场景选择更改和剧本部分更改

This commit is contained in:
lq 2024-11-28 22:02:35 +08:00
parent 5d16c5db3a
commit dddce7611a
5 changed files with 455 additions and 2842 deletions

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using Unity.VisualScripting; using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
@ -76,16 +77,19 @@ public class Panel : MonoBehaviour
peopleList.Add(item); // 将每个实例化的角色添加到列表中 peopleList.Add(item); // 将每个实例化的角色添加到列表中
} }
} }
//动态加载职责 //动态加载职责
public void DynamicLoadingDuty() public void DynamicLoadingDuty()
{ {
} }
//动态加载场景 //动态加载场景
public void DynamicLoadingScene() public void DynamicLoadingScene()
{ {
} }
//处理人员管理按钮 //处理人员管理按钮
public void ClickPersonnelManagement() public void ClickPersonnelManagement()
{ {
@ -124,22 +128,41 @@ public class Panel : MonoBehaviour
{ {
sceneDataDictionary[sceneName] = new List<SelectedInfo>(); sceneDataDictionary[sceneName] = new List<SelectedInfo>();
} }
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<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")
{ {
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($"{selectedInfo.duty} 已达最大人数限制!");
isLimitReached = true; // 标记限制已达
}
} }
// 将当前选中的人员信息添加到对应场景的人员列表中 // 如果没有达到上限,则可以添加人员信息
sceneDataDictionary[sceneName].Add(selectedInfo); if (!isLimitReached)
{
// 将当前选中的人员信息添加到对应场景的人员列表中
currentSceneInfo.Add(selectedInfo);
// 打印当前场景人员信息 // 打印当前场景人员信息
Debug.Log($"场景: {sceneName},选中的人员: {selectedInfo.name},职责: {selectedInfo.duty}"); 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 sureBtn.interactable = false; // 禁用确认按钮
isPersonSelected = false; isPersonSelected = false;
isDutySelected = false; isDutySelected = false;
isSceneSelected = false; isSceneSelected = false;
} }
}
else else
{ {
Debug.LogError("请确保选择了人员、职责和场景!"); 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 // 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 //处理界面关闭按钮
public void ClickCloseBtn() public void ClickCloseBtn()
{ {
@ -216,17 +240,20 @@ public class Panel : MonoBehaviour
UpdateConfirmButtonState(); UpdateConfirmButtonState();
} }
} }
//判断是否能够点击按钮 //判断是否能够点击按钮
private void UpdateConfirmButtonState() 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 // 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; sureBtn.interactable = isPersonSelected && isDutySelected && isSceneSelected;
} }
//设置安排文字 //设置安排文字
public void SetText() public void SetText()
{ {
arrangeText.text = "[" + name + "]担任[" + duty + "],位于[" + scene + "]"; arrangeText.text = "[" + name + "]担任[" + duty + "],位于[" + scene + "]";
} }
//筛选 //筛选
public void SetInputFile() 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) // 点击选中角色,改变视觉效果(可复用)
public void OnPeopleItemClicked(GameObject clickedItem) public void OnPeopleItemClicked(GameObject clickedItem)
{ {

View File

@ -6,10 +6,11 @@ using UnityEngine.UI;
public class EventInfo : MonoBehaviour public class EventInfo : MonoBehaviour
{ {
public int eventId; public int eventId;
public string eventName; public Text eventName;
public Text text; public Image maskImage;
public bool isOpen;
void Start() void Start()
{ {
text.text = eventName;
} }
} }

