人员数据上传
This commit is contained in:
parent
3465b0042c
commit
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@ -2256,6 +2256,7 @@ MonoBehaviour:
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duty:
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duty:
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scene:
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scene:
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dutyId: 0
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dutyId: 0
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peopleId:
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peopleList: []
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peopleList: []
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userInfo: {fileID: 1201261371}
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userInfo: {fileID: 1201261371}
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managerPanel1: {fileID: 617308873}
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managerPanel1: {fileID: 617308873}
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@ -385,7 +385,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 488, y: -278.8}
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m_AnchoredPosition: {x: 488, y: -278.8}
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m_SizeDelta: {x: 640, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &131408495
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--- !u!222 &131408495
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CanvasRenderer:
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CanvasRenderer:
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@ -494,7 +494,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 488, y: -498.8}
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m_AnchoredPosition: {x: 488, y: -498.8}
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m_SizeDelta: {x: 300, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &142787312
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--- !u!114 &142787312
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MonoBehaviour:
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MonoBehaviour:
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@ -56,7 +56,7 @@ public class PlayerList//
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}
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}
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public class NpcList//NPC列表
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public class NpcList//NPC列表
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{
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{
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public string npcId;//NPC±àºÅ-------------------------------±ØÐë
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public string npcId;//NPC±àºÅ--------------------------------±ØÐë
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public string areaId;//区域编号------------------------------必须
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public string areaId;//区域编号------------------------------必须
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public int birthAreaId;//数量--------------------------------必须
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public int birthAreaId;//数量--------------------------------必须
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}
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}
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@ -18,8 +18,8 @@ public class SelectedInfo
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public string duty;//职责
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public string duty;//职责
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public string scene;//场景名
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public string scene;//场景名
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public string leader;//是否组长
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public string leader;//是否组长
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public int sceneId;//场景Id
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public string sceneId;//场景Id
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public int dutyId;//职责的Id
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public string dutyId;//职责的Id
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public string peopleId;//角色Id
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public string peopleId;//角色Id
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}
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}
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@ -115,18 +115,27 @@ public class Panel : MonoBehaviour
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PlayerListResponse playerListResponse=await userInfo.GetPlayerList();
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PlayerListResponse playerListResponse=await userInfo.GetPlayerList();
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foreach(PlayerListData player in playerListResponse.data)
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foreach(PlayerListData player in playerListResponse.data)
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{
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{
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Debug.Log("Player Name: " + player.Id);
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Debug.Log("UserName: " + player.UserName);
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Debug.Log("Id: " + player.Id);
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Debug.Log("CompanyId: " + player.CompanyId);
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Debug.Log("UserId: " + player.UserId);
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Debug.Log("IsAdmin: " + player.IsAdmin);
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Debug.Log("Status: " + player.Status);
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Debug.Log("Remark: " + player.Remark);
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Debug.Log("DepartmentName: " + player.DepartmentName);
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Debug.Log("PostName: " + player.PostName);
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Debug.Log("NickName: " + player.NickName);
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Debug.Log("CreateTime: " + player.CreateTime);
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GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
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GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
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PeopleItem peopleItem = item.GetComponent<PeopleItem>();
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PeopleItem peopleItem = item.GetComponent<PeopleItem>();
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peopleItem.nameText.text = player.NickName;
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peopleItem.nameText.text = player.NickName;
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peopleItem.peopleId = player.Id;
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peopleItem.peopleId = player.UserId;
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Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
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Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
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peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
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peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
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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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peopleList.Add(item);// 将每个实例化的角色添加到列表中
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}
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}
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}
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}
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//动态加载职责
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//动态加载职责
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public void DynamicLoadingDuty(int id)
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public void DynamicLoadingDuty(int id)
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{
