回放和主持人
8
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using Newtonsoft.Json;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEngine;
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public class gameRoomList : MonoBehaviour
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{
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// 创建请求头,使用最新的 token
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public Dictionary<string, string> CreateHeaders()
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{
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{
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}
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{
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}
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{
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Debug.LogError("access_token is null or empty!");
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}
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//Debug.Log("====5555=====" + GlobalData.ServerData.data.access_token);
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return new Dictionary<string, string>
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{
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{ "Authorization","Bearer "+GlobalData.ServerData.data.access_token },
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{"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" }
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};
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}
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//查询演练房间列表
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public async Task<GameRoomListResponse> getGameRoomList()
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{
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Debug.Log("入参====="+"{}");
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string response = await web.SendRequest(web.URL + "/game/gameRoom/list", "GET","{}", CreateHeaders());
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Debug.Log("查询演练房间列表" + response);
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// 解析服务器返回的数据
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GameRoomListResponse GameRoomListResponse = JsonConvert.DeserializeObject<GameRoomListResponse>(response);
|
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//Debug.Log(GameRoomListResponse.Data[0].CreateBy+"==="+ GameRoomListResponse.Data[0].PlayerList[0].ChargeAreaName+"==="+ GameRoomListResponse.Data[0].NpcList[0].AreaName);
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return GameRoomListResponse;
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}
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}
|
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//====================================
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public class GameRoomBody
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{
|
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public string templateId;
|
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public string reserveDate;
|
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}
|
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public class GameRoomListResponse : Response
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{
|
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public int Code { get; set; } // 操作结果代码
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public string Msg { get; set; } // 操作结果消息
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public List<GameRoomListData> Data { get; set; } // 数据列表
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}
|
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|
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public class GameRoomListData
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{
|
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public string CreateBy { get; set; } // 创建人
|
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public string CreateTime { get; set; } // 创建时间
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public string UpdateBy { get; set; } // 更新人
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public string UpdateTime { get; set; } // 更新时间
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public string RoomId { get; set; } // 房间ID
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public string TemplateId { get; set; } // 模板ID
|
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public string SceneId { get; set; } // 场景ID
|
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public string SubjectId { get; set; } // 主题ID
|
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public string SceneName { get; set; } // 场景名称
|
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public string SubjectName { get; set; } // 主题名称
|
||||
public string Status { get; set; } // 状态
|
||||
public string ReserveDate { get; set; } // 保留日期
|
||||
public string CompanyId { get; set; } // 公司ID
|
||||
public string DelFlag { get; set; } // 删除标志
|
||||
public string Remark { get; set; } // 备注
|
||||
public List<GameRoomListPlayer> PlayerList { get; set; } // 玩家列表
|
||||
public List<GameRoomListNPC> NpcList { get; set; } // NPC列表
|
||||
public List<GameRoomListMaterial> MaterialList { get; set; } // 材料列表
|
||||
}
|
||||
|
||||
public class GameRoomListPlayer
|
||||
{
|
||||
public string TemplateId { get; set; } // 模板ID
|
||||
public string UserId { get; set; } // 用户ID
|
||||
public int RoleId { get; set; } // 角色ID
|
||||
public string RoleName { get; set; } // 角色名称
|
||||
public int BirthAreaId { get; set; } // 出生地ID
|
||||
public string BirthAreaName { get; set; } // 出生地名称
|
||||
public int ChargeAreaId { get; set; } // 负责区域ID
|
||||
public string ChargeAreaName { get; set; } // 负责区域名称
|
||||
public int PlayerStatus { get; set; } // 玩家状态
|
||||
}
|
||||
|
||||
public class GameRoomListNPC
|
||||
{
|
||||
public string TemplateId { get; set; } // 模板ID
|
||||
public int AreaId { get; set; } // 区域ID
|
||||
public string AreaName { get; set; } // 区域名称
|
||||
public int NpcId { get; set; } // NPC ID
|
||||
public string NpcName { get; set; } // NPC 名称
|
||||
public int? NpcNum { get; set; } // NPC 数量(可为空)
|
||||
}
|
||||
|
||||
public class GameRoomListMaterial
|
||||
{
|
||||
public string TemplateId { get; set; } // 模板ID
|
||||
public int MaterialId { get; set; } // 材料ID
|
||||
public string MaterialName { get; set; } // 材料名称
|
||||
public int Num { get; set; } // 数量
|
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}
|
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xiaofang/Assets/Res/gsj/scripts.meta
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61
xiaofang/Assets/Res/gsj/scripts/Alertwindow.cs
Normal file
@ -0,0 +1,61 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Threading.Tasks;
|
||||
public class Alertwindow : MonoBehaviour
|
||||
{
|
||||
private Button sure;
|
||||
private Button cancel;
|
||||
private bool isback=false;
|
||||
public GameObject player; // 模拟的玩家对象
|
||||
public Canvas preDrillPanel; // 演练未开始时的界面布局
|
||||
// 用于“强制下线”延时
|
||||
