SPJKLayer.cs 2.0 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Threading.Tasks;
  5. using UnityEngine;
  6. using UnityEngine.UI;
  7. using UnityAsync;
  8. using WaitUntil = UnityAsync.WaitUntil;
  9. public class SPJKLayer : MonoBehaviour
  10. {
  11. public GameObject spjkItemOri;
  12. public Transform spjkItemContent;
  13. public List<SPJK_ObsItem> currentObsDataList = new List<SPJK_ObsItem>();
  14. public Text countText;
  15. public InputField _obsSearchInputField;
  16. async void Start()
  17. {
  18. InitObsData();
  19. _obsSearchInputField.onValueChanged.AddListener(SearchObsItem);
  20. }
  21. private async Task InitObsData() {
  22. await new WaitUntil(() =>
  23. {
  24. return GlobalData.obsDatas_by.Count > 0&&GlobalData.obsDatas_tk.Count>0;
  25. });
  26. ObsData[] obs_by = GlobalData.obsDatas_by.ToArray();
  27. for (int i = 0; i < obs_by.Length; i++)
  28. {
  29. SPJK_ObsItem tempItem = Instantiate(spjkItemOri, spjkItemContent).GetComponent<SPJK_ObsItem>();
  30. tempItem.SetData(obs_by[i]);
  31. currentObsDataList.Add(tempItem);
  32. }
  33. ObsData[] obs_tk = GlobalData.obsDatas_tk.ToArray();
  34. for (int i = 0; i < obs_tk.Length; i++)
  35. {
  36. SPJK_ObsItem tempItem = Instantiate(spjkItemOri, spjkItemContent).GetComponent<SPJK_ObsItem>();
  37. tempItem.SetData(obs_tk[i]);
  38. currentObsDataList.Add(tempItem);
  39. }
  40. countText.text = $"监控列表 (<color=#FFFFFF>{obs_by.Length+obs_tk.Length}</color>)";
  41. }
  42. public void SearchObsItem(string s_name)
  43. {
  44. if (s_name.Equals(""))
  45. {
  46. for (int i = 0; i < currentObsDataList.Count; i++)
  47. {
  48. currentObsDataList[i].gameObject.SetActive(true);
  49. }
  50. }
  51. else
  52. {
  53. for (int i = 0; i < currentObsDataList.Count; i++)
  54. {
  55. currentObsDataList[i].gameObject.SetActive(currentObsDataList[i]._data.name.Contains(s_name));
  56. }
  57. }
  58. }
  59. }