小小提交一下,就一下下

This commit is contained in:
林小智丶 2024-12-23 19:12:48 +08:00
parent dd4e7592fa
commit 4427015945
12 changed files with 3162 additions and 490 deletions

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@ -0,0 +1,7 @@
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@ -26,6 +26,16 @@ public class FreePanelManager : MonoBehaviour
public GameObject EvacuateSurePanel;
//疏散顺序面板
public GameObject EvacuatePanel;
//次级面板
public GameObject minPanel1;
public GameObject minPanel2;
public GameObject minPanel3;
public GameObject minPanel4;
public GameObject minPanel5;
public GameObject minPanel6;
public GameObject minPanel7;
public GameObject minPanel8;
public GameObject minPanel9;
[Header("图像")]
//特殊情况弹窗背景图
public Image TipBg;
@ -72,6 +82,7 @@ public class FreePanelManager : MonoBehaviour
public Sprite InfoBg;//介绍的底板
private int itemCount = 1; // 要创建的物体数量
public GameObject itemPrefab; // 子物体的预制件
public GameObject Order2Prefab;//带有次级面板
public JSONReader JSONReader;
#endregion
@ -86,9 +97,10 @@ public class FreePanelManager : MonoBehaviour
public Text OpcText;//预制体文本内容
#endregion
private static int a = 0;
public static FreePanelManager Z;
public void Start()
{
Z = this;
ContainsValue(11002);
#region 西
@ -238,7 +250,7 @@ public class FreePanelManager : MonoBehaviour
public void CreateOcpText(string ID, GameObject content)
{
OpcName.Clear();
Order.Clear(); // 确保 Order 清空,避免重复数据
Order.Clear();
createdItems.Clear(); // 确保 createdItems 清空,避免重复数据
// 遍历 SelectDictionary
@ -259,63 +271,165 @@ public class FreePanelManager : MonoBehaviour
// 动态创建指定数量的子物体并保存它们
for (int i = 0; i < OpcName.Count; i++)
{
GameObject newItem = Instantiate(itemPrefab, content.transform);
GameObject newItem;
// 找到子物体的文本组件并设置内容
Text left = newItem.transform.Find("Text").GetComponent<Text>();
left.text = OpcName[i];
// 如果 Order[i] 是 "order2",修改背景图片
if (Order[i] == "order2")
// 如果 Order[i] 是 "order2",使用 Order2Prefab 创建
if (i < Order.Count && Order[i] == "order2")
{
newItem = Instantiate(Order2Prefab, content.transform);
Image image = newItem.GetComponent<Image>();
image.sprite = InfoBg;
// 添加点击事件
Button button = newItem.GetComponent<Button>();
if (button != null)
if (image != null)
{
int index = 0; // 用局部变量保存当前索引
button.onClick.AddListener(() => OnButtonClicked(index));
index += 1;
image.sprite = InfoBg; // 设置背景图片
}
else
{
Debug.LogWarning($"未找到 Image 组件,无法设置背景图片,索引: {i}");
}
#region
//// 找到新创建物体的子物体中的 Toggle
//Toggle toggle = newItem.transform.Find("Item")?.GetComponent<Toggle>();
//if (toggle != null)
//{
// int index = i; // 用局部变量保存当前索引,避免 Lambda 捕获问题
// Debug.Log($"绑定 Toggle 点击事件,索引: {index},文本: {OpcName[index]}");
// toggle.onValueChanged.AddListener((isOn) =>
// {
// if (isOn)
// {
// HandleToggleClick(index, newItem); // 调用通用处理方法
// }
// });
//}
//else
//{
// Debug.LogWarning($"未找到 Toggle 组件或子物体,索引: {i}");
//}
#endregion
}
else
{
// 否则使用默认的 itemPrefab 创建
