疏散人群公布UI逻辑修改

This commit is contained in:
lq 2024-12-10 08:05:28 +08:00
parent a349a1ee86
commit aaf0eb1408
11 changed files with 567 additions and 309 deletions

View File

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@ -241,6 +241,17 @@ public class JSONReader : MonoBehaviour
return null; // 如果没有找到符合条件的语言数据,返回 null
}
public LocationData GetAreaDateById(int id)
{
LocationData info = null;
if (locationDictionary.TryGetValue(id, out info))
{
return info;
}
else return null;
}
public SceneData GetSceneById(int id)
{
SceneData info = null;

View File

@ -18,6 +18,7 @@ public class SelectedInfo
public string duty;//职责
public string scene;//场景名
public string leader;//是否组长
public int sceneId;//场景Id
public int dutyId;//职责的Id
}
@ -163,7 +164,6 @@ public class Panel : MonoBehaviour
}
}
}
//动态加载场景
public void DynamicLoadingScene()
{
@ -199,6 +199,7 @@ public class Panel : MonoBehaviour
Button scenebutton = item.transform.Find("TextBtn").GetComponent<Button>();
scenebutton.onClick.AddListener(() => OnSceneItemClicked(item, Color.green, selectedScene));
// 设置limitNum
sceneItem.sceneId = npcData.Key;
sceneItem.dutyId = int.Parse(roleLimits[1]);
sceneItem.limitNum = int.Parse(roleLimits[2]);
sceneItem.sceneName.text = npcData.Value.Note;
@ -275,8 +276,21 @@ public class Panel : MonoBehaviour
{
GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount);
SceneItem sceneItem = item.GetComponent<SceneItem>();
// 获取当前该位置该职业的人数
int currentPeopleCount = GetCurrentPeopleCount(accidentLocationId, roleId);
// 设置推荐标记(如果人数不足)
if (minRequired > currentPeopleCount)
{
sceneItem.sceneImage.gameObject.SetActive(true); // 显示推荐标记
}
else
{
sceneItem.sceneImage.gameObject.SetActive(false); // 隐藏推荐标记
}
Button scenebutton = item.transform.Find("TextBtn").GetComponent<Button>();
scenebutton.onClick.AddListener(() => OnSceneItemClicked(item, Color.green, selectedScene));
sceneItem.sceneId = npcData.Key;
sceneItem.dutyId = accidentLocationId;
sceneItem.limitNum = minRequired;
sceneItem.sceneName.text = npcData.Value.Note;
@ -287,68 +301,84 @@ public class Panel : MonoBehaviour
}
}
}
// 获取当前该位置该职业的已添加人数
private int GetCurrentPeopleCount(int accidentLocationId, int roleId)
{
int count = 0;
// 遍历场景数据字典,统计该事故位置和职业的人员数量
foreach (var sceneData in sceneDataDictionary)
{
foreach (var selectedInfo in sceneData.Value)
{
if (selectedInfo.sceneId == accidentLocationId && selectedInfo.dutyId == roleId)
{
count++;
}
}
}
return count;
}
//处理点击确认按钮
public void ClickSureBtn()
{
{
// 只有在选择了人员、职责和场景的情况下,才会执行后续操作
if (isPersonSelected && isDutySelected && isSceneSelected)
if (isPersonSelected && isDutySelected && isSceneSelected)
{
// 保存选中的人员信息到场景数据字典中
string sceneName = selectedInfo.scene;
// 如果场景字典中没有这个场景,先创建一个空列表
if (!sceneDataDictionary.ContainsKey(sceneName))
{
// 保存选中的人员信息到场景数据字典中
string sceneName = selectedInfo.scene;
sceneDataDictionary[sceneName] = new List<SelectedInfo>();
