回放和主持人

This commit is contained in:
龚世杰 2024-12-20 10:10:19 +08:00
parent 7b9a6325be
commit 07cf76891f
111 changed files with 44597 additions and 5730 deletions

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using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public class gameRoomList : MonoBehaviour
{
// 创建请求头,使用最新的 token
public Dictionary<string, string> CreateHeaders()
{
if (GlobalData.ServerData == null)
{
Debug.LogError("ServerData is null!");
}
if (GlobalData.ServerData.data == null)
{
Debug.LogError("data is null!");
}
if (string.IsNullOrEmpty(GlobalData.ServerData.data.access_token))
{
Debug.LogError("access_token is null or empty!");
}
//Debug.Log("====5555=====" + GlobalData.ServerData.data.access_token);
return new Dictionary<string, string>
{
{ "Authorization","Bearer "+GlobalData.ServerData.data.access_token },
{"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" }
};
}
//查询演练房间列表
public async Task<GameRoomListResponse> getGameRoomList()
{
Debug.Log("入参====="+"{}");
string response = await web.SendRequest(web.URL + "/game/gameRoom/list", "GET","{}", CreateHeaders());
Debug.Log("查询演练房间列表" + response);
// 解析服务器返回的数据
GameRoomListResponse GameRoomListResponse = JsonConvert.DeserializeObject<GameRoomListResponse>(response);
//Debug.Log(GameRoomListResponse.Data[0].CreateBy+"==="+ GameRoomListResponse.Data[0].PlayerList[0].ChargeAreaName+"==="+ GameRoomListResponse.Data[0].NpcList[0].AreaName);
return GameRoomListResponse;
}
}
//====================================
public class GameRoomBody
{
public string templateId;
public string reserveDate;
}
public class GameRoomListResponse : Response
{
public int Code { get; set; } // 操作结果代码
public string Msg { get; set; } // 操作结果消息
public List<GameRoomListData> Data { get; set; } // 数据列表
}
public class GameRoomListData
{
public string CreateBy { get; set; } // 创建人
public string CreateTime { get; set; } // 创建时间
public string UpdateBy { get; set; } // 更新人
public string UpdateTime { get; set; } // 更新时间
public string RoomId { get; set; } // 房间ID
public string TemplateId { get; set; } // 模板ID
public string SceneId { get; set; } // 场景ID
public string SubjectId { get; set; } // 主题ID
public string SceneName { get; set; } // 场景名称
public string SubjectName { get; set; } // 主题名称
public string Status { get; set; } // 状态
public string ReserveDate { get; set; } // 保留日期
public string CompanyId { get; set; } // 公司ID
public string DelFlag { get; set; } // 删除标志
public string Remark { get; set; } // 备注
public List<GameRoomListPlayer> PlayerList { get; set; } // 玩家列表
public List<GameRoomListNPC> NpcList { get; set; } // NPC列表
public List<GameRoomListMaterial> MaterialList { get; set; } // 材料列表
}
public class GameRoomListPlayer
{
public string TemplateId { get; set; } // 模板ID
public string UserId { get; set; } // 用户ID
public int RoleId { get; set; } // 角色ID
public string RoleName { get; set; } // 角色名称
public int BirthAreaId { get; set; } // 出生地ID
public string BirthAreaName { get; set; } // 出生地名称
public int ChargeAreaId { get; set; } // 负责区域ID
public string ChargeAreaName { get; set; } // 负责区域名称
public int PlayerStatus { get; set; } // 玩家状态
}
public class GameRoomListNPC
{
public string TemplateId { get; set; } // 模板ID
public int AreaId { get; set; } // 区域ID
public string AreaName { get; set; } // 区域名称
public int NpcId { get; set; } // NPC ID
public string NpcName { get; set; } // NPC 名称
public int? NpcNum { get; set; } // NPC 数量(可为空)
}
public class GameRoomListMaterial
{
public string TemplateId { get; set; } // 模板ID
public int MaterialId { get; set; } // 材料ID
public string MaterialName { get; set; } // 材料名称
public int Num { get; set; } // 数量
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Threading.Tasks;
public class Alertwindow : MonoBehaviour
{
private Button sure;
private Button cancel;
private bool isback=false;
public GameObject player; // 模拟的玩家对象
public Canvas preDrillPanel; // 演练未开始时的界面布局
// 用于“强制下线”延时
public float forceOfflineDelay = 3f;
// Start is called before the first frame update
void Start()
{
sure=transform.Find("bg/downbg/GameObject3/Sure").GetComponent<Button>();
cancel=transform.Find("bg/downbg/GameObject3/Cancel").GetComponent<Button>();
sure.onClick.AddListener(OnSureBtn);
cancel.onClick.AddListener(OnCancelBtn);
}
// Update is called once per frame
void Update()
{
}
async void OnSureBtn()
{
Game.uiManager.CloseUI("PoPhost");
//主持人画面自动切换成演练未开始的布局
isback = true;
BoolValueChanged?.Invoke(isback);
Game.uiManager.CloseUI("Panel1_2");
//玩家三秒后强制下线
await StopDrillAsync(); // 使用 async/await 执行异步操作
}
void OnCancelBtn()
{
//此弹窗退出关闭
Game.uiManager.CloseUI("PoPhost");
}
public delegate void BoolValueChangedDelegate(bool newBoolValue);
public static event BoolValueChangedDelegate BoolValueChanged;
// 停止演练的异步方法:强制下线玩家,且切换回未开始界面
async Task StopDrillAsync()
{
// 1. 延时 3 秒强制下线玩家
await Task.Delay((int)(forceOfflineDelay * 1000)); // 延时3秒
isback= false;
// 强制下线玩家
