判断人员是否满足条件
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xiaofang/Assets/Prefabs/itemPrefabs/personnelFirstitem.prefab
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704
xiaofang/Assets/Prefabs/itemPrefabs/personnelFirstitem.prefab
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public string peopleId;//角色Id
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public class Panel : MonoBehaviour
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public class Panel : Base
|
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{
|
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@ -115,27 +115,27 @@ public class Panel : MonoBehaviour
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//动态加载人员
|
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public async void DynamicLoadingPeople()
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{
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peopleList.Add(item);// 将每个实例化的角色添加到列表中
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//PlayerListResponse playerListResponse = await userInfo.GetPlayerList();
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//foreach (PlayerListData player in playerListResponse.data)
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//for (int i = 0; i < 10; i++)
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//{
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}
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//动态加载职责
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@ -314,7 +314,6 @@ public class Panel : MonoBehaviour
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//根据选择的职责加载出对应场景
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public void SetScene(int id)
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{
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|
||||
@ -824,7 +823,6 @@ public class Panel : MonoBehaviour
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//确定的按钮图片修改
|
||||
public void ChangeImage(bool isSure)
|
||||
{
|
||||
|
@ -1,5 +1,8 @@
|
||||
using Newtonsoft.Json.Schema;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor.Search.Providers;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
@ -8,6 +11,8 @@ public class DistributionPanel : MonoBehaviour
|
||||
public GameObject personnelLable;
|
||||
public Transform personnelContent;
|
||||
public Panel panel;
|
||||
public SelectScenePanel selectScenePanel;
|
||||
public JSONReader jsonReader;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -26,9 +31,67 @@ public class DistributionPanel : MonoBehaviour
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
}
|
||||
public void CreateAllLable()
|
||||
{
|
||||
foreach (Transform child in personnelContent)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
//CreateFirstLable();
|
||||
foreach (var sceneEntry in panel.sceneDataDictionary)
|
||||
{
|
||||
Debug.Log("sceneEntry" +sceneEntry.Key);
|
||||
GameObject managerPanelInstance = Instantiate(personnelLable, personnelContent);
|
||||
PersonnelPanel scenetext = managerPanelInstance.GetComponent<PersonnelPanel>();
|
||||
scenetext.personelPanelText.text = sceneEntry.Key;
|
||||
scenetext.personelNumText.text = sceneEntry.Value.Count.ToString();
|
||||
scenetext.CreatePeopleItem(sceneEntry.Value);
|
||||
foreach(var scene in sceneEntry.Value)
|
||||
{
|
||||
IsMeet(scene.sceneId);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateFirstLable()
|
||||
{
|
||||
GameObject fistLable = Instantiate<GameObject>(personnelLable, personnelContent);
|
||||
PersonnelInfo personnelItem = fistLable.GetComponent<PersonnelInfo>();
|
||||
|
||||
}
|
||||
//判断人员是否满足
|
||||
public void IsMeet(string sceneID)
|
||||
{
|
||||
List<SelectedInfo> info = null;
|
||||
panel.sceneDataDictionary.TryGetValue(sceneID, out info);
|
||||
// 尝试从字典中获取sceneID对应的列表
|
||||
if (panel.sceneDataDictionary.TryGetValue(sceneID, out info))
|
||||
{Debug.LogError(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>");
|
||||
string roleLimit = jsonReader.GetAreaDateById(int.Parse(sceneID)).RoleLimit;
|
||||
string[] sceneLimit = roleLimit.Split('|');
|
||||
foreach (string limitStr in sceneLimit)
|
||||
{
|
||||
string[] limit = limitStr.Split(",");
|
||||
if (limit.Length == 4)
|
||||
{
|
||||
if (limit[0] == selectScenePanel.idcidentId.ToString() &&limit[1] == selectScenePanel.difficultyId.ToString())
|
||||
{
|
||||
foreach (var selectedInfo in info)
|
||||
{
|
||||
if (limit[2] == selectedInfo.dutyId.ToString())
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine("没有找到对应的场景数据!");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -115,21 +115,7 @@ public class ManagerPanel : MonoBehaviour
|
||||
public void OnClickPeopleWindows()
|
||||
{
|
||||
peopleWindowsPrefab.gameObject.SetActive(true);
|
||||
//foreach (Transform child in personnelPanelCount)
|
||||
//{
|
||||
// Destroy(child.gameObject);
|
||||
//}
|
||||
//CreateFirstLable();
|
||||
//foreach (var sceneEntry in panelInfo.sceneDataDictionary)
|
||||
//{
|
||||
// GameObject managerPanelInstance = Instantiate(personnelPanel, personnelPanelCount);
|
||||
// PersonnelPanel scenetext = managerPanelInstance.GetComponent<PersonnelPanel>();
|
||||
// scenetext.personelPanelText.text = sceneEntry.Key;
|
||||
// scenetext.personelNumText.text = sceneEntry.Value.Count.ToString();
|
||||
// scenetext.CreatePeopleItem(sceneEntry.Value);
|
||||
//}
|
||||
distributionPanel.CreateFirstLable();
|
||||
//CreatePeopleItem();
|
||||
distributionPanel.CreateAllLable();
|
||||
}
|
||||
|
||||
//关闭人员窗口
|
||||
@ -137,9 +123,4 @@ public class ManagerPanel : MonoBehaviour
|
||||
{
|
||||
peopleWindowsPrefab.gameObject.SetActive(false);
|
||||
}
|
||||
public void CreateFirstLable()
|
||||
{
|
||||
GameObject fistLable = Instantiate<GameObject>(personnelPanel, personnelPanelCount);
|
||||
PersonnelInfo personnelItem = fistLable.GetComponent<PersonnelInfo>();
|
||||
}
|
||||
}
|
@ -7,7 +7,7 @@ using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using static Unity.VisualScripting.FlowStateWidget;
|
||||
|
||||
public class SelectScenePanel : MonoBehaviour
|
||||
public class SelectScenePanel : Base
|
||||
{
|
||||
[Header("组件")]
|
||||
public GameObject scenePrefab;//滑动视图预制体
|
||||
|
@ -7,7 +7,7 @@ using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class LoginPanel : MonoBehaviour
|
||||
public class LoginPanel : Base
|
||||
{
|
||||
|
||||
public Button loginBtn;
|
||||
|
Loading…
Reference in New Issue
Block a user