671 lines
23 KiB
C#
671 lines
23 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 TMPro;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UI;
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using static Unity.VisualScripting.FlowStateWidget;
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public class SelectScenePanel : MonoBehaviour
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{
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[Header("组件")]
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public GameObject scenePrefab;//滑动视图预制体
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public Transform sceneList;//预制体列表
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public GameObject schoolPrefab;//学校按钮预制体
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public Transform schoolList;//学校预制体列表
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public GameObject eventPrefab;//事件按钮预制体
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public Transform eventList;//学校预制体列表
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public GameObject incidentPrefab;//事件按钮预制体
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public Transform incidentList;//学校预制体列表
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public ToggleGroup schoolGroup;//学校ToggleGroup
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public ToggleGroup sceneGroup;//场景ToggleGroup
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public ToggleGroup eventGroup;//事件ToggleGroup
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public ToggleGroup incidentGroup;//事件场景ToggleGroup
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public GameObject scoolSelectBtn;//学校选择按钮
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public GameObject sceneLable;//场景选择
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public GameObject schoolChoiceLable;//场景名选择界面
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public GameObject eventChoiceLable;//事件选择界面
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public GameObject incidentLable;//事件场景界面
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public Button randomEventBtn;//随机事件按钮
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[Header("请选择演练的场景")] public Text text20008;
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public Text title;//界面标题
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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<IncidentInfo> incidentInfos = new List<IncidentInfo>();//事件图标信息
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public List<SceneItem> sceneItemList = new List<SceneItem>();//场景信息
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public List<Toggle> difficultyList = new List<Toggle>();//游戏难度
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public Button continueBtn;
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public Button submitBtn;
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public List<Toggle> scenetoggleList = new List<Toggle>();
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public List<Toggle> schooltoggleList = new List<Toggle>();
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public List<Toggle> eventToggleList = new List<Toggle>();
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public List<Toggle> evnetsceneList = new List<Toggle>();
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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 Panel panel;
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public int schoolId { get; set; }
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public string schoolName { get; set; }
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public int scnenId { get; set; }
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public string sceneName { get; set; }
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public int eventId { get; set; }
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public string eventName { get; set; }
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public int idcidentId{ get; set; }
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public string idcidentName{ get; set; }
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public string difficulty { get; set; }
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public string isBuy { get; set; }
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public int difficultyId { get; set; }
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public bool isSure { get; set; } = false;//判断是否点击了提交按钮
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public Dictionary<int, List<string>> difficultyToRoles = new Dictionary<int, List<string>>();
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public JSONReader jsonReader;
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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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sceneLable.gameObject.SetActive(true);
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schoolChoiceLable.gameObject.SetActive(true);
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eventChoiceLable.gameObject.SetActive(false);
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incidentLable.gameObject.SetActive(false);
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InstantiateScenePrefab();
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//InstantiateSchoolPrefab();
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SetEventToggleOpenorClose(incidentInfos);
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continueBtn.onClick.AddListener(OnClickContinueBtn);
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SetFirstChoise(scenetoggleList);
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SetToggleOpenorClose(sceneItemList);//未购买无法选择
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SetScloolToggleOpenorClose(schoolInfoList);
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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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IsClick();
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IsSubmit();
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}
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//动态加载场景选择预制体
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public void InstantiateScenePrefab()
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{
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foreach (var sceneData in jsonReader.sceneDictionary)
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{
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GameObject slot = GameObject.Instantiate<GameObject>(scenePrefab, sceneList);
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SceneItem item = slot.GetComponent<SceneItem>();
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switch (sceneData.Value.Type)
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{
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case 1:
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item.sceneName.text = "学校";
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break;
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case 2: // 医院
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item.sceneName.text = "医院";
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break;
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case 3: // 建筑工地
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item.sceneName.text = "建筑工地";
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break;
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default:
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// 如果 Type 的值不在 1, 2, 3 中
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Debug.LogError("未知的场景类型");