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{
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@ -206,8 +215,8 @@ public class Panel : MonoBehaviour
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Button scenebutton = item.transform.Find("TextBtn").GetComponent<Button>();
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Button scenebutton = item.transform.Find("TextBtn").GetComponent<Button>();
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scenebutton.onClick.AddListener(() => OnSceneItemClicked(item, Color.green, selectedScene));
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scenebutton.onClick.AddListener(() => OnSceneItemClicked(item, Color.green, selectedScene));
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// 设置limitNum
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// 设置limitNum
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sceneItem.sceneId = npcData.Key;
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sceneItem.sceneId = npcData.Key.ToString();
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sceneItem.dutyId = int.Parse(roleLimits[1]);
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sceneItem.dutyId = roleLimits[1];
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sceneItem.limitNum = int.Parse(roleLimits[2]);
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sceneItem.limitNum = int.Parse(roleLimits[2]);
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sceneItem.sceneName.text = npcData.Value.Note;
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sceneItem.sceneName.text = npcData.Value.Note;
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// 将每个实例化的角色添加到列表中
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// 将每个实例化的角色添加到列表中
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@ -276,10 +285,10 @@ public class Panel : MonoBehaviour
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}
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}
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else
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else
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{
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{
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int accidentLocationId = int.Parse(roleLimits[0]); // 事故位置ID
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string accidentLocationId = roleLimits[0]; // 事故位置ID
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int roleId = int.Parse(roleLimits[1]); // 职业ID
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string roleId = roleLimits[1]; // 职业ID
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int minRequired = int.Parse(roleLimits[2]); // 最低要求人数
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int minRequired = int.Parse(roleLimits[2]); // 最低要求人数
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if (accidentLocationId == selectScenePanel.idcidentId && roleId == id)
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if (accidentLocationId == selectScenePanel.idcidentId.ToString() && roleId == id.ToString())
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{
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{
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GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount);
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GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount);
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SceneItem sceneItem = item.GetComponent<SceneItem>();
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SceneItem sceneItem = item.GetComponent<SceneItem>();
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@ -297,7 +306,7 @@ public class Panel : MonoBehaviour
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}
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}
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Button scenebutton = item.transform.Find("TextBtn").GetComponent<Button>();
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Button scenebutton = item.transform.Find("TextBtn").GetComponent<Button>();
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scenebutton.onClick.AddListener(() => OnSceneItemClicked(item, Color.green, selectedScene));
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scenebutton.onClick.AddListener(() => OnSceneItemClicked(item, Color.green, selectedScene));
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sceneItem.sceneId = npcData.Key;
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sceneItem.sceneId = npcData.Key.ToString();
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sceneItem.dutyId = accidentLocationId;
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sceneItem.dutyId = accidentLocationId;
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sceneItem.limitNum = minRequired;
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sceneItem.limitNum = minRequired;
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sceneItem.sceneName.text = npcData.Value.Note;
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sceneItem.sceneName.text = npcData.Value.Note;
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@ -310,7 +319,7 @@ public class Panel : MonoBehaviour
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}
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}
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// 获取当前该位置该职业的已添加人数
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// 获取当前该位置该职业的已添加人数
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private int GetCurrentPeopleCount(int accidentLocationId, int roleId)
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private int GetCurrentPeopleCount(string accidentLocationId, string roleId)
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{
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{
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int count = 0;
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int count = 0;
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// 遍历场景数据字典,统计该事故位置和职业的人员数量
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// 遍历场景数据字典,统计该事故位置和职业的人员数量
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@ -357,7 +366,6 @@ public class Panel : MonoBehaviour
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// 如果没有达到上限,则可以添加人员信息
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// 如果没有达到上限,则可以添加人员信息
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if (!isLimitReached)
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if (!isLimitReached)
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{
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{
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Debug.Log(">>>>>>>>>>>>>>>>>>>"+ selectedInfo.dutyId);
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// 通过创建一个新的 SelectedInfo 实例来避免引用同一个对象
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// 通过创建一个新的 SelectedInfo 实例来避免引用同一个对象
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SelectedInfo newSelectedInfo = new SelectedInfo
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SelectedInfo newSelectedInfo = new SelectedInfo
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{
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{
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@ -377,6 +385,7 @@ public class Panel : MonoBehaviour
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isPersonSelected = false;
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isPersonSelected = false;
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isDutySelected = false;
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isDutySelected = false;
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isSceneSelected = false;
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isSceneSelected = false;
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UploadData(peopleId = selectedInfo.peopleId, selectedInfo.dutyId.ToString(), selectedInfo.sceneId.ToString());
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// 改变已添加人员的显示颜色
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// 改变已添加人员的显示颜色
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UpdatePeopleListVisual();
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UpdatePeopleListVisual();
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}
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}
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@ -431,10 +440,9 @@ public class Panel : MonoBehaviour
