线缆组UI逻辑功能

This commit is contained in:
Afeijia 2023-08-30 15:46:59 +08:00
parent 8292c30382
commit 0bd6d14d38
73 changed files with 7097 additions and 39 deletions
GQ_TongXin/Assets
Prefabs/Prefabs
Scenes
Scripts/WJ
UI
font

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LineGroupItem : MonoBehaviour
{
public string id;
/// <summary>
/// 标题
/// </summary>
public Text info_text;
/// <summary>
/// 删除
/// </summary>
public Button delete_button;
/// <summary>
/// 展开
/// </summary>
public Button expand_button;
/// <summary>
/// 线缆容器
/// </summary>
public GameObject line_item_content;
/// <summary>
/// 线缆组中的线
/// </summary>
public List<LineItem> child_line_items = new List<LineItem>();
bool do_init = false;
// Start is called before the first frame update
void Start()
{
if (!do_init)
Init();
}
public void Init()
{
do_init = true;
expand_button.onClick.AddListener(() =>
{
line_item_content.SetActive(!line_item_content.activeSelf);
});
delete_button.onClick.AddListener(() =>
{
//删除确认
SecondConfirmPanel.DeleteConform((delete) =>
{
if (delete)
{
LineObjectPool.Instance.PushItemToPool(this);
}
});
});
}
/// <summary>
/// 添加线缆
/// </summary>
[ContextMenu("添加")]
public void AddLineItem()
{
var item = LineObjectPool.Instance.GetItemFromPool<LineItem>();
item.transform.SetParent(line_item_content.transform);
child_line_items.Add(item);
//传递数据
item.info_text.text = "线缆数据";
}
/// <summary>
/// 回收至对象池
/// </summary>
public void Clear()
{
id = string.Empty;
info_text.text = string.Empty;
for (int i = 0; i < child_line_items.Count; i++)
{
LineObjectPool.Instance.PushItemToPool<LineItem>(child_line_items[i]);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LineGroupManager : MonoBehaviour
{
public InputField line_group_name_inputfield;
public Button add_line_group_button;
/// <summary>
/// 线缆组容器
/// </summary>
public GameObject line_group_content;
public List<LineGroupItem> child_line_group_items = new List<LineGroupItem>();
private void Start()
{
add_line_group_button.onClick.AddListener(() =>
{
if (!string.IsNullOrWhiteSpace(line_group_name_inputfield.text))
{
AddLineGroup(line_group_name_inputfield.text);
}
});
}
public void AddLineGroup(string name)
{
//判断是否有重复
if (child_line_group_items.Find(x => x.info_text.text == name))
{
SecondConfirmPanel.DeleteConform(null, "存在重复名称");
return;
}
var item = LineObjectPool.Instance.GetItemFromPool<LineGroupItem>();
item.transform.SetParent(line_group_content.transform);
child_line_group_items.Add(item);
//传递数据
item.info_text.text = name;
//处理完毕后清空输入框
line_group_name_inputfield.SetTextWithoutNotify("");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LineItem : MonoBehaviour
{
public string id;
public Text info_text;
public Button delete_button;
bool do_init = false;
// Start is called before the first frame update
void Start()
{
if (!do_init)
Init();
}
public void Init()
{
do_init = true;
delete_button.onClick.AddListener(() =>
{
//删除确认
SecondConfirmPanel.DeleteConform((delete) =>
{
if (delete)
{
LineObjectPool.Instance.PushItemToPool(this);
}
});
});
}
/// <summary>
/// 清除自身信息以供下次使用
/// </summary>
public void Clear()
{
id = string.Empty;
info_text.text = string.Empty;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LineObjectPool : MonoBehaviour
{
public static LineObjectPool Instance;
private void Awake()
{
Instance = this;
}
#region
//-------预制体-------
/// <summary>
/// 线缆预UI制体
/// </summary>
public GameObject line_item_prefab;
