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

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@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using Unity.VisualScripting;
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
}
}
//动态加载职责
public void DynamicLoadingDuty()
{
}
//动态加载场景
public void DynamicLoadingScene()
{
}
//处理人员管理按钮
public void ClickPersonnelManagement()
{
@ -124,13 +128,30 @@ public class Panel : MonoBehaviour
{
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($"{selectedInfo.duty} 已达最大人数限制!");
isLimitReached = true; // 标记限制已达
}
}
// 如果没有达到上限,则可以添加人员信息
if (!isLimitReached)
{
// 将当前选中的人员信息添加到对应场景的人员列表中
sceneDataDictionary[sceneName].Add(selectedInfo);
currentSceneInfo.Add(selectedInfo);
// 打印当前场景人员信息
Debug.Log($"场景: {sceneName},选中的人员: {selectedInfo.name},职责: {selectedInfo.duty}");
@ -139,7 +160,9 @@ public class Panel : MonoBehaviour
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)
{

View File

@ -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;
}
}

View File

@ -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<SchoolInfo> schoolInfos = new List<SchoolInfo>();//学校信息
public List<EventInfo> eventInfos = new List<EventInfo>();//事件信息
public List<Toggle> difficultyList = new List<Toggle>();
public List<SchoolInfo> schoolInfoList = new List<SchoolInfo>();//学校信息
public List<EventInfo> eventInfoList = 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>();//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<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;
}
}
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<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()
{
SchoolInfo gameObject = GetComponentInChildren<SchoolInfo>();
foreach (SchoolInfo item in schoolInfos)
foreach (SchoolInfo item in schoolInfoList)
{
if (item.gameObject.transform.GetComponent<Toggle>().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<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
public void SelectEvent()
{
EventInfo eventInfo = GetComponentInChildren<EventInfo>();
foreach (EventInfo item in eventInfos)
foreach (EventInfo item in eventInfoList)
{
if (item.gameObject.transform.GetComponent<Toggle>().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();
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!");
}
}
}

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@ -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;
}