# Conflicts:
#	xiaofang/Assets/Script/UI/TemplateInfo.cs
This commit is contained in:
huyulong 2024-12-11 15:58:15 +08:00
commit 480d7d6338
24 changed files with 562 additions and 7872 deletions

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@ -100,15 +100,11 @@ public class TaskPanel : Base
}
}
public async Task DestroyTaskAsync()
{
DeleteAllChildObjects();
await Task.Delay(10);
}
public void DeleteAllChildObjects()
{
// 遍历所有子物体并删除

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- target: {fileID: 2613237551969927838, guid: 452c94fdff2ec8b4b8e900c3582bd8d9, type: 3}
propertyPath: m_Pivot.x
@ -20696,7 +20686,7 @@ PrefabInstance:
objectReference: {fileID: 1526740604}
- target: {fileID: 5723411038301894439, guid: 452c94fdff2ec8b4b8e900c3582bd8d9, type: 3}
propertyPath: m_SizeDelta.y
value: -259.1844
value: 0
objectReference: {fileID: 0}
m_RemovedComponents:
- {fileID: 2613237552794096493, guid: 452c94fdff2ec8b4b8e900c3582bd8d9, type: 3}
@ -20723,9 +20713,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: cbbd01de5b390ce43acc02c7496a905f, type: 3}
m_Name:
m_EditorClassIdentifier:
FreePanel02: {fileID: 6351547}
timerText: {fileID: 510191599}
connectBtn: {fileID: 1943285844}
--- !u!1 &1584174923 stripped
GameObject:
m_CorrespondingSourceObject: {fileID: 2613237552794096495, guid: 452c94fdff2ec8b4b8e900c3582bd8d9, type: 3}
@ -22666,12 +22654,8 @@ PrefabInstance:
m_Modifications:
- target: {fileID: 1734941486877014248, guid: ca0e087ad731f8e4c87e761b0baa2d2c, type: 3}
propertyPath: m_SizeDelta.y
value: 122
value: 116
objectReference: {fileID: 0}
- target: {fileID: 1734941486877014249, guid: ca0e087ad731f8e4c87e761b0baa2d2c, type: 3}
propertyPath: m_Sprite
value:
objectReference: {fileID: 21300000, guid: 8a7a0b7ab21d34f418036ae048036190, type: 3}
- target: {fileID: 1734941488510288321, guid: ca0e087ad731f8e4c87e761b0baa2d2c, type: 3}
propertyPath: m_AnchorMax.y
value: 1
@ -22694,7 +22678,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 1734941488510288321, guid: ca0e087ad731f8e4c87e761b0baa2d2c, type: 3}
propertyPath: m_AnchoredPosition.y
value: -61
value: -58
objectReference: {fileID: 0}
- target: {fileID: 2165836829436838819, guid: ca0e087ad731f8e4c87e761b0baa2d2c, type: 3}
propertyPath: m_Pivot.x
@ -23756,17 +23740,6 @@ Transform:
m_CorrespondingSourceObject: {fileID: 431404, guid: 406416920addf5d408961e0385a837f5, type: 3}
m_PrefabInstance: {fileID: 1912789160}
m_PrefabAsset: {fileID: 0}
--- !u!114 &1943285844 stripped
MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 2613237551265623805, guid: 452c94fdff2ec8b4b8e900c3582bd8d9, type: 3}
m_PrefabInstance: {fileID: 1584174919}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 4e29b1a8efbd4b44bb3f3716e73f07ff, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1001 &1948499801
PrefabInstance:
m_ObjectHideFlags: 0

View File

@ -823,6 +823,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
token:
Global: {fileID: 0}
clientId: e5cd7e4891bf95d1d19206ce24a7b32e
--- !u!114 &252707975
MonoBehaviour:

File diff suppressed because it is too large Load Diff

View File

@ -8,10 +8,10 @@ using UnityEngine;
//获取房间玩家列表
public class getPlayerList : MonoBehaviour
{
private void Start()
{
GetPlayerList();
}
//private void Start()
//{
// GetPlayerList();
//}
// 创建请求头,使用最新的 token
public Dictionary<string, string> CreateHeaders()
{
@ -38,6 +38,7 @@ public class getPlayerList : MonoBehaviour
//=====================================================================================================================
public class PlayerListResponse : Response
{
public List<PlayerListData> data { get; set; }
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 5edd4bab5fe7f674ab71959094cb4c72
guid: 4571963e0ee11474b9f600297378bc02
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -1,6 +1,7 @@
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.VisualScripting.Antlr3.Runtime;
using UnityEditor.PackageManager;
using UnityEngine;
@ -11,28 +12,21 @@ public class getTemplateList : MonoBehaviour
// 创建请求头,使用最新的 token
public Dictionary<string, string> CreateHeaders()
{
if (string.IsNullOrEmpty(MyGlobal.global.loginResponse.data.access_token))
{
Debug.LogWarning("尝试创建请求头时token 未设置。");
return new Dictionary<string, string>();
}
return new Dictionary<string, string>
{
{ "Authorization","Bearer "+MyGlobal.global.loginResponse.data.access_token },
{ "Authorization","Bearer "+GlobalData.ServerData.data.access_token },
{"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" }
};
}
//获取模板列表
public async void TemplaRst()
public async Task<TemplateListData> TemplaRst()
{
string response = await web.SendRequest(web.URL + "/game/gameTemplate/list", "GET", "", CreateHeaders());
Debug.Log("获取模板列表" + response);
//解析服务器返回的数据
TemplateListData templateListData = JsonConvert.DeserializeObject<TemplateListData>(response);
Debug.Log("================" + templateListData.msg);
return templateListData;
}
}
//=======================================================================================================

