Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_xiaofang
This commit is contained in:
commit
c4477995b1
@ -18,12 +18,13 @@ public class Drill : MonoBehaviour
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// 记录上一次的 isadministrator 状态,用于减少重复执行逻辑
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private bool lastIsAdministratorState;
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public getPlayerList userInfo;
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private string nickname;
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void Start()
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{
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ScheduledBtn = transform.Find("down/ScheduledBtn").GetComponent<Button>();
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ScheduledBtn.gameObject.SetActive(false); // 初始隐藏按钮
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@ -31,14 +32,26 @@ public class Drill : MonoBehaviour
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noRoomText.gameObject.SetActive(false); // 初始隐藏文本
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content = transform.Find("Mid/Scroll View/Viewport/Content");
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if(GlobalData.ServerData.data.isCreater=="Y")
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GetObjectList(GlobalData.ServerData.data.userId);
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companyName.text = "ËùÊô»ú¹¹£º" + GlobalData.ServerData.data.companyName +"";
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}
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public async void GetObjectList(string id)
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{
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PlayerListResponse playerListResponse = await userInfo.GetPlayerList();
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foreach (var VARIABLE in playerListResponse.data)
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{
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username.text = $"[{GlobalData.ServerData.data.userId}](管理员)";
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}
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else username.text = $"[{GlobalData.ServerData.data.userId}]";
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companyName.text = "所属机构:[" + GlobalData.ServerData.data.companyName +"]";
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}
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if (id == VARIABLE.UserId)
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{
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nickname = VARIABLE.NickName;
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if (GlobalData.ServerData.data.isCreater == "Y")
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{
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username.text = $"{GlobalData.ServerData.data.nickName}£¨¹ÜÀíÔ±£©";
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}
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else username.text = $"{nickname}";
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}
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}
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}
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void Update()
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{
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@ -23,6 +23,7 @@ public class ReadRoom : MonoBehaviour
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public loginData playerdetail;
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public test test;
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public string ID;
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// Start is called before the first frame update
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void Start()
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{
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@ -40,6 +41,9 @@ public class ReadRoom : MonoBehaviour
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// 取消订阅事件
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Starthost.OnBoolStart -= HandleRoomControl;
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}
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public async void adHead()
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{
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var response = await gameRoomListInstance.getGameRoomList();
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@ -206,7 +210,7 @@ public class ReadRoom : MonoBehaviour
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DateTime currentDate = DateTime.Now;
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//将当前日期格式化为 "yyyy/MM/dd" 形式
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string formattedDate = currentDate.ToString("yyyy/MM/dd");
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string formattedDate = currentDate.ToString("yyyy/M/d");
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// 调用方法,动态生成房间元素
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foreach (var room in roomDataList)
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@ -89,7 +89,7 @@ public class RoomManager : MonoBehaviour
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}
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// 添加 RoomDataHolder 脚本并存储数据
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Status dataHolder = roomItem.GetComponent<Status>();
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dataHolder.text.text = $"{js.SetUIText(room.SceneId)} {js.SetUIText(room.SubjectId)}";
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dataHolder.text.text = $"{js.SetUIText(js.GetSceneById(int.Parse(room.SceneId)).Name)} {js.SetUIText(room.SubjectId)}";
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Debug.Log(js.SetUIText(room.SceneId));
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Debug.Log(dataHolder.text.text);
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dataHolder.SetRoomData(room.RoomId, room.SceneId, room.SubjectId, room.TemplateId, room.Status, room.ReserveDate);
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@ -7,6 +7,7 @@
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"ObjList": "7001,7002,7003|7001,7003|7001,7002,7003",
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"AreaList": "1012|1013|1014|1015|1017|1018|1019|1020|1021|1022|1023|1024|1025|1026|1027|1028|1029|1030|1076|1031|1032|1033|1034|1036|1037|1038|1039|1040|1041|1077|1078|1079|1080|1081|1082|1083|1084|1085|1086",
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"Storeroom": "1011",
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"TriageArea": "1099",
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"ConfigText": "10039|10040|10039"
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},
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{
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@ -17,6 +18,7 @@
