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public Dictionary<string, Select> SelectDictionary = new Dictionary<string, Select>();
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//小智专用
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//读取职业名字
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|
||||
public Dictionary<string, Select> ZZSelectsDictionary = new Dictionary<string, Select>();
|
||||
public Dictionary<int, NPCData> OpcNameDictionary=new Dictionary<int, NPCData>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
@ -45,8 +50,11 @@ public class JSONReader : MonoBehaviour
|
||||
LanguageDictionary = LanguageParseJSON(LanguageJsonFile.text);
|
||||
SelectDictionary = SelectJSON(SelectJsonFile.text);
|
||||
TaskDictionary = TaskJSON(TaskJsonFile.text);
|
||||
GlobalDictionary=GlobelJSON(GlobalJsonFile.text);
|
||||
SelectsDictionary = SelectsJSON(SelectsJsonFile.text);
|
||||
|
||||
//小智专用
|
||||
OpcNameDictionary = SelectOpcName(npcJsonFile.text);
|
||||
GlobalDictionary = GlobelJSON(GlobalJsonFile.text);
|
||||
ZZSelectsDictionary = SelectsJSON(SelectsJsonFile.text);
|
||||
|
||||
GetLanguageByID(20008);
|
||||
foreach (var npc in sceneDictionary)
|
||||
@ -215,6 +223,20 @@ public class JSONReader : MonoBehaviour
|
||||
|
||||
return locationDictionary;
|
||||
}
|
||||
//小智专用
|
||||
//读取职业名字
|
||||
public Dictionary<int, NPCData> SelectOpcName(string json)
|
||||
{
|
||||
NPCData[] npcArray = JsonHelper.FromJson<NPCData>(json);
|
||||
Dictionary<int, NPCData> OpcNameDictionary = new Dictionary<int, NPCData>();
|
||||
|
||||
foreach (var npc in npcArray)
|
||||
{
|
||||
OpcNameDictionary[npc.ID]= npc;
|
||||
}
|
||||
|
||||
return OpcNameDictionary;
|
||||
}
|
||||
|
||||
//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
|
||||
@ -339,7 +361,7 @@ public class JSONReader : MonoBehaviour
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断指挥官选择了哪一个选项
|
||||
/// 判断指挥官选择了哪一个选项(展示废除)
|
||||
/// </summary>
|
||||
/// <param name="a">a=1选择了第一个,a=2,a=3</param>
|
||||
/// <param name="id">ID不出情况一般固定90016</param>
|
||||
@ -380,11 +402,28 @@ public class JSONReader : MonoBehaviour
|
||||
// return null;
|
||||
//}
|
||||
}
|
||||
|
||||
public string GetEvacuate(string id)
|
||||
{
|
||||
Select info = null;
|
||||
if (SelectsDictionary.TryGetValue(id.ToString(), out info))
|
||||
if (ZZSelectsDictionary.TryGetValue(id.ToString(), out info))
|
||||
{
|
||||
return info.Note;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"No Select found with ID: {id}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 读取职业名字
|
||||
/// </summary>
|
||||
/// <param name="id">职业ID去Role表获取</param>
|
||||
/// <returns></returns>
|
||||
public string GetOcpName(int id)
|
||||
{
|
||||
NPCData info = null;
|
||||
if (OpcNameDictionary.TryGetValue(id, out info))
|
||||
{
|
||||
return info.Note;
|
||||
}
|
||||
|
@ -186,6 +186,7 @@ public class Panel : MonoBehaviour
|
||||
dutyItem.dutyNameText.text = showText;
|
||||
dutyItem.leader = npcData.GroupLeader;
|
||||
dutyItem.dutyId = npcData.ID;
|
||||
