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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
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|
@ -29,8 +29,13 @@ 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>();
|
||||
|
||||
|
||||
//小智专用
|
||||
//读取职业名字
|
||||
public Dictionary<int, GlobalJson> GlobalDictionary = new Dictionary<int, GlobalJson>();
|
||||
public Dictionary<string, Select> ZZSelectsDictionary = new Dictionary<string, Select>();
|
||||
public Dictionary<int, NPCData> OpcNameDictionary=new Dictionary<int, NPCData>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
@ -45,8 +50,11 @@ public class JSONReader : MonoBehaviour
|
||||
LanguageDictionary = LanguageParseJSON(LanguageJsonFile.text);
|
||||
SelectDictionary = SelectJSON(SelectJsonFile.text);
|
||||
TaskDictionary = TaskJSON(TaskJsonFile.text);
|
||||
GlobalDictionary=GlobelJSON(GlobalJsonFile.text);
|
||||
SelectsDictionary = SelectsJSON(SelectsJsonFile.text);
|
||||
|
||||
//小智专用
|
||||
OpcNameDictionary = SelectOpcName(npcJsonFile.text);
|
||||
GlobalDictionary = GlobelJSON(GlobalJsonFile.text);
|
||||
ZZSelectsDictionary = SelectsJSON(SelectsJsonFile.text);
|
||||
|
||||
GetLanguageByID(20008);
|
||||
foreach (var npc in sceneDictionary)
|
||||
@ -215,6 +223,20 @@ public class JSONReader : MonoBehaviour
|
||||
|
||||
return locationDictionary;
|
||||
}
|
||||
//小智专用
|
||||
//读取职业名字
|
||||
public Dictionary<int, NPCData> SelectOpcName(string json)
|
||||
{
|
||||
NPCData[] npcArray = JsonHelper.FromJson<NPCData>(json);
|
||||
Dictionary<int, NPCData> OpcNameDictionary = new Dictionary<int, NPCData>();
|
||||
|
||||
foreach (var npc in npcArray)
|
||||
{
|
||||
OpcNameDictionary[npc.ID]= npc;
|
||||
}
|
||||
|
||||
return OpcNameDictionary;
|
||||
}
|
||||
|
||||
//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
|
||||
@ -339,7 +361,7 @@ public class JSONReader : MonoBehaviour
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断指挥官选择了哪一个选项
|
||||
/// 判断指挥官选择了哪一个选项(展示废除)
|
||||
/// </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>
|
||||
@ -380,11 +402,28 @@ public class JSONReader : MonoBehaviour
|
||||
// return null;
|
||||
//}
|
||||
}
|
||||
|
||||
public string GetEvacuate(string id)
|
||||
{
|
||||
Select info = null;
|
||||
if (SelectsDictionary.TryGetValue(id.ToString(), out info))
|
||||
if (ZZSelectsDictionary.TryGetValue(id.ToString(), out info))
|
||||
{
|
||||
return info.Note;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"No Select found with ID: {id}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 读取职业名字
|
||||
/// </summary>
|
||||
/// <param name="id">职业ID去Role表获取</param>
|
||||
/// <returns></returns>
|
||||
public string GetOcpName(int id)
|
||||
{
|
||||
NPCData info = null;
|
||||
if (OpcNameDictionary.TryGetValue(id, out info))
|
||||
{
|
||||
return info.Note;
|
||||
}
|
||||
|
@ -2,8 +2,9 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Choose : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||
public class Choose1 : MonoBehaviour
|
||||
{
|
||||
public bool isNoTip;
|
||||
public bool isShow;
|
||||
@ -24,15 +25,5 @@ public class Choose : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||
Tip.SetActive(false);
|
||||
}
|
||||
}
|
||||
// 当鼠标进入时
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
isShow = true;// 显示面板
|
||||
}
|
||||
|
||||
// 当鼠标离开时
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
isShow = false; // 隐藏面板
|
||||
}
|
||||
}
|
@ -1,6 +1,8 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Newtonsoft.Json;
|
||||
using TMPro;
|
||||
using UnityEditor.Rendering.LookDev;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
