图标添加,UI逻辑修改

This commit is contained in:
龚世杰 2024-12-23 14:46:56 +08:00
parent ec305be7cb
commit 97bb77af26
25 changed files with 10728 additions and 2062 deletions

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@ -9,9 +9,10 @@ public class Alertwindow : MonoBehaviour
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;
private GameObject peopleposition;
private List<GameObject> nameImage; // 存储所有角色标签的子物体
// Start is called before the first frame update
void Start()
{
@ -19,7 +20,19 @@ public class Alertwindow : MonoBehaviour
cancel=transform.Find("bg/downbg/GameObject3/Cancel").GetComponent<Button>();
sure.onClick.AddListener(OnSureBtn);
cancel.onClick.AddListener(OnCancelBtn);
peopleposition = GameObject.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);
}
}
}
// Update is called once per frame
@ -35,6 +48,11 @@ public class Alertwindow : MonoBehaviour
isback = true;
BoolValueChanged?.Invoke(isback);
Game.uiManager.CloseUI("Panel1_2");
// 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(isback); // 显示或隐藏
}
//玩家三秒后强制下线
await StopDrillAsync(); // 使用 async/await 执行异步操作

View File

@ -28,7 +28,7 @@ public class Panel2 : MonoBehaviour
end = transform.Find("left/btn_enddrill").GetComponent<Button>();
end.onClick.AddListener(EndBtn);
peopleposition = transform.Find("peopleposition").gameObject;
peopleposition = GameObject.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)
@ -106,7 +106,6 @@ public class Panel2 : MonoBehaviour
camera.gameObject.SetActive(false);
}
}
// 启用选中角色的摄像头
if (index >= 0 && index < characterCameras.Count)
{
@ -121,6 +120,5 @@ public class Panel2 : MonoBehaviour
{
//结束演习
Game.uiManager.ShowUI<Image>("PoPhost");
}
}
}

View File

@ -10,7 +10,7 @@ public class Panel3 : MonoBehaviour
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
private GameObject peopleposition;
// Start is called before the first frame update
void Start()
{
@ -21,6 +21,8 @@ public class Panel3 : MonoBehaviour
dropdown=transform.Find("left/Dropdown").GetComponent<Dropdown>();
follow = transform.Find("left/Follow").GetComponent<Button>();
follow.onClick.AddListener(FollowBtn);
peopleposition = GameObject.Find("peopleposition").gameObject;
peopleposition.SetActive(false);
}
// 用于外部传入参数来设置Dropdown选项数量的方法
public void SetOptionCount(int count)
@ -42,6 +44,7 @@ public class Panel3 : MonoBehaviour
}
void OnCancelBtn()
{
peopleposition.gameObject.SetActive(true);
//返回上帝视角界面
Game.uiManager.ShowUI<Image>("Panel1_2");
Game.uiManager.CloseUI("Panel1_3");

View File

@ -4,6 +4,7 @@ using UnityEngine;
using UnityEngine.UI;
using System.Threading.Tasks;
using UnityEngine.SceneManagement;
using Unity.VisualScripting;
public class Starthost : MonoBehaviour
{
private GameObject panel;
@ -24,8 +25,11 @@ public class Starthost : MonoBehaviour
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;
private GameObject peopleposition;//人员的位置信息
//非主持人的画面
public bool ishost=false;
private Button ready;
private Image image;
void Start()
{
panel = transform.Find("Panel1").gameObject;
@ -40,10 +44,25 @@ public class Starthost : MonoBehaviour
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);
peopleposition = GameObject.Find("peopleposition").gameObject;
ready = transform.Find("Panel1/right/under/Ready").GetComponent<Button>();
image= transform.Find("Panel1/right/under/Image").GetComponent<Image>();
ready.gameObject.SetActive(false);
image.gameObject.SetActive(false);
if (!ishost)
{
ready.gameObject.SetActive(true);
posiBtn.gameObject.SetActive(false);
start.gameObject.SetActive(false);
ready.onClick.AddListener(OnReadyBtn);
}
else
{
ready.gameObject.SetActive(false);
posiBtn.gameObject.SetActive(true);
start.gameObject.SetActive(true);
}
}
void OnEnable()
{
@ -87,6 +106,12 @@ public class Starthost : MonoBehaviour
StopTimer();
rectTransform.localScale = new Vector3(1,1,1);
}
}
void OnReadyBtn()
{
image.gameObject.SetActive(true);
ready.gameObject.SetActive(false);
}
// 停止计时并重置时间显示的方法
public void StopTimer()

