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huyulong 2024-12-27 17:42:37 +08:00
commit b8745c59bb
13 changed files with 88461 additions and 27 deletions

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@ -6,7 +6,7 @@ using UnityEngine.UI;
public class Drill : MonoBehaviour
{
private Button ScheduledBtn;
public bool isadministrator; // 是否为管理员
private bool isadministrator=false; // 是否为管理员
private bool eventAdded = false; // 防止重复添加事件
public delegate void BoolChangedHandler(bool value);
public event BoolChangedHandler OnBoolAChanged;
@ -26,13 +26,15 @@ public class Drill : MonoBehaviour
noRoomText.gameObject.SetActive(false); // 初始隐藏文本
content = transform.Find("Mid/Scroll View/Viewport/Content");
}
void Update()
{
// 实时检测房间列表是否为空,控制 noRoomText 的可见性
noRoomText.gameObject.SetActive(content.childCount == 0);
isadministrator=ReadRoom.instance.isadministrator;
// 检测管理员状态是否发生变化
if (isadministrator != lastIsAdministratorState)
{
@ -67,7 +69,7 @@ public class Drill : MonoBehaviour
// 演练计划按钮点击事件
void OnClickScheduleBtn()
{
SceneManager.LoadScene(2);
//SceneManager.LoadScene(2);
Debug.Log("点击了演练计划按钮!");
// 这里可以添加具体逻辑
}

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@ -12,12 +12,25 @@ public class ReadRoom : MonoBehaviour
private List<GameRoomListData> roomDataList;
public JSONReader js;
public bool isenter=false;//主持人进入
public bool isadministrator = false;//是否是管理员
private bool isStartRoom = false;//主持人是否已经点击演练开始
// Start is called before the first frame update
void Start()
{
instance = this;
gameRoomListInstance = FindObjectOfType<gameRoomList>();
}
void OnEnable()
{
// 订阅事件
Starthost.OnBoolStart += HandleRoomControl;
}
void OnDisable()
{
// 取消订阅事件
Starthost.OnBoolStart -= HandleRoomControl;
}
//主持人直接进入房间要获取的数据
public async void head()
{
@ -25,6 +38,11 @@ public class ReadRoom : MonoBehaviour
if (response != null && response.Data != null)
{
if(GlobalData.ServerData.data.isCreater == "Y")
{
SceneManager.LoadScene("yhj");
isadministrator=true;
}
roomDataList = response.Data;
Debug.Log($"获取到的房间数量:{roomDataList.Count}");
// 获取当前日期
@ -36,33 +54,47 @@ public class ReadRoom : MonoBehaviour
// 调用方法,动态生成房间元素
foreach (var room in roomDataList)
{
if (room.Status == "进行中")
if (room.Status == "1"||room.Status=="0")
{
bool found = false; // 标记是否找到匹配的用户 ID
for (int i = 0; i < room.PlayerList.Count; i++)
if (!isStartRoom)
{
if ((GlobalData.ServerData.data.userId == room.PlayerList[i].UserId) && ("2024/12/20" == room.ReserveDate))
for (int i = 0; i < room.PlayerList.Count; i++)
{
Debug.Log("可以直接进入房间");
SceneManager.LoadScene("Tmap 1");
isenter = true;
found = true; // 找到匹配用户 ID
break; // 直接跳出循环
if ((GlobalData.ServerData.data.userId == room.PlayerList[i].UserId))// && ("2024/12/20" == room.ReserveDate))
{
//传人物职业ID
//Player.CSZS.SetPlayerID(room.PlayerList[i].RoleId);
Debug.Log("可以直接进入房间");
SceneManager.LoadScene("Tmap 1");
isenter = true;
found = true; // 找到匹配用户 ID
break; // 直接跳出循环
}
}
}
else
{
Debug.Log("主持人点击了开始演练,但没有进入场景,要进入大厅房间");
SceneManager.LoadScene("yhj");
break;
}
// 如果没有找到匹配的用户 ID跳转到 "yhj" 场景
if (!found)
{
Debug.Log("未找到匹配用户 ID跳转到场景 'yhj'");
SceneManager.LoadScene("yhj");
break;
}
// 如果找到了匹配房间,不需要再检查其他房间
if (found) break;
}
else
{
Debug.Log("状态不是 '进行中',跳转到场景 'yhj'");
SceneManager.LoadScene("yhj");
break;
}
}
@ -78,4 +110,8 @@ public class ReadRoom : MonoBehaviour
{
}
void HandleRoomControl(bool isStart)
{
isStartRoom = isStart;
}
}

