吃饭去了
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26
xiaofang/Assets/Script/UI/ZZZZZZ/Chooselitem8.cs
Normal file
26
xiaofang/Assets/Script/UI/ZZZZZZ/Chooselitem8.cs
Normal file
@ -0,0 +1,26 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
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using UnityEngine.UI;
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public class Chooselitem8 : MonoBehaviour
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{
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public GameObject prefab;
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public Transform PrefabTransform;
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public Text text;
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public static Chooselitem8 Instance;
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public JSONReader JSONReader;
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public void CreateItem(int ID)
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{
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GameObject newitem=Instantiate(prefab,PrefabTransform);
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foreach (var item in JSONReader.LanguageDictionary)
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{
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Language languageData = item.Value;
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if (languageData.ID==ID)
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{
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text.text=languageData.Text;
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}
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}
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}
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}
|
11
xiaofang/Assets/Script/UI/ZZZZZZ/Chooselitem8.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/ZZZZZZ/Chooselitem8.cs.meta
Normal file
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@ -278,6 +278,7 @@ public class FreePanelManager : MonoBehaviour
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// 如果 Order[i] 是 "order2",使用 Order2Prefab 创建
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if (i < Order.Count && Order[i] == "order2")
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{
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newItem = Instantiate(Order2Prefab, content.transform);
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Image image = newItem.GetComponent<Image>();
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if (image != null)
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|
@ -1,6 +1,8 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using UnityEditor.UIElements;
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using UnityEngine;
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using UnityEngine.UI;
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|
||||
public JSONReader jsonReader;
|
||||
List<List<string>> groupedData;
|
||||
public List<GameObject> ItemList;
|
||||
public string name;
|
||||
|
||||
public OpcOrder2 hylCS;
|
||||
int a = 0;
|
||||
private void Start()
|
||||
{
|
||||
GetOpcID(8006);
|
||||
hylCS = this;
|
||||
btn.onClick.AddListener(() =>
|
||||
{
|
||||
bool isActive = Tip.activeSelf;
|
||||
@ -149,6 +157,15 @@ public class OpcOrder2 : MonoBehaviour
|
||||
}
|
||||
});
|
||||
}
|
||||
/// <summary>
|
||||
/// 传入一个
|
||||
/// </summary>
|
||||
/// <param name="ID"></param>
|
||||
public void GetOpcID(int ID)
|
||||
{
|
||||
a = ID;
|
||||
name=jsonReader.GetOcpName(a);
|
||||
}
|
||||
public void CreateItem(int ID, int k)
|
||||
{
|
||||
if (k >= 3)
|
||||
@ -170,7 +187,7 @@ public class OpcOrder2 : MonoBehaviour
|
||||
}
|
||||
|
||||
// 动态生成Item并添加到Content
|
||||
for (int i = 0; i < groupedData[k].Count - 1; i++)
|
||||
for (int i = 0; i < groupedData[k].Count; i++)
|
||||
{
|
||||
// 生成Item并设置为Content的子物体
|
||||
GameObject newItem = Instantiate(itemPrefab, contentTransform);
|
||||
@ -194,14 +211,15 @@ public class OpcOrder2 : MonoBehaviour
|
||||
|
||||
// 设置文本
|
||||
SetItemText(k);
|
||||
|
||||
}
|
||||
|
||||
// 点击事件处理函数,支持单独管理
|
||||
private void OnItemClick(GameObject item, int index)
|
||||
{
|
||||
// 示例:判断是否需要隐藏
|
||||
if (ShouldHideItem(index))
|
||||
{
|
||||
if ( item.GetComponentInChildren<Text>().text==name)
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
@ -211,17 +229,18 @@ public class OpcOrder2 : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
// 判断是否需要隐藏当前Item
|
||||
private bool ShouldHideItem(int index)
|
||||
{
|
||||
// 示例逻辑:根据索引决定是否隐藏
|
||||
// 比如隐藏索引为偶数的Item
|
||||
return index==2;
|
||||
}
|
||||
//// 判断是否需要隐藏当前Item
|
||||
//private bool ShouldHideItem(int index)
|
||||
//{
|
||||
// // 示例逻辑:根据索引决定是否隐藏
|
||||
// // 比如隐藏索引为偶数的Item
|
||||
|
||||
// return index == a;
|
||||
//}
|
||||
//设置文本
|
||||
public void SetItemText(int k)
|
||||
{
|
||||
for (int i = 0; i < ItemList.Count; i++)
|
||||
for (int i = 1; i < ItemList.Count; i++)
|
||||
{
|
||||
Text itemText = ItemList[i].GetComponentInChildren<Text>();
|
||||
if (itemText != null)
|
||||
@ -252,4 +271,28 @@ public class OpcOrder2 : MonoBehaviour
|
||||
|
||||
return result;
|
||||
}
|
||||
/// <summary>
|
||||
/// 从当前物体逐层向上查找特定父物体的某个组件
|
||||
/// </summary>
|
||||
/// <typeparam name="T">要查找的组件类型</typeparam>
|
||||
/// <returns>返回找到的组件引用,如果未找到则返回 null</returns>
|
||||
public T FindParentOfType<T>() where T : Component
|
||||
{
|
||||
Transform current = transform;
|
||||
|
||||
// 向上查找,直到没有父物体
|
||||
while (current.parent != null)
|
||||
{
|
||||
current = current.parent;
|
||||
T component = current.GetComponent<T>();
|
||||
if (component != null)
|
||||
{
|
||||
return component; // 找到目标组件,返回
|
||||
}
|
||||
}
|
||||
|
||||
// 如果未找到目标组件,返回 null
|
||||
return null;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -10,9 +10,13 @@ public class Progress : MonoBehaviour
|
||||
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(FillImage(targetImage, fillDuration));
|
||||
//StartCoroutine(FillImage(targetImage, fillDuration));
|
||||
}
|
||||
public void Start1()
|
||||
{
|
||||
StartCoroutine(FillImage(targetImage, fillDuration));
|
||||
|
||||
}
|
||||
private IEnumerator FillImage(Image image, float duration)
|
||||
{
|
||||
float elapsed = 0f; // 计时器
|
||||
|
Loading…
Reference in New Issue
Block a user