UI修改
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xiaofang/Assets/Prefabs/PanelPrefabs/Canvas.prefab
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5551
xiaofang/Assets/Prefabs/PanelPrefabs/Canvas.prefab
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xiaofang/Assets/Prefabs/PanelPrefabs/Canvas.prefab.meta
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xiaofang/Assets/Prefabs/PanelPrefabs/Canvas.prefab.meta
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: d060467cf9c7b0b4ba5feec6db1c61ac
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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xiaofang/Assets/Prefabs/PanelPrefabs/ScriptPanel.prefab
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xiaofang/Assets/Prefabs/PanelPrefabs/ScriptPanel.prefab
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 90919b88a71f0054bb1cf84429cb3a1e
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -12,6 +12,7 @@ GameObject:
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- component: {fileID: 6026028542083999133}
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- component: {fileID: 6026028542083999134}
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- component: {fileID: 6026028542083999132}
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- component: {fileID: 5048549416373763293}
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m_Layer: 5
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m_Name: personnelItem
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m_TagString: Untagged
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@ -101,6 +102,20 @@ MonoBehaviour:
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m_FlexibleWidth: -1
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m_FlexibleHeight: -1
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m_LayoutPriority: 1
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--- !u!114 &5048549416373763293
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6026028542083999128}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 8286d5fe7a9d6a94aaa5ba0615a3275e, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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nameText: {fileID: 6026028542301398201}
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image: {fileID: 6026028542396921311}
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--- !u!1 &6026028542301398203
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GameObject:
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m_ObjectHideFlags: 0
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@ -520,7 +520,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 6e6b4aedf9cd8da4dbf020e9156d9875, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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personnelItem: {fileID: 6026028542083999128, guid: 93710d87e1c578748b4ef94ce0d38198, type: 3}
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personelPanelText: {fileID: 5900002971283911308}
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personelNumText: {fileID: 5900002969924403207}
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personelContent: {fileID: 5900002971599260874}
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@ -642,7 +641,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 560.5, y: -44}
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m_AnchoredPosition: {x: 560.5, y: -109}
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m_SizeDelta: {x: 1121, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &5900002971599260725
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@ -152,10 +152,14 @@ public class Panel : MonoBehaviour
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// 打印当前场景人员信息
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Debug.Log($"场景: {sceneName},选中的人员: {selectedInfo.name},职责: {selectedInfo.duty}");
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// 禁用确认按钮并清空选择标志
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sureBtn.interactable = false; // 禁用确认按钮
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isPersonSelected = false;
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isDutySelected = false;
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isSceneSelected = false;
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// 改变已添加人员的显示颜色
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UpdatePeopleListVisual();
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}
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}
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@ -302,5 +306,32 @@ public class Panel : MonoBehaviour
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personText.color = Color.yellow; // 选中颜色
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}
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}
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// 更新人员列表的显示颜色
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private void UpdatePeopleListVisual()
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{
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// 遍历所有已加载的人员预制体,检查是否已添加到场景
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foreach (GameObject personItem in peopleList)
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{
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// 获取人员的名字和显示文本
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Text personText = personItem.GetComponentInChildren<Text>();
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if (personText != null)
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{
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// 检查该人员是否已经添加到当前场景
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bool isPersonAdded = sceneDataDictionary[selectedInfo.scene].Any(info => info.name == personText.text);
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// 如果该人员已经被添加到场景,改变颜色为灰色
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if (isPersonAdded)
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{
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personText.color = Color.blue; // 已添加人员的颜色
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}
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else
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{
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personText.color = Color.white; // 未添加人员的颜色
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}
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}
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}
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}
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}
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@ -127,22 +127,11 @@ public class ManagerPanel : MonoBehaviour
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PersonnelPanel scenetext = managerPanelInstance.GetComponent<PersonnelPanel>();
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scenetext.personelPanelText.text = sceneEntry.Key;
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scenetext.personelNumText.text = sceneEntry.Value.Count.ToString();
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Debug.Log("<<<<<<<<<<<<<<<<<<<<<<" + scenetext.personelPanelText.text);
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CreatePeopleItem(scenetext.personelPanelText.text, sceneEntry.Value, managerPanelInstance);
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scenetext.CreatePeopleItem(sceneEntry.Value);
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}
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//CreatePeopleItem();
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}
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//加载人员弹窗的子物体
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public void CreatePeopleItem(string sceneName, List<SelectedInfo> peopleList, GameObject parentTransform)
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{
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foreach (Transform child in personnelPanelCount)
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{
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Destroy(child.gameObject);
