2024-12-01 19:24:07 +08:00
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using System;
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2024-11-29 09:47:47 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using System.Xml.Serialization;
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2024-11-29 09:47:47 +08:00
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using UnityEngine;
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using UnityEngine.UI;
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2024-12-02 02:47:29 +08:00
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using static System.Collections.Specialized.BitVector32;
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using static UnityEditor.Progress;
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public class EvacuationPanel : MonoBehaviour
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{
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public Dictionary<string, int> distributePeople = new Dictionary<string, int>();
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public List<PersonnelItem> personnelItems;
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public Transform personnelContent;
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public Panel panel;
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public GameObject personnelPrefabs;
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public GameObject classPrefab;
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public Transform content;
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public Text topText;
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public List<ClassItem> classItemList = new List<ClassItem>();
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public List<ClassMate> classMateList = new List<ClassMate>();
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[Header("ѧ<><D1A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")]
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public InputField StuCountInputField;
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public Button CountsubmitBtn;
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public Sprite rsprite;
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public Sprite fsprite;
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public GameObject JuesechoicePop;
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public JueseChoicePop jc = new JueseChoicePop();
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public JSONReader js;
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[Header("<22>ܰ<EFBFBD>ť")]
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public Button redistributeBtn;
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public Button submitBtn;
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[Header("Npc<70><63><EFBFBD><EFBFBD>")]
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public int npcNum;
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[Header("Npc<70><63><EFBFBD><EFBFBD>")]
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public string npcType;
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public string roleid;
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// Start is called before the first frame update
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void Start()
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{
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SetNpcType();
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jc = JuesechoicePop.GetComponent<JueseChoicePop>();
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redistributeBtn.onClick.AddListener(ClearData);
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CountsubmitBtn.onClick.AddListener(Submit);
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submitBtn.onClick.AddListener(totalSubmit);
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StuCountInputField.onEndEdit.AddListener(CheckInput);
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SetClass();
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}
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public void totalSubmit()
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{
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Debug.Log(createTemplateInfo.Instance.auth_CreateTemplate + "===============");
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NpcList nPC = new NpcList();
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nPC.userId = npcType;
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nPC.roleId = roleid;
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createTemplateInfo.Instance.auth_CreateTemplate.npcList = new List<NpcList>();
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createTemplateInfo.Instance.auth_CreateTemplate.npcList.Add(nPC);
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//foreach(NpcList item in createTemplateInfo.Instance.auth_CreateTemplate.npcList)
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//{
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// Debug.Log("npcType>>>>>>>>>>>>>>>>>" + item.userId);
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// Debug.Log("roleid>>>>>>>>>>>>>>>>>" + item.roleId);
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//}
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}
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public void SetNpcType()
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{
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foreach (var scene in panel.sceneDataDictionary)
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{
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Debug.Log("+++++++++++");
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foreach (var npcData in js.locationDictionary)
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{
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
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string roleLimit = npcData.Value.NpcRatio;
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if(npcData.Value.NpcRatio=="-1")
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{
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continue;
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}
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else
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{
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// <20>Ȱ<EFBFBD><C8B0><EFBFBD>,<2C><><EFBFBD>ָ<EFBFBD>
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string[] roleLimitSections = roleLimit.Split(',');
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if (scene.Key == npcData.Value.Note)
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{
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// ֻ<>е<EFBFBD> scene.Key <20><> npcData.Value.Note ƥ<><C6A5>ʱ<EFBFBD><CAB1>ִ<EFBFBD><D6B4>
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this.npcType = roleLimitSections[1];
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roleid = roleLimitSections[0];
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}
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}
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}
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}
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}
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//private void Submit()
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//{
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// //int count = int.Parse(StuCountInputField.text);//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// //StuCountInputField.text = "";
