提交提交!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Load Diff
@ -6,6 +6,7 @@ using JetBrains.Annotations;
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using Newtonsoft.Json;
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using TMPro;
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using Unity.VisualScripting;
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using UnityEditor.Rendering.LookDev;
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using UnityEngine;
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using UnityEngine.UI;
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@ -96,12 +97,16 @@ public class FreePanelManager : MonoBehaviour
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public Text OpcText;//预制体文本内容
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#endregion
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private static int a = 0;
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private static int bb = 5;
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public static FreePanelManager Z;
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public void Start()
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{
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Z = this;
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ContainsValue(11002);
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if (DirectChildren.Count>=5)
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{
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OpcRight.gameObject.SetActive(true);
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}
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#region 初始化的东西
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InitializeChild();
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#endregion
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@ -163,6 +168,14 @@ public class FreePanelManager : MonoBehaviour
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StopCoroutine(FadeInOutRoutine());
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isFadeEnd = false;
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}
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}
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public void FixedUpdate()
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{
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if (bb == DirectChildren.Count)
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{
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OpcRight.gameObject.SetActive(false);
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}
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}
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/// <summary>
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/// 打开特殊情况弹窗
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@ -437,11 +450,28 @@ public class FreePanelManager : MonoBehaviour
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{
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DirectChildren[a].gameObject.SetActive(false);
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a += 1;
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bb += 1;
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}
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if (b < 0)
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{
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DirectChildren[a].gameObject.SetActive(true);
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a -= 1;
|
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bb-=1;
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}
|
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//Åжϰ´Å¥ÊÇ·ñÏÔʾ
|
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if (DirectChildren[0].gameObject.activeSelf)
|
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{
|
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OpcRight.gameObject.SetActive(true);
|
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}
|
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|
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if (DirectChildren[0].gameObject.activeSelf)
|
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{
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OpcLeft.gameObject.SetActive(false);
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}
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else
|
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{
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OpcLeft.gameObject.SetActive(true);
|
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}
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}
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|
@ -1,3 +1,4 @@
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using System;
|
||||
using System.Collections;
