判断人员是否满足条件

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lq 2024-12-19 21:36:02 +08:00
parent dfdf0047a8
commit d9524370e4
10 changed files with 812 additions and 41 deletions

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@ -641,7 +641,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
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@ -2216,7 +2216,7 @@ MonoBehaviour:
scrollRect: {fileID: 1435623615}
panelInfo: {fileID: 618256462}
personnelPanel2: {fileID: 0}
distributionPanel: {fileID: 0}
distributionPanel: {fileID: 7318934474885050408}
--- !u!1 &618256458
GameObject:
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@ -13629,6 +13629,7 @@ GameObject:
- component: {fileID: 7318934474885050404}
- component: {fileID: 7318934474885050406}
- component: {fileID: 7318934474885050407}
- component: {fileID: 7318934474885050408}
m_Layer: 5
m_Name: scheduled_5
m_TagString: Untagged
@ -13674,6 +13675,21 @@ MonoBehaviour:
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loginBtn: {fileID: 1493573621}
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View File

@ -24,7 +24,7 @@ public class SelectedInfo
public string peopleId;//角色Id
}
public class Panel : MonoBehaviour
public class Panel : Base
{
[Header("组件")]
[Header("设置人员")]
@ -115,27 +115,27 @@ public class Panel : MonoBehaviour
//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
@ -314,7 +314,6 @@ public class Panel : MonoBehaviour
//根据选择的职责加载出对应场景
public void SetScene(int id)
{
peopleList.Clear();
foreach(Transform child in sceneCount)
{
@ -824,7 +823,6 @@ public class Panel : MonoBehaviour
}
}
}
//确定的按钮图片修改
public void ChangeImage(bool isSure)
{

View File

@ -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!");
}
}
}

View File

@ -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>();
}
}

View File

@ -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

View File

@ -7,7 +7,7 @@ using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class LoginPanel : MonoBehaviour
public class LoginPanel : Base
{
public Button loginBtn;