贺州人民医院电子沙盘
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DisasterList : MonoBehaviour {
public GameObject prefab;
private static DisasterList instance;
public static DisasterList Instance
{
get
{
return instance;
}
}
private void Awake()
{
instance = this;
}
private void Start()
{
prefab = Resources.Load("Prefab/DisasterItem") as GameObject;
//获取所有灾情
//GetDisasterList();
//生成
//CreateItems();
}
public bool AnySelected()
{
if (GetComponent<ToggleGroup>().AnyTogglesOn())
{
return true;
}
else
{
return false;
}
}
private void CreateItem(DisasterInfo msg)
{
GameObject item = Instantiate(prefab, transform);
item.GetComponent<DisasterItem>().Set(msg);
}
public void DeleteDisaster(long Id)
{
//list.Remove(msg);
for(int i = 0; i < transform.childCount; i++)
{
var id = transform.GetChild(i).GetComponent<DisasterItem>().msg.Id;
if (id == Id)
{
Destroy(transform.GetChild(i).gameObject);
}
}
}
/// <summary>
/// 显示当页灾情列表
/// </summary>
/// <param name="list"></param>
public void ShowIndexDisasters(IEnumerable<DisasterInfo> infos)
{
//3、生成当前页灾情列表
//先清空原有子物体
for (int i = 0; i < transform.childCount; i++)
{
Destroy(transform.GetChild(i).gameObject);
}
foreach(DisasterInfo msg in infos)
{
CreateItem(msg);
}
}
public void UpdateDisasterInfo(DisasterInfo info)
{
for (int i = 0; i < transform.childCount; i++)
{
var id = transform.GetChild(i).GetComponent<DisasterItem>().msg.Id;
if (id == info.Id)
{
transform.GetChild(i).GetComponent<DisasterItem>().Set(info);
}
}
}
}