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break;
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}
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item.sceneId = sceneData.Value.ID;
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item.sceneType = sceneData.Value.Type;
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if (item.IsOpen)
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{
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item.maskImage.gameObject.SetActive(false);
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}
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else
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{
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item.maskImage.gameObject.SetActive(true);
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}
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Toggle toggle = slot.GetComponent<Toggle>();
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if (toggle != null)
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{
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toggle.group = sceneGroup;
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scenetoggleList.Add(toggle); // 使用 Add() 方法添加 Toggle 元素
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sceneItemList.Add(item);
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}
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toggle.onValueChanged.AddListener((isSelected) =>
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{
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if (isSelected) // 只有当Toggle被选中时,才调用SelectEventBtn
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{
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// 清空事件列表
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schoolInfoList.Clear();
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foreach (Transform child in schoolList)
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{
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Destroy(child.gameObject);
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}
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this.scnenId = item.sceneId; // 获取 Text 组件的文本
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this.sceneName = item.sceneName.text;
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InstantiateSchoolPrefab(scnenId);
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}
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});
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}
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}
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//动态加载学校选择预制体(这里面的东西需要判断场景的Id来加载对应的场景)
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public void InstantiateSchoolPrefab(int id)
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{
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foreach (var sceneDate in jsonReader.sceneDictionary)
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{
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if (sceneDate.Key == id)
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{
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GameObject slot = GameObject.Instantiate<GameObject>(schoolPrefab, schoolList);
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SchoolInfo item = slot.GetComponent<SchoolInfo>();
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item.schoolName.text = sceneDate.Value.Name;
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item.schoolId = sceneDate.Value.ID;
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Toggle toggle = slot.GetComponent<Toggle>();
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if (toggle != null)
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{
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// 将 Toggle 添加到 ToggleGroup 中
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toggle.group = incidentGroup;
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toggle.isOn = false;
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schooltoggleList.Add(toggle);
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schoolInfoList.Add(item);
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}
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else
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{
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break;
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}
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toggle.onValueChanged.AddListener((isSelected) =>
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{
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if (isSelected) // 只有当Toggle被选中时,才调用SelectEventBtn
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{
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this.schoolId = item.schoolId; // 获取 Text 组件的文本
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this.schoolName = item.schoolName.text;
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}
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});
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}
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}
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}
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//动态加载对应的事件地点
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public void InstantiateIncidentPrefab(int eventId)
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{
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foreach (var eventData in jsonReader.incidentSiteDictionary)
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{
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if (eventData.Key == eventId)
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{
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GameObject slot = GameObject.Instantiate<GameObject>(incidentPrefab, incidentList);
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IncidentInfo item = slot.GetComponent<IncidentInfo>();
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item.incidentText.text = eventData.Value.Note;
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item.incidentID = eventData.Value.ID;
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this.idcidentId = item.incidentID;
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this.idcidentName = item.incidentText.text;
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Toggle toggle = slot.GetComponent<Toggle>();
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if (toggle != null)
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{
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// 将 Toggle 添加到 ToggleGroup 中
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toggle.group = incidentGroup;
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toggle.isOn = false;
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eventToggleList.Add(toggle);
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incidentInfos.Add(item);
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}
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else
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{
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break;
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}
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toggle.onValueChanged.AddListener((isSelected) =>
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{
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if (isSelected)
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{
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this.idcidentName = item.incidentText.text;
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this.idcidentId = item.incidentID;
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datePanel.placeId = item.incidentID;
