Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_xiaofang
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@ -186,6 +186,7 @@ public class Panel : MonoBehaviour
|
|||||||
dutyItem.dutyNameText.text = showText;
|
dutyItem.dutyNameText.text = showText;
|
||||||
dutyItem.leader = npcData.GroupLeader;
|
dutyItem.leader = npcData.GroupLeader;
|
||||||
dutyItem.dutyId = npcData.ID;
|
dutyItem.dutyId = npcData.ID;
|
||||||
|
//dutyItem.dutyImage.sprite = Resources.Load<Sprite>("UIImage/Vocational/icn_commander");
|
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peopleList.Add(item);
|
peopleList.Add(item);
|
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}
|
}
|
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}
|
}
|
||||||
|
@ -242,12 +242,18 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
{
|
{
|
||||||
// 标记当前选择的区域
|
// 标记当前选择的区域
|
||||||
OnSceneItemClicked(sceneitem, Color.yellow, selectedScene);
|
OnSceneItemClicked(sceneitem, Color.yellow, selectedScene);
|
||||||
|
|
||||||
// 如果被点击的区域已经有人员
|
// 如果被点击的区域已经有人员
|
||||||
if (personnelItem.NpcNum > 0)
|
if (personnelItem.NpcNum > 0)
|
||||||
{
|
{
|
||||||
redistributeBtn.interactable = true;
|
redistributeBtn.interactable = true;
|
||||||
ChangeImage(redistributeBtn.interactable);
|
ChangeImage(redistributeBtn.interactable);
|
||||||
redistributeBtn.transform.GetComponent<Image>().sprite = showImage[1];
|
redistributeBtn.transform.GetComponent<Image>().sprite = showImage[1];
|
||||||
|
|
||||||
|
// 清除所有之前的监听器,确保只有最新的事件被执行
|
||||||
|
redistributeBtn.onClick.RemoveAllListeners();
|
||||||
|
|
||||||
|
// 添加最新的监听器
|
||||||
redistributeBtn.onClick.AddListener(() =>
|
redistributeBtn.onClick.AddListener(() =>
|
||||||
{
|
{
|
||||||
// 清除选定区域的人员数据
|
// 清除选定区域的人员数据
|
||||||
@ -256,6 +262,7 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
ChangeImage(redistributeBtn.interactable);
|
ChangeImage(redistributeBtn.interactable);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
// 清空现有场景下的所有人员UI
|
// 清空现有场景下的所有人员UI
|
||||||
foreach (Transform child in sceneCount)
|
foreach (Transform child in sceneCount)
|
||||||
{
|
{
|
||||||
@ -414,7 +421,6 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//设置文字颜色
|
//设置文字颜色
|
||||||
public void OnSceneItemClicked(GameObject clickedItem, Color color, GameObject select)
|
public void OnSceneItemClicked(GameObject clickedItem, Color color, GameObject select)
|
||||||
{
|
{
|
||||||
|
@ -114,16 +114,16 @@ public class ManagerPanel : MonoBehaviour
|
|||||||
public void OnClickPeopleWindows()
|
public void OnClickPeopleWindows()
|
||||||
{
|
{
|
||||||
peopleWindowsPrefab.gameObject.SetActive(true);
|
peopleWindowsPrefab.gameObject.SetActive(true);
|
||||||
|
|
||||||
foreach (Transform child in personnelPanelCount)
|
foreach (Transform child in personnelPanelCount)
|
||||||
{
|
{
|
||||||
Destroy(child.gameObject);
|
Destroy(child.gameObject);
|
||||||
}
|
}
|
||||||
|
CreateFirstLable();
|
||||||
foreach (var sceneEntry in panelInfo.sceneDataDictionary)
|
foreach (var sceneEntry in panelInfo.sceneDataDictionary)
|
||||||
{
|
{
|
||||||
GameObject managerPanelInstance = Instantiate(personnelPanel, personnelPanelCount);
|
GameObject managerPanelInstance = Instantiate(personnelPanel, personnelPanelCount);
|
||||||
PersonnelPanel scenetext = managerPanelInstance.GetComponent<PersonnelPanel>();
|
PersonnelPanel scenetext = managerPanelInstance.GetComponent<PersonnelPanel>();
|
||||||
foreach(var item in panelInfo.peopleList)
|
//foreach(var item in panelInfo.peopleList)
|
||||||
scenetext.personelPanelText.text = sceneEntry.Key;
|
scenetext.personelPanelText.text = sceneEntry.Key;
|
||||||
scenetext.personelNumText.text = sceneEntry.Value.Count.ToString();
|
scenetext.personelNumText.text = sceneEntry.Value.Count.ToString();
|
||||||
scenetext.CreatePeopleItem(sceneEntry.Value);
|
scenetext.CreatePeopleItem(sceneEntry.Value);
|
||||||
@ -136,5 +136,9 @@ public class ManagerPanel : MonoBehaviour
|
|||||||
{
|
{
|
||||||
peopleWindowsPrefab.gameObject.SetActive(false);
|
peopleWindowsPrefab.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
public void CreateFirstLable()
|
||||||
|
{
|
||||||
|
GameObject fistLable = Instantiate<GameObject>(personnelPanel, personnelPanelCount);
|
||||||
|
PersonnelInfo personnelItem = fistLable.GetComponent<PersonnelInfo>();
|
||||||
|
}
|
||||||
}
|
}
|
@ -2,14 +2,15 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using static UnityEditor.Progress;
|
||||||
|
|
||||||
public class PersonnelPanel : MonoBehaviour
|
public class PersonnelPanel : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Text personelPanelText;
|
public Text personelPanelText;
|
||||||
public Text personelNumText;
|
public Text personelNumText;
|
||||||
public Transform personelContent;
|
public Transform personelContent;
|
||||||
public Panel panelInfo;
|
|
||||||
public GameObject personelItem;
|
public GameObject personelItem;
|
||||||
|
public GameObject firstLablePrefab;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
19
xiaofang/Assets/Script/hylScripts/LookAt.cs
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class LookAt : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Transform player;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
transform.LookAt(player);
|
||||||
|
}
|
||||||
|
}
|
11
xiaofang/Assets/Script/hylScripts/LookAt.cs.meta
Normal file
@ -0,0 +1,11 @@
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||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -63,7 +63,6 @@ public class LoginPanel : MonoBehaviour
|
|||||||
|
|
||||||
// ´òÓ¡ access_token
|
// ´òÓ¡ access_token
|
||||||
Debug.Log(serverData.data.access_token);
|
Debug.Log(serverData.data.access_token);
|
||||||
|
|
||||||
// Ìøת³¡¾°
|
// Ìøת³¡¾°
|
||||||
SceneManager.LoadScene(1);
|
SceneManager.LoadScene(1);
|
||||||
}
|
}
|
||||||
|