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lq 2024-11-27 02:11:27 +08:00
parent 4867a2ac6a
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7 changed files with 15529 additions and 9310 deletions

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@ -1,40 +1,56 @@
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class SelectedInfo
{
public string name;
public string duty;
public string scene;
}
public class Panel : MonoBehaviour
{
[Header("组件")]
public Button choseJuBenSettingBtn;
public Button emergencySettingBtn;
public Button peoplePublishBtn;
public Button materialReserveBtn;
public Button dateSelectionBtn;
public Button personnelmanagementBtn;
public Button setName;//设置人员
public Button setDuty;//设置职责
public Button setScene;//设置场景
public Text arrangeText;//整体安排
public string name, duty, scene;
public Button sureBtn;//确认信息按钮
public GameObject ManagerPanel;
public ToggleGroup scenetoggleGroup;//场景的ToggleGroup
public InputField shaixuaninputField;//筛选输入框
public GraphicRaycaster raycaster; // 画布上的射线投射器
public EventSystem eventSystem; // 事件系统
[Header("物体")]
public GameObject ManagerPanel;//人员管理界面
public Transform peopleCountent;//人员的窗口
public GameObject peoplePrefab;//人员的预制体
[Header("数据")]
public string name, duty, scene;
private List<GameObject> peopleList = new List<GameObject>(); // 存储所有已加载的人员预制体
private List<GameObject> filteredPeopleList = new List<GameObject>(); // 存储筛选后的人员列表
private GameObject selectedPerson = null; // 当前选中的角色
public SelectedInfo selectedInfo;
private Dictionary<string, List<SelectedInfo>> sceneDataDictionary = new Dictionary<string, List<SelectedInfo>>();//不同的场景存取不同的人员数据
// Start is called before the first frame update
void Start()
{
selectedInfo = new SelectedInfo();
DynamicLoadingPeople();
}
// Update is called once per frame
@ -42,43 +58,17 @@ public class Panel : MonoBehaviour
{
GetData();
SetText();
//SetInputFile();
}
//处理点击选择剧本按钮
public void ClickChoseJuBenSettingBtn()
//动态加载人员
public void DynamicLoadingPeople()
{
for (int i = 0; i < 20; i++)
{
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
peopleList.Add(item); // 将每个实例化的角色添加到列表中
}
}
//处理点击应急人员配置按钮
public void ClickEmergencySettingBtn()
{
}
//处理点击疏散人群公布按钮
public void ClickPeoplePublishBtn()
{
}
//处理点击应急物资储备按钮
public void ClickMaterialReserveBtn()
{
}
//处理点击选择演练日期按钮
public void ClickDateSelectionBtn()
{
}
//处理人员管理按钮
public void ClickPersonnelManagement()
{
@ -89,20 +79,35 @@ public class Panel : MonoBehaviour
//处理点击确认按钮
public void ClickSureBtn()
{
SceneManager.LoadScene("Schedule_a_walkthrough");
// 保存选中的人员信息到场景数据字典中
string sceneName = selectedInfo.scene;
// 如果场景字典中没有这个场景,先创建一个空列表
if (!sceneDataDictionary.ContainsKey(sceneName))
{
sceneDataDictionary[sceneName] = new List<SelectedInfo>();
}
// 将当前选中的人员信息添加到对应场景的人员列表中
sceneDataDictionary[sceneName].Add(selectedInfo);
// 打印当前场景人员信息
Debug.Log($"场景: {sceneName},选中的人员: {selectedInfo.name},职责: {selectedInfo.duty}");
// 可以在这里根据需求继续处理选中的数据
}
//处理界面关闭按钮
public void ClickCloseBtn()
{
transform.gameObject.SetActive(false);
}
//获取鼠标点击位置的信息
public void GetData()
{
ManagerPanel managerPanel = new ManagerPanel();
// 当鼠标左键按下时进行检测
if (Input.GetMouseButtonDown(0))
{
@ -137,28 +142,81 @@ public class Panel : MonoBehaviour
name = buttonText.text;
Debug.Log(name);
selectedInfo.name = name;
}
else if (buttonText != null && buttonText.tag == Tags.scene)//这里可以获取标签为场景的信息
