完善3D解剖菜单功能
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@ -3,6 +3,8 @@ using UnityEngine.UI;
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using XMLTool;
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using System.Collections.Generic;
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using TMPro;
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using System.Drawing;
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using UnityEngine.Assertions.Must;
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namespace QFramework.Example
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{
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@ -12,11 +14,128 @@ namespace QFramework.Example
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}
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public partial class UIBody3DMenuTree : UIPanel
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{
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class ObjBtnData
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{
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public Button btn;
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public Body3D.Body body;
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public ObjToggleStatus status;
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public Dictionary<Body3D.Body, ObjBtnData> objBtnDataMap = new Dictionary<Body3D.Body, ObjBtnData>();
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public ObjBtnData(Dictionary<Body3D.Body, ObjBtnData> objBtnDataMap, Button btn, Body3D.Body body)
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{
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this.objBtnDataMap = objBtnDataMap;
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this.btn = btn;
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this.body = body;
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btn.onClick.AddListener(() =>
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{
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switch (status)
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{
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case ObjToggleStatus.None:
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case ObjToggleStatus.Half:
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SetStatus(ObjToggleStatus.Full);
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break;
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case ObjToggleStatus.Full:
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SetStatus(ObjToggleStatus.None);
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break;
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}
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});
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}
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public void SetStatus(ObjToggleStatus status)
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{
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this.status = status;
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RefreshStatus();
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}
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public void RefreshStatus()
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{
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switch (status)
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{
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case ObjToggleStatus.None:
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Utility.FindObj(body.Path).gameObject.SetActive(false);
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foreach (var sub in body.subBody)
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{
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if (objBtnDataMap.ContainsKey(sub.Value))
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{
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objBtnDataMap[sub.Value].SetStatus(status);
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}
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}
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break;
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case ObjToggleStatus.Half:
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break;
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case ObjToggleStatus.Full:
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Utility.FindObj(body.Path).gameObject.SetActive(true);
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foreach (var sub in body.subBody)
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{
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if (objBtnDataMap.ContainsKey(sub.Value))
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{
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objBtnDataMap[sub.Value].SetStatus(status);
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}
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}
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break;
