using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class MenuManage : MonoBehaviour { // Start is called before the first frame update public Transform menus; private Transform slice1; private Transform slice2; private Transform slice3; private GameObject Clone2; private GameObject Clone3; private float startCloneHeight; private List<GameObject> cloneTwoList = new List<GameObject>(); private int menesTotals; private List<Transform> menusTF = new List<Transform>(); public GameObject content; public float contendHight; void Start() { menesTotals = menus.childCount; foreach (Transform tf in menus) { // EventTriggerListener.Get(tf.gameObject).onClick = onMens; menusTF.Add(tf); tf.GetComponent<Button>().onClick.AddListener(() => { onMens(tf.gameObject); // print(123); }); } initi(MenuOne.sliceOneMenu); } void initi(int sliceOneMenu) { for (int i = 0; i < menesTotals; i++) { if (i == sliceOneMenu) { menus.GetChild(i).GetComponent<Image>().sprite = menus.GetChild(i).GetComponent<ChangleSP>().stopSP; } else { menus.GetChild(i).GetComponent<Image>().sprite = menus.GetChild(i).GetComponent<ChangleSP>().startSP; } } slice1 = menus.GetChild(sliceOneMenu); slice2 = slice1.GetComponent<MenuTwoThreeDate>().meneTwo; slice3 = slice1.GetComponent<MenuTwoThreeDate>().meneThree; ResetIndex(slice2, menus.gameObject, sliceOneMenu + 1); } /// <summary> /// /// </summary> /// <param name="newTf">克隆出来所有的二级目录</param> /// <param name="parentOBJ">被克隆出来放在parentOBJ的下面</param> /// <param name="indexNum">按照顺序排列</param> private void ResetIndex(Transform newTf, GameObject parentOBJ, int indexNum) { for (int i = slice2.childCount - 1; i >= 0; i--) { GameObject newOBJ2 = Instantiate(newTf.GetChild(i).gameObject, menus); newOBJ2.transform.SetSiblingIndex(indexNum); if (!newOBJ2.GetComponent<Button>()) { newOBJ2.AddComponent<Button>(); } // EventTriggerListener.Get(newOBJ2).onClick = onMens2; newOBJ2.GetComponent<Button>().onClick.AddListener(() => { onMens2(newOBJ2); }); cloneTwoList.Add(newOBJ2); } } #region 点击一级目录 void onMens(GameObject sender) { if (sender.GetComponent<Image>().sprite.name == sender.GetComponent<ChangleSP>().stopSP.name) { StartCoroutine(resetMenuOne(-1)); sender.GetComponent<Image>().sprite = sender.GetComponent<ChangleSP>().startSP; return; } for (int i = 0; i < menesTotals; i++) { if (sender.name == menusTF[i].name) { StartCoroutine(resetMenuOne(i)); menusTF[i].GetComponent<MenuTwoThreeDate>().arrow.SetActive(true); } else { menusTF[i].GetComponent<MenuTwoThreeDate>().arrow.SetActive(false); } } } IEnumerator resetMenuOne(int i) { while (cloneTwoList.Count > 0) { Destroy(cloneTwoList[0]); cloneTwoList.RemoveAt(0); } if (cloneThreeList.Count > 0) { Destroy(cloneThreeList[0]); cloneThreeList.RemoveAt(0); } yield return new WaitForSeconds(0.1f); if (i !=-1) initi(i); getMenusHight(); } #endregion private int num; #region 点击二级目录 void onMens2(GameObject OBJ2) { // print("二级名字" + OBJ2.name); if (OBJ2.GetComponent<Image>().sprite.name == OBJ2.GetComponent<ChangleSP>().stopSP.name) { Destroy(cloneThreeList[0]); cloneThreeList.RemoveAt(0); OBJ2.GetComponent<Image>().sprite = OBJ2.GetComponent<ChangleSP>().startSP; return; } for (int i = cloneTwoList.Count - 1; i >= 0; i--) { if (OBJ2.name == cloneTwoList[i].name) { OBJ2.GetComponent<Image>().sprite = OBJ2.GetComponent<ChangleSP>().stopSP; num = cloneTwoList.Count - i - 1; } else { cloneTwoList[i].GetComponent<Image>().sprite = OBJ2.GetComponent<ChangleSP>().startSP; } } if (cloneThreeList.Count > 0) { print("删除"); Destroy(cloneThreeList[0]); cloneThreeList.RemoveAt(0); } StartCoroutine(CloneIE(OBJ2, num)); } IEnumerator CloneIE(GameObject OBJ2, int i) { { yield return new WaitForSeconds(0.01f); for (int j = 0; j < menus.childCount; j++) { if (OBJ2.name == menus.GetChild(j).name) { Clone3 = Instantiate(slice3.GetChild(i).gameObject, menus); cloneThreeList.Add(Clone3); if (Clone3.transform.childCount == 0) Clone3.SetActive(false); // print(Clone3.transform.childCount); Clone3.transform.SetSiblingIndex(j + 1); } } foreach (Transform tf in Clone3.transform) { EventTriggerListener.Get(tf.gameObject).onClick = onMens3; } getMenusHight(); } } #endregion //点击二级的时候判断 private List<GameObject> cloneThreeList = new List<GameObject>(); #region//点击三级目录 void onMens3(GameObject OBJ3) { for (int i = 0; i < Clone3.transform.childCount; i++) { if (OBJ3.name == Clone3.transform.GetChild(i).name) { OBJ3.GetComponent<Image>().sprite = OBJ3.GetComponent<ChangleSP>().stopSP; // print("三级名字:" + OBJ3); } else { Clone3.transform.GetChild(i).GetComponent<Image>().sprite = OBJ3.GetComponent<ChangleSP>().startSP; } } getMenusHight(); } #endregion //获取目录的高度 void getMenusHight() { contendHight = 0; foreach (Transform child in menus) { RectTransform rectTransform = child.GetComponent<RectTransform>(); if (rectTransform != null) { contendHight += rectTransform.rect.height; } } Vector2 date = content.GetComponent<RectTransform>().sizeDelta; date.y = contendHight + 50; // print(date.y); content.GetComponent<RectTransform>().sizeDelta = date; } }
标签:OBJ2,name,int,private,menus,Unity,GetComponent,目录,三级 From: https://www.cnblogs.com/zqiang0803/p/18513012