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Drill : MonoBehaviour
{
private Button ScheduledBtn;
public bool isadministrator; // 是否为管理员
private bool eventAdded = false; // 防止重复添加事件
public delegate void BoolChangedHandler(bool value);
public event BoolChangedHandler OnBoolAChanged;
private Text noRoomText; // "没有演练房间"的文本
private Transform content; // Scroll View Content
// 记录上一次的 isadministrator 状态,用于减少重复执行逻辑
private bool lastIsAdministratorState;
void Start()
{
ScheduledBtn = transform.Find("down/ScheduledBtn").GetComponent<Button>();
ScheduledBtn.gameObject.SetActive(false); // 初始隐藏按钮
noRoomText = transform.Find("Text").GetComponent<Text>();
noRoomText.gameObject.SetActive(false); // 初始隐藏文本
content = transform.Find("Mid/Scroll View/Viewport/Content");
}
void Update()
{
// 实时检测房间列表是否为空,控制 noRoomText 的可见性
noRoomText.gameObject.SetActive(content.childCount == 0);
// 检测管理员状态是否发生变化
if (isadministrator != lastIsAdministratorState)
{
lastIsAdministratorState = isadministrator; // 更新状态记录
UpdateScheduledBtnVisibility(); // 更新按钮可见性
}
}
// 根据 isadministrator 状态实时更新 ScheduledBtn 的可见性
private void UpdateScheduledBtnVisibility()
{
if (isadministrator)
{
ScheduledBtn.gameObject.SetActive(true);
// 防止重复添加事件
if (!eventAdded)
{
ScheduledBtn.onClick.AddListener(OnClickScheduleBtn);
eventAdded = true;
}
}
else
{
ScheduledBtn.gameObject.SetActive(false);
}
// 触发事件,通知监听者
OnBoolAChanged?.Invoke(isadministrator);
}
// 演练计划按钮点击事件
void OnClickScheduleBtn()
{
Debug.Log("点击了演练计划按钮!");
// 这里可以添加具体逻辑
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Game : MonoBehaviour
{
public static UIManager uiManager;
public static bool isLoaded=false;
private void Awake()
{
if(isLoaded==true)
{
Destroy(gameObject);
}
else
{
isLoaded = true;
DontDestroyOnLoad(gameObject);
uiManager=new UIManager();
uiManager.Init();
}
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class ItemInfo : MonoBehaviour
{
public string status;
public int accountName;
public UnityEvent statusChanged; // 新增状态变化事件
// Start is called before the first frame update
void Start()
{
}
public void SetStatus(string newStatus)
{
status = newStatus;
statusChanged.Invoke(); // 当状态改变时触发事件
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class Panel2 : MonoBehaviour
{
private Toggle toggle;//角色名是否出现
private Button follow;//跟随查按钮
private Button end;//结束按钮
private Dropdown dropdown;
private int optionCount; // 用于存储传入的确定Dropdown选项数量的参数
private List<Camera> characterCameras; // 存储每个角色的摄像头
private List<GameObject> nameImage; // 存储所有角色标签的子物体
private GameObject peopleposition;
// Start is called before the first frame update
void Start()
{
toggle=transform.Find("right/under/Toggle").GetComponent<Toggle>();
toggle.onValueChanged.AddListener(OnToggleValueChanged);
toggle.isOn = true;
dropdown =transform.Find("left/Dropdown").GetComponent<Dropdown>();
follow=transform.Find("left/Follow").GetComponent<Button>();
follow.onClick.AddListener(FollowBtn);
end = transform.Find("left/btn_enddrill").GetComponent<Button>();
end.onClick.AddListener(EndBtn);
peopleposition = transform.Find("peopleposition").gameObject;
//获取所有子物体中的 Button 组件
nameImage = new List<GameObject>();
foreach (Transform child in peopleposition.transform)
{
// 查找每个子物体中的"bg"子物体
Transform bgTransform = child.Find("nameImage");
if (bgTransform != null)
{
nameImage.Add(bgTransform.gameObject);
}
}
// 默认执行一次切换
OnToggleValueChanged(toggle.isOn);
// 初始化角色摄像头列表
//characterCameras = new List<Camera>();
//// 假设角色摄像头是挂载在名为 "CharacterCamera1", "CharacterCamera2", 等等的对象上
//for (int i = 1; i <= optionCount; i++)
//{
// GameObject characterCameraObject = GameObject.Find("CharacterCamera" + i);
// if (characterCameraObject != null)
// {
// characterCameras.Add(characterCameraObject.GetComponent<Camera>());
// }
//}
}
// 用于外部传入参数来设置Dropdown选项数量的方法
public void SetOptionCount(int count)
{
optionCount = count;
dropdown.ClearOptions();
// 创建一个临时的字符串列表用于添加选项内容
var options = new System.Collections.Generic.List<string>();
for (int i = 0; i < optionCount; i++)
{
options.Add("角色 " + (i + 1)); // 简单添加类似"角色 1"、"角色 2"这样的选项名称,可按需修改
}
dropdown.AddOptions(options);
}
// Update is called once per frame
void Update()
{
}
// Toggle状态变化时调用的方法
void OnToggleValueChanged(bool isOn)
{
// 根据Toggle的状态控制所有"nameImage"子物体的显示与隐藏
foreach (var bgObject in nameImage)
{
bgObject.SetActive(isOn); // 显示或隐藏
}
}
void FollowBtn()
{
//切换到跟随模式,显示角色视角
//peopleposition.SetActive(false);
int selectedIndex = dropdown.value;
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
// 切换摄像头
//SwitchToCharacterCamera(selectedIndex);
Game.uiManager.CloseUI("Panel1_2");
Game.uiManager.ShowUI<Image>("Panel1_3");
}
// 切换到选中的角色视角
void SwitchToCharacterCamera(int index)
{
// 禁用所有角色摄像头
foreach (var camera in characterCameras)
{
if (camera != null)
{
camera.gameObject.SetActive(false);
}
}
// 启用选中角色的摄像头
if (index >= 0 && index < characterCameras.Count)
{
Camera selectedCamera = characterCameras[index];
if (selectedCamera != null)
{
selectedCamera.gameObject.SetActive(true);