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string[] difficulty = eventData.Value.Difficulty.Split('|');
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string[] roleGroups = eventData.Value.Role.Split('|'); // 分割Role字段,得到多个角色组
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// 确保difficultyList和difficulty的长度匹配
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for (int i = 0; i < difficultyList.Count && i < difficulty.Length; i++)
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{
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Toggle item = difficultyList[i]; // 获取对应的Toggle
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DifficultyInfo difficultyInfo = item.gameObject.GetComponent<DifficultyInfo>();
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if (difficultyInfo == null)
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{
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difficultyInfo = item.gameObject.AddComponent<DifficultyInfo>();
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}
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// 给每个Toggle设置不同的difficulty值
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difficultyInfo.difficulty = int.Parse(difficulty[i]);
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// 将难度和对应的角色存入字典
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if (difficultyInfo.difficulty == int.Parse(difficulty[i]))
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{
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// 获取与当前难度相关的角色组(根据索引)
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string[] correspondingRoles = roleGroups[i].Split(',');
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// 打印或者处理角色
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List<string> rolesList = new List<string>(correspondingRoles); // 转换为List
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if (!difficultyToRoles.ContainsKey(difficultyInfo.difficulty))
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{
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difficultyToRoles.Add(difficultyInfo.difficulty, rolesList);
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}
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else
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{
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difficultyToRoles[difficultyInfo.difficulty] = rolesList; // 如果已存在,更新角色列表
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}
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}
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}
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}
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});
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}
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}
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}
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//点击继续按钮后更换场景图片及名称
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public void InstantiateEventPrefab(int id)
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{
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// 清空事件列表
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incidentInfos.Clear();
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foreach (Transform child in incidentList)
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{
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Destroy(child.gameObject);
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}
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// 更新场景名称
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text20008.text = sceneName;
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// 通过 id 获取对应的 sceneData
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if (jsonReader.sceneDictionary.TryGetValue(id, out var sceneData))
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{
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// 将 IncidentType 按照 '|' 分隔成一个数组
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string[] incidentIds = sceneData.IncidentType.Split('|');
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// 遍历每个分隔出来的 id
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foreach (string incidentIdStr in incidentIds)
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{
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// 转换字符串为 int 类型
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if (int.TryParse(incidentIdStr, out int incidentId))
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{
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// 根据 incidentId 获取对应的事件数据
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EventData eventData = jsonReader.GetEvenById(incidentId);
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string[] incidentIds2 = eventData.DisasterLocation.Split('|');
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// 动态加载 slot
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GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
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EventInfo item = slot.GetComponent<EventInfo>();
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item.eventId = eventData.ID;
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item.eventName.text = eventData.Note;
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// 显示或隐藏遮罩
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item.maskImage.gameObject.SetActive(!item.IsOpen);
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// 获取 Toggle 组件并配置
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Toggle toggle = slot.GetComponent<Toggle>();
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if (toggle != null)
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{
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toggle.group = eventGroup;
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eventInfoList.Add(item);
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evnetsceneList.Add(toggle);
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// 添加点击事件
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toggle.onValueChanged.AddListener((isSelected) =>
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{
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if (isSelected) // 只有当Toggle被选中时,才调用逻辑
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{
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// 清空事件列表
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incidentInfos.Clear();
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foreach (Transform child in incidentList)
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{
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Destroy(child.gameObject);
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}
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// 加载事件数据
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this.eventName = item.eventName.text; // 获取 Text 组件的文本
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this.eventId = item.eventId;
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EventData selectedEventData = jsonReader.GetEvenById(this.eventId);
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foreach (string disasterLocation in incidentIds2)
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{
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InstantiateIncidentPrefab(int.Parse(disasterLocation));
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OnRandomEventClick();
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}
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// 设置模板信息
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createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.eventId.ToString();