@ -9,17 +11,41 @@ public class FreePanelManager : MonoBehaviour
|
||||
[Header("测试")]
|
||||
public Sprite TestImage;
|
||||
[Header("面板")]
|
||||
//职业选择面板
|
||||
public GameObject OccupationPanel;
|
||||
//特殊情况弹窗
|
||||
public GameObject TipPanel;
|
||||
public GameObject AccidentIPanel;
|
||||
//职业介绍框框
|
||||
public GameObject OpcTip1;
|
||||
public GameObject OpcTip2;
|
||||
public GameObject OpcTip3;
|
||||
public GameObject OpcTip4;
|
||||
public GameObject OpcTip5;
|
||||
public GameObject OpcTip6;
|
||||
public GameObject OpcTip7;
|
||||
public GameObject OpcTip8;
|
||||
[Header("图像")]
|
||||
//特殊情况弹窗背景图
|
||||
public Image TipBg;
|
||||
//事故点截图
|
||||
public Image AccidentImage;
|
||||
[Header("按钮")]
|
||||
public Button AccidentButton;
|
||||
public Button OpcLeft;
|
||||
public Button OpcRight;
|
||||
[Header("文本")]
|
||||
//特殊情况弹窗文本
|
||||
public Text TipText;
|
||||
//职业的种类名字
|
||||
public Text Ocp1;
|
||||
public Text Ocp2;
|
||||
public Text Ocp3;
|
||||
public Text Ocp4;
|
||||
public Text Ocp5;
|
||||
public Text Ocp6;
|
||||
public Text Ocp7;
|
||||
public Text Ocp8;
|
||||
[Header("一些奇奇怪怪的东西")]
|
||||
#region 特殊情况淡入淡出效果
|
||||
public float fadeInDuration = 1f; // 淡出时间
|
||||
@ -34,12 +60,46 @@ public class FreePanelManager : MonoBehaviour
|
||||
// 运行中的淡入淡出协程引用
|
||||
private Coroutine fadeCoroutine;
|
||||
#endregion
|
||||
|
||||
#region 创建职业介绍
|
||||
public List<GameObject> createdItems = new List<GameObject>();//保存内容用的列表
|
||||
public GameObject content1; // Scroll View 的 Content 物体
|
||||
public GameObject content2;
|
||||
public GameObject content3;
|
||||
public GameObject content4;
|
||||
public GameObject content5;
|
||||
public GameObject content6;
|
||||
public GameObject content7;
|
||||
public GameObject content8;
|
||||
|
||||
public List<string> OpcName = new List<string>(); //保存职业任务介绍
|
||||
private int itemCount=1; // 要创建的物体数量
|
||||
public GameObject itemPrefab; // 子物体的预制件
|
||||
public JSONReader JSONReader;
|
||||
#endregion
|
||||
|
||||
public void Start()
|
||||
{
|
||||
OcpName(8002, 1);
|
||||
OcpName(8003, 2);
|
||||
OcpName(8004, 3);
|
||||
OcpName(8006, 4);
|
||||
//职业介绍框左按钮
|
||||
OpcLeft.onClick.AddListener(() =>
|
||||
{
|
||||
LeftRight(1);
|
||||
});
|
||||
//职业介绍框右按钮
|
||||
OpcRight.onClick.AddListener(() => {
|
||||
LeftRight(2);
|
||||
});
|
||||
}
|
||||
public void Update()
|
||||
{
|
||||
#region 测试
|
||||
if (Input.GetKeyDown("j"))
|
||||
{
|
||||
// PopAccident(TestImage);
|
||||
// PopAccident(TestImage);
|
||||
}
|
||||
#endregion
|
||||
if (isFadeEnd)
|
||||
@ -62,7 +122,7 @@ public class FreePanelManager : MonoBehaviour
|
||||
/// <param name="image">传入一张事故图片(Spite)</param>
|
||||
public void PopAccident(Sprite image)
|
||||
{
|
||||
AccidentImage.sprite=image;
|
||||
AccidentImage.sprite = image;
|
||||
AccidentIPanel.SetActive(true);
|
||||
}
|
||||
/// <summary>
|
||||
@ -105,4 +165,114 @@ public class FreePanelManager : MonoBehaviour
|
||||
isFadeEnd = true;//这个携程结束的标志
|
||||
TipPanel.SetActive(false);
|
||||
}
|
||||
/// <summary>
|
||||
/// 打开关闭职业选择面板
|
||||
/// </summary>
|
||||
public void OpenOccupation()
|
||||
{
|
||||
bool isActive = OccupationPanel.activeSelf;
|
||||
// 如果面板已激活,则关闭,否则打开
|
||||
OccupationPanel.SetActive(!isActive);
|
||||
}
|
||||
/// <summary>
|
||||
/// 获取职业名字并且赋值到面板上
|
||||
/// </summary>
|
||||
/// <param name="ID">职业的ID</param>
|
||||
/// <param name="a">第几个面板(从1开始)</param>
|
||||
public void OcpName(int ID, int index)
|
||||
{
|
||||
string str = JSONReader.GetOcpName(ID);
|
||||
switch (index)
|
||||
{
|
||||
case 1:
|
||||
CreateOcpText(ID.ToString(), content1);
|
||||
Ocp1.text = str;
|
||||
break;