}
}
}
void EndBtn()
{
//结束演习
Game.uiManager.ShowUI<Image>("PoPhost");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Panel3 : MonoBehaviour
{
private Button cancel;
private Button online;//目前在线离线状况弹窗按钮
private Button follow;//跟随查按钮
private Dropdown dropdown;
private int optionCount; // 用于存储传入的确定Dropdown选项数量的参数
// Start is called before the first frame update
void Start()
{
cancel=transform.Find("left/btn_enddrill").GetComponent<Button>();
cancel.onClick.AddListener(OnCancelBtn);
online=transform.Find("onlineBtn").GetComponent <Button>();
online.onClick.AddListener(OnClickOnlineBtn);
dropdown=transform.Find("left/Dropdown").GetComponent<Dropdown>();
follow = transform.Find("left/Follow").GetComponent<Button>();
follow.onClick.AddListener(FollowBtn);
}
// 用于外部传入参数来设置Dropdown选项数量的方法
public void SetOptionCount(int count)
{
optionCount = count;
dropdown.ClearOptions();
// 创建一个临时的字符串列表用于添加选项内容
var options = new System.Collections.Generic.List<string>();
for (int i = 0; i < optionCount; i++)
{
options.Add("角色 " + (i + 1)); // 简单添加类似"角色 1"、"角色 2"这样的选项名称,可按需修改
}
dropdown.AddOptions(options);
}
// Update is called once per frame
void Update()
{
}
void OnCancelBtn()
{
//返回上帝视角界面
Game.uiManager.ShowUI<Image>("Panel1_2");
Game.uiManager.CloseUI("Panel1_3");
}
void OnClickOnlineBtn()
{
//人员在线状态,弹出窗口
Game.uiManager.ShowUI<Image>("Panel");
}
void FollowBtn()
{
//转化角色视角
int selectedIndex = dropdown.value;
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Linq;
using UnityEngine.Events;
public class Personnelpreparation : MonoBehaviour
{
private Button closeBtn;
private ScrollRect scrollView;
private List<Transform> subObjects; // 用于存储Scroll View的Content下的子物体Transform列表
// 定义一个事件,用于在子物体状态变化时触发重新排序
public UnityEvent onStatusChanged;
// Start is called before the first frame update
void Start()
{
closeBtn=transform.Find("bg/top/closeBtn").GetComponent<Button>();
closeBtn.onClick.AddListener(OnClickCloseBtn);
scrollView=transform.Find("bg/mid/Scroll View").GetComponent<ScrollRect>();
if (scrollView != null)
{
subObjects = new List<Transform>();
UpdateSubObjectList(); // 初始化时获取并存储子物体列表
// 为每个子物体的ItemInfo组件添加状态变化监听器
foreach (Transform subObject in subObjects)
{
ItemInfo itemInfo = subObject.GetComponent<ItemInfo>();
if (itemInfo != null)
{
itemInfo.statusChanged.AddListener(OnStatusChanged);
}
}
// 初始排序
SortSubObjects();
}
else
{
Debug.LogError("未正确关联 Scroll View组件请检查");
}
}
private void UpdateSubObjectList()
{
Transform contentTransform = scrollView.content;
subObjects.Clear();
// 重新遍历Content下的所有子物体更新子物体列表
for (int i = 0; i < contentTransform.childCount; i++)
{
subObjects.Add(contentTransform.GetChild(i));
}
}
private void OnStatusChanged()
{
// 当子物体状态变化时,触发重新排序
if (onStatusChanged != null)
{
onStatusChanged.Invoke();
}
}
private void SortSubObjects()
{
//使用Linq语句进行排序
subObjects = subObjects.OrderByDescending(sub => sub.GetComponent<ItemInfo>().status == "离线")
.ThenBy(sub => sub.GetComponent<ItemInfo>().status == "准备中")
.ThenBy(sub => sub.GetComponent<ItemInfo>().accountName)
.ToList();
// 按照排序后的顺序重新设置子物体在Content下的顺序
for (int i = 0; i < subObjects.Count; i++)
{
subObjects[i].SetParent(scrollView.content.transform);
subObjects[i].SetSiblingIndex(i);
}
}
// Update is called once per frame
private void Update()
{
// 在Update中监听事件若触发则重新排序
if (onStatusChanged != null && onStatusChanged.GetPersistentEventCount() > 0)
{
SortSubObjects();
onStatusChanged.RemoveAllListeners(); // 排序完成后移除监听器,避免重复触发
UpdateSubObjectList(); // 更新子物体列表,以防有新的子物体加入等情况
foreach (Transform subObject in subObjects)
{
ItemInfo itemInfo = subObject.GetComponent<ItemInfo>();
if (itemInfo != null)
{
itemInfo.statusChanged.AddListener(OnStatusChanged);
}
}
}
}
void OnClickCloseBtn()
{
Game.uiManager.CloseUI("Panel");
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;
using UnityEngine.UI;
//管理角色信息的类
[System.Serializable]
public class RoleInfo
{
public string roleName; // 角色名称
public string jobTitle; // 职业名称
public string trainingDate; // 演练日期
public string scenarioName; // 场景名称
public string status; // 演练状态
public int operationErrors; // 操作错误次数
public int injuries; // 受伤次数
public bool extinguishFire; // 补灭明火状态
public bool evacuationStatus; // 安全疏散状态
}
public class PlayBack : MonoBehaviour
{
private Button backBtn;//回放按钮
private GameObject playback6;
private GameObject playback5;
//private Button recordbtn;
private GameObject Record;//录音的界面
private GameObject right1;
private GameObject right2;
private bool isrecord = false;//是否在录音界面
private GameObject mid;
public bool ishost;//是否为主持人
private bool lastHostState; // 保存上一次的 ishost 状态,便于检测变化
// 左侧按钮和页面
public Transform leftContainer; // 左侧按钮的父物体
public Transform pagesContainer; // 页面容器的父物体
public GameObject buttonPrefab; // 按钮预制体
public GameObject pagePrefab; // 页面预制体
public Sprite selectedSprite; // 按钮选中时的背景
public Sprite defaultSprite; // 按钮默认状态的背景
private List<Button> navButtons = new List<Button>(); // 左侧按钮列表
private List<GameObject> pages = new List<GameObject>(); // 页面列表