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}
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SetUpStatus(body.parent);
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RefreshUI();
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}
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public void SetUpStatus(Body3D.Body body)
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{
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//if (body != null)
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//{
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// foreach (var sub in body.subBody)
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// {
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// if (objBtnDataMap.ContainsKey(sub.Value))
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// {
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// objBtnDataMap[sub.Value]
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// }
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// }
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//}
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//if (objBtnDataMap.ContainsKey(body))
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//{
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// objBtnDataMap[body].SetStatus(this.status);
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//}
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//if (body.parent != null)
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//{
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// SetUpStatus(body.parent);
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//}
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}
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public void RefreshUI()
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{
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switch (status)
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{
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case ObjToggleStatus.None:
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btn.transform.Find("Full").gameObject.SetActive(false);
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btn.transform.Find("Half").gameObject.SetActive(false);
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break;
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case ObjToggleStatus.Half:
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btn.transform.Find("Full").gameObject.SetActive(false);
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btn.transform.Find("Half").gameObject.SetActive(true);
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break;
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case ObjToggleStatus.Full:
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btn.transform.Find("Full").gameObject.SetActive(true);
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btn.transform.Find("Half").gameObject.SetActive(false);
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break;
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}
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}
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}
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/// <summary>
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/// 搜索结果按钮与菜单按钮的对应
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/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť<EFBFBD><EFBFBD>˵<EFBFBD><EFBFBD><EFBFBD>ť<EFBFBD>Ķ<EFBFBD>Ӧ
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/// </summary>
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Dictionary<GameObject, GameObject> searchItemMap = new Dictionary<GameObject, GameObject>();
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Dictionary<Body3D.Body, ObjBtnData> objBtnDataMap = new Dictionary<Body3D.Body, ObjBtnData>();
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enum ObjToggleStatus
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{
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None,
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Half,
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Full
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}
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protected override void OnInit(IUIData uiData = null)
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{
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// please add init code here
|
||||
@ -57,34 +176,31 @@ namespace QFramework.Example
|
||||
Content.RemoveAllChildren();
|
||||
BuildTreeUI(mData.body);
|
||||
}
|
||||
|
||||
private void BuildTreeUI(Body3D.Body data, int depth = 0, Transform parent = null)
|
||||
{
|
||||
foreach (var bodyPair in data.subBody)
|
||||
{
|
||||
Body3D.Body body = bodyPair.Value;
|
||||
|
||||
// 确定父容器
|
||||
// ȷ<><C8B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
Transform targetParent = parent != null ? parent : Content;
|
||||
|
||||
// 创建Toggle
|
||||
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Toggle
|
||||