//dutyItem.dutyImage.sprite = Resources.Load<Sprite>("UIImage/Vocational/icn_commander");
|
||||
peopleList.Add(item);
|
||||
}
|
||||
}
|
||||
|
@ -242,20 +242,27 @@ public class EvacuationPanel : MonoBehaviour
|
||||
{
|
||||
// 标记当前选择的区域
|
||||
OnSceneItemClicked(sceneitem, Color.yellow, selectedScene);
|
||||
|
||||
// 如果被点击的区域已经有人员
|
||||
if (personnelItem.NpcNum > 0)
|
||||
{
|
||||
redistributeBtn.interactable=true;
|
||||
redistributeBtn.interactable = true;
|
||||
ChangeImage(redistributeBtn.interactable);
|
||||
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(() =>
|
||||
{
|
||||
// 清除选定区域的人员数据
|
||||
RedistributeLogic(personnelItem.sceneId, personnelItem.NpcNum);
|
||||
redistributeBtn.interactable = false ;
|
||||
redistributeBtn.interactable = false;
|
||||
ChangeImage(redistributeBtn.interactable);
|
||||
});
|
||||
}
|
||||
|
||||
// 清空现有场景下的所有人员UI
|
||||
foreach (Transform child in sceneCount)
|
||||
{
|
||||
@ -414,7 +421,6 @@ public class EvacuationPanel : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//设置文字颜色
|
||||
public void OnSceneItemClicked(GameObject clickedItem, Color color, GameObject select)
|
||||
{
|
||||
|
@ -114,16 +114,16 @@ public class ManagerPanel : MonoBehaviour
|
||||
public void OnClickPeopleWindows()
|
||||
{
|
||||
peopleWindowsPrefab.gameObject.SetActive(true);
|
||||
|
||||
foreach (Transform child in personnelPanelCount)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
CreateFirstLable();
|
||||
foreach (var sceneEntry in panelInfo.sceneDataDictionary)
|
||||
{
|
||||
GameObject managerPanelInstance = Instantiate(personnelPanel, personnelPanelCount);
|
||||
PersonnelPanel scenetext = managerPanelInstance.GetComponent<PersonnelPanel>();
|
||||
foreach(var item in panelInfo.peopleList)
|
||||
//foreach(var item in panelInfo.peopleList)
|
||||
scenetext.personelPanelText.text = sceneEntry.Key;
|
||||
scenetext.personelNumText.text = sceneEntry.Value.Count.ToString();
|
||||
scenetext.CreatePeopleItem(sceneEntry.Value);
|
||||
@ -136,5 +136,9 @@ public class ManagerPanel : MonoBehaviour
|
||||
{
|
||||
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 UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using static UnityEditor.Progress;
|
||||
|
||||
public class PersonnelPanel : MonoBehaviour
|
||||
{
|
||||
public Text personelPanelText;
|
||||
public Text personelNumText;
|
||||
public Transform personelContent;
|
||||
public Panel panelInfo;
|
||||
public GameObject personelItem;
|
||||
public GameObject firstLablePrefab;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
@ -2,8 +2,9 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Choose : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||
public class Choose1 : MonoBehaviour
|
||||
{
|
||||
public bool isNoTip;
|
||||
public bool isShow;
|
||||
@ -24,15 +25,5 @@ public class Choose : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||
Tip.SetActive(false);
|
||||
}
|
||||
}
|
||||
// 当鼠标进入时
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
isShow = true;// 显示面板
|
||||
}
|
