如何将实例化预制件的顺序统一排列在父对象下?

时间:2019-04-09 08:56:48

标签: c# unity3d

尝试根据扩展名* .json列出数字文件。在父对象下实例化预制件,但不会按顺序进行。有没有一种方法可以刷新列表或按照升序排列它们。目的是加载和删除文件。如何排列文件1,2, 3,4,5 ...如果有10个文件,最后保存的文件应该放在父目录下的第10位吗?

Dictionary<int, Button> BtnList = new Dictionary<int, Button>();
public static FileInfo[] info;
GameObject lisobj;

public void ListMap()
{

    panellist.SetActive(true);
    string mainpath = Application.persistentDataPath;
    DirectoryInfo dir = new DirectoryInfo(mainpath);



    info = dir.GetFiles("*.json");


    for(int i = 1;i<=info.Length;i++)
    {
           lisobj = Instantiate(prefabpanellist);
        lisobj.transform.SetParent(Parentcontent);

            number.text = i.ToString();
            mapnamedb.text =info[i-1].Name;

        var button = lisobj.GetComponentInChildren<Button>();
        BtnList.Add(i,button);



    }
    lisobj.transform.SetParent(Parentcontent);

    Dictionary<int, Button>.ValueCollection values = BtnList.Values;

    foreach (Button btn in values)
    {

        btn.onClick.AddListener(() => Deleteinformation());


    }

}

public void Deleteinformation()
{
    var b= UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.GetComponent<Button>();


    var mykey=BtnList.FirstOrDefault(x=>x.Value==b).Key;
    Debug.Log("Items are" + mykey);

    string mainpath = Application.persistentDataPath;
    Debug.Log("Name is " + info[mykey - 1].Name);

    //File.Delete(mainpath + info[mykey-1].);
}

最初,当我将文件保存到.json并单击Listmap的按钮(以显示文件列表-如屏幕快照中所示)。它两次显示索引号5。我保存的最后一个文件名为“ 00000”。 json”,但它成为第一个文件。也就是我保存它(文件列表)后没有更新,当我单击Listmap时,这些文件多次显示相同的索引号。似乎不确定是否刷新。另一个问题是最后保存的文件位于顶部。

1 2

1 个答案:

答案 0 :(得分:1)

我将它们放在一起,现在对我来说非常合适:

注意:我注释掉了与示例无关的所有内容(或您未在问题中添加到代码中的内容)

public class FilesExample : MonoBehaviour
{
    // Start is called before the first frame update
    private void Start()
    {
        ListMap();
    }

    public static FileSystemInfo[] info;

    public void ListMap()
    {
        /*
         * If you already called this before you already have child objects
         * So I would destroy the old ones before instantiating new ones
         */
        //foreach(Transform child in Parentcontent)
        foreach(Transform child in transform)
        {
            Destroy(child.gameObject);
        }

        //panellist.SetActive(true);

        /*
         * preferred to use streamingAssetsPath for testing
         */

        //var mainpath = Application.persistentDataPath;
        var mainpath = Application.streamingAssetsPath;
        var dir = new DirectoryInfo(mainpath);

        info = dir.GetFileSystemInfos("*.json").OrderBy(i => i.CreationTime).ToArray();

        for (var i = 1; i <= info.Length; i++)
        {
            /* 
             * Instead of instantiating I simply created new empty objects
             * just as example 
             */

            //var lisobj = Instantiate(prefabpanellist);
            var lisobj = new GameObject(i + " " + info[i - 1].Name);
            //lisobj.transform.SetParent(Parentcontent);
            lisobj.transform.SetParent(transform);

            // Though I'm sure this should already have the correct order
            // you could still do SetLastSibling to move the 
            // created/instantiated object to the bottom
            lisobj.transform.SetAsLastSibling();

            //number.text = i.ToString();
            //mapnamedb.text = info[i - 1].Name;

            /*
             * NOTE: I would simply do the buttons thing in the same
             *       loop. That saves you a lot of storing and accessing lists
             */

            //var index = i;
            //var button = lisobj.GetComponentInChildren<Button>(true);
            //button.onClick.AddListener(() => Deleteinformation(index));
        }
    }

    public void Deleteinformation(int index)
    {
        Debug.Log("Index is " + index);

        Debug.Log("Path is " + info[index].FullName);

        File.Delete( info[index].FullName);

        // update the scene list
        ListMap();
    }
}

结果

按名称排序的驱动器上的文件

enter image description here

按创建日期排序的驱动器上的文件

enter image description here

Unity结果按创建日期排序

enter image description here