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{fileID: 6301676137386981043} m_Father: {fileID: 9121104646511807031} - m_RootOrder: 23 + m_RootOrder: 21 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 1, y: 0} m_AnchorMax: {x: 1, y: 0} @@ -6655,7 +6655,7 @@ RectTransform: m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 9121104646511807031} - m_RootOrder: 19 + m_RootOrder: 17 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} @@ -6810,7 +6810,7 @@ RectTransform: - {fileID: 8302928745935361540} - {fileID: 3391482199799977988} m_Father: {fileID: 9121104646511807031} - m_RootOrder: 14 + m_RootOrder: 13 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} @@ -8163,7 +8163,7 @@ RectTransform: - {fileID: 2283375224977561922} - {fileID: 9190099286771187439} m_Father: {fileID: 9121104646511807031} - m_RootOrder: 24 + m_RootOrder: 22 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} @@ -8380,7 +8380,7 @@ PrefabInstance: - target: {fileID: 8402700413845883541, guid: 6556e9ad8aca9054b88aa3666ade8a10, type: 3} propertyPath: m_RootOrder - value: 21 + value: 19 objectReference: {fileID: 0} - target: {fileID: 8402700413845883541, guid: 6556e9ad8aca9054b88aa3666ade8a10, type: 3} diff --git a/Assets/Scripts/UIScripts/Teacher/Subject1EditorCtrl.cs b/Assets/Scripts/UIScripts/Teacher/Subject1EditorCtrl.cs index af8d9d6..ed7696b 100644 --- a/Assets/Scripts/UIScripts/Teacher/Subject1EditorCtrl.cs +++ b/Assets/Scripts/UIScripts/Teacher/Subject1EditorCtrl.cs @@ -195,15 +195,12 @@ public class Subject1EditorCtrl : SubjectEditorBase private void InitCarIcon() { - // 先清除之前的装备图标 避免残留 - equipContent.RemoveAll(); - // 重新创建所有装备图标 - List carNames = new List(); + Dictionary selectCars = new Dictionary(); for (int i = 0; i < recordClass.usedEquips.Count; i++) { - carNames.Add(recordClass.usedEquips[i].name); + selectCars[recordClass.usedEquips[i].name] = recordClass.usedEquips[i]; } - equipContent.CreatChildren(carNames.ToArray(), EquipIconCreatOver); + equipContent.SetInitMsg(selectCars); } //关闭界面时初始化界面 diff --git a/Assets/Scripts/UIScripts/Teacher/SubjectEditorBase.cs b/Assets/Scripts/UIScripts/Teacher/SubjectEditorBase.cs index ae67528..aba1acb 100644 --- a/Assets/Scripts/UIScripts/Teacher/SubjectEditorBase.cs +++ b/Assets/Scripts/UIScripts/Teacher/SubjectEditorBase.cs @@ -12,11 +12,10 @@ public class SubjectEditorBase : BasePanel public Image image_Map; public Button button_Save; public Button button_finish; - public InputField input_TaskIntr; public InputField input_FileIntr; - private string subNameKey; + private string[] terrainOriginalNames; // 保存原始地形名称 用于加载地图资源 public SubjectEditorBase(string panelName) : base(new UIType(panelName)) { @@ -33,6 +32,7 @@ public class SubjectEditorBase : BasePanel input_FileIntr = ActivePanel.Find("InputField_renwujianjie (1)").GetComponent(); string[] terrainNames = DBManager.Instance.GetABNames(ABType.地形); + terrainOriginalNames = terrainNames; // 保存原始名称 dropdown_Terrain.options.Clear(); for (int i = 0; i < terrainNames.Length; i++) { @@ -87,7 +87,10 @@ public class SubjectEditorBase : BasePanel async void TerrainChange(int terrainIndex) { - Sprite sprite = await OutSpriteLoader.LoadSprite(StreamingAssetsManager.GetPath($"{dropdown_Terrain.options[terrainIndex].text}_Map")); + string terrainName = (terrainOriginalNames != null && terrainIndex < terrainOriginalNames.Length) + ? terrainOriginalNames[terrainIndex] + : dropdown_Terrain.options[terrainIndex].text; + Sprite sprite = await OutSpriteLoader.LoadSprite(StreamingAssetsManager.GetPath($"{terrainName}_Map")); ShowTerrainMap(sprite); } diff --git a/Assets/Scripts/UIScripts/ThisProjectPublic/EditorContentCtrl.cs b/Assets/Scripts/UIScripts/ThisProjectPublic/EditorContentCtrl.cs index 610fdf8..457ff6b 100644 --- a/Assets/Scripts/UIScripts/ThisProjectPublic/EditorContentCtrl.cs +++ b/Assets/Scripts/UIScripts/ThisProjectPublic/EditorContentCtrl.cs @@ -31,7 +31,7 @@ public class EditorContentCtrl : MonoBehaviour for (int i = 0; i < carsName.Length; i++) { IconBase icon = GetIcon(carsName[i]); - if (unified != null) + if (unified != null && !buildInSprite) icon.SetSprite(unified); else if (needSprite && !buildInSprite) { @@ -53,7 +53,7 @@ public class EditorContentCtrl : MonoBehaviour { IconBase iconBase = GetIcon(childName); Sprite unified = GetUnifiedSprite(); - if (unified != null) + if (unified != null && !buildInSprite) { iconBase.SetSprite(unified); } diff --git a/CODELY.md b/CODELY.md index 4e0b28a..d86bc54 100644 --- a/CODELY.md +++ b/CODELY.md @@ -14,6 +14,7 @@ - [2026-08-03 11:58:13] LocalizationManager was forcing verticalOverflow=Overflow on all Text components when applying fonts, overriding prefab's Truncate setting. Removed all 3 forced verticalOverflow assignments (in Localize(Text), Localize(Dropdown), Localize(InputField)). Must preserve prefab's original verticalOverflow setting. **Why:** user set Truncate on Image_person2 prefab Text but runtime showed Overflow because LocalizationManager overwrote it during font application. - [2026-08-03 17:15:04] PromptTextCtrl now has SetPromptLocalized(key, color, time, args) for real-time translation during the 3-second display window. Existing SetPrompt(msg, ...) calls with pre-translated strings do NOT update on language switch. Must use SetPromptLocalized when the prompt should re-translate while still visible. **Why:** user reported planning prompt not translating during 3s window. **How to apply:** replace SetPrompt(LocalizationManager.Get("key"), color, time) with SetPromptLocalized("key", color, time). For format strings: SetPromptLocalized("存在未规划的车辆{0}!", color, time, carName). - [2026-08-04 11:12:54] When editing scenario files (想定文件), InitCarIcon() must RemoveAll() then CreatChildren() to rebuild equipment icons from scratch — NOT SetInitMsg() which only updates existing icons. Panel is reused across sessions so stale icons from previous edits cause UI mismatch. **Why:** user reported equipment list UI different when editing saved scenario vs creating new one. +- [2026-08-04 14:31:17] TerrainChange must use ORIGINAL terrain names (from DB) not translated dropdown text to find _Map resources in SAMap. OnLanguageChanged replaces dropdown text with translations but TerrainChange needs original name. SubjectEditorBase now stores terrainOriginalNames[] array. Also InitCarIcon must NOT call CreatChildren with EquipIconCreatOver callback — that creates infinite recursion (EquipIconCreatOver calls InitCarIcon). Use SetInitMsg instead. ### Project - [2026-07-23 10:59:21] User is building a multi-language localization system (Chinese/English/French/Russian) for a Unity 2019.4 military equipment repair simulation training app. Translations are stored in `Assets/StreamingAssets/Localization.xml` (external XML, ~470 entries). Code fallback in `LocalizationManager.cs`. Key patterns: `SetFormatted()` for format strings, `InjectOperateMsgLocalized()` for operation records, `IconBase.SetName()` wraps `LocalizationManager.Get()`, `PromptWindowInitData` has key+args constructor for real-time translation of popups.