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 List<Toggle> difficultyList = new List<Toggle>();//游戏难度
public Button continueBtn; public Button continueBtn;
public List<Toggle> scenetoggleList = new List<Toggle>(); 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> eventToggleList = new List<Toggle>();
public List<Toggle> evnetsceneList = 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 //动态加载事件选择预制体
public void InstantiateIncidentPrefab(int eventId) public void InstantiateIncidentPrefab(int eventId)
{ {
//foreach (var eventData in jsonReader.incidentSiteDictionary) foreach (var eventData in jsonReader.incidentSiteDictionary)
//{ {
// if(eventData.Key==eventId) if (eventData.Key == eventId)
// { {
// GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList); GameObject slot = GameObject.Instantiate<GameObject>(incidentPrefab, incidentList);
// IncidentInfo item = slot.GetComponent<IncidentInfo>(); IncidentInfo item = slot.GetComponent<IncidentInfo>();
// item.incidentText.text = eventData.Value.Note; item.incidentText.text = eventData.Value.Note;
// item.incidentID = eventData.Value.ID; item.incidentID = eventData.Value.ID;
// Toggle toggle = slot.GetComponent<Toggle>(); Toggle toggle = slot.GetComponent<Toggle>();
// if (toggle != null) if (toggle != null)
// { {
// // ½« Toggle Ìí¼Óµ½ ToggleGroup ÖÐ // 将 Toggle 添加到 ToggleGroup 中
// toggle.group = eventGroup; toggle.group = eventGroup;
// toggle.isOn = false; toggle.isOn = false;
// incidentInfos.Add(item); incidentInfos.Add(item);
// } }
// } }
// else else
// { {
// break; break;
// } }
//} }
} }
//点击继续按钮后更换场景图片及名称 //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 //学校选择
public void SelectSchoolBtn() public void SelectSchoolBtn()
{ {
if(isSure) if (isSure)
{ {
SchoolInfo gameObject = GetComponentInChildren<SchoolInfo>(); SchoolInfo gameObject = GetComponentInChildren<SchoolInfo>();
foreach (SchoolInfo item in schoolInfoList) foreach (SchoolInfo item in schoolInfoList)
@ -289,6 +289,7 @@ public class SelectScenePanel : MonoBehaviour
// 设置场景名称 // 设置场景名称
this.sceneName = item.sceneName.text; // 获取 Text 组件的文本 this.sceneName = item.sceneName.text; // 获取 Text 组件的文本
this.scnenId = item.sceneId; this.scnenId = item.sceneId;
Debug.Log("------------this.scnenId:" + this.scnenId);
createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.sceneId.ToString(); createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.sceneId.ToString();
sceneSelected = true; sceneSelected = true;
@ -420,23 +421,32 @@ public class SelectScenePanel : MonoBehaviour
//关闭按钮 //关闭按钮
public void OnClickCloseBtn() 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) if (schoolChoiceLable.gameObject.active == false)
{ {
foreach (Transform child in sceneList)
{
child.gameObject.SetActive(false);
}
sceneLable.gameObject.SetActive(true); sceneLable.gameObject.SetActive(true);
schoolChoiceLable.gameObject.SetActive(true); schoolChoiceLable.gameObject.SetActive(true);
eventChoiceLable.gameObject.SetActive(false); eventChoiceLable.gameObject.SetActive(false);
incidentLable.gameObject.SetActive(false); incidentLable.gameObject.SetActive(false);
InstantiateScenePrefab();
} }
else else
{ {
transform.gameObject.SetActive(false); 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 //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 // 检查场景选择
foreach (Toggle toggle in scenetoggleList) foreach (Toggle toggle in scenetoggleList)
{ {
//Debug.Log("++++++++++++++++++++++++=" + scenetoggleList.Count());
if (toggle.isOn) if (toggle.isOn)
{ {
anyToggleSelected = true; anyToggleSelected = true;