From d04be15484fadc7b0413141fe71066e5e462ccef Mon Sep 17 00:00:00 2001 From: lq <3298408835@qq.com> Date: Sat, 7 Dec 2024 16:18:15 +0800 Subject: [PATCH 1/3] =?UTF-8?q?=E6=B6=88=E9=98=B2=E6=8E=A5=E5=8F=A3?= =?UTF-8?q?=E6=95=B0=E6=8D=AE=E4=BC=A0=E8=BE=93?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- xiaofang/Assets/Scenes/Schedule_03.unity | 60 ++++++++++++++++++- xiaofang/Assets/Script/Scheduled_03/Panel.cs | 3 - xiaofang/Assets/Script/UI/DifficultyInfo.cs | 19 ++++++ .../Assets/Script/UI/DifficultyInfo.cs.meta | 11 ++++ .../Assets/Script/UI/PanelUI/DatePanel.cs | 3 +- .../Script/UI/PanelUI/EvacuationPanel.cs | 1 + .../Assets/Script/UI/PanelUI/MaterialPanel.cs | 27 +++------ .../Script/UI/PanelUI/SelectScenePanel.cs | 41 +++++++++++-- 8 files changed, 136 insertions(+), 29 deletions(-) create mode 100644 xiaofang/Assets/Script/UI/DifficultyInfo.cs create mode 100644 xiaofang/Assets/Script/UI/DifficultyInfo.cs.meta diff --git a/xiaofang/Assets/Scenes/Schedule_03.unity b/xiaofang/Assets/Scenes/Schedule_03.unity index f79e3349..8003c8c0 100644 --- a/xiaofang/Assets/Scenes/Schedule_03.unity +++ b/xiaofang/Assets/Scenes/Schedule_03.unity @@ -12681,7 +12681,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - 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// 在此处可以使用npcInfo做进一步的处理 - Debug.Log("Found NPC: " + npcInfo.Name); - // 创建DutyItem实例 GameObject item = GameObject.Instantiate(dutyPrefab, dutyCount); DutyItem dutyItem = item.GetComponent(); diff --git a/xiaofang/Assets/Script/UI/DifficultyInfo.cs b/xiaofang/Assets/Script/UI/DifficultyInfo.cs new file mode 100644 index 00000000..2b29d989 --- /dev/null +++ b/xiaofang/Assets/Script/UI/DifficultyInfo.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DifficultyInfo : MonoBehaviour +{ + [Header("难度")] public int difficulty; + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/xiaofang/Assets/Script/UI/DifficultyInfo.cs.meta b/xiaofang/Assets/Script/UI/DifficultyInfo.cs.meta new file mode 100644 index 00000000..99947d6b --- /dev/null +++ b/xiaofang/Assets/Script/UI/DifficultyInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 677e86cb0abf0dd44b23aba025b9c37a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/xiaofang/Assets/Script/UI/PanelUI/DatePanel.cs b/xiaofang/Assets/Script/UI/PanelUI/DatePanel.cs index fd75e211..b3b374cc 100644 --- a/xiaofang/Assets/Script/UI/PanelUI/DatePanel.cs +++ b/xiaofang/Assets/Script/UI/PanelUI/DatePanel.cs @@ -44,7 +44,8 @@ public class DatePanel : MonoBehaviour //提交按钮 public void OnClickSubmitPanel() { - if(preservationToggle.isOn==true) + createTemplateInfo.Instance.auth_CreateTemplate.subjectId = PlaceText.text; + if (preservationToggle.isOn==true) { submitPanel.gameObject.SetActive(true); submitText.text = "演练模板"+ dataText.text; diff --git a/xiaofang/Assets/Script/UI/PanelUI/EvacuationPanel.cs b/xiaofang/Assets/Script/UI/PanelUI/EvacuationPanel.cs index 0ec2171b..623a5444 100644 --- a/xiaofang/Assets/Script/UI/PanelUI/EvacuationPanel.cs +++ b/xiaofang/Assets/Script/UI/PanelUI/EvacuationPanel.cs @@ -59,6 +59,7 @@ public class EvacuationPanel : MonoBehaviour public void totalSubmit() { + Debug.Log("----------------->>>>>>>>>>>" + createTemplateInfo.Instance.auth_CreateTemplate.npcList==null); foreach(var item in createTemplateInfo.Instance.auth_CreateTemplate.npcList) { item.userId = npcType; diff --git a/xiaofang/Assets/Script/UI/PanelUI/MaterialPanel.cs b/xiaofang/Assets/Script/UI/PanelUI/MaterialPanel.cs index cb3e8af8..f3dd5278 100644 --- a/xiaofang/Assets/Script/UI/PanelUI/MaterialPanel.cs +++ b/xiaofang/Assets/Script/UI/PanelUI/MaterialPanel.cs @@ -34,32 +34,23 @@ public class MaterialPanel : MonoBehaviour GameObject item = GameObject.Instantiate(materialPrefab, materialContent); MaterialItem materialItem = item.GetComponent(); materialItem.materialNameText.text = materialData.Value.Note; - Debug.Log(materialData.Value.Note); - //Debug.Log("$$$$$$$$$$$$$$" + dutyItem.dutyNameText.text); - //materialItems.Add(item);// 