弄完了火线指令UI及逻辑(不确定版本)

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林小智丶 2024-12-12 16:36:07 +08:00
parent f9356cc0d4
commit 58716f26eb
4 changed files with 1255 additions and 469 deletions

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View File

@ -1,8 +1,10 @@
using DG.Tweening;
using JetBrains.Annotations;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
@ -59,12 +61,19 @@ public class ZZUIManager : MonoBehaviour
public GameObject content;
//创建的东西
public GameObject TextPrefab;
//疏散情况
//创建的任务
public GameObject content2;
//创建的东西
public GameObject TextPrefab2;
/// <summary>
/// 提示疏散时间面板
/// </summary>
public GameObject TipPanel;
/// <summary>
/// 起火点的标题
/// </summary>
public GameObject TipTilte;
/// <summary>
/// 三个楼梯
@ -153,8 +162,13 @@ public class ZZUIManager : MonoBehaviour
public Button Close1;
public Button Close2;
/// <summary>
/// 楼梯口
/// </summary>
[Header("文本")]
public Text icn_stairway_text_1;
public Text icn_stairway_text_2;
public Text icn_stairway_text_3;
/// <summary>
/// 右边框框紧急任务
/// </summary>
@ -177,6 +191,8 @@ public class ZZUIManager : MonoBehaviour
public Text Situation_Tip_2;
public Text Situation_Tip_3;
public Text Situation_Tip_4;
/// <summary>
/// 撤离方案ABC
/// </summary>
@ -237,20 +253,82 @@ public class ZZUIManager : MonoBehaviour
/// 标题文本
/// </summary>
public Text TileText;
//起火点按钮文本
/// <summary>
/// 起火点按钮文本
/// </summary>
public Text FireText;
/// <summary>
/// 提示疏散时间文本
/// </summary>
public Text TipText;
/// <summary>
/// 危险提示按钮文本
/// </summary>
public Text WartipText;
/// <summary>
/// 地图两个不知名的图标文本
/// </summary>
public Text MessageText;
public Text MessageText2;
/// <summary>
/// 清点人数的时候
/// </summary>
public Text Area;
public Text NPCName;
#region
//计时器
private float timeElapsed = 0f;
public float fadeInDuration = 1f; // 淡出时间
public float fadeOutDuration = 1f; // 淡出持续时间
public float displayDuration = 2f; // 2秒后自己淡出
private bool isFadingIn = true;
private bool isFadingOut = false;
// 指示文本当前是否正在淡入或淡出
private bool isFading = false;
// 运行中的淡入淡出协程引用
private Coroutine fadeCoroutine;
//淡入淡出计时器
private float elapsedTime = 0f;
#endregion
#region
////计数器
//private float ContinueTime = 100000000000f;
////记录
//private float tempTime = 0f;
//感叹号
[Header("图片")]
//提示疏散时间的背景图
public Image TipBg;
public Image HeadImage;
public Image Bg;
//右边
public Image Bg1;
//结束标志
private bool isEnd;
#endregion
#region
public RectTransform panelA;
public float panelAMoveDistance;
public float moveDuration = 0.5f; // 动画持续时间
public RectTransform buttonRect; // 你的按钮 RectTransform
public bool isHidden = true;
public float showPositionX;
public float hidePositionX;
#endregion
//记录
int num = 0;
public Image bg;
public float moveDuration = 0.5f; // 动画持续时间
public RectTransform buttonRect; // 你的按钮 RectTransform
public bool isHidden=true;
public float showPositionX;
public float hidePositionX;
#region
public GridLayoutGroup gridLayoutGroup;
private List<Text> textFields = new List<Text>();
#endregion
public ZZUIManager instert;
public void Awake()
@ -262,9 +340,18 @@ public class ZZUIManager : MonoBehaviour
