选择剧本和疏散人群公布逻辑编写

This commit is contained in:
lq 2024-11-28 01:31:46 +08:00
parent 96039b8e08
commit 3a93a71921
7 changed files with 348 additions and 943 deletions

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m_Name:
m_EditorClassIdentifier:
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panel: {fileID: 618256462}
personnelPrefabs: {fileID: 6013369223040019574, guid: f04ec64a2be229743b6f9e94c0082cea, type: 3}
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@ -13639,6 +13685,18 @@ MonoBehaviour:
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View File

@ -94,7 +94,7 @@ public class Panel : MonoBehaviour
Text sceneText= managerPanelInstance.transform.Find("top/sceneName").GetComponent<Text>();
sceneText.text = sceneEntry.Key;
managerPanel1.CreateScenePanel(sceneEntry.Key, sceneEntry.Value);
managerPanel1.CreateScenePanel(sceneEntry.Key, sceneEntry.Value, managerPanelInstance);
//managerPanel1.SetPlate();
ManagerPanel.gameObject.SetActive(true);

View File

@ -14,8 +14,7 @@ public class ManagerPanel : MonoBehaviour
[Header("组件")]
public Text sceneText;
public Text nameText;
public Text dutyText;
[Header("数据")]
private GameObject currentSelectedItem = null; // 当前选中的项
@ -31,50 +30,46 @@ public class ManagerPanel : MonoBehaviour
{
//SetPlate();
}
public void SetPlate()
{
// 清空当前显示
foreach (Transform child in managerPanelContent)
{
Debug.Log("Destroying: " + child.gameObject.name);
Destroy(child.gameObject);
}
//public void SetPlate()
//{
// // 清空当前显示
// foreach (Transform child in managerPanelContent)
// {
// Debug.Log("Destroying: " + child.gameObject.name);
// Destroy(child.gameObject);
// }
// 遍历字典中的每个场景生成对应的UI项
foreach (var sceneEntry in panelScript.sceneDataDictionary)
{
CreateScenePanel(sceneEntry.Key, sceneEntry.Value); // 为每个场景调用封装的方法
}
}
// // 遍历字典中的每个场景生成对应的UI项
// foreach (var sceneEntry in panelScript.sceneDataDictionary)
// {
// CreateScenePanel(sceneEntry.Key, sceneEntry.Value); // 为每个场景调用封装的方法
// }
//}
// 根据场景名称和对应的人员列表生成场景面板和人员项
public void CreateScenePanel(string sceneName, List<SelectedInfo> peopleList)
public void CreateScenePanel(string sceneName, List<SelectedInfo> peopleList,GameObject parentTransform)
{
// 为每个场景生成一个新的面板
//GameObject scenePanel = Instantiate(scenePanelPrefab, panelContent);
// 在每个场景面板上找到场景名称的文本组件并设置
//Text sceneText = scenePanel.transform.Find("top/sceneName").GetComponent<Text>();
//sceneText.text = sceneName;
if (personItemPrefab == null)
{
Debug.LogError("personItemPrefab 没有被正确赋值!");
}
// 遍历该场景下的所有人员生成对应的UI项
foreach (SelectedInfo person in peopleList)
{
CreatePersonItem(person); // 调用封装方法生成人员项
CreatePersonItem(person, parentTransform); // 传递 managerPanelContent
}
}
// 根据人员信息生成一个UI项
private void CreatePersonItem(SelectedInfo person)
private void CreatePersonItem(SelectedInfo person, GameObject parentTransform)
{
Transform contentTransform = parentTransform.transform.Find("Content");
// 实例化一个人员项并将其作为场景面板的子物体
GameObject item = Instantiate(personItemPrefab, managerPanelContent);
ArrangementItem arrangementItem= personItemPrefab.gameObject.GetComponent<ArrangementItem>();
GameObject item = Instantiate(personItemPrefab, contentTransform);
ArrangementItem arrangementItem = item.GetComponent<ArrangementItem>();
arrangementItem.name.text = person.name; // 设置姓名
arrangementItem.duty.text = person.duty; // 设置职责
Debug.Log("----------------------" + arrangementItem.name.text);
Debug.Log("++++++++++++++++++++++" + arrangementItem.duty.text);
arrangementItem.name.text = person.name; // 设置姓名
arrangementItem.duty.text = person.duty; // 设置职责
}
// 点击项时调用
//public void OnItemClicked(GameObject clickedItem)