diff --git a/xiaofang/Assets/Res/gsj/Canvas.prefab b/xiaofang/Assets/Res/gsj/Canvas.prefab index 48fb2289..d1e974e0 100644 --- a/xiaofang/Assets/Res/gsj/Canvas.prefab +++ b/xiaofang/Assets/Res/gsj/Canvas.prefab @@ -160,7 +160,7 @@ MonoBehaviour: m_FallbackScreenDPI: 96 m_DefaultSpriteDPI: 96 m_DynamicPixelsPerUnit: 1 - m_PresetInfoIsWorld: 1 + m_PresetInfoIsWorld: 0 --- !u!114 &4718796657024693748 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/xiaofang/Assets/Res/gsj/scripts/Drill.cs b/xiaofang/Assets/Res/gsj/scripts/Drill.cs index 5009221e..483f6397 100644 --- a/xiaofang/Assets/Res/gsj/scripts/Drill.cs +++ b/xiaofang/Assets/Res/gsj/scripts/Drill.cs @@ -67,6 +67,7 @@ public class Drill : MonoBehaviour // 演练计划按钮点击事件 void OnClickScheduleBtn() { + SceneManager.LoadScene(2); Debug.Log("点击了演练计划按钮!"); // 这里可以添加具体逻辑 } diff --git a/xiaofang/Assets/Res/gsj/scripts/Panel2.cs b/xiaofang/Assets/Res/gsj/scripts/Panel2.cs index 45c12b6b..bd218056 100644 --- a/xiaofang/Assets/Res/gsj/scripts/Panel2.cs +++ b/xiaofang/Assets/Res/gsj/scripts/Panel2.cs @@ -40,14 +40,22 @@ public class Panel2 : MonoBehaviour peopleposition = GameObject.Find("peopleposition").gameObject; //获取所有子物体中的 Button 组件 nameImage = new List(); + // 遍历 peopleposition 的子物体 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) + // 遍历子物体的子物体 + foreach (Transform secondLevelChild in child) { - nameImage.Add(bgTransform.gameObject); + // 遍历子物体的子物体的子物体 + foreach (Transform thirdLevelChild in secondLevelChild) + { + // 获取 Image 组件 + Image imageComponent = thirdLevelChild.GetComponent(); + if (imageComponent != null) + { + nameImage.Add(imageComponent.gameObject); // 添加到列表 + } + } } } // 获取所有标签为 "Player" 的物体 diff --git a/xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs b/xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs index b0a768d5..b4aa1b12 100644 --- a/xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs +++ b/xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs @@ -32,25 +32,40 @@ public class ReadRoom : MonoBehaviour //将当前日期格式化为 "yyyy/MM/dd" 形式 string formattedDate = currentDate.ToString("yyyy/MM/dd"); + // 调用方法,动态生成房间元素 foreach (var room in roomDataList) { - for (int i = 0; i < room.PlayerList.Count; i++) + if (room.Status == "进行中") { - if ((GlobalData.ServerData.data.userId == room.PlayerList[i].UserId) && ("2024/12/20" == room.ReserveDate)) + bool found = false; // 标记是否找到匹配的用户 ID + + for (int i = 0; i < room.PlayerList.Count; i++) { - Debug.Log("可以直接进入房间"); - SceneManager.LoadScene("Tmap 1"); - isenter = true; + if ((GlobalData.ServerData.data.userId == room.PlayerList[i].UserId) && ("2024/12/20" == room.ReserveDate)) + { + Debug.Log("可以直接进入房间"); + SceneManager.LoadScene("Tmap 1"); + isenter = true; + found = true; // 找到匹配用户 ID + break; // 直接跳出循环 + } } - //else - //{ - // Debug.Log("不可以直接进入房间"); - // SceneManager.LoadScene(1); - //} + + // 如果没有找到匹配的用户 ID,跳转到 "yhj" 场景 + if (!found) + { + Debug.Log("未找到匹配用户 ID,跳转到场景 'yhj'"); + SceneManager.LoadScene("yhj"); + } + } + else + { + Debug.Log("状态不是 '进行中',跳转到场景 'yhj'"); + SceneManager.LoadScene("yhj"); } } - + } else diff --git a/xiaofang/Assets/Res/gsj/scripts/UseObjects.cs b/xiaofang/Assets/Res/gsj/scripts/UseObjects.cs index 21824664..28cf3c4c 100644 --- a/xiaofang/Assets/Res/gsj/scripts/UseObjects.cs +++ b/xiaofang/Assets/Res/gsj/scripts/UseObjects.cs @@ -3,6 +3,8 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; +using