添加创建按钮功能,修改UIbtn脚本
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--- !u!1 &1821902537
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GameObject:
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@ -3874,3 +4409,4 @@ SceneRoots:
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@ -111,8 +111,8 @@ public class ActionHelper
|
||||
case "Scale":
|
||||
var scaleAct = (XMLTool.MoveOrAction)act;
|
||||
return ScaleAction.Allocate(act.Value, scaleAct.to, scaleAct.time);
|
||||
case "Btns":
|
||||
return BtnsAction.Allocate(act.Value);
|
||||
//case "Btns":
|
||||
// return BtnsAction.Allocate(act.Value);
|
||||
case "Anim":
|
||||
{
|
||||
var strAction = (XMLTool.DictionaryAction)act;
|
||||
@ -304,6 +304,14 @@ public class ActionHelper
|
||||
return QFramework.SliderAnimAction.Allocate(dictAction.args);
|
||||
|
||||
}
|
||||
|
||||
case "Greatbtns":
|
||||
{
|
||||
|
||||
var dictAction = (XMLTool.DictionaryAction)act;
|
||||
return QFramework.BtnsAction.Allocate(dictAction.args);
|
||||
|
||||
}
|
||||
default:
|
||||
Debug.LogError($"ûÓÐÕÒµ½´ËActionµÄÀàÐÍ{act.Type}");
|
||||
break;
|
||||
|
||||
@ -4,23 +4,42 @@ using UnityEngine;
|
||||
using QFramework;
|
||||
using System;
|
||||
using QFramework.Example;
|
||||
namespace QFramework
|
||||
{
|
||||
public class BtnsAction : IAction
|
||||
{
|
||||
public ulong ActionID { get; set; }
|
||||
public bool Deinited { get; set; }
|
||||
public bool Paused { get; set; }
|
||||
public ActionStatus Status { get; set; }
|
||||
public ulong ActionID
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public bool Deinited
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public bool Paused
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public ActionStatus Status
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
private static readonly SimpleObjectPool<BtnsAction> mPool =
|
||||
new SimpleObjectPool<BtnsAction>(() => new BtnsAction(), null, 10);
|
||||
string btnStr = string.Empty;
|
||||
public static BtnsAction Allocate(string btnStr, System.Action onDelayFinish = null)
|
||||
public Dictionary<string, string> datas;
|
||||
|
||||
|
||||
|
||||
public static BtnsAction Allocate(Dictionary<string, string> datas, System.Action onDelayFinish = null)
|
||||
{
|
||||
var retNode = mPool.Allocate();
|
||||
retNode.ActionID = ActionKit.ID_GENERATOR++;
|
||||
retNode.Deinited = false;
|
||||
retNode.Reset();
|
||||
retNode.btnStr = btnStr;
|
||||
// retNode.btnStr = btnStr;
|
||||
retNode.datas = datas;
|
||||
return retNode;
|
||||
}
|
||||
|
||||
@ -46,12 +65,16 @@ public class BtnsAction : IAction
|
||||
public void OnStart()
|
||||
{
|
||||
UIBtnsData data = new UIBtnsData();
|
||||
var btns = btnStr.Split(',');
|
||||
foreach (var item in btns)
|
||||
{
|
||||
data.btns.Add(item);
|
||||
}
|
||||
UIKit.OpenPanelAsync<UIBtns>(uiData: data, canvasLevel: UILevel.RightBottom).ToAction().StartGlobal(() => this.Finish());
|
||||
// var btns = btnStr.Split(',');
|
||||
//foreach (var item in btns)
|
||||
//{
|
||||
// data.btns.Add(item);
|
||||
//}
|
||||
data.name = datas.ContainsKey("name") ? datas["name"] : string.Empty;
|
||||
data.pos = datas.ContainsKey("pos") ? datas["pos"] : string.Empty;
|
||||
data.size = datas.ContainsKey("size") ? datas["size"] : string.Empty;
|
||||
|
||||
UIKit.OpenPanelAsync<UIBtns>(uiData: data, canvasLevel: UILevel.Common).ToAction().StartGlobal(() => this.Finish());
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
@ -60,3 +83,4 @@ public class BtnsAction : IAction
|
||||
Paused = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -71,13 +71,12 @@ namespace QFramework.Example
|
||||
bg.rectTransform.anchorMin = new Vector2(0, 0.5f); // 左下锚点(右侧)
|
||||
bg.rectTransform.anchorMax = new Vector2(0, 0.5f); // 右上锚点(右侧)
|
||||
|
||||
// 将位置偏移归零(相对于锚点)
|
||||
bg.rectTransform.anchoredPosition = Vector2.zero;
|
||||
|
||||
|
||||
// 可选:设置轴心点为右侧中点(影响缩放/旋转中心)
|
||||
bg.rectTransform.pivot = new Vector2(0, 0.5f);
|
||||
|
||||
bg.rectTransform.anchoredPosition = new Vector3(5, 55, 0);
|
||||
//bg.rectTransform.anchoredPosition = new Vector3(5, 55, 0);
|
||||
break;
|
||||
case "right":
|
||||
default:
|
||||
|
||||