||||
|
||||
// 当鼠标离开时
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
isShow = false; // 隐藏面板
|
||||
}
|
||||
}
|
@ -1,6 +1,8 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Newtonsoft.Json;
|
||||
using TMPro;
|
||||
using UnityEditor.Rendering.LookDev;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
@ -9,17 +11,64 @@ public class FreePanelManager : MonoBehaviour
|
||||
[Header("测试")]
|
||||
public Sprite TestImage;
|
||||
[Header("面板")]
|
||||
//职业选择面板
|
||||
public GameObject OccupationPanel;
|
||||
//特殊情况弹窗
|
||||
public GameObject TipPanel;
|
||||
public GameObject AccidentIPanel;
|
||||
//职业介绍框框
|
||||
public GameObject OpcTip1;
|
||||
public GameObject OpcTip2;
|
||||
public GameObject OpcTip3;
|
||||
public GameObject OpcTip4;
|
||||
public GameObject OpcTip5;
|
||||
public GameObject OpcTip6;
|
||||
public GameObject OpcTip7;
|
||||
public GameObject OpcTip8;
|
||||
//疏散顺序的确定按钮
|
||||
public GameObject EvacuateSurePanel;
|
||||
//疏散顺序面板
|
||||
public GameObject EvacuatePanel;
|
||||
[Header("图像")]
|
||||
//特殊情况弹窗背景图
|
||||
public Image TipBg;
|
||||
//事故点截图
|
||||
public Image AccidentImage;
|
||||
[Header("按钮")]
|
||||
public Button AccidentButton;
|
||||
public Button OpcLeft;
|
||||
public Button OpcRight;
|
||||
public Button EvacuateButton;
|
||||
public Button EvacuateSure;
|
||||
public Button Evacuate1Button;
|
||||
public Button Evacuate2Button;
|
||||
public Button Evacuate3Button;
|
||||
public Button Evacuate4Button;
|
||||
public Button OpcButton1;
|
||||
public Button OpcButton2;
|
||||
public Button OpcButton3;
|
||||
public Button OpcButton4;
|
||||
public Button OpcButton5;
|
||||
public Button OpcButton6;
|
||||
public Button OpcButton7;
|
||||
public Button OpcButton8;
|
||||
[Header("文本")]
|
||||
//特殊情况弹窗文本
|
||||
public Text TipText;
|
||||
//职业的种类名字
|
||||
public Text Ocp1;
|
||||
public Text Ocp2;
|
||||
public Text Ocp3;
|
||||
public Text Ocp4;
|
||||
public Text Ocp5;
|
||||
public Text Ocp6;
|
||||
public Text Ocp7;
|
||||
public Text Ocp8;
|
||||
//疏散顺序描述
|
||||
public Text EvacuateText1;
|
||||
public Text EvacuateText2;
|
||||
public Text EvacuateText3;
|
||||
public Text EvacuateText4;
|
||||
[Header("一些奇奇怪怪的东西")]
|
||||
#region 特殊情况淡入淡出效果
|
||||
public float fadeInDuration = 1f; // 淡出时间
|
||||
@ -34,12 +83,111 @@ public class FreePanelManager : MonoBehaviour
|
||||
// 运行中的淡入淡出协程引用
|
||||
private Coroutine fadeCoroutine;
|
||||
#endregion
|
||||
|
||||
#region 创建职业介绍
|
||||
public List<GameObject> createdItems = new List<GameObject>();//保存内容用的列表
|
||||
public GameObject content1; // Scroll View 的 Content 物体
|
||||
public GameObject content2;
|
||||
public GameObject content3;
|
||||
public GameObject content4;
|
||||
public GameObject content5;
|
||||
public GameObject content6;
|
||||
public GameObject content7;
|
||||
public GameObject content8;
|
||||
|
||||
public List<string> OpcName = new List<string>(); //保存职业任务介绍
|
||||
private int itemCount=1; // 要创建的物体数量
|
||||
public GameObject itemPrefab; // 子物体的预制件
|
||||
public JSONReader JSONReader;
|
||||