}
private void Start()
{
initialized();
//动画位移位置数据
hidePositionX = 337f;
showPositionX = 1.159973f;
panelAMoveDistance = 382f;
//传呼机
Intercom.onClick.AddListener(() =>
{
});
//右边框框弹出来
Right_BoxButton.onClick.AddListener(() =>
{
@ -317,7 +404,7 @@ public class ZZUIManager : MonoBehaviour
});
#endregion
//关闭总指挥框
if (Warn_Tip.activeSelf&&(Input.GetMouseButtonDown(0)|| Input.GetMouseButtonDown(1)|| Input.GetMouseButtonDown(2)))
if (Warn_Tip.activeSelf && (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2)))
{
Warn_Tip.SetActive(false);
}
@ -340,7 +427,8 @@ public class ZZUIManager : MonoBehaviour
});
//打开队形
Flee.onClick.AddListener(() => {
Flee.onClick.AddListener(() =>
{
DiaLogBox2.SetActive(true);
});
@ -348,7 +436,8 @@ public class ZZUIManager : MonoBehaviour
Close2.onClick.AddListener(() => { Close(); });
//下拉列表(人物选着)
dropdwn.onValueChanged.AddListener(delegate {
dropdwn.onValueChanged.AddListener(delegate
{
DropdownValueChanged(dropdwn);
});
//默认开一次这样开局就能默认第一个选项一次
@ -386,7 +475,7 @@ public class ZZUIManager : MonoBehaviour
//梯队队形确定
Dialogbox2Sure.onClick.AddListener(() =>
{
if(num==1)
if (num == 1)
{
@ -394,7 +483,7 @@ public class ZZUIManager : MonoBehaviour
num = 0;
DiaLogBox2.SetActive(false);
}
if(num==2)
if (num == 2)
{
@ -402,15 +491,36 @@ public class ZZUIManager : MonoBehaviour
DiaLogBox2.SetActive(false);
}
});
FireButton.onClick.AddListener(() => {
FireButton.onClick.AddListener(() =>
{
FireText.color = new Color(0.75f, 0.75f, 0.75f);
});
//疏散顺序按钮
Warn.onClick.AddListener(() =>
{
WarnPanel();
});
#region
Number(NO_Student);
#endregion
}
private void Update()
{
//测试面板
//if (Input.GetKeyDown("j"))
//{
// string str = "aaa";
// FixWarnPanelText(str);
// WarnPanel();
//}
//if (Input.GetKeyDown("k"))
//{
// FixWarnPanelText("aaaa");
//}
// 更新时间
timeElapsed += Time.deltaTime;
@ -420,7 +530,91 @@ public class ZZUIManager : MonoBehaviour
// 格式化时间为 "00.00" 格式
TimeText.text = string.Format("{0:00}.{1:00}", minutes, seconds);
}
public void Number(Text num)
{
StartCoroutine(Num(num));
}
IEnumerator Num(Text num)
{
while(true)
{
num.fontSize = 42;
yield return new WaitForSeconds(0.5f);
num.fontSize = 35;
yield return new WaitForSeconds(0.1f);
num.fontSize = 30;
yield return new WaitForSeconds(0.3f);
}
}
/// <summary>
/// 创建疏散情况内容
/// </summary>
/// <param name="str">文本内容</param>
public void CreateSituation(string str)
{
GameObject newText = Instantiate(TextPrefab2);
newText.transform.SetParent(content2.transform, false);
Text text = newText.GetComponentInChildren<Text>();
text.text = str;
// 按照班级排序
initialized();
}
#region
//数据初始化
public void initialized()
{
foreach (Transform child in gridLayoutGroup.transform)
{
// 初始化时获取所有子文本框
textFields.Clear();
Text textComponent = child.GetComponent<Text>();
if (textComponent != null)
{
textFields.Add(textComponent);
}
// 按照班级排序
SortByClass();
}
}
// 按照班级号排序
public void SortByClass()
{
// 排序之前先解析班级数字
textFields = textFields.OrderBy(t => ParseClassNumber(t.text)).ToList();
// 重新排列文本框的位置GridLayoutGroup 会自动处理)