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// //int initialPeople = panel.sceneDataDictionary.Keys.Count* panel.sceneDataDictionary.Values.Count;//<2F>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD>˵<EFBFBD><CBB5><EFBFBD>
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// //string[] sceneNames = { };
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// //for(int i = 0; i< panel.sceneDataDictionary.Keys.Count;i++)//<2F>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// //{
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// // foreach(var item in panel.sceneDataDictionary.Keys)
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// // {
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// // sceneNames[i] = item;
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// // }
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// //}
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// //distributePeople = DistributePeople(sceneNames, initialPeople, count);
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// //foreach(var item in distributePeople)
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// //{
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// // Debug.Log(item.Value);
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// //}
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// int count = int.Parse(StuCountInputField.text); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// StuCountInputField.text = "";
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// // <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD>
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// int initialPeople = panel.sceneDataDictionary.Keys.Count * panel.sceneDataDictionary.Values.Count;
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// // <20><>̬<EFBFBD><CCAC><EFBFBD><EFBFBD>sceneNames<65><73><EFBFBD>飬<EFBFBD><E9A3AC>СΪ<D0A1><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// string[] sceneNames = new string[panel.sceneDataDictionary.Keys.Count];
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// // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ䲢<D6B5><E4B2A2><EFBFBD><EFBFBD>sceneNames<65><73><EFBFBD><EFBFBD>
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// int i = 0;
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// foreach (var item in panel.sceneDataDictionary.Keys)
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// {
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// sceneNames[i] = item;
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// i++;
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// }
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// // <20><><EFBFBD>÷<EFBFBD><C3B7><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD>
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// distributePeople = DistributePeople(sceneNames, initialPeople, count);
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// // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// foreach (var item in distributePeople)
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// {
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// //Debug.Log(item.Value);
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// foreach(var a in personnelItems)
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// {
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// a.SetInfo(item.Value.ToString());
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// }
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// }
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//}
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private void Submit()
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{
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int count = int.Parse(StuCountInputField.text); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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StuCountInputField.text = "";
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// <20><><EFBFBD><EFBFBD><EFBFBD>ѷ<EFBFBD><D1B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD>
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int initialPeople = 0;
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foreach (var item in panel.sceneDataDictionary.Values)
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{
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initialPeople += item.Count; // <20><><EFBFBD><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Value<75><65>һ<EFBFBD><D2BB>List<73><74><EFBFBD><EFBFBD><EFBFBD>ƵĽṹ<C4BD><E1B9B9><EFBFBD><EFBFBD><EFBFBD>а<EFBFBD><D0B0><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>µ<EFBFBD><C2B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա
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}
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// <20><>̬<EFBFBD><CCAC><EFBFBD><EFBFBD>sceneNames<65><73><EFBFBD>飬<EFBFBD><E9A3AC>СΪ<D0A1><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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string[] sceneNames = new string[panel.sceneDataDictionary.Keys.Count];
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// <20><><EFBFBD><EFBFBD>sceneNames<65><73><EFBFBD><EFBFBD>
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int i = 0;
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foreach (var item in panel.sceneDataDictionary.Keys)
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{
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sceneNames[i] = item;
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i++;
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}
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// <20><><EFBFBD>÷<EFBFBD><C3B7><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><DFBC><EFBFBD>
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distributePeople = DistributePeople(sceneNames, initialPeople, count);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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foreach (var item in distributePeople)
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{
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// <20><><EFBFBD><EFBFBD> personnelItems <20>Ǵ洢UIԪ<49>ص<EFBFBD><D8B5>б<EFBFBD>
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foreach (var a in personnelItems)
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{
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a.SetInfo(item.Value.ToString());
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}
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}
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}
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public static Dictionary<string, int> DistributePeople(string[] scenes, int initialPeople, int totalPeople)
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{
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// 1. <20><><EFBFBD><EFBFBD><EFBFBD>ѷ<EFBFBD><D1B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1>
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int totalAssigned = initialPeople;
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//foreach (var scene in scenes)
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//{
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// if (initialPeople.ContainsKey(scene))
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// {
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// totalAssigned += initialPeople[scene];
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// }
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//}
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// 2. <20><><EFBFBD><EFBFBD>ʣ<EFBFBD><CAA3><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1>
