疏散人群公布UI逻辑修改
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@ -115,7 +115,7 @@ MonoBehaviour:
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@ -241,6 +241,17 @@ public class JSONReader : MonoBehaviour
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return null; // 如果没有找到符合条件的语言数据,返回 null
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}
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public LocationData GetAreaDateById(int id)
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{
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LocationData info = null;
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if (locationDictionary.TryGetValue(id, out info))
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{
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return info;
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}
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else return null;
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}
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public SceneData GetSceneById(int id)
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{
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SceneData info = null;
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@ -18,6 +18,7 @@ public class SelectedInfo
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public string duty;//职责
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public string scene;//场景名
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public string leader;//是否组长
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public int sceneId;//场景Id
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public int dutyId;//职责的Id
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}
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@ -163,7 +164,6 @@ public class Panel : MonoBehaviour
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}
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}
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}
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//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;
|
||||
@ -287,6 +301,24 @@ 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()
|
||||
{
|
||||
@ -304,7 +336,6 @@ public class Panel : MonoBehaviour
|
||||
|
||||
// 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
|
||||
@ -314,7 +345,6 @@ public class Panel : MonoBehaviour
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
@ -327,7 +357,8 @@ public class Panel : MonoBehaviour
|
||||
name = selectedInfo.name,
|
||||
duty = selectedInfo.duty,
|
||||
scene = selectedInfo.scene,
|
||||
dutyId= selectedInfo.dutyId
|
||||
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
|
||||
@ -338,7 +369,6 @@ public class Panel : MonoBehaviour
|
||||
isPersonSelected = false;
|
||||
isDutySelected = false;
|
||||
isSceneSelected = false;
|
||||
|
||||
// 改变已添加人员的显示颜色
|
||||
UpdatePeopleListVisual();
|
||||
}
|
||||
@ -400,17 +430,27 @@ public class Panel : MonoBehaviour
|
||||
else if (buttonText != null && buttonText.tag == Tags.scene) // 获取标签为场景的信息
|
||||
{
|
||||
scene = buttonText.text;
|
||||
Debug.Log(scene);
|
||||
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
|
||||
{
|
||||
DutyItem item = clickedButton.GetComponentInParent<DutyItem>();
|
||||
duty = buttonText.text;
|
||||
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;
|
||||
isDutySelected = true; // 选择了职责
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -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;
|
||||
}
|
||||
|
@ -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)
|
||||
{
|
||||
sceneNames[i] = item;
|
||||
i++;
|
||||
}
|
||||
// 调用分配方法
|
||||
var result = DistributePeopleWithBalance(sceneIds, personnelItemsDict, count);
|
||||
|
||||
// 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)
|
||||
// 更新 UI 显示
|
||||
foreach (var kvp in result)
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 5. 随机分配余数人员
|
||||
System.Random rand = new System.Random();
|
||||
for (int i = 0; i < extraPeople; i++)
|
||||
// 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)
|
||||
{
|
||||
string randomScene = scenes[rand.Next(scenes.Length)];
|
||||
finalDistribution[randomScene]++;
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
return finalDistribution;
|
||||
// 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
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
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 allocatedPeople;
|
||||
}
|
||||
|
||||
//清除
|
||||
private void ClearData()
|
||||
{
|
||||
jc.classItem.isSet = false;
|
||||
@ -250,37 +217,141 @@ 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($"Redistribute button is {(canRedistribute ? "enabled" : "disabled")}");
|
||||
}
|
||||
//判断输入框的数字是否大于1
|
||||
void CheckInput(string input)
|
||||
@ -293,7 +364,6 @@ public class EvacuationPanel : MonoBehaviour
|
||||
{
|
||||
CountsubmitBtn.GetComponent<Image>().sprite = rsprite;
|
||||
CountsubmitBtn.onClick.AddListener(Countsubmit);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -303,16 +373,17 @@ public class EvacuationPanel : MonoBehaviour
|
||||
CountsubmitBtn.GetComponent<Image>().sprite = fsprite;
|
||||
StuCountInputField.text = string.Empty;
|
||||
//按配置对输入的Npc数量进行 分配
|
||||
|
||||
//取消监听
|
||||
CountsubmitBtn.onClick.RemoveAllListeners();
|
||||
}
|
||||
|
||||
//场景ID进行配置
|
||||
public void SettopText()
|
||||
{
|
||||
topText.text = "以下班级需要设定班主任老师:";
|
||||
topText.text = "以下楼层需要设定搜救老师:";
|
||||
}
|
||||
|
||||
//实例化ClassItem
|
||||
public void SetClass()
|
||||
{
|
||||
@ -324,4 +395,102 @@ public class EvacuationPanel : MonoBehaviour
|
||||
classItemList.Add(classItem);
|
||||
}
|
||||
}
|
||||
|
||||
//重新分配
|
||||
public void RedistributeLogic()
|
||||
{
|
||||
// 计算需要重新分配的 NPC 总数
|
||||
int totalRedistributePeople = 0;
|
||||
|
||||
foreach (var kvp in personnelItemsDict)
|
||||
{
|
||||
PersonnelItem item = kvp.Value;
|
||||
|
||||
// 如果 gameObject 是激活的,表示需要清空 NPC
|
||||
if (item.personnelImage.gameObject.activeSelf)
|
||||
{
|
||||
totalRedistributePeople += item.Num; // 累加需要重新分配的 NPC 数量
|
||||
item.Num = 0; // 清空该区域的 NPC 数量
|
||||
item.SetInfo("0"); // 更新 UI 显示
|
||||
item.personnelImage.gameObject.SetActive(false); // 隐藏图标
|
||||
excludedAreas.Add(kvp.Key); // 记录清空的区域 ID
|
||||
Debug.Log($"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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -126,14 +126,6 @@ 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);
|
||||
}
|
||||
//CreatePeopleItem();
|
||||
|
@ -493,7 +493,6 @@ public class SelectScenePanel : MonoBehaviour
|
||||
else
|
||||
{
|
||||
continueBtn.interactable = isOk;
|
||||
Debug.LogError("ContinueBtn 按钮组件未找到!");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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()
|
||||
{
|
||||
|
@ -31,7 +31,7 @@ public class ClassMate : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
jueseChoicePop.ChangeClassMate();
|
||||
//jueseChoicePop.ChangeClassMate();
|
||||
}
|
||||
|
||||
|
||||
|
@ -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()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user