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"ObjList": "7001,7002,7003|7001,7003|7001,7002,7003",
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"AreaList": "1012|1013|1014|1015|1017|1018|1019|1020|1021|1022|1023|1024|1025|1026|1027|1028|1029|1030|1076|1031|1032|1033|1034|1036|1037|1038|1039|1040|1041|1077|1078|1079|1080|1081|1082|1083|1084|1085|1086",
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"Storeroom": "1011",
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"TriageArea": "1099",
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"ConfigText": "20034|20035|20036"
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}
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]
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username: {fileID: 1776157176}
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||||
companyName: {fileID: 2086101897}
|
||||
userInfo: {fileID: 3977981761658744022}
|
||||
--- !u!1 &423928793
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -7051,6 +7052,7 @@ GameObject:
|
||||
m_Component:
|
||||
- component: {fileID: 3977981761658744020}
|
||||
- component: {fileID: 3977981761658744021}
|
||||
- component: {fileID: 3977981761658744022}
|
||||
m_Layer: 0
|
||||
m_Name: JSON
|
||||
m_TagString: Untagged
|
||||
@ -7097,6 +7099,18 @@ MonoBehaviour:
|
||||
TaskJsonFile: {fileID: 4900000, guid: 4dec25769ed4ed3469693b1c881248af, type: 3}
|
||||
GlobalJsonFile: {fileID: 4900000, guid: 27ecc4e37cb448e45a2611c086cdfb90, type: 3}
|
||||
SelectsJsonFile: {fileID: 4900000, guid: 3efd15f4195557144a45659d2baa1ba3, type: 3}
|
||||
--- !u!114 &3977981761658744022
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 3977981761658744018}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 4571963e0ee11474b9f600297378bc02, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
--- !u!1 &4424113164951678449
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -571,6 +571,8 @@ public class SceneData
|
||||
public string ObjList;
|
||||
public string AreaList;
|
||||
public int Storeroom;
|
||||
public string TriageArea;
|
||||
public string ConfigText;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class IncidentSite
|
||||
|
@ -121,27 +121,27 @@ public class Panel : Base
|
||||
//动态加载人员
|
||||
public async void DynamicLoadingPeople()
|
||||
{
|
||||
//for (int i = 0; i < 10; i++)
|
||||
//{
|
||||
// GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
|
||||
// PeopleItem peopleItem = item.GetComponent<PeopleItem>();
|
||||
// peopleItem.nameText.text = "角色1";
|
||||
// peopleItem.peopleId = "0";
|
||||
// Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
|
||||
// peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
|
||||
// peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
||||
//}
|
||||
PlayerListResponse playerListResponse = await userInfo.GetPlayerList();
|
||||
foreach (PlayerListData player in playerListResponse.data)
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
|
||||
PeopleItem peopleItem = item.GetComponent<PeopleItem>();
|
||||
peopleItem.nameText.text = player.NickName;
|
||||
peopleItem.peopleId = player.UserId;
|
||||
peopleItem.nameText.text = "角色1";
|
||||
peopleItem.peopleId = "0";
|
||||
Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
|
||||
peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
|
||||
peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
||||
}
|
||||
//PlayerListResponse playerListResponse = await userInfo.GetPlayerList();
|
||||
//foreach (PlayerListData player in playerListResponse.data)
|
||||
//{
|
||||
// GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
|
||||
// PeopleItem peopleItem = item.GetComponent<PeopleItem>();
|
||||
// peopleItem.nameText.text = player.NickName;
|
||||
// peopleItem.peopleId = player.UserId;
|
||||
// Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
|
||||
// peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
|
||||
// peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
||||
//}
|
||||
}
|
||||
|
||||
//动态加载职责
|
||||
@ -404,67 +404,8 @@ public class Panel : Base
|
||||
}
|
||||
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)
|
||||
// {
|
||||
// // 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))
|
||||
// {
|
||||
// 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
|
||||
// {
|
||||
// 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,
|
||||
// sceneId = selectedInfo.sceneId,
|
||||
// peopleId=selectedInfo.peopleId
|
||||
// };
|
||||
|
||||
// // 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;
|
||||
// ChangeImage(sureBtn.interactable);
|
||||
// isPersonSelected = false;
|
||||
// isDutySelected = false;
|
||||
// isSceneSelected = false;
|
||||
// UploadData(peopleId = selectedInfo.peopleId, selectedInfo.dutyId.ToString(), selectedInfo.sceneId.ToString());
|
||||
// // 改变已添加人员的显示颜色
|
||||
// UpdatePeopleListVisual();
|
||||
// }
|
||||
// }
|
||||
// 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";
|
||||
//}
|
||||
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
|
||||
@ -860,6 +801,13 @@ public class Panel : Base
|
||||
public void SetTransfrom()
|
||||
{
|
||||
transform.gameObject.SetActive(false);
|
||||
selectScenePanel.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
//判断是否满足最低配置要求
|
||||
public void WhetherToMeet()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -446,8 +446,11 @@ public class SelectScenePanel : Base
|
||||
Debug.LogError("datePanel.disasterLocation" + datePanel.disasterLocation);
|
||||
SelsctDifficulty();
|
||||
SetDataPanelInfo();
|
||||
this.gameObject.SetActive(false);
|
||||
panel.gameObject.SetActive(true);
|
||||
SetPanel();
|
||||
//transform.gameObject.SetActive(false);
|
||||
//Debug.Log("111111111111111111111111111111");
|
||||
//panel.gameObject.SetActive(true);
|
||||
//Debug.Log("2222222222222222222222222222222");
|
||||
selectToggle.DefaultToggle();
|
||||
DisableUIInteraction();
|
||||
panel.DynamicLoadingPeople();
|
||||
@ -692,7 +695,12 @@ public class SelectScenePanel : Base
|
||||
//½çÃæÉèÖÃ
|
||||
public void SetPanel()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
panel.gameObject.SetActive(false);
|
||||
if(!transform.gameObject.activeInHierarchy)
|
||||
{
|
||||
Debug.LogError("++++++++++++++++++++++++++++++");
|
||||
}
|
||||
transform.gameObject.SetActive(false);
|
||||
panel.gameObject.SetActive(true);
|
||||
Debug.Log("111111111111111111111111111111");
|
||||
}
|
||||
}
|
@ -64,6 +64,7 @@ public class loginData
|
||||
public string companyId; // 公司ID,标识所属公司的唯一ID。
|
||||
public string companyName; // 公司名称,标识用户所属公司或组织的名称。
|
||||
public string isCreater; // 是否为模板创建者,"Y"表示是模板创建者,"N"表示不是。影响用户跳转的页面逻辑。
|
||||
public string nickName;
|
||||
public string access_token; // Access Token,用于认证用户身份,通常在OAuth 2.0中用于授权用户访问资源。
|
||||
public string refresh_token; // Refresh Token,通常用于刷新Access Token,延长用户会话的有效期。
|
||||
public int expire_in; // Access Token的过期时间(单位:秒)。表示token有效期时长。
|
||||
|
Loading…
Reference in New Issue
Block a user