public float forceOfflineDelay = 3f;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
sure=transform.Find("bg/downbg/GameObject3/Sure").GetComponent<Button>();
|
||||
cancel=transform.Find("bg/downbg/GameObject3/Cancel").GetComponent<Button>();
|
||||
sure.onClick.AddListener(OnSureBtn);
|
||||
cancel.onClick.AddListener(OnCancelBtn);
|
||||
|
||||
}
|
||||
|
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// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
async void OnSureBtn()
|
||||
{
|
||||
Game.uiManager.CloseUI("PoPhost");
|
||||
//主持人画面自动切换成演练未开始的布局
|
||||
isback = true;
|
||||
BoolValueChanged?.Invoke(isback);
|
||||
Game.uiManager.CloseUI("Panel1_2");
|
||||
//玩家三秒后强制下线
|
||||
await StopDrillAsync(); // 使用 async/await 执行异步操作
|
||||
|
||||
|
||||
}
|
||||
void OnCancelBtn()
|
||||
{
|
||||
//此弹窗退出关闭
|
||||
Game.uiManager.CloseUI("PoPhost");
|
||||
|
||||
|
||||
}
|
||||
public delegate void BoolValueChangedDelegate(bool newBoolValue);
|
||||
public static event BoolValueChangedDelegate BoolValueChanged;
|
||||
// 停止演练的异步方法:强制下线玩家,且切换回未开始界面
|
||||
async Task StopDrillAsync()
|
||||
{
|
||||
// 1. 延时 3 秒强制下线玩家
|
||||
await Task.Delay((int)(forceOfflineDelay * 1000)); // 延时3秒
|
||||
isback= false;
|
||||
// 强制下线玩家
|
||||
|
||||
}
|
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}
|
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xiaofang/Assets/Res/gsj/scripts/Alertwindow.cs.meta
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73
xiaofang/Assets/Res/gsj/scripts/Drill.cs
Normal file
@ -0,0 +1,73 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
public class Drill : MonoBehaviour
|
||||
{
|
||||
private Button ScheduledBtn;
|
||||
public bool isadministrator; // 是否为管理员
|
||||
private bool eventAdded = false; // 防止重复添加事件
|
||||
public delegate void BoolChangedHandler(bool value);
|
||||
public event BoolChangedHandler OnBoolAChanged;
|
||||
|
||||
private Text noRoomText; // "没有演练房间"的文本
|
||||
private Transform content; // Scroll View Content
|
||||
|
||||
// 记录上一次的 isadministrator 状态,用于减少重复执行逻辑
|
||||
private bool lastIsAdministratorState;
|
||||
|
||||
void Start()
|
||||
{
|
||||
ScheduledBtn = transform.Find("down/ScheduledBtn").GetComponent<Button>();
|
||||
ScheduledBtn.gameObject.SetActive(false); // 初始隐藏按钮
|
||||
|
||||
noRoomText = transform.Find("Text").GetComponent<Text>();
|
||||
noRoomText.gameObject.SetActive(false); // 初始隐藏文本
|
||||
|
||||
content = transform.Find("Mid/Scroll View/Viewport/Content");
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// 实时检测房间列表是否为空,控制 noRoomText 的可见性
|
||||
noRoomText.gameObject.SetActive(content.childCount == 0);
|
||||
|
||||
// 检测管理员状态是否发生变化
|
||||
if (isadministrator != lastIsAdministratorState)
|
||||
{
|
||||
lastIsAdministratorState = isadministrator; // 更新状态记录
|
||||
UpdateScheduledBtnVisibility(); // 更新按钮可见性
|
||||
}
|
||||
}
|
||||
|
||||
// 根据 isadministrator 状态实时更新 ScheduledBtn 的可见性
|
||||
private void UpdateScheduledBtnVisibility()
|
||||
{
|
||||
if (isadministrator)
|
||||
{
|
||||
ScheduledBtn.gameObject.SetActive(true);
|
||||
|
||||
// 防止重复添加事件
|
||||
if (!eventAdded)
|
||||
{
|
||||
ScheduledBtn.onClick.AddListener(OnClickScheduleBtn);
|
||||
eventAdded = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ScheduledBtn.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// 触发事件,通知监听者
|
||||
OnBoolAChanged?.Invoke(isadministrator);
|
||||
}
|
||||
|
||||
// 演练计划按钮点击事件
|
||||
void OnClickScheduleBtn()
|
||||
{
|
||||
Debug.Log("点击了演练计划按钮!");
|
||||
// 这里可以添加具体逻辑
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/scripts/Drill.cs.meta
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34
xiaofang/Assets/Res/gsj/scripts/Game.cs
Normal file
@ -0,0 +1,34 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class Game : MonoBehaviour
|
||||
{
|
||||
public static UIManager uiManager;
|
||||
public static bool isLoaded=false;
|
||||
private void Awake()
|
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{
|
||||
if(isLoaded==true)
|
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{
|
||||
Destroy(gameObject);
|
||||
}
|
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else
|
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{
|
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isLoaded = true;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
uiManager=new UIManager();
|
||||
uiManager.Init();
|
||||
}
|
||||
}
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/scripts/Game.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7a01350bfd508a4c8f671c1ccce37e2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
28
xiaofang/Assets/Res/gsj/scripts/ItemInfo.cs
Normal file
@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class ItemInfo : MonoBehaviour
|
||||
{
|
||||
public string status;
|
||||
public int accountName;
|
||||
public UnityEvent statusChanged; // 新增状态变化事件
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
public void SetStatus(string newStatus)
|
||||
{
|
||||
status = newStatus;
|
||||
statusChanged.Invoke(); // 当状态改变时触发事件
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/scripts/ItemInfo.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2cd7b463048b6064d9dc4baaf88384f0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
126
xiaofang/Assets/Res/gsj/scripts/Panel2.cs
Normal file
@ -0,0 +1,126 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Panel2 : MonoBehaviour
|
||||
{
|
||||
private Toggle toggle;//角色名是否出现
|
||||
private Button follow;//跟随查按钮
|
||||
private Button end;//结束按钮
|
||||
private Dropdown dropdown;
|
||||
private int optionCount; // 用于存储传入的确定Dropdown选项数量的参数
|
||||
|
||||
private List<Camera> characterCameras; // 存储每个角色的摄像头
|
||||
|
||||
private List<GameObject> nameImage; // 存储所有角色标签的子物体
|
||||
private GameObject peopleposition;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
toggle=transform.Find("right/under/Toggle").GetComponent<Toggle>();
|
||||
toggle.onValueChanged.AddListener(OnToggleValueChanged);
|
||||
toggle.isOn = true;
|
||||
dropdown =transform.Find("left/Dropdown").GetComponent<Dropdown>();
|
||||
follow=transform.Find("left/Follow").GetComponent<Button>();
|
||||
follow.onClick.AddListener(FollowBtn);
|
||||
end = transform.Find("left/btn_enddrill").GetComponent<Button>();
|
||||
end.onClick.AddListener(EndBtn);
|
||||
|
||||
peopleposition = transform.Find("peopleposition").gameObject;
|
||||
//获取所有子物体中的 Button 组件
|
||||
nameImage = new List<GameObject>();
|
||||
foreach (Transform child in peopleposition.transform)
|
||||
{
|
||||
// 查找每个子物体中的"bg"子物体
|
||||
Transform bgTransform = child.Find("nameImage");
|
||||
if (bgTransform != null)
|
||||
{
|
||||
nameImage.Add(bgTransform.gameObject);
|
||||
}
|
||||
}
|
||||
// 默认执行一次切换
|
||||
OnToggleValueChanged(toggle.isOn);
|
||||
// 初始化角色摄像头列表
|
||||
//characterCameras = new List<Camera>();
|
||||
//// 假设角色摄像头是挂载在名为 "CharacterCamera1", "CharacterCamera2", 等等的对象上
|
||||
//for (int i = 1; i <= optionCount; i++)
|
||||
//{
|
||||
// GameObject characterCameraObject = GameObject.Find("CharacterCamera" + i);
|
||||
// if (characterCameraObject != null)
|
||||
// {
|
||||
// characterCameras.Add(characterCameraObject.GetComponent<Camera>());