@ -5,12 +5,16 @@ using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using static OperationController;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace QFramework.Example
|
||||
{
|
||||
public class UIBtnsData : UIPanelData
|
||||
{
|
||||
public List<string> btns = new List<string>();
|
||||
public string name;
|
||||
public string pos;
|
||||
public string size;
|
||||
}
|
||||
public partial class UIBtns : UIPanel
|
||||
{
|
||||
@ -31,17 +35,40 @@ namespace QFramework.Example
|
||||
TypeEventSystem.Global.Register<StepStatusOnChange>(OnStepChanged).UnRegisterWhenDisabled(gameObject);
|
||||
mData = uiData as UIBtnsData ?? new UIBtnsData();
|
||||
BtnContent.RemoveAllChildren();
|
||||
foreach (var item in mData.btns)
|
||||
{
|
||||
|
||||
|
||||
List<String> btnnames = mData.name.Split('|')?.ToList();
|
||||
List<String> pos = mData.pos.Split('|')?.ToList();
|
||||
List<String> size = mData.size.Split('|')?.ToList();
|
||||
for (int i = 0; i < btnnames.Count; i++) {
|
||||
|
||||
int j = i;
|
||||
GameObject obj = GameObject.Instantiate(BtnPrefab.gameObject, BtnContent);
|
||||
obj.name = item;
|
||||
obj.transform.Find("Label").GetComponent<TextMeshProUGUI>().text = item;
|
||||
obj.GetComponent<Button>().onClick.AddListener(() =>
|
||||
{
|
||||
Hide();
|
||||
});
|
||||
|
||||
obj.name = btnnames[j];
|
||||
Vector2 positem = Utility.GetVector2FromStrArray(pos[j]);
|
||||
Vector2 sizeData = Utility.GetVector2FromStrArray(size[j]);
|
||||
obj.transform.Find("Label").GetComponent<TextMeshProUGUI>().text= btnnames[j];
|
||||
obj.GetComponent<RectTransform>().sizeDelta = sizeData;
|
||||
obj.GetComponent<RectTransform>().position = positem;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//foreach (var item in mData.btns)
|
||||
//{
|
||||
// GameObject obj = GameObject.Instantiate(BtnPrefab.gameObject, BtnContent);
|
||||
// obj.name = item;
|
||||
// obj.transform.Find("Label").GetComponent<TextMeshProUGUI>().text = item;
|
||||
// obj.GetComponent<Button>().onClick.AddListener(() =>
|
||||
// {
|
||||
// Hide();
|
||||
// });
|
||||
//}
|
||||
|
||||
}
|
||||
|
||||
protected override void OnShow()
|
||||
|
||||
@ -44,14 +44,14 @@ namespace QFramework.Example
|
||||
|
||||
// 获取BlendShape数量
|
||||
int blendShapeCount = mesh.blendShapeCount;
|
||||
Debug.Log($"物体 {obj.name} 有 {blendShapeCount} 个BlendShapes");
|
||||
// Debug.Log($"物体 {obj.name} 有 {blendShapeCount} 个BlendShapes");
|
||||
|
||||
// 遍历所有BlendShapes并输出信息
|
||||
for (int i = 0; i < blendShapeCount; i++)
|
||||
{
|
||||
string blendShapeName = mesh.GetBlendShapeName(i);
|
||||
float currentWeight = skinnedRenderer.GetBlendShapeWeight(i);
|
||||
Debug.Log($"BlendShape #{i}: {blendShapeName}, 当前权重: {currentWeight}");
|
||||
// Debug.Log($"BlendShape #{i}: {blendShapeName}, 当前权重: {currentWeight}");
|
||||
}
|
||||
|
||||
// 为每个BlendShape创建对应的Slider
|
||||
|
||||
@ -6,15 +6,18 @@ using System.IO;
|
||||
using System.Linq;
|
||||
using System.Xml;
|
||||
using System.Xml.Linq;
|
||||
using System.Xml.Serialization;
|
||||
using UnityEngine;
|
||||
|
||||
using static XMLTool.Body3D;
|
||||
namespace XMLTool
|
||||
{
|
||||
public class AppData
|
||||
{
|
||||
public PreLoad preLoad;
|
||||
public List<Module> Modules { get; set; }
|
||||
public List<Module> Modules
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -26,19 +29,46 @@ namespace XMLTool
|
||||
public class Module
|
||||
{
|
||||
|
||||
public string type { get; set; }
|
||||
public string Scene { get; set; }
|
||||
public string ModuleName { get; set; }
|
||||
public string Descript { get; set; }
|
||||
public string type
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string Scene
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string ModuleName
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string Descript
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public string OnlyCurScore { get; set; }
|
||||
public string Icon { get; set; }
|
||||
public string OnlyCurScore
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string Icon
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public List<Operation> Operations { get; set; }
|
||||
