选择剧本更改
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@ -9026,7 +9026,7 @@ 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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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &1600693806
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RectTransform:
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m_ObjectHideFlags: 0
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@ -15738,14 +15738,7 @@ MonoBehaviour:
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continueBtn: {fileID: 7468736065153534603}
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submitBtn: {fileID: 7468736064182248777}
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scenetoggleList: []
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schooltoggleList:
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- {fileID: 7468736064927213712}
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- {fileID: 7468736064421981271}
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- {fileID: 0}
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- {fileID: 0}
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- {fileID: 0}
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- {fileID: 0}
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- {fileID: 0}
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schooltoggleList: []
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eventToggleList: []
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evnetsceneList: []
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toggleGroup: {fileID: 0}
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@ -137,7 +137,6 @@ public class SelectScenePanel : MonoBehaviour
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item.schoolName.text = "南山中学";
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item.schoolId = i;
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Toggle toggle = slot.GetComponent<Toggle>();
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if (toggle != null)
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{
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toggle.group = schoolGroup;
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@ -154,7 +153,7 @@ public class SelectScenePanel : MonoBehaviour
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{
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if (eventData.Key == eventId)
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{
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Debug.Log("<<<<<<<<<<<<<<<<<eventId" + eventData.Key);
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//Debug.Log("<<<<<<<<<<<<<<<<<eventId" + eventData.Key);
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GameObject slot = GameObject.Instantiate<GameObject>(incidentPrefab, incidentList);
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IncidentInfo item = slot.GetComponent<IncidentInfo>();
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item.incidentText.text = eventData.Value.Note;
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@ -166,6 +165,7 @@ public class SelectScenePanel : MonoBehaviour
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// 将 Toggle 添加到 ToggleGroup 中
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toggle.group = incidentGroup;
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toggle.isOn = false;
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eventToggleList.Add(toggle);
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incidentInfos.Add(item);
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if (incidentInfos.Count > 1)
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{
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@ -203,8 +203,6 @@ public class SelectScenePanel : MonoBehaviour
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}
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}
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});
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}
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}
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}
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@ -222,7 +220,7 @@ public class SelectScenePanel : MonoBehaviour
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// 遍历每个分隔出来的 id
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foreach (string incidentIdStr in incidentIds)
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{
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Debug.Log("incidentIdStr" + incidentIdStr);
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//Debug.Log("incidentIdStr" + incidentIdStr);
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// 转换字符串为 int 类型
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if (int.TryParse(incidentIdStr, out int incidentId))
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{
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@ -266,7 +264,7 @@ public class SelectScenePanel : MonoBehaviour
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EventData eventData = jsonReader.GetEvenById(this.eventId);
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foreach (string disasterLocation in incidentIds2)
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{
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Debug.Log("disasterLocation>>>>>>>"+ disasterLocation);
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//Debug.Log("disasterLocation>>>>>>>"+ disasterLocation);
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InstantiateIncidentPrefab(int.Parse(disasterLocation));
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OnRandomEventClick();
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}
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@ -421,6 +419,7 @@ public class SelectScenePanel : MonoBehaviour
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SetDataPanelInfo();
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this.gameObject.SetActive(false);
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panel.gameObject.SetActive(true);
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DisableUIInteraction();
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}
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//关闭按钮
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@ -455,7 +454,7 @@ public class SelectScenePanel : MonoBehaviour
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//通过判断Toggle的IsOn是否被打开来判断继续按钮是否置灰
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public void IsClick()
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{
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bool anyToggleSelected = false;
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bool anyToggleSelected = true;
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// 检查场景选择
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foreach (Toggle toggle in scenetoggleList)
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@ -483,13 +482,12 @@ public class SelectScenePanel : MonoBehaviour
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bool anyToggleSelected = false;
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bool anyeventSelected = false;
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bool isOk = false;
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Debug.Log("evnetsceneList>>>>"+ evnetsceneList.Count());
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//Debug.Log("evnetsceneList>>>>"+ evnetsceneList.Count());
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// 检查场景选择
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foreach (Toggle toggle in evnetsceneList)
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{
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if (toggle.isOn)
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{
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anyToggleSelected = true;
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break; // 如果有一个场景 Toggle 被选中,停止检查
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}
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@ -504,6 +502,7 @@ public class SelectScenePanel : MonoBehaviour
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break; // 如果有一个场景 Toggle 被选中,停止检查
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}
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}
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Debug.Log(submitBtn != null && anyToggleSelected == true && anyeventSelected == true);
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// 根据是否有 Toggle 被选中,设置 ContinueBtn 是否可交互
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if (submitBtn != null && anyToggleSelected == true&& anyeventSelected==true)
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{
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@ -596,4 +595,38 @@ public class SelectScenePanel : MonoBehaviour
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datePanel.SchoolText.text = sceneName;
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datePanel.PlaceText.text = idcidentName;
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}
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//按钮禁用
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public void DisableUIInteraction()
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{
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// 禁用场景选择中的所有Toggle按钮
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foreach (Toggle toggle in scenetoggleList)
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{
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toggle.interactable = false; // 设置Toggle为不可交互
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}
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Debug.Log("schooltoggleList>>>>>>>>>>"+ schooltoggleList.Count);
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// 禁用学校选择中的所有Toggle按钮
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foreach (Toggle toggle in schooltoggleList)
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{
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toggle.interactable = false;
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}
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// 禁用事件选择中的所有Toggle按钮
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foreach (Toggle toggle in eventToggleList)
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{
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toggle.interactable = false;
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}
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// 禁用事件场景选择中的所有Toggle按钮
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foreach (Toggle toggle in evnetsceneList)
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{
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toggle.interactable = false;
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}
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// 禁用继续按钮
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continueBtn.interactable = false;
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// 禁用提交按钮
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submitBtn.interactable = false;
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}
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}
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