串好啦啦啦啦啦啦啦啦(mini版本)
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@ -16,6 +16,8 @@ public class JSONReader : MonoBehaviour
|
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public TextAsset LanguageJsonFile;
|
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public TextAsset SelectJsonFile;
|
||||
public TextAsset TaskJsonFile;
|
||||
public TextAsset GlobalJsonFile;
|
||||
public TextAsset SelectsJsonFile;
|
||||
public Dictionary<int, NPCData> npcDictionary = new Dictionary<int, NPCData>();
|
||||
public Dictionary<int, LocationData> locationDictionary = new Dictionary<int, LocationData>();
|
||||
public Dictionary<int, EventData> eventDictionary = new Dictionary<int, EventData>();
|
||||
@ -26,6 +28,8 @@ public class JSONReader : MonoBehaviour
|
||||
public Dictionary<int, Language> LanguageDictionary = new Dictionary<int, Language>();
|
||||
public Dictionary<string, Select> SelectDictionary = new Dictionary<string, Select>();
|
||||
public Dictionary<string, Task_> TaskDictionary = new Dictionary<string, Task_>();
|
||||
public Dictionary<int,GlobalJson> GlobalDictionary= new Dictionary<int, GlobalJson>();
|
||||
public Dictionary<string,Select> SelectsDictionary= new Dictionary<string, Select>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
@ -41,6 +45,8 @@ public class JSONReader : MonoBehaviour
|
||||
SelectDictionary = SelectJSON(SelectJsonFile.text);
|
||||
TaskDictionary = TaskJSON(TaskJsonFile.text);
|
||||
|
||||
GlobalDictionary=GlobelJSON(GlobalJsonFile.text);
|
||||
SelectsDictionary = SelectsJSON(SelectsJsonFile.text);
|
||||
|
||||
GetLanguageByID(20008);
|
||||
foreach (var npc in npcDictionary)
|
||||
@ -185,6 +191,31 @@ public class JSONReader : MonoBehaviour
|
||||
return locationDictionary;
|
||||
}
|
||||
|
||||
public Dictionary<int, GlobalJson> GlobelJSON(string json)
|
||||
{
|
||||
GlobalJson[] locationArray = JsonHelper.FromJson<GlobalJson>(json);
|
||||
Dictionary<int, GlobalJson> locationDictionary = new Dictionary<int, GlobalJson>();
|
||||
|
||||
foreach (var location in locationArray)
|
||||
{
|
||||
locationDictionary[location.ID] = location;
|
||||
}
|
||||
|
||||
return locationDictionary;
|
||||
}
|
||||
public Dictionary<string, Select> SelectsJSON(string json)
|
||||
{
|
||||
Select[] locationArray = JsonHelper.FromJson<Select>(json);
|
||||
Dictionary<string, Select> locationDictionary = new Dictionary<string,Select>();
|
||||
|
||||
foreach (var location in locationArray)
|
||||
{
|
||||
locationDictionary[location.ID] = location;
|
||||
}
|
||||
|
||||
return locationDictionary;
|
||||
}
|
||||
|
||||
//将所有的数据都拿出来方便调用
|
||||
// 根据给定的ID获取对应的NPC数据,并返回字典中所有数据
|
||||
public void GetNpcDataByID(int id)
|
||||
@ -307,6 +338,63 @@ public class JSONReader : MonoBehaviour
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断指挥官选择了哪一个选项
|
||||
/// </summary>
|
||||
/// <param name="a">a=1选择了第一个,a=2,a=3</param>
|
||||
/// <param name="id">ID不出情况一般固定90016</param>
|
||||
/// <returns></returns>
|
||||
public string GetGlobal(int a,int id)
|
||||
{
|
||||
|
||||
GlobalJson temp=null ;
|
||||
switch(a)
|
||||
{
|
||||
case 1:
|
||||
if (GlobalDictionary.TryGetValue(id, out temp))
|
||||
return temp.VectorInt1;
|
||||
else
|
||||
return null;
|
||||
case 2:
|
||||
if (GlobalDictionary.TryGetValue(id, out temp))
|
||||
return temp.VectorInt2;
|
||||
else
|
||||
return null;
|
||||
case 3:
|
||||
if (GlobalDictionary.TryGetValue(id, out temp))
|
||||
return temp.VectorInt3;
|
||||
else
|
||||
return null;
|
||||
default:
|
||||
return "颠仔没有这种东西";
|
||||
|
||||
}
|
||||
//GlobalJson info = null;
|
||||
//if (GlobalDictionary.TryGetValue(id,out info))
|
||||
//{
|
||||
// return info.Int1.ToString();