|
||||
case 2:
|
||||
CreateOcpText(ID.ToString(), content2);
|
||||
Ocp2.text = str;
|
||||
break;
|
||||
case 3:
|
||||
CreateOcpText(ID.ToString(), content3);
|
||||
Ocp3.text = str;
|
||||
break;
|
||||
case 4:
|
||||
CreateOcpText(ID.ToString(), content4);
|
||||
Ocp4.text = str;
|
||||
break;
|
||||
case 5:
|
||||
CreateOcpText(ID.ToString(), content5);
|
||||
Ocp5.text = str;
|
||||
break;
|
||||
case 6:
|
||||
CreateOcpText(ID.ToString(), content6);
|
||||
Ocp6.text = str;
|
||||
break;
|
||||
case 7:
|
||||
CreateOcpText(ID.ToString(), content7);
|
||||
Ocp7.text = str;
|
||||
break;
|
||||
case 8:
|
||||
CreateOcpText(ID.ToString(), content8);
|
||||
Ocp8.text = str;
|
||||
break;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 创建职业介绍内容(这个方法要联动OcpName方法的)
|
||||
/// </summary>
|
||||
/// <param name="ID">职业的ID</param>
|
||||
/// <param name="content">放在那个一个子物体下</param>
|
||||
public void CreateOcpText(string ID,GameObject content)
|
||||
{
|
||||
OpcName.Clear();
|
||||
// 遍历 SelectDictionaryctsDictionary.Count);
|
||||
foreach (var kvp in JSONReader.ZZSelectsDictionary)
|
||||
{
|
||||
// 这里 kvp.Key 是字典的键,kvp.Value 是 Select 对象
|
||||
Select select = kvp.Value;
|
||||
|
||||
// 判断 UIDetails 是否匹配,并且填充数据
|
||||
if (select.UIDetails == ID.ToString())
|
||||
{
|
||||
// 将 Note 添加到 OpcName 列表
|
||||
OpcName.Add(select.Note);
|
||||
}
|
||||
}
|
||||
// 动态创建指定数量的子物体并保存它们
|
||||
for (int i = 0; i < OpcName.Count; i++)
|
||||
{
|
||||
GameObject newItem = Instantiate(itemPrefab, content.transform);
|
||||
Text left = newItem.transform.Find("Text").GetComponent<Text>();
|
||||
left.text = OpcName[i];
|
||||
|
||||
createdItems.Add(newItem); // 将新创建的物体添加到列表中
|
||||
}
|
||||
}
|
||||
public void LeftRight(int a)
|
||||
{
|
||||
if(a==1)
|
||||
{
|
||||
OpcTip1.SetActive(true);
|
||||
OpcTip2.SetActive(true);
|
||||
OpcTip3.SetActive(true);
|
||||
OpcTip4.SetActive(true);
|
||||
OpcTip5.SetActive(false);
|
||||
OpcTip6.SetActive(false);
|
||||
OpcTip7.SetActive(false);
|
||||
OpcTip8.SetActive(false);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
OpcTip1.SetActive(false);
|
||||
OpcTip2.SetActive(false);
|
||||
OpcTip3.SetActive(false);
|
||||
OpcTip4.SetActive(false);
|
||||
OpcTip5.SetActive(true);
|
||||
OpcTip6.SetActive(true);
|
||||
OpcTip7.SetActive(true);
|
||||
OpcTip8.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -320,7 +320,9 @@ public class ZZUIManager : MonoBehaviour
|
||||
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
|
||||
public int itemCount = 2; // 要创建的物体数量
|
||||
List<GameObject> createdItems = new List<GameObject>();//保存用的列表
|
||||
int ToggleCount = 0;
|
||||
|
||||
#endregion
|
||||
|
||||
@ -343,7 +345,7 @@ public class ZZUIManager : MonoBehaviour
|
||||
#endregion
|
||||
|
||||
|
||||
public ZZUIManager instert;
|
||||
public static ZZUIManager instert;
|
||||
public void Awake()
|
||||
{
|
||||
isHidden = true;
|
||||
@ -362,8 +364,7 @@ public class ZZUIManager : MonoBehaviour
|
||||
//Debug.Log(str);
|
||||
|
||||
|
||||
InitializeFlee();
|
||||
|
||||
InitializeFlee(10813);
|
||||
|
||||
//动画位移位置数据
|
||||
hidePositionX = 337f;
|
||||
@ -432,6 +433,7 @@ public class ZZUIManager : MonoBehaviour
|
||||
Warn_Tip.SetActive(false);
|
||||
}
|
||||
|
||||
//人物的加减
|
||||
Minus.onClick.AddListener(() =>
|
||||
{
|
||||
int currentValue = int.Parse(Student_Number.text);
|
||||
@ -532,9 +534,11 @@ public class ZZUIManager : MonoBehaviour
|
||||
//测试面板
|
||||
if (Input.GetKeyDown("j"))
|
||||
{
|
||||
string str = "aaa";
|
||||
FixWarnPanelText(str);
|
||||
WarnPanel();
|
||||
//string str = "aaa";
|
||||
//FixWarnPanelText(str);
|
||||
//WarnPanel();
|
||||