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@ -23,7 +23,7 @@ public class Status : MonoBehaviour
private Button repair;//修复按钮
private Button cancelbooking;//取消预定按钮
private bool eventAdded = false; // 防止重复添加事件
public bool isadministrator;//是否为管理员
private bool isadministrator;//是否为管理员
public Drill drill;
private string scenename;//场景名
@ -67,7 +67,7 @@ public class Status : MonoBehaviour
// 查找场景中的 gameRoomList 脚本实例
gameRoomListInstance = FindObjectOfType<gameRoomList>();
isadministrator = ReadRoom.instance.isadministrator;
}
public void SetRoomData(string roomId, string sceneId, string subjectId, string templateId, string statu)
{

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@ -11,6 +11,7 @@ public class UseObjects : MonoBehaviour
private Transform parentObject; // 父物体(包含所有子物体)
private GameObject player;//玩家
public JSONReader js;
public List<MatialData> retrievedDataList = new List<MatialData>(); // 存储根据 ID 查询到的 MatialData 数据
//警戒物品使用
public GameObject warningPrefab; // 警戒锥道具模型
public GameObject polePrefab; // 警戒杆道具模型
@ -20,7 +21,7 @@ public class UseObjects : MonoBehaviour
private List<GameObject> warningObjects = new List<GameObject>(); // 存储所有警戒类道具
//物品交付
public List<GameObject> potentialTargets; // 所有可能成为交付对象的目标列表
public Button deliverButton; // 슥마객큐
public Transform deliverButton; // 交付按钮
public float deliveryRange = 1f; // 交付范围半径
private GameObject currentTarget; // 当前最近的交付目标
private bool islogistics;//角色是否为后勤保障组;
@ -38,13 +39,14 @@ public class UseObjects : MonoBehaviour
void Start()
{
parentObject = GameObject.Find("fireEquip").transform;
parentObject = transform.Find("fireEquip");
player=GameObject.FindGameObjectWithTag("Player");
// 初始化模拟物品数据
InitializeItemConfigs(3001);
// 隐藏交付按钮
deliverButton.gameObject.SetActive(false);
deliverButton.onClick.AddListener(HandleDelivery);
//deliverButton.gameObject.SetActive(false);
//deliverButton.onClick.AddListener(HandleDelivery);
// 为每个子物体添加点击事件
foreach (Transform child in parentObject)
@ -57,8 +59,15 @@ public class UseObjects : MonoBehaviour
}
// 初始化子物体状态
Transform buttonPanel = child.Find("informationImage");
// 隐藏交付按钮
deliverButton = child.Find("deliver");
deliverButton.gameObject.SetActive(false);
Transform highlight = child.Find("Image");
if (buttonPanel != null) buttonPanel.gameObject.SetActive(false);
if (buttonPanel != null)
{
buttonPanel.gameObject.SetActive(false);
}
if (highlight != null) highlight.gameObject.SetActive(false);
// 绑定点击事件
@ -110,8 +119,14 @@ public class UseObjects : MonoBehaviour
if (matialData.ID==id)
{
//获取物品数据
}
retrievedDataList.Add(matialData); // 将匹配的数据添加到容器中
Debug.Log($"数据已找到: ID={matialData.ID}, Note={matialData.Note}, Type={matialData.Type}, Name={matialData.Name}");
}
}
// 如果未找到数据
if (retrievedDataList.Count == 0)
{
Debug.LogWarning("未找到对应 ID 的数据!");
}
}

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@ -863,7 +863,6 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 5e5a05a2a1e8fc54f84494c10939f22a, type: 3}
m_Name:
m_EditorClassIdentifier:
isadministrator: 1
--- !u!114 &423561716
MonoBehaviour:
m_ObjectHideFlags: 0
@ -2855,7 +2854,6 @@ MonoBehaviour:
isEnd: 0
isOngoing: 0
isScheduled: 0
isadministrator: 0
drill: {fileID: 0}
RoomId:
status:
@ -2919,7 +2917,6 @@ MonoBehaviour:
isEnd: 0
isOngoing: 0
isScheduled: 0
isadministrator: 0
drill: {fileID: 0}
RoomId:
status:
@ -3740,7 +3737,6 @@ MonoBehaviour:
isEnd: 0
isOngoing: 0
isScheduled: 0
isadministrator: 0
drill: {fileID: 0}
RoomId:
status:
@ -3760,7 +3756,7 @@ GameObject:
- component: {fileID: 1841064745}
- component: {fileID: 1841064744}
m_Layer: 5
m_Name: Canvas
m_Name: HostCanvas
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0