// 子物体信息
public GameObject peoplePrefab; // 子物体的预制体
private Dictionary<int, List<GameObject>> pageItems = new Dictionary<int, List<GameObject>>(); // 每个页面的子物体
private Dictionary<int, List<GameObject>> pageHighlightBars = new Dictionary<int, List<GameObject>>(); // 每个页面的高光栏
// 右侧详细信息UI
private Text roleNameText, jobTitleText, trainingStatusText, operationErrorsText, injuriesText;
private Text roleNameText2, jobTitleText2, trainingStatusText2, extinguishFireText, evacuationStatusText;
private List<RoleInfo> roleInfos = new List<RoleInfo>(); // 数据
private int currentPageIndex = 0; // 当前页面索引
private Dictionary<int, int> selectedItemIndex = new Dictionary<int, int>(); // 记录每个页面选中的子物体索引
void Start()
{
backBtn = transform.Find("backbtn").GetComponent<Button>();
backBtn.onClick.AddListener(OnClickBackBtn);
playback6 = transform.Find("playback6").gameObject;
playback5 = transform.Find("playback5").gameObject;
playback5.SetActive(false);
playback6.SetActive(false);
//recordbtn = transform.Find("Mid/left/recordImage").GetComponent<Button>();
//recordbtn.onClick.AddListener(OnRecordBtn);
Record = transform.Find("Mid/recording").gameObject;
Record.SetActive(false);
right1 = transform.Find("Mid/right1").gameObject;
right2 = transform.Find("Mid/right2").gameObject;
mid = transform.Find("Mid/mid").gameObject;
// 初始化角色数据
InitRoleData();
// 初始化右侧UI引用
InitializeRightUI();
// 创建左侧按钮和对应页面
for (int i = 0; i < 5; i++) // 假设有5个页面
{
CreatePageAndButton(i); // 动态创建按钮和页面
}
// 默认选中第一个页面
if (navButtons.Count > 0 && pages.Count > 0)
{
UpdatePage(0); // 默认显示第一个页面
}
UpdateVisibility();//更新右侧uI
}
void Update()
{
// 检查主持人状态变化
if (ishost != lastHostState)
{
UpdateVisibility(); // 更新右侧 UI 面板显示
lastHostState = ishost; // 保存最新的 ishost 状态
}
}
// 初始化角色数据
void InitRoleData()
{
for (int i = 0; i < 10; i++)
{
roleInfos.Add(new RoleInfo
{
roleName = $"角色名 {i + 1}",
jobTitle = $"职业 {i + 1}",
trainingDate = "2023-12-19",
scenarioName = "抢修救援组",
status = "演练中",
operationErrors = Random.Range(0, 10),
injuries = Random.Range(0, 5),
extinguishFire = (i % 2 == 0),
evacuationStatus = (i % 2 == 1)
});
}
}
// 初始化右侧UI
void InitializeRightUI()
{
// 非主持人界面
roleNameText = transform.Find("Mid/right1/juese").GetComponent<Text>();
jobTitleText = transform.Find("Mid/right1/occ").GetComponent<Text>();
trainingStatusText = transform.Find("Mid/right1/detail").GetComponent<Text>();
operationErrorsText = transform.Find("Mid/right1/blunder/count").GetComponent<Text>();
injuriesText = transform.Find("Mid/right1/hurt/count").GetComponent<Text>();
// 主持人界面
roleNameText2 = transform.Find("Mid/right2/juese").GetComponent<Text>();
jobTitleText2 = transform.Find("Mid/right2/occ").GetComponent<Text>();
trainingStatusText2 = transform.Find("Mid/right2/detail").GetComponent<Text>();
extinguishFireText = transform.Find("Mid/right2/fire/isfire").GetComponent<Text>();
evacuationStatusText = transform.Find("Mid/right2/safe/issafe").GetComponent<Text>();
}
// 动态创建页面和对应按钮
void CreatePageAndButton(int pageIndex)
{
// 创建页面
GameObject newPage = Instantiate(pagePrefab, pagesContainer);
newPage.name = $"Page_{pageIndex + 1}";
pages.Add(newPage);
// 为每个页面生成 ScrollView 子物体
Transform contentParent = newPage.transform.Find("Scroll View/Viewport/Content");
List<GameObject> items = new List<GameObject>();
List<GameObject> highlightBars = new List<GameObject>();
for (int i = 0; i < roleInfos.Count; i++)
{
GameObject item = Instantiate(peoplePrefab, contentParent);
Button button = item.GetComponent<Button>();
if (button != null)
{
int idx = i; // 防止闭包问题
button.onClick.AddListener(() => OnItemClicked(pageIndex, idx)); // 绑定点击事件
}
items.Add(item);
// 设置高光栏
GameObject highlightBar = item.transform.Find("Image").gameObject;
highlightBar.SetActive(false);
highlightBars.Add(highlightBar);
}
pageItems[pageIndex] = items;
pageHighlightBars[pageIndex] = highlightBars;
// 默认第一个子物体高亮
if (highlightBars.Count > 0)
{
highlightBars[0].SetActive(true);
}
// 创建按钮
GameObject newButton = Instantiate(buttonPrefab, leftContainer);
Button btn = newButton.GetComponent<Button>();
if (btn != null)
{
navButtons.Add(btn);
int index = pageIndex; // 防止闭包问题
btn.onClick.AddListener(() => OnNavButtonClicked(index));
}
}
// 点击左侧按钮时切换页面
void OnNavButtonClicked(int index)
{
UpdatePage(index);
}
// 更新页面显示
void UpdatePage(int index)
{
if (index < 0 || index >= pages.Count) return;
// 切换页面显示
for (int i = 0; i < pages.Count; i++)
{
pages[i].SetActive(i == index);
}
// 更新按钮状态
for (int i = 0; i < navButtons.Count; i++)
{
Image img = navButtons[i].GetComponent<Image>();
img.sprite = (i == index) ? selectedSprite : defaultSprite;
}
currentPageIndex = index;
// 更新子物体高光状态
UpdateHighlightBars(index);
//// 更新右侧详细信息为第一个子物体
//if (pageItems.ContainsKey(index) && pageHighlightBars[index].Count > 0)
//{
// pageHighlightBars[index][0].SetActive(true);
// UpdateRightPanel(0);
//}
}
// 更新页面的高光栏状态
void UpdateHighlightBars(int pageIndex)
{
