bug修改

This commit is contained in:
lq 2024-12-05 20:33:37 +08:00
parent e80d187860
commit e03032830a

View File

@ -37,7 +37,7 @@ public class SelectScenePanel : MonoBehaviour
public List<Toggle> difficultyList = new List<Toggle>();//游戏难度
public Button continueBtn;
public List<Toggle> scenetoggleList = new List<Toggle>();
public List<Toggle> schooltoggleList=new List<Toggle>();
public List<Toggle> schooltoggleList = new List<Toggle>();
public List<Toggle> eventToggleList = new List<Toggle>();
public List<Toggle> evnetsceneList = new List<Toggle>();
@ -174,29 +174,29 @@ public class SelectScenePanel : MonoBehaviour
//动态加载事件选择预制体
public void InstantiateIncidentPrefab(int eventId)
{
//foreach (var eventData in jsonReader.incidentSiteDictionary)
//{
// if(eventData.Key==eventId)
// {
// GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
// IncidentInfo item = slot.GetComponent<IncidentInfo>();
// item.incidentText.text = eventData.Value.Note;
// item.incidentID = eventData.Value.ID;
// Toggle toggle = slot.GetComponent<Toggle>();
foreach (var eventData in jsonReader.incidentSiteDictionary)
{
if (eventData.Key == eventId)
{
GameObject slot = GameObject.Instantiate<GameObject>(incidentPrefab, incidentList);
IncidentInfo item = slot.GetComponent<IncidentInfo>();
item.incidentText.text = eventData.Value.Note;
item.incidentID = eventData.Value.ID;
Toggle toggle = slot.GetComponent<Toggle>();
// if (toggle != null)
// {
// // ½« Toggle Ìí¼Óµ½ ToggleGroup ÖÐ
// toggle.group = eventGroup;
// toggle.isOn = false;
// incidentInfos.Add(item);
// }
// }
// else
// {
// break;
// }
//}
if (toggle != null)
{
// 将 Toggle 添加到 ToggleGroup 中
toggle.group = eventGroup;
toggle.isOn = false;
incidentInfos.Add(item);
}
}
else
{
break;
}
}
}
//点击继续按钮后更换场景图片及名称
@ -260,7 +260,7 @@ public class SelectScenePanel : MonoBehaviour
//学校选择
public void SelectSchoolBtn()
{
if(isSure)
if (isSure)
{
SchoolInfo gameObject = GetComponentInChildren<SchoolInfo>();
foreach (SchoolInfo item in schoolInfoList)
@ -289,6 +289,7 @@ public class SelectScenePanel : MonoBehaviour
// 设置场景名称
this.sceneName = item.sceneName.text; // 获取 Text 组件的文本
this.scnenId = item.sceneId;
Debug.Log("------------this.scnenId:" + this.scnenId);
createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.sceneId.ToString();
sceneSelected = true;
@ -420,23 +421,32 @@ public class SelectScenePanel : MonoBehaviour
//关闭按钮
public void OnClickCloseBtn()
{
// 清空事件列表
eventInfoList.Clear();
// 销毁所有已实例化的事件预制体
foreach (Transform child in eventList)
{
Destroy(child.gameObject);
}
// 如果需要,也可以清空其他相关信息
eventToggleList.Clear();
eventId = -1;
eventName = string.Empty;
Debug.Log("事件列表已清空UI已重置");
if (schoolChoiceLable.gameObject.active == false)
{
foreach (Transform child in sceneList)
{
child.gameObject.SetActive(false);
}
sceneLable.gameObject.SetActive(true);
schoolChoiceLable.gameObject.SetActive(true);
eventChoiceLable.gameObject.SetActive(false);
incidentLable.gameObject.SetActive(false);
InstantiateScenePrefab();
}
else
{
transform.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
@ -447,7 +457,6 @@ public class SelectScenePanel : MonoBehaviour
// 检查场景选择
foreach (Toggle toggle in scenetoggleList)
{
//Debug.Log("++++++++++++++++++++++++=" + scenetoggleList.Count());
if (toggle.isOn)
{
anyToggleSelected = true;