#endregion
|
||||
|
||||
public void Start()
|
||||
{
|
||||
OcpName(8001, 1);
|
||||
OcpName(8002, 2);
|
||||
OcpName(8004, 3);
|
||||
OcpName(8006, 4);
|
||||
OcpName(8007, 5);
|
||||
OcpName(8008, 6);
|
||||
OcpName(8010, 7);
|
||||
OcpName(8011, 8);
|
||||
//职业介绍框左按钮
|
||||
OpcLeft.onClick.AddListener(() =>
|
||||
{
|
||||
LeftRight(1);
|
||||
});
|
||||
//职业介绍框右按钮
|
||||
OpcRight.onClick.AddListener(() => {
|
||||
LeftRight(2);
|
||||
});
|
||||
//疏散顺序的选项
|
||||
#region 疏散顺序选项
|
||||
Evacuate1Button.onClick.AddListener(() => {
|
||||
|
||||
EvacuateSurePanel.SetActive(true);
|
||||
});
|
||||
Evacuate2Button.onClick.AddListener(() => {
|
||||
|
||||
EvacuateSurePanel.SetActive(true);
|
||||
});
|
||||
Evacuate3Button.onClick.AddListener(() => {
|
||||
|
||||
EvacuateSurePanel.SetActive(true);
|
||||
});
|
||||
Evacuate4Button.onClick.AddListener(() => {
|
||||
|
||||
EvacuateSurePanel.SetActive(true);
|
||||
});
|
||||
#endregion
|
||||
|
||||
//疏散顺序的箭头
|
||||
EvacuateButton.onClick.AddListener(() => {
|
||||
|
||||
EvacuatePanel.SetActive(false);
|
||||
EvacuateSurePanel.SetActive(false);
|
||||
});
|
||||
//职业面板点击事件
|
||||
#region 面板点击
|
||||
OpcButton1.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
||||
});
|
||||
OpcButton2.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
||||
});
|
||||
OpcButton3.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
||||
});
|
||||
OpcButton4.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
||||
});
|
||||
OpcButton5.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
||||
});
|
||||
OpcButton6.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
||||
});
|
||||
OpcButton7.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
||||
});
|
||||
OpcButton8.onClick.AddListener(() =>
|
||||
{
|
||||
EvacuatePanel.SetActive(true);
|
||||
});
|
||||
#endregion
|
||||
}
|
||||
public void Update()
|
||||
{
|
||||
#region 测试
|
||||
if (Input.GetKeyDown("j"))
|
||||
{
|
||||
// PopAccident(TestImage);
|
||||
// PopAccident(TestImage);
|
||||
}
|
||||
#endregion
|
||||
if (isFadeEnd)
|
||||
@ -62,7 +210,7 @@ public class FreePanelManager : MonoBehaviour
|
||||
/// <param name="image">传入一张事故图片(Spite)</param>
|
||||
public void PopAccident(Sprite image)
|
||||
{
|
||||
AccidentImage.sprite=image;
|
||||
AccidentImage.sprite = image;
|
||||
AccidentIPanel.SetActive(true);
|
||||
}
|
||||
/// <summary>
|
||||
@ -105,4 +253,124 @@ public class FreePanelManager : MonoBehaviour
|
||||
isFadeEnd = true;//这个携程结束的标志
|
||||
TipPanel.SetActive(false);
|
||||
}
|
||||
/// <summary>
|
||||
/// 打开关闭职业选择面板
|
||||
/// </summary>
|
||||
public void OpenOccupation()
|
||||
{
|
||||
bool isActive = OccupationPanel.activeSelf;
|
||||
// 如果面板已激活,则关闭,否则打开
|
||||
OccupationPanel.SetActive(!isActive);
|
||||
}
|
||||
/// <summary>
|
||||
/// 获取职业名字并且赋值到面板上
|
||||
/// </summary>
|
||||
/// <param name="ID">职业的ID</param>
|
||||
/// <param name="a">第几个面板(从1开始)</param>
|
||||
public void OcpName(int ID, int index)
|
||||
{
|
||||
string str = JSONReader.GetOcpName(ID);
|
||||
