应急演练图标读取以及三级面板设置
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteTessellationDetail: -1
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applyGammaDecoding: 0
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cookieLightType: 0
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platformSettings:
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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crunchedCompression: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Standalone
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Android
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compressionQuality: 50
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crunchedCompression: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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weights: []
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secondaryTextures: []
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nameFileIdTable: {}
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
xiaofang/Assets/Resources/UIImage/Vocational/icn_support.png
Normal file
After Width: | Height: | Size: 2.6 KiB |
@ -0,0 +1,123 @@
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internalIDToNameTable: []
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mipmaps:
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enableMipMap: 0
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sRGBTexture: 1
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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generateCubemap: 6
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seamlessCubemap: 0
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assetBundleName:
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|
assetBundleVariant:
|
@ -186,6 +186,7 @@ public class Panel : MonoBehaviour
|
|||||||
dutyItem.dutyNameText.text = showText;
|
dutyItem.dutyNameText.text = showText;
|
||||||
dutyItem.leader = npcData.GroupLeader;
|
dutyItem.leader = npcData.GroupLeader;
|
||||||
dutyItem.dutyId = npcData.ID;
|
dutyItem.dutyId = npcData.ID;
|
||||||
|
//dutyItem.dutyImage.sprite = Resources.Load<Sprite>("UIImage/Vocational/icn_commander");
|
||||||
peopleList.Add(item);
|
peopleList.Add(item);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -242,20 +242,27 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
{
|
{
|
||||||
// 标记当前选择的区域
|
// 标记当前选择的区域
|
||||||
OnSceneItemClicked(sceneitem, Color.yellow, selectedScene);
|
OnSceneItemClicked(sceneitem, Color.yellow, selectedScene);
|
||||||
|
|
||||||
// 如果被点击的区域已经有人员
|
// 如果被点击的区域已经有人员
|
||||||
if (personnelItem.NpcNum > 0)
|
if (personnelItem.NpcNum > 0)
|
||||||
{
|
{
|
||||||
redistributeBtn.interactable=true;
|
redistributeBtn.interactable = true;
|
||||||
ChangeImage(redistributeBtn.interactable);
|
ChangeImage(redistributeBtn.interactable);
|
||||||
redistributeBtn.transform.GetComponent<Image>().sprite = showImage[1];
|
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(() =>
|
redistributeBtn.onClick.AddListener(() =>
|
||||||
{
|
{
|
||||||
// 清除选定区域的人员数据
|
// 清除选定区域的人员数据
|
||||||
RedistributeLogic(personnelItem.sceneId, personnelItem.NpcNum);
|
RedistributeLogic(personnelItem.sceneId, personnelItem.NpcNum);
|
||||||
redistributeBtn.interactable = false ;
|
redistributeBtn.interactable = false;
|
||||||
ChangeImage(redistributeBtn.interactable);
|
ChangeImage(redistributeBtn.interactable);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
// 清空现有场景下的所有人员UI
|
// 清空现有场景下的所有人员UI
|
||||||
foreach (Transform child in sceneCount)
|
foreach (Transform child in sceneCount)
|
||||||
{
|
{
|
||||||
@ -414,7 +421,6 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//设置文字颜色
|
//设置文字颜色
|
||||||
public void OnSceneItemClicked(GameObject clickedItem, Color color, GameObject select)
|
public void OnSceneItemClicked(GameObject clickedItem, Color color, GameObject select)
|
||||||
{
|
{
|
||||||
|
@ -114,16 +114,16 @@ public class ManagerPanel : MonoBehaviour
|
|||||||
public void OnClickPeopleWindows()
|
public void OnClickPeopleWindows()
|
||||||
{
|
{
|
||||||
peopleWindowsPrefab.gameObject.SetActive(true);
|
peopleWindowsPrefab.gameObject.SetActive(true);
|
||||||
|
|
||||||
foreach (Transform child in personnelPanelCount)
|
foreach (Transform child in personnelPanelCount)
|
||||||
{
|
{
|
||||||
Destroy(child.gameObject);
|
Destroy(child.gameObject);
|
||||||
}
|
}
|
||||||
|
CreateFirstLable();
|
||||||
foreach (var sceneEntry in panelInfo.sceneDataDictionary)
|
foreach (var sceneEntry in panelInfo.sceneDataDictionary)
|
||||||
{
|
{
|
||||||
GameObject managerPanelInstance = Instantiate(personnelPanel, personnelPanelCount);
|
GameObject managerPanelInstance = Instantiate(personnelPanel, personnelPanelCount);
|
||||||
PersonnelPanel scenetext = managerPanelInstance.GetComponent<PersonnelPanel>();
|
PersonnelPanel scenetext = managerPanelInstance.GetComponent<PersonnelPanel>();
|
||||||
foreach(var item in panelInfo.peopleList)
|
//foreach(var item in panelInfo.peopleList)
|
||||||
scenetext.personelPanelText.text = sceneEntry.Key;
|
scenetext.personelPanelText.text = sceneEntry.Key;
|
||||||
scenetext.personelNumText.text = sceneEntry.Value.Count.ToString();
|
scenetext.personelNumText.text = sceneEntry.Value.Count.ToString();
|
||||||
scenetext.CreatePeopleItem(sceneEntry.Value);
|
scenetext.CreatePeopleItem(sceneEntry.Value);
|
||||||
@ -136,5 +136,9 @@ public class ManagerPanel : MonoBehaviour
|
|||||||
{
|
{
|
||||||
peopleWindowsPrefab.gameObject.SetActive(false);
|
peopleWindowsPrefab.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
public void CreateFirstLable()
|
||||||
|
{
|
||||||
|
GameObject fistLable = Instantiate<GameObject>(personnelPanel, personnelPanelCount);
|
||||||
|
PersonnelInfo personnelItem = fistLable.GetComponent<PersonnelInfo>();
|
||||||
|
}
|
||||||
}
|
}
|
@ -2,14 +2,15 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using static UnityEditor.Progress;
|
||||||
|
|
||||||
public class PersonnelPanel : MonoBehaviour
|
public class PersonnelPanel : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Text personelPanelText;
|
public Text personelPanelText;
|
||||||
public Text personelNumText;
|
public Text personelNumText;
|
||||||
public Transform personelContent;
|
public Transform personelContent;
|
||||||
public Panel panelInfo;
|
|
||||||
public GameObject personelItem;
|
public GameObject personelItem;
|
||||||
|
public GameObject firstLablePrefab;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
@ -63,7 +63,6 @@ public class LoginPanel : MonoBehaviour
|
|||||||
|
|
||||||
// ´òÓ¡ access_token
|
// ´òÓ¡ access_token
|
||||||
Debug.Log(serverData.data.access_token);
|
Debug.Log(serverData.data.access_token);
|
||||||
|
|
||||||
// Ìøת³¡¾°
|
// Ìøת³¡¾°
|
||||||
SceneManager.LoadScene(1);
|
SceneManager.LoadScene(1);
|
||||||
}
|
}
|
||||||
|