UI层逻辑代码以及配置表的接入
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@ -1,8 +1,10 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Xml.Serialization;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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using static System.Collections.Specialized.BitVector32;
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public class EvacuationPanel : MonoBehaviour
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public class EvacuationPanel : MonoBehaviour
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{
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{
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@ -27,6 +29,7 @@ public class EvacuationPanel : MonoBehaviour
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public GameObject JuesechoicePop;
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public GameObject JuesechoicePop;
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public JueseChoicePop jc = new JueseChoicePop();
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public JueseChoicePop jc = new JueseChoicePop();
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public JSONReader js;
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[Header("×Ü°´Å¥")]
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[Header("×Ü°´Å¥")]
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public Button redistributeBtn;
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public Button redistributeBtn;
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@ -35,9 +38,14 @@ public class EvacuationPanel : MonoBehaviour
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[Header("NpcÊýÁ¿")]
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[Header("NpcÊýÁ¿")]
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public int npcNum;
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public int npcNum;
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[Header("Npc类型")]
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public string npcType;
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public string roleid;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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SetNpcType();
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jc = JuesechoicePop.GetComponent<JueseChoicePop>();
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jc = JuesechoicePop.GetComponent<JueseChoicePop>();
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redistributeBtn.onClick.AddListener(ClearData);
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redistributeBtn.onClick.AddListener(ClearData);
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@ -53,11 +61,48 @@ public class EvacuationPanel : MonoBehaviour
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{
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{
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foreach(var item in createTemplateInfo.Instance.auth_CreateTemplate.npcList)
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foreach(var item in createTemplateInfo.Instance.auth_CreateTemplate.npcList)
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{
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{
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item.userId = npcType;
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item.roleId = roleid;
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}
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}
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foreach(var item in createTemplateInfo.Instance.auth_CreateTemplate.playerList)
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{
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}
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}
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}
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public void SetNpcType()
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{
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foreach (var scene in panel.sceneDataDictionary)
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{
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Debug.Log("+++++++++++");
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foreach (var npcData in js.locationDictionary)
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{
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// 解析角色限制字段
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string roleLimit = npcData.Value.NpcRatio;
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if(npcData.Value.NpcRatio=="-1")
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{
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continue;
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}
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else
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{
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// 先按“,”分隔
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string[] roleLimitSections = roleLimit.Split(',');
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if (scene.Key == npcData.Value.Note)
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{
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// 只有当 scene.Key 和 npcData.Value.Note 匹配时才执行
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this.npcType = roleLimitSections[1];
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roleid = roleLimitSections[0];
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}
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}
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}
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}
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}
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@ -6,7 +6,6 @@ public class createTemplateInfo : Singleton<createTemplateInfo>
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{
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{
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public auth_createTemplate auth_CreateTemplate=new auth_createTemplate();
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public auth_createTemplate auth_CreateTemplate=new auth_createTemplate();
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public List<PlayerList> playerList;//鯤소죗깊
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public List<PlayerList> playerList;//鯤소죗깊
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public List<NpcList> npcList;//NpcÁĐąí
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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