应急疏散人员
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@ -14,6 +14,7 @@ public class SelectedInfo
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public string name;
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public string duty;
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public string scene;
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public string leader;
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}
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@ -97,6 +98,7 @@ public class Panel : MonoBehaviour
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GameObject item = GameObject.Instantiate<GameObject>(dutyPrefab, dutyCount);
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DutyItem dutyItem = item.GetComponent<DutyItem>();
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dutyItem.dutyNameText.text = npcData.Value.Note;
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dutyItem.leader = npcData.Value.GroupLeader;
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//Debug.Log("$$$$$$$$$$$$$$" + dutyItem.dutyNameText.text);
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peopleList.Add(item);// 将每个实例化的角色添加到列表中
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}
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@ -107,10 +109,7 @@ public class Panel : MonoBehaviour
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{
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foreach (var npcData in jsonReader1.locationDictionary)
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{
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GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount);
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SceneItem sceneItem = item.GetComponent<SceneItem>();
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sceneItem.sceneName.text = npcData.Value.Note;
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// 通过“|”分隔 RoleLimit 字段
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// 解析角色限制字段
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string roleLimit = npcData.Value.RoleLimit;
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if (!string.IsNullOrEmpty(roleLimit))
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@ -119,53 +118,47 @@ public class Panel : MonoBehaviour
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string[] roleLimitSections = roleLimit.Split('|');
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// 遍历每个部分(按“|”分隔后得到的数组)
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bool shouldInstantiate = true; // 用于判断是否需要实例化
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foreach (string section in roleLimitSections)
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{
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// 判断当前部分是否包含 "-1"
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// 判断当前部分是否包含 "-1" 来决定是否跳过实例化
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if (section.Contains("-1"))
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{
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Debug.Log("角色限制为-1,区域限制人数为无限!");
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sceneItem.limitNum = int.MaxValue;
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continue; // 跳过当前部分,不进行后续处理
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}
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// 判断职业ID或其他条件,决定是否跳过
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string[] roleLimits = section.Split(',');
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// 对每个部分再按“,”分隔
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string[] roleLimits = section.Split(',');
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// 判断是否有足够的元素(至少3个)
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if (roleLimits.Length >= 3)
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{
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// 获取第三个元素并进行判断
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string thirdElement = roleLimits[2];
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Debug.Log("第三个元素的值是:" + thirdElement);
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sceneItem.limitNum = int.Parse(thirdElement);
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// 判断第三个元素的值
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if (thirdElement == "某个特定值") // 这里的 "某个特定值" 你可以根据需求更改
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// 这里假设职业ID在第一个位置,且为-1时表示不可作为出生点
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if (roleLimits[0] == "-1")
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{
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Debug.Log("第三个元素满足条件!");
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//Debug.Log("该职业不能作为出生点,不在预订演练,跳过实例化!");
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shouldInstantiate = false; // 不实例化该NPC
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break; // 跳出循环,直接处理下一个NPC
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}
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else
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// 处理“-1”表示无限制人数的情况
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if (roleLimits[2] == "-1")
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{
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Debug.Log("第三个元素不满足条件!");
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//Debug.Log("角色限制为-1,区域限制人数为无限!");
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// 可以选择设置limitNum为无限制
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}
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}
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else
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{
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Debug.Log("当前部分数据不足3个元素,无法检查第三个元素!");
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}
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}
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// 如果不满足实例化条件,跳过当前NPC的实例化
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if (!shouldInstantiate)
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{
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continue;