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||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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@ -5,125 +6,250 @@ using UnityEngine.UI;
|
||||
|
||||
public class OpcOrder2 : MonoBehaviour
|
||||
{
|
||||
public Dropdown dropdown; // Dropdown 组件
|
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private string originalText; // 存储原始显示的文字
|
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public static OpcOrder2 opcOrder2;
|
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public string defaultOption = "不想上班!"; // 默认选项
|
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private bool isDropdownInitialized = false;
|
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#region 废了
|
||||
//public Dropdown dropdown; // Dropdown 组件
|
||||
//private string originalText; // 存储原始显示的文字
|
||||
//public static OpcOrder2 opcOrder2;
|
||||
//public string defaultOption = "不想上班!"; // 默认选项
|
||||
//private bool isDropdownInitialized = false;
|
||||
|
||||
//private void Start()
|
||||
//{
|
||||
// // 初始化 Dropdown
|
||||
// if (dropdown == null)
|
||||
// {
|
||||
// dropdown = GetComponent<Dropdown>();
|
||||
// }
|
||||
|
||||
// // 清空默认选项
|
||||
// dropdown.options.Clear();
|
||||
|
||||
// // 添加默认显示的选项
|
||||
// dropdown.options.Add(new Dropdown.OptionData(defaultOption)); // 默认选项A
|
||||
// dropdown.captionText.text = defaultOption; // 设置默认显示文字
|
||||
|
||||
// // 初始化下拉选项(不包括 A)
|
||||
// dropdown.options.Add(new Dropdown.OptionData("选项 B"));
|
||||
// dropdown.options.Add(new Dropdown.OptionData("选项 C"));
|
||||
// dropdown.options.Add(new Dropdown.OptionData("选项 D"));
|
||||
|
||||
// // 添加值变化事件
|
||||
// dropdown.onValueChanged.AddListener(OnDropdownValueChanged);
|
||||
|
||||
// // 初始化绑定选项的点击事件
|
||||
// BindToggleEvents();
|
||||
//}
|
||||
|
||||
//// 设置默认选项文本,外部可以调用这个方法改变默认文本
|
||||
//public string SetText(string str)
|
||||
//{
|
||||
// defaultOption = str;
|
||||
// dropdown.captionText.text = defaultOption; // 设置默认选项的显示文本
|
||||
// return str;
|
||||
//}
|
||||
|
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//// 当下拉框的值改变时触发
|
||||
//private void OnDropdownValueChanged(int index)
|
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//{
|
||||
// if (isDropdownInitialized)
|
||||
// {
|
||||
// // 更新下拉框显示的文字为选中的选项
|
||||
// // 但是不改变默认选项的值
|
||||
// dropdown.captionText.text = dropdown.options[index].text;
|
||||
|
||||
// // 执行自定义逻辑
|
||||
// Debug.Log($"点击了选项:{dropdown.options[index].text}");
|
||||
// }
|
||||
|
||||
// isDropdownInitialized = true;
|
||||
//}
|
||||
|
||||
//// 动态绑定选项的 Toggle 点击事件
|
||||
//private void BindToggleEvents()
|
||||
//{
|
||||
// // 获取 Dropdown 的 Template(下拉项模板)
|
||||
// Transform dropdownTemplate = dropdown.transform.Find("Template");
|
||||
|
||||
// if (dropdownTemplate != null)
|
||||
// {
|
||||
// Transform viewport = dropdownTemplate.Find("Viewport");
|
||||
// if (viewport != null)
|
||||
// {
|
||||
// Transform content = viewport.Find("Content");
|
||||
// if (content != null)
|
||||
// {
|
||||
// // 遍历 Content 下的所有子物体(即下拉列表中的选项)
|
||||
// foreach (Transform option in content)
|
||||
// {
|
||||
// Toggle toggle = option.GetComponent<Toggle>();
|
||||
// if (toggle != null)
|
||||
// {
|
||||
// string optionText = option.GetComponentInChildren<Text>().text;
|
||||
|
||||
// // 为每个选项绑定点击事件
|
||||
// toggle.onValueChanged.AddListener((isOn) =>
|
||||
// {
|
||||
// if (isOn)
|
||||
// {
|
||||
// HandleOptionClick(optionText);
|
||||
// toggle.isOn = false; // 重置 Toggle 状态,防止选项保持选中
|
||||
// }
|
||||
// });
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// Debug.LogWarning("未找到 Dropdown 的 Template 部分,无法绑定点击事件!");
|
||||
// }
|
||||
//}
|
||||
|
||||
//// 处理选项点击逻辑
|
||||
//private void HandleOptionClick(string optionText)
|
||||
//{
|
||||
// Debug.Log($"点击了选项:{optionText}");
|
||||
|
||||
// // 根据点击的选项执行不同的逻辑
|
||||
// switch (optionText)
|
||||
// {
|
||||
// case "选项 B":
|
||||
// Debug.Log("执行选项 B 的逻辑!");
|
||||
// break;
|
||||
// case "选项 C":
|
||||
// Debug.Log("执行选项 C 的逻辑!");
|
||||
// break;
|
||||
// case "选项 D":
|
||||
// Debug.Log("执行选项 D 的逻辑!");
|
||||
// break;
|
||||
// default:
|
||||
// Debug.LogWarning($"未处理的选项:{optionText}");
|
||||
// break;
|
||||
// }
|
||||
//}
|
||||
#endregion
|
||||
public GameObject Tip;
|
||||
public Button btn;
|
||||
public GameObject itemPrefab; // 用于生成的Item预制体
|
||||
public Transform contentTransform; // Content的Transform
|
||||
public JSONReader jsonReader;
|
||||
List<List<string>> groupedData;
|
||||
public List<GameObject> ItemList;
|
||||
private void Start()
|
||||
{
|
||||
// 初始化 Dropdown
|
||||
if (dropdown == null)
|
||||
btn.onClick.AddListener(() =>
|
||||
{
|
||||
dropdown = GetComponent<Dropdown>();
|
||||
}
|
||||
|
||||
// 清空默认选项
|
||||
dropdown.options.Clear();
|
||||
|
||||
// 添加默认显示的选项
|
||||
dropdown.options.Add(new Dropdown.OptionData(defaultOption)); // 默认选项A
|
||||
dropdown.captionText.text = defaultOption; // 设置默认显示文字