}
// 如果场景字典中没有这个场景,先创建一个空列表
if (!sceneDataDictionary.ContainsKey(sceneName))
// 需要判断是否达到了职责的人员上限
bool isLimitReached = false;
// 获取当前场景中的所有人员信息
List<SelectedInfo> currentSceneInfo = sceneDataDictionary[sceneName];
// 如果选中了“主持人”、“各组长”或“总指挥”则限制数量为1
if (selectedInfo.duty == "主持人" || selectedInfo.duty == "组长" || selectedInfo.duty == "总指挥")
{
int count = currentSceneInfo.Count(info => info.duty == selectedInfo.duty); // 统计当前职责人数
if (count >= 1) // 如果已经有1个此职责的人选
{
sceneDataDictionary[sceneName] = new List<SelectedInfo>();
}
// 需要判断是否达到了职责的人员上限
bool isLimitReached = false;
// 获取当前场景中的所有人员信息
List<SelectedInfo> currentSceneInfo = sceneDataDictionary[sceneName];
// 如果选中了“主持人”、“各组长”或“总指挥”则限制数量为1
if (selectedInfo.duty == "主持人" || selectedInfo.duty == "组长" || selectedInfo.duty == "总指挥")
{
int count = currentSceneInfo.Count(info => info.duty == selectedInfo.duty); // 统计当前职责人数
if (count >= 1) // 如果已经有1个此职责的人选
{
Debug.LogError($"{selectedInfo.duty} 已达最大人数限制");
isLimitReached = true; // 标记限制已达
}
}
// 如果没有达到上限,则可以添加人员信息
if (!isLimitReached)
{
// 通过创建一个新的 SelectedInfo 实例来避免引用同一个对象
SelectedInfo newSelectedInfo = new SelectedInfo
{
name = selectedInfo.name,
duty = selectedInfo.duty,
scene = selectedInfo.scene,
dutyId= selectedInfo.dutyId
};
// 将当前选中的人员信息添加到对应场景的人员列表中
currentSceneInfo.Add(newSelectedInfo);
// 禁用确认按钮并清空选择标志
sureBtn.interactable = false;
isPersonSelected = false;
isDutySelected = false;
isSceneSelected = false;
// 改变已添加人员的显示颜色
UpdatePeopleListVisual();
isLimitReached = true; // 标记限制已达
}
}
else
// 如果没有达到上限,则可以添加人员信息
if (!isLimitReached)
{
Debug.LogError("请确保选择了人员、职责和场景!");
// 通过创建一个新的 SelectedInfo 实例来避免引用同一个对象
SelectedInfo newSelectedInfo = new SelectedInfo
{
name = selectedInfo.name,
duty = selectedInfo.duty,
scene = selectedInfo.scene,
dutyId = selectedInfo.dutyId,
sceneId = selectedInfo.sceneId
};
// 将当前选中的人员信息添加到对应场景的人员列表中
currentSceneInfo.Add(newSelectedInfo);
// 禁用确认按钮并清空选择标志
sureBtn.interactable = false;
isPersonSelected = false;
isDutySelected = false;
isSceneSelected = false;
// 改变已添加人员的显示颜色
UpdatePeopleListVisual();
}
datePanel.NumberText.text = "共" + (sceneDataDictionary.Keys.Count * sceneDataDictionary.Values.Count).ToString() + "人参与";
}
else
{
Debug.LogError("请确保选择了人员、职责和场景!");
}
datePanel.NumberText.text = "共" + (sceneDataDictionary.Keys.Count * sceneDataDictionary.Values.Count).ToString() + "人参与";
}
//处理界面关闭按钮
public void ClickCloseBtn()
@ -358,67 +388,77 @@ public class Panel : MonoBehaviour
//获取鼠标点击位置的信息
public void GetData()
{
ManagerPanel managerPanel = new ManagerPanel();
{
ManagerPanel managerPanel = new ManagerPanel();
// 当鼠标左键按下时进行检测
if (Input.GetMouseButtonDown(0))
if (Input.GetMouseButtonDown(0))
{
// 确保 raycaster 和 eventSystem 不为空
if (raycaster == null || eventSystem == null)
{
// 确保 raycaster 和 eventSystem 不为空
if (raycaster == null || eventSystem == null)
Debug.LogError("Raycaster 或 EventSystem 未正确分配,请在 Inspector 中进行分配。");