public List<Device> Devices { get; set; }
|
||||
public List<Operation> Operations
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public List<Device> Devices
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public Dictionary<string, FSM> FSM = new Dictionary<string, FSM>();
|
||||
public Dictionary<string, Action> ActionDict { get; set; }
|
||||
public Dictionary<string, Action> ActionDict
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public Score score;
|
||||
|
||||
@ -49,14 +79,38 @@ namespace XMLTool
|
||||
|
||||
public class Device
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public string Icon { get; set; }
|
||||
public string HighColor { get; set; }
|
||||
public string Path { get; set; }
|
||||
public string Tip { get; set; }
|
||||
public string BoxColliderSize { get; set; }
|
||||
public string BoxColliderCenter { get; set; }
|
||||
public bool MeshCollider { get; set; }
|
||||
public string Name
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string Icon
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string HighColor
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string Path
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string Tip
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string BoxColliderSize
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string BoxColliderCenter
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public bool MeshCollider
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
// 可以限制场景中一共有多少个此道具 -1 代表无限多
|
||||
public int Count = -1;
|
||||
@ -91,10 +145,22 @@ namespace XMLTool
|
||||
|
||||
public class ActionItem
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public string Type { get; set; }
|
||||
public string Value { get; set; }
|
||||
public List<ActionItem> SubActions { get; set; }
|
||||
public string Name
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string Type
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string Value
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public List<ActionItem> SubActions
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -138,48 +204,108 @@ namespace XMLTool
|
||||
|
||||
public class FSM
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public List<Transision> Transisions { get; set; }
|
||||
public Dictionary<string, State> StateDict { get; set; }
|
||||
public string Name
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public List<Transision> Transisions
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public Dictionary<string, State> StateDict
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
}
|
||||
public class State
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public StatePart Enter { get; set; }
|
||||
public StatePart Exit { get; set; }
|
||||
public string Name
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public StatePart Enter
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public StatePart Exit
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
}
|
||||
public class StatePart
|
||||
{
|
||||
public Action Action { get; set; }
|
||||
public Action Action
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
}
|
||||
|
||||
public class Transision
|
||||
{
|
||||
|
||||
public string Name { get; set; }
|
||||
public string From { get; set; }
|
||||
public string To { get; set; }
|
||||
public Condition Action { get; set; }
|
||||
public string Name
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string From
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string To
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public Condition Action
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
}
|
||||
|
||||
public class Operation
|
||||
{
|
||||
public string name;
|
||||
public string moduleType { get; set; }
|
||||
public bool freeStep { get; set; }
|
||||
public List<Step> Steps { get; set; }
|
||||
public string moduleType
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public bool freeStep
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public List<Step> Steps
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
}
|
||||
public class Step
|
||||
{
|
||||
public Step Parent { get; set; }