|
||||
// }
|
||||
//}
|
||||
|
||||
}
|
||||
// 用于外部传入参数来设置Dropdown选项数量的方法
|
||||
public void SetOptionCount(int count)
|
||||
{
|
||||
optionCount = count;
|
||||
dropdown.ClearOptions();
|
||||
// 创建一个临时的字符串列表用于添加选项内容
|
||||
var options = new System.Collections.Generic.List<string>();
|
||||
for (int i = 0; i < optionCount; i++)
|
||||
{
|
||||
options.Add("角色 " + (i + 1)); // 简单添加类似"角色 1"、"角色 2"这样的选项名称,可按需修改
|
||||
}
|
||||
dropdown.AddOptions(options);
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
// Toggle状态变化时调用的方法
|
||||
void OnToggleValueChanged(bool isOn)
|
||||
{
|
||||
// 根据Toggle的状态控制所有"nameImage"子物体的显示与隐藏
|
||||
foreach (var bgObject in nameImage)
|
||||
{
|
||||
bgObject.SetActive(isOn); // 显示或隐藏
|
||||
}
|
||||
}
|
||||
void FollowBtn()
|
||||
{
|
||||
//切换到跟随模式,显示角色视角
|
||||
//peopleposition.SetActive(false);
|
||||
int selectedIndex = dropdown.value;
|
||||
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
|
||||
|
||||
// 切换摄像头
|
||||
//SwitchToCharacterCamera(selectedIndex);
|
||||
|
||||
Game.uiManager.CloseUI("Panel1_2");
|
||||
Game.uiManager.ShowUI<Image>("Panel1_3");
|
||||
}
|
||||
// 切换到选中的角色视角
|
||||
void SwitchToCharacterCamera(int index)
|
||||
{
|
||||
// 禁用所有角色摄像头
|
||||
foreach (var camera in characterCameras)
|
||||
{
|
||||
if (camera != null)
|
||||
{
|
||||
camera.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
// 启用选中角色的摄像头
|
||||
if (index >= 0 && index < characterCameras.Count)
|
||||
{
|
||||
Camera selectedCamera = characterCameras[index];
|
||||
if (selectedCamera != null)
|
||||
{
|
||||
selectedCamera.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
void EndBtn()
|
||||
{
|
||||
//结束演习
|
||||
Game.uiManager.ShowUI<Image>("PoPhost");
|
||||
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/scripts/Panel2.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4a817172e097c9b45abdfeebadcd984f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
60
xiaofang/Assets/Res/gsj/scripts/Panel3.cs
Normal file
@ -0,0 +1,60 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Panel3 : MonoBehaviour
|
||||
{
|
||||
private Button cancel;
|
||||
private Button online;//目前在线离线状况弹窗按钮
|
||||
private Button follow;//跟随查按钮
|
||||
private Dropdown dropdown;
|
||||
private int optionCount; // 用于存储传入的确定Dropdown选项数量的参数
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
cancel=transform.Find("left/btn_enddrill").GetComponent<Button>();
|
||||
cancel.onClick.AddListener(OnCancelBtn);
|
||||
online=transform.Find("onlineBtn").GetComponent <Button>();
|
||||
online.onClick.AddListener(OnClickOnlineBtn);
|
||||
dropdown=transform.Find("left/Dropdown").GetComponent<Dropdown>();
|
||||
follow = transform.Find("left/Follow").GetComponent<Button>();
|
||||
follow.onClick.AddListener(FollowBtn);
|
||||
}
|
||||
// 用于外部传入参数来设置Dropdown选项数量的方法
|
||||
public void SetOptionCount(int count)
|
||||
{
|
||||
optionCount = count;
|
||||
dropdown.ClearOptions();
|
||||
// 创建一个临时的字符串列表用于添加选项内容
|
||||
var options = new System.Collections.Generic.List<string>();
|
||||
for (int i = 0; i < optionCount; i++)
|
||||
{
|
||||
options.Add("角色 " + (i + 1)); // 简单添加类似"角色 1"、"角色 2"这样的选项名称,可按需修改
|
||||
}
|
||||
dropdown.AddOptions(options);
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
void OnCancelBtn()
|
||||
{
|
||||
//返回上帝视角界面
|
||||
Game.uiManager.ShowUI<Image>("Panel1_2");
|
||||
Game.uiManager.CloseUI("Panel1_3");
|
||||
}
|
||||
void OnClickOnlineBtn()
|
||||
{
|
||||
//人员在线状态,弹出窗口
|
||||
Game.uiManager.ShowUI<Image>("Panel");
|
||||
}
|
||||
void FollowBtn()
|
||||
{
|
||||
//转化角色视角
|
||||
int selectedIndex = dropdown.value;
|
||||
Debug.Log("进入角色" + (selectedIndex+1) + "视角");
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/scripts/Panel3.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fbc917aafce31724bb0e03e0304b2a9a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
106
xiaofang/Assets/Res/gsj/scripts/Personnelpreparation.cs
Normal file
@ -0,0 +1,106 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Linq;
|
||||
using UnityEngine.Events;
|
||||
public class Personnelpreparation : MonoBehaviour
|
||||
{
|
||||
private Button closeBtn;
|
||||
private ScrollRect scrollView;
|
||||
private List<Transform> subObjects; // 用于存储Scroll View的Content下的子物体Transform列表
|
||||
// 定义一个事件,用于在子物体状态变化时触发重新排序
|
||||
public UnityEvent onStatusChanged;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
closeBtn=transform.Find("bg/top/closeBtn").GetComponent<Button>();
|
||||
closeBtn.onClick.AddListener(OnClickCloseBtn);
|
||||
scrollView=transform.Find("bg/mid/Scroll View").GetComponent<ScrollRect>();
|
||||
if (scrollView != null)
|
||||
{
|
||||
subObjects = new List<Transform>();
|
||||
UpdateSubObjectList(); // 初始化时获取并存储子物体列表
|
||||
|
||||
// 为每个子物体的ItemInfo组件添加状态变化监听器
|
||||
foreach (Transform subObject in subObjects)
|
||||
{
|
||||
ItemInfo itemInfo = subObject.GetComponent<ItemInfo>();
|
||||
if (itemInfo != null)
|
||||
{
|
||||
itemInfo.statusChanged.AddListener(OnStatusChanged);
|
||||
}
|
||||
}
|
||||
|
||||
// 初始排序
|
||||
SortSubObjects();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("未正确关联 Scroll View组件,请检查!");
|
||||
}
|
||||
|
||||
}
|
||||
private void UpdateSubObjectList()
|
||||
{
|
||||
Transform contentTransform = scrollView.content;
|
||||
subObjects.Clear();
|
||||
// 重新遍历Content下的所有子物体,更新子物体列表
|
||||
for (int i = 0; i < contentTransform.childCount; i++)
|
||||
{
|
||||
subObjects.Add(contentTransform.GetChild(i));
|
||||
}
|
||||
}
|
||||
|
||||
private void OnStatusChanged()
|
||||
{
|
||||
// 当子物体状态变化时,触发重新排序
|
||||
if (onStatusChanged != null)
|
||||
{
|
||||
onStatusChanged.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
private void SortSubObjects()
|
||||
{
|
||||
//使用Linq语句进行排序
|
||||
subObjects = subObjects.OrderByDescending(sub => sub.GetComponent<ItemInfo>().status == "离线")
|
||||
.ThenBy(sub => sub.GetComponent<ItemInfo>().status == "准备中")
|
||||
.ThenBy(sub => sub.GetComponent<ItemInfo>().accountName)
|
||||
.ToList();
|
||||
|
||||
|
||||
// 按照排序后的顺序重新设置子物体在Content下的顺序
|
||||
|
||||
for (int i = 0; i < subObjects.Count; i++)
|
||||
{
|
||||
subObjects[i].SetParent(scrollView.content.transform);
|
||||
subObjects[i].SetSiblingIndex(i);
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
// 在Update中监听事件,若触发则重新排序
|
||||
if (onStatusChanged != null && onStatusChanged.GetPersistentEventCount() > 0)
|
||||
{
|
||||
SortSubObjects();
|
||||
onStatusChanged.RemoveAllListeners(); // 排序完成后移除监听器,避免重复触发
|
||||
UpdateSubObjectList(); // 更新子物体列表,以防有新的子物体加入等情况
|
||||
foreach (Transform subObject in subObjects)
|
||||
{
|
||||
ItemInfo itemInfo = subObject.GetComponent<ItemInfo>();
|
||||
if (itemInfo != null)
|
||||
{
|
||||
itemInfo.statusChanged.AddListener(OnStatusChanged);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
void OnClickCloseBtn()
|
||||
{
|
||||
Game.uiManager.CloseUI("Panel");
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/scripts/Personnelpreparation.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b8885a201383b3346bd81860e3351538
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
357
xiaofang/Assets/Res/gsj/scripts/PlayBack.cs
Normal file