return;
}
// 创建 PointerEventData 来记录点击事件的数据
PointerEventData pointerData = new PointerEventData(eventSystem);
pointerData.position = Input.mousePosition; // 获取鼠标点击的位置
// 用于存储射线检测的结果
List<RaycastResult> results = new List<RaycastResult>();
// 射线检测 UI
raycaster.Raycast(pointerData, results);
// 遍历射线检测的结果
foreach (RaycastResult result in results)
{
// 检测到点击了按钮
Button clickedButton = result.gameObject.GetComponent<Button>();
if (clickedButton != null)
{
Debug.LogError("Raycaster 或 EventSystem 未正确分配,请在 Inspector 中进行分配。");
return;
}
// 创建 PointerEventData 来记录点击事件的数据
PointerEventData pointerData = new PointerEventData(eventSystem);
pointerData.position = Input.mousePosition; // 获取鼠标点击的位置
// 用于存储射线检测的结果
List<RaycastResult> results = new List<RaycastResult>();
// 射线检测 UI
raycaster.Raycast(pointerData, results);
// 遍历射线检测的结果
foreach (RaycastResult result in results)
{
// 检测到点击了按钮
Button clickedButton = result.gameObject.GetComponent<Button>();
if (clickedButton != null)
Text buttonText = clickedButton.GetComponentInChildren<Text>();
if (buttonText != null && buttonText.tag == Tags.people) // 获取标签为人员的信息
{
name = buttonText.text;
Debug.Log(name);
selectedInfo.name = name;
isPersonSelected = true; // 选择了人员
}
else if (buttonText != null && buttonText.tag == Tags.scene) // 获取标签为场景的信息
{
scene = buttonText.text;
SceneItem sceneItem = buttonText.gameObject.GetComponentInParent<SceneItem>();
selectedInfo.scene = scene;
selectedInfo.sceneId= sceneItem.sceneId;
isSceneSelected = true; // 选择了场景
}
else if (buttonText != null && buttonText.tag == Tags.duty) // 获取标签为职责的信息
{
Text buttonText = clickedButton.GetComponentInChildren<Text>();
if (buttonText != null && buttonText.tag == Tags.people) // 获取标签为人员的信息
{
name = buttonText.text;
Debug.Log(name);
selectedInfo.name = name;
isPersonSelected = true; // 选择了人员
}
else if (buttonText != null && buttonText.tag == Tags.scene) // 获取标签为场景的信息
{
scene = buttonText.text;
Debug.Log(scene);
selectedInfo.scene = scene;
isSceneSelected = true; // 选择了场景
}
else if (buttonText != null && buttonText.tag == Tags.duty) // 获取标签为职责的信息
{
DutyItem item = clickedButton.GetComponentInParent<DutyItem>();
duty = buttonText.text;
dutyId = item.dutyId;
selectedInfo.duty = duty;
if(duty=="主持人")
{
isDutySelected = true; // 选择了职责
isSceneSelected = true;
}
else
{
isDutySelected = true;
isSceneSelected = false;
}
dutyId = item.dutyId;
selectedInfo.duty = duty;
}
}
// 根据选择情况,启用或禁用确认按钮
UpdateConfirmButtonState();
}
// 根据选择情况,启用或禁用确认按钮
UpdateConfirmButtonState();
}
}
//==========================================================功能===========================================
@ -448,6 +488,7 @@ public class Panel : MonoBehaviour
//判断确认按钮是否可以点击
private void UpdateConfirmButtonState()
{
if(isDutySelected)
// 如果人员、职责和场景都已选择,则启用确认按钮,否则禁用
sureBtn.interactable = isPersonSelected && isDutySelected && isSceneSelected;
}

