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else + + // 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 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") { - Debug.Log("没有选场景"); + 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 + { + Debug.LogError($"{selectedInfo.duty} 已达最大人数限制!"); + isLimitReached = true; // 标记限制已达 + } } - // 将当前选中的人员信息添加到对应场景的人员列表中 - sceneDataDictionary[sceneName].Add(selectedInfo); + // 如果没有达到上限,则可以添加人员信息 + if (!isLimitReached) + { + // 将当前选中的人员信息添加到对应场景的人员列表中 + currentSceneInfo.Add(selectedInfo); - // 打印当前场景人员信息 - Debug.Log($"场景: {sceneName},选中的人员: {selectedInfo.name},职责: {selectedInfo.duty}"); + // 打印当前场景人员信息 + Debug.Log($"场景: {sceneName},选中的人员: {selectedInfo.name},职责: {selectedInfo.duty}"); - sureBtn.interactable = false; // 禁用确认按钮 - isPersonSelected = false; - isDutySelected = false; - isSceneSelected = false; -} + sureBtn.interactable = false; // 禁用确认按钮 + isPersonSelected = false; + isDutySelected = false; + isSceneSelected = false; + } + + } else { Debug.LogError("请确保选择了人员、职责和场景!"); @@ -148,6 +171,7 @@ public class Panel : MonoBehaviour // 可以在这里根据需求继续处理选中的数据 } + //处理界面关闭按钮 public void ClickCloseBtn() { @@ -216,17 +240,20 @@ public class Panel : MonoBehaviour UpdateConfirmButtonState(); } } + //判断是否能够点击按钮 private void UpdateConfirmButtonState() { // 如果人员、职责和场景都已选择,则启用确认按钮,否则禁用 sureBtn.interactable = isPersonSelected && isDutySelected && isSceneSelected; } + //设置安排文字 public void SetText() { arrangeText.text = "[" + name + "]担任[" + duty + "],位于[" + scene + "]"; } + //筛选 public void SetInputFile() { @@ -255,6 +282,7 @@ public class Panel : MonoBehaviour } } } + // 点击选中角色,改变视觉效果(可复用) public void OnPeopleItemClicked(GameObject clickedItem) { diff --git a/xiaofang/Assets/Script/UI/EventInfo.cs b/xiaofang/Assets/Script/UI/EventInfo.cs index efebadc2..9aa133a9 100644 --- a/xiaofang/Assets/Script/UI/EventInfo.cs +++ b/xiaofang/Assets/Script/UI/EventInfo.cs @@ -6,10 +6,11 @@ using UnityEngine.UI; public class EventInfo : MonoBehaviour { public int eventId; - public string eventName; - public Text text; + public Text eventName; + public Image maskImage; + public bool isOpen; void Start() { - text.text = eventName; + } } diff --git a/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs b/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs index db2e1c56..62d38452 100644 --- a/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs +++ b/xiaofang/Assets/Script/UI/PanelUI/SelectScenePanel.cs @@ -1,5 +1,6 @@ using System.Collections; using System.Collections.Generic; +using System.Linq; using TMPro; using Unity.VisualScripting; using UnityEngine; @@ -7,85 +8,235 @@ using UnityEngine.UI; public class SelectScenePanel : MonoBehaviour { - public GameObject schoolPrefab;//滑动视图预制体 - public Transform schoolList;//预制体列表 - public ToggleGroup schooltoggleGroup; - public ToggleGroup schoolimageGroup; - public Toggle[] toggleList; + [Header("组件")] + public GameObject scenePrefab;//滑动视图预制体 + public Transform sceneList;//预制体列表 + public GameObject schoolPrefab;//学校按钮预制体 + public Transform schoolList;//学校预制体列表 + public GameObject eventPrefab;//事件按钮预制体 + public Transform eventList;//学校预制体列表 + public ToggleGroup schoolGroup;//学校ToggleGroup + public ToggleGroup sceneGroup;//场景ToggleGroup + public ToggleGroup eventGroup;//事件ToggleGroup public GameObject scoolSelectBtn;//学校选择按钮 public GameObject schoolChoiceLable;//学校选择界面 public GameObject eventChoiceLable;//事件选择界面 - public bool isOpen = false; - public List schoolInfos = new List();//学校信息 - public List eventInfos = new List();//事件信息 - public List difficultyList = new List(); + public List