This commit is contained in:
huyulong 2024-12-09 09:47:03 +08:00
commit 39920f011c
8 changed files with 173 additions and 164 deletions

View File

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View File

@ -117,9 +117,6 @@ public class Panel : MonoBehaviour
if (jsonReader1.npcDictionary.ContainsKey(key))
{
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>();

View 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()
{
}
}

View File

@ -0,0 +1,11 @@
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@ -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;

View File

@ -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;

View File

@ -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());
}
}

View File

@ -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;
}
}