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if (buttonText != null && buttonText.tag == Tags.people) // 获取标签为人员的信息
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if (buttonText != null && buttonText.tag == Tags.people) // 获取标签为人员的信息
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{
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{
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name = buttonText.text;
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name = buttonText.text;
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PeopleItem peopleItem = buttonText.gameObject.GetComponent<PeopleItem>();
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PeopleItem peopleItem = buttonText.gameObject.GetComponentInParent<PeopleItem>();
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selectedInfo.name = name;
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selectedInfo.name = name;
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//Debug.LogError("???????????????????"+ peopleItem.peopleId == null);
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selectedInfo.peopleId = peopleItem.peopleId;
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//selectedInfo.peopleId = peopleItem.peopleId;
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isPersonSelected = true; // 选择了人员
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isPersonSelected = true; // 选择了人员
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Debug.LogError(">>>>>>>>>>>>>>>>" + selectedInfo.peopleId);
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Debug.LogError(">>>>>>>>>>>>>>>>" + selectedInfo.peopleId);
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}
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}
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@ -462,7 +470,7 @@ public class Panel : MonoBehaviour
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}
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}
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dutyId = item.dutyId;
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dutyId = item.dutyId;
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selectedInfo.duty = duty;
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selectedInfo.duty = duty;
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selectedInfo.dutyId = dutyId;
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selectedInfo.dutyId = dutyId.ToString();
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}
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}
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}
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}
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}
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}
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@ -639,6 +647,23 @@ public class Panel : MonoBehaviour
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}
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}
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}
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}
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}
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}
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//上传人员数据
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public void UploadData(string userId,string roleId,string areaId)
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{
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createTemplateInfo.Instance.auth_CreateTemplate.playerList = new List<PlayerList>();
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foreach (var peopleItem in sceneDataDictionary)
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{
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foreach (var peopleInfo in peopleItem.Value)
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{
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PlayerList playerList = new PlayerList();
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playerList.userId = userId;
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playerList.roleId = roleId;
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playerList.birthAreaId = areaId;
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createTemplateInfo.Instance.auth_CreateTemplate.playerList.Add(playerList);
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}
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}
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}
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}
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}
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@ -248,7 +248,7 @@ public class EvacuationPanel : MonoBehaviour
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LocationData locationData = npcData.Value;
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LocationData locationData = npcData.Value;
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// 如果场景的 ID 匹配当前 NPC 的 ID
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// 如果场景的 ID 匹配当前 NPC 的 ID
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if (locationData.ID == sceneInfo.sceneId)
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if (locationData.ID == int.Parse(sceneInfo.sceneId))
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{
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{
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// 获取每个区域的 NpcRatio 字段
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// 获取每个区域的 NpcRatio 字段
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string npcRatio = locationData.NpcRatio;
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string npcRatio = locationData.NpcRatio;
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@ -304,7 +304,7 @@ public class EvacuationPanel : MonoBehaviour
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{
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{
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foreach (var sceneInfo in sceneEntry.Value)
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foreach (var sceneInfo in sceneEntry.Value)
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{
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{
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LocationData area = js.GetAreaDateById(sceneInfo.sceneId);
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LocationData area = js.GetAreaDateById(int.Parse(sceneInfo.sceneId));
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// 如果NpcRatio不为"-1"表示该场景有效
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// 如果NpcRatio不为"-1"表示该场景有效
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if (area.NpcRatio != "-1")
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if (area.NpcRatio != "-1")
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{
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{
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// 获取所有物品的数量并提交
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// 获取所有物品的数量并提交
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public void SubmitMaterialData()
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public void SubmitMaterialData()
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{
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{
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Debug.Log("???????????????????????????????????????/" + materialItems.Count);
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createTemplateInfo.Instance.auth_CreateTemplate.materialList = new List<MaterialList>();
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foreach (var materialItem in materialItems)
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foreach (var materialItem in materialItems)
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{
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{
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createTemplateInfo.Instance.auth_CreateTemplate.materialList = new List<MaterialList>();
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MaterialList materialList = new MaterialList();
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MaterialList materialList = new MaterialList();
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materialList.materialId = materialItem.materialId;
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materialList.materialId = materialItem.materialId;