View File

@ -2,22 +2,26 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Xml.Serialization;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Networking.Types;
using UnityEngine.UI;
using static System.Collections.Specialized.BitVector32;
using static UnityEditor.Progress;
public class EvacuationPanel : MonoBehaviour
{
public Dictionary<string, int> distributePeople = new Dictionary<string, int>();
public Dictionary<string, int> distributePeople = new Dictionary<string, int>();// 分配给各个场景的人数
public List<PersonnelItem> personnelItems;
public Transform personnelContent;
public Panel panel;
public GameObject personnelPrefabs;
public GameObject classPrefab;
public GameObject classCount;
public Transform content;
public Text topText;
private GameObject selectedScene = null;//当前选中场景
public List<ClassItem> classItemList = new List<ClassItem>();
public List<ClassMate> classMateList = new List<ClassMate>();
@ -43,21 +47,40 @@ public class EvacuationPanel : MonoBehaviour
public string npcType;
public string roleid;
[Header("可分配列表")]
List<int> nonZeroAreas = new List<int>();
Dictionary<int, PersonnelItem> personnelItemsDict = new Dictionary<int, PersonnelItem>();
private HashSet<int> excludedAreas = new HashSet<int>(); // 被清空的区域 ID
public SelectScenePanel selectScene;
// Start is called before the first frame update
void Start()
{
SetNpcType();
nonZeroAreas= GetNonZeroNpcRatioAreas();
jc = JuesechoicePop.GetComponent<JueseChoicePop>();
redistributeBtn.onClick.AddListener(ClearData);
//redistributeBtn.onClick.AddListener(ClearData);
redistributeBtn.onClick.AddListener(() =>
{
if (redistributeBtn.interactable)
{
Debug.Log("Redistribute button clicked!");
RedistributeLogic();
}
});
CountsubmitBtn.onClick.AddListener(Submit);
submitBtn.onClick.AddListener(totalSubmit);
StuCountInputField.onEndEdit.AddListener(CheckInput);
SetClass();
}
void Update()
{
CheckInput(StuCountInputField.text);
IsRedistribution();
IsOpen(selectScene.difficultyId);
}
//上传数据
public void totalSubmit()
{
Debug.Log(createTemplateInfo.Instance.auth_CreateTemplate + "===============");
@ -66,23 +89,16 @@ public class EvacuationPanel : MonoBehaviour
nPC.roleId = roleid;
createTemplateInfo.Instance.auth_CreateTemplate.npcList = new List<NpcList>();
createTemplateInfo.Instance.auth_CreateTemplate.npcList.Add(nPC);
//foreach(NpcList item in createTemplateInfo.Instance.auth_CreateTemplate.npcList)
//{
// Debug.Log("npcType>>>>>>>>>>>>>>>>>" + item.userId);
// Debug.Log("roleid>>>>>>>>>>>>>>>>>" + item.roleId);
//}
}
public void SetNpcType()
{
foreach (var scene in panel.sceneDataDictionary)
{
Debug.Log("+++++++++++");
foreach (var npcData in js.locationDictionary)
{
// 解析角色限制字段
string roleLimit = npcData.Value.NpcRatio;
if(npcData.Value.NpcRatio=="-1")
{
continue;
@ -98,150 +114,101 @@ public class EvacuationPanel : MonoBehaviour
roleid = roleLimitSections[0];
}
}
}
}
}
//private void Submit()
//{
// //int count = int.Parse(StuCountInputField.text);//总人数
// //StuCountInputField.text = "";
// //int initialPeople = panel.sceneDataDictionary.Keys.Count* panel.sceneDataDictionary.Values.Count;//已经分了的人
// //string[] sceneNames = { };
// //for(int i = 0; i< panel.sceneDataDictionary.Keys.Count;i++)//拿场景名称
// //{
// // foreach(var item in panel.sceneDataDictionary.Keys)
// // {
// // sceneNames[i] = item;
// // }
// //}
// //distributePeople = DistributePeople(sceneNames, initialPeople, count);
// //foreach(var item in distributePeople)
// //{
// // Debug.Log(item.Value);
// //}
// int count = int.Parse(StuCountInputField.text); // 总人数
// StuCountInputField.text = "";