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// Debug.Log($"No Language found with ID: {id}");
|
||||
// return null;
|
||||
//}
|
||||
}
|
||||
|
||||
public string GetEvacuate(string id)
|
||||
{
|
||||
Select info = null;
|
||||
if (SelectsDictionary.TryGetValue(id.ToString(), out info))
|
||||
{
|
||||
return info.Note;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"No Select found with ID: {id}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 帮助类,用于解析 JSON 数组
|
||||
@ -485,3 +573,25 @@ public class Task_
|
||||
public string Exclusive;
|
||||
public string Reward;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class GlobalJson
|
||||
{
|
||||
public int ID;
|
||||
public string Note;
|
||||
public int Scene;
|
||||
public int PlayScript;
|
||||
public int Int1;
|
||||
public int Int2;
|
||||
public int Int3;
|
||||
public float Float1;
|
||||
public float Float2;
|
||||
public float Float3;
|
||||
public string VectorInt1;
|
||||
public string VectorInt2;
|
||||
public string VectorInt3;
|
||||
public string VectorInt4;
|
||||
public string VectorInt5;
|
||||
public string String1;
|
||||
public string String2;
|
||||
public string String3;
|
||||
}
|
||||
|
@ -4,6 +4,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Text.RegularExpressions;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
@ -122,12 +123,6 @@ public class ZZUIManager : MonoBehaviour
|
||||
public Button Prop5;
|
||||
public Button Prop6;
|
||||
/// <summary>
|
||||
/// 撤离教室方案ABC
|
||||
/// </summary>
|
||||
public Toggle DialogboxA;
|
||||
public Toggle DialogboxB;
|
||||
public Toggle DialogboxC;
|
||||
/// <summary>
|
||||
/// 撤离方案确定
|
||||
/// </summary>
|
||||
public Button DialogboxSure;
|
||||
@ -199,14 +194,11 @@ public class ZZUIManager : MonoBehaviour
|
||||
/// 撤离方案ABC
|
||||
/// </summary>
|
||||
public Text LeftText1;
|
||||
public Text LeftText2;
|
||||
public Text LeftText3;
|
||||
|
||||
/// <summary>
|
||||
/// 撤离方案介绍
|
||||
/// </summary>
|
||||
public Text RightText1;
|
||||
public Text RightText2;
|
||||
public Text RightText3;
|
||||
/// <summary>
|
||||
/// 楼梯梯队介绍
|
||||
/// </summary>
|
||||
@ -310,8 +302,20 @@ public class ZZUIManager : MonoBehaviour
|
||||
public Image Bg1;
|
||||
//结束标志
|
||||
private bool isEnd;
|
||||
|
||||
public JSONReader jsonReader;
|
||||
#endregion
|
||||
|
||||
#region 实现撤离方案的随机
|
||||
public GameObject content3; // Scroll View 的 Content 物体
|
||||
public GridLayoutGroup gridLayoutGroup2; // Grid Layout Group 组件
|
||||
public GameObject itemPrefab; // 子物体的预制件
|
||||
public ToggleGroup toggleGroup;//父对象的组件
|
||||
public Text itemPrefabTextLeft;//标题
|
||||
public Text itemPrefabTextRight;//内容
|
||||
public int itemCount=3; // 要创建的物体数量
|
||||
|
||||
#endregion
|
||||
|
||||
#region 弹出的效果(包含推开疏散情况)
|
||||
public RectTransform panelA;
|
||||
@ -342,8 +346,15 @@ public class ZZUIManager : MonoBehaviour
|
||||
}
|
||||
private void Start()
|
||||
{
|
||||
Frist();
|
||||
initialized();
|
||||
|
||||
//测试
|
||||
// Frist();
|
||||
//FixWarn(1,jsonReader.SetUIText(50102));
|
||||
//string str = jsonReader.SetUIText(50102);
|
||||
//Debug.Log(jsonReader.SetUIText(50102));
|
||||
//Debug.Log(str);
|
||||
InitializeFlee();
|
||||
|
||||
|
||||
//动画位移位置数据
|
||||
hidePositionX = 337f;
|
||||
@ -458,10 +469,6 @@ public class ZZUIManager : MonoBehaviour
|
||||
{
|
||||
Sumbit2Button();
|
||||
});
|
||||
//撤离方案选择
|
||||
DialogboxA.onValueChanged.AddListener(delegate { OnToggleChanged(DialogboxA); });
|
||||
DialogboxB.onValueChanged.AddListener(delegate { OnToggleChanged(DialogboxB); });
|
||||
DialogboxC.onValueChanged.AddListener(delegate { OnToggleChanged(DialogboxC); });
|
||||
//撤离方案确定
|
||||
DialogboxSure.onClick.AddListener(() =>
|
||||
{
|
||||