if (!pageItems.ContainsKey(pageIndex) || !pageHighlightBars.ContainsKey(pageIndex)) return;
// 获取当前页面选中的物体索引
int selectedIndex = selectedItemIndex.ContainsKey(pageIndex) ? selectedItemIndex[pageIndex] : 0;
// 确保索引有效
if (selectedIndex < 0 || selectedIndex >= pageHighlightBars[pageIndex].Count)
{
selectedIndex = 0; // 默认选中第一个物体
}
// 隐藏所有高光栏
foreach (var highlight in pageHighlightBars[pageIndex])
{
highlight.SetActive(false);
}
// 显示当前选中的高光栏
pageHighlightBars[pageIndex][selectedIndex].SetActive(true);
// 更新右侧详细信息
UpdateRightPanel(selectedIndex);
}
// 点击子物体时更新右侧信息
void OnItemClicked(int pageIndex, int itemIndex)
{
// 隐藏所有高光栏
foreach (var highlight in pageHighlightBars[pageIndex])
{
highlight.SetActive(false);
}
// 显示当前选中子物体的高光栏
pageHighlightBars[pageIndex][itemIndex].SetActive(true);
// 更新右侧详细信息
UpdateRightPanel(itemIndex);
}
// 更新右侧详细信息
void UpdateRightPanel(int index)
{
if (index < 0 || index >= roleInfos.Count) return;
RoleInfo info = roleInfos[index];
roleNameText.text = info.roleName;
jobTitleText.text = info.jobTitle;
trainingStatusText.text = $"在[{info.trainingDate}]的[{info.scenarioName}]演练\n状态: {info.status}";
operationErrorsText.text = $"{info.operationErrors}";
injuriesText.text = $"{info.injuries}";
if (info.extinguishFire)
{
extinguishFireText.text = "成功";
extinguishFireText.color = Color.green;
}
else
{
extinguishFireText.text = "失败";
extinguishFireText.color = Color.red;
}
if (info.evacuationStatus)
{
evacuationStatusText.text = "成功";
evacuationStatusText.color = Color.green;
}
else
{
evacuationStatusText.text = "失败";
evacuationStatusText.color = Color.red;
}
}
// 更新右侧 UI 可见性
void UpdateVisibility()
{
//// 根据 ishost 状态显示主持人或普通用户的视图
//Transform right1 = transform.Find("Mid/right1").gameObject.transform;
//Transform right2 = transform.Find("Mid/right2").gameObject.transform;
right1.gameObject.SetActive(!ishost);
right2.gameObject.SetActive(ishost);
}
void OnClickBackBtn()
{
if (!isrecord)
{
playback5.gameObject.SetActive(true);
}
if (isrecord)
{
playback6.gameObject.SetActive(true);
}
}
void OnRecordBtn()
{
Record.SetActive(true);
mid.SetActive(false);
right1.SetActive(false);
right2.SetActive(false);
isrecord = true;
}
void OnEnable()
{
// 订阅 FigureState 的状态变化事件
figurestate.OnFigureStateChanged += UpdateButtonState;
}
void OnDisable()
{
// 取消事件订阅,防止内存泄漏
figurestate.OnFigureStateChanged -= UpdateButtonState;
}
// 根据状态更新目标按钮
void UpdateButtonState(bool isActive, figurestate sender)
{
// 根据传递的状态设置按钮交互性
backBtn.interactable = !isActive;
Debug.Log($"Target Button interactable = {isActive}. Triggered by {sender.gameObject.name}");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Record : MonoBehaviour
{
private Button closeBtn;
private Button playBtn;//暂停按钮
private Text time;//回放时长
private AudioSource musicPlayer;
private Slider ProgressSlider;//进度条
private bool isPaused = true;//是否暂停
private float musicDuration;//音频总时长
private float currentTime;//现在音频时长
// Start is called before the first frame update
void Start()
{
musicPlayer=GetComponent<AudioSource>();
musicDuration = musicPlayer.clip.length;
ProgressSlider=transform.Find("content/Slider").GetComponent<Slider>();
ProgressSlider.maxValue = musicDuration;
closeBtn=transform.Find("content/GameObject/Image").GetComponent <Button>();
closeBtn.onClick.AddListener(OnClickCloseBtn);
playBtn=transform.Find("content/Play").GetComponent<Button>() ;
playBtn.onClick.AddListener(OnClickPlayBtn);
time=transform.Find("content/time").GetComponent<Text>();
time.text = FormatTime(musicDuration);
//playback6.gameObject.SetActive(false);
}
// Update is called once per frame
void Update()
{
if (!isPaused)
{
currentTime = musicPlayer.time;
ProgressSlider.value = currentTime;
// 计算倒放时间(简单示例,实际可能需要更复杂逻辑根据倒放实现方式调整)
float reverseTime = musicDuration - currentTime;
time.text = FormatTime(reverseTime);
}
}
void OnClickCloseBtn()
{
transform.gameObject.SetActive(false);
}
private void OnClickPlayBtn()
{
if (isPaused)
{
musicPlayer.Play();
isPaused = false;
//playBtn.GetComponentInChildren<Text>().text = "Pause";
Debug.Log("播放");
}
else
{
musicPlayer.Pause();
isPaused = true;
//playBtn.GetComponentInChildren<Text>().text = "Play";
Debug.Log("暂停");
}
}
private string FormatTime(float timeInSeconds)
{
int minutes = Mathf.FloorToInt(timeInSeconds / 60);
int seconds = Mathf.FloorToInt(timeInSeconds % 60);
return string.Format("{0:00}:{1:00}", minutes, seconds);
}
}

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using System.Collections;
using System.Collections.Generic;
//using System.Drawing;
using UnityEngine;
using UnityEngine.UI;
public class RoomManager : MonoBehaviour
{
public gameRoomList gameRoomListInstance; // 引用 gameRoomList 脚本实例
public GameRoomListResponse gameRoomListResponse;
private List<GameRoomListData> roomDataList;
private Transform contentParent; // Scroll View 的 Content 物体
public GameObject roomPrefab;//房间的预制体
public JSONReader js;
void Start()
{
gameRoomListInstance = FindObjectOfType<gameRoomList>();
contentParent =transform.Find("Mid/Scroll View/Viewport/Content").transform;