// // 已经分配的人员数量
// int initialPeople = panel.sceneDataDictionary.Keys.Count * panel.sceneDataDictionary.Values.Count;
// // 动态创建sceneNames数组大小为场景数量
// string[] sceneNames = new string[panel.sceneDataDictionary.Keys.Count];
// // 遍历场景数据字典并填充sceneNames数组
// int i = 0;
// foreach (var item in panel.sceneDataDictionary.Keys)
// {
// sceneNames[i] = item;
// i++;
// }
// // 调用分配人员函数
// distributePeople = DistributePeople(sceneNames, initialPeople, count);
// // 输出分配结果
// foreach (var item in distributePeople)
// {
// //Debug.Log(item.Value);
// foreach(var a in personnelItems)
// {
// a.SetInfo(item.Value.ToString());
// }
// }
//}
private void Submit()
{
// 获取输入的总人数
int count = int.Parse(StuCountInputField.text); // 总人数
StuCountInputField.text = "";
// 计算已分配的人员数量
int initialPeople = 0;
foreach (var item in panel.sceneDataDictionary.Values)
foreach (var item in personnelItems)
{
initialPeople += item.Count; // 假设每个场景的Value是一个List或类似的结构其中包含该场景下的所有人员
personnelItemsDict[item.sceneId] = item; // 使用 sceneId 作为键
}
// 动态创建sceneNames数组大小为场景数量
string[] sceneNames = new string[panel.sceneDataDictionary.Keys.Count];
// 将 nonZeroAreas 转换为场景 ID 数组
int[] sceneIds = nonZeroAreas.ToArray();
// 填充sceneNames数组
int i = 0;
foreach (var item in panel.sceneDataDictionary.Keys)
// 调用分配方法
var result = DistributePeopleWithBalance(sceneIds, personnelItemsDict, count);
// 更新 UI 显示
foreach (var kvp in result)
{
sceneNames[i] = item;
i++;
}
// 调用分配人员函数(假设该函数处理人员分配的逻辑)
distributePeople = DistributePeople(sceneNames, initialPeople, count);
// 输出分配结果
foreach (var item in distributePeople)
{
// 假设 personnelItems 是存储UI元素的列表
foreach (var a in personnelItems)
if (personnelItemsDict.ContainsKey(kvp.Key))
{
a.SetInfo(item.Value.ToString());
personnelItemsDict[kvp.Key].SetInfo(kvp.Value.ToString()); // 更新UI
personnelItemsDict[kvp.Key].personnelImage.gameObject.SetActive(true);
}
}
}
public static Dictionary<string, int> DistributePeople(string[] scenes, int initialPeople, int totalPeople)
public Dictionary<int, int> DistributePeopleWithBalance(int[] scenes, Dictionary<int, PersonnelItem> personnelItemsDict, int totalPeople)
{
// 1. 计算已分配的人员数
int totalAssigned = initialPeople;
//foreach (var scene in scenes)
//{
// if (initialPeople.ContainsKey(scene))
// {
// totalAssigned += initialPeople[scene];
// }
//}
// 2. 计算剩余人员数
int remainingPeople = totalPeople - totalAssigned;
// 3. 将剩余人员平均分配到所有场景中
Dictionary<string, int> finalDistribution = new Dictionary<string, int>(initialPeople);
int peoplePerScene = remainingPeople / scenes.Length;
int extraPeople = remainingPeople % scenes.Length; // 计算余数
// 4. 每个场景分配均等的人员
// 1. 计算当前每个区域的总人数(初始人数 + 已分配人数)
Dictionary<int, int> totalPeoplePerScene = new Dictionary<int, int>();
foreach (var scene in scenes)
{
if (finalDistribution.ContainsKey(scene))
// 如果 personnelItemsDict 中包含该场景,取其初始人数;否则设为 0
if (personnelItemsDict.ContainsKey(scene))
{
finalDistribution[scene] += peoplePerScene; // 均分的人员
totalPeoplePerScene[scene] = personnelItemsDict[scene].Num; // 初始人数
}
else
{
finalDistribution[scene] = peoplePerScene; // 新场景初始化
totalPeoplePerScene[scene] = 0;
}
// Debug 输出每个场景的初始人数
Debug.Log($"Scene {scene}: Initial People = {totalPeoplePerScene[scene]}");
}
// 保存初始人数以便后续计算
Dictionary<int, int> initialPeoplePerScene = new Dictionary<int, int>(totalPeoplePerScene);
// 2. 分配剩余人数
int remainingPeople = totalPeople;
while (remainingPeople > 0)
{
// 找出当前人数最少的区域
int minScene = -1; // 用于记录人数最少的场景 ID
int minPeople = int.MaxValue;
foreach (var scene in totalPeoplePerScene)
{
if (scene.Value < minPeople)
{
minPeople = scene.Value;
minScene = scene.Key;
}
}