schoolInfoList = new List();//学校信息 + public List eventInfoList = new List();//事件信息 + public List sceneItemList = new List();//场景信息 + public List difficultyList = new List();//游戏难度 public Button continueBtn; + public Toggle[] toggleList; + public Toggle[] schooltoggleList; + public Toggle[] eventToggleList; - //数据 + + [Header("数据")] public int schoolId; public string schoolName; + public string sceneName; public int eventId; public string eventName; public string difficulty; + public string isBuy; // Start is called before the first frame update void Start() { schoolChoiceLable.gameObject.SetActive(true); eventChoiceLable.gameObject.SetActive(false); - //动态加载学校选择预制体 - for (int i = 0; i < 6; i++) - { - GameObject slot = GameObject.Instantiate(schoolPrefab, schoolList); - //schoolPrefab.gameObject.GetComponent().sprite = Resources.Load(""); - Toggle toggle = slot.GetComponent(); - - if (toggle != null) - { - // 将 Toggle 添加到 ToggleGroup 中 - toggle.group = schoolimageGroup; - - // 将 Toggle 添加到 toggleList 中 - toggleList[i] = toggle; - } - } + InstantiateScenePrefab(); + InstantiateSchoolPrefab(); + InstantiateEventPrefab(); continueBtn.onClick.AddListener(OnClickContinueBtn); } // Update is called once per frame void Update() { - + IsClick(); } - //学校选择,确定学校信息 + + //动态加载场景选择预制体 + public void InstantiateScenePrefab() + { + for (int i = 0; i < 6; i++) + { + GameObject slot = GameObject.Instantiate(scenePrefab, sceneList); + SceneItem item = slot.GetComponent(); + item.sceneName.text = "场景" + i; + if (item.IsOpen) + { + item.maskImage.gameObject.SetActive(false); + } + else + { + item.maskImage.gameObject.SetActive(true); + } + Toggle toggle = slot.GetComponent(); + if (toggle != null) + { + toggle.group = sceneGroup; + toggleList[i] = toggle; + sceneItemList.Add(item); + } + } + } + + //动态加载学校选择预制体 + public void InstantiateSchoolPrefab() + { + for (int i = 0; i < 6; i++) + { + GameObject slot = GameObject.Instantiate(schoolPrefab, schoolList); + SchoolInfo item = slot.GetComponent(); + item.schoolName.text = "南山中学"; + item.schoolId = i; + Toggle toggle = slot.GetComponent(); + + if (toggle != null) + { + // 将 Toggle 添加到 ToggleGroup 中 + toggle.group = schoolGroup; + + // 将 Toggle 添加到 schooltoggleList 中 + schooltoggleList[i] = toggle; + + // 将 SchoolInfo 对象添加到 schoolInfos 列表中 + schoolInfoList.Add(item); + } + } + } + + //动态加载事件选择预制体 + public void InstantiateEventPrefab() + { + for (int i = 0; i < 6; i++) + { + GameObject slot = GameObject.Instantiate(eventPrefab, eventList); + EventInfo item = slot.GetComponent(); + item.eventName.text = "停车场起火"; + item.eventId = i*10; + Toggle toggle = slot.GetComponent(); + + if (toggle != null) + { + // 将 Toggle 添加到 ToggleGroup 中 + toggle.group = schoolGroup; + toggle.isOn = false; + + // 将 Toggle 添加到 schooltoggleList 中 + eventToggleList[i] = toggle; + + // 将 SchoolInfo 对象添加到 schoolInfos 列表中 + eventInfoList.Add(item); + } + } + } + + //学校选择 public void SelectSchoolBtn() { SchoolInfo gameObject = GetComponentInChildren(); - foreach (SchoolInfo item in schoolInfos) + foreach (SchoolInfo item in schoolInfoList) { if (item.gameObject.transform.GetComponent().isOn) { this.schoolId = item.schoolId; - this.schoolName = item.schoolName; + this.schoolName = item.schoolName.ToString(); } } - //Debug.Log("###############1:"+ this.schoolId); - //Debug.Log("###############2:" + this.schoolName); + Debug.Log("###############1:" + this.schoolId); + Debug.Log("###############2:" + this.schoolName); } + + //场景选择 + public void SelectSceneBtn() + { + bool sceneSelected = false; // 检查是否有场景被选择 + foreach (SceneItem item in sceneItemList) + { + // 检查当前的 