人员配置点击修改

This commit is contained in:
lq 2024-12-02 19:40:49 +08:00
parent c63a323117
commit 53f6f2eea6
6 changed files with 142 additions and 137 deletions

View File

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@ -55,6 +55,8 @@ public class Panel : MonoBehaviour
public List<GameObject> peopleList = new List<GameObject>(); // 存储所有已加载的人员预制体 public List<GameObject> peopleList = new List<GameObject>(); // 存储所有已加载的人员预制体
private List<GameObject> filteredPeopleList = new List<GameObject>(); // 存储筛选后的人员列表 private List<GameObject> filteredPeopleList = new List<GameObject>(); // 存储筛选后的人员列表
private GameObject selectedPerson = null; // 当前选中的角色 private GameObject selectedPerson = null; // 当前选中的角色
private GameObject selectedDuty = null;//当前选中职责
private GameObject selectedScene = null;//当前选中场景
public SelectedInfo selectedInfo; public SelectedInfo selectedInfo;
public Dictionary<string, List<SelectedInfo>> sceneDataDictionary = new Dictionary<string, List<SelectedInfo>>();//不同的场景存取不同的人员数据 public Dictionary<string, List<SelectedInfo>> sceneDataDictionary = new Dictionary<string, List<SelectedInfo>>();//不同的场景存取不同的人员数据
public ManagerPanel managerPanel1; public ManagerPanel managerPanel1;
@ -81,6 +83,8 @@ public class Panel : MonoBehaviour
SetText(); SetText();
//SetInputFile(); //SetInputFile();
} }
//==================================================================动态加载=======================================================
//动态加载人员 //动态加载人员
public void DynamicLoadingPeople() public void DynamicLoadingPeople()
{ {
@ -88,7 +92,8 @@ public class Panel : MonoBehaviour
{ {
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent); GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
PeopleItem peopleItem = item.GetComponent<PeopleItem>(); PeopleItem peopleItem = item.GetComponent<PeopleItem>();
Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item,Color.yellow, selectedPerson));
peopleList.Add(item);// 将每个实例化的角色添加到列表中 peopleList.Add(item);// 将每个实例化的角色添加到列表中
} }
@ -116,6 +121,8 @@ public class Panel : MonoBehaviour
// 创建DutyItem实例 // 创建DutyItem实例
GameObject item = GameObject.Instantiate(dutyPrefab, dutyCount); GameObject item = GameObject.Instantiate(dutyPrefab, dutyCount);
DutyItem dutyItem = item.GetComponent<DutyItem>(); DutyItem dutyItem = item.GetComponent<DutyItem>();
Button dutuybutton = item.transform.Find("TextBtn").GetComponent<Button>();
dutuybutton.onClick.AddListener(() => OnPeopleItemClicked(item,Color.red,selectedDuty));
dutyItem.dutyNameText.text = npcData.Value.Note; dutyItem.dutyNameText.text = npcData.Value.Note;
dutyItem.leader = npcData.Value.GroupLeader; dutyItem.leader = npcData.Value.GroupLeader;
peopleList.Add(item); peopleList.Add(item);
@ -143,13 +150,11 @@ public class Panel : MonoBehaviour
{ {
// 先按“|”分隔 // 先按“|”分隔
string[] roleLimitSections = roleLimit.Split('|'); string[] roleLimitSections = roleLimit.Split('|');
// 遍历每个部分(按“|”分隔后得到的数组) // 遍历每个部分(按“|”分隔后得到的数组)
bool shouldInstantiate = true; // 用于判断是否需要实例化 bool shouldInstantiate = true; // 用于判断是否需要实例化
foreach (string section in roleLimitSections) foreach (string section in roleLimitSections)
{ {
string[] roleLimits = section.Split(','); string[] roleLimits = section.Split(',');
