数据串联
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12
xiaofang/Assets/Resources/JsonAsset/IncidentSite .json
Normal file
12
xiaofang/Assets/Resources/JsonAsset/IncidentSite .json
Normal file
@ -0,0 +1,12 @@
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[
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{
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"ID": 2001,
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"Note": "厨房起火",
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"Name": 2001,
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"Scene": 9003,
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"Position": "36,1,2",
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"Volume": -1,
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"Difficulty": "1|2|6",
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}
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]
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -8729,6 +8753,7 @@ MonoBehaviour:
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eventJsonFile: {fileID: 4900000, guid: 2ef075e4830019a42b84d8d05d13d81c, type: 3}
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matialJsonFile: {fileID: 4900000, guid: d98cb351d1a87dc4887a37106b9745d4, type: 3}
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sceneJsonFile: {fileID: 4900000, guid: 06c09fd1c8b0a0a45951a1065189d922, type: 3}
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incidentSiteJosnFile: {fileID: 4900000, guid: 1efa4372b10d4294199638c49173ff4c, type: 3}
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@ -9548,7 +9573,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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--- !u!224 &1600693806
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RectTransform:
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m_ObjectHideFlags: 0
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|
@ -9,11 +9,13 @@ public class JSONReader : MonoBehaviour
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public TextAsset eventJsonFile;
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public TextAsset matialJsonFile;
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public TextAsset sceneJsonFile;
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public TextAsset incidentSiteJosnFile;
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public Dictionary<int, NPCData> npcDictionary = new Dictionary<int, NPCData>();
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public Dictionary<int, LocationData> locationDictionary = new Dictionary<int, LocationData>();
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public Dictionary<int, EventData> eventDictionary = new Dictionary<int, EventData>();
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public Dictionary<int, MatialData> matialDictionary = new Dictionary<int, MatialData>();
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public Dictionary<int, SceneData> sceneDictionary = new Dictionary<int, SceneData>();
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public Dictionary<int, IncidentSite> incidentSiteDictionary = new Dictionary<int, IncidentSite>();
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void Awake()
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{
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@ -23,16 +25,11 @@ public class JSONReader : MonoBehaviour
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eventDictionary = EventParseJSON(eventJsonFile.text);
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matialDictionary = MatialParseJSON(matialJsonFile.text);
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sceneDictionary = SceneParseJSON(sceneJsonFile.text);
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foreach (var npc in sceneDictionary)
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incidentSiteDictionary = IncidentSiteParseJSON(incidentSiteJosnFile.text);
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foreach (var npc in locationDictionary)
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{
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Debug.Log($"Scene ID: {npc.Value.ID}");
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Debug.Log($"Scene Name: {npc.Value.Name}");
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Debug.Log($"Scene Type: {npc.Value.Type}");
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Debug.Log($"Incident Type: {npc.Value.IncidentType}");
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Debug.Log($"Object List: {npc.Value.ObjList}");
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Debug.Log($"Area List: {npc.Value.AreaList}");
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Debug.Log($"Storeroom: {npc.Value.Storeroom}");
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Debug.Log("===========================");
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//.Log($"Scene ID: {npc.Value.ID}");
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//Debug.Log("===========================");
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}
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//´òÓ¡ NPC Êý¾Ý
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@ -109,6 +106,19 @@ public class JSONReader : MonoBehaviour
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return locationDictionary;
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}
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public Dictionary<int, IncidentSite> IncidentSiteParseJSON(string json)
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{
