吃饭去了

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林小智丶 2024-12-26 18:03:45 +08:00
parent 57ba37d615
commit cf6ea396eb
10 changed files with 1028 additions and 2977 deletions

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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Chooselitem8 : MonoBehaviour
{
public GameObject prefab;
public Transform PrefabTransform;
public Text text;
public static Chooselitem8 Instance;
public JSONReader JSONReader;
public void CreateItem(int ID)
{
GameObject newitem=Instantiate(prefab,PrefabTransform);
foreach (var item in JSONReader.LanguageDictionary)
{
Language languageData = item.Value;
if (languageData.ID==ID)
{
text.text=languageData.Text;
}
}
}
}

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@ -278,6 +278,7 @@ public class FreePanelManager : MonoBehaviour
// 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>();
if (image != null)

View File

@ -1,6 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEditor.UIElements;
using UnityEngine;
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;
}
}

View File

@ -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