@ -0,0 +1,357 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Security.Cryptography;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
//管理角色信息的类
|
||||
[System.Serializable]
|
||||
public class RoleInfo
|
||||
{
|
||||
public string roleName; // 角色名称
|
||||
public string jobTitle; // 职业名称
|
||||
public string trainingDate; // 演练日期
|
||||
public string scenarioName; // 场景名称
|
||||
public string status; // 演练状态
|
||||
public int operationErrors; // 操作错误次数
|
||||
public int injuries; // 受伤次数
|
||||
public bool extinguishFire; // 补灭明火状态
|
||||
public bool evacuationStatus; // 安全疏散状态
|
||||
}
|
||||
|
||||
|
||||
|
||||
public class PlayBack : MonoBehaviour
|
||||
{
|
||||
private Button backBtn;//回放按钮
|
||||
private GameObject playback6;
|
||||
private GameObject playback5;
|
||||
//private Button recordbtn;
|
||||
private GameObject Record;//录音的界面
|
||||
private GameObject right1;
|
||||
private GameObject right2;
|
||||
private bool isrecord = false;//是否在录音界面
|
||||
private GameObject mid;
|
||||
public bool ishost;//是否为主持人
|
||||
private bool lastHostState; // 保存上一次的 ishost 状态,便于检测变化
|
||||
// 左侧按钮和页面
|
||||
public Transform leftContainer; // 左侧按钮的父物体
|
||||
public Transform pagesContainer; // 页面容器的父物体
|
||||
public GameObject buttonPrefab; // 按钮预制体
|
||||
public GameObject pagePrefab; // 页面预制体
|
||||
public Sprite selectedSprite; // 按钮选中时的背景
|
||||
public Sprite defaultSprite; // 按钮默认状态的背景
|
||||
private List<Button> navButtons = new List<Button>(); // 左侧按钮列表
|
||||
private List<GameObject> pages = new List<GameObject>(); // 页面列表
|
||||
|
||||
// 子物体信息
|
||||
public GameObject peoplePrefab; // 子物体的预制体
|
||||
private Dictionary<int, List<GameObject>> pageItems = new Dictionary<int, List<GameObject>>(); // 每个页面的子物体
|
||||
private Dictionary<int, List<GameObject>> pageHighlightBars = new Dictionary<int, List<GameObject>>(); // 每个页面的高光栏
|
||||
|
||||
// 右侧详细信息UI
|
||||
private Text roleNameText, jobTitleText, trainingStatusText, operationErrorsText, injuriesText;
|
||||
private Text roleNameText2, jobTitleText2, trainingStatusText2, extinguishFireText, evacuationStatusText;
|
||||
|
||||
private List<RoleInfo> roleInfos = new List<RoleInfo>(); // 数据
|
||||
|
||||
private int currentPageIndex = 0; // 当前页面索引
|
||||
private Dictionary<int, int> selectedItemIndex = new Dictionary<int, int>(); // 记录每个页面选中的子物体索引
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
backBtn = transform.Find("backbtn").GetComponent<Button>();
|
||||
backBtn.onClick.AddListener(OnClickBackBtn);
|
||||
playback6 = transform.Find("playback6").gameObject;
|
||||
playback5 = transform.Find("playback5").gameObject;
|
||||
playback5.SetActive(false);
|
||||
playback6.SetActive(false);
|
||||
//recordbtn = transform.Find("Mid/left/recordImage").GetComponent<Button>();
|
||||
//recordbtn.onClick.AddListener(OnRecordBtn);
|
||||
Record = transform.Find("Mid/recording").gameObject;
|
||||
Record.SetActive(false);
|
||||
right1 = transform.Find("Mid/right1").gameObject;
|
||||
right2 = transform.Find("Mid/right2").gameObject;
|
||||
mid = transform.Find("Mid/mid").gameObject;
|
||||
|
||||
|
||||
// 初始化角色数据
|
||||
InitRoleData();
|
||||
|
||||
// 初始化右侧UI引用
|
||||
InitializeRightUI();
|
||||
|
||||
// 创建左侧按钮和对应页面
|
||||
for (int i = 0; i < 5; i++) // 假设有5个页面
|
||||
{
|
||||
CreatePageAndButton(i); // 动态创建按钮和页面
|
||||
}
|
||||
|
||||
// 默认选中第一个页面
|
||||
if (navButtons.Count > 0 && pages.Count > 0)
|
||||
{
|
||||
UpdatePage(0); // 默认显示第一个页面
|
||||
}
|
||||
UpdateVisibility();//更新右侧uI
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// 检查主持人状态变化
|
||||
if (ishost != lastHostState)
|
||||
{
|
||||
UpdateVisibility(); // 更新右侧 UI 面板显示
|
||||
lastHostState = ishost; // 保存最新的 ishost 状态
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化角色数据
|
||||
void InitRoleData()
|
||||
{
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
roleInfos.Add(new RoleInfo
|
||||
{
|
||||
roleName = $"角色名 {i + 1}",
|
||||
jobTitle = $"职业 {i + 1}",
|
||||
trainingDate = "2023-12-19",
|
||||
scenarioName = "抢修救援组",
|
||||
status = "演练中",
|
||||
operationErrors = Random.Range(0, 10),
|
||||
injuries = Random.Range(0, 5),
|
||||
extinguishFire = (i % 2 == 0),
|
||||
evacuationStatus = (i % 2 == 1)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化右侧UI
|
||||
void InitializeRightUI()
|
||||
{
|
||||
// 非主持人界面
|
||||
roleNameText = transform.Find("Mid/right1/juese").GetComponent<Text>();
|
||||
jobTitleText = transform.Find("Mid/right1/occ").GetComponent<Text>();
|
||||
trainingStatusText = transform.Find("Mid/right1/detail").GetComponent<Text>();
|
||||
operationErrorsText = transform.Find("Mid/right1/blunder/count").GetComponent<Text>();
|
||||
injuriesText = transform.Find("Mid/right1/hurt/count").GetComponent<Text>();
|
||||
|
||||
// 主持人界面
|
||||
roleNameText2 = transform.Find("Mid/right2/juese").GetComponent<Text>();
|
||||
jobTitleText2 = transform.Find("Mid/right2/occ").GetComponent<Text>();
|
||||
trainingStatusText2 = transform.Find("Mid/right2/detail").GetComponent<Text>();
|
||||
extinguishFireText = transform.Find("Mid/right2/fire/isfire").GetComponent<Text>();
|
||||
evacuationStatusText = transform.Find("Mid/right2/safe/issafe").GetComponent<Text>();
|
||||
}
|
||||
|
||||
// 动态创建页面和对应按钮
|
||||
void CreatePageAndButton(int pageIndex)
|
||||
{
|
||||
// 创建页面
|
||||
GameObject newPage = Instantiate(pagePrefab, pagesContainer);
|
||||
newPage.name = $"Page_{pageIndex + 1}";
|
||||
pages.Add(newPage);
|
||||
|
||||
// 为每个页面生成 ScrollView 子物体
|
||||
Transform contentParent = newPage.transform.Find("Scroll View/Viewport/Content");
|
||||
List<GameObject> items = new List<GameObject>();
|
||||
List<GameObject> highlightBars = new List<GameObject>();
|
||||
|
||||
for (int i = 0; i < roleInfos.Count; i++)
|
||||
{
|
||||
GameObject item = Instantiate(peoplePrefab, contentParent);
|
||||
Button button = item.GetComponent<Button>();
|
||||
if (button != null)
|
||||
{
|
||||
int idx = i; // 防止闭包问题
|
||||
button.onClick.AddListener(() => OnItemClicked(pageIndex, idx)); // 绑定点击事件
|
||||
}
|
||||
items.Add(item);
|
||||
|
||||
// 设置高光栏
|
||||
GameObject highlightBar = item.transform.Find("Image").gameObject;
|
||||
highlightBar.SetActive(false);
|
||||
highlightBars.Add(highlightBar);
|
||||
}
|
||||
|
||||
pageItems[pageIndex] = items;
|
||||
pageHighlightBars[pageIndex] = highlightBars;
|
||||
|
||||
// 默认第一个子物体高亮
|
||||
if (highlightBars.Count > 0)
|
||||
{
|
||||
highlightBars[0].SetActive(true);
|
||||
}
|
||||
|
||||
// 创建按钮
|
||||
GameObject newButton = Instantiate(buttonPrefab, leftContainer);
|
||||
Button btn = newButton.GetComponent<Button>();
|
||||
if (btn != null)
|
||||
{
|
||||
navButtons.Add(btn);
|
||||
int index = pageIndex; // 防止闭包问题
|
||||
btn.onClick.AddListener(() => OnNavButtonClicked(index));
|
||||
}
|
||||
}
|
||||
|
||||
// 点击左侧按钮时切换页面
|
||||
void OnNavButtonClicked(int index)
|
||||
{
|
||||
UpdatePage(index);
|
||||
}
|
||||
|
||||
// 更新页面显示
|
||||
void UpdatePage(int index)
|
||||
{
|
||||
if (index < 0 || index >= pages.Count) return;
|
||||
|
||||
// 切换页面显示
|
||||
for (int i = 0; i < pages.Count; i++)
|
||||
{
|
||||
pages[i].SetActive(i == index);
|
||||
}
|
||||
|
||||
// 更新按钮状态
|
||||