gameRoomListInstance = FindObjectOfType<gameRoomList>();
FetchRoomList();
}
// 异步获取房间数据
private async void FetchRoomList()
{
var response = await gameRoomListInstance.getGameRoomList();
if (response != null && response.Data != null)
{
roomDataList = response.Data;
Debug.Log($"获取到的房间数量:{roomDataList.Count}");
// 调用方法,动态生成房间元素
PopulateRoomList(roomDataList);
}
else
{
Debug.LogError("获取房间列表失败!");
}
}
// 动态生成房间预制体,并赋值数据
private void PopulateRoomList(List<GameRoomListData> roomDataList)
{
foreach (var room in roomDataList)
{
// 实例化房间预制体
GameObject roomItem = Instantiate(roomPrefab, contentParent);
// 查找房间预制体中的 UI 组件并赋值
Text roomNameText = roomItem.transform.Find("down/detail").GetComponent<Text>();
Text roomStatusText = roomItem.transform.Find("up/type").GetComponent<Text>();
Button roomButton = roomItem.transform.GetComponent<Button>();
if (roomNameText != null) roomNameText.text = ""+js.SetUIText(int.Parse(room.SceneId))+" "+ js.SetUIText(int.Parse(room.SubjectId));
if (roomStatusText != null)
{
// 根据 room.Status 的值设置状态文本
switch (room.Status)
{
case "0":
roomStatusText.text = "已预订";
roomStatusText.color = new Color(255f / 255f, 255f / 255f, 0f / 255f);
break;
case "1":
roomStatusText.text = "进行中";
break;
case "2":
roomStatusText.text = "已结束";
roomStatusText.color = new Color(103f / 255f, 103f / 255f, 103f / 255f);
break;
default:
roomStatusText.text = "未知状态";
break;
}
}
// 添加 RoomDataHolder 脚本并存储数据
Status dataHolder = roomItem.GetComponent<Status>();
dataHolder.SetRoomData(room.RoomId, room.SceneId, room.SubjectId, room.TemplateId, room.Status);
// 为按钮添加点击事件,并传入房间数据
roomButton.onClick.AddListener(() => OnRoomButtonClicked(room));
}
}
// 房间按钮点击事件
private void OnRoomButtonClicked(GameRoomListData room)
{
Debug.Log($"点击了房间: {room.RoomId}, 状态: {room.Status}," +
$"模板ID: {room.TemplateId},场景ID: {room.SceneId},科目ID: {room.SubjectId}");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Threading.Tasks;
using UnityEngine.SceneManagement;
public class Starthost : MonoBehaviour
{
private GameObject panel;
private Button posiBtn;//人员到位情况按钮
private Button start;//开始演练按钮
public bool isReady;//在线玩家是否准备
public bool isSatisfy;//人员是否满足
public bool isStart;//演习是否开始
private GameObject time;//计时
private Text timeText;//计时时间
private bool isTimerRunning=false;//是否开始计时
private float timer = 0f;
public float moveDuration = 2f; // 移动时间
public float scaleDuration = 2f; // 缩放时间
private RectTransform rectTransform;
private Canvas canvas;
private Panel2 GetPanel2;
public Alertwindow alertwindow;
private bool isButtonClicked = false; // 监听的变量
//private Button[] buttons; // 所有子物体上的 Button 组件
//private GameObject peopleposition;
void Start()
{
panel = transform.Find("Panel1").gameObject;
posiBtn = transform.Find("Panel1/right/under/btnRenYuanDaoWei").GetComponent<Button>();
start = transform.Find("Panel1/right/under/btnRenYanLianStart").GetComponent<Button>();
posiBtn.onClick.AddListener(OnClickPosiBtn);
start.onClick.AddListener(OnClickStartBtn);
time = transform.Find("time").gameObject;
timeText = transform.Find("time/txtCountdown").GetComponent<Text>();
timeText.text = "00:00";
rectTransform = time.GetComponent<RectTransform>();
canvas = time.GetComponentInParent<Canvas>();
time.gameObject.SetActive(false);
//peopleposition = transform.Find("peopleposition").gameObject;
// 获取所有子物体中的 Button 组件
//buttons =transform.Find("peopleposition").GetComponentsInChildren<Button>();
//peopleposition.SetActive(false);
}
void OnEnable()
{
Alertwindow.BoolValueChanged += OnBoolChanged;
}
void OnDisable()
{
Alertwindow.BoolValueChanged -= OnBoolChanged;
}
void OnBoolChanged(bool newBoolValue)
{
isButtonClicked=newBoolValue;
if (isButtonClicked)
{
Debug.Log("回到开始界面");
}
}
void Update()
{
if(!isReady)
{
start.interactable = false;
}
else
{
start.interactable = true;
}
if (isTimerRunning)
{
timer += Time.deltaTime;
int minutes = Mathf.FloorToInt(timer / 60f);
int seconds = Mathf.FloorToInt(timer % 60f);
string formattedTime = string.Format("{0:00}:{1:00}", minutes, seconds);
timeText.text = formattedTime;
}
if (isButtonClicked)
{
panel.SetActive(true);
start.interactable = true;
rectTransform.position = new Vector2(960, 540);
StopTimer();
rectTransform.localScale = new Vector3(1,1,1);
}
}
// 停止计时并重置时间显示的方法
public void StopTimer()
{
isTimerRunning = false;
timer = 0f;
if (timeText != null)
{
timeText.text = "00:00";
}
isButtonClicked = false;
time.SetActive(false);
//peopleposition.SetActive(false);
}
void OnClickPosiBtn()
{
//peopleposition.SetActive(true );
//// 给每个按钮添加点击监听事件
//foreach (Button button in buttons)
//{
// button.onClick.AddListener(ShowPopupPanel);
//}
Game.uiManager.ShowUI<Image>("Panel");
}
// 显示弹出界面的方法
void ShowPopupPanel()
{
Game.uiManager.ShowUI<Image>("Panel");
}
//开始进行演习
void OnClickStartBtn()
{
isStart = true;
if (isSatisfy)
{
AnimateUIElementAsync();
start.interactable = false; // 防止点击事件
//总指挥接警动画
//开始计时
isTimerRunning = true;
time.SetActive(true);