GcreationSelect(10829);
|
||||
Frist();
|
||||
|
||||
}
|
||||
if (Input.GetKeyDown("k"))
|
||||
@ -553,11 +557,20 @@ public class ZZUIManager : MonoBehaviour
|
||||
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// 字体动效实现
|
||||
/// </summary>
|
||||
/// <param name="num">传入文本</param>
|
||||
|
||||
public void Number(Text num)
|
||||
{
|
||||
StartCoroutine(Num(num));
|
||||
}
|
||||
/// <summary>
|
||||
/// 字体动效的携程
|
||||
/// </summary>
|
||||
/// <param name="num">文本信息</param>
|
||||
/// <returns></returns>
|
||||
IEnumerator Num(Text num)
|
||||
{
|
||||
while (true)
|
||||
@ -742,10 +755,13 @@ public class ZZUIManager : MonoBehaviour
|
||||
Debug.Log("Option 3 selected");
|
||||
break;
|
||||
case 3:
|
||||
|
||||
break;
|
||||
case 4:
|
||||
|
||||
break;
|
||||
case 5:
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -766,33 +782,37 @@ public class ZZUIManager : MonoBehaviour
|
||||
MapTapPanel.SetActive(false);
|
||||
}
|
||||
/// <summary>
|
||||
/// 初始化撤离方案(随机显示)
|
||||
/// 撤离方案框的初始化
|
||||
/// </summary>
|
||||
public void InitializeFlee()
|
||||
/// <param name="ID"></param>
|
||||
public void InitializeFlee(int ID)
|
||||
{
|
||||
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++)
|
||||
{
|
||||
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;
|
||||
left.text = jsonReader.SetUIText(20000);
|
||||
Right.text = jsonReader.SetUIText(ID+i);
|
||||
Toggle toggle = newItem.gameObject.GetComponent<Toggle>();
|
||||
Choose1 chooseScript = newItem.GetComponent<Choose1>();
|
||||
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
|
||||
// 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, chooseScript));
|
||||
// left.text=js
|
||||
createdItems.Add(newItem); // 将新创建的物体添加到列表中
|
||||
ToggleCount++;
|
||||
}
|
||||
|
||||
RandomPos();
|
||||
}
|
||||
/// <summary>
|
||||
/// 用于打乱选项顺序
|
||||
/// </summary>
|
||||
public void RandomPos()
|
||||
{
|
||||
// 打乱顺序(使用 Fisher-Yates 算法)
|
||||
System.Random rand = new System.Random();
|
||||
int n = createdItems.Count;
|
||||
@ -812,6 +832,23 @@ public class ZZUIManager : MonoBehaviour
|
||||
// 强制刷新布局
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(content3.GetComponent<RectTransform>());
|
||||
}
|
||||
public void GcreationSelect(int ID)
|
||||
{
|
||||
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);
|
||||
Right.text = jsonReader.SetUIText(ID);
|
||||
Toggle toggle = newItem.gameObject.GetComponent<Toggle>();
|
||||
Choose1 chooseScript = newItem.GetComponent<Choose1>();
|
||||
toggle.group = toggleGroup;
|
||||
|
||||
// 绑定点击事件
|
||||
int index = ++ToggleCount; // 保证每个 Toggle 有不同的 index
|
||||
toggle.onValueChanged.AddListener((bool isOn) => OnToggleClicked(isOn, index,chooseScript));
|
||||
createdItems.Add(newItem); // 将新创建的物体添加到列表中
|
||||
RandomPos();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 已经安全撤离的班级 上报总指 按钮事件
|
||||
@ -1141,12 +1178,19 @@ public class ZZUIManager : MonoBehaviour
|
||||
/// </summary>
|
||||
/// <param name="isOn"></param>
|
||||
/// <param name="index"></param>
|
||||
private void OnToggleClicked(bool isOn, int index)
|
||||
private void OnToggleClicked(bool isOn, int index, Choose1 chooseScript)
|
||||
{
|
||||
if (isOn)
|
||||
switch(index)
|
||||
{
|
||||
// 执行开启的操作
|
||||
Debug.Log("Toggle " + index + " is On");
|
||||
case 0:
|
||||
chooseScript.isShow = isOn;
|
||||
break;
|
||||
case 1:
|
||||
chooseScript.isShow = isOn;
|
||||
break;
|
||||
case 2:
|
||||
chooseScript.isShow = isOn;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1 +1 @@
|
||||
Subproject commit c1aef9f6a93dce205fe658923b08d6d21868a785
|
||||
Subproject commit 0385375c1818fc57f42407a6c5301a26ded3a19a
|