switch (index)
|
||||
{
|
||||
case 1:
|
||||
CreateOcpText(ID.ToString(), content1);
|
||||
Ocp1.text = str;
|
||||
break;
|
||||
case 2:
|
||||
CreateOcpText(ID.ToString(), content2);
|
||||
Ocp2.text = str;
|
||||
break;
|
||||
case 3:
|
||||
CreateOcpText(ID.ToString(), content3);
|
||||
Ocp3.text = str;
|
||||
break;
|
||||
case 4:
|
||||
CreateOcpText(ID.ToString(), content4);
|
||||
Ocp4.text = str;
|
||||
break;
|
||||
case 5:
|
||||
CreateOcpText(ID.ToString(), content5);
|
||||
Ocp5.text = str;
|
||||
break;
|
||||
case 6:
|
||||
CreateOcpText(ID.ToString(), content6);
|
||||
Ocp6.text = str;
|
||||
break;
|
||||
case 7:
|
||||
CreateOcpText(ID.ToString(), content7);
|
||||
Ocp7.text = str;
|
||||
break;
|
||||
case 8:
|
||||
CreateOcpText(ID.ToString(), content8);
|
||||
Ocp8.text = str;
|
||||
break;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 创建职业介绍内容(这个方法要联动OcpName方法的)
|
||||
/// </summary>
|
||||
/// <param name="ID">职业的ID</param>
|
||||
/// <param name="content">放在那个一个子物体下</param>
|
||||
public void CreateOcpText(string ID,GameObject content)
|
||||
{
|
||||
OpcName.Clear();
|
||||
// 遍历 SelectDictionaryctsDictionary.Count);
|
||||
foreach (var kvp in JSONReader.ZZSelectsDictionary)
|
||||
{
|
||||
// 这里 kvp.Key 是字典的键,kvp.Value 是 Select 对象
|
||||
Select select = kvp.Value;
|
||||
|
||||
// 判断 UIDetails 是否匹配,并且填充数据
|
||||
if (select.UIDetails == ID.ToString())
|
||||
{
|
||||
// 将 Note 添加到 OpcName 列表
|
||||
OpcName.Add(select.Note);
|
||||
}
|
||||
}
|
||||
// 动态创建指定数量的子物体并保存它们
|
||||
for (int i = 0; i < OpcName.Count; i++)
|
||||
{
|
||||
GameObject newItem = Instantiate(itemPrefab, content.transform);
|
||||
Text left = newItem.transform.Find("Text").GetComponent<Text>();
|
||||
left.text = OpcName[i];
|
||||
|
||||
createdItems.Add(newItem); // 将新创建的物体添加到列表中
|
||||
}
|
||||
}
|
||||
//职业介绍界面左右按钮
|
||||
private void LeftRight(int a)
|
||||
{
|
||||
if(a==1)
|
||||
{
|
||||
OpcTip1.SetActive(true);
|
||||
OpcTip2.SetActive(true);
|
||||
OpcTip3.SetActive(true);
|
||||
OpcTip4.SetActive(true);
|
||||
OpcTip5.SetActive(false);
|
||||
OpcTip6.SetActive(false);
|
||||
OpcTip7.SetActive(false);
|
||||
OpcTip8.SetActive(false);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
OpcTip1.SetActive(false);
|
||||
OpcTip2.SetActive(false);
|
||||
OpcTip3.SetActive(false);
|
||||
OpcTip4.SetActive(false);
|
||||
OpcTip5.SetActive(true);
|
||||
OpcTip6.SetActive(true);
|
||||
OpcTip7.SetActive(true);
|
||||
OpcTip8.SetActive(true);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 读取疏散路线
|
||||
/// </summary>
|
||||
/// <param name="ID">表内相对ID</param>
|
||||
public void ReadEvacuateInfo(int ID)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -320,7 +320,9 @@ public class ZZUIManager : MonoBehaviour
|
||||
public ToggleGroup toggleGroup;//父对象的组件
|
||||
public Text itemPrefabTextLeft;//标题
|
||||
public Text itemPrefabTextRight;//内容
|
||||
public int itemCount = 3; // 要创建的物体数量
|
||||
public int itemCount = 2; // 要创建的物体数量
|
||||
List<GameObject> createdItems = new List<GameObject>();//保存用的列表
|
||||
