数据传输修改
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@ -47,6 +47,7 @@ public class auth_createTemplate
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public List<PlayerList> playerList;//鯤소죗깊
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public List<NpcList> npcList;//NPC죗깊
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public List<MaterialList> materialList;//<2F>구포꼼죗깊
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public string disasterLocation;//事故发生地
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}
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public class PlayerList//鯤소죗깊
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@ -31,7 +31,8 @@ public class getPlayerList : MonoBehaviour
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Debug.Log("获取演练账号列表" + response);
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// 解析服务器返回的数据
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PlayerListResponse playerListResponse = JsonConvert.DeserializeObject<PlayerListResponse>(response);
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Debug.Log(playerListResponse.data[0].UserName);
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Debug.Log(playerListResponse.data[0].UserId);
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return playerListResponse;
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}
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}
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@ -22,6 +22,8 @@ public class DatePanel : MonoBehaviour
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public Text inputText;
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public Text dataText;
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public string placeId;
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public string disasterLocation;
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public string evetId;
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public Panel panel;
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public createTemplateInterface createTemplateInterface=new createTemplateInterface();
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// Start is called before the first frame update
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@ -50,6 +52,8 @@ public class DatePanel : MonoBehaviour
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public void OnClickSubmitPanel()
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{
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createTemplateInfo.Instance.auth_CreateTemplate.sceneId = placeId;
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createTemplateInfo.Instance.auth_CreateTemplate.disasterLocation = disasterLocation;
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createTemplateInfo.Instance.auth_CreateTemplate.subjectId = evetId;
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if(preservationToggle.isOn)
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{
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createTemplateInfo.Instance.auth_CreateTemplate.isTemplate = "0";
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@ -487,7 +487,8 @@ public class EvacuationPanel : Base
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{
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JueseChoicePop jueseChoicePop = jueseChoicePanel.GetComponent<JueseChoicePop>();
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jueseChoicePanel.gameObject.SetActive(true);
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jueseChoicePop.SetClass(classLevel.classname.text);
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string a = "(" + classLevel.classname.text + ")";
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jueseChoicePop.SetClass(a);
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//jueseChoicePanel.SetClass();
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});
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@ -6,6 +6,7 @@ using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using static UnityEditor.Progress;
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public class SelectScenePanel : Base
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{
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@ -216,7 +217,7 @@ public class SelectScenePanel : Base
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{
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this.idcidentName = item.incidentText.text;
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this.idcidentId = item.incidentID;
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datePanel.placeId = item.incidentID.ToString();
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string[] difficulty = eventData.Value.Difficulty.Split('|');
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string[] roleGroups = eventData.Value.Role.Split('|'); // 分割Role字段,得到多个角色组
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@ -325,7 +326,7 @@ public class SelectScenePanel : Base
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OnRandomEventClick();
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}
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// 设置模板信息
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createTemplateInfo.Instance.auth_CreateTemplate.subjectId = item.eventId.ToString();
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//createTemplateInfo.Instance.auth_CreateTemplate.subjectId = item.eventId.ToString();
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}
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});
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if (toggle.isOn)
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@ -437,6 +438,12 @@ public class SelectScenePanel : Base
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//提交按钮,点击上传数据和隐藏界面
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public void SubmitBtn()
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{
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datePanel.evetId = this.eventId.ToString();
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Debug.LogError("datePanel.evetId"+datePanel.evetId);
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datePanel.placeId = this.scnenId.ToString();
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Debug.LogError("datePanel.placeId" + datePanel.placeId);
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datePanel.disasterLocation = this.idcidentId.ToString();
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Debug.LogError("datePanel.disasterLocation" + datePanel.disasterLocation);
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SelsctDifficulty();
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SetDataPanelInfo();
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this.gameObject.SetActive(false);
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@ -2,6 +2,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.VisualScripting;
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using Unity.VisualScripting.Antlr3.Runtime;
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using UnityEngine;
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using UnityEngine.Assertions.Must;
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using UnityEngine.Networking.Types;
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@ -17,11 +18,12 @@ public class JueseChoicePop : MonoBehaviour
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public GameObject classmatePrefab;
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public Transform content;
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public List<ClassMate> classMateList = new List<ClassMate> ();
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public List<ClassMate> classMateList = new List<ClassMate>();
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// 存储已实例化的 GameObject 列表
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private List<GameObject> instantiatedObjects = new List<GameObject>();
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// 用于记录已加载的SceneId或者DutyId
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HashSet<string> loadedSceneIds = new HashSet<string>(); // 或者使用字典来记录更多信息
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HashSet<string> loadedplayername = new HashSet<string>(); // 或者使用字典来记录更多信息
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HashSet<string> loadedlevel = new HashSet<string>(); // 或者使用字典来记录更多信息
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public string s;
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public JSONReader jsonReader;
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@ -38,7 +40,7 @@ public class JueseChoicePop : MonoBehaviour
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}
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void Update()
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{
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}
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void CLosePop()
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{
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@ -55,84 +57,90 @@ public class JueseChoicePop : MonoBehaviour
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classItem.isSet = true;
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//classItem.setClassItem();
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}
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//加载分管人员
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public void SetClass(string a)
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{
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foreach(var all in panel.sceneDataDictionary)
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public void SetClass(string a)
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{
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foreach (var info in all.Value)
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Debug.LogError("xxxxxxxxxxxxxxxxxxxxxxxxxx" + a);