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int remainingPeople = totalPeople - totalAssigned;
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// 3. <20><>ʣ<EFBFBD><CAA3><EFBFBD><EFBFBD>Աƽ<D4B1><C6BD><EFBFBD><EFBFBD><EFBFBD>䵽<EFBFBD><E4B5BD><EFBFBD>г<EFBFBD><D0B3><EFBFBD><EFBFBD><EFBFBD>
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Dictionary<string, int> finalDistribution = new Dictionary<string, int>(initialPeople);
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int peoplePerScene = remainingPeople / scenes.Length;
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int extraPeople = remainingPeople % scenes.Length; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// 4. ÿ<><C3BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȵ<EFBFBD><C8B5><EFBFBD>Ա
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foreach (var scene in scenes)
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{
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if (finalDistribution.ContainsKey(scene))
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{
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finalDistribution[scene] += peoplePerScene; // <20><><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD>Ա
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}
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else
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{
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finalDistribution[scene] = peoplePerScene; // <20>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD><CABC>
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}
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}
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// 5. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա
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System.Random rand = new System.Random();
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for (int i = 0; i < extraPeople; i++)
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{
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string randomScene = scenes[rand.Next(scenes.Length)];
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finalDistribution[randomScene]++;
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}
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return finalDistribution;
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}
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private void ClearData()
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{
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jc.classItem.isSet = false;
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foreach (var item in classItemList)
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{
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item.isSet = false;
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item.setClassItem("");
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}
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jc.classMate.isBeSet = false;
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foreach(var item in jc.classMateList)
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{
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item.isBeSet = false;
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item.setName();
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}
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2024-12-01 19:24:07 +08:00
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}
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2024-11-29 09:47:47 +08:00
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// Update is called once per frame
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void Update()
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{
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2024-11-30 17:43:21 +08:00
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CheckInput(StuCountInputField.text);
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2024-11-29 09:47:47 +08:00
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}
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public void SetPersonnel()
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{
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foreach (Transform child in personnelContent)
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{
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Destroy(child.gameObject);
|
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}
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foreach (var sceneEntry in panel.sceneDataDictionary)
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{
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GameObject item = GameObject.Instantiate<GameObject>(personnelPrefabs, personnelContent);
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PersonnelItem personnelItem=item.GetComponent<PersonnelItem>();
|
2024-12-02 01:46:57 +08:00
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|
personnelItems.Add(personnelItem);
|
2024-11-29 09:47:47 +08:00
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personnelItem.sceneText.text = sceneEntry.Key;
|
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|
personnelItem.personnelNum.text = sceneEntry.Value.Count.ToString();
|
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|
}
|
|
|
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|
}
|
2024-11-30 17:43:21 +08:00
|
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|
//<2F>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>1
|
|
|
|
|
void CheckInput(string input)
|
|
|
|
|
{
|
|
|
|
|
// <20><><EFBFBD>Խ<EFBFBD><D4BD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>
|
|
|
|
|
if (float.TryParse(input, out float result))
|
|
|
|
|
{
|
|
|
|
|
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>1
|
|
|
|
|
if (result > 1)
|
|
|
|
|
{
|
|
|
|
|
CountsubmitBtn.GetComponent<Image>().sprite = rsprite;
|
|
|
|
|
CountsubmitBtn.onClick.AddListener(Countsubmit);
|
|
|
|
|
|
2024-12-04 16:37:51 +08:00
|
|
|
|
}
|
2024-11-30 17:43:21 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public void Countsubmit()
|
|
|
|
|
{
|
|
|
|
|
//<2F><>ť<EFBFBD>û<EFBFBD>
|
|
|
|
|
CountsubmitBtn.GetComponent<Image>().sprite = fsprite;
|
|
|
|
|
StuCountInputField.text = string.Empty;
|
|
|
|
|
//<2F><><EFBFBD><EFBFBD><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Npc<70><63><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|
|
|
|
|
|
|
|
|
//ȡ<><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
CountsubmitBtn.onClick.RemoveAllListeners();
|
|
|
|
|
}
|
|
|
|
|
//<2F><><EFBFBD><EFBFBD>ID<49><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
public void SettopText()
|
|
|
|
|
{
|
|
|
|
|
topText.text = "<22><><EFBFBD>°༶<C2B0><E0BCB6>Ҫ<EFBFBD>趨<EFBFBD><E8B6A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʦ<EFBFBD><CAA6>";
|
|
|
|
|
topText.text = "<22><><EFBFBD><EFBFBD>¥<EFBFBD><C2A5><EFBFBD><EFBFBD>Ҫ<EFBFBD>趨<EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD>ʦ<EFBFBD><CAA6>";
|
|
|
|
|
}
|
|
|
|
|
//ʵ<><CAB5><EFBFBD><EFBFBD>ClassItem
|
|
|
|
|
public void SetClass()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < 10; i++)
|
|
|
|
|
{
|
|
|
|
|
GameObject item = GameObject.Instantiate<GameObject>(classPrefab, content);
|
|
|
|
|
ClassItem classItem = item.GetComponent<ClassItem>();
|
|
|
|
|
classItem.JuesechoicePop = JuesechoicePop;
|
2024-12-01 19:24:07 +08:00
|
|
|
|
classItemList.Add(classItem);
|
2024-11-30 17:43:21 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
2024-11-29 09:47:47 +08:00
|
|
|
|
}
|