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杨号敬 2024-11-30 17:43:21 +08:00
parent 826b1824f1
commit f908b4f0a6
26 changed files with 38153 additions and 2 deletions

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@ -10,17 +10,29 @@ public class EvacuationPanel : MonoBehaviour
public GameObject personnelPrefabs;
public GameObject classPrefab;
public Transform content;
public Text topText;
[Header("学生数量")]
public InputField StuCountInputField;
public Button CountsubmitBtn;
public Sprite rsprite;
public Sprite fsprite;
public GameObject JuesechoicePop;
[Header("总按钮")]
public Button redistributeBtn;
public Button submitBtn;
// Start is called before the first frame update
void Start()
{
StuCountInputField.onEndEdit.AddListener(CheckInput);
SetClass();
}
// Update is called once per frame
void Update()
{
CheckInput(StuCountInputField.text);
}
public void SetPersonnel()
{
@ -38,4 +50,48 @@ public class EvacuationPanel : MonoBehaviour
}
}
//判断输入框的数字是否大于1
void CheckInput(string input)
{
// 尝试将输入转换为数字
if (float.TryParse(input, out float result))
{
// 判断数字是否大于1
if (result > 1)
{
CountsubmitBtn.GetComponent<Image>().sprite = rsprite;
CountsubmitBtn.onClick.AddListener(Countsubmit);
}
}
}
public void Countsubmit()
{
//按钮置灰
CountsubmitBtn.GetComponent<Image>().sprite = fsprite;
StuCountInputField.text = string.Empty;
//按配置对输入的Npc数量进行 分配
//取消监听
CountsubmitBtn.onClick.RemoveAllListeners();
}
//场景ID进行配置
public void SettopText()
{
topText.text = "以下班级需要设定班主任老师:";
topText.text = "以下楼层需要设定搜救老师:";
}
//实例化ClassItem
public void SetClass()
{
for (int i = 0; i < 10; i++)
{
GameObject item = GameObject.Instantiate<GameObject>(classPrefab, content);
ClassItem classItem = item.GetComponent<ClassItem>();
classItem.JuesechoicePop = JuesechoicePop;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ClassItem : MonoBehaviour
{
public Text classname;
public Button NoSelectedBtn;
public Button SelectedBtn;
public Text SelectedBtntext;
public GameObject JuesechoicePop;
// Start is called before the first frame update
void Start()
{
NoSelectedBtn.onClick.AddListener(OpenJueseChoicePop);
SelectedBtn.onClick.AddListener(OpenJueseChoicePop);
setClassItem();
}
public void setClassItem()
{
if(true)
{
SelectedBtn.gameObject.SetActive(true);
SelectedBtntext.text = "½ÇÉ«Ãû";
NoSelectedBtn.gameObject.SetActive(false);
}
else
{
NoSelectedBtn.gameObject.SetActive(true);
SelectedBtn.gameObject.SetActive(false);
}
}
void OpenJueseChoicePop()
{
JuesechoicePop.SetActive(true);
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ClassMate : MonoBehaviour
{
public Text classmatename;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class JueseChoicePop : MonoBehaviour
{
public Button CloseBtn;
public Button Surebtn;
public GameObject classmatePrefab;
public Transform content;
// Start is called before the first frame update
void Start()
{
this.gameObject.SetActive(false);
CloseBtn.onClick.AddListener(CLosePop);
Surebtn.onClick.AddListener(CLosePop);
Surebtn.onClick.AddListener(SetFenguan);
SetClass();
}
void CLosePop()
{
this.gameObject.SetActive(false);
}
public void openPop()
{
this.gameObject.SetActive(true);
}
void SetFenguan()
{
//设置此区分的分管人员为用户选中的角色,并刷新界面信息
}
// Update is called once per frame
void Update()
{
}
public void SetClass()
{
for (int i = 0; i < 10; i++)
{
GameObject item = GameObject.Instantiate<GameObject>(classmatePrefab, content);
ClassMate classMate = item.GetComponent<ClassMate>();
}
}
}

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