View File

@ -17,7 +17,6 @@ public class JSONReader : MonoBehaviour
public TextAsset NPCJosnFile;
public TextAsset LanguageJsonFile;
public TextAsset SelectJsonFile;
public TextAsset TaskJsonFile;
public Dictionary<int, NPCData> npcDictionary = new Dictionary<int, NPCData>();
public Dictionary<int, LocationData> locationDictionary = new Dictionary<int, LocationData>();
public Dictionary<int, EventData> eventDictionary = new Dictionary<int, EventData>();
@ -26,8 +25,7 @@ public class JSONReader : MonoBehaviour
public Dictionary<int, IncidentSite> incidentSiteDictionary = new Dictionary<int, IncidentSite>();
public Dictionary<int, NPC> NPCDictionary = new Dictionary<int, NPC>();
public Dictionary<int, Language> LanguageDictionary = new Dictionary<int, Language>();
public Dictionary<string, Select> SelectDictionary = new Dictionary<string, Select>();
public Dictionary<string, Task_> TaskDictionary = new Dictionary<string, Task_>();
private Dictionary<string, Select> SelectDictionary = new Dictionary<string, Select>();
void Awake()
{
@ -41,7 +39,6 @@ public class JSONReader : MonoBehaviour
NPCDictionary = NPCParseJSON(incidentSiteJosnFile.text);
LanguageDictionary = LanguageParseJSON(LanguageJsonFile.text);
SelectDictionary = SelectJSON(SelectJsonFile.text);
TaskDictionary = TaskJSON(TaskJsonFile.text);
GetLanguageByID(20008);
@ -173,21 +170,6 @@ public class JSONReader : MonoBehaviour
return locationDictionary;
}
// ½âÎö JSON ×Ö·û´®Îª Task Êý¾Ý
public Dictionary<string, Task_> TaskJSON(string json)
{
NPCData[] npcArray = JsonHelper.FromJson<NPCData>(json);
Dictionary<string, Task_> taskDictionary = new Dictionary<string, Task_>();
foreach (var npc in npcArray)
{
npcDictionary[npc.ID] = npc;
}
return taskDictionary;
}
//将所有的数据都拿出来方便调用
// 根据给定的ID获取对应的NPC数据并返回字典中所有数据
public void GetNpcDataByID(int id)
@ -469,30 +451,4 @@ public class Select
public string Seq;
// 其他字段可根据需要添加
}
[System.Serializable]
public class Task_
{
public string ID;
public string Note;
public string Name;
public string Type;
public string PlayScript;
public string Trigger;
public string TriggerLogic;
public string OverseeCond;
public string TimeLimit;
public string Role;
public string Selects;
public string TargetType;
public string Targets1;
public string Targets2;
public string Targets2Logic;
public string ExtraValue;
public string Sort;
public string IsShow;
public string Exclusive;
public string Reward;
}