newItem = Instantiate(itemPrefab, content.transform);
}
createdItems.Add(newItem); // 将新创建的物体添加到列表中
}
}
//给创建的职业对应文本创建点击事件
public void OnButtonClicked(int index)
{
switch (index)
{
case 0:
Debug.Log("我是0");
break;
case 1:
Debug.Log("我是1");
break;
case 2:
Debug.Log("我是2");
break;
case 3:
Debug.Log("我是3");
break;
case 4:
Debug.Log("我是4");
break;
case 5:
Debug.Log("我是5");
break;
case 6:
Debug.Log("我是6");
break;
case 7:
Debug.Log("我是7");
break;
// 找到子物体的文本组件并设置内容
Text left = newItem.transform.Find("Text")?.GetComponent<Text>();
if (left != null)
{
left.text = OpcName[i]; // 设置文本内容
}
else
{
Debug.LogWarning($"未找到 Text 组件,索引: {i}");
}
// 将创建的物体添加到列表中
createdItems.Add(newItem);
}
}
#region
//public void ToggleManger()
//{
// for (int i = 0; i < Order.Count; i++)
// {
// // 找到新创建物体的子物体中的 Toggle
// Toggle toggle= FindToggleInChildren();
// if (toggle != null)
// {
// int index = i; // 用局部变量保存当前索引,避免 Lambda 捕获问题
// toggle.onValueChanged.AddListener((isOn) =>
// {
// if (isOn)
// {
// HandleToggleClick(index, toggle.gameObject); // 调用通用处理方法
// }
// });
// }
// else
// {
// Debug.LogWarning($"未找到 Toggle 组件或子物体,索引: {i}");
// }
// }
//}
//// 处理 Toggle 点击逻辑(次级面板)
//private void HandleToggleClick(int index, GameObject toggleObject)
//{
// Debug.Log("进不啊来啦啊啊啊啊啊啊");
// if (index == 0 || index == 1) // 错误选项
// {
// Debug.Log($"错误选项被点击,删除 Toggle {index}, 文本内容: {OpcName[index]}");
// DeleteToggle(toggleObject); // 删除 Toggle
// }
// else if (index == 2) // 正确选项
// {
// Debug.Log($"正确选项被点击,执行正确逻辑,文本内容: {OpcName[index]}");
// HandleCorrectOption(); // 执行正确选项的逻辑
// }
//}
//// 删除 Toggle 的方法(次级面板)
//private void DeleteToggle(GameObject toggleObject)
//{
// if (toggleObject != null)
// {
// Debug.Log($"删除 Toggle: {toggleObject.name}");
// // 从父容器中移除
// Destroy(toggleObject);
// // 如果在 createdItems 列表中,移除它
// if (createdItems.Contains(toggleObject))
// {
// createdItems.Remove(toggleObject);
// }
// }
//}
// 正确选项的逻辑(次级面板)
//private void HandleCorrectOption()
//{
// Debug.Log("正确答案被选择,执行相关逻辑!");
// // 在这里添加正确选项的逻辑,例如显示提示、播放音效等
//}
// 方法:递归查找 newItem 下的所有子物体中带有 Toggle 组件的子物体
//public Toggle FindToggleInChildren()
//{
// // 遍历 createdItems 列表中的所有物体
// foreach (GameObject parent in createdItems)
// {
// // 确保父物体不为空
// if (parent == null) continue;
// // 创建一个队列,用于非递归查找子物体中的 Toggle
// Queue<Transform> queue = new Queue<Transform>();
// queue.Enqueue(parent.transform);
// while (queue.Count > 0)
// {
// Transform current = queue.Dequeue();
// // 检查当前子物体是否有 Toggle 组件
// Toggle toggle = current.GetComponent<Toggle>();
// if (toggle != null)
// {
// return toggle; // 找到第一个 Toggle 组件,立即返回
// }
// // 将当前物体的所有子物体加入队列
// foreach (Transform child in current)
// {
// queue.Enqueue(child);
// }
// }
// }
// // 如果没有找到 Toggle返回 null
// return null;
//}
#endregion
//职业介绍界面左右按钮
private void LeftRight(int a, int b)
{
@ -473,5 +587,6 @@ public class FreePanelManager : MonoBehaviour
{
CreateOcpText("8006", TagChildren[i]);
}
}
}