for (int i = 0; i < textFields.Count; i++)
{
textFields[i].transform.SetSiblingIndex(i); // 更新顺序
}
}
// 解析班级号,例如 "4-1班" 变为 4-1
int ParseClassNumber(string classText)
{
// 使用正则表达式提取类似 "4-1" 的班级号
Match match = Regex.Match(classText, @"(\d+)-(\d+)");
if (match.Success)
{
int part1 = int.Parse(match.Groups[1].Value); // 提取第一个数字
int part2 = int.Parse(match.Groups[2].Value); // 提取第二个数字
return part1 * 100 + part2; // 返回合成数值,用于排序
}
Debug.LogError($"无法解析班级号: {classText}");
return 0; // 默认返回 0表示无法解析
}
#endregion
//动画部分
public void OnClickHideButton()
{
@ -429,14 +623,18 @@ public class ZZUIManager : MonoBehaviour
{
// 恢复按钮到原位置
buttonRect.DOAnchorPosX(showPositionX, moveDuration).SetEase(Ease.InOutCubic);
bg.transform.Rotate(0, 0,180f);
// 让面板B滑动到显示位置同时面板A向左移动
panelA.DOAnchorPosX(-panelAMoveDistance, moveDuration).SetEase(Ease.InOutCubic); // 面板A同时移动
bg.transform.Rotate(0, 0, 180f);
isHidden = false; // 更新状态为未隐藏
}
else
{
// 隐藏按钮
// 让面板B滑动到隐藏位置同时面板A恢复原位
buttonRect.DOAnchorPosX(hidePositionX, moveDuration).SetEase(Ease.InOutCubic);
bg.transform.Rotate(0, 0,180f);
panelA.DOAnchorPosX(-45f, moveDuration).SetEase(Ease.InOutCubic); // 面板A恢复原位
bg.transform.Rotate(0, 0, 180f);
isHidden = true; // 更新状态为隐藏
}
}
@ -469,7 +667,7 @@ public class ZZUIManager : MonoBehaviour
/// <param name="a">1-操场 2-教室 3-厨房 4-楼道</param>
public void MapTP(int a)
{
switch(a)
switch (a)
{
case 1:
@ -523,99 +721,22 @@ public class ZZUIManager : MonoBehaviour
}
}
/// <summary>
/// 修改右边框框内容
/// 打开起火点面板
/// </summary>
/// <param name="str">内容</param>
/// <param name="a">从上到下</param>
public void FixWarn(string str,int a)
public void OpenFirePanel()
{
switch (a)
{
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
break;
}
TipTilte.SetActive(true);
MapTapPanel.SetActive(true);
}
/// <summary>
/// 修改网络延迟
/// 关闭起火点面板
/// </summary>
/// <param name="str">网络延迟的数字部分</param>
public void FixDelay(string str)
public void CloseFirePanel()
{
WLYC.text = "网络延迟:" + str;
}
/// <summary>
/// 修改疏散班级情况
/// </summary>
/// <param name="str">班级撤离情况</param>
/// <param name="a">更新第几条消息从上往下</param>
public void FixSituation(string str,int a)
{
switch (a)
{
case 1:
Situation_Tip_1.text = str;
break;
case 2:
Situation_Tip_2.text = str;
break;
case 3:
Situation_Tip_3.text = str;
break;
case 4:
Situation_Tip_4.text = str;
break;
}
}
/// <summary>
/// 修改成功撤离班级的信息
/// </summary>
/// <param name="str">撤离班级的名字</param>
/// <param name="a">人数</param>
public void FixFledOk(string str,int a)
{
Right_MessageText.text = str;
int currentValue = int.Parse(Student_Number.text);
currentValue = a;
// 更新 InputField 的文本
Student_Number.text = currentValue.ToString();
}
/// <summary>
/// 修改未撤离班级
/// </summary>
/// <param name="str">未撤离的班级</param>
/// <param name="a">未撤离的人数</param>
public void FixNo(string str,int a)
{
NO_Left_MessageText.text = str;
NO_Right_MessageText.text = str;
NO_Student.text =a.ToString();
}
/// <summary>
/// 修改撤离方案的介绍
/// </summary>
/// <param name="str">内容</param>
/// <param name="a">A=1,B=2,C=3选项</param>
public void FixFled(string str,int a)
{
switch (a)
{
case 1:
RightText1.text = str;
break;
case 2:
RightText2.text = str;
break;
case 3:
RightText3.text = str;
break;
}
TipTilte.SetActive(false);
MapTapPanel.SetActive(false);
}
/// <summary>
/// 撤离方案选择
/// </summary>
@ -672,21 +793,46 @@ public class ZZUIManager : MonoBehaviour
/// </summary>
public void WarnPanel()
{
if(Command02.activeSelf)
if (Command02.activeSelf)
{
Command02.SetActive(false);
isEnd = false;
StopCoroutine(Flicker());
}
else
{
Command02.SetActive(true);
isEnd = true;
StartCoroutine(Flicker());
}
}
/// <summary>
/// 动效的携程
/// </summary>
/// <returns></returns>
IEnumerator Flicker()
{
while (isEnd)
{
Bg1.color = new Color(1f, 1f, 1f);
Bg.color = new Color(1f, 0f, 0f);
yield return new WaitForSeconds(0.6f);
Bg.color = new Color(1f, 1f, 1f);
Bg1.color = new Color(1f, 0f, 0f);
yield return new WaitForSeconds(0.5f);
}
}
public void FixWarnPanelText(string str)
{
WartipText.text = str;
}
/// <summary>
/// 撤离方案选着
/// </summary>
public void DialogboxPanel()
{
if(DiaLogBox.activeSelf)
if (DiaLogBox.activeSelf)
{
DiaLogBox.SetActive(false);
}
@ -717,20 +863,242 @@ public class ZZUIManager : MonoBehaviour
{
GameObject newText = Instantiate(TextPrefab);
newText.transform.SetParent(content.transform, false);
Text text=newText.GetComponentInChildren<Text>();
text.text = str;
}
/// <summary>
/// 创建疏散情况内容
/// </summary>
/// <param name="str">文本内容</param>
public void CreateSituation(string str)
{
GameObject newText = Instantiate(TextPrefab2);
newText.transform.SetParent(content2.transform, false);
Text text = newText.GetComponentInChildren<Text>();
text.text = str;
}
/// <summary>
/// 弹出提示框
/// </summary>
public void PopTip()
{
TipPanel.SetActive(true);
TipText.text = "用时" + TimeText.text + "学生疏散完毕";
//从透明开始
TipText.color = new Color(TipText.color.r, TipText.color.g, TipText.color.b, 0f);
TipBg.color = new Color(TipText.color.r, TipText.color.g, TipText.color.b, 0f);
StartCoroutine(FadeInOutRoutine());
}
/// <summary>
/// 提示面板淡入淡出的携程
/// </summary>
/// <returns></returns>
IEnumerator FadeInOutRoutine()
{
isFading = true; // 设置正在淡入淡出标志
// 淡入
float elapsedTime = 0f;
while (elapsedTime < fadeInDuration)
{
elapsedTime += Time.deltaTime;
Color textColor = TipText.color;
textColor.a = elapsedTime / fadeInDuration; // 根据时间计算alpha值
TipText.color = textColor;
TipBg.color = textColor;
yield return null; // 等待下一帧
}
// 显示文本一段时间
yield return new WaitForSeconds(displayDuration);
// 淡出
elapsedTime = 0f;
while (elapsedTime < fadeOutDuration)
{
elapsedTime += Time.deltaTime;
Color textColor = TipText.color;
textColor.a = 1f - (elapsedTime / fadeOutDuration); // 根据时间计算alpha值
TipText.color = textColor;
TipBg.color = textColor;
yield return null; // 等待下一帧
}
isFading = false; // 重置正在淡入淡出标志
fadeCoroutine = null; // 重置协程引用
TipPanel.SetActive(false);
}
#region
/// <summary>
/// 修改楼梯口的三个文本信息
/// </summary>
/// <param name="a">1-第一个2第二个3第三个</param>
/// <param name="str">楼梯口信息</param>
public void FixStairway(int a, string str)
{
switch (a)
{
case 1:
icn_stairway_text_1.text = str;
break;
case 2:
icn_stairway_text_2.text = str;
break;