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foreach (var all in panel.sceneDataDictionary)
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{
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Debug.LogError("-------------------------"+ info.sceneId);
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LocationData locationData = jsonReader.GetAreaDateById(int.Parse(info.sceneId));
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if (locationData.Oversee == "-1")
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foreach (var info in all.Value)
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{
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Debug.Log($"Skipping ID{info.sceneId}: Oversee is -1.");
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continue; // 跳过
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}
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Debug.LogError("-------------------------" + info.sceneId);
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LocationData locationData = jsonReader.GetAreaDateById(int.Parse(info.sceneId));
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string[] overseeParts = locationData.Oversee.Split(',');
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string firstElement = overseeParts[0];
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string lastElement = overseeParts[1];
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if (overseeParts.Length > 0 && firstElement == info.dutyId && lastElement == "1")
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{
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Debug.LogError(loadedSceneIds.Contains(info.name));
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// 如果已经加载过,跳过
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if (loadedSceneIds.Contains(info.name))
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if (locationData.Oversee == "-1")
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{
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Debug.Log($"Scene ID {info.sceneId} already loaded. Skipping.");
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continue; // 如果该sceneId已经加载过,就跳过
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Debug.Log($"Skipping ID{info.sceneId}: Oversee is -1.");
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continue; // 跳过
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}
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string[] overseeParts = locationData.Oversee.Split(',');
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string firstElement = overseeParts[0];
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string lastElement = overseeParts[1];
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// 如果没有加载过,实例化预制体
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GameObject item = GameObject.Instantiate(classmatePrefab, content);
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ClassMate classMate = item.GetComponent<ClassMate>();
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Button button = item.GetComponent<Button>();
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button.onClick.AddListener(() =>
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if (overseeParts.Length > 0 && firstElement == info.dutyId && lastElement == "1")
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{
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SetClassMate(classMate, a);
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});
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classMate.name = info.name;
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classMate.classmatename.text = classMate.name;
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// classMate.id = info.dutyId;
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instantiatedObjects.Add(item);
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// 将当前加载的sceneId添加到集合中
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loadedSceneIds.Add(info.name);
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Debug.LogError(loadedplayername.Contains(info.name));
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// 如果已经加载过,跳过
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if (loadedplayername.Contains(info.name))
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{
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Debug.Log($"Scene ID {info.sceneId} already loaded. Skipping.");
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continue; // 如果该sceneId已经加载过,就跳过
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}
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else
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{
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// 如果没有加载过,实例化预制体
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GameObject item = GameObject.Instantiate(classmatePrefab, content);
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ClassMate classMate = item.GetComponent<ClassMate>();
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Button button = item.GetComponent<Button>();
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string test = a;
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button.onClick.AddListener(() =>
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{
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Debug.LogError("zzzzzzzzzzzzzzzzzzzzzzzzzz" + test);
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SetClassMate(classMate, test);
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});
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classMate.name = info.name;
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classMate.classmatename.text = classMate.name;
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// classMate.id = info.dutyId;
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instantiatedObjects.Add(item);
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// 将当前加载的玩家名添加到集合中
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loadedplayername.Add(info.name);
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}
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}
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}
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}
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// 如果没有数据,弹出提示框
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if (panel.sceneDataDictionary.Count == 0)
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{
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WarningPopPanel.OpenPanel("请先添加对应的应急人员配置");
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}
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}
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// 如果没有数据,弹出提示框
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if (panel.sceneDataDictionary.Count == 0)
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{
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WarningPopPanel.OpenPanel("请先添加对应的应急人员配置");
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}
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}
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//点击人员后设置位置的方法
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public void SetClassMate(ClassMate classMate, string a = "")
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public void SetClassMate(ClassMate classMate, string a)
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{
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foreach (Transform child in content)
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{
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ClassMate find = child.transform.GetComponent<ClassMate>();
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Debug.LogError("????????????????????????" + find.classText.text);
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Debug.LogError("---------------------------" + a);
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if (find.classText.text == a)
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{
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find.classText.text = "";
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}
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else
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{
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continue;
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}
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}
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this.classMate = classMate;
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this.classMate.classText.text = "(" + a + ")";
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this.classMate.classText.text = a;
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classMate.isBeSet = false;
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loadedlevel.Add(this.classMate.classText.text);
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}
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public void SetClassItem(ClassItem classItem)
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{
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this.classItem = classItem;
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}
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//关闭界面的时候删除子物体
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public void ClearAll()
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{
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foreach(Transform child in content)
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{
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Destroy(child.gameObject);
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}
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this.classItem = classItem;
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}
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}
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