Toggle 是否被选中 + if (item.gameObject.transform.GetComponent().isOn) + { + // 设置场景名称 + this.sceneName = item.sceneName.text; // 获取 Text 组件的文本 + sceneSelected = true; + break; // 找到选中的场景后退出循环 + } + } + //IsClick(); + } + + //事件选择 + public void SelectEvnentBtn() + { + bool eventSelected = false; // 检查是否有场景被选择 + foreach (EventInfo item in eventInfoList) + { + // 检查当前的 Toggle 是否被选中 + if (item.gameObject.transform.GetComponent().isOn) + { + // 设置场景名称 + this.eventName = item.eventName.text; // 获取 Text 组件的文本 + eventSelected = true; + break; // 找到选中的场景后退出循环 + } + } + } + //事件及难度选择 public void SelectEvent() { EventInfo eventInfo = GetComponentInChildren(); - foreach (EventInfo item in eventInfos) + foreach (EventInfo item in eventInfoList) { if (item.gameObject.transform.GetComponent().isOn) { this.eventId = item.eventId; - this.eventName = item.eventName; + this.eventName = item.eventName.text; } } //Debug.Log("%%%%%%%%%%%%%1:"+ this.eventId); //Debug.Log("%%%%%%%%%%%%%2:" + this.eventName); } + + //随机事件 + public void OnRandomEventClick() + { + //Debug.Log("&&&&&&&&&&&&&&&&&&&&&&&&&7" + eventInfoList.Count); + // 随机选择一个事件 + if (eventInfoList.Count > 0) + { + int randomIndex = Random.Range(0, eventInfoList.Count); + + // 取消所有Toggle的选中状态 + foreach (Toggle toggle in eventToggleList) + { + // 先检查toggle是否为null + if (toggle != null) + { + toggle.isOn = false; + } + } + + // 选中随机事件 + if (eventToggleList[randomIndex] != null) + { + eventToggleList[randomIndex].isOn = true; + this.eventName = eventInfoList[randomIndex].eventName.text; // 设置随机选择的事件名称 + Debug.Log("已选择随机事件: " + this.eventName); + } + else + { + Debug.LogWarning("随机选择的事件 Toggle 为 null!"); + } + } + else + { + Debug.LogWarning("事件列表为空!"); + } + } + //游戏难度选择 public void SelsctDifficulty() { @@ -100,39 +251,51 @@ public class SelectScenePanel : MonoBehaviour } //Debug.Log("%%%%%%%%%%%%%3:" + this.difficulty); } + //继续按钮,点击后上传数据 public void OnClickContinueBtn() { + //IsClick(); // 调用 IsClick 检查是否选中学校和场景 SelectSchoolBtn(); - schoolChoiceLable.gameObject.SetActive(false); - eventChoiceLable.gameObject.SetActive(true); + SelectSceneBtn(); + // 如果场景或学校没有选中,则不执行下面的操作 + if (continueBtn.interactable) + { + schoolChoiceLable.gameObject.SetActive(false); + eventChoiceLable.gameObject.SetActive(true); + } + else + { + Debug.Log("没有选择场景或学校,继续按钮不可用!"); + } } + //提交按钮,点击上传数据和隐藏界面 public void SubmitBtn() { SelectEvent(); SelsctDifficulty(); + SelectEvnentBtn(); this.gameObject.SetActive(false); } + //通过判断Toggle的IsOn是否被打开来判断继续按钮是否置灰 public void IsClick() { bool anyToggleSelected = false; - //continueBtn.transform.parent + // // 检查场景选择 foreach (Toggle toggle in toggleList) { if (toggle.isOn) { anyToggleSelected = true; - break; // 如果有一个 Toggle 被选中,停止检查 + break; // 如果有一个场景 Toggle 被选中,停止检查 } } - // 获取 ContinueBtn 按钮组件 - - - // 根据是否有 Toggle 被选中,设置 ContinueBtn 是否可交互 + // //根据是否有 Toggle 被选中,设置 ContinueBtn 是否可交互 if (continueBtn != null) { + Debug.Log(anyToggleSelected); continueBtn.interactable = anyToggleSelected; // 如果有选中的 Toggle,继续按钮可交互,否则不可交互 } else @@ -140,5 +303,4 @@ public class SelectScenePanel : MonoBehaviour Debug.LogError("ContinueBtn 按钮组件未找到!"); } } - -} +} \ No newline at end of file diff --git a/xiaofang/Assets/Script/UI/SchoolInfo.cs b/xiaofang/Assets/Script/UI/SchoolInfo.cs index 46fae4fe..2c12c968 100644 --- a/xiaofang/Assets/Script/UI/SchoolInfo.cs +++ b/xiaofang/Assets/Script/UI/SchoolInfo.cs @@ -1,9 +1,12 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.UI; public class SchoolInfo : MonoBehaviour { public int schoolId; - public string schoolName; + public Text schoolName; + public Image maskImage; + public bool isOpen; }