case 3:
icn_stairway_text_3.text = str;
break;
}
}
/// <summary>
/// 修改总指挥头像,名字,内容
/// </summary>
/// <param name="headImage">头像图片</param>
/// <param name="name">名字</param>
/// <param name="Message">内容</param>
public void FixWarn_Tip(Image headImage, string name, string Message)
{
HeadImage = headImage;
Head_Text.text = name;
WarnTip_Text.text = Message;
}
/// <summary>
/// 修改总指挥框框 无图像,名字,内容
/// </summary>
/// <param name="name">名字</param>
/// <param name="Message">内容</param>
public void FixWarn_Tip(string name, string Message)
{
Head_Text.text = name;
WarnTip_Text.text = Message;
}
/// <summary>
/// 修改地图上两个带图标的(骷髅头,电话)
/// </summary>
/// <param name="a">1-骷髅头2-电话</param>
/// <param name="Message">修改的文本内容</param>
public void FixMessage(int a, string Message)
{
switch (a)
{
case 1:
MessageText.text = Message;
break;
case 2:
MessageText2.text = Message;
break;
}
}
/// <summary>
/// 修改右边框框内容
/// </summary>
/// <param name="str">内容</param>
/// <param name="a">从上到下</param>
public void FixWarn(int a, string str)
{
switch (a)
{
case 1:
Tip_1.text = str;
break;
case 2:
Tip_2.text = str;
break;
case 3:
Tip_3.text = str;
break;
case 4:
Tip_4.text = str;
break;
}
}
/// <summary>
/// 修改网络延迟
/// </summary>
/// <param name="str">网络延迟的数字部分</param>
public void FixDelay(string str)
{
WLYC.text = "网络延迟:" + str;
}
/// <summary>
/// 修改疏散班级情况
/// </summary>
/// <param name="str">班级撤离情况</param>
/// <param name="a">更新第几条消息从上往下</param>
public void FixSituation(int a, string str)
{
switch (a)
{
case 1:
Situation_Tip_1.text = str;
break;
case 2:
Situation_Tip_2.text = str;
break;
case 3:
Situation_Tip_3.text = str;
break;
case 4:
Situation_Tip_4.text = str;
break;
}
}
/// <summary>
/// 修改成功撤离班级的信息
/// </summary>
/// <param name="str">撤离班级的名字</param>
/// <param name="a">人数</param>
public void FixFledOk(int a, string str)
{
Right_MessageText.text = str;
int currentValue = int.Parse(Student_Number.text);
currentValue = a;
// 更新 InputField 的文本
Student_Number.text = currentValue.ToString();
}
/// <summary>
/// 修改未撤离成功
/// </summary>
/// <param name="a">人数</param>
/// <param name="str">班级</param>
/// <param name="str2">共多少名学生</param>
public void FixNo(int a, string str,string str2)
{
NO_Left_MessageText.text = str;
NO_Right_MessageText.text = str2;
NO_Student.text = a.ToString();
}
/// <summary>
/// 修改撤离方案的介绍
/// </summary>
/// <param name="str">内容</param>
/// <param name="a">A=1,B=2,C=3选项</param>
public void FixFled(int a, string str)
{
switch (a)
{
case 1:
RightText1.text = str;
break;
case 2:
RightText2.text = str;
break;
case 3:
RightText3.text = str;
break;
}
}
/// <summary>
/// 清点人数时 修改管理区域
/// </summary>
/// <param name="str">区域名</param>
public void FixArea(string str)
{
Area.text = str;
}
/// <summary>
/// 清点人数时 修改NPC名
/// </summary>
/// <param name="str">NPC名</param>
public void FixNPCName(string str)
{
NPCName.text = str;
}
#endregion
private void Close()
{
DiaLogBox2?.SetActive(false);

@ -1 +1 @@
Subproject commit 2e42b278d4c6ac9e045925dcc6e04896a19cbfd8
Subproject commit 0385375c1818fc57f42407a6c5301a26ded3a19a