/// <summary>
/// 线缆组UI预制体
/// </summary>
public GameObject line_group_item_prefab;
//-------池对象-------
/// <summary>
/// 线缆池对象
/// </summary>
public Queue<LineItem> line_item_pool = new Queue<LineItem>();
/// <summary>
/// 线缆组池对象
/// </summary>
public Queue<LineGroupItem> line_group_item_pool = new Queue<LineGroupItem>();
//-------池操作-------
/// <summary>
/// 从池中取出
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="type"></param>
/// <returns></returns>
public T GetItemFromPool<T>()
{
object resoult = null;
switch (typeof(T).Name)
{
case "LineItem":
//线缆
if (line_item_pool.Count > 0)
{
var item = line_item_pool.Dequeue();
item.gameObject.SetActive(true);
resoult = item;
}
else
{
var temp = Instantiate(line_item_prefab);
resoult = temp.GetComponent<LineItem>();
}
break;
case "LineGroupItem":
//线缆组
if (line_group_item_pool.Count > 0)
{
var item = line_group_item_pool.Dequeue();
item.gameObject.SetActive(true);
resoult = item;
}
else
{
var temp = Instantiate(line_group_item_prefab);
resoult = temp.GetComponent<LineGroupItem>();
}
break;
default:
break;
}
return (T)resoult;
}
/// <summary>
/// 回收至池中
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="item"></param>
public void PushItemToPool<T>(T item)
{
switch (item)
{
case LineItem:
LineItem line_temp = item as LineItem;
line_temp.transform.SetParent(null);
line_temp.gameObject.SetActive(false);
line_temp.Clear();
line_item_pool.Enqueue(line_temp);
break;
case LineGroupItem:
LineGroupItem line_group_temp = item as LineGroupItem;
line_group_temp.transform.SetParent(null);
line_group_temp.gameObject.SetActive(false);
line_group_temp.Clear();
line_group_item_pool.Enqueue(line_group_temp);
break;
default: break;
}
}
#endregion
#region
#endregion
#region
/// <summary>
/// 从池中拿线item
/// </summary>
/// <returns></returns>
private LineItem GetLineItemFromPool()
{
if (line_item_pool.Count > 0)
{
var item = line_item_pool.Dequeue();
item.gameObject.SetActive(true);
Debug.Log("从线池取出" + line_item_pool.Count);
return item;
}
else
{
var temp = Instantiate(line_item_prefab);
Debug.Log("空线池,新增一个");
return temp.GetComponent<LineItem>();
}
}
/// <summary>
/// 往池中放线item
/// </summary>
private void PushLineItemToPool(LineItem item)
{
item.transform.SetParent(null);
item.gameObject.SetActive(false);
item.Clear();
line_item_pool.Enqueue(item);
Debug.Log("添加至线池" + line_item_pool.Count);
}
#endregion
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SecondConfirmPanel : MonoBehaviour
{
public static SecondConfirmPanel Instance;
private void Awake()
{
Instance = this;
}
public GameObject panel_object;
public Button confirm_button;
public Button cancle_button;
public Text info_text;
// Start is called before the first frame update
void Start()
{
confirm_button.onClick.AddListener(Conform);
cancle_button.onClick.AddListener(Cancle);
}
public delegate void OnConfirmButtonClicked(bool confirm);
public static OnConfirmButtonClicked onConfirmButtonClicked;
public static void DeleteConform(OnConfirmButtonClicked callback, string msg = "")
{
Instance.info_text.text = msg == "" ? "ÊÇ·ñÈ·ÈÏɾ³ý" : msg;
Instance.panel_object.SetActive(true);
onConfirmButtonClicked = callback;
}
private void Conform()
{
onConfirmButtonClicked?.Invoke(true);
panel_object.SetActive(false);
}
private void Cancle()
{
onConfirmButtonClicked?.Invoke(false);
panel_object.SetActive(false);
}
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