int ToggleCount = 0;
|
||||
|
||||
#endregion
|
||||
|
||||
@ -343,7 +345,7 @@ public class ZZUIManager : MonoBehaviour
|
||||
#endregion
|
||||
|
||||
|
||||
public ZZUIManager instert;
|
||||
public static ZZUIManager instert;
|
||||
public void Awake()
|
||||
{
|
||||
isHidden = true;
|
||||
@ -362,8 +364,7 @@ public class ZZUIManager : MonoBehaviour
|
||||
//Debug.Log(str);
|
||||
|
||||
|
||||
InitializeFlee();
|
||||
|
||||
InitializeFlee(10813);
|
||||
|
||||
//动画位移位置数据
|
||||
hidePositionX = 337f;
|
||||
@ -432,6 +433,7 @@ public class ZZUIManager : MonoBehaviour
|
||||
Warn_Tip.SetActive(false);
|
||||
}
|
||||
|
||||
//人物的加减
|
||||
Minus.onClick.AddListener(() =>
|
||||
{
|
||||
int currentValue = int.Parse(Student_Number.text);
|
||||
@ -532,9 +534,11 @@ public class ZZUIManager : MonoBehaviour
|
||||
//测试面板
|
||||
if (Input.GetKeyDown("j"))
|
||||
{
|
||||
string str = "aaa";
|
||||
FixWarnPanelText(str);
|
||||
WarnPanel();
|
||||
//string str = "aaa";
|
||||
//FixWarnPanelText(str);
|
||||
//WarnPanel();
|
||||
GcreationSelect(10829);
|
||||
Frist();
|
||||
|
||||
}
|
||||
if (Input.GetKeyDown("k"))
|
||||
@ -553,11 +557,20 @@ public class ZZUIManager : MonoBehaviour
|
||||
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// 字体动效实现
|
||||
/// </summary>
|
||||
/// <param name="num">传入文本</param>
|
||||
|
||||
public void Number(Text num)
|
||||
{
|
||||
StartCoroutine(Num(num));
|
||||
}
|
||||
/// <summary>
|
||||
/// 字体动效的携程
|
||||
/// </summary>
|
||||
/// <param name="num">文本信息</param>
|
||||
/// <returns></returns>
|
||||
IEnumerator Num(Text num)
|
||||
{
|
||||
while (true)
|
||||
@ -742,10 +755,13 @@ public class ZZUIManager : MonoBehaviour
|
||||
Debug.Log("Option 3 selected");
|
||||
break;
|
||||
case 3:
|
||||
|
||||
break;
|
||||
case 4:
|
||||
|
||||
break;
|
||||
case 5:
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -766,33 +782,37 @@ public class ZZUIManager : MonoBehaviour
|
||||
MapTapPanel.SetActive(false);
|
||||
}
|
||||
/// <summary>
|
||||
/// 初始化撤离方案(随机显示)
|
||||
/// 撤离方案框的初始化
|
||||
/// </summary>
|
||||
public void InitializeFlee()
|
||||
/// <param name="ID"></param>
|
||||
public void InitializeFlee(int ID)
|
||||
{
|
||||
string str;
|
||||
List<GameObject> createdItems = new List<GameObject>();
|
||||
|
||||
// 动态创建指定数量的子物体并保存它们
|
||||
for (int i = 0; i < itemCount; i++)
|
||||
{
|
||||
GameObject newItem = Instantiate(itemPrefab, content3.transform);
|
||||
Text left = newItem.transform.Find("Choose_Bg/Choose_BgLeft/Left").GetComponent<Text>();
|
||||
Text Right = newItem.transform.Find("Choose_Bg/Choose_BgLeft/Right").GetComponent<Text>();
|
||||
//left.text = jsonReader.SetUIText(20000);
|
||||
//// str = jsonReader.GetGlobal(1, 90016);
|
||||
// string[] str1 = str.Split('|');
|
||||
// Right.text = jsonReader.GetEvacuate(str1[i]);
|
||||
// Toggle toggle = newItem.gameObject.GetComponent<Toggle>();
|
||||
// toggle.group = toggleGroup;
|
||||
left.text = jsonReader.SetUIText(20000);
|
||||
Right.text = jsonReader.SetUIText(ID+i);
|
||||
