
// {
// float targetX = clickedItemRT.position.x - scrollRect.viewport.position.x;
// Vector3 targetPos = new Vector3(targetX, clickedItemRT.position.y, clickedItemRT.position.z);
// StartCoroutine(SmoothScrollToPosition(targetPos, 0.5f)); // ƽ<><C6BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>λ<EFBFBD><CEBB>
// }
//}
//// ƽ<><C6BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>λ<EFBFBD><CEBB>
//private IEnumerator SmoothScrollToPosition(Vector3 targetPosition, float duration)
//{
// Vector3 startPos = panelContent.position;
// float time = 0;
// while (time < duration)
// {
// panelContent.position = Vector3.Lerp(startPos, targetPosition, time / duration);
// time += Time.deltaTime;
// yield return null;
// }
// panelContent.position = targetPosition;
//}
}