{
scene = buttonText.text;
Debug.Log(scene);
selectedInfo.scene = scene;
}
else if (buttonText != null && buttonText.tag == Tags.duty)//这里可以获取标签为职责的信息
{
duty = buttonText.text;
Debug.Log(duty);
selectedInfo.duty = duty;
}
}
}
}
}
//设置安排文字
public void SetText()
{
arrangeText.text = "[" + name + "]担任[" + duty + "],位于[" + scene + "]";
}
//筛选
public void SetInputFile()
{
// 获取输入框内容
string filterText = shaixuaninputField.text.Trim();
// 遍历所有已实例化的人员预制体
foreach (Transform child in peopleCountent)
{
// 获取该子物体上的 Text 组件(假设它存储了姓名)
Text personNameText = child.GetComponentInChildren<Text>();
if (personNameText != null)
{
// 比较输入框中的内容与人员姓名
if (personNameText.text.Contains(filterText))
{
// 如果匹配,显示该人员
child.gameObject.SetActive(true);
}
else
{
// 如果不匹配,隐藏该人员
child.gameObject.SetActive(false);
}
}
}
}
// 点击选中角色,改变视觉效果
public void OnPeopleItemClicked(GameObject clickedItem)
{
// 如果有之前选中的角色,重置其视觉效果
if (selectedPerson != null)
{
Text prevText = selectedPerson.GetComponentInChildren<Text>();
if (prevText != null)
{
prevText.fontSize = 32; // 恢复原始字号
prevText.color = Color.white; // 恢复原始颜色
}
}
// 设置当前选中的角色为选中状态
selectedPerson = clickedItem;
Text personText = clickedItem.GetComponentInChildren<Text>();
if (personText != null)
{
// 字号变大和颜色变更(选中状态)
personText.fontSize = 36;
personText.color = Color.yellow; // 选中颜色
}
}
}

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@ -10,6 +10,7 @@ public class SelectScenePanel : MonoBehaviour
public GameObject schoolPrefab;//滑动视图预制体
public Transform schoolList;//预制体列表
public ToggleGroup schooltoggleGroup;
public ToggleGroup schoolimageGroup;
public Toggle[] toggleList;
public GameObject scoolSelectBtn;//学校选择按钮
public GameObject schoolChoiceLable;//学校选择界面
@ -18,6 +19,7 @@ public class SelectScenePanel : MonoBehaviour
public List<SchoolInfo> schoolInfos = new List<SchoolInfo>();//学校信息
public List<EventInfo> eventInfos = new List<EventInfo>();//事件信息
public List<Toggle> difficultyList = new List<Toggle>();
public Button continueBtn;
//数据
public int schoolId;
@ -35,7 +37,18 @@ public class SelectScenePanel : MonoBehaviour
{
GameObject slot = GameObject.Instantiate<GameObject>(schoolPrefab, schoolList);
//schoolPrefab.gameObject.GetComponent<Image>().sprite = Resources.Load("");
Toggle toggle = slot.GetComponent<Toggle>();
if (toggle != null)
{
// 将 Toggle 添加到 ToggleGroup 中
toggle.group = schoolimageGroup;
// 将 Toggle 添加到 toggleList 中
toggleList[i] = toggle;
}
}
continueBtn.onClick.AddListener(OnClickContinueBtn);
}
// Update is called once per frame
@ -88,7 +101,7 @@ public class SelectScenePanel : MonoBehaviour
//Debug.Log("%%%%%%%%%%%%%3:" + this.difficulty);
}
//继续按钮,点击后上传数据
public void ContinueBtn()
public void OnClickContinueBtn()
{
SelectSchoolBtn();
schoolChoiceLable.gameObject.SetActive(false);
@ -101,4 +114,30 @@ public class SelectScenePanel : MonoBehaviour
SelsctDifficulty();
this.gameObject.SetActive(false);
}
//通过判断Toggle的IsOn是否被打开来判断继续按钮是否置灰
public void IsClick()
{
bool anyToggleSelected = false;
//continueBtn.transform.parent
foreach (Toggle toggle in toggleList)
{
if (toggle.isOn)
{
anyToggleSelected = true;
break; // 如果有一个 Toggle 被选中,停止检查
}
}
// 获取 ContinueBtn 按钮组件
// 根据是否有 Toggle 被选中,设置 ContinueBtn 是否可交互
if (continueBtn != null)
{
continueBtn.interactable = anyToggleSelected; // 如果有选中的 Toggle继续按钮可交互否则不可交互
}
else
{
Debug.LogError("ContinueBtn 按钮组件未找到!");
}
}
}