Toggle toggle = newItem.gameObject.GetComponent<Toggle>();
|
||||
Choose1 chooseScript = newItem.GetComponent<Choose1>();
|
||||
toggle.group = toggleGroup;
|
||||
|
||||
// // 绑定点击事件
|
||||
// int index = i; // 保证每个 Toggle 有不同的 index
|
||||
// toggle.onValueChanged.AddListener((bool isOn) => OnToggleClicked(isOn, index));
|
||||
// // left.text=js
|
||||
// createdItems.Add(newItem); // 将新创建的物体添加到列表中
|
||||
// 绑定点击事件
|
||||
int index = i; // 保证每个 Toggle 有不同的 index
|
||||
toggle.onValueChanged.AddListener((bool isOn) => OnToggleClicked(isOn, index, chooseScript));
|
||||
// left.text=js
|
||||
createdItems.Add(newItem); // 将新创建的物体添加到列表中
|
||||
ToggleCount++;
|
||||
}
|
||||
|
||||
RandomPos();
|
||||
}
|
||||
/// <summary>
|
||||
/// 用于打乱选项顺序
|
||||
/// </summary>
|
||||
public void RandomPos()
|
||||
{
|
||||
// 打乱顺序(使用 Fisher-Yates 算法)
|
||||
System.Random rand = new System.Random();
|
||||
int n = createdItems.Count;
|
||||
@ -812,6 +832,23 @@ public class ZZUIManager : MonoBehaviour
|
||||
// 强制刷新布局
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(content3.GetComponent<RectTransform>());
|
||||
}
|
||||
public void GcreationSelect(int ID)
|
||||
{
|
||||
GameObject newItem = Instantiate(itemPrefab, content3.transform);
|
||||
Text left = newItem.transform.Find("Choose_Bg/Choose_BgLeft/Left").GetComponent<Text>();
|
||||
Text Right = newItem.transform.Find("Choose_Bg/Choose_BgLeft/Right").GetComponent<Text>();
|
||||
left.text = jsonReader.SetUIText(20000);
|
||||
Right.text = jsonReader.SetUIText(ID);
|
||||
Toggle toggle = newItem.gameObject.GetComponent<Toggle>();
|
||||
Choose1 chooseScript = newItem.GetComponent<Choose1>();
|
||||
toggle.group = toggleGroup;
|
||||
|
||||
// 绑定点击事件
|
||||
int index = ++ToggleCount; // 保证每个 Toggle 有不同的 index
|
||||
toggle.onValueChanged.AddListener((bool isOn) => OnToggleClicked(isOn, index,chooseScript));
|
||||
createdItems.Add(newItem); // 将新创建的物体添加到列表中
|
||||
RandomPos();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 已经安全撤离的班级 上报总指 按钮事件
|
||||
@ -1141,12 +1178,19 @@ public class ZZUIManager : MonoBehaviour
|
||||
/// </summary>
|
||||
/// <param name="isOn"></param>
|
||||
/// <param name="index"></param>
|
||||
private void OnToggleClicked(bool isOn, int index)
|
||||
private void OnToggleClicked(bool isOn, int index, Choose1 chooseScript)
|
||||
{
|
||||
if (isOn)
|
||||
switch(index)
|
||||
{
|
||||
// 执行开启的操作
|
||||
Debug.Log("Toggle " + index + " is On");
|
||||
case 0:
|
||||
chooseScript.isShow = isOn;
|
||||
break;
|
||||
case 1:
|
||||
chooseScript.isShow = isOn;
|
||||
break;
|
||||
case 2:
|
||||
chooseScript.isShow = isOn;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -54,7 +54,7 @@ public class LoginPanel : MonoBehaviour
|
||||
Debug.Log("登陆入参"+ JsonUtility.ToJson(loginBody));
|
||||
string response = await web.SendRequest(web.URL + "/auth/login", "POST", JsonUtility.ToJson(loginBody));
|
||||
Debug.Log("登录" + response);
|
||||
|
||||
|
||||
// 解析服务器返回的数据
|
||||
loginResponse serverData = JsonConvert.DeserializeObject<loginResponse>(response);
|