将每个实例化的角色添加到列表中 + materialItem.materialId = materialData.Key.ToString(); + materialItems.Add(materialItem); } - //for (int i = 0; i < 8; i++) // 假设你有8个物品 - //{ - // GameObject item = Instantiate(materialPrefab, materialContent); // 实例化物品项 - // MaterialItem materialItem = item.GetComponent(); // 获取物品项的脚本 - - // materialItems.Add(materialItem); // 将物品项添加到列表中 - - // // 设置物品的名称和其他数据(如果有的话) - // materialItem.materialName = "物品" + (i + 1); // 设置物品名称 - // materialItem.materialNameText.text = materialItem.materialName; // 更新UI中的名称 - //} } // 获取所有物品的数量并提交 public void SubmitMaterialData() { - int index = 0; + Debug.Log("???????????????????????????????????????/" + materialItems.Count); foreach (var materialItem in materialItems) { - createTemplateInfo.Instance.auth_CreateTemplate.materialList[index].materialId = materialItem.materialId; - createTemplateInfo.Instance.auth_CreateTemplate.materialList[index].num = materialItem.materialNum; - index++; + createTemplateInfo.Instance.auth_CreateTemplate.materialList = new List(); + MaterialList materialList = new MaterialList(); + materialList.materialId = materialItem.materialId; + Debug.Log("materialList.materialId--------------------" + materialList.materialId); + materialList.num = materialItem.materialNum; + createTemplateInfo.Instance.auth_CreateTemplate.materialList.Add(materialList); Debug.Log(materialItem.materialName + " 数量: " + materialItem.GetMaterialNum()); } } diff --git a/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs b/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs index bd367dc5..3e299f55 100644 --- a/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs +++ b/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs @@ -52,6 +52,8 @@ public class SelectScenePanel : MonoBehaviour public string sceneName { get; set; } public int eventId { get; set; } public string eventName { get; set; } + public int idcidentId{ get; set; } + public string idcidentName{ get; set; } public string difficulty { get; set; } public string isBuy { get; set; } public bool isSure { get; set; }//判断是否点击了提交按钮 @@ -145,7 +147,7 @@ public class SelectScenePanel : MonoBehaviour } } - //动态加载事件选择预制体 + //动态加载对应的事件地点 public void InstantiateIncidentPrefab(int eventId) { foreach (var eventData in jsonReader.incidentSiteDictionary) @@ -170,14 +172,43 @@ public class SelectScenePanel : MonoBehaviour { break; } - } + toggle.onValueChanged.AddListener((isSelected) => + { + + if (isSelected) + { + this.idcidentName = item.incidentText.text; + string[] difficulty = eventData.Value.Difficulty.Split('|'); + + // 确保difficultyList和difficulty的长度匹配 + for (int i = 0; i < difficultyList.Count && i < difficulty.Length; i++) + { + Toggle item = difficultyList[i]; // 获取对应的Toggle + DifficultyInfo difficultyInfo = item.gameObject.GetComponent(); + + if (difficultyInfo == null) + { + difficultyInfo = item.gameObject.AddComponent(); + } + + // 给每个Toggle设置不同的difficulty值 + difficultyInfo.difficulty = int.Parse(difficulty[i]); + + // 打印出设置的难度值,帮助调试 + Debug.Log($"Toggle {i} - Difficulty: {difficultyInfo.difficulty}"); + } + } + }); + + + } } } //点击继续按钮后更换场景图片及名称 public void InstantiateEventPrefab(int id) { - + text20008.text = sceneName; // 通过 id 获取对应的 sceneData if (jsonReader.sceneDictionary.TryGetValue(id, out var sceneData)) { @@ -553,7 +584,7 @@ public class SelectScenePanel : MonoBehaviour //设置日期界面的数据 public void SetDataPanelInfo() { - datePanel.SchoolText.text = schoolName; - datePanel.PlaceText.text = eventName; + datePanel.SchoolText.text = sceneName; + datePanel.PlaceText.text = idcidentName; } } \ No newline at end of file From e2f480b1ea2d8ae657ea48838e287fb3e56e2699 Mon Sep 17 00:00:00 2001 From: lq <3298408835@qq.com> Date: Sat, 7 Dec 2024 17:47:46 +0800 Subject: [PATCH 2/3] =?UTF-8?q?