}
else
{
Game.uiManager.ShowUI<Image>("Schedule_host03");
}
}
// 异步动画
async void AnimateUIElementAsync()
{
// 等待两秒
await Task.Delay(2000);
// 获取画布的尺寸
Canvas canvas = GetComponentInParent<Canvas>();
float canvasHeight = canvas.GetComponent<RectTransform>().rect.height;
// 初始位置是画布中心
Vector2 startPosition = rectTransform.anchoredPosition;
Vector2 targetPosition = new Vector2(startPosition.x, canvasHeight / 2-50); // 顶部位置
// 缩放动画
Vector3 startScale = rectTransform.localScale;
Vector3 targetScale = startScale * 0.5f; // 缩小两倍
// 同时进行缩放和移动
float elapsedTime = 0f;
while (elapsedTime < Mathf.Max(moveDuration, scaleDuration)) // 确保同时进行,选择较长的时间作为循环的上限
{
float tScale = Mathf.Clamp01(elapsedTime / scaleDuration); // 计算缩放进度
float tMove = Mathf.Clamp01(elapsedTime / moveDuration); // 计算移动进度
// 缩放
rectTransform.localScale = Vector3.Lerp(startScale, targetScale, tScale);
// 移动
rectTransform.anchoredPosition = Vector2.Lerp(startPosition, targetPosition, tMove);
elapsedTime += Time.deltaTime;
await Task.Yield(); // 等待到下一帧类似于协程的yield return null
}
// 确保最终达到目标值
rectTransform.localScale = targetScale;
rectTransform.anchoredPosition = targetPosition;
panel.SetActive(false);
Game.uiManager.ShowUI<Image>("Panel1_2");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Threading.Tasks;
using UnityEngine.SceneManagement;
public class Status : MonoBehaviour
{
private Button button;
private Text type;//房间状态文本
private GameObject three;//自己参与时出现的文字图像
private GameObject down;
public bool isParticipate;//是否参与
public bool isEnd=false;//是否结束
public bool isOngoing = false;//是否在进行
public bool isScheduled=false;//是否预定
private Image pop;
private Image arrow;
private float time = 3f;
private float await = 0;
private Button Assessmentreport;//评估报告按钮
private Button Review;//复盘按钮;
private Button repair;//修复按钮
private Button cancelbooking;//取消预定按钮
private bool eventAdded = false; // 防止重复添加事件
public bool isadministrator;//是否为管理员
public Drill drill;
private string scenename;//场景名
private string accidenttype;//事故类型
private Text text;//场景名加事故类型的文本
private Text timetext;//房间时间文本
private gameRoomList gameRoomListInstance; // 引用 gameRoomList 脚本实例
private List<GameRoomListData> roomDataList; // 保存获取到的房间列表
public string RoomId;
public string status;
public string TemplateId;
public string SceneId;
public string SubjectId;
// Start is called before the first frame update
void Start()
{
button=GetComponent<Button>();
button.onClick.AddListener(OnClickBtn);
type=transform.Find("up/type").GetComponent<Text>();
down = transform.Find("down").gameObject;
Assessmentreport = transform.Find("down/end/repair ").GetComponent<Button>();
Assessmentreport.gameObject.SetActive(false);
Review = transform.Find("down/end/Cancel").GetComponent<Button>();
Review.gameObject.SetActive(false);
repair = transform.Find("down/Reserve/repair ").GetComponent<Button>();
repair.gameObject.SetActive(false);
cancelbooking = transform.Find("down/Reserve/Cancel").GetComponent<Button>();
cancelbooking.gameObject.SetActive(false);
three = transform.Find("down/Schedule").gameObject;
three.SetActive(false);
pop=transform.Find("down/Schedule/pop").GetComponent<Image>();
arrow=transform.Find("down/Schedule/arrowhead ").GetComponent<Image>();
drill=GameObject.Find("Panel").GetComponent<Drill>();
drill.OnBoolAChanged += OnBoolAChanged;
text=transform.Find("down/detail").GetComponent<Text>();
timetext=transform.Find("up/date").GetComponent <Text>();
// 查找场景中的 gameRoomList 脚本实例
gameRoomListInstance = FindObjectOfType<gameRoomList>();
}
public void SetRoomData(string roomId, string sceneId, string subjectId, string templateId, string statu)
{
RoomId = roomId;
SceneId = sceneId;
SubjectId = subjectId;
TemplateId = templateId;
status = statu;
}
// 调试方法
public void PrintRoomData()
{
Debug.Log($"房间: {RoomId}, 场景: {SceneId}, 科目: {SubjectId}, 模板: {TemplateId}, 状态: {status}");
}
void OnBoolAChanged(bool value)
{
// 更新 bool 的值
isadministrator = value;
}
// Update is called once per frame
void Update()
{
if(type.text=="进行中")
{
isOngoing=true;
}
if (type.text == "已结束")
{
isEnd = true;
three.SetActive(false);
}
if(type.text=="已预订")
{
isScheduled=true;
if(isParticipate)
{
three.SetActive(true);
await += Time.deltaTime;
if (await >= time)
{
pop.gameObject.SetActive(false);
arrow.gameObject.SetActive(false);
}
}
else
{
three.SetActive(false);
}
}
}
void OnClickBtn()
{
if(isOngoing)
{
//Reserve.SetActive(true);
Debug.Log("正在进行中");
//return;
}
if (isEnd)
{
if (isadministrator)
{
Assessmentreport.gameObject.SetActive(true);
Review.gameObject.SetActive(true);
if (!eventAdded)
{
//点击生成评估报告
//Assessmentreport.onClick.AddListener(OnClickAssessmentreport);
Review.onClick.AddListener(OnClickReviewBtn);
eventAdded = true;
}
}
}
if(isScheduled)
{
if (isadministrator)
{
repair.gameObject.SetActive(true);
cancelbooking.gameObject.SetActive(true);
if (!eventAdded)
{
repair.onClick.AddListener(OnClickrepairBtn);
cancelbooking.onClick.AddListener(OnClickCancelBtn);
eventAdded = true;