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IncidentSite[] locationArray = JsonHelper.FromJson<IncidentSite>(json);
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Dictionary<int, IncidentSite> locationDictionary = new Dictionary<int, IncidentSite>();
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foreach (var location in locationArray)
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{
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locationDictionary[location.ID] = location;
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}
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return locationDictionary;
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}
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// ´òÓ¡ NPC Êý¾Ý
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//void PrintNPCData(Dictionary<int, NPCData> npcDictionary)
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//{
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@ -232,5 +242,17 @@ public class SceneData
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public string AreaList;
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public int Storeroom;
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}
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[System.Serializable]
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public class IncidentSite
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{
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public int ID;
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public string Note;
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public int Name;
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public int Scene;
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public string Position;
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public int Volume;
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||||
public string Difficulty;
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||||
public string SpecialEvent;
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}
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@ -57,6 +57,7 @@ public class Panel : MonoBehaviour
|
||||
public Dictionary<string, List<SelectedInfo>> sceneDataDictionary = new Dictionary<string, List<SelectedInfo>>();//不同的场景存取不同的人员数据
|
||||
public ManagerPanel managerPanel1;
|
||||
public JSONReader jsonReader1;
|
||||
public SelectScenePanel selectScenePanel;
|
||||
private bool isPersonSelected = false; // 标志是否选择了人员
|
||||
private bool isDutySelected = false; // 标志是否选择了职责
|
||||
private bool isSceneSelected = false; // 标志是否选择了场景
|
||||
@ -93,14 +94,37 @@ public class Panel : MonoBehaviour
|
||||
//动态加载职责
|
||||
public void DynamicLoadingDuty()
|
||||
{
|
||||
Debug.Log("||||||||||||||||||||||||||||"+ selectScenePanel.eventId);
|
||||
foreach (var npcData in jsonReader1.npcDictionary)
|
||||
{
|
||||
GameObject item = GameObject.Instantiate<GameObject>(dutyPrefab, dutyCount);
|
||||
string[] nameSections = npcData.Value.Name.Split('|');
|
||||
foreach (var section in nameSections)
|
||||
{
|
||||
string[] sectionParts = section.Split(',');
|
||||
if (int.Parse(sectionParts[0])== 2001)
|
||||
{
|
||||
int key = int.Parse(sectionParts[1]);
|
||||
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);
|
||||
|
||||
// 创建DutyItem实例
|
||||
GameObject item = GameObject.Instantiate(dutyPrefab, dutyCount);
|
||||
DutyItem dutyItem = item.GetComponent<DutyItem>();
|
||||
dutyItem.dutyNameText.text = npcData.Value.Note;
|
||||
dutyItem.leader = npcData.Value.GroupLeader;
|
||||
//Debug.Log("$$$$$$$$$$$$$$" + dutyItem.dutyNameText.text);
|
||||
peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
||||
peopleList.Add(item);
|
||||
}
|
||||
}
|
||||
//GameObject item = GameObject.Instantiate<GameObject>(dutyPrefab, dutyCount);
|
||||
//DutyItem dutyItem = item.GetComponent<DutyItem>();
|
||||
//dutyItem.dutyNameText.text = npcData.Value.Note;
|
||||
//dutyItem.leader = npcData.Value.GroupLeader;
|
||||
//peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -52,7 +52,7 @@ public class SelectScenePanel : MonoBehaviour
|
||||
eventChoiceLable.gameObject.SetActive(false);
|
||||
InstantiateScenePrefab();
|
||||
InstantiateSchoolPrefab();
|
||||
InstantiateIncidentPrefab();
|
||||
InstantiateIncidentPrefab(2001);
|
||||
SetEventToggleOpenorClose(eventInfoList);
|
||||
continueBtn.onClick.AddListener(OnClickContinueBtn);
|
||||
SetFirstChoise(toggleList);
|
||||
@ -140,12 +140,12 @@ public class SelectScenePanel : MonoBehaviour
|
||||
}
|
||||
|
||||
//动态加载事件选择预制体
|
||||
public void InstantiateIncidentPrefab()
|
||||
public void InstantiateIncidentPrefab(int eventId)
|
||||
{
|
||||
foreach(var eventData in jsonReader.eventDictionary)
|
||||
foreach (var eventData in jsonReader.incidentSiteDictionary)
|
||||
{
|
||||
if(eventData.Key==eventId)
|
||||
{
|
||||
|
||||
|
||||
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
|
||||
EventInfo item = slot.GetComponent<EventInfo>();
|
||||
item.eventName.text = eventData.Value.Note;
|
||||
@ -155,7 +155,7 @@ public class SelectScenePanel : MonoBehaviour
|
||||
if (toggle != null)
|
||||
{
|
||||
// 将 Toggle 添加到 ToggleGroup 中
|
||||
toggle.group = schoolGroup;
|
||||
toggle.group = eventGroup;
|
||||
toggle.isOn = false;
|
||||
|
||||
// 将 Toggle 添加到 schooltoggleList 中
|
||||
@ -165,6 +165,11 @@ public class SelectScenePanel : MonoBehaviour
|
||||
Debug.Log("!!!!!!!!!!!!!!!!!!!!!" + eventInfoList.Count);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//点击继续按钮后更换场景图片及名称
|
||||
|
Loading…
Reference in New Issue
Block a user