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Debug.Log("materialList.materialId--------------------" + materialList.materialId);
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Debug.Log("materialList.materialId--------------------" + materialList.materialId);
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@ -109,7 +109,7 @@ public class SelectScenePanel : MonoBehaviour
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Debug.LogError("未知的场景类型");
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Debug.LogError("未知的场景类型");
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break;
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break;
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}
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}
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item.sceneId = sceneData.Value.ID;
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item.sceneId = sceneData.Value.ID.ToString();
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item.sceneType = sceneData.Value.Type;
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item.sceneType = sceneData.Value.Type;
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if (item.IsOpen)
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if (item.IsOpen)
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{
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{
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@ -137,7 +137,7 @@ public class SelectScenePanel : MonoBehaviour
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{
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{
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Destroy(child.gameObject);
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Destroy(child.gameObject);
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}
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}
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this.scnenId = item.sceneId; // 获取 Text 组件的文本
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this.scnenId = int.Parse(item.sceneId); // 获取 Text 组件的文本
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this.sceneName = item.sceneName.text;
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this.sceneName = item.sceneName.text;
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InstantiateSchoolPrefab(scnenId);
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InstantiateSchoolPrefab(scnenId);
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}
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}
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@ -6,7 +6,7 @@ using UnityEngine.UI;
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public class PeopleItem : MonoBehaviour
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public class PeopleItem : MonoBehaviour
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{
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{
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public Text nameText; // 人员名字显示
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public Text nameText; // 人员名字显示
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public string peopleId;
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public Button button; // 按钮,用来选择人员
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public Button button; // 按钮,用来选择人员
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public Color defaultColor = Color.white; // 默认颜色
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public Color defaultColor = Color.white; // 默认颜色
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public Color addedColor = Color.gray; // 已添加颜色
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public Color addedColor = Color.gray; // 已添加颜色
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@ -15,7 +15,7 @@ public class PeopleItem : MonoBehaviour
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public string Name { get; private set; } // 角色名字
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public string Name { get; private set; } // 角色名字
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private bool isAdded; // 是否已添加
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private bool isAdded; // 是否已添加
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private bool isSelected; // 是否选中
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private bool isSelected; // 是否选中
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public string peopleId;
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public delegate void ClickHandler();
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public delegate void ClickHandler();
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public event ClickHandler onClick; // 点击事件
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public event ClickHandler onClick; // 点击事件
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public class SceneItem : MonoBehaviour
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public class SceneItem : MonoBehaviour
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{
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{
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public int sceneId;
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public string sceneId;
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public int sceneType;
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public int sceneType;
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public Text sceneName;
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public Text sceneName;
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public Image sceneImage;
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public Image sceneImage;
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public Image maskImage;
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public Image maskImage;
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public string roleLimit;//场景限制条件
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public string roleLimit;//场景限制条件
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public int limitNum;//限制人数
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public int limitNum;//限制人数
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public int dutyId;
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public string dutyId;
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public JSONReader jsonReader;
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public JSONReader jsonReader;
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public bool IsOpen { get; set; } = true;
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public bool IsOpen { get; set; } = true;
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// Start is called before the first frame update
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// Start is called before the first frame update
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@ -82,7 +82,7 @@ public class JueseChoicePop : MonoBehaviour
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{
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{
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Debug.Log("+++++++++++++++++++++++"+ int.Parse(firstElement));
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Debug.Log("+++++++++++++++++++++++"+ int.Parse(firstElement));
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Debug.Log("-------------------------"+ selectedInfo.dutyId);
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Debug.Log("-------------------------"+ selectedInfo.dutyId);
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if (selectedInfo.dutyId == int.Parse(firstElement))
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if (selectedInfo.dutyId == firstElement)
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{
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{
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GameObject item = GameObject.Instantiate(classmatePrefab, content);
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GameObject item = GameObject.Instantiate(classmatePrefab, content);
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ClassMate classMate = item.GetComponent<ClassMate>();
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ClassMate classMate = item.GetComponent<ClassMate>();
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