for (int i = 0; i < navButtons.Count; i++)
|
||||
{
|
||||
Image img = navButtons[i].GetComponent<Image>();
|
||||
img.sprite = (i == index) ? selectedSprite : defaultSprite;
|
||||
}
|
||||
|
||||
currentPageIndex = index;
|
||||
|
||||
// 更新子物体高光状态
|
||||
UpdateHighlightBars(index);
|
||||
//// 更新右侧详细信息为第一个子物体
|
||||
//if (pageItems.ContainsKey(index) && pageHighlightBars[index].Count > 0)
|
||||
//{
|
||||
// pageHighlightBars[index][0].SetActive(true);
|
||||
// UpdateRightPanel(0);
|
||||
//}
|
||||
}
|
||||
// 更新页面的高光栏状态
|
||||
void UpdateHighlightBars(int pageIndex)
|
||||
{
|
||||
if (!pageItems.ContainsKey(pageIndex) || !pageHighlightBars.ContainsKey(pageIndex)) return;
|
||||
|
||||
// 获取当前页面选中的物体索引
|
||||
int selectedIndex = selectedItemIndex.ContainsKey(pageIndex) ? selectedItemIndex[pageIndex] : 0;
|
||||
|
||||
// 确保索引有效
|
||||
if (selectedIndex < 0 || selectedIndex >= pageHighlightBars[pageIndex].Count)
|
||||
{
|
||||
selectedIndex = 0; // 默认选中第一个物体
|
||||
}
|
||||
|
||||
// 隐藏所有高光栏
|
||||
foreach (var highlight in pageHighlightBars[pageIndex])
|
||||
{
|
||||
highlight.SetActive(false);
|
||||
}
|
||||
|
||||
// 显示当前选中的高光栏
|
||||
pageHighlightBars[pageIndex][selectedIndex].SetActive(true);
|
||||
|
||||
// 更新右侧详细信息
|
||||
UpdateRightPanel(selectedIndex);
|
||||
}
|
||||
// 点击子物体时更新右侧信息
|
||||
void OnItemClicked(int pageIndex, int itemIndex)
|
||||
{
|
||||
// 隐藏所有高光栏
|
||||
foreach (var highlight in pageHighlightBars[pageIndex])
|
||||
{
|
||||
highlight.SetActive(false);
|
||||
}
|
||||
|
||||
// 显示当前选中子物体的高光栏
|
||||
pageHighlightBars[pageIndex][itemIndex].SetActive(true);
|
||||
|
||||
// 更新右侧详细信息
|
||||
UpdateRightPanel(itemIndex);
|
||||
}
|
||||
|
||||
// 更新右侧详细信息
|
||||
void UpdateRightPanel(int index)
|
||||
{
|
||||
if (index < 0 || index >= roleInfos.Count) return;
|
||||
|
||||
RoleInfo info = roleInfos[index];
|
||||
roleNameText.text = info.roleName;
|
||||
jobTitleText.text = info.jobTitle;
|
||||
trainingStatusText.text = $"在[{info.trainingDate}]的[{info.scenarioName}]演练\n状态: {info.status}";
|
||||
operationErrorsText.text = $"{info.operationErrors}";
|
||||
injuriesText.text = $"{info.injuries}";
|
||||
|
||||
if (info.extinguishFire)
|
||||
{
|
||||
extinguishFireText.text = "成功";
|
||||
extinguishFireText.color = Color.green;
|
||||
}
|
||||
else
|
||||
{
|
||||
extinguishFireText.text = "失败";
|
||||
extinguishFireText.color = Color.red;
|
||||
}
|
||||
|
||||
if (info.evacuationStatus)
|
||||
{
|
||||
evacuationStatusText.text = "成功";
|
||||
evacuationStatusText.color = Color.green;
|
||||
}
|
||||
else
|
||||
{
|
||||
evacuationStatusText.text = "失败";
|
||||
evacuationStatusText.color = Color.red;
|
||||
}
|
||||
}
|
||||
|
||||
// 更新右侧 UI 可见性
|
||||
void UpdateVisibility()
|
||||
{
|
||||
//// 根据 ishost 状态显示主持人或普通用户的视图
|
||||
//Transform right1 = transform.Find("Mid/right1").gameObject.transform;
|
||||
//Transform right2 = transform.Find("Mid/right2").gameObject.transform;
|
||||
|
||||
right1.gameObject.SetActive(!ishost);
|
||||
right2.gameObject.SetActive(ishost);
|
||||
}
|
||||
void OnClickBackBtn()
|
||||
{
|
||||
if (!isrecord)
|
||||
{
|
||||
playback5.gameObject.SetActive(true);
|
||||
}
|
||||
if (isrecord)
|
||||
{
|
||||
playback6.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
void OnRecordBtn()
|
||||
{
|
||||
Record.SetActive(true);
|
||||
mid.SetActive(false);
|
||||
right1.SetActive(false);
|
||||
right2.SetActive(false);
|
||||
isrecord = true;
|
||||
}
|
||||
void OnEnable()
|
||||
{
|
||||
// 订阅 FigureState 的状态变化事件
|
||||
figurestate.OnFigureStateChanged += UpdateButtonState;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
// 取消事件订阅,防止内存泄漏
|
||||
figurestate.OnFigureStateChanged -= UpdateButtonState;
|
||||
}
|
||||
|
||||
// 根据状态更新目标按钮
|
||||
void UpdateButtonState(bool isActive, figurestate sender)
|
||||
{
|
||||
// 根据传递的状态设置按钮交互性
|
||||
backBtn.interactable = !isActive;
|
||||
Debug.Log($"Target Button interactable = {isActive}. Triggered by {sender.gameObject.name}");
|
||||
}
|
||||
}
|
||||
|
11
xiaofang/Assets/Res/gsj/scripts/PlayBack.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7dd542ef7c1f03647a1b1b2114fbd9a3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
77
xiaofang/Assets/Res/gsj/scripts/Record.cs
Normal file
@ -0,0 +1,77 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
public class Record : MonoBehaviour
|
||||
{
|
||||
private Button closeBtn;
|
||||
private Button playBtn;//暂停按钮
|
||||
private Text time;//回放时长
|
||||
private AudioSource musicPlayer;
|
||||
private Slider ProgressSlider;//进度条
|
||||
private bool isPaused = true;//是否暂停
|
||||
private float musicDuration;//音频总时长
|
||||
private float currentTime;//现在音频时长
|
||||
// Start is called before the first frame update
|
||||
|
||||
void Start()
|
||||
{
|
||||
musicPlayer=GetComponent<AudioSource>();
|
||||
musicDuration = musicPlayer.clip.length;
|
||||
ProgressSlider=transform.Find("content/Slider").GetComponent<Slider>();
|
||||
ProgressSlider.maxValue = musicDuration;
|
||||
closeBtn=transform.Find("content/GameObject/Image").GetComponent <Button>();
|
||||
closeBtn.onClick.AddListener(OnClickCloseBtn);
|
||||
playBtn=transform.Find("content/Play").GetComponent<Button>() ;
|
||||
playBtn.onClick.AddListener(OnClickPlayBtn);
|
||||
time=transform.Find("content/time").GetComponent<Text>();
|
||||
time.text = FormatTime(musicDuration);
|
||||
|
||||
|
||||
//playback6.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (!isPaused)
|
||||
{
|
||||
currentTime = musicPlayer.time;
|
||||
ProgressSlider.value = currentTime;
|
||||
|
||||
// 计算倒放时间(简单示例,实际可能需要更复杂逻辑根据倒放实现方式调整)
|
||||
float reverseTime = musicDuration - currentTime;
|
||||
time.text = FormatTime(reverseTime);
|
||||
}
|
||||
}
|
||||
|
||||
void OnClickCloseBtn()
|
||||
{
|
||||
transform.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void OnClickPlayBtn()
|
||||
{
|
||||
if (isPaused)
|
||||
{
|
||||
musicPlayer.Play();
|
||||
isPaused = false;
|
||||
//playBtn.GetComponentInChildren<Text>().text = "Pause";
|
||||
Debug.Log("播放");
|
||||
}
|
||||
else
|
||||
{
|
||||
musicPlayer.Pause();
|
||||
isPaused = true;
|
||||
//playBtn.GetComponentInChildren<Text>().text = "Play";
|
||||
Debug.Log("暂停");
|
||||
}
|
||||
}
|
||||
|
||||
private string FormatTime(float timeInSeconds)
|
||||
{
|
||||
int minutes = Mathf.FloorToInt(timeInSeconds / 60);
|
||||
int seconds = Mathf.FloorToInt(timeInSeconds % 60);
|
||||
return string.Format("{0:00}:{1:00}", minutes, seconds);
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/scripts/Record.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c57337575a126aa40870ea1b21b45c4a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
88
xiaofang/Assets/Res/gsj/scripts/RoomManager.cs
Normal file
@ -0,0 +1,88 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
//using System.Drawing;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
public class RoomManager : MonoBehaviour
|
||||
{
|
||||
public gameRoomList gameRoomListInstance; // 引用 gameRoomList 脚本实例
|
||||
public GameRoomListResponse gameRoomListResponse;
|
||||
private List<GameRoomListData> roomDataList;
|
||||
private Transform contentParent; // Scroll View 的 Content 物体
|
