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target: {fileID: 8618474577547420637, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3} + propertyPath: m_AnchoredPosition.y + value: -105 + objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3} diff --git a/xiaofang/Assets/Script/JSONReader/JSONReader.cs b/xiaofang/Assets/Script/JSONReader/JSONReader.cs index 233933a9..bd287a81 100644 --- a/xiaofang/Assets/Script/JSONReader/JSONReader.cs +++ b/xiaofang/Assets/Script/JSONReader/JSONReader.cs @@ -29,8 +29,13 @@ public class JSONReader : MonoBehaviour public Dictionary LanguageDictionary = new Dictionary(); public Dictionary SelectDictionary = new Dictionary(); public Dictionary TaskDictionary = new Dictionary(); - public Dictionary GlobalDictionary= new Dictionary(); - public Dictionary SelectsDictionary= new Dictionary(); + + + //小智专用 + //读取职业名字 + public Dictionary GlobalDictionary = new Dictionary(); + public Dictionary ZZSelectsDictionary = new Dictionary(); + public Dictionary OpcNameDictionary=new Dictionary(); 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 SelectOpcName(string json) + { + NPCData[] npcArray = JsonHelper.FromJson(json); + Dictionary OpcNameDictionary = new Dictionary(); + + 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 } /// - /// 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) /// /// a=1选择了第一个,a=2,a=3 /// ID不出情况一般固定90016 @@ -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; + } + } + /// + /// 读取职业名字 + /// + /// 职业ID去Role表获取 + /// + public string GetOcpName(int id) + { + NPCData info = null; + if (OpcNameDictionary.TryGetValue(id, out info)) { return info.Note; } diff --git a/xiaofang/Assets/Script/UI/ZZZZZZ/Choose.cs b/xiaofang/Assets/Script/UI/ZZZZZZ/Choose1.cs similarity index 61% rename from xiaofang/Assets/Script/UI/ZZZZZZ/Choose.cs rename to xiaofang/Assets/Script/UI/ZZZZZZ/Choose1.cs index db6637b4..49c3a88e 100644 --- a/xiaofang/Assets/Script/UI/ZZZZZZ/Choose.cs +++ b/xiaofang/Assets/Script/UI/ZZZZZZ/Choose1.cs @@ -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 - } } diff --git a/xiaofang/Assets/Script/UI/ZZZZZZ/Choose.cs.meta b/xiaofang/Assets/Script/UI/ZZZZZZ/Choose1.cs.meta similarity index 100% rename from xiaofang/Assets/Script/UI/ZZZZZZ/Choose.cs.meta rename to xiaofang/Assets/Script/UI/ZZZZZZ/Choose1.cs.meta diff --git a/xiaofang/Assets/Script/UI/ZZZZZZ/FreePanelManager.cs b/xiaofang/Assets/Script/UI/ZZZZZZ/FreePanelManager.cs index 822626e7..78c7e56c 100644 --- a/xiaofang/Assets/Script/UI/ZZZZZZ/FreePanelManager.cs +++ b/xiaofang/Assets/Script/UI/ZZZZZZ/FreePanelManager.cs @@ -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 createdItems = new List();//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 OpcName = new List(); //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 /// 传入一张事故图片(Spite) public void PopAccident(Sprite image) { - AccidentImage.sprite=image; + AccidentImage.sprite = image; AccidentIPanel.SetActive(true); } /// @@ -105,4 +165,114 @@ public class FreePanelManager : MonoBehaviour isFadeEnd = true;//这个携程结束的标志 TipPanel.SetActive(false); } + /// + /// 打开关闭职业选择面板 + /// + public void OpenOccupation() + { + bool isActive = OccupationPanel.activeSelf; + // 如果面板已激活,则关闭,否则打开 + OccupationPanel.SetActive(!isActive); + } + /// + /// 获取职业名字并且赋值到面板上 + /// + /// 职业的ID + /// 第几个面板(从1开始) + 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; + } + } + /// + /// 创建职业介绍内容(这个方法要联动OcpName方法的) + /// + /// 职业的ID + /// 放在那个一个子物体下 + 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(); + 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); + } + } } diff --git a/xiaofang/Assets/Script/UI/ZZZZZZ/ZZUIManager.cs b/xiaofang/Assets/Script/UI/ZZZZZZ/ZZUIManager.cs index 9bd352de..cc643824 100644 --- a/xiaofang/Assets/Script/UI/ZZZZZZ/ZZUIManager.cs +++ b/xiaofang/Assets/Script/UI/ZZZZZZ/ZZUIManager.cs @@ -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 createdItems = new List();//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 } + /// + /// 字体动效实现 + /// + /// 传入文本 public void Number(Text num) { StartCoroutine(Num(num)); } + /// + /// 字体动效的携程 + /// + /// 文本信息 + /// 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); } /// - /// 初始化撤离方案(随机显示) + /// 撤离方案框的初始化 /// - public void InitializeFlee() + /// + public void InitializeFlee(int ID) { - string str; - List createdItems = new List(); - // 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 Right = newItem.transform.Find("Choose_Bg/Choose_BgLeft/Right").GetComponent(); - //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.group = toggleGroup; + left.text = jsonReader.SetUIText(20000); + Right.text = jsonReader.SetUIText(ID+i); + Toggle toggle = newItem.gameObject.GetComponent(); + Choose1 chooseScript = newItem.GetComponent(); + 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(); + } + /// + /// 用于打乱选项顺序 + /// + 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()); } + public void GcreationSelect(int ID) + { + GameObject newItem = Instantiate(itemPrefab, content3.transform); + Text left = newItem.transform.Find("Choose_Bg/Choose_BgLeft/Left").GetComponent(); + Text Right = newItem.transform.Find("Choose_Bg/Choose_BgLeft/Right").GetComponent(); + left.text = jsonReader.SetUIText(20000); + Right.text = jsonReader.SetUIText(ID); + Toggle toggle = newItem.gameObject.GetComponent(); + Choose1 chooseScript = newItem.GetComponent(); + 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(); + } /// /// 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 /// /// /// - 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; } } diff --git a/xiaofang/Assets/UnityCommon b/xiaofang/Assets/UnityCommon index c1aef9f6..0385375c 160000 --- a/xiaofang/Assets/UnityCommon +++ b/xiaofang/Assets/UnityCommon @@ -1 +1 @@ -Subproject commit c1aef9f6a93dce205fe658923b08d6d21868a785 +Subproject commit 0385375c1818fc57f42407a6c5301a26ded3a19a