UI更改
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using System.Collections;
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using System.Collections.Generic;
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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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@ -36,6 +37,8 @@ public class Panel : MonoBehaviour
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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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@ -45,6 +48,7 @@ public class Panel : MonoBehaviour
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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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// Start is called before the first frame update
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void Start()
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@ -68,12 +72,33 @@ public class Panel : MonoBehaviour
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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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Debug.Log("调用人员管理");
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ManagerPanel.gameObject.SetActive(true);
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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);
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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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@ -48,36 +48,33 @@ public class ManagerPanel : MonoBehaviour
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}
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// 根据场景名称和对应的人员列表生成场景面板和人员项
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private void CreateScenePanel(string sceneName, List<SelectedInfo> peopleList)
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public void CreateScenePanel(string sceneName, List<SelectedInfo> peopleList)
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{
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// 为每个场景生成一个新的面板
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GameObject scenePanel = Instantiate(scenePanelPrefab, panelContent);
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//GameObject scenePanel = Instantiate(scenePanelPrefab, panelContent);
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// 在每个场景面板上找到场景名称的文本组件并设置
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Text sceneText = scenePanel.transform.Find("top/sceneName").GetComponent<Text>();
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sceneText.text = sceneName;
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//Text sceneText = scenePanel.transform.Find("top/sceneName").GetComponent<Text>();
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//sceneText.text = sceneName;
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// 遍历该场景下的所有人员,生成对应的UI项
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foreach (SelectedInfo person in peopleList)
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{
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CreatePersonItem(scenePanel, person); // 调用封装方法生成人员项
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CreatePersonItem(person); // 调用封装方法生成人员项
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}
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}
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// 根据人员信息生成一个UI项
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private void CreatePersonItem(GameObject scenePanel, SelectedInfo person)
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private void CreatePersonItem(SelectedInfo person)
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{
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// 实例化一个人员项并将其作为场景面板的子物体
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GameObject item = Instantiate(personItemPrefab, managerPanelContent);
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// 获取并设置人员信息
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Text nameText = item.transform.Find("name").GetComponent<Text>();
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Text dutyText = item.transform.Find("Profession").GetComponent<Text>();
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ArrangementItem arrangementItem= personItemPrefab.gameObject.GetComponent<ArrangementItem>();
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Debug.Log("----------------------" + nameText.text);
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Debug.Log("++++++++++++++++++++++" + dutyText.text);
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nameText.text = person.name; // 设置姓名
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dutyText.text = person.duty; // 设置职责
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arrangementItem.name.text = person.name; // 设置姓名
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arrangementItem.duty.text = person.duty; // 设置职责
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Debug.Log("----------------------" + arrangementItem.name.text);
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Debug.Log("++++++++++++++++++++++" + arrangementItem.duty.text);
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}
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// 点击项时调用
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//public void OnItemClicked(GameObject clickedItem)
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