=E4=BF=AE=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- xiaofang/Assets/Scenes/Schedule_03.unity | 157 +++--------------- .../Assets/Script/UI/PanelUI/DatePanel.cs | 2 +- .../Script/UI/PanelUI/SelectScenePanel.cs | 14 +- 3 files changed, 36 insertions(+), 137 deletions(-) diff --git a/xiaofang/Assets/Scenes/Schedule_03.unity b/xiaofang/Assets/Scenes/Schedule_03.unity index 8003c8c0..181f3449 100644 --- a/xiaofang/Assets/Scenes/Schedule_03.unity +++ b/xiaofang/Assets/Scenes/Schedule_03.unity @@ -2133,7 +2133,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - 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{ + { createTemplateInfo.Instance.auth_CreateTemplate.subjectId = PlaceText.text; if (preservationToggle.isOn==true) { diff --git a/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs b/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs index 3e299f55..c9fcec31 100644 --- a/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs +++ b/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs @@ -167,6 +167,10 @@ public class SelectScenePanel : MonoBehaviour toggle.group = incidentGroup; toggle.isOn = false; incidentInfos.Add(item); + if (incidentInfos.Count > 1) + { + + } } else { @@ -246,6 +250,7 @@ public class SelectScenePanel : MonoBehaviour eventInfoList.Add(item); evnetsceneList.Add(toggle); } + //添加点击事件 toggle.onValueChanged.AddListener((isSelected) => { if (isSelected) // 只有当Toggle被选中时,才调用SelectEventBtn @@ -265,7 +270,6 @@ public class SelectScenePanel : MonoBehaviour InstantiateIncidentPrefab(int.Parse(disasterLocation)); OnRandomEventClick(); } - createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.eventId.ToString(); } }); @@ -341,7 +345,6 @@ public class SelectScenePanel : MonoBehaviour //随机事件 public void OnRandomEventClick() { - // 随机选择一个事件 if (eventInfoList.Count > 1) { @@ -415,7 +418,6 @@ public class SelectScenePanel : MonoBehaviour { SelectEvent(); SelsctDifficulty(); - //SelectEvnentBtn(); SetDataPanelInfo(); this.gameObject.SetActive(false); panel.gameObject.SetActive(true); @@ -480,6 +482,7 @@ public class SelectScenePanel : MonoBehaviour { bool anyToggleSelected = false; bool anyeventSelected = false; + bool isOk = false; Debug.Log("evnetsceneList>>>>"+ evnetsceneList.Count()); // 检查场景选择 foreach (Toggle toggle in evnetsceneList) @@ -495,16 +498,19 @@ public class SelectScenePanel : MonoBehaviour if (toggle.isOn) { anyeventSelected = true; + Debug.LogError("事件选择:" + anyeventSelected); break; // 如果有一个场景 Toggle 被选中,停止检查 } } // 根据是否有 Toggle 被选中,设置 ContinueBtn 是否可交互 if (submitBtn != null && anyToggleSelected == true&& anyeventSelected==true) { - submitBtn.interactable = anyToggleSelected; // 如果有选中的 Toggle,继续按钮可交互,否则不可交互 + isOk = true; + submitBtn.interactable = isOk; // 如果有选中的 Toggle,继续按钮可交互,否则不可交互 } else { + submitBtn.interactable = isOk; Debug.LogWarning("提交按钮组件未找到!"); } } From cf405837960e0756927e8ef31df9d110d32d074e Mon Sep 17 00:00:00 2001 From: lq <3298408835@qq.com> Date: Sun, 8 Dec 2024 14:13:31 +0800 Subject: [PATCH 3/3] =?UTF-8?q?=E4=BF=AE=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs b/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs index c9fcec31..0fffaee4 100644 --- a/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs +++ b/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs @@ -169,7 +169,7 @@ public class SelectScenePanel : MonoBehaviour incidentInfos.Add(item); if (incidentInfos.Count > 1) { - + //随机按钮设置 } } else @@ -489,22 +489,25 @@ public class SelectScenePanel : MonoBehaviour { if (toggle.isOn) { + anyToggleSelected = true; break; // 如果有一个场景 Toggle 被选中,停止检查 } } foreach (Toggle toggle in eventToggleList) { + Debug.LogError("事件选择:" + anyToggleSelected); if (toggle.isOn) { anyeventSelected = true; - Debug.LogError("事件选择:" + anyeventSelected); + break; // 如果有一个场景 Toggle 被选中,停止检查 } } // 根据是否有 Toggle 被选中,设置 ContinueBtn 是否可交互 if (submitBtn != null && anyToggleSelected == true&& anyeventSelected==true) { + Debug.LogError("提交按钮组件未找到!"); isOk = true; submitBtn.interactable = isOk; // 如果有选中的 Toggle,继续按钮可交互,否则不可交互 }