GameObject toggleObj = GameObject.Instantiate(Item.gameObject, targetParent);
|
||||
toggleObj.name = body.Name;
|
||||
|
||||
Toggle uiToggle = toggleObj.transform.Find("ToggleContent/UI").GetComponent<Toggle>();
|
||||
Toggle objToggle = toggleObj.transform.Find("ToggleContent/Obj").GetComponent<Toggle>();
|
||||
Button objBtn = toggleObj.transform.Find("ToggleContent/Obj").GetComponent<Button>();
|
||||
TextMeshProUGUI label = toggleObj.transform.Find("ToggleContent/Label").GetComponentInChildren<TextMeshProUGUI>();
|
||||
label.text = body.Name; // 根据深度添加缩进
|
||||
|
||||
label.text = body.Name;
|
||||
toggleObj.transform.Find("ToggleContent").GetComponent<HorizontalLayoutGroup>().padding = new RectOffset(depth * 15, 5, 2, 2);
|
||||
if (depth != 0)
|
||||
{
|
||||
toggleObj.SetActive(false);
|
||||
}
|
||||
|
||||
// 递归构建子节点
|
||||
Transform subContent = toggleObj.transform.Find("SubContent");
|
||||
|
||||
// 设置Toggle的监听事件
|
||||
uiToggle.onValueChanged.AddListener((isOn) =>
|
||||
{
|
||||
for (int i = 0; i < subContent.childCount; i++)
|
||||
@ -93,37 +209,32 @@ namespace QFramework.Example
|
||||
}
|
||||
});
|
||||
|
||||
// 为objToggle添加点击事件处理逻辑
|
||||
objToggle.onValueChanged.AddListener((isOn) =>
|
||||
{
|
||||
SetObjectVisibility(body, isOn, subContent);
|
||||
});
|
||||
objBtnDataMap.Add(body, new ObjBtnData(objBtnDataMap, objBtn, body));
|
||||
|
||||
|
||||
if (body.subBody.Count > 0)
|
||||
{
|
||||
uiToggle.gameObject.SetActive(true);
|
||||
BuildTreeUI(body, depth + 1, subContent);
|
||||
//HideSubBody(body); // 初始时隐藏子节点
|
||||
}
|
||||
else
|
||||
{
|
||||
uiToggle.gameObject.SetActive(false);
|
||||
Debug.Log($"节点 {body.Name} 没有子节点。");
|
||||
Debug.Log($"<EFBFBD>ڵ<EFBFBD> {body.Name} û<><C3BB><EFBFBD>ӽڵ㡣");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 根据body和subbody中的path设置物体的显隐,同时设置子UI中的objToggle状态
|
||||
private void SetObjectVisibility(Body3D.Body body, bool isOn, Transform subContent)
|
||||
private void SetSubObjActive(Body3D.Body body, bool isOn, Transform subContent)
|
||||
{
|
||||
// 处理当前body的path对应的物体
|
||||
// 先设置当前对象
|
||||
GameObject targetObj = Utility.FindObj(body.Path);
|
||||
if (targetObj != null)
|
||||
{
|
||||
targetObj.SetActive(isOn);
|
||||
}
|
||||
|
||||
// 递归处理subbody中的path对应的物体,并设置子UI中的objToggle状态
|
||||
// 再递归设置子对象
|
||||
int index = 0;
|
||||
foreach (var subBodyPair in body.subBody)
|
||||
{
|
||||
@ -132,33 +243,34 @@ namespace QFramework.Example
|
||||
{
|
||||
Transform childToggleObj = subContent.GetChild(index);
|
||||
Toggle childObjToggle = childToggleObj.transform.Find("ToggleContent/Obj").GetComponent<Toggle>();
|
||||
childObjToggle.isOn = isOn; // 设置子UI中的objToggle状态
|
||||
childObjToggle.isOn = isOn;
|
||||
Transform childSubContent = childToggleObj.transform.Find("SubContent");
|
||||
SetObjectVisibility(subBody, isOn, childSubContent);
|
||||
SetSubObjActive(subBody, isOn, childSubContent);
|
||||
}
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
// 实现RefreshSearchContent函数
|
||||
|
||||
// ʵRefreshSearchContent
|
||||
private void RefreshSearchContent(string str)
|
||||
{
|
||||
// 清空SearchContent下的所有子物体
|
||||
// SearchContentµ
|
||||
searchItemMap.Clear();
|
||||
SearchContent.RemoveAllChildren();
|
||||
// 递归检查子物体的子物体
|
||||
// ݹ
|
||||
CheckChildren(Content, str);
|
||||
|
||||
}
|
||||
|
||||
// 递归检查子物体的子物体
|
||||
// ݹ
|
||||
private void CheckChildren(Transform parent, string str)
|
||||
{
|
||||
// 遍历当前父物体下的所有子物体
|
||||
// ǰµ
|
||||
for (int i = 0; i < parent.childCount; i++)
|
||||
{
|
||||
Transform child = parent.GetChild(i);
|
||||
// 尝试查找 ToggleContent/Label 组件
|
||||
// Բ ToggleContent/Label
|
||||
Transform labelTransform = child.Find("ToggleContent/Label");
|
||||
if (labelTransform != null)
|
||||
{
|
||||
@ -166,14 +278,14 @@ namespace QFramework.Example
|
||||
if (textComponent != null)
|
||||
{
|
||||
string name = textComponent.text;
|
||||
// 检查子物体的名字是否包含搜索字符串
|
||||
// Ƿַ
|
||||
if (name.Contains(str))
|
||||
{
|
||||
// 复制该子物体到 SearchContent 中
|
||||
// Ƹ嵽 SearchContent
|
||||
GameObject clone = GameObject.Instantiate(SearchItem.gameObject, SearchContent);
|
||||
searchItemMap.Add(clone, child.gameObject);
|
||||
Transform subContent = child.Find("SubContent");
|
||||
// 检查是否有子内容
|
||||
// Ƿ
|
||||
if (subContent.childCount > 0)
|
||||
{
|
||||
Button btn = clone.transform.Find("Button").GetComponent<Button>();
|
||||
@ -187,10 +299,10 @@ namespace QFramework.Example
|
||||
TextMeshProUGUI buttonText = buttonLabel.GetComponent<TextMeshProUGUI>();
|
||||
if (buttonText != null)
|
||||
{
|
||||
buttonText.text = "(组)" + name + ">";
|
||||
buttonText.text = "飩" + name + ">";
|
||||
}
|
||||
}
|
||||
// 递归检查当前子物体的子物体
|
||||
// ݹ鵱ǰ
|
||||
CheckChildren(subContent, str);
|
||||
}
|
||||
else
|
||||
|
||||
@ -64,7 +64,7 @@
|
||||
</Body>
|
||||
</Body>
|
||||
</Body>
|
||||
<Body name="肌肉" isBodyList="true">
|
||||
<Body name="肌肉" isBodyList="true" path="Ren/Tou/JiRou">
|
||||
<Body name="111" path="Ren/Tou/JiRou/1">
|
||||
<ObjectToggle>
|
||||
<Color></Color>
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user