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}
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});
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if (toggle.isOn)
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{
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// 模拟触发点击事件
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toggle.onValueChanged.Invoke(true);
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}
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}
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}
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else
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{
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Debug.LogWarning($"Invalid Incident ID format: {incidentIdStr}");
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}
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}
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}
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else
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{
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Debug.LogWarning($"No scene data found for ID {id}");
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}
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}
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//事件及难度选择
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public void SelectEvent()
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{
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EventInfo eventInfo = GetComponentInChildren<EventInfo>();
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foreach (EventInfo item in eventInfoList)
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{
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if (item.gameObject.transform.GetComponent<Toggle>().isOn)
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{
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this.eventId = item.eventId;
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this.eventName = item.eventName.text;
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}
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}
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}
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//随机事件
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public void OnRandomEventClick()
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{
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// 随机选择一个事件
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if (eventInfoList.Count > 1)
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{
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int randomIndex = Random.Range(0, eventInfoList.Count);
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// 取消所有Toggle的选中状态
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foreach (Toggle toggle in eventToggleList)
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{
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// 先检查toggle是否为null
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if (toggle != null)
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{
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toggle.isOn = false;
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}
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}
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Debug.Log("=++++++++++++++++++++++=" + eventToggleList[randomIndex].GetComponent<EventInfo>());
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// 选中随机事件
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if (eventToggleList[randomIndex] != null && eventToggleList[randomIndex].GetComponent<IncidentInfo>().isOpen != false)
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{
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eventToggleList[randomIndex].isOn = true;
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this.eventName = eventInfoList[randomIndex].eventName.text; // 设置随机选择的事件名称
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this.eventId = eventInfoList[randomIndex].eventId; // 更新事件 ID
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Debug.Log("已选择随机事件: " + this.eventName);
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}
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else
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{
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Debug.LogWarning("随机选择的事件 Toggle 为 null!");
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}
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}
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else
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{
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Debug.LogWarning("只有一个事件!!!");
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randomEventBtn.gameObject.SetActive(false);
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}
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}
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//游戏难度选择
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public void SelsctDifficulty()
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{
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auth_createTemplate auth_CreateTemplate = new auth_createTemplate();
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foreach (Toggle item in difficultyList)
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{
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if (item.isOn)
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{
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DifficultyInfo difficultyInfo = item.GetComponent<DifficultyInfo>();
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this.difficultyId = difficultyInfo.difficulty;
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this.difficulty = item.transform.parent.GetComponentInChildren<Text>().text;
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auth_CreateTemplate.mode = this.difficulty;//给结构体“难度”赋值
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}
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}
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}
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//继续按钮,点击后上传数据
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public void OnClickContinueBtn()
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{
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//SelectSchoolBtn();
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//SelectSceneBtn();
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InstantiateEventPrefab(this.scnenId);
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SetFirstChoise(evnetsceneList);
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if (continueBtn.interactable)
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{
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sceneLable.gameObject.SetActive(false);
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schoolChoiceLable.gameObject.SetActive(false);
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eventChoiceLable.gameObject.SetActive(true);
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incidentLable.gameObject.SetActive(true);
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}
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else
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{
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Debug.Log("没有选择场景或学校,继续按钮不可用!");
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}
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}
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//提交按钮,点击上传数据和隐藏界面
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public void SubmitBtn()
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{
