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HEAD:Assets/Scripts/MiniGame/HuoShan/Language/LanguageAnalysis/AUTO_CONFIG_FEATURE.md.meta guid: 8e2ee6d30ac820343b7b75afc919d4ea TextScriptImporter: +======== +guid: b56282e2f6f919d4db3d569dc07134fc +PrefabImporter: +>>>>>>>> develop:Assets/UI/Prefabs/文字预制体.prefab.meta externalObjects: {} userData: assetBundleName: diff --git a/Assets/Scripts/UI/DialogUI/VariableBar.cs b/Assets/Scripts/UI/DialogUI/VariableBar.cs new file mode 100644 index 000000000..a35c4700e --- /dev/null +++ b/Assets/Scripts/UI/DialogUI/VariableBar.cs @@ -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 _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.VariableSet, OnVariableUpdate); + } + + private void OnDisable() + { + ClearAllVariables(); + EnumEventSystem.Global.UnRegister(StorageEvent.VariableSet, OnVariableUpdate); + } + + private void PrintAllVariables((Dictionary FloatVariables, Dictionary StringVariables, + Dictionary BoolVariables) variables) + { + // 先把所有变量整理为文字 + Dictionary variableStrDict = new Dictionary(); + 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(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/DialogUI/VariableBar.cs.meta b/Assets/Scripts/UI/DialogUI/VariableBar.cs.meta new file mode 100644 index 000000000..6ccf613e6 --- /dev/null +++ b/Assets/Scripts/UI/DialogUI/VariableBar.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 307dcccaf8bab6f429285f97e405a817 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Panel/InfoPanel.cs b/Assets/Scripts/UI/Panel/InfoPanel.cs index 58ded1508..8f55aeffd 100644 --- a/Assets/Scripts/UI/Panel/InfoPanel.cs +++ b/Assets/Scripts/UI/Panel/InfoPanel.cs @@ -5,6 +5,7 @@ namespace AibisDream.UI public class InfoPanel : MonoBehaviour, IUIPanel { 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