311 lines
10 KiB
C#
311 lines
10 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class SelectedInfo
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{
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public string name;
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public string duty;
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public string scene;
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}
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public class Panel : MonoBehaviour
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{
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[Header("组件")]
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public Button choseJuBenSettingBtn;
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public Button emergencySettingBtn;
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public Button peoplePublishBtn;
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public Button materialReserveBtn;
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public Button dateSelectionBtn;
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public Button personnelmanagementBtn;
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public Button setName;//设置人员
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public Button setDuty;//设置职责
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public Button setScene;//设置场景
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public Text arrangeText;//整体安排
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public Button sureBtn;//确认信息按钮
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public ToggleGroup scenetoggleGroup;//场景的ToggleGroup
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public InputField shaixuaninputField;//筛选输入框
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public GraphicRaycaster raycaster; // 画布上的射线投射器
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public EventSystem eventSystem; // 事件系统
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[Header("物体")]
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public GameObject ManagerPanel;//人员管理界面
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public Transform peopleCountent;//人员的窗口
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public GameObject peoplePrefab;//人员的预制体
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public Transform panelContent;
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public GameObject ManagerPanelPrefab; // 预制体,包含人员管理面板
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[Header("数据")]
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public string name, duty, scene;
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private List<GameObject> peopleList = new List<GameObject>(); // 存储所有已加载的人员预制体
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private List<GameObject> filteredPeopleList = new List<GameObject>(); // 存储筛选后的人员列表
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private GameObject selectedPerson = null; // 当前选中的角色
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public SelectedInfo selectedInfo;
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public Dictionary<string, List<SelectedInfo>> sceneDataDictionary = new Dictionary<string, List<SelectedInfo>>();//不同的场景存取不同的人员数据
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public ManagerPanel managerPanel1;
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private bool isPersonSelected = false; // 标志是否选择了人员
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private bool isDutySelected = false; // 标志是否选择了职责
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private bool isSceneSelected = false; // 标志是否选择了场景
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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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selectedInfo = new SelectedInfo();
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DynamicLoadingPeople();
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}
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// Update is called once per frame
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void Update()
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{
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GetData();
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SetText();
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//SetInputFile();
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}
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//动态加载人员
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public void DynamicLoadingPeople()
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{
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for (int i = 0; i < 20; i++)
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{
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GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
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peopleList.Add(item); // 将每个实例化的角色添加到列表中
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}
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}
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//动态加载职责
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public void DynamicLoadingDuty()
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{
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}
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//动态加载场景
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public void DynamicLoadingScene()
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{
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}
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//处理人员管理按钮
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public void ClickPersonnelManagement()
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{
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foreach (Transform child in panelContent)
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{
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Destroy(child.gameObject);
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}
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foreach (var sceneEntry in sceneDataDictionary)
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{
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Debug.Log($"场景: {sceneEntry.Key},人数: {sceneEntry.Value.Count}");
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GameObject managerPanelInstance = Instantiate(ManagerPanelPrefab, panelContent);
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//ManagerPanel managerPanelScript = managerPanelInstance.GetComponentInParent<ManagerPanel>();
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Text sceneText= managerPanelInstance.transform.Find("top/sceneName").GetComponent<Text>();
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sceneText.text = sceneEntry.Key;
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managerPanel1.CreateScenePanel(sceneEntry.Key, sceneEntry.Value, managerPanelInstance);
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//managerPanel1.SetPlate();
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ManagerPanel.gameObject.SetActive(true);
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}
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}
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//处理点击确认按钮
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public void ClickSureBtn()
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{
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// 只有在选择了人员、职责和场景的情况下,才会执行后续操作
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if (isPersonSelected && isDutySelected && isSceneSelected)
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{
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// 保存选中的人员信息到场景数据字典中
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string sceneName = selectedInfo.scene;
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// 如果场景字典中没有这个场景,先创建一个空列表
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if (!sceneDataDictionary.ContainsKey(sceneName))
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{
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sceneDataDictionary[sceneName] = new List<SelectedInfo>();
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}
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// 需要判断是否达到了职责的人员上限
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bool isLimitReached = false;
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// 获取当前场景中的所有人员信息
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List<SelectedInfo> currentSceneInfo = sceneDataDictionary[sceneName];
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// 如果选中了“主持人”、“各组长”或“总指挥”,则限制数量为1
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if (selectedInfo.duty == "主持人" || selectedInfo.duty == "组长" || selectedInfo.duty == "总指挥")
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{
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int count = currentSceneInfo.Count(info => info.duty == selectedInfo.duty); // 统计当前职责人数
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if (count >= 1) // 如果已经有1个此职责的人选
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{
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Debug.LogError($"{selectedInfo.duty} 已达最大人数限制!");
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isLimitReached = true; // 标记限制已达
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}
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}
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// 如果没有达到上限,则可以添加人员信息
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if (!isLimitReached)
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{
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// 将当前选中的人员信息添加到对应场景的人员列表中
