疏散人群公布返回其他界面报空修改
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@ -5,8 +5,6 @@ using Google.Protobuf.WellKnownTypes;
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public class JSONReader : MonoBehaviour
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{
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// 让 Unity 编辑器能够分别拖入两个不同的 JSON 文件
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public TextAsset npcJsonFile; // 用来加载 NPC 数据
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public TextAsset locationJsonFile; // 用来加载 Location 数据
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@ -88,7 +88,6 @@ public class EvacuationPanel : MonoBehaviour
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//上传数据
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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.npcId = npcType;
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nPC.areaId = roleid;
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@ -366,11 +365,16 @@ public class EvacuationPanel : MonoBehaviour
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foreach (var kvp in personnelItemsDict)
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{
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if (kvp.Value.personnelImage.gameObject.activeSelf) // 检查 gameObject 是否显示
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if (kvp.Value.personnelImage!=null&&kvp.Value.personnelImage.gameObject.activeSelf) // 检查 gameObject 是否显示
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{
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canRedistribute = true;
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break;
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}
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else
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{
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canRedistribute = false;
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break;
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}
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}
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// 设置重新分配按钮的交互状态
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redistributeBtn.interactable = canRedistribute;
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@ -80,8 +80,6 @@ public class JueseChoicePop : MonoBehaviour
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{
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foreach (var selectedInfo in pair.Value)
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{
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Debug.Log("+++++++++++++++++++++++"+ int.Parse(firstElement));
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Debug.Log("-------------------------"+ selectedInfo.dutyId);
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if (selectedInfo.dutyId == firstElement)
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{
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GameObject item = GameObject.Instantiate(classmatePrefab, content);
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@ -95,9 +93,6 @@ public class JueseChoicePop : MonoBehaviour
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}
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}
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public void SetClassItem(ClassItem classItem)
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{
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this.classItem = classItem;
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