View File

@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using TMPro; using TMPro;
using Unity.VisualScripting; using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
@ -7,85 +8,235 @@ using UnityEngine.UI;
public class SelectScenePanel : MonoBehaviour public class SelectScenePanel : MonoBehaviour
{ {
public GameObject schoolPrefab;//滑动视图预制体 [Header("组件")]
public Transform schoolList;//预制体列表 public GameObject scenePrefab;//滑动视图预制体
public ToggleGroup schooltoggleGroup; public Transform sceneList;//预制体列表
public ToggleGroup schoolimageGroup; public GameObject schoolPrefab;//学校按钮预制体
public Toggle[] toggleList; 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 scoolSelectBtn;//学校选择按钮
public GameObject schoolChoiceLable;//学校选择界面 public GameObject schoolChoiceLable;//学校选择界面
public GameObject eventChoiceLable;//事件选择界面 public GameObject eventChoiceLable;//事件选择界面
public bool isOpen = false; public List<SchoolInfo> schoolInfoList = new List<SchoolInfo>();//学校信息
public List<SchoolInfo> schoolInfos = new List<SchoolInfo>();//学校信息 public List<EventInfo> eventInfoList = new List<EventInfo>();//事件信息
public List<EventInfo> eventInfos = new List<EventInfo>();//事件信息 public List<SceneItem> sceneItemList = new List<SceneItem>();//场景信息
public List<Toggle> difficultyList = new List<Toggle>(); public List<Toggle> difficultyList = new List<Toggle>();//游戏难度
public Button continueBtn; public Button continueBtn;
public Toggle[] toggleList;
public Toggle[] schooltoggleList;
public Toggle[] eventToggleList;
//数据
[Header("数据")]
public int schoolId; public int schoolId;
public string schoolName; public string schoolName;
public string sceneName;
public int eventId; public int eventId;
public string eventName; public string eventName;
public string difficulty; public string difficulty;
public string isBuy;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
schoolChoiceLable.gameObject.SetActive(true); schoolChoiceLable.gameObject.SetActive(true);
eventChoiceLable.gameObject.SetActive(false); eventChoiceLable.gameObject.SetActive(false);
//动态加载学校选择预制体 InstantiateScenePrefab();
for (int i = 0; i < 6; i++) InstantiateSchoolPrefab();
{ InstantiateEventPrefab();
GameObject slot = GameObject.Instantiate<GameObject>(schoolPrefab, schoolList);
//schoolPrefab.gameObject.GetComponent<Image>().sprite = Resources.Load("");
Toggle toggle = slot.GetComponent<Toggle>();
if (toggle != null)
{
// 将 Toggle 添加到 ToggleGroup 中
toggle.group = schoolimageGroup;
// 将 Toggle 添加到 toggleList 中
toggleList[i] = toggle;
}
}
continueBtn.onClick.AddListener(OnClickContinueBtn); continueBtn.onClick.AddListener(OnClickContinueBtn);
} }
// Update is called once per frame // Update is called once per frame
void Update() 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<GameObject>(scenePrefab, sceneList);
SceneItem item = slot.GetComponent<SceneItem>();
item.sceneName.text = "场景" + i;
if (item.IsOpen)
{
item.maskImage.gameObject.SetActive(false);
}
else
{
item.maskImage.gameObject.SetActive(true);
}
Toggle toggle = slot.GetComponent<Toggle>();
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<GameObject>(schoolPrefab, schoolList);
SchoolInfo item = slot.GetComponent<SchoolInfo>();
item.schoolName.text = "南山中学";
item.schoolId = i;
Toggle toggle = slot.GetComponent<Toggle>();
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<GameObject>(eventPrefab, eventList);
EventInfo item = slot.GetComponent<EventInfo>();
item.eventName.text = "停车场起火";
item.eventId = i*10;
Toggle toggle = slot.GetComponent<Toggle>();
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() public void SelectSchoolBtn()
{ {
SchoolInfo gameObject = GetComponentInChildren<SchoolInfo>(); SchoolInfo gameObject = GetComponentInChildren<SchoolInfo>();
foreach (SchoolInfo item in schoolInfos) foreach (SchoolInfo item in schoolInfoList)
{ {
if (item.gameObject.transform.GetComponent<Toggle>().isOn) if (item.gameObject.transform.GetComponent<Toggle>().isOn)
{ {
this.schoolId = item.schoolId; this.schoolId = item.schoolId;
this.schoolName = item.schoolName; this.schoolName = item.schoolName.ToString();
} }
} }
//Debug.Log("###############1:"+ this.schoolId); Debug.Log("###############1:" + this.schoolId);
//Debug.Log("###############2:" + this.schoolName); 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<Toggle>().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<Toggle>().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 //事件及难度选择
public void SelectEvent() public void SelectEvent()
{ {
EventInfo eventInfo = GetComponentInChildren<EventInfo>(); EventInfo eventInfo = GetComponentInChildren<EventInfo>();
foreach (EventInfo item in eventInfos) foreach (EventInfo item in eventInfoList)
{ {
if (item.gameObject.transform.GetComponent<Toggle>().isOn) if (item.gameObject.transform.GetComponent<Toggle>().isOn)
{ {
this.eventId = item.eventId; this.eventId = item.eventId;
this.eventName = item.eventName; this.eventName = item.eventName.text;
} }
} }
//Debug.Log("%%%%%%%%%%%%%1:"+ this.eventId); //Debug.Log("%%%%%%%%%%%%%1:"+ this.eventId);
//Debug.Log("%%%%%%%%%%%%%2:" + this.eventName); //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 //游戏难度选择
public void SelsctDifficulty() public void SelsctDifficulty()
{ {
@ -100,39 +251,51 @@ public class SelectScenePanel : MonoBehaviour
} }
//Debug.Log("%%%%%%%%%%%%%3:" + this.difficulty); //Debug.Log("%%%%%%%%%%%%%3:" + this.difficulty);
} }
//继续按钮,点击后上传数据 //继续按钮,点击后上传数据
public void OnClickContinueBtn() public void OnClickContinueBtn()
{ {
//IsClick(); // 调用 IsClick 检查是否选中学校和场景
SelectSchoolBtn(); SelectSchoolBtn();
schoolChoiceLable.gameObject.SetActive(false); SelectSceneBtn();
eventChoiceLable.gameObject.SetActive(true); // 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 //提交按钮,点击上传数据和隐藏界面
public void SubmitBtn() public void SubmitBtn()
{ {
SelectEvent(); SelectEvent();
SelsctDifficulty(); SelsctDifficulty();
SelectEvnentBtn();
this.gameObject.SetActive(false); 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 //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() public void IsClick()
{ {
bool anyToggleSelected = false; bool anyToggleSelected = false;
//continueBtn.transform.parent // // 检查场景选择
foreach (Toggle toggle in toggleList) foreach (Toggle toggle in toggleList)
{ {
if (toggle.isOn) if (toggle.isOn)
{ {
anyToggleSelected = true; 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) 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 continueBtn.interactable = anyToggleSelected; // 如果有选中的 Toggle继续按钮可交互否则不可交互
} }
else else
@ -140,5 +303,4 @@ public class SelectScenePanel : MonoBehaviour
Debug.LogError("ContinueBtn 按钮组件未找到!"); Debug.LogError("ContinueBtn 按钮组件未找到!");
} }
} }
}
}

View File

@ -1,9 +1,12 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
public class SchoolInfo : MonoBehaviour public class SchoolInfo : MonoBehaviour
{ {
public int schoolId; public int schoolId;
public string schoolName; public Text schoolName;
public Image maskImage;
public bool isOpen;
} }