View File

@ -0,0 +1,376 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UseObjects : MonoBehaviour
{
private Transform parentObject; // 父物体(包含所有子物体)
private GameObject player;//玩家
public JSONReader js;
//警戒物品使用
public GameObject warningPrefab; // 警戒锥道具模型
public GameObject polePrefab; // 警戒杆道具模型
public GameObject tapePrefab; // 隔离警示带模型
public float maxDistance = 10f; // 最大直接距离10米
public bool hasTape = false; // 是否携带隔离警示带
private List<GameObject> warningObjects = new List<GameObject>(); // 存储所有警戒类道具
//物品交付
public List<GameObject> potentialTargets; // 所有可能成为交付对象的目标列表
public Button deliverButton; // 交付按钮
public float deliveryRange = 1f; // 交付范围半径
private GameObject currentTarget; // 当前最近的交付目标
private bool islogistics;//角色是否为后勤保障组;
private bool isdelivery;//是否开启交付
[System.Serializable]
public class EmergencyItem
{
public string itemName; // 道具名称
public bool isConsumable; // 是否消耗品 (1=是0=否)
public int validTime; // 有效时间:-1无限0 或正数(有限时间)
}
// 模拟物品的字段配置
public Dictionary<string, EmergencyItem> itemConfigs = new Dictionary<string, EmergencyItem>();
void Start()
{
parentObject = GameObject.Find("fireEquip").transform;
player=GameObject.FindGameObjectWithTag("Player");
// 初始化模拟物品数据
InitializeItemConfigs(3001);
// 隐藏交付按钮
deliverButton.gameObject.SetActive(false);
deliverButton.onClick.AddListener(HandleDelivery);
// 为每个子物体添加点击事件
foreach (Transform child in parentObject)
{
Button childButton = child.GetComponent<Button>();
if (childButton == null)
{
Debug.LogWarning($"子物体 {child.name} 缺少 Button 组件!");
continue;
}
// 初始化子物体状态
Transform buttonPanel = child.Find("informationImage");
Transform highlight = child.Find("Image");
if (buttonPanel != null) buttonPanel.gameObject.SetActive(false);
if (highlight != null) highlight.gameObject.SetActive(false);
// 绑定点击事件
childButton.onClick.AddListener(() => OnChildClicked(child.gameObject));
}
UseCautionaryitems(player.transform.position, polePrefab);
}
private void Update()
{
// 在范围内查找最近的交付目标
currentTarget = FindNearestTarget();
if (currentTarget != null)
{
// 显示交付按钮并高亮目标
HighlightTarget(currentTarget, true);
deliverButton.gameObject.SetActive(true);
}
else
{
// 隐藏交付按钮并取消高亮
if (currentTarget != null)
{
HighlightTarget(currentTarget, false);
}
deliverButton.gameObject.SetActive(false);
}
}
// 初始化模拟物品数据
void InitializeItemConfigs(int id)
{
itemConfigs.Add("1", new EmergencyItem { itemName = "1", isConsumable = true, validTime = -1 });
itemConfigs.Add("2", new EmergencyItem { itemName = "2", isConsumable = true, validTime = 30 });
itemConfigs.Add("3", new EmergencyItem { itemName = "3", isConsumable = false, validTime = 15 });
itemConfigs.Add("4", new EmergencyItem { itemName = "4", isConsumable = true, validTime = -1 });
itemConfigs.Add("5", new EmergencyItem { itemName = "5", isConsumable = true, validTime = 30 });
itemConfigs.Add("6", new EmergencyItem { itemName = "6", isConsumable = false, validTime = 15 });
// 添加更多物品配置...
foreach (var key in js.matialDictionary)
{
MatialData matialData = key.Value;
if (matialData.ID==id)
{
//获取物品数据
}
}
}
// 当子物体被点击时
void OnChildClicked(GameObject clickedChild)