// 分配一个 NPC 到人数最少的区域
if (minScene != -1) // 确保找到有效的场景
{
totalPeoplePerScene[minScene]++;
remainingPeople--;
}
else
{
break; // 如果没有找到有效的场景,终止分配
}
}
// 5. 随机分配余数人员
System.Random rand = new System.Random();
for (int i = 0; i < extraPeople; i++)
// 3. 计算分配结果,减去初始人数
Dictionary<int, int> allocatedPeople = new Dictionary<int, int>();
foreach (var scene in totalPeoplePerScene)
{
string randomScene = scenes[rand.Next(scenes.Length)];
finalDistribution[randomScene]++;
int initialPeople = initialPeoplePerScene.GetValueOrDefault(scene.Key, 0);
allocatedPeople[scene.Key] = scene.Value - initialPeople; // 分配人数 = 总人数 - 初始人数
}
return finalDistribution;
return allocatedPeople;
}
//清除
private void ClearData()
{
jc.classItem.isSet = false;
@ -250,38 +217,142 @@ public class EvacuationPanel : MonoBehaviour
item.isSet = false;
item.setClassItem("");
}
jc.classMate.isBeSet = false;
foreach(var item in jc.classMateList)
{
item.isBeSet = false;
item.setName();
}
}
// Update is called once per frame
void Update()
//判断NPC的比例字段列出分配比例不为0的所有区域名称。
public List<int> GetNonZeroNpcRatioAreas()
{
CheckInput(StuCountInputField.text);
List<int> nonZeroAreas = new List<int>();
foreach (var sceneEntry in panel.sceneDataDictionary)
{
foreach (var sceneInfo in sceneEntry.Value)
{
foreach (var npcData in js.locationDictionary)
{
LocationData locationData = npcData.Value;
// 如果场景的 ID 匹配当前 NPC 的 ID
if (locationData.ID == sceneInfo.sceneId)
{
// 获取每个区域的 NpcRatio 字段
string npcRatio = locationData.NpcRatio;
// 将 NpcRatio 字符串按 '|' 分割,获取每一项
string[] npcRatioEntries = npcRatio.Split('|');
// 遍历每一项
foreach (var entry in npcRatioEntries)
{
// 将每一项按 ',' 分割获取事故位置、NPCID、归属和分配比例
string[] entryData = entry.Split(',');
if (entryData.Length == 4)
{
string allocationRatio = entryData[3]; // 获取分配比例
// 检查分配比例是否不为 "0" 和 "-1"
if (allocationRatio != "0" && allocationRatio != "-1")
{
// 如果比例不为0将该区域 ID 添加到列表
nonZeroAreas.Add(locationData.ID);
Debug.Log("locationData.ID"+ locationData.ID);
break; // 一旦找到有效的分配比例,就不再检查当前区域的其他项
}
}
}
}
}
}
}
// 输出所有分配比例不为0的区域 ID
foreach (var area in nonZeroAreas)
{
Debug.Log("区域 ID" + area);
}
// 返回符合条件的区域 ID 列表
return nonZeroAreas;
}
//设置左侧场景显示
public void SetPersonnel()
{
// 清空现有的UI项
foreach (Transform child in personnelContent)
{
Destroy(child.gameObject);
}
// 清空人员列表
personnelItems.Clear();
foreach (var sceneEntry in panel.sceneDataDictionary)
{
GameObject item = GameObject.Instantiate<GameObject>(personnelPrefabs, personnelContent);
PersonnelItem personnelItem=item.GetComponent<PersonnelItem>();
personnelItems.Add(personnelItem);
personnelItem.sceneText.text = sceneEntry.Key;
personnelItem.personnelNum.text = sceneEntry.Value.Count.ToString();
foreach (var sceneInfo in sceneEntry.Value)
{
LocationData area = js.GetAreaDateById(sceneInfo.sceneId);
// 如果NpcRatio不为"-1"表示该场景有效
if (area.NpcRatio != "-1")
{
// 检查 personnelItems 是否已经包含该 sceneText.text
var existingItem = personnelItems.Find(item => item.sceneText.text == sceneEntry.Key);
if (existingItem != null)
{
// 如果已经存在,增加 Num
existingItem.Num++;
}
else
{
// 如果没有重复的 personnelItem创建并添加
GameObject item = GameObject.Instantiate(personnelPrefabs, personnelContent);
PersonnelItem personnelItem = item.GetComponent<PersonnelItem>();
Button button = personnelItem.transform.Find("sceneText").GetComponent<Button>();
personnelItem.sceneText.text = sceneEntry.Key;
personnelItem.sceneId = area.ID;
personnelItem.Num = 1; // 设置初始值为 1
button.onClick.AddListener(() =>
{
OnSceneItemClicked(item, Color.yellow, selectedScene);
});
//Debug.Log("New PersonnelItem created. SceneId: " + personnelItem.sceneId + ", Num: " + personnelItem.Num);