||||
public GameObject roomPrefab;//房间的预制体
|
||||
public JSONReader js;
|
||||
void Start()
|
||||
{
|
||||
gameRoomListInstance = FindObjectOfType<gameRoomList>();
|
||||
contentParent =transform.Find("Mid/Scroll View/Viewport/Content").transform;
|
||||
gameRoomListInstance = FindObjectOfType<gameRoomList>();
|
||||
FetchRoomList();
|
||||
}
|
||||
// 异步获取房间数据
|
||||
private async void FetchRoomList()
|
||||
{
|
||||
var response = await gameRoomListInstance.getGameRoomList();
|
||||
|
||||
if (response != null && response.Data != null)
|
||||
{
|
||||
roomDataList = response.Data;
|
||||
Debug.Log($"获取到的房间数量:{roomDataList.Count}");
|
||||
|
||||
// 调用方法,动态生成房间元素
|
||||
PopulateRoomList(roomDataList);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("获取房间列表失败!");
|
||||
}
|
||||
}
|
||||
|
||||
// 动态生成房间预制体,并赋值数据
|
||||
private void PopulateRoomList(List<GameRoomListData> roomDataList)
|
||||
{
|
||||
foreach (var room in roomDataList)
|
||||
{
|
||||
// 实例化房间预制体
|
||||
GameObject roomItem = Instantiate(roomPrefab, contentParent);
|
||||
|
||||
// 查找房间预制体中的 UI 组件并赋值
|
||||
Text roomNameText = roomItem.transform.Find("down/detail").GetComponent<Text>();
|
||||
Text roomStatusText = roomItem.transform.Find("up/type").GetComponent<Text>();
|
||||
Button roomButton = roomItem.transform.GetComponent<Button>();
|
||||
|
||||
if (roomNameText != null) roomNameText.text = ""+js.SetUIText(int.Parse(room.SceneId))+" "+ js.SetUIText(int.Parse(room.SubjectId));
|
||||
if (roomStatusText != null)
|
||||
{
|
||||
// 根据 room.Status 的值设置状态文本
|
||||
switch (room.Status)
|
||||
{
|
||||
case "0":
|
||||
roomStatusText.text = "已预订";
|
||||
roomStatusText.color = new Color(255f / 255f, 255f / 255f, 0f / 255f);
|
||||
break;
|
||||
case "1":
|
||||
roomStatusText.text = "进行中";
|
||||
break;
|
||||
case "2":
|
||||
roomStatusText.text = "已结束";
|
||||
roomStatusText.color = new Color(103f / 255f, 103f / 255f, 103f / 255f);
|
||||
break;
|
||||
default:
|
||||
roomStatusText.text = "未知状态";
|
||||
break;
|
||||
}
|
||||
}
|
||||
// 添加 RoomDataHolder 脚本并存储数据
|
||||
Status dataHolder = roomItem.GetComponent<Status>();
|
||||
dataHolder.SetRoomData(room.RoomId, room.SceneId, room.SubjectId, room.TemplateId, room.Status);
|
||||
// 为按钮添加点击事件,并传入房间数据
|
||||
roomButton.onClick.AddListener(() => OnRoomButtonClicked(room));
|
||||
}
|
||||
}
|
||||
// 房间按钮点击事件
|
||||
private void OnRoomButtonClicked(GameRoomListData room)
|
||||
{
|
||||
Debug.Log($"点击了房间: {room.RoomId}, 状态: {room.Status}," +
|
||||
$"模板ID: {room.TemplateId},场景ID: {room.SceneId},科目ID: {room.SubjectId}");
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/scripts/RoomManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9009465cf52b1a4d81131633f3eef6b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
171
xiaofang/Assets/Res/gsj/scripts/Starthost.cs
Normal file
@ -0,0 +1,171 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine.SceneManagement;
|
||||
public class Starthost : MonoBehaviour
|
||||
{
|
||||
private GameObject panel;
|
||||
private Button posiBtn;//人员到位情况按钮
|
||||
private Button start;//开始演练按钮
|
||||
public bool isReady;//在线玩家是否准备
|
||||
public bool isSatisfy;//人员是否满足
|
||||
public bool isStart;//演习是否开始
|
||||
private GameObject time;//计时
|
||||
private Text timeText;//计时时间
|
||||
private bool isTimerRunning=false;//是否开始计时
|
||||
private float timer = 0f;
|
||||
public float moveDuration = 2f; // 移动时间
|
||||
public float scaleDuration = 2f; // 缩放时间
|
||||
private RectTransform rectTransform;
|
||||
|
||||
private Canvas canvas;
|
||||
private Panel2 GetPanel2;
|
||||
public Alertwindow alertwindow;
|
||||
private bool isButtonClicked = false; // 监听的变量
|
||||
//private Button[] buttons; // 所有子物体上的 Button 组件
|
||||
//private GameObject peopleposition;
|
||||
void Start()
|
||||
{
|
||||
panel = transform.Find("Panel1").gameObject;
|
||||
posiBtn = transform.Find("Panel1/right/under/btnRenYuanDaoWei").GetComponent<Button>();
|
||||
start = transform.Find("Panel1/right/under/btnRenYanLianStart").GetComponent<Button>();
|
||||
posiBtn.onClick.AddListener(OnClickPosiBtn);
|
||||
start.onClick.AddListener(OnClickStartBtn);
|
||||
|
||||
time = transform.Find("time").gameObject;
|
||||
timeText = transform.Find("time/txtCountdown").GetComponent<Text>();
|
||||
timeText.text = "00:00";
|
||||
rectTransform = time.GetComponent<RectTransform>();
|
||||
canvas = time.GetComponentInParent<Canvas>();
|
||||
time.gameObject.SetActive(false);
|
||||
//peopleposition = transform.Find("peopleposition").gameObject;
|
||||
// 获取所有子物体中的 Button 组件
|
||||
//buttons =transform.Find("peopleposition").GetComponentsInChildren<Button>();
|
||||
//peopleposition.SetActive(false);
|
||||
}
|
||||
void OnEnable()
|
||||
{
|
||||
Alertwindow.BoolValueChanged += OnBoolChanged;
|
||||
}
|
||||
void OnDisable()
|
||||
{
|
||||
Alertwindow.BoolValueChanged -= OnBoolChanged;
|
||||
}
|
||||
void OnBoolChanged(bool newBoolValue)
|
||||
{
|
||||
isButtonClicked=newBoolValue;
|
||||
if (isButtonClicked)
|
||||
{
|
||||
Debug.Log("回到开始界面");
|
||||
}
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
if(!isReady)
|
||||
{
|
||||
start.interactable = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
start.interactable = true;
|
||||
}
|
||||
if (isTimerRunning)
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
int minutes = Mathf.FloorToInt(timer / 60f);
|
||||
int seconds = Mathf.FloorToInt(timer % 60f);
|
||||
string formattedTime = string.Format("{0:00}:{1:00}", minutes, seconds);
|
||||
timeText.text = formattedTime;
|
||||
}
|
||||
if (isButtonClicked)
|
||||
{
|
||||
panel.SetActive(true);
|
||||
start.interactable = true;
|
||||
rectTransform.position = new Vector2(960, 540);
|
||||
StopTimer();
|
||||
rectTransform.localScale = new Vector3(1,1,1);
|
||||
}
|
||||
}
|
||||
// 停止计时并重置时间显示的方法
|
||||
public void StopTimer()
|
||||
{
|
||||
isTimerRunning = false;
|
||||
timer = 0f;
|
||||
if (timeText != null)
|
||||
{
|
||||
timeText.text = "00:00";
|
||||
}
|
||||
isButtonClicked = false;
|
||||
time.SetActive(false);
|
||||
//peopleposition.SetActive(false);
|
||||
}
|
||||
void OnClickPosiBtn()
|
||||
{
|
||||
//peopleposition.SetActive(true );
|
||||
//// 给每个按钮添加点击监听事件
|
||||
//foreach (Button button in buttons)
|
||||
//{
|
||||
// button.onClick.AddListener(ShowPopupPanel);
|
||||
//}
|
||||
Game.uiManager.ShowUI<Image>("Panel");
|
||||
}
|
||||
// 显示弹出界面的方法
|
||||
void ShowPopupPanel()
|
||||
{
|
||||
Game.uiManager.ShowUI<Image>("Panel");
|
||||
}
|
||||
//开始进行演习
|
||||
void OnClickStartBtn()
|
||||
{
|
||||
isStart = true;
|
||||
if (isSatisfy)
|
||||
{
|
||||
AnimateUIElementAsync();
|
||||
start.interactable = false; // 防止点击事件
|
||||
//总指挥接警动画
|
||||
|
||||
//开始计时
|
||||
isTimerRunning = true;
|
||||
time.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Game.uiManager.ShowUI<Image>("Schedule_host03");
|
||||
}
|
||||
}
|
||||
// 异步动画
|
||||
async void AnimateUIElementAsync()
|
||||
{
|
||||
// 等待两秒
|
||||
await Task.Delay(2000);
|
||||
// 获取画布的尺寸
|
||||
Canvas canvas = GetComponentInParent<Canvas>();
|
||||
float canvasHeight = canvas.GetComponent<RectTransform>().rect.height;
|
||||
// 初始位置是画布中心
|
||||
