NewN_UAVPlane/Assets/Zion/Scripts/UI/ChoseUserPanel.cs

98 lines
2.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Linq;
public class ChoseUserPanel : MonoBehaviour
{
SeatBindSubjectItem createRoomSubjectItem1;
CreateRoomSeatItem createRoomSeatItem1;
public VerticalLayoutGroup group;
public Button tijiaoBtn;
public Button quxiaoBtn;
public Button CheckBtn;
public Button CloseBtn;
public InputField NameInput;
public InputField accountInput;
public ToggleGroup togglegroup;
[HideInInspector]
public GameObject itemPrefb;
public void Init(SeatBindSubjectItem subjectItem, CreateRoomSeatItem createRoomSeatItem)
{
createRoomSubjectItem1 = subjectItem;
createRoomSeatItem1 = createRoomSeatItem;
if (itemPrefb==null)
{
itemPrefb = Resources.Load<GameObject>("UI/Item/ChoseUserItem");
}
quxiaoBtn.onClick.AddListener(() =>
{
Destroy(gameObject);
});
CloseBtn.onClick.AddListener(() =>
{
Destroy(gameObject);
});
//生成item
//LoadManage.Instance.allUsers.ForEach(a =>
//{
// GameObject obj = Instantiate<GameObject>(itemPrefb, group.transform);
// if (subjectItem.seatItems.Any(b=>b.useraccount .text== a.login_name))
// {
// obj.GetComponent<ChoseUserItem>().Init(a, false, createRoomSeatItem1, this) ;
// }
// else
// {
// obj.GetComponent<ChoseUserItem>().Init(a, true, createRoomSeatItem1,this);
// }
//});
//提交
tijiaoBtn.onClick.AddListener(()=>
{
if(togglegroup.AnyTogglesOn())
{
Toggle toggle=togglegroup.ActiveToggles().ToList().Find(a => a.isOn);
toggle.transform.GetComponentInParent<ChoseUserItem>().Chose();
//销毁页面
Destroy(gameObject);
}
});
//查询
CheckBtn.onClick.AddListener(() =>
{
if(NameInput.text=="" && accountInput.text=="")
{
//显示全部
group.transform.GetComponentsInChildren<ChoseUserItem>(true).ToList().ForEach(a =>
{
a.gameObject.SetActive(true);
});
}
else
{
//筛选
group.transform.GetComponentsInChildren<ChoseUserItem>(true).ToList().ForEach(a =>
{
if(a.userName.text.Contains(NameInput.text) && a.userAccount.text.Contains(accountInput.text))
{
a.gameObject.SetActive(true);
}
else
{
a.gameObject.SetActive(false);
}
});
}
});
}
}