{
// 隐藏其他子物体的按钮板和高光框
foreach (Transform child in parentObject)
{
Transform buttonPanel = child.Find("informationImage");
Transform highlight = child.Find("Image");
if (buttonPanel != null) buttonPanel.gameObject.SetActive(false);
if (highlight != null) highlight.gameObject.SetActive(false);
}
// 获取当前点击的子物体名称
string itemName = clickedChild.name;
Debug.Log(itemName);
if (!itemConfigs.ContainsKey(itemName))
{
Debug.LogWarning($"未找到物品 {itemName} 的配置!");
return;
}
// 根据配置判断显示按钮
EmergencyItem item = itemConfigs[itemName];
Transform clickedButtonPanel = clickedChild.transform.Find("informationImage");
Transform clickedHighlight = clickedChild.transform.Find("Image");
if (clickedButtonPanel != null)
{
//clickedButtonPanel.gameObject.SetActive(true);
// 显示对应的按钮
UpdateButtonPanel(clickedButtonPanel, item);
}
// 显示当前子物体的高光框
if (clickedHighlight != null)
{
clickedHighlight.gameObject.SetActive(true);
}
}
// 根据物品配置更新按钮面板
void UpdateButtonPanel(Transform buttonPanel, EmergencyItem item)
{
// 获取按钮
Button viewButton = buttonPanel.Find("LookButton").GetComponent<Button>();
Button useButton = buttonPanel.Find("UseButton").GetComponent<Button>();
Button discardButton = buttonPanel.Find("ThrowButton").GetComponent<Button>();
// 按规则显示或隐藏按钮
if (item.isConsumable && item.validTime == -1)
{
// 规则1直接使用不弹出按钮
buttonPanel.gameObject.SetActive(false);
UseItem(item);
}
else if (item.isConsumable && item.validTime >= 0)
{
buttonPanel.gameObject.SetActive(true);
// 规则2弹出【查看】【使用】【丢弃】
viewButton.gameObject.SetActive(true);
useButton.gameObject.SetActive(true);
discardButton.gameObject.SetActive(true);
// 绑定事件
viewButton.onClick.AddListener(() => ViewItem(item));
useButton.onClick.AddListener(() => UseItem(item));
discardButton.onClick.AddListener(() => DiscardItem(item));
}
else if (!item.isConsumable && item.validTime >= 0)
{
buttonPanel.gameObject.SetActive(true);
// 规则3弹出【查看】【丢弃】
viewButton.gameObject.SetActive(true);
useButton.gameObject.SetActive(false);
discardButton.gameObject.SetActive(true);
// 绑定事件
viewButton.onClick.AddListener(() => ViewItem(item));
discardButton.onClick.AddListener(() => DiscardItem(item));
}
}
// 查看物品逻辑
void ViewItem(EmergencyItem item)
{
Debug.Log($"查看物品:{item.itemName}");
}
// 使用物品逻辑
void UseItem(EmergencyItem item)
{
Debug.Log($"使用物品:{item.itemName}");
}
// 丢弃物品逻辑
void DiscardItem(EmergencyItem item)
{
Debug.Log($"丢弃物品:{item.itemName}");
}
//使用警戒物品
void UseCautionaryitems(Vector3 playerPosition,GameObject gameObject)
{
// 生成警戒类道具(警戒杆,警戒锥)
GameObject newWarning = Instantiate(gameObject, playerPosition, Quaternion.identity);
warningObjects.Add(newWarning);
// 判断当前位置是否距离其他警戒类道具10米以内
GameObject nearestWarning = FindNearestWarning(newWarning);
if (nearestWarning != null)
{
if (hasTape)
{
// 如果携带隔离警示带,连接到最近的警戒类道具
CreateTape(newWarning, nearestWarning);
}
else
{
// 不携带隔离警示带,无连接显示,但有效性记录
Debug.Log("未携带隔离警示带,未连接警戒道具!");
}
}
else
{
Debug.Log("当前位置周围10米范围内没有其他警戒类道具");
}
}
// 找到距离最近的警戒类道具
private GameObject FindNearestWarning(GameObject currentWarning)
{
GameObject nearest = null;
float minDistance = maxDistance;