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currentSceneInfo.Add(selectedInfo);
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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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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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}
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}
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else
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{
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Debug.LogError("请确保选择了人员、职责和场景!");
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}
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// 可以在这里根据需求继续处理选中的数据
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}
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//处理界面关闭按钮
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public void ClickCloseBtn()
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{
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transform.gameObject.SetActive(false);
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}
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//获取鼠标点击位置的信息
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public void GetData()
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{
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ManagerPanel managerPanel = new ManagerPanel();
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// 当鼠标左键按下时进行检测
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if (Input.GetMouseButtonDown(0))
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{
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// 确保 raycaster 和 eventSystem 不为空
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if (raycaster == null || eventSystem == null)
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{
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Debug.LogError("Raycaster 或 EventSystem 未正确分配,请在 Inspector 中进行分配。");
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return;
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}
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// 创建 PointerEventData 来记录点击事件的数据
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PointerEventData pointerData = new PointerEventData(eventSystem);
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pointerData.position = Input.mousePosition; // 获取鼠标点击的位置
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// 用于存储射线检测的结果
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List<RaycastResult> results = new List<RaycastResult>();
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// 射线检测 UI
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raycaster.Raycast(pointerData, results);
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// 遍历射线检测的结果
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foreach (RaycastResult result in results)
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{
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// 检测到点击了按钮
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Button clickedButton = result.gameObject.GetComponent<Button>();
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if (clickedButton != null)
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{
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Text buttonText = clickedButton.GetComponentInChildren<Text>();
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if (buttonText != null && buttonText.tag == Tags.people) // 获取标签为人员的信息
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{
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name = buttonText.text;
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Debug.Log(name);
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selectedInfo.name = name;
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isPersonSelected = true; // 选择了人员
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}
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else if (buttonText != null && buttonText.tag == Tags.scene) // 获取标签为场景的信息
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{
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scene = buttonText.text;
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Debug.Log(scene);
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selectedInfo.scene = scene;
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isSceneSelected = true; // 选择了场景
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}
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else if (buttonText != null && buttonText.tag == Tags.duty) // 获取标签为职责的信息
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{
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duty = buttonText.text;
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Debug.Log(duty);
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selectedInfo.duty = duty;
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isDutySelected = true; // 选择了职责
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}
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}
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}
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// 根据选择情况,启用或禁用确认按钮
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UpdateConfirmButtonState();
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}
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}
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//判断是否能够点击按钮
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private void UpdateConfirmButtonState()
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{
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// 如果人员、职责和场景都已选择,则启用确认按钮,否则禁用
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sureBtn.interactable = isPersonSelected && isDutySelected && isSceneSelected;
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}
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//设置安排文字
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public void SetText()
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{
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arrangeText.text = "[" + name + "]担任[" + duty + "],位于[" + scene + "]";
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}
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//筛选
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public void SetInputFile()
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{
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// 获取输入框内容
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string filterText = shaixuaninputField.text.Trim();
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// 遍历所有已实例化的人员预制体
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foreach (Transform child in peopleCountent)
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{
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// 获取该子物体上的 Text 组件
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Text personNameText = child.GetComponentInChildren<Text>();
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if (personNameText != null)
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{
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// 比较输入框中的内容与人员姓名
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if (personNameText.text.Contains(filterText))
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{
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// 如果匹配,显示该人员
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child.gameObject.SetActive(true);
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}
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else
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{
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// 如果不匹配,隐藏该人员
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child.gameObject.SetActive(false);
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}
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}
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}
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}
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// 点击选中角色,改变视觉效果(可复用)
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public void OnPeopleItemClicked(GameObject clickedItem)
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{
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// 如果有之前选中的角色,重置其视觉效果
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if (selectedPerson != null)
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{
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Text prevText = selectedPerson.GetComponentInChildren<Text>();
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if (prevText != null)
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{
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prevText.fontSize = 32; // 恢复原始字号
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prevText.color = Color.white; // 恢复原始颜色
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}
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}
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// 设置当前选中的角色为选中状态
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selectedPerson = clickedItem;
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Text personText = clickedItem.GetComponentInChildren<Text>();
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if (personText != null)
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{
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// 字号变大和颜色变更(选中状态)
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personText.fontSize = 36;
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personText.color = Color.yellow; // 选中颜色
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}
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}
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}
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