疏散人群公布弹窗修改
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@ -2138,7 +2138,7 @@ GameObject:
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@ -2211,7 +2211,7 @@ MonoBehaviour:
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@ -3413,7 +3413,7 @@ GameObject:
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@ -10337,6 +10337,14 @@ PrefabInstance:
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propertyPath: panel
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objectReference: {fileID: 618256462}
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- target: {fileID: 9196293257107006895, guid: 86668fbe8407a8741bb903177bc93fdb, type: 3}
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propertyPath: jsonReader
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@ -14666,9 +14674,9 @@ RectTransform:
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@ -14949,9 +14957,9 @@ RectTransform:
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 753.3966, y: -55}
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@ -15709,7 +15717,7 @@ RectTransform:
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GameObject:
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@ -15731,7 +15739,7 @@ GameObject:
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@ -16189,9 +16197,9 @@ RectTransform:
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@ -16557,9 +16565,9 @@ RectTransform:
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m_AnchorMax: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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@ -16970,9 +16978,9 @@ RectTransform:
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m_Father: {fileID: 7468736064579811971}
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m_RootOrder: 4
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 917, y: -588.33496}
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--- !u!1 &7468736064937661071
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@ -350,6 +350,7 @@ public class Panel : MonoBehaviour
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// 如果没有达到上限,则可以添加人员信息
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if (!isLimitReached)
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{
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Debug.Log(">>>>>>>>>>>>>>>>>>>"+ selectedInfo.dutyId);
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// 通过创建一个新的 SelectedInfo 实例来避免引用同一个对象
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SelectedInfo newSelectedInfo = new SelectedInfo
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{
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@ -436,8 +437,8 @@ public class Panel : MonoBehaviour
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}
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else if (buttonText != null && buttonText.tag == Tags.duty) // 获取标签为职责的信息
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{
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DutyItem item = clickedButton.GetComponentInParent<DutyItem>();
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duty = buttonText.text;
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DutyItem item = clickedButton.GetComponentInParent<DutyItem>();
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if(duty=="主持人")
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{
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isDutySelected = true; // 选择了职责
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@ -450,6 +451,7 @@ public class Panel : MonoBehaviour
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}
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dutyId = item.dutyId;
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selectedInfo.duty = duty;
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selectedInfo.dutyId = dutyId;
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}
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}
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}
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@ -333,9 +333,9 @@ public class EvacuationPanel : MonoBehaviour
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Button levelBtn = levelItem.transform.Find("chooseBtn2").GetComponent<Button>();
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levelBtn.onClick.AddListener(() =>
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{
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jueseChoicePanel.gameObject .SetActive(true);
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JueseChoicePop jueseChoicePop= jueseChoicePanel.gameObject.GetComponent<JueseChoicePop>();
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jueseChoicePop.SetClass(personnelItem.sceneId);
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jueseChoicePanel.gameObject .SetActive(true);
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});
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ClassItem classItem = levelItem.GetComponent<ClassItem>();
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classItem.classname.text = locationData.Level.ToString();
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@ -369,9 +369,6 @@ public class EvacuationPanel : MonoBehaviour
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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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// 调试输出
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Debug.Log($"Redistribute button is {(canRedistribute ? "enabled" : "disabled")}");
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}
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//判断输入框的数字是否大于1
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@ -1,7 +1,9 @@
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEditor.Experimental.GraphView;
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using UnityEngine;
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using UnityEngine.Networking.Types;
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using UnityEngine.UI;
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public class JueseChoicePop : MonoBehaviour
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@ -18,13 +20,14 @@ public class JueseChoicePop : MonoBehaviour
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public string s;
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public JSONReader jsonReader;
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public Panel panel;
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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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this.gameObject.SetActive(false);
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CloseBtn.onClick.AddListener(CLosePop);
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Surebtn.onClick.AddListener(CLosePop);
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Surebtn.onClick.AddListener(SetFenguan);
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//Surebtn.onClick.AddListener(SetFenguan);
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//SetClass();
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}
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void CLosePop()
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@ -48,6 +51,12 @@ public class JueseChoicePop : MonoBehaviour
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}
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public void SetClass(int id)
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{
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// 清除当前内容
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foreach (Transform child in content)
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{
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Destroy(child.gameObject);
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}
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// »ñÈ¡Ö¸¶¨ ID µÄ LocationData
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LocationData locationData = jsonReader.GetAreaDateById(id);
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@ -60,26 +69,33 @@ public class JueseChoicePop : MonoBehaviour
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// ·Ö¸î Oversee ×Ö¶Î
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string[] overseeParts = locationData.Oversee.Split(',');
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foreach (string part in overseeParts)
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string firstElement = overseeParts[0];
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string lastElement = overseeParts[1];
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if (overseeParts.Length > 0)
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{
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// 检查每个部分的最后一位是否为 "1"
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string[] elements = part.Split('|');
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if (elements.Length > 1)
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// 判断第一个元素是否为 "1"
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if (lastElement == "1")
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{
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string lastElement = elements[elements.Length - 1];
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if (lastElement == "1") // 如果最后一部分是 "1",实例化对象
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foreach (var pair in panel.sceneDataDictionary)
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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 == int.Parse(firstElement))
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{
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GameObject item = GameObject.Instantiate(classmatePrefab, content);
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ClassMate classMate = item.GetComponent<ClassMate>();
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// 设置 ClassMate 的名称或其他字段
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classMate.classmatename.text = locationData.Note;
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classMate.classmatename.text = selectedInfo.name;
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}
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}
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}
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Debug.Log($"Instantiated ClassMate for ID {id} with name {locationData.Name}");
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}
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}
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}
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}
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public void SetClassItem(ClassItem classItem)
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