显示修改
This commit is contained in:
parent
dbd00a9734
commit
e44090390c
@ -1,182 +1,182 @@
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[
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[
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{
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{
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"ID": "8000",
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"ID": 8000,
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"Note": "主持人",
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"Note": "主持人",
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"Name": "2001,1,8000|2001,2,8000|2001,6,8000",
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"Name": "2001,1,8000|2001,2,8000|2001,6,8000",
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"ActionMode": "0",
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"ActionMode": 0,
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"Group": "-1",
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"Group": -1,
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"GroupLeader": "3",
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"GroupLeader": 3,
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"IsLeadingNPC": "0",
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"IsLeadingNPC": 0,
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"ICON": "ICON_312",
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"ICON": "ICON_312",
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"WeightLimit": "-1",
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"WeightLimit": -1,
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"Stats": "-1",
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"Stats": -1,
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b013.Prefeb",
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"ResPath": "\\ASSETS\\b013.Prefeb",
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"ManageLevel": "-1"
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"ManageLevel": -1
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},
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},
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{
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{
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"ID": "8001",
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"ID": 8001,
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"Note": "总指挥",
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"Note": "总指挥",
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"Name": "2001,1,8001|2001,2,8001|2001,6,8001",
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"Name": "2001,1,8001|2001,2,8001|2001,6,8001",
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"ActionMode": "2",
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"ActionMode": 2,
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"Group": "-1",
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"Group": -1,
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"GroupLeader": "2",
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"GroupLeader": 2,
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"IsLeadingNPC": "0",
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"IsLeadingNPC": 0,
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"ICON": "ICON_313",
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"ICON": "ICON_313",
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"WeightLimit": "5",
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"WeightLimit": 5,
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b001.Prefeb",
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"ResPath": "\\ASSETS\\b001.Prefeb",
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"ManageLevel": "-1"
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"ManageLevel": -1
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},
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},
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{
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{
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"ID": "8002",
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"ID": 8002,
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"Note": "抢险救援组",
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"Note": "抢险救援组",
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"Name": "2001,1,8002|2001,2,8002|2001,6,8002",
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"Name": "2001,1,8002|2001,2,8002|2001,6,8002",
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"ActionMode": "2",
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"ActionMode": 2,
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"Group": "8003",
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"Group": 8003,
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"GroupLeader": "0",
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"GroupLeader": 0,
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"IsLeadingNPC": "0",
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"IsLeadingNPC": 0,
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"ICON": "ICON_314",
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"ICON": "ICON_314",
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"WeightLimit": "5",
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"WeightLimit": 5,
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b002.Prefeb",
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"ResPath": "\\ASSETS\\b002.Prefeb",
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"ManageLevel": "-1"
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"ManageLevel": -1
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},
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},
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{
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{
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"ID": "8003",
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"ID": 8003,
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"Note": "(组长)抢险救援组",
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"Note": "(组长)抢险救援组",
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"Name": "2001,1,8003|2001,2,8003|2001,6,8003",
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"Name": "2001,1,8003|2001,2,8003|2001,6,8003",
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"ActionMode": "2",
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"ActionMode": 2,
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"Group": "-1",
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"Group": -1,
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"GroupLeader": "1",
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"GroupLeader": 1,
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"IsLeadingNPC": "0",
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"IsLeadingNPC": 0,
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"ICON": "ICON_315",
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"ICON": "ICON_315",
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"WeightLimit": "5",
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"WeightLimit": 5,
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b003.Prefeb",
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"ResPath": "\\ASSETS\\b003.Prefeb",
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"ManageLevel": "-1"
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"ManageLevel": -1
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},
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},
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{
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{
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"ID": "8004",
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"ID": 8004,
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"Note": "医疗救护组",
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"Note": "医疗救护组",
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"Name": "2001,1,8004|2001,2,8004|2001,6,8004",
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"Name": "2001,1,8004|2001,2,8004|2001,6,8004",
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"ActionMode": "2",
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"ActionMode": 2,
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"Group": "8005",
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"Group": 8005,
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"GroupLeader": "0",
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"GroupLeader": 0,
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"IsLeadingNPC": "0",
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"IsLeadingNPC": 0,
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"ICON": "ICON_316",
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"ICON": "ICON_316",
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"WeightLimit": "5",
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"WeightLimit": 5,
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b004.Prefeb",
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"ResPath": "\\ASSETS\\b004.Prefeb",
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"ManageLevel": "-1"
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"ManageLevel": -1
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},
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},
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{
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{
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"ID": "8005",
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"ID": 8005,
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"Note": "(组长)医疗救护组",
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"Note": "(组长)医疗救护组",
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"Name": "2001,1,8005|2001,2,8005|2001,6,8005",
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"Name": "2001,1,8005|2001,2,8005|2001,6,8005",
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"ActionMode": "2",
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"