personnelItems.Add(personnelItem);
}
}
else
{
break; // 如果遇到无效场景NpcRatio为-1跳出当前循环
}
}
}
}
// 判断重新分配按钮是否可以点击
public void IsRedistribution()
{
// 遍历 personnelItemsDict检查是否有任何 PersonnelItem 的 gameObject 处于激活状态
bool canRedistribute = false;
foreach (var kvp in personnelItemsDict)
{
if (kvp.Value.personnelImage.gameObject.activeSelf) // 检查 gameObject 是否显示
{
canRedistribute = true;
break;
}
}
// 设置重新分配按钮的交互状态
redistributeBtn.interactable = canRedistribute;
// 调试输出
Debug.Log($"Redistribute button is {(canRedistribute ? "enabled" : "disabled")}");
}
//判断输入框的数字是否大于1
void CheckInput(string input)
{
@ -292,8 +363,7 @@ public class EvacuationPanel : MonoBehaviour
if (result > 1)
{
CountsubmitBtn.GetComponent<Image>().sprite = rsprite;
CountsubmitBtn.onClick.AddListener(Countsubmit);
CountsubmitBtn.onClick.AddListener(Countsubmit);
}
}
}
@ -303,16 +373,17 @@ public class EvacuationPanel : MonoBehaviour
CountsubmitBtn.GetComponent<Image>().sprite = fsprite;
StuCountInputField.text = string.Empty;
//按配置对输入的Npc数量进行 分配
//取消监听
CountsubmitBtn.onClick.RemoveAllListeners();
}
//场景ID进行配置
public void SettopText()
{
topText.text = "以下班级需要设定班主任老师:";
topText.text = "以下楼层需要设定搜救老师:";
}
//实例化ClassItem
public void SetClass()
{
@ -324,4 +395,102 @@ public class EvacuationPanel : MonoBehaviour
classItemList.Add(classItem);
}
}
//重新分配
public void RedistributeLogic()
{
// 计算需要重新分配的 NPC 总数
int totalRedistributePeople = 0;
foreach (var kvp in personnelItemsDict)
{
PersonnelItem item = kvp.Value;
// 如果 gameObject 是激活的,表示需要清空 NPC
if (item.personnelImage.gameObject.activeSelf)
{
totalRedistributePeople += item.Num; // 累加需要重新分配的 NPC 数量
item.Num = 0; // 清空该区域的 NPC 数量
item.SetInfo("0"); // 更新 UI 显示
item.personnelImage.gameObject.SetActive(false); // 隐藏图标
excludedAreas.Add(kvp.Key); // 记录清空的区域 ID
Debug.Log($"Cleared NPCs from Scene ID: {kvp.Key}");
}
}
// 准备有效分配区域列表(排除被清空的区域)
List<int> validAreas = new List<int>();
foreach (var kvp in personnelItemsDict)
{
if (!excludedAreas.Contains(kvp.Key)) // 排除清空的区域
{
validAreas.Add(kvp.Key);
}
}
// 如果没有有效区域,则提示
if (validAreas.Count == 0)
{
Debug.LogWarning("No valid areas available for redistribution.");
return;
}
// 将有效区域转换为数组
int[] validSceneIds = validAreas.ToArray();
// 调用分配方法,将清空区域的 NPC 分配到有效区域
var redistributionResult = DistributePeopleWithBalance(validSceneIds, personnelItemsDict, totalRedistributePeople);
// 更新分配结果到 UI
foreach (var kvp in redistributionResult)
{
if (personnelItemsDict.ContainsKey(kvp.Key))
{
personnelItemsDict[kvp.Key].Num += kvp.Value; // 更新人数
personnelItemsDict[kvp.Key].SetInfo(personnelItemsDict[kvp.Key].Num.ToString()); // 更新 UI 显示
personnelItemsDict[kvp.Key].personnelImage.gameObject.SetActive(true); // 确保图标显示
personnelItemsDict[kvp.Key].personnelNum.gameObject.SetActive(true); // 确保图标显示
Debug.Log($"Assigned {kvp.Value} NPCs to Scene ID: {kvp.Key}");
}
}
}
//设置文字颜色
public void OnSceneItemClicked(GameObject clickedItem, Color color, GameObject select)
{
// 如果有之前选中的角色,重置其视觉效果
if (selectedScene != null && select != clickedItem)
{
Text prevText = selectedScene.GetComponentInChildren<Text>();
if (prevText != null)
{
prevText.fontSize = 32; // 恢复原始字号
prevText.color = Color.white; // 恢复原始颜色
}
}
// 设置当前选中的角色为选中状态
selectedScene = clickedItem; // 更新选中人物
Text personText = clickedItem.GetComponentInChildren<Text>();
if (personText != null)
{
// 字号变大和颜色变更(选中状态)
personText.fontSize = 36;
personText.color = color; // 选中颜色
}
}
//判断分管区域是否打开
public void IsOpen(int id)
{
if (selectScene.difficultyId > 3)
{
classCount.gameObject.SetActive(true);
}
else
{
classCount.gameObject.SetActive(false);
}
}
}