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LayoutCompooment : MonoBehaviour
{
public RectTransform rectTransform;
public GameObject secondMenu;//二级菜单的父类
public Toggle firstToggle;//一级菜单
private void Start()
{
firstToggle.onValueChanged.AddListener((canOpen) =>OpenSecondMenu(canOpen));
}
public void OpenSecondMenu(bool canOpen)
{
secondMenu.gameObject.SetActive(canOpen);
StartCoroutine(UpdateLayout(rectTransform));
}
//写一个鬼携程让UI实时刷新
IEnumerator UpdateLayout(RectTransform rect){
LayoutRebuilder.ForceRebuildLayoutImmediate(rect);
yield return new WaitForEndOfFrame();
}
}

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@ -0,0 +1,129 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class OpcOrder2 : MonoBehaviour
{
public Dropdown dropdown; // Dropdown 组件
private string originalText; // 存储原始显示的文字
public static OpcOrder2 opcOrder2;
public string defaultOption = "不想上班!"; // 默认选项
private bool isDropdownInitialized = false;
private void Start()
{
// 初始化 Dropdown
if (dropdown == null)
{
dropdown = GetComponent<Dropdown>();
}
// 清空默认选项
dropdown.options.Clear();
// 添加默认显示的选项
dropdown.options.Add(new Dropdown.OptionData(defaultOption)); // 默认选项A
dropdown.captionText.text = defaultOption; // 设置默认显示文字
// 初始化下拉选项(不包括 A
dropdown.options.Add(new Dropdown.OptionData("选项 B"));
dropdown.options.Add(new Dropdown.OptionData("选项 C"));
dropdown.options.Add(new Dropdown.OptionData("选项 D"));
// 添加值变化事件
dropdown.onValueChanged.AddListener(OnDropdownValueChanged);
// 初始化绑定选项的点击事件
BindToggleEvents();
}
// 设置默认选项文本,外部可以调用这个方法改变默认文本
public string SetText(string str)
{
defaultOption = str;
dropdown.captionText.text = defaultOption; // 设置默认选项的显示文本
return str;
}
// 当下拉框的值改变时触发
private void OnDropdownValueChanged(int index)
{
if (isDropdownInitialized)
{
// 更新下拉框显示的文字为选中的选项
// 但是不改变默认选项的值
dropdown.captionText.text = dropdown.options[index].text;
// 执行自定义逻辑
Debug.Log($"点击了选项:{dropdown.options[index].text}");
}
isDropdownInitialized = true;
}
// 动态绑定选项的 Toggle 点击事件
private void BindToggleEvents()
{
// 获取 Dropdown 的 Template下拉项模板
Transform dropdownTemplate = dropdown.transform.Find("Template");
if (dropdownTemplate != null)
{
Transform viewport = dropdownTemplate.Find("Viewport");
if (viewport != null)
{
Transform content = viewport.Find("Content");
if (content != null)
{
// 遍历 Content 下的所有子物体(即下拉列表中的选项)
foreach (Transform option in content)
{
Toggle toggle = option.GetComponent<Toggle>();
if (toggle != null)
{
string optionText = option.GetComponentInChildren<Text>().text;
// 为每个选项绑定点击事件
toggle.onValueChanged.AddListener((isOn) =>
{
if (isOn)
{
HandleOptionClick(optionText);
toggle.isOn = false; // 重置 Toggle 状态,防止选项保持选中
}
});
}
}
}
}
}
else
{
Debug.LogWarning("未找到 Dropdown 的 Template 部分,无法绑定点击事件!");
}
}
// 处理选项点击逻辑
private void HandleOptionClick(string optionText)
{
Debug.Log($"点击了选项:{optionText}");
// 根据点击的选项执行不同的逻辑
switch (optionText)
{
case "选项 B":
Debug.Log("执行选项 B 的逻辑!");
break;
case "选项 C":
Debug.Log("执行选项 C 的逻辑!");
break;
case "选项 D":
Debug.Log("执行选项 D 的逻辑!");
break;
default:
Debug.LogWarning($"未处理的选项:{optionText}");
break;
}
}
}

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@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class FreePanel02 : MonoBehaviour
{
@ -12,16 +13,4 @@ public class FreePanel02 : MonoBehaviour
public GameObject msgPrefab;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}