|
||||
|
||||
// 初始化下拉选项(不包括 A)
|
||||
dropdown.options.Add(new Dropdown.OptionData("选项 B"));
|
||||
dropdown.options.Add(new Dropdown.OptionData("选项 C"));
|
||||
dropdown.options.Add(new Dropdown.OptionData("选项 D"));
|
||||
|
||||
// 添加值变化事件
|
||||
dropdown.onValueChanged.AddListener(OnDropdownValueChanged);
|
||||
|
||||
// 初始化绑定选项的点击事件
|
||||
BindToggleEvents();
|
||||
}
|
||||
|
||||
// 设置默认选项文本,外部可以调用这个方法改变默认文本
|
||||
public string SetText(string str)
|
||||
{
|
||||
defaultOption = str;
|
||||
dropdown.captionText.text = defaultOption; // 设置默认选项的显示文本
|
||||
return str;
|
||||
}
|
||||
|
||||
// 当下拉框的值改变时触发
|
||||
private void OnDropdownValueChanged(int index)
|
||||
{
|
||||
if (isDropdownInitialized)
|
||||
{
|
||||
// 更新下拉框显示的文字为选中的选项
|
||||
// 但是不改变默认选项的值
|
||||
dropdown.captionText.text = dropdown.options[index].text;
|
||||
|
||||
// 执行自定义逻辑
|
||||
Debug.Log($"点击了选项:{dropdown.options[index].text}");
|
||||
}
|
||||
|
||||
isDropdownInitialized = true;
|
||||
}
|
||||
|
||||
// 动态绑定选项的 Toggle 点击事件
|
||||
private void BindToggleEvents()
|
||||
{
|
||||
// 获取 Dropdown 的 Template(下拉项模板)
|
||||
Transform dropdownTemplate = dropdown.transform.Find("Template");
|
||||
|
||||
if (dropdownTemplate != null)
|
||||
{
|
||||
Transform viewport = dropdownTemplate.Find("Viewport");
|
||||
if (viewport != null)
|
||||
bool isActive = Tip.activeSelf;
|
||||
Tip.SetActive(!isActive);
|
||||
if (ItemList.Count == 1)
|
||||
{
|
||||
Transform content = viewport.Find("Content");
|
||||
if (content != null)
|
||||
{
|
||||
// 遍历 Content 下的所有子物体(即下拉列表中的选项)
|
||||
foreach (Transform option in content)
|
||||
{
|
||||
Toggle toggle = option.GetComponent<Toggle>();
|
||||
if (toggle != null)
|
||||
{
|
||||
string optionText = option.GetComponentInChildren<Text>().text;
|
||||
|
||||
// 为每个选项绑定点击事件
|
||||
toggle.onValueChanged.AddListener((isOn) =>
|
||||
{
|
||||
if (isOn)
|
||||
{
|
||||
HandleOptionClick(optionText);
|
||||
toggle.isOn = false; // 重置 Toggle 状态,防止选项保持选中
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
Debug.Log("进来了");
|
||||
CreateItem(2001, 1);
|
||||
}
|
||||
});
|
||||
}
|
||||
public void CreateItem(int ID, int k)
|
||||
{
|
||||
if (k >= 3)
|
||||
{
|
||||
if (k == 4) k = 1;
|
||||
if (k == 5) k = 2;
|
||||
if (k == 6) k = 3;
|
||||
}
|
||||
|
||||
// 查找数据
|
||||
foreach (var kvp in jsonReader.incidentSiteDictionary)
|
||||
{
|
||||
IncidentSite select = kvp.Value;
|
||||
|
||||
if (select.Name == ID)
|
||||
{
|
||||
groupedData = ParseData(select.Role);
|
||||
}
|
||||
}
|
||||
|
||||
// 动态生成Item并添加到Content
|
||||
for (int i = 0; i < groupedData[k].Count - 1; i++)
|
||||
{
|
||||
// 生成Item并设置为Content的子物体
|
||||
GameObject newItem = Instantiate(itemPrefab, contentTransform);
|
||||
ItemList.Add(newItem);
|
||||
|
||||
// 为每个Item添加按钮点击事件
|
||||
Button button = newItem.GetComponent<Button>();
|
||||
if (button != null)
|
||||
{
|
||||
// 捕获当前的Item对象,避免闭包问题
|
||||
GameObject currentItem = newItem;
|
||||
|
||||
// 根据具体需求绑定独立的隐藏逻辑
|
||||
button.onClick.AddListener(() => OnItemClick(currentItem, i)); // 传入索引和对象
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("生成的Item中没有找到Button组件!");
|
||||
}
|
||||
}
|
||||
|
||||
// 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))
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("未找到 Dropdown 的 Template 部分,无法绑定点击事件!");
|
||||
item.SetActive(false); // 仅隐藏需要隐藏的Item
|
||||
Tip.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
// 处理选项点击逻辑
|
||||
private void HandleOptionClick(string optionText)
|
||||
// 判断是否需要隐藏当前Item
|
||||
private bool ShouldHideItem(int index)
|
||||
{
|
||||
Debug.Log($"点击了选项:{optionText}");
|
||||
|
||||
// 根据点击的选项执行不同的逻辑
|
||||
switch (optionText)
|
||||
// 示例逻辑:根据索引决定是否隐藏
|
||||
// 比如隐藏索引为偶数的Item
|
||||
return index==2;
|
||||
}
|
||||
//设置文本
|
||||
public void SetItemText(int k)
|
||||
{
|
||||
for (int i = 0; i < ItemList.Count; i++)
|
||||
{
|
||||
case "选项 B":
|
||||
Debug.Log("执行选项 B 的逻辑!");
|
||||
break;
|
||||
case "选项 C":
|
||||
Debug.Log("执行选项 C 的逻辑!");
|
||||
break;
|
||||
case "选项 D":
|
||||
Debug.Log("执行选项 D 的逻辑!");
|
||||
break;
|
||||
default:
|
||||
Debug.LogWarning($"未处理的选项:{optionText}");
|
||||
break;
|
||||
Text itemText = ItemList[i].GetComponentInChildren<Text>();
|
||||
if (itemText != null)
|
||||
{
|
||||
itemText.text = jsonReader.GetOcpName(int.Parse(groupedData[k][i]));
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("生成的Item中没有找到Text组件!");
|
||||
}
|
||||
}
|
||||
}
|
||||
public static List<List<string>> ParseData(string data)
|
||||
{
|
||||
// 存储最终结果
|
||||
List<List<string>> result = new List<List<string>>();
|
||||
|
||||
// 按 `|` 分割字符串
|
||||
string[] groups = data.Split('|');
|
||||
foreach (var group in groups)
|
||||
{
|
||||
// 按 `,` 分割每组数据
|
||||
string[] items = group.Split(',');
|
||||
|
||||
// 添加到结果中
|
||||
result.Add(new List<string>(items));
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user