Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_xiaofang
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|
||||
var npcInfo = jsonReader1.npcDictionary[key];
|
||||
// 在此处可以使用npcInfo做进一步的处理
|
||||
Debug.Log("Found NPC: " + npcInfo.Name);
|
||||
|
||||
// ´´½¨DutyItemʵÀý
|
||||
GameObject item = GameObject.Instantiate(dutyPrefab, dutyCount);
|
||||
DutyItem dutyItem = item.GetComponent<DutyItem>();
|
||||
|
19
xiaofang/Assets/Script/UI/DifficultyInfo.cs
Normal file
19
xiaofang/Assets/Script/UI/DifficultyInfo.cs
Normal file
@ -0,0 +1,19 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DifficultyInfo : MonoBehaviour
|
||||
{
|
||||
[Header("ÄѶÈ")] public int difficulty;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Script/UI/DifficultyInfo.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/DifficultyInfo.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 677e86cb0abf0dd44b23aba025b9c37a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -44,7 +44,8 @@ public class DatePanel : MonoBehaviour
|
||||
//Ìá½»°´Å¥
|
||||
public void OnClickSubmitPanel()
|
||||
{
|
||||
if(preservationToggle.isOn==true)
|
||||
createTemplateInfo.Instance.auth_CreateTemplate.subjectId = PlaceText.text;
|
||||
if (preservationToggle.isOn==true)
|
||||
{
|
||||
submitPanel.gameObject.SetActive(true);
|
||||
submitText.text = "ÑÝÁ·Ä£°å"+ dataText.text;
|
||||
|
@ -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;
|
||||
|
@ -34,32 +34,23 @@ public class MaterialPanel : MonoBehaviour
|
||||
GameObject item = GameObject.Instantiate<GameObject>(materialPrefab, materialContent);
|
||||
MaterialItem materialItem = item.GetComponent<MaterialItem>();
|
||||
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<MaterialItem>(); // 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 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());
|
||||
}
|
||||
}
|
||||
|
@ -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)
|
||||
@ -165,11 +167,44 @@ public class SelectScenePanel : MonoBehaviour
|
||||
toggle.group = incidentGroup;
|
||||
toggle.isOn = false;
|
||||
incidentInfos.Add(item);
|
||||
if (incidentInfos.Count > 1)
|
||||
{
|
||||
//随机按钮设置
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
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<DifficultyInfo>();
|
||||
|
||||
if (difficultyInfo == null)
|
||||
{
|
||||
difficultyInfo = item.gameObject.AddComponent<DifficultyInfo>();
|
||||
}
|
||||
|
||||
// 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}");
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -177,7 +212,7 @@ public class SelectScenePanel : MonoBehaviour
|
||||
//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))
|
||||
{
|
||||
@ -215,6 +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
|
||||
@ -234,7 +270,6 @@ public class SelectScenePanel : MonoBehaviour
|
||||
InstantiateIncidentPrefab(int.Parse(disasterLocation));
|
||||
OnRandomEventClick();
|
||||
}
|
||||
|
||||
createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.eventId.ToString();
|
||||
}
|
||||
});
|
||||
@ -310,7 +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)
|
||||
{
|
||||
@ -384,7 +418,6 @@ public class SelectScenePanel : MonoBehaviour
|
||||
{
|
||||
SelectEvent();
|
||||
SelsctDifficulty();
|
||||
//SelectEvnentBtn();
|
||||
SetDataPanelInfo();
|
||||
this.gameObject.SetActive(false);
|
||||
panel.gameObject.SetActive(true);
|
||||
@ -449,31 +482,38 @@ 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)
|
||||
{
|
||||
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;
|
||||
|
||||
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
|
||||
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
|
||||
}
|
||||
else
|
||||
{
|
||||
submitBtn.interactable = isOk;
|
||||
Debug.LogWarning("提交按钮组件未找到!");
|
||||
}
|
||||
}
|
||||
@ -553,7 +593,7 @@ 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;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user