// 判断当前部分是否包含 "-1" 来决定是否跳过实例化 // 判断当前部分是否包含 "-1" 来决定是否跳过实例化
if (section.Contains("-1")) if (section.Contains("-1"))
{ {
@ -161,17 +166,19 @@ public class Panel : MonoBehaviour
} }
else else
{ {
GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount); GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount);
SceneItem sceneItem = item.GetComponent<SceneItem>(); SceneItem sceneItem = item.GetComponent<SceneItem>();
// 设置limitNum Button scenebutton = item.transform.Find("TextBtn").GetComponent<Button>();
sceneItem.dutyId = int.Parse(roleLimits[1]); scenebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.green, selectedScene));
sceneItem.limitNum = int.Parse(roleLimits[2]);
sceneItem.sceneName.text = npcData.Value.Note; // 设置limitNum
// 将每个实例化的角色添加到列表中 sceneItem.dutyId = int.Parse(roleLimits[1]);
peopleList.Add(item); sceneItem.limitNum = int.Parse(roleLimits[2]);
sceneItem.sceneName.text = npcData.Value.Note;
// 将每个实例化的角色添加到列表中
peopleList.Add(item);
} }
} }
// 如果不满足实例化条件跳过当前NPC的实例化 // 如果不满足实例化条件跳过当前NPC的实例化
if (!shouldInstantiate) if (!shouldInstantiate)
{ {
@ -180,8 +187,6 @@ public class Panel : MonoBehaviour
} }
} }
} }
//=============================================================按钮和点击事件================================================== //=============================================================按钮和点击事件==================================================
//处理人员管理按钮 //处理人员管理按钮
public void ClickPersonnelManagement() public void ClickPersonnelManagement()
@ -270,7 +275,6 @@ public class Panel : MonoBehaviour
// 可以在这里根据需求继续处理选中的数据 // 可以在这里根据需求继续处理选中的数据
} }
//处理界面关闭按钮 //处理界面关闭按钮
public void ClickCloseBtn() public void ClickCloseBtn()
{ {
@ -385,12 +389,12 @@ public class Panel : MonoBehaviour
} }
// 点击选中角色,改变视觉效果(可复用) // 点击选中角色,改变视觉效果(可复用)
public void OnPeopleItemClicked(GameObject clickedItem) public void OnPeopleItemClicked(GameObject clickedItem,Color color,GameObject select)
{ {
// 如果有之前选中的角色,重置其视觉效果 // 如果有之前选中的角色,重置其视觉效果
if (selectedPerson != null) if (select != null)
{ {
Text prevText = selectedPerson.GetComponentInChildren<Text>(); Text prevText = select.GetComponentInChildren<Text>();
if (prevText != null) if (prevText != null)
{ {
prevText.fontSize = 32; // 恢复原始字号 prevText.fontSize = 32; // 恢复原始字号
@ -399,13 +403,13 @@ public class Panel : MonoBehaviour
} }
// 设置当前选中的角色为选中状态 // 设置当前选中的角色为选中状态
selectedPerson = clickedItem; select = clickedItem;
Text personText = clickedItem.GetComponentInChildren<Text>(); Text personText = clickedItem.GetComponentInChildren<Text>();
if (personText != null) if (personText != null)
{ {
// 字号变大和颜色变更(选中状态) // 字号变大和颜色变更(选中状态)
personText.fontSize = 36; personText.fontSize = 36;
personText.color = Color.yellow; // 选中颜色 personText.color = color; // 选中颜色
} }
} }

View File

@ -380,6 +380,7 @@ public class SelectScenePanel : MonoBehaviour
Debug.Log("没有选择场景或学校,继续按钮不可用!"); Debug.Log("没有选择场景或学校,继续按钮不可用!");
} }
} }
//提交按钮,点击上传数据和隐藏界面 //提交按钮,点击上传数据和隐藏界面
public void SubmitBtn() public void SubmitBtn()
{ {
@ -436,7 +437,6 @@ public class SelectScenePanel : MonoBehaviour
} }
} }
//默认选择第一个Toggle //默认选择第一个Toggle
public void SetFirstChoise(List<Toggle> toggles) public void SetFirstChoise(List<Toggle> toggles)
{ {