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lq 2024-11-29 09:47:47 +08:00
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CalendarPanel : MonoBehaviour
{
[Header("组件")]
public Text monthText; // 当前月份显示的Text
public Transform dateGrid; // 用于显示日期的GridLayoutGroup
public GameObject dayButtonPrefab; // 日期按钮的预制体
public Button prevMonthBtn; // 上一个月按钮
public Button nextMonthBtn; // 下一个月按钮
public Text selectedDateText; // 显示选中的日期
public DateTime currentDate; // 当前显示的日期
// Start is called before the first frame update
void Start()
{
currentDate = DateTime.Now; // 初始显示当前日期
UpdateCalendar();
//prevMonthBtn.onClick.AddListener(OnPrevMonth);
//nextMonthBtn.onClick.AddListener(OnNextMonth);
}
// 更新日历面板
void UpdateCalendar()
{
// 更新月份显示
monthText.text = currentDate.ToString("yyyy年MM月");
// 清空日期按钮之前,先确保日期按钮的销毁没有问题
foreach (Transform child in dateGrid)
{
Destroy(child.gameObject); // 销毁所有子物体(日期按钮)
}
// 获取当前月份的第一天
DateTime firstDayOfMonth = new DateTime(currentDate.Year, currentDate.Month, 1);
// 获取该月份的总天数
int daysInMonth = DateTime.DaysInMonth(currentDate.Year, currentDate.Month);
// 获取第一天是星期几
int firstDayOfWeek = (int)firstDayOfMonth.DayOfWeek; // 0是星期日, 6是星期六
// 生成空的占位符,填充前面几天
for (int i = 0; i < firstDayOfWeek; i++)
{
GameObject emptyItem = Instantiate(dayButtonPrefab, dateGrid);
emptyItem.SetActive(false); // 隐藏这些占位符
}
// 生成当前月份的每一天
for (int day = 1; day <= daysInMonth; day++)
{
GameObject dayItem = Instantiate(dayButtonPrefab, dateGrid);
Button dayButton = dayItem.GetComponent<Button>();
Text dayText = dayItem.GetComponentInChildren<Text>();
dayText.text = day.ToString();
}
}
// 上一个月
public void OnPrevMonth()
{
currentDate = currentDate.AddMonths(-1);
UpdateCalendar();
}
// 下一个月
public void OnNextMonth()
{
currentDate = currentDate.AddMonths(1);
UpdateCalendar();
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DatePanel : MonoBehaviour
{
[Header("组件")]
public Button calendarBtn; // 日历按钮
public GameObject calendarPanel; // 日历面板
// Start is called before the first frame update
void Start()
{
// 确保初始时面板是关闭的
calendarPanel.SetActive(false);
}
// Update is called once per frame
void Update()
{
}
// 切换日历面板显示/隐藏
public void ClickCalendarBtn()
{
// 切换日历面板的激活状态
bool isActive = calendarPanel.activeSelf;
calendarPanel.SetActive(!isActive);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EvacuationPanel : MonoBehaviour
{
public Transform personnelContent;
public Panel panel;
public GameObject personnelPrefabs;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void SetPersonnel()
{
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{
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}
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{
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MaterialPanel : MonoBehaviour
{
[Header("物体")]
public GameObject materialPrefab; // 物品项预制体
public Transform materialContent; // 用于显示物品的容器
public Button addBtn; // 增加物品数量按钮
public Button subtractBtn; // 减少物品数量按钮
// 用于存储所有生成的物品项
private List<MaterialItem> materialItems = new List<MaterialItem>();
// Start is called before the first frame update
void Start()
{
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// Update is called once per frame
void Update()
{
}
// 初始化物品预制体,动态生成物品项
public void SetMaterialPrefab()
{
for (int i = 0; i < 8; i++) // 假设你有8个物品
{
GameObject item = Instantiate(materialPrefab, materialContent); // 实例化物品项
MaterialItem materialItem = item.GetComponent<MaterialItem>(); // 获取物品项的脚本
materialItems.Add(materialItem); // 将物品项添加到列表中
// 设置物品的名称和其他数据(如果有的话)
materialItem.materialName = "物品" + (i + 1); // 设置物品名称
materialItem.materialNameText.text = materialItem.materialName; // 更新UI中的名称
}
}
// 获取所有物品的数量并提交
public void SubmitMaterialData()
{
foreach (var materialItem in materialItems)
{
Debug.Log(materialItem.materialName + " 数量: " + materialItem.GetMaterialNum());
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