}
}
}
}
void OnClickAssessmentreport()
{
Debug.Log("评估报告");
Game.uiManager.ShowUI<Image>("Panelreport");
UIClose();
}
void OnClickReviewBtn()
{
Debug.Log("复盘");
SceneManager.LoadScene("yhj 1");
}
void OnClickrepairBtn()
{
Debug.Log("修改");
}
void OnClickCancelBtn()
{
Debug.Log("取消预订");
}
void OnDestroy()
{
// 取消事件监听,防止内存泄漏
if (drill != null)
{
drill.OnBoolAChanged -= OnBoolAChanged;
}
}
async void UIClose()
{
await Task.Delay(3000);
Game.uiManager.CloseUI("Panelreport");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIManager
{
private Transform canvasTf;//画布的变换组件
private List<GameObject> uiList;//存储加载过的界面的集合
public void Init()
{
//找世界中的画布
canvasTf = GameObject.Find("Canvas").transform;
//初始化集合
uiList = new List<GameObject>();
}
//显示
public T ShowUI<T>(string uiName) where T : Component
{
T ui = Find<T>(uiName);
if (ui == null)
{
//集合中没有 需要从Resources/UI文件夹中加载
GameObject obj = Object.Instantiate(Resources.Load("gsjUI/" + uiName), canvasTf) as GameObject;
//改名字
obj.name = uiName;
//添加需要的脚本
//ui = obj.AddComponent<T>();
//添加到集合进行存储
uiList.Add(obj);
}
else
{
//显示
ui.gameObject.SetActive(true);
}
return ui;
}
//隐藏
public void HideUI(string uiName)
{
GameObject ui = Find(uiName);
if (ui != null)
{
ui.SetActive(true);
}
}
//关闭所有界面
public void CloseAllUI()
{
for (int i = uiList.Count - 1; i >= 0; i--)
{
Object.Destroy(uiList[i].gameObject);
}
uiList.Clear();//清空集合
}
//关闭某个界面
public void CloseUI(string uiName)
{
GameObject ui = Find(uiName);
if (ui != null)
{
uiList.Remove(ui);
Object.Destroy(ui.gameObject);
}
}
//从集合中找到名字对应的界面脚本
public T Find<T>(string uiName) where T : Component
{
for (int i = 0; i < uiList.Count; i++)
{
if (uiList[i].name == uiName)
{
return uiList[i].GetComponent<T>();
}
}
return null;
}
public GameObject Find(string uiName)
{
for (int i = 0; i < uiList.Count; i++)
{
if (uiList[i].name == uiName)
{
return uiList[i];
}
}
return null;
}
//获得某个界面的脚本
public T GetUI<T>(string uiName) where T : Component
{
GameObject ui = Find(uiName);
if (ui != null)
{
return ui.GetComponent<T>();
}
return null;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Understaffed : MonoBehaviour
{
private Button closeBtn;
// Start is called before the first frame update
void Start()
{
closeBtn = transform.Find("bg/topbg/closeBtn").GetComponent<Button>();
closeBtn.onClick.AddListener(OnClickCloseBtn);
}
// Update is called once per frame
void Update()
{
}
void OnClickCloseBtn()
{
Game.uiManager.CloseUI("Schedule_host03");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class VideoBack : MonoBehaviour
{
private Button closeBtn;
// Start is called before the first frame update
void Start()
{
closeBtn=transform.Find("top/Image").GetComponent<Button>();
closeBtn.onClick.AddListener(OnClickCloseBtn);
}
// Update is called once per frame
void Update()
{
}
void OnClickCloseBtn()
{
transform.gameObject.SetActive(false);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class chronograph : MonoBehaviour
{
private Image image;
public float duration = 3f; // 进度条的持续时间(秒)
private float timer = 0f; // 计时器
private bool isRunning = false; // 进度条是否运行
// Start is called before the first frame update
void Start()
{
image=transform.Find("Image/Image").GetComponent<Image>();
image.fillAmount = 0f; // 初始时进度条为空
StartProgressBar(); // 启动进度条
}
// Update is called once per frame
void Update()
{
if (isRunning)
{
timer += Time.deltaTime;
// 计算填充值0 到 1
float progress = timer / duration;
// 更新 Image 的填充量
image.fillAmount = Mathf.Clamp01(progress);
// 判断进度条是否完成
if (timer >= duration)
{
isRunning = false;
Debug.Log("进度条完成!");
}
}
}
// 启动进度条的方法
public void StartProgressBar()
{
timer = 0f;
isRunning = true;
if (image != null)
{
image.fillAmount = 0f; // 重置进度条
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
public class figurestate : MonoBehaviour
{
public bool isAI;
public delegate void FigureStateChanged(bool newState, figurestate sender);
public static event FigureStateChanged OnFigureStateChanged;
private Button button; // 按钮组件
private GameObject image;
void Start()
{
// 获取当前挂载物体的 Button 组件
button = GetComponent<Button>();
image=transform.Find("Image").gameObject;
//.SetActive(false);
if (button != null)
{
button.onClick.AddListener(OnButtonClicked);
}
else
{
Debug.LogError($"{gameObject.name} 上缺少 Button 组件!");
}
}
void Update()
{
// 检测是否点击了其他地方,隐藏高光栏
//if (Input.GetMouseButtonDown(0))
//{
// // 如果点击不是在按钮上,隐藏高光栏
// if (!IsMouseOverButton())
// {
// ToggleHighlightBar(false);
// }
//}
}
// 判断鼠标是否点击了按钮
bool IsMouseOverButton()
{
RectTransform rectTransform = button.GetComponent<RectTransform>();
return rectTransform.rect.Contains(Input.mousePosition);
}
// 当按钮被点击时
void OnButtonClicked()
{
// 当按钮被点击时,显示高光栏
//ToggleHighlightBar(true);
// 触发事件,通知监听者状态发生变化
OnFigureStateChanged?.Invoke(isAI, this);
Debug.Log($"{gameObject.name} clicked. isAI = {isAI}");
}
// 切换高光栏显示状态
void ToggleHighlightBar(bool show)
{
image.SetActive(show);
}
}

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