Vector2 startPosition = rectTransform.anchoredPosition;
|
||||
Vector2 targetPosition = new Vector2(startPosition.x, canvasHeight / 2-50); // 顶部位置
|
||||
// 缩放动画
|
||||
Vector3 startScale = rectTransform.localScale;
|
||||
Vector3 targetScale = startScale * 0.5f; // 缩小两倍
|
||||
// 同时进行缩放和移动
|
||||
float elapsedTime = 0f;
|
||||
while (elapsedTime < Mathf.Max(moveDuration, scaleDuration)) // 确保同时进行,选择较长的时间作为循环的上限
|
||||
{
|
||||
float tScale = Mathf.Clamp01(elapsedTime / scaleDuration); // 计算缩放进度
|
||||
float tMove = Mathf.Clamp01(elapsedTime / moveDuration); // 计算移动进度
|
||||
// 缩放
|
||||
rectTransform.localScale = Vector3.Lerp(startScale, targetScale, tScale);
|
||||
// 移动
|
||||
rectTransform.anchoredPosition = Vector2.Lerp(startPosition, targetPosition, tMove);
|
||||
elapsedTime += Time.deltaTime;
|
||||
await Task.Yield(); // 等待到下一帧,类似于协程的yield return null
|
||||
}
|
||||
// 确保最终达到目标值
|
||||
rectTransform.localScale = targetScale;
|
||||
rectTransform.anchoredPosition = targetPosition;
|
||||
panel.SetActive(false);
|
||||
Game.uiManager.ShowUI<Image>("Panel1_2");
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/scripts/Starthost.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7408bdf5269d1784085e044facb8c695
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
196
xiaofang/Assets/Res/gsj/scripts/Status.cs
Normal file
@ -0,0 +1,196 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine.SceneManagement;
|
||||
public class Status : MonoBehaviour
|
||||
{
|
||||
private Button button;
|
||||
private Text type;//房间状态文本
|
||||
private GameObject three;//自己参与时出现的文字图像
|
||||
private GameObject down;
|
||||
public bool isParticipate;//是否参与
|
||||
public bool isEnd=false;//是否结束
|
||||
public bool isOngoing = false;//是否在进行
|
||||
public bool isScheduled=false;//是否预定
|
||||
private Image pop;
|
||||
private Image arrow;
|
||||
private float time = 3f;
|
||||
private float await = 0;
|
||||
private Button Assessmentreport;//评估报告按钮
|
||||
private Button Review;//复盘按钮;
|
||||
private Button repair;//修复按钮
|
||||
private Button cancelbooking;//取消预定按钮
|
||||
private bool eventAdded = false; // 防止重复添加事件
|
||||
public bool isadministrator;//是否为管理员
|
||||
public Drill drill;
|
||||
|
||||
private string scenename;//场景名
|
||||
private string accidenttype;//事故类型
|
||||
private Text text;//场景名加事故类型的文本
|
||||
private Text timetext;//房间时间文本
|
||||
|
||||
private gameRoomList gameRoomListInstance; // 引用 gameRoomList 脚本实例
|
||||
private List<GameRoomListData> roomDataList; // 保存获取到的房间列表
|
||||
|
||||
public string RoomId;
|
||||
public string status;
|
||||
public string TemplateId;
|
||||
public string SceneId;
|
||||
public string SubjectId;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
button=GetComponent<Button>();
|
||||
button.onClick.AddListener(OnClickBtn);
|
||||
type=transform.Find("up/type").GetComponent<Text>();
|
||||
down = transform.Find("down").gameObject;
|
||||
Assessmentreport = transform.Find("down/end/repair ").GetComponent<Button>();
|
||||
Assessmentreport.gameObject.SetActive(false);
|
||||
Review = transform.Find("down/end/Cancel").GetComponent<Button>();
|
||||
Review.gameObject.SetActive(false);
|
||||
repair = transform.Find("down/Reserve/repair ").GetComponent<Button>();
|
||||
repair.gameObject.SetActive(false);
|
||||
cancelbooking = transform.Find("down/Reserve/Cancel").GetComponent<Button>();
|
||||
cancelbooking.gameObject.SetActive(false);
|
||||
three = transform.Find("down/Schedule").gameObject;
|
||||
three.SetActive(false);
|
||||
pop=transform.Find("down/Schedule/pop").GetComponent<Image>();
|
||||
arrow=transform.Find("down/Schedule/arrowhead ").GetComponent<Image>();
|
||||
drill=GameObject.Find("Panel").GetComponent<Drill>();
|
||||
drill.OnBoolAChanged += OnBoolAChanged;
|
||||
text=transform.Find("down/detail").GetComponent<Text>();
|
||||
timetext=transform.Find("up/date").GetComponent <Text>();
|
||||
|
||||
|
||||
// 查找场景中的 gameRoomList 脚本实例
|
||||
gameRoomListInstance = FindObjectOfType<gameRoomList>();
|
||||
|
||||
|
||||
}
|
||||
public void SetRoomData(string roomId, string sceneId, string subjectId, string templateId, string statu)
|
||||
{
|
||||
RoomId = roomId;
|
||||
SceneId = sceneId;
|
||||
SubjectId = subjectId;
|
||||
TemplateId = templateId;
|
||||
status = statu;
|
||||
}
|
||||
|
||||
// 调试方法
|
||||
public void PrintRoomData()
|
||||
{
|
||||
Debug.Log($"房间: {RoomId}, 场景: {SceneId}, 科目: {SubjectId}, 模板: {TemplateId}, 状态: {status}");
|
||||
}
|
||||
|
||||
void OnBoolAChanged(bool value)
|
||||
{
|
||||
// 更新 bool 的值
|
||||
isadministrator = value;
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(type.text=="进行中")
|
||||
{
|
||||
isOngoing=true;
|
||||
|
||||
}
|
||||
if (type.text == "已结束")
|
||||
{
|
||||
isEnd = true;
|
||||
three.SetActive(false);
|
||||
}
|
||||
if(type.text=="已预订")
|
||||
{
|
||||
isScheduled=true;
|
||||
if(isParticipate)
|
||||
{
|
||||
three.SetActive(true);
|
||||
await += Time.deltaTime;
|
||||
if (await >= time)
|
||||
{
|
||||
pop.gameObject.SetActive(false);
|
||||
arrow.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
three.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
void OnClickBtn()
|
||||
{
|
||||
if(isOngoing)
|
||||
{
|
||||
//Reserve.SetActive(true);
|
||||
Debug.Log("正在进行中");
|
||||
//return;
|
||||
}
|
||||
if (isEnd)
|
||||
{
|
||||
if (isadministrator)
|
||||
{
|
||||
Assessmentreport.gameObject.SetActive(true);
|
||||
Review.gameObject.SetActive(true);
|
||||
if (!eventAdded)
|
||||
{
|
||||
//点击生成评估报告
|
||||
//Assessmentreport.onClick.AddListener(OnClickAssessmentreport);
|
||||
Review.onClick.AddListener(OnClickReviewBtn);
|
||||
eventAdded = true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if(isScheduled)
|
||||
{
|
||||
if (isadministrator)
|
||||
{
|
||||
repair.gameObject.SetActive(true);
|
||||
cancelbooking.gameObject.SetActive(true);
|
||||
if (!eventAdded)
|
||||
{
|
||||
repair.onClick.AddListener(OnClickrepairBtn);
|
||||
cancelbooking.onClick.AddListener(OnClickCancelBtn);
|
||||
eventAdded = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
void OnClickAssessmentreport()
|
||||
{
|
||||
Debug.Log("评估报告");
|
||||
Game.uiManager.ShowUI<Image>("Panelreport");
|
||||
UIClose();
|
||||
}
|
||||
void OnClickReviewBtn()
|
||||
{
|
||||
Debug.Log("复盘");
|
||||
SceneManager.LoadScene("yhj 1");
|
||||
}
|
||||
void OnClickrepairBtn()
|
||||
{
|
||||
Debug.Log("修改");
|
||||
}
|
||||
void OnClickCancelBtn()
|
||||
{
|
||||
Debug.Log("取消预订");
|
||||
|
||||
}
|
||||
void OnDestroy()
|
||||
{
|
||||
// 取消事件监听,防止内存泄漏
|
||||
if (drill != null)
|
||||
{
|
||||
drill.OnBoolAChanged -= OnBoolAChanged;
|
||||
}
|
||||
}
|
||||
async void UIClose()
|
||||
{
|
||||
await Task.Delay(3000);
|
||||
Game.uiManager.CloseUI("Panelreport");
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Res/gsj/scripts/Status.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0359711359f70f40b0d3ff396dc97a5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
113
xiaofang/Assets/Res/gsj/scripts/UIManager.cs
Normal file
@ -0,0 +1,113 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class UIManager
|
||||
{
|
||||
private Transform canvasTf;//画布的变换组件
|
||||
|
||||
