添加变量打印功能

This commit is contained in:
2025-11-27 22:44:20 +08:00
parent a6ead432e3
commit 2316143300
7 changed files with 782 additions and 539 deletions
-536
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@@ -1,536 +0,0 @@
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@@ -0,0 +1,94 @@
using System.Collections.Generic;
using System.Linq;
using AibisDream.Framework;
using AibisDream.Utility;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace AibisDream.UI
{
public class VariableBar : MonoBehaviour
{
[SerializeField] private ScrollRect scrollRect;
[SerializeField] private TMP_Text variableText;
private Dictionary<string, TMP_Text> _variableTextDict = new();
private void OnEnable()
{
// 读取存储中所有变量并打印
var variables = StorageSystem.Instance.GetAllVariables();
PrintAllVariables(variables);
EnumEventSystem.Global.Register<StorageEvent, VariableItem>(StorageEvent.VariableSet, OnVariableUpdate);
}
private void OnDisable()
{
ClearAllVariables();
EnumEventSystem.Global.UnRegister<StorageEvent, VariableItem>(StorageEvent.VariableSet, OnVariableUpdate);
}
private void PrintAllVariables((Dictionary<string, float> FloatVariables, Dictionary<string, string> StringVariables,
Dictionary<string, bool> BoolVariables) variables)
{
// 先把所有变量整理为文字
Dictionary<string, string> variableStrDict = new Dictionary<string, string>();
foreach (var variable in variables.FloatVariables)
{
variableStrDict.Add(variable.Key, $"{variable.Key}: {variable.Value}");
}
foreach (var variable in variables.StringVariables)
{
variableStrDict.Add(variable.Key, $"{variable.Key}: {variable.Value}");
}
foreach (var variable in variables.BoolVariables)
{
variableStrDict.Add(variable.Key, $"{variable.Key}: {variable.Value}");
}
// 整理文字后按Key的字典序排序
var sortedVariableStrArr = variableStrDict.OrderBy(item => item.Key).Select(item => item.Value).ToList();
// 将每个条目放到TMP里
foreach (var variableStr in sortedVariableStrArr)
{
var item = Instantiate(variableText, scrollRect.content);
item.text = variableStr;
_variableTextDict.Add(variableStr, item);
}
}
private void OnVariableUpdate(VariableItem variableItem)
{
if (_variableTextDict.TryGetValue(variableItem.variableName, out var text))
{
text.text = $"{variableItem.variableName}: {variableItem.value}";
}
else
{
var item = Instantiate(variableText, scrollRect.content);
item.text = $"{variableItem.variableName}: {variableItem.value}";
_variableTextDict.Add(variableItem.variableName, item);
// 按字典序插入子类
// 先找到插入位置
var sortedVariableStrArr = _variableTextDict.Keys.OrderBy(item => item).ToList();
var insertIdx = sortedVariableStrArr.FindIndex(item => item.CompareTo(variableItem.variableName) > 0);
if (insertIdx < 0)
{
insertIdx = sortedVariableStrArr.Count;
}
// 插入
item.transform.SetSiblingIndex(insertIdx);
}
}
private void ClearAllVariables()
{
scrollRect.content.DestroyAllChildren();
_variableTextDict.Clear();
}
}
}
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View File
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public class InfoPanel : MonoBehaviour, IUIPanel
{
[SerializeField] private DemoTimer demoTimer;
[SerializeField] private VariableBar variableBar;
public void SetTimerActive(bool isOpen)
{
@@ -16,6 +17,14 @@ namespace AibisDream.UI
demoTimer.totalTimeInSeconds = time;
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.I))
{
variableBar.gameObject.SetActive(!variableBar.gameObject.activeSelf);
}
}
public void Show()
{
gameObject.SetActive(true);
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