View File

@ -80,10 +80,13 @@ public class Panel : MonoBehaviour
private GameObject selectedScene = null;//当前选中场景
public SelectedInfo selectedInfo;
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 List<PlayerListData> userInfoList = new List<PlayerListData>();
public getPlayerList userInfo;
public ManagerPanel managerPanel1;
public JSONReader jsonReader1;
public SelectScenePanel selectScenePanel;
public DatePanel datePanel;
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
@ -92,33 +95,33 @@ public class Panel : MonoBehaviour
void Start()
{
selectedInfo = new SelectedInfo();
DynamicLoadingPeople();
DynamicLoadingScene();
InstantiateToggle();
}
// Update is called once per frame
void Update()
{
GetData();
SetText();
PanelToggelSet();
//SetInputFile();
}
{
GetData();
SetText();
PanelToggelSet();
//SetInputFile();
}
//==================================================================动态加载=======================================================
//动态加载人员
public void DynamicLoadingPeople()
public async void DynamicLoadingPeople()
{
PlayerListResponse playerListResponse=await userInfo.GetPlayerList();
foreach(PlayerListData player in playerListResponse.data)
{
for (int i = 0; i < 20; i++)
{
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
PeopleItem peopleItem = item.GetComponent<PeopleItem>();
Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
peopleList.Add(item);// 将每个实例化的角色添加到列表中
}
Debug.Log("Player Name: " + player.UserName);
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
PeopleItem peopleItem = item.GetComponent<PeopleItem>();
peopleItem.nameText.text = player.NickName;
Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
peopleList.Add(item);// 将每个实例化的角色添加到列表中
}
}
//动态加载职责
public void DynamicLoadingDuty(int id)
@ -322,6 +325,9 @@ public class Panel : MonoBehaviour
//处理点击确认按钮
public void ClickSureBtn()
{
Debug.LogError(">>>>>>>>>>>>>"+ isPersonSelected);
Debug.LogError(">>>>>>>>>>>>>"+ isDutySelected);
Debug.LogError(">>>>>>>>>>>>>"+ isSceneSelected);
// 只有在选择了人员、职责和场景的情况下,才会执行后续操作
if (isPersonSelected && isDutySelected && isSceneSelected)
{
@ -423,7 +429,7 @@ public class Panel : MonoBehaviour
if (buttonText != null && buttonText.tag == Tags.people) // 获取标签为人员的信息
{
name = buttonText.text;
Debug.Log(name);
Debug.LogError(name);
selectedInfo.name = name;
isPersonSelected = true; // 选择了人员
}
@ -472,8 +478,6 @@ public class Panel : MonoBehaviour
panelToggle[1].gameObject.transform.GetComponent<Image>().sprite = toggleImage[1];
panelToggle[2].interactable = selectScenePanel.isSure; // 启用第三个Toggle
panelToggle[2].gameObject.transform.GetComponent<Image>().sprite = toggleImage[1];
panelToggle[3].interactable = selectScenePanel.isSure; // 启用第二个Toggle
panelToggle[4].interactable = selectScenePanel.isSure; // 启用第三个Toggle
}
}
//设置最初的时候Toggle的状态

View File

@ -92,6 +92,10 @@ public class EvacuationPanel : MonoBehaviour
nPC.roleId = roleid;
createTemplateInfo.Instance.auth_CreateTemplate.npcList = new List<NpcList>();
createTemplateInfo.Instance.auth_CreateTemplate.npcList.Add(nPC);
panel.panelToggle[3].interactable = true; // 启用第二个Toggle
panel.panelToggle[3].gameObject.transform.GetComponent<Image>().sprite = panel.toggleImage[1];
panel.panelToggle[4].interactable = true; // 启用第三个Toggle
panel.panelToggle[4].gameObject.transform.GetComponent<Image>().sprite = panel.toggleImage[1];
}
public void SetNpcType()

