完善3D解剖菜单功能

This commit is contained in:
shenjianxing 2025-02-18 17:26:16 +08:00
parent 40f0e1e6d9
commit 0eea99c8df
3 changed files with 212 additions and 140 deletions

View File

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View File

@ -3,6 +3,8 @@ using UnityEngine.UI;
using XMLTool;
using System.Collections.Generic;
using TMPro;
using System.Drawing;
using UnityEngine.Assertions.Must;
namespace QFramework.Example
{
@ -12,11 +14,128 @@ namespace QFramework.Example
}
public partial class UIBody3DMenuTree : UIPanel
{
class ObjBtnData
{
public Button btn;
public Body3D.Body body;
public ObjToggleStatus status;
public Dictionary<Body3D.Body, ObjBtnData> objBtnDataMap = new Dictionary<Body3D.Body, ObjBtnData>();
public ObjBtnData(Dictionary<Body3D.Body, ObjBtnData> objBtnDataMap, Button btn, Body3D.Body body)
{
this.objBtnDataMap = objBtnDataMap;
this.btn = btn;
this.body = body;
btn.onClick.AddListener(() =>
{
switch (status)
{
case ObjToggleStatus.None:
case ObjToggleStatus.Half:
SetStatus(ObjToggleStatus.Full);
break;
case ObjToggleStatus.Full:
SetStatus(ObjToggleStatus.None);
break;
}
});
}
public void SetStatus(ObjToggleStatus status)
{
this.status = status;
RefreshStatus();
}
public void RefreshStatus()
{
switch (status)
{
case ObjToggleStatus.None:
Utility.FindObj(body.Path).gameObject.SetActive(false);
foreach (var sub in body.subBody)
{
if (objBtnDataMap.ContainsKey(sub.Value))
{
objBtnDataMap[sub.Value].SetStatus(status);
}
}
break;
case ObjToggleStatus.Half:
break;
case ObjToggleStatus.Full:
Utility.FindObj(body.Path).gameObject.SetActive(true);
foreach (var sub in body.subBody)
{
if (objBtnDataMap.ContainsKey(sub.Value))
{
objBtnDataMap[sub.Value].SetStatus(status);
}
}
break;
}
SetUpStatus(body.parent);
RefreshUI();
}
public void SetUpStatus(Body3D.Body body)
{
//if (body != null)
//{
// foreach (var sub in body.subBody)
// {
// if (objBtnDataMap.ContainsKey(sub.Value))
// {
// objBtnDataMap[sub.Value]
// }
// }
//}
//if (objBtnDataMap.ContainsKey(body))
//{
// objBtnDataMap[body].SetStatus(this.status);
//}
//if (body.parent != null)
//{
// SetUpStatus(body.parent);
//}
}
public void RefreshUI()
{
switch (status)
{
case ObjToggleStatus.None:
btn.transform.Find("Full").gameObject.SetActive(false);
btn.transform.Find("Half").gameObject.SetActive(false);
break;
case ObjToggleStatus.Half:
btn.transform.Find("Full").gameObject.SetActive(false);
btn.transform.Find("Half").gameObject.SetActive(true);
break;
case ObjToggleStatus.Full:
btn.transform.Find("Full").gameObject.SetActive(true);
btn.transform.Find("Half").gameObject.SetActive(false);
break;
}
}
}
/// <summary>
/// 搜索结果按钮与菜单按钮的对应
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť<EFBFBD><EFBFBD>˵<EFBFBD><EFBFBD><EFBFBD>ť<EFBFBD>Ķ<EFBFBD>Ӧ
/// </summary>
Dictionary<GameObject, GameObject> searchItemMap = new Dictionary<GameObject, GameObject>();
Dictionary<Body3D.Body, ObjBtnData> objBtnDataMap = new Dictionary<Body3D.Body, ObjBtnData>();
enum ObjToggleStatus
{
None,
Half,
Full
}
protected override void OnInit(IUIData uiData = null)
{
// 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 = "" + name + ">";
}
}
// 递归检查当前子物体的子物体
// ݹ鵱ǰ
CheckChildren(subContent, str);
}
else

View File

@ -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>