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SelsctDifficulty();
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SetDataPanelInfo();
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this.gameObject.SetActive(false);
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panel.gameObject.SetActive(true);
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DisableUIInteraction();
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panel.DynamicLoadingDuty(this.difficultyId);
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isSure = true;
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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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// 清空事件列表
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eventInfoList.Clear();
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// 销毁所有已实例化的事件预制体
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foreach (Transform child in eventList)
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{
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Destroy(child.gameObject);
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}
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// 如果需要,也可以清空其他相关信息
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evnetsceneList.Clear();
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eventId = -1;
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eventName = string.Empty;
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if (schoolChoiceLable.gameObject.active == false)
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{
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sceneLable.gameObject.SetActive(true);
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schoolChoiceLable.gameObject.SetActive(true);
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eventChoiceLable.gameObject.SetActive(false);
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incidentLable.gameObject.SetActive(false);
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}
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else
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{
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transform.gameObject.SetActive(false);
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}
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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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bool anysceneSelected = false;
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bool anyschoolSelected = false;
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bool isOk = false;
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// 检查场景选择
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foreach (Toggle toggle in scenetoggleList)
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{
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if (toggle.isOn)
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{
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anysceneSelected = true;
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break; // 如果有一个场景 Toggle 被选中,停止检查
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}
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}
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foreach (Toggle toggle in schooltoggleList)
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{
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if (toggle.isOn)
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{
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anyschoolSelected = true;
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break; // 如果有一个场景 Toggle 被选中,停止检查
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}
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}
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// 根据是否有 Toggle 被选中,设置 ContinueBtn 是否可交互
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if (continueBtn != null&& anysceneSelected==true&& anyschoolSelected==true)
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{
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||
isOk = true;
|
||
continueBtn.interactable = isOk; // 如果有选中的 Toggle,继续按钮可交互,否则不可交互
|
||
}
|
||
else
|
||
{
|
||
continueBtn.interactable = isOk;
|
||
}
|
||
}
|
||
|
||
//通过判断EventSceneList里面的IsOn是否打开判断提交按钮是否置灰
|
||
public void IsSubmit()
|
||
{
|
||
bool anyToggleSelected = false;
|
||
bool anyeventSelected = false;
|
||
bool isOk = false;
|
||
//Debug.Log("evnetsceneList>>>>"+ evnetsceneList.Count());
|
||
// 检查场景选择
|
||
foreach (Toggle toggle in evnetsceneList)
|
||
{
|
||
if (toggle.isOn)
|
||
{
|
||
anyToggleSelected = true;
|
||
break; // 如果有一个场景 Toggle 被选中,停止检查
|
||
}
|
||
}
|
||
//检查事件选择
|
||
foreach (Toggle toggle in eventToggleList)
|
||
{
|
||
if (toggle.isOn)
|
||
{
|
||
anyeventSelected = true;
|
||
|
||
break; // 如果有一个场景 Toggle 被选中,停止检查
|
||
}
|
||
}
|
||
// 根据是否有 Toggle 被选中,设置 ContinueBtn 是否可交互
|
||
if (submitBtn != null && anyToggleSelected == true&& anyeventSelected==true)
|
||
{
|
||
isOk = true;
|
||
submitBtn.interactable = isOk; // 如果有选中的 Toggle,继续按钮可交互,否则不可交互
|
||
}
|
||
else
|
||
{
|
||
submitBtn.interactable = isOk;
|
||
}
|
||
}
|
||
|
||
//默认选择第一个Toggle
|
||
public void SetFirstChoise(List<Toggle> toggles)
|
||
{
|
||
// 如果有Toggle,则选中第一个
|
||
if (toggles.Count() > 0)
|
||
{
|
||
toggles[0].isOn = true;
|
||
}
|
||
}
|
||
|
||
//场景toggle
|
||
public void SetToggleOpenorClose(List<SceneItem> sceneItems)
|
||
{
|
||
foreach (SceneItem item in sceneItems)
|
||
{
|
||
if (item.IsOpen == false)
|
||
{
|
||
item.GetComponent<Toggle>().interactable = false;
|
||
if (item.GetComponent<Toggle>().isOn)
|
||
{
|
||
item.GetComponent<Toggle>().isOn = false;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
item.GetComponent<Toggle>().interactable = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
//学校Toggle
|
||
public void SetScloolToggleOpenorClose(List<SchoolInfo> sceneItems)
|
||
{
|
||
foreach (SchoolInfo item in sceneItems)
|
||
{
|
||
if (item.isOpen == false)
|
||
{
|
||
item.GetComponent<Toggle>().interactable = true;
|
||
if (item.GetComponent<Toggle>().isOn)
|
||
{
|
||
item.GetComponent<Toggle>().isOn = false;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
item.GetComponent<Toggle>().interactable = true;
|
||
}
|
||
}
|
||
|
||
|
||
}
|
||
|
||
//事件Toggle
|
||
public void SetEventToggleOpenorClose(List<IncidentInfo> sceneItems)
|
||
{
|
||
foreach (IncidentInfo item in sceneItems)
|
||
{
|
||
if (item.isOpen == false)
|
||
{
|
||
item.GetComponent<Toggle>().interactable = true;
|
||
if (item.GetComponent<Toggle>().isOn)
|
||
{
|
||
item.GetComponent<Toggle>().isOn = false;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
item.GetComponent<Toggle>().interactable = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
//设置日期界面的数据
|
||
public void SetDataPanelInfo()
|
||
{
|
||
datePanel.SchoolText.text = sceneName;
|
||
datePanel.PlaceText.text = idcidentName;
|
||
}
|
||
|
||
//按钮禁用
|
||
public void DisableUIInteraction()
|
||
{
|
||
// 禁用场景选择中的所有Toggle按钮
|
||
foreach (Toggle toggle in scenetoggleList)
|
||
{
|
||
if (toggle != null)
|
||
{
|
||
toggle.interactable = false;
|
||
}
|
||
}
|
||
// 禁用学校选择中的所有Toggle按钮
|
||
foreach (Toggle toggle in schooltoggleList)
|
||
{
|
||
if (toggle != null)
|
||
{
|
||
toggle.interactable = false;
|
||
}
|
||
}
|
||
// 禁用事件选择中的所有Toggle按钮
|
||
foreach (Toggle toggle in eventToggleList)
|
||
{
|
||
if (toggle != null)
|
||
{
|
||
toggle.interactable = false;
|
||
}
|
||
}
|
||
// 禁用事件场景选择中的所有Toggle按钮
|
||
foreach (Toggle toggle in evnetsceneList)
|
||
{
|
||
if (toggle != null)
|
||
{
|
||
toggle.interactable = false;
|
||
}
|
||
}
|
||
// 禁用继续按钮
|
||
continueBtn.interactable = false;
|
||
|
||
// 禁用提交按钮
|
||
submitBtn.interactable = false;
|
||
}
|
||
} |