static UnityEditor.Experimental.GraphView.GraphView; +using static UnityEngine.GraphicsBuffer; public class UseObjects : MonoBehaviour { @@ -62,6 +64,13 @@ public class UseObjects : MonoBehaviour // 绑定点击事件 childButton.onClick.AddListener(() => OnChildClicked(child.gameObject)); } + // 获取所有标签为 "People" 的物体 + GameObject[] playNPC = GameObject.FindGameObjectsWithTag("People"); + // 遍历每个人,将其存入一个链表 + foreach (GameObject player in playNPC) + { + potentialTargets.Add(player.gameObject); + } UseCautionaryitems(player.transform.position, polePrefab); } private void Update() diff --git a/xiaofang/Assets/Res/gsj/xiaozhigou.cs b/xiaofang/Assets/Res/gsj/xiaozhigou.cs new file mode 100644 index 00000000..2a33b940 --- /dev/null +++ b/xiaofang/Assets/Res/gsj/xiaozhigou.cs @@ -0,0 +1,151 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class xiaozhigou : MonoBehaviour +{ + public Camera mainCamera; // 玩家摄像机 + public RectTransform uiCanvas; // UI Canvas 的 RectTransform + public GameObject targetIconPrefab; // UI 图标的预制体 + private LinkedList playerList = new LinkedList(); // 存储标签为 "Player" 的对象 + private GameObject peopleposition;//位置的信息 + private Dictionary playerUIMap = new Dictionary(); // 存储角色与对应的 UI 标记 + + private void Start() + { + peopleposition = GameObject.Find("peopleposition"); + if (peopleposition == null) + { + Debug.LogError("请确保场景中有一个名为 'peopleposition' 的 GameObject 作为 UI 的父物体。"); + return; + } + + // 初始化获取当前场景中所有的 "Player" 标签对象并创建 UI 标记 + UpdatePlayerList(); + CreateUIForPlayers(); + } + + void Update() + { + // 实时更新 Player 列表和对应的 UI + UpdatePlayerList(); + UpdateUIForPlayers(); + } + + // 更新链表中的 "Player" 对象 + private void UpdatePlayerList() + { + // 获取所有带有 "Player" 标签的对象 + GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); + + // 检查新增的 Player + foreach (GameObject player in players) + { + if (!playerList.Contains(player)) // 新增的角色 + { + playerList.AddLast(player); + + // 为新增角色创建 UI 标记 + if (!playerUIMap.ContainsKey(player)) + { + CreateUIForPlayer(player); + } + } + } + + // 检查已移除的 Player + var node = playerList.First; + while (node != null) + { + var nextNode = node.Next; + + if (!System.Array.Exists(players, p => p == node.Value)) + { + // 如果角色已被移除,删除对应的 UI 标记 + if (playerUIMap.ContainsKey(node.Value)) + { + Destroy(playerUIMap[node.Value].gameObject); + playerUIMap.Remove(node.Value); + } + + playerList.Remove(node); + } + + node = nextNode; + } + } + + // 为所有玩家创建 UI 标记 + private void CreateUIForPlayers() + { + foreach (var player in playerList) + { + if (!playerUIMap.ContainsKey(player)) + { + CreateUIForPlayer(player); + } + } + } + + // 为单个玩家创建 UI 标记 + private void CreateUIForPlayer(GameObject player) + { + if (targetIconPrefab == null || uiCanvas == null) + { + Debug.LogError("请确保已设置 TargetIconPrefab 和 uiCanvas。"); + return; + } + + // 实例化 UI 图标 + GameObject iconInstance = Instantiate(targetIconPrefab, peopleposition.transform); + + // 获取 RectTransform 用于设置位置 + RectTransform iconRectTransform = iconInstance.GetComponent(); + + // 设置初始内容 + Text nameText = iconInstance.GetComponentInChildren(); + if (nameText != null) + { + nameText.text = player.name; // 显示角色名称 + } + + // 将 UI 图标与玩家对应 + playerUIMap[player] = iconRectTransform; + } + + // 实时更新所有玩家的 UI + private void UpdateUIForPlayers() + { + foreach (var player in playerList) + { + 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