foreach (GameObject warning in warningObjects)
{
if (warning == currentWarning) continue; // 跳过当前道具
float distance = Vector3.Distance(currentWarning.transform.position, warning.transform.position);
if (distance < minDistance)
{
minDistance = distance;
nearest = warning;
}
}
return nearest;
}
// 生成隔离警示带
private void CreateTape(GameObject start, GameObject end)
{
// 生成隔离警示带
GameObject tape = Instantiate(tapePrefab);
// 设置隔离警示带的起点和终点
LineRenderer lineRenderer = tape.GetComponent<LineRenderer>();
if (lineRenderer != null)
{
lineRenderer.positionCount = 2;
lineRenderer.SetPosition(0, start.transform.position);
lineRenderer.SetPosition(1, end.transform.position);
}
Debug.Log($"已连接警戒类道具:{start.name} -> {end.name}");
}
// 交付逻辑中查找范围内最近的目标
GameObject FindNearestTarget()
{
GameObject nearestTarget = null;
float nearestDistance = deliveryRange;
foreach (var target in potentialTargets)
{
float distance = Vector3.Distance(player.transform.position, target.transform.position);
if (distance <= deliveryRange && IsInFront(target))
{
nearestTarget = target;
nearestDistance = distance;
}
}
return nearestTarget;
}
// 判断目标是否在角色正面 180 度内
bool IsInFront(GameObject target)
{
Vector3 directionToTarget = (target.transform.position - player.transform.position).normalized;
float dotProduct = Vector3.Dot(player.transform.forward, directionToTarget);
return dotProduct > 0; // 在正面 180 度内
}
// 高亮目标(例如显示边缘发光效果)
void HighlightTarget(GameObject target, bool highlight)
{
Renderer renderer = target.GetComponent<Renderer>();
if (renderer != null)
{
// 设置高亮效果,比如更改材质或颜色
renderer.material.SetColor("_EmissionColor", highlight ? Color.green : Color.black);
}
}
// 处理交付逻辑
void HandleDelivery()
{
if (currentTarget == null)
{
Debug.LogWarning("没有可交付的目标!");
return;
}
// 检查目标职业是否符合条件
TargetData targetData = currentTarget.GetComponent<TargetData>();
if (targetData == null || targetData.weightCapacity == -1)
{
Debug.LogWarning("目标不满足交付条件!");
return;
}
// 执行交付逻辑:减少玩家道具数量,增加目标道具数量
PlayerInventory playerInventory = player.GetComponent<PlayerInventory>();
if (playerInventory != null && playerInventory.UseItem("SelectedItem"))
{
targetData.ReceiveItem("SelectedItem");
Debug.Log($"成功交付道具给目标:{currentTarget.name}");
}
else
{
Debug.LogWarning("玩家道具不足,无法交付!");
}
}
}
// 目标数据类
public class TargetData : MonoBehaviour
{
public int weightCapacity = 10; // 负重能力值
private Dictionary<string, int> receivedItems = new Dictionary<string, int>();
public void ReceiveItem(string itemName)
{
if (receivedItems.ContainsKey(itemName))
{
receivedItems[itemName]++;
}
else
{
receivedItems[itemName] = 1;
}
Debug.Log($"{itemName} 接收成功,当前数量:{receivedItems[itemName]}");
}
}
// 玩家道具管理类
public class PlayerInventory : MonoBehaviour
{
private Dictionary<string, int> items = new Dictionary<string, int>
{
{ "SelectedItem", 5 } // 模拟玩家的道具库存
};
public bool UseItem(string itemName)
{
if (items.ContainsKey(itemName) && items[itemName] > 0)
{
items[itemName]--;
Debug.Log($"{itemName} 使用成功,剩余数量:{items[itemName]}");
return true;
}
Debug.LogWarning($"{itemName} 使用失败,库存不足!");
return false;
}
}

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