地区-1判断

This commit is contained in:
lq 2024-12-16 17:14:52 +08:00
parent 033f1f00b1
commit 161b95deda
2 changed files with 66 additions and 36 deletions

View File

@ -321,16 +321,6 @@ public class Panel : MonoBehaviour
{
// 按“,”分隔出事故位置ID、职业ID和最低要求人数
string[] roleLimits = section.Split(',');
if (section.Contains("-1"))
{
if (roleLimits[0] == "-1")
{
shouldInstantiate = false; // 不实例化该NPC
break; // 跳出循环直接处理下一个NPC
}
}
else
{
string accidentLocationId = roleLimits[0]; // 事故位置ID
string difficultyId = roleLimits[1];
string roleId = roleLimits[2]; // 职业ID
@ -361,7 +351,6 @@ public class Panel : MonoBehaviour
}
}
}
}
// 遍历每个角色限制部分
}

View File

@ -297,7 +297,48 @@ public class EvacuationPanel : MonoBehaviour
string[] limit = npcLimit.Split(',');
if (limit[0] == selectScene.scnenId.ToString()&& limit[1] == selectScene.difficultyId.ToString())
{
//GameObject sceneitem = GameObject.Instantiate(personnelPrefabs, personnelContent);
//PersonnelItem personnelItem = sceneitem.GetComponent<PersonnelItem>();
//Button button = personnelItem.transform.Find("sceneText").GetComponent<Button>();
//personnelItem.sceneText.text = sceneEntry.Key;
//personnelItem.sceneId = area.ID;
//personnelItem.Num = 1; // 设置初始值为 1
//// 点击事件监听
//button.onClick.AddListener(() =>
//{
// // 标记当前选择的区域
// OnSceneItemClicked(item, Color.yellow, selectedScene);
// // 如果被点击的区域已经有人员
// if (personnelItem.NpcNum > 0)
// {
// redistributeBtn.onClick.AddListener(() => {
// // 清除选定区域的人员数据
// RedistributeLogic(personnelItem.sceneId, personnelItem.NpcNum);
// });
// }
// // 清空现有场景下的所有人员UI
// foreach (Transform child in sceneCount)
// {
// Destroy(child.gameObject);
// }
// // 执行后续的场景级别配置
// LocationData locationData = js.GetAreaDateById(personnelItem.sceneId);
// if (locationData.Level.ToString() != "0")
// {
// GameObject levelItem = GameObject.Instantiate(scenePrefab, sceneCount);
// Button levelBtn = levelItem.transform.Find("chooseBtn2").GetComponent<Button>();
// levelBtn.onClick.AddListener(() =>
// {
// JueseChoicePop jueseChoicePop = jueseChoicePanel.GetComponent<JueseChoicePop>();
// jueseChoicePop.SetClass(personnelItem.sceneId);
// jueseChoicePanel.gameObject.SetActive(true);
// });
// ClassItem classItem = levelItem.GetComponent<ClassItem>();
// classItem.classname.text = locationData.Level.ToString();
// }
//});
//personnelItems.Add(personnelItem);
}
}
}