View File

@ -126,15 +126,7 @@ public class ManagerPanel : MonoBehaviour
foreach(var item in panelInfo.peopleList)
scenetext.personelPanelText.text = sceneEntry.Key;
scenetext.personelNumText.text = sceneEntry.Value.Count.ToString();
//foreach (var item in panelInfo.peopleList)
//{
// SceneItem sceneItem = item.GetComponent<SceneItem>();
// if(sceneItem.sceneName.text== scenetext.personelPanelText.text)
// {
// if(sceneEntry.Value.duty==)
// }
//}
scenetext.CreatePeopleItem(sceneEntry.Value);
scenetext.CreatePeopleItem(sceneEntry.Value);
}
//CreatePeopleItem();
}

View File

@ -493,7 +493,6 @@ public class SelectScenePanel : MonoBehaviour
else
{
continueBtn.interactable = isOk;
Debug.LogError("ContinueBtn 按钮组件未找到!");
}
}

View File

@ -8,8 +8,8 @@ public class PersonnelItem : MonoBehaviour
public Text sceneText;
public Image personnelImage;
public Text personnelNum;
public int sceneId;
public int Num = 0;
// Start is called before the first frame update
void Start()
{

View File

@ -31,7 +31,7 @@ public class ClassMate : MonoBehaviour
}
else
{
jueseChoicePop.ChangeClassMate();
//jueseChoicePop.ChangeClassMate();
}

View File

@ -72,19 +72,5 @@ public class JueseChoicePop : MonoBehaviour
classItem.setClassItem(classMate.classmatename.text);
//s = classMate.classmatename.text;
this.classMate.classmatename.text = classMate.classmatename.text + "(" + classItem.classname.text + ")";
}
public void ClearClassMate()
{
}
public void ChangeClassMate()
{
}
}