This commit is contained in:
huyulong 2024-12-19 11:59:38 +08:00
commit 910f3f28a6
67 changed files with 13207 additions and 5435 deletions

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- target: {fileID: 948396699256012633, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_AnchorMin.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 948396699256012633, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_AnchoredPosition.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 948396699256012633, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_AnchoredPosition.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 1986279547866209846, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
- target: {fileID: 1986279549107877099, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
- target: {fileID: 1986279549150508378, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
- target: {fileID: 1986279549173157411, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_Pivot.x
value: 0
@ -519,5 +731,129 @@ PrefabInstance:
propertyPath: m_Name
value: Command_End
objectReference: {fileID: 0}
- target: {fileID: 1986279549232645831, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
- target: {fileID: 1986279549238718699, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
- target: {fileID: 1986279549438857641, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2991637681471873777, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
- target: {fileID: 5824380172705816005, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_AnchorMax.y
value: 1
objectReference: {fileID: 0}
- target: {fileID: 5824380172705816005, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_AnchorMin.y
value: 1
objectReference: {fileID: 0}
- target: {fileID: 5824380172705816005, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_SizeDelta.x
value: 220
objectReference: {fileID: 0}
- target: {fileID: 5824380172705816005, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_SizeDelta.y
value: 70
objectReference: {fileID: 0}
- target: {fileID: 5824380172705816005, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_AnchoredPosition.x
value: 110
objectReference: {fileID: 0}
- target: {fileID: 5824380172705816005, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_AnchoredPosition.y
value: -175
objectReference: {fileID: 0}
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propertyPath: m_AnchorMax.y
value: 1
objectReference: {fileID: 0}
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propertyPath: m_AnchorMin.y
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objectReference: {fileID: 0}
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propertyPath: m_SizeDelta.x
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objectReference: {fileID: 0}
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propertyPath: m_SizeDelta.y
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objectReference: {fileID: 0}
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propertyPath: m_AnchoredPosition.x
value: 110
objectReference: {fileID: 0}
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propertyPath: m_AnchoredPosition.y
value: -245
objectReference: {fileID: 0}
- target: {fileID: 6389238419783627009, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
- target: {fileID: 6852673806710748770, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8231224075310808718, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
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propertyPath: m_AnchorMax.y
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objectReference: {fileID: 0}
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propertyPath: m_AnchorMin.y
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objectReference: {fileID: 0}
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propertyPath: m_SizeDelta.y
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_SizeDelta.x
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objectReference: {fileID: 0}
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propertyPath: m_SizeDelta.y
value: 70
objectReference: {fileID: 0}
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propertyPath: m_AnchoredPosition.x
value: 110
objectReference: {fileID: 0}
- target: {fileID: 8618474577547420637, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_AnchoredPosition.y
value: -105
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View File

@ -29,8 +29,13 @@ public class JSONReader : MonoBehaviour
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_>();
public Dictionary<int,GlobalJson> GlobalDictionary= new Dictionary<int, GlobalJson>();
public Dictionary<string,Select> SelectsDictionary= new Dictionary<string, Select>();
//小智专用
//读取职业名字
public Dictionary<int, GlobalJson> GlobalDictionary = new Dictionary<int, GlobalJson>();
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;
}

View File

@ -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);
}
}

View File

@ -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)
{

View File

@ -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>();
}
}

View File

@ -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()
{

View File

@ -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
}
}

View File

@ -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
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
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
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
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
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)
{
}
}

View File

@ -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;
}
}

View File

@ -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

View File

@ -6,35 +6,35 @@ EditorUserSettings:
serializedVersion: 4
m_ConfigSettings:
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value: 0104025352005d0f0e0d0d2741775c12401519287c297167282a1935b1b13269
flags: 0
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flags: 0
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flags: 0
RecentlyUsedSceneGuid-7:
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RecentlyUsedSceneGuid-8:
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