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}
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foreach (var sceneEntry in peopleList)
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{
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GameObject managerPanelInstance = Instantiate(personnelPanel, personnelPanelCount);
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}
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}
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}
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@ -5,7 +5,6 @@ using UnityEngine.UI;
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public class PersonnelPanel : MonoBehaviour
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{
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public GameObject personnelItem;
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public Text personelPanelText;
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public Text personelNumText;
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public Transform personelContent;
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@ -22,11 +21,24 @@ public class PersonnelPanel : MonoBehaviour
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{
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}
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public void CreatePersonelItem(SelectedInfo person, GameObject parentTransform)
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public void CreatePeopleItem(List<SelectedInfo> peopleList)
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{
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Transform contentTransform = parentTransform.transform.Find("Scroll View/Viewport/Content");
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foreach (Transform child in personelContent)
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{
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Destroy(child.gameObject);
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}
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foreach (var personel in peopleList)
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{
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CreatePersonelItem(personel, personelContent);
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}
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}
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public void CreatePersonelItem(SelectedInfo person, Transform parentTransform)
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{
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//Transform contentTransform = parentTransform.transform.Find("Scroll View/Viewport/Content");
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Debug.Log("============"+ parentTransform == null);
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// 实例化一个人员项并将其作为场景面板的子物体
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GameObject item = Instantiate(personelItem, contentTransform);
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GameObject item = Instantiate(personelItem, parentTransform);
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PersonnelInfo personnelItem = item.GetComponent<PersonnelInfo>();
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personnelItem.nameText.text = person.name; // 设置姓名
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}
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@ -21,6 +21,7 @@ public class SelectScenePanel : MonoBehaviour
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public GameObject scoolSelectBtn;//学校选择按钮
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public GameObject schoolChoiceLable;//学校选择界面
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public GameObject eventChoiceLable;//事件选择界面
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public GameObject mainPanel;
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public List<SchoolInfo> schoolInfoList = new List<SchoolInfo>();//学校信息
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public List<EventInfo> eventInfoList = new List<EventInfo>();//事件信息
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public List<SceneItem> sceneItemList = new List<SceneItem>();//场景信息
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@ -32,6 +33,7 @@ public class SelectScenePanel : MonoBehaviour
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public ToggleGroup toggleGroup;
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[Header("数据")]
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public DatePanel datePanel;
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public int schoolId;
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public string schoolName;
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public string sceneName;
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@ -172,6 +174,7 @@ public class SelectScenePanel : MonoBehaviour
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break; // 找到选中的场景后退出循环
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}
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}
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Debug.Log("###############3:" + this.schoolId);
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//IsClick();
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}
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@ -284,9 +287,16 @@ public class SelectScenePanel : MonoBehaviour
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SelectEvent();
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SelsctDifficulty();
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SelectEvnentBtn();
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SetDataPanelInfo();
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this.gameObject.SetActive(false);
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}
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//关闭按钮
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public void OnClickCloseBtn()
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{
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transform.gameObject.SetActive(false);
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}
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//通过判断Toggle的IsOn是否被打开来判断继续按钮是否置灰
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public void IsClick()
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{
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@ -346,6 +356,7 @@ public class SelectScenePanel : MonoBehaviour
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}
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//学校Toggle
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public void SetScloolToggleOpenorClose(List<SchoolInfo> sceneItems)
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{
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foreach (SchoolInfo item in sceneItems)
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@ -367,6 +378,7 @@ public class SelectScenePanel : MonoBehaviour
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}
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//事件Toggle
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public void SetEventToggleOpenorClose(List<EventInfo> sceneItems)
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{
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foreach (EventInfo item in sceneItems)
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@ -387,4 +399,11 @@ public class SelectScenePanel : MonoBehaviour
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}
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//设置日期界面的数据
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public void SetDataPanelInfo()
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{
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datePanel.SchoolText.text = schoolName;
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datePanel.PlaceText.text = eventName;
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}
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}
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