||||
|
||||
@ -63,7 +63,6 @@ public class LoginPanel : MonoBehaviour
|
||||
|
||||
// 打印 access_token
|
||||
Debug.Log(serverData.data.access_token);
|
||||
|
||||
// 跳转场景
|
||||
SceneManager.LoadScene(1);
|
||||
}
|
||||
|
@ -1 +1 @@
|
||||
Subproject commit c1aef9f6a93dce205fe658923b08d6d21868a785
|
||||
Subproject commit 0385375c1818fc57f42407a6c5301a26ded3a19a
|
@ -6,35 +6,35 @@ EditorUserSettings:
|
||||
serializedVersion: 4
|
||||
m_ConfigSettings:
|
||||
RecentlyUsedSceneGuid-0:
|
||||
value: 0104025352005d0f0e0d0d2741775c12401519287c297167282a1935b1b13269
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-1:
|
||||
value: 5a520c0256040b0b0f5d5a7643775914474e412e2f70243678704c6ae0e16c6d
|
||||
flags: 0
|
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RecentlyUsedSceneGuid-2:
|
||||
value: 02550255060d590c0c0b097016770b12444f1e2b7e2a2534797f4b60b6e46c60
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||||
flags: 0
|
||||
RecentlyUsedSceneGuid-3:
|
||||
value: 5b575500010c51595a5b097b12770b15134f1a797b2d22367b2f4c32e6e3306d
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||||
flags: 0
|
||||
RecentlyUsedSceneGuid-4:
|
||||
value: 0505045503005e025e0d082040770d14154f4d7f7e2d27637e7b4431b5e23239
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flags: 0
|
||||
RecentlyUsedSceneGuid-5:
|
||||
value: 00080756500d0d0355580a7049770a44454e19732f7b7f3575794566b2b6376a
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-6:
|
||||
RecentlyUsedSceneGuid-1:
|
||||
value: 0754035e5454585d545e5f7345775e494e164e7b7b2a71687b2d4e65e3b36768
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||||
flags: 0
|
||||
RecentlyUsedSceneGuid-7:
|
||||
RecentlyUsedSceneGuid-2:
|
||||
value: 5205565304515d5f5d5e0f7b16775d41474f1b7e7b7176657a281962e3b56c68
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||||
flags: 0
|
||||
RecentlyUsedSceneGuid-8:
|
||||
RecentlyUsedSceneGuid-3:
|
||||
value: 550903565c575c0f0b575a7611775e124e151b7e797f20657e7a1836e7e26d69
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||||
flags: 0
|
||||
RecentlyUsedSceneGuid-9:
|
||||
RecentlyUsedSceneGuid-4:
|
||||
value: 50030c075306580b5f5b5d2645775d49434e48797e717e682f7b1f65e3b46c68
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||||
flags: 0
|
||||
RecentlyUsedSceneGuid-5:
|
||||
value: 5a08055107535d0f0b5e5e21432559441215487374292766792a4932bae3656e
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||||
flags: 0
|
||||
RecentlyUsedSceneGuid-6:
|
||||
value: 050602035c0c5e595a5a547115215e444415407a2d7c776979284c66b1e26161
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-7:
|
||||
value: 5100055757015c5808560976462107444f154c7b787b7e3428784a60b0b86268
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-8:
|
||||
value: 5654510506530d0c095f5924137b5e4417161b7c7f7b75657f2b1e62bae1356e
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-9:
|
||||
value: 0052010300500b0d5b5d552612225e44144e49722a29726378714b30bae5316c
|
||||
flags: 0
|
||||
vcSharedLogLevel:
|
||||
value: 0d5e400f0650
|
||||
flags: 0
|
||||
|