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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==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(); if (itemText != null) @@ -252,4 +271,28 @@ public class OpcOrder2 : MonoBehaviour return result; } + /// + /// 从当前物体逐层向上查找特定父物体的某个组件 + /// + /// 要查找的组件类型 + /// 返回找到的组件引用,如果未找到则返回 null + public T FindParentOfType() 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(); + 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; + } + } diff --git a/xiaofang/Assets/Script/UI/ZZZZZZ/Progress.cs b/xiaofang/Assets/Script/UI/ZZZZZZ/Progress.cs index e3d26f06..561ee63b 100644 --- a/xiaofang/Assets/Script/UI/ZZZZZZ/Progress.cs +++ b/xiaofang/Assets/Script/UI/ZZZZZZ/Progress.cs @@ -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