|
||||
public string Name { get; set; }
|
||||
public Action Reset { get; set; }
|
||||
public Action Start { get; set; }
|
||||
public Action Finished { get; set; }
|
||||
public Step Parent
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string Name
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public Action Reset
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public Action Start
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public Action Finished
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public bool isFinished = false;
|
||||
public List<Step> SubSteps { get; set; }
|
||||
public List<Step> SubSteps
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -187,15 +313,33 @@ namespace XMLTool
|
||||
{
|
||||
public class Body
|
||||
{
|
||||
public string Icon { get; set; }
|
||||
public string Name { get; set; }
|
||||
public string Path { get; set; }
|
||||
public string Icon
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string Name
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
public string Path
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public string Tip { get; set; }
|
||||
public string Tip
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public string Audio { get; set; }
|
||||
public string Audio
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public string FocusDistance { get; set; }
|
||||
public string FocusDistance
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public bool isShow = false;
|
||||
|
||||
@ -1815,7 +1959,40 @@ namespace XMLTool
|
||||
}
|
||||
break;
|
||||
|
||||
case "Greatbtns":
|
||||
{
|
||||
|
||||
var act = new DictionaryAction();
|
||||
XAttribute name = action.Attribute("name");
|
||||
if (name != null)
|
||||
{
|
||||
act.args.Add("name", name.Value);
|
||||
|
||||
}
|
||||
XAttribute pos = action.Attribute("pos");
|
||||
if (pos != null)
|
||||
{
|
||||
act.args.Add("pos", pos.Value);
|
||||
|
||||
|
||||
}
|
||||
XAttribute size = action.Attribute("size");
|
||||
if (size != null)
|
||||
{
|
||||
act.args.Add("size", size.Value);
|
||||
|
||||
|
||||
}
|
||||
newAction = act;
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
case "UISliderAnimReSet": {
|
||||
|
||||
|
||||
|
||||
}break;
|
||||
|
||||
default:
|
||||
newAction = new Action();
|
||||
|
||||
@ -116,6 +116,7 @@
|
||||
></Action>
|
||||
<Action type="UISliderAnim" title="棱柱倾斜度|底面边长|上底面边长|棱高" targetObj="Main/A_SM_LengZhu"> </Action>
|
||||
|
||||
<Action type="Greatbtns" name="动态三维建模|分类对比学习" pos="-1852.3,322.3|-1723.994,322.3" size="125,70|125,70" />
|
||||
|
||||
|
||||
|
||||
@ -177,6 +178,7 @@
|
||||
|
||||
></Action>
|
||||
|
||||
<Action type="UISliderAnim" title="棱柱倾斜度|底面边长|上底面边长|棱高" targetObj="Main/A_SM_LengZhu"> </Action>
|
||||
|
||||
|
||||
|
||||
@ -234,6 +236,7 @@
|
||||
|
||||
></Action>
|
||||
|
||||
<Action type="UISliderAnim" title="棱锥底面|棱锥底面边长|棱锥侧面|棱锥侧棱|棱锥棱高|棱锥顶点" targetObj="Main/A_SM_LengZhui"> </Action>
|
||||
|
||||
|
||||
</Action>
|
||||
@ -267,13 +270,9 @@
|
||||
tiptitle="球体圆心|球体半径"
|
||||
|
||||
></Action>
|
||||
<Action type="UISliderAnim" title="半径" targetObj="Main/A_SM_QiuTi"> </Action>
|
||||
|
||||
|
||||
<!--<Action type="TextWindow" title="球说明" value="球:以半圆直径所在的直线为旋转轴旋转一周,所形成的曲面叫作球面,球面所围成的几何
|
||||
体叫作球体,简称球.
|
||||
半圆的圆心叫作球心
|
||||
半圆的半径叫作球的半径
|
||||
以半圆直径所在的直线为旋转轴旋转一周,所形成的曲面叫作球面,球面所围成的几何
|
||||
体叫作球体,简称球。" position="right" scrollSpeed="25"/>-->
|
||||
|
||||
</Action>
|
||||
</Enter>
|
||||
@ -312,12 +311,10 @@
|
||||
两个底面间的距离叫作圆柱的高。"
|
||||
tipaudio=" sound29.mp3|sound30.mp3|sound31.mp3|sound32.mp3|sound33.mp3 "
|
||||
tiptitle="圆柱轴|圆柱底面|圆柱侧面|圆柱母线|圆柱高"
|
||||
|
||||
|
||||
|
||||
></Action>
|
||||
<Action type="UISliderAnim" title="圆柱轴|圆柱底面|圆柱侧面|圆柱母线|圆柱高" targetObj="Main/A_SM_YuanZhu"> </Action>
|
||||
|
||||
|
||||
<Action type="Log" value="圆柱FINISH"></Action>
|
||||
|
||||
</Action>
|
||||
</Enter>
|
||||
@ -354,6 +351,7 @@
|
||||
></Action>
|
||||
<!--<Action type="UIShow" value="UIGuideTip" isShow="true"></Action>-->
|
||||
|
||||
<Action type="UISliderAnim" title="底面半径|圆锥高|圆锥倾斜度" targetObj="Main/A_SM_YuanZhui"> </Action>
|
||||
|
||||
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user