@ -749,29 +756,55 @@ public class ZZUIManager : MonoBehaviour
|
||||
TipTilte.SetActive(false);
|
||||
MapTapPanel.SetActive(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 撤离方案选择
|
||||
/// 初始化撤离方案(随机显示)
|
||||
/// </summary>
|
||||
/// <param name="change">A-1 B-2 C-3</param>
|
||||
public void OnToggleChanged(Toggle changedToggle)
|
||||
public void InitializeFlee()
|
||||
{
|
||||
if (changedToggle.isOn)
|
||||
int a, b, c,count;
|
||||
string str;
|
||||
List<GameObject> createdItems = new List<GameObject>();
|
||||
|
||||
// 动态创建指定数量的子物体并保存它们
|
||||
for (int i = 0; i < itemCount; i++)
|
||||
{
|
||||
if (changedToggle == DialogboxA)
|
||||
GameObject newItem = Instantiate(itemPrefab, content3.transform);
|
||||
Text left = newItem.transform.Find("Choose_Bg/Choose_BgLeft/Left").GetComponent<Text>();
|
||||
Text Right = newItem.transform.Find("Choose_Bg/Choose_BgLeft/Right").GetComponent<Text>();
|
||||
left.text =jsonReader.SetUIText(20000);
|
||||
str= jsonReader.GetGlobal(1, 90016);
|
||||
string[] str1=str.Split('|');
|
||||
Right.text = jsonReader.GetEvacuate(str1[i]);
|
||||
Toggle toggle=newItem.gameObject.GetComponent<Toggle>();
|
||||
toggle.group = toggleGroup;
|
||||
|
||||
// 绑定点击事件
|
||||
int index = i; // 保证每个 Toggle 有不同的 index
|
||||
toggle.onValueChanged.AddListener((bool isOn) => OnToggleClicked(isOn, index));
|
||||
// left.text=js
|
||||
createdItems.Add(newItem); // 将新创建的物体添加到列表中
|
||||
}
|
||||
|
||||
// 打乱顺序(使用 Fisher-Yates 算法)
|
||||
System.Random rand = new System.Random();
|
||||
int n = createdItems.Count;
|
||||
for (int i = n - 1; i > 0; i--)
|
||||
{
|
||||
Debug.Log("Toggle 1 is selected");
|
||||
int j = rand.Next(i + 1);
|
||||
GameObject temp = createdItems[i];
|
||||
createdItems[i] = createdItems[j];
|
||||
createdItems[j] = temp;
|
||||
}
|
||||
else if (changedToggle == DialogboxB)
|
||||
|
||||
// 按照打乱后的顺序重新排列物体
|
||||
foreach (GameObject item in createdItems)
|
||||
{
|
||||
Debug.Log("Toggle 2 is selected");
|
||||
}
|
||||
else if (changedToggle == DialogboxC)
|
||||
{
|
||||
Debug.Log("Toggle 3 is selected");
|
||||
}
|
||||
item.transform.SetSiblingIndex(createdItems.IndexOf(item)); // 设置物体的兄弟索引
|
||||
}
|
||||
// 强制刷新布局
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(content3.GetComponent<RectTransform>());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 已经安全撤离的班级 上报总指 按钮事件
|
||||
/// </summary>
|
||||
@ -1072,27 +1105,6 @@ public class ZZUIManager : MonoBehaviour
|
||||
NO_Right_MessageText.text = str2;
|
||||
NO_Student.text = a.ToString();
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改撤离方案的介绍
|
||||
/// </summary>
|
||||
/// <param name="str">内容</param>
|
||||
/// <param name="a">A=1,B=2,C=3选项</param>
|
||||
public void FixFled(int a, string str)
|
||||
{
|
||||
switch (a)
|
||||
{
|
||||
case 1:
|
||||
RightText1.text = str;
|
||||
break;
|
||||
case 2:
|
||||
RightText2.text = str;
|
||||
break;
|
||||
case 3:
|
||||
RightText3.text = str;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清点人数时 修改管理区域
|
||||
/// </summary>
|
||||
@ -1109,7 +1121,19 @@ public class ZZUIManager : MonoBehaviour
|
||||
{
|
||||
NPCName.text = str;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 撤离教师的方案选择
|
||||
/// </summary>
|
||||
/// <param name="isOn"></param>
|
||||
/// <param name="index"></param>
|
||||
private void OnToggleClicked(bool isOn,int index)
|
||||
{
|
||||
if (isOn)
|
||||
{
|
||||
// 执行开启的操作
|
||||
Debug.Log("Toggle " + index + " is On");
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
private void Close()
|
||||
|
@ -1 +1 @@
|
||||
Subproject commit 2e42b278d4c6ac9e045925dcc6e04896a19cbfd8
|
||||
Subproject commit 0385375c1818fc57f42407a6c5301a26ded3a19a
|
Loading…
Reference in New Issue
Block a user