View File

@ -257,6 +257,10 @@ 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)
{
if(isSure)
{
return;
}
// 清空事件列表
incidentInfos.Clear();
foreach (Transform child in incidentList)
@ -265,7 +269,7 @@ public class SelectScenePanel : MonoBehaviour
}
// 更新场景名称
text20008.text = sceneName;
text20008.text = schoolName;
// 通过 id 获取对应的 sceneData
if (jsonReader.sceneDictionary.TryGetValue(id, out var sceneData))
@ -282,8 +286,6 @@ public class SelectScenePanel : MonoBehaviour
// 根据 incidentId 获取对应的事件数据
EventData eventData = jsonReader.GetEvenById(incidentId);
string[] incidentIds2 = eventData.DisasterLocation.Split('|');
// 动态加载 slot
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
EventInfo item = slot.GetComponent<EventInfo>();
item.eventId = eventData.ID;
@ -346,7 +348,6 @@ public class SelectScenePanel : MonoBehaviour
}
}
//事件及难度选择
public void SelectEvent()
{
@ -364,10 +365,15 @@ public class SelectScenePanel : MonoBehaviour
//随机事件
public void OnRandomEventClick()
{
// 随机选择一个事件
if (eventInfoList.Count > 1)
if(isSure)
{
int randomIndex = Random.Range(0, eventInfoList.Count);
return;
}
// 随机选择一个事件
if (incidentInfos.Count > 1)
{
randomEventBtn.gameObject.SetActive(true);
int randomIndex = Random.Range(0, incidentInfos.Count);
// 取消所有Toggle的选中状态
foreach (Toggle toggle in eventToggleList)
{
@ -382,9 +388,9 @@ public class SelectScenePanel : MonoBehaviour
if (eventToggleList[randomIndex] != null && eventToggleList[randomIndex].GetComponent<IncidentInfo>().isOpen != false)
{
eventToggleList[randomIndex].isOn = true;
this.eventName = eventInfoList[randomIndex].eventName.text; // 设置随机选择的事件名称
this.eventId = eventInfoList[randomIndex].eventId; // 更新事件 ID
Debug.Log("已选择随机事件: " + this.eventName);
this.idcidentName = incidentInfos[randomIndex].incidentText.text; // 设置随机选择的事件名称
this.difficultyId = incidentInfos[randomIndex].incidentID; // 更新事件 ID
Debug.Log("已选择随机事件: " + this.idcidentName);
}
else
{
@ -417,8 +423,6 @@ public class SelectScenePanel : MonoBehaviour
//继续按钮,点击后上传数据
public void OnClickContinueBtn()
{
//SelectSchoolBtn();
//SelectSceneBtn();
InstantiateEventPrefab(this.scnenId);
SetFirstChoise(evnetsceneList);
if (continueBtn.interactable)
@ -442,6 +446,8 @@ public class SelectScenePanel : MonoBehaviour
this.gameObject.SetActive(false);
panel.gameObject.SetActive(true);
DisableUIInteraction();
panel.DynamicLoadingPeople();
panel.DynamicLoadingScene();
panel.DynamicLoadingDuty(this.difficultyId);
isSure = true;
}
@ -449,19 +455,19 @@ public class SelectScenePanel : MonoBehaviour
//关闭按钮
public void OnClickCloseBtn()
{
// 清空事件列表
eventInfoList.Clear();
if(!isSure)
{// 清空事件列表
eventInfoList.Clear();
// 销毁所有已实例化的事件预制体
foreach (Transform child in eventList)
{
Destroy(child.gameObject);
}
// 如果需要,也可以清空其他相关信息
evnetsceneList.Clear();
eventId = -1;
eventName = string.Empty;
// 销毁所有已实例化的事件预制体
foreach (Transform child in eventList)
{
Destroy(child.gameObject);
}
evnetsceneList.Clear();
eventId = -1;
eventName = string.Empty;
}
if (schoolChoiceLable.gameObject.active == false)
{
sceneLable.gameObject.SetActive(true);
@ -471,7 +477,15 @@ public class SelectScenePanel : MonoBehaviour
}
else
{
transform.gameObject.SetActive(false);
if(isSure)
{
transform.gameObject.SetActive(false);
panel.gameObject.SetActive(true);
}
else
{
transform.gameObject.SetActive(false);
}
}
}
@ -668,4 +682,11 @@ public class SelectScenePanel : MonoBehaviour
// 禁用提交按钮
submitBtn.interactable = false;
}
//界面设置
public void SetPanel()
{
gameObject.SetActive(true);
panel.gameObject.SetActive(false);
}
}

View File

@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TemplateInfo : MonoBehaviour
{
<<<<<<< HEAD:xiaofang/Assets/Script/hylScripts/Free01/NetPings.cs
=======
public Text templateText;
>>>>>>> e0ef89a8cfb64341378541f16f1e9f5cffbc01eb:xiaofang/Assets/Script/UI/TemplateInfo.cs
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 40cf9f97df4c8544eae694bc0e75a15f
guid: 22bb659b3517bd741b7e18ebe3db1e8c
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -1,4 +1,3 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Reporting;
@ -7,31 +6,23 @@ using UnityEngine.UI;
public class FreePanel01 : MonoBehaviour
{
public GameObject FreePanel02;
//这里是计时器相关变量
public Text timerText;
private float timeElapsed; // 游戏运行时间
private bool isRunning = true; //是否在计时
public Button connectBtn;
// Start is called before the first frame update
void Start()
{
timeElapsed = 0f;
connectBtn.onClick.AddListener(OnClickConnectBtn);
}
public void OnClickConnectBtn()
{
FreePanel02.gameObject.SetActive(true);
}

View File

@ -1,20 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NetPings : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -9,7 +9,9 @@ public class LoadScene : MonoBehaviour
{
public Button nextBtn;
public Button yesBtn;
public GameObject templatePrefab;
public Transform temlateContent;
public getTemplateList getTemplaste;
// Start is called before the first frame update
void Start()
{
@ -17,21 +19,19 @@ public class LoadScene : MonoBehaviour
yesBtn.onClick.AddListener(OnClickYesBtn);
}
private void OnClickYesBtn()
private async void OnClickYesBtn()
{
//这里写应用场景的代码逻辑
TemplateListData templateListData = await getTemplaste.TemplaRst();
foreach (var info in templateListData.data)
{
Debug.Log("+++++++++++>>>>>>>>>>>>>>>>"+info);
GameObject template=GameObject.Instantiate(templatePrefab, temlateContent);
TemplateInfo templateInfo = template.GetComponent<TemplateInfo>();
}
}
public void OnClickNextBtn()
{
SceneManager.LoadScene("Schedule_a_walkthrough");
}
// Update is called once per frame
void Update()
{
SceneManager.LoadScene(2);
}
}