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}
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}
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else
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{
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Debug.Log("RoleLimit is empty for NPC ID: " + npcData.Key);
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}
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// 实例化NPC预制体
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GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount);
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SceneItem sceneItem = item.GetComponent<SceneItem>();
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sceneItem.sceneName.text = npcData.Value.Note;
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// 将每个实例化的角色添加到列表中
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peopleList.Add(item);
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}
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}
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//处理人员管理按钮
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@ -216,16 +209,23 @@ public class Panel : MonoBehaviour
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if (count >= 1) // 如果已经有1个此职责的人选
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{
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Debug.LogError($"{selectedInfo.duty} 已达最大人数限制!");
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Debug.LogError($"{selectedInfo.duty} 已达最大人数限制");
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isLimitReached = true; // 标记限制已达
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}
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}
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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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// 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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name = selectedInfo.name,
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duty = selectedInfo.duty,
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scene = selectedInfo.scene
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};
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// 将当前选中的人员信息添加到对应场景的人员列表中
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currentSceneInfo.Add(selectedInfo);
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currentSceneInfo.Add(newSelectedInfo);
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// 打印当前场景人员信息
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Debug.Log($"场景: {sceneName},选中的人员: {selectedInfo.name},职责: {selectedInfo.duty}");
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@ -239,7 +239,6 @@ public class Panel : MonoBehaviour
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// 改变已添加人员的显示颜色
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UpdatePeopleListVisual();
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}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -249,6 +248,7 @@ public class Panel : MonoBehaviour
|
||||
// 可以在这里根据需求继续处理选中的数据
|
||||
}
|
||||
|
||||
|
||||
//处理界面关闭按钮
|
||||
public void ClickCloseBtn()
|
||||
{
|
||||
@ -411,5 +411,7 @@ public class Panel : MonoBehaviour
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
@ -8,6 +8,7 @@ public class DutyItem : MonoBehaviour
|
||||
public Image dutyImage;
|
||||
public Text dutyNameText;
|
||||
public Button button;
|
||||
public int leader;
|
||||
public Color defaultColor = Color.white; // 默认颜色
|
||||
public Color addedColor = Color.gray; // 已添加颜色
|
||||
public Color selectedColor = Color.yellow; // 选中颜色
|
||||
@ -21,13 +22,13 @@ public class DutyItem : MonoBehaviour
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
public void Setup(string name, bool added)
|
||||
{
|
||||
@ -56,4 +57,5 @@ public class DutyItem : MonoBehaviour
|
||||
{
|
||||
onClick?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
@ -23,6 +23,9 @@ public class EvacuationPanel : MonoBehaviour
|
||||
public Button redistributeBtn;
|
||||
public Button submitBtn;
|
||||
|
||||
[Header("Npc数量")]
|
||||
public int npcNum;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -47,7 +50,6 @@ public class EvacuationPanel : MonoBehaviour
|
||||
PersonnelItem personnelItem=item.GetComponent<PersonnelItem>();
|
||||
personnelItem.sceneText.text = sceneEntry.Key;
|
||||
personnelItem.personnelNum.text = sceneEntry.Value.Count.ToString();
|
||||
|
||||
}
|
||||
}
|
||||
//判断输入框的数字是否大于1
|
||||
@ -94,5 +96,9 @@ public class EvacuationPanel : MonoBehaviour
|
||||
classItem.JuesechoicePop = JuesechoicePop;
|
||||
}
|
||||
}
|
||||
//Npc分配
|
||||
public void NpcDistribution()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -70,17 +70,14 @@ public class ManagerPanel : MonoBehaviour
|
||||
RectTransform rt = currentSelectedItem.GetComponent<RectTransform>();
|
||||
rt.localScale = originalScale; // 恢复原始大小
|
||||
}
|
||||
|
||||
// 记录当前选中项的原始大小
|
||||
RectTransform clickedItemRT = clickedItem.GetComponent<RectTransform>();
|
||||
if (originalScale == Vector3.zero)
|
||||
{
|
||||
originalScale = clickedItemRT.localScale; // 只记录一次原始大小
|
||||
}
|
||||
|
||||
// 更新当前选中的项
|
||||
currentSelectedItem = clickedItem;
|
||||
|
||||
// 放大当前选中的项
|
||||
clickedItemRT.localScale = originalScale * 1.2f; // 放大1.2倍
|
||||
// 使当前选中的项居中显示
|
||||
@ -135,7 +132,6 @@ public class ManagerPanel : MonoBehaviour
|
||||
//关闭人员窗口
|
||||
public void OnCloseWindowsBtn()
|
||||
{
|
||||
Debug.Log("111111111111111");
|
||||
peopleWindowsPrefab.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
|
@ -34,9 +34,6 @@ public class PersonnelPanel : MonoBehaviour
|
||||
}
|
||||
public void CreatePersonelItem(SelectedInfo person, Transform parentTransform)
|
||||
{
|
||||
//Transform contentTransform = parentTransform.transform.Find("Scroll View/Viewport/Content");
|
||||
Debug.Log("============"+ parentTransform == null);
|
||||
|
||||
// 实例化一个人员项并将其作为场景面板的子物体
|
||||
GameObject item = Instantiate(personelItem, parentTransform);
|
||||
PersonnelInfo personnelItem = item.GetComponent<PersonnelInfo>();
|
||||
|
Loading…
Reference in New Issue
Block a user