private List<GameObject> uiList;//存储加载过的界面的集合
|
||||
|
||||
public void Init()
|
||||
{
|
||||
//找世界中的画布
|
||||
canvasTf = GameObject.Find("Canvas").transform;
|
||||
//初始化集合
|
||||
uiList = new List<GameObject>();
|
||||
}
|
||||
|
||||
//显示
|
||||
public T ShowUI<T>(string uiName) where T : Component
|
||||
{
|
||||
T ui = Find<T>(uiName);
|
||||
if (ui == null)
|
||||
{
|
||||
//集合中没有 需要从Resources/UI文件夹中加载
|
||||
GameObject obj = Object.Instantiate(Resources.Load("gsjUI/" + uiName), canvasTf) as GameObject;
|
||||
|
||||
//改名字
|
||||
obj.name = uiName;
|
||||
|
||||
//添加需要的脚本
|
||||
//ui = obj.AddComponent<T>();
|
||||
|
||||
//添加到集合进行存储
|
||||
uiList.Add(obj);
|
||||
}
|
||||
else
|
||||
{
|
||||
//显示
|
||||
ui.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
return ui;
|
||||
}
|
||||
|
||||
//隐藏
|
||||
public void HideUI(string uiName)
|
||||
{
|
||||
GameObject ui = Find(uiName);
|
||||
if (ui != null)
|
||||
{
|
||||
ui.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
//关闭所有界面
|
||||
public void CloseAllUI()
|
||||
{
|
||||
for (int i = uiList.Count - 1; i >= 0; i--)
|
||||
{
|
||||
Object.Destroy(uiList[i].gameObject);
|
||||
}
|
||||
|
||||
uiList.Clear();//清空集合
|
||||
}
|
||||
|
||||
//关闭某个界面
|
||||
public void CloseUI(string uiName)
|
||||
{
|
||||
GameObject ui = Find(uiName);
|
||||
if (ui != null)
|
||||
{
|
||||
uiList.Remove(ui);
|
||||
Object.Destroy(ui.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
//从集合中找到名字对应的界面脚本
|
||||
public T Find<T>(string uiName) where T : Component
|
||||
{
|
||||
for (int i = 0; i < uiList.Count; i++)
|
||||
{
|
||||
if (uiList[i].name == uiName)
|
||||
{
|
||||
return uiList[i].GetComponent<T>();
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public GameObject Find(string uiName)
|
||||
{
|
||||
for (int i = 0; i < uiList.Count; i++)
|
||||
{
|
||||
if (uiList[i].name == uiName)
|
||||
{
|
||||
return uiList[i];
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
//获得某个界面的脚本
|
||||
public T GetUI<T>(string uiName) where T : Component
|
||||
{
|
||||
GameObject ui = Find(uiName);
|
||||
if (ui != null)
|
||||
{
|
||||
return ui.GetComponent<T>();
|
||||
}
|
||||
return null;
|
||||
}
|
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}
|
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xiaofang/Assets/Res/gsj/scripts/UIManager.cs.meta
Normal file
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xiaofang/Assets/Res/gsj/scripts/Understaffed.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
public class Understaffed : MonoBehaviour
|
||||
{
|
||||
private Button closeBtn;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
closeBtn = transform.Find("bg/topbg/closeBtn").GetComponent<Button>();
|
||||
closeBtn.onClick.AddListener(OnClickCloseBtn);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
void OnClickCloseBtn()
|
||||
{
|
||||
Game.uiManager.CloseUI("Schedule_host03");
|
||||
}
|
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}
|
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xiaofang/Assets/Res/gsj/scripts/Understaffed.cs.meta
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xiaofang/Assets/Res/gsj/scripts/VideoBack.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
public class VideoBack : MonoBehaviour
|
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{
|
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private Button closeBtn;
|
||||
// Start is called before the first frame update
|
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void Start()
|
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{
|
||||
closeBtn=transform.Find("top/Image").GetComponent<Button>();
|
||||
closeBtn.onClick.AddListener(OnClickCloseBtn);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
void OnClickCloseBtn()
|
||||
{
|
||||
transform.gameObject.SetActive(false);
|
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}
|
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}
|
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xiaofang/Assets/Res/gsj/scripts/VideoBack.cs.meta
Normal file
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xiaofang/Assets/Res/gsj/scripts/chronograph.cs
Normal file
@ -0,0 +1,50 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
public class chronograph : MonoBehaviour
|
||||
{
|
||||
private Image image;
|
||||
public float duration = 3f; // 进度条的持续时间(秒)
|
||||
|
||||
private float timer = 0f; // 计时器
|
||||
private bool isRunning = false; // 进度条是否运行
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
image=transform.Find("Image/Image").GetComponent<Image>();
|
||||
image.fillAmount = 0f; // 初始时进度条为空
|
||||
StartProgressBar(); // 启动进度条
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (isRunning)
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
|
||||
// 计算填充值(0 到 1)
|
||||
float progress = timer / duration;
|
||||
|
||||
// 更新 Image 的填充量
|
||||
image.fillAmount = Mathf.Clamp01(progress);
|
||||
|
||||
// 判断进度条是否完成
|
||||
if (timer >= duration)
|
||||
{
|
||||
isRunning = false;
|
||||
Debug.Log("进度条完成!");
|
||||
}
|
||||
}
|
||||
}
|
||||
// 启动进度条的方法
|
||||
public void StartProgressBar()
|
||||
{
|
||||
timer = 0f;
|
||||
isRunning = true;
|
||||
if (image != null)
|
||||
{
|
||||
image.fillAmount = 0f; // 重置进度条
|
||||
}
|
||||
}
|
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}
|
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xiaofang/Assets/Res/gsj/scripts/figurestate.cs
Normal file
@ -0,0 +1,66 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
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|
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{
|
||||
public bool isAI;
|
||||
public delegate void FigureStateChanged(bool newState, figurestate sender);
|
||||
public static event FigureStateChanged OnFigureStateChanged;
|
||||
|
||||
private Button button; // 按钮组件
|
||||
private GameObject image;
|
||||
void Start()
|
||||
{
|
||||
// 获取当前挂载物体的 Button 组件
|
||||
button = GetComponent<Button>();
|
||||
image=transform.Find("Image").gameObject;
|
||||
//.SetActive(false);
|
||||
if (button != null)
|
||||
{
|
||||
button.onClick.AddListener(OnButtonClicked);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"{gameObject.name} 上缺少 Button 组件!");
|
||||
}
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
// 检测是否点击了其他地方,隐藏高光栏
|
||||
//if (Input.GetMouseButtonDown(0))
|
||||
//{
|
||||
// // 如果点击不是在按钮上,隐藏高光栏
|
||||
// if (!IsMouseOverButton())
|
||||
// {
|
||||
// ToggleHighlightBar(false);
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
// 判断鼠标是否点击了按钮
|
||||
bool IsMouseOverButton()
|
||||
{
|
||||
RectTransform rectTransform = button.GetComponent<RectTransform>();
|
||||
return rectTransform.rect.Contains(Input.mousePosition);
|
||||
}
|
||||
// 当按钮被点击时
|
||||
void OnButtonClicked()
|
||||
{
|
||||
|
||||
// 当按钮被点击时,显示高光栏
|
||||
//ToggleHighlightBar(true);
|
||||
|
||||
// 触发事件,通知监听者状态发生变化
|
||||
OnFigureStateChanged?.Invoke(isAI, this);
|
||||
|
||||
Debug.Log($"{gameObject.name} clicked. isAI = {isAI}");
|
||||
}
|
||||
// 切换高光栏显示状态
|
||||
void ToggleHighlightBar(bool show)
|
||||
{
|
||||
image.SetActive(show);
|
||||
}
|
||||
}
|
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