UI补提
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using System;
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using UnityEngine.UI;
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public class CalendarPanel : MonoBehaviour
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{
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[Header("组件")]
|
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public Text monthText; // 当前月份显示的Text
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public Transform dateGrid; // 用于显示日期的GridLayoutGroup
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public GameObject dayButtonPrefab; // 日期按钮的预制体
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public Button prevMonthBtn; // 上一个月按钮
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public Button nextMonthBtn; // 下一个月按钮
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public Text selectedDateText; // 显示选中的日期
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public DateTime currentDate; // 当前显示的日期
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// Start is called before the first frame update
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void Start()
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{
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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();
|
||||
}
|
||||
|
||||
}
|
11
xiaofang/Assets/Script/UI/PanelUI/CalendarPanel.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/PanelUI/CalendarPanel.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d4a5dcff50ef86d4495c5d8267bb4c58
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
32
xiaofang/Assets/Script/UI/PanelUI/DatePanel.cs
Normal file
32
xiaofang/Assets/Script/UI/PanelUI/DatePanel.cs
Normal file
@ -0,0 +1,32 @@
|
||||
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);
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Script/UI/PanelUI/DatePanel.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/PanelUI/DatePanel.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 62278d19cd875dc4393347a1465dd49c
|
||||
MonoImporter:
|
||||
externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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38
xiaofang/Assets/Script/UI/PanelUI/EvacuationPanel.cs
Normal file
38
xiaofang/Assets/Script/UI/PanelUI/EvacuationPanel.cs
Normal file
@ -0,0 +1,38 @@
|
||||
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()
|
||||
{
|
||||
foreach (Transform child in personnelContent)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
foreach (var sceneEntry in panel.sceneDataDictionary)
|
||||
{
|
||||
GameObject item = GameObject.Instantiate<GameObject>(personnelPrefabs, personnelContent);
|
||||
PersonnelItem personnelItem=item.GetComponent<PersonnelItem>();
|
||||
personnelItem.sceneText.text = sceneEntry.Key;
|
||||
personnelItem.personnelNum.text = sceneEntry.Value.Count.ToString();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Script/UI/PanelUI/EvacuationPanel.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/PanelUI/EvacuationPanel.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
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guid: da23ef65e616ad3499db22bf6ad52794
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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53
xiaofang/Assets/Script/UI/PanelUI/MaterialPanel.cs
Normal file
53
xiaofang/Assets/Script/UI/PanelUI/MaterialPanel.cs
Normal file
@ -0,0 +1,53 @@
|
||||
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()
|
||||
{
|
||||
SetMaterialPrefab();
|
||||
}
|
||||
|
||||
// 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());
|
||||
}
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Script/UI/PanelUI/MaterialPanel.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/PanelUI/MaterialPanel.cs.meta
Normal file
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||||
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11
xiaofang/Assets/Script/UI/PeopleItem.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/PeopleItem.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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11
xiaofang/Assets/Script/UI/PersonnelItem.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/PersonnelItem.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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11
xiaofang/Assets/Script/UI/SceneItem.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/SceneItem.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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11
xiaofang/Assets/Script/UI/Tools.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/Tools.cs.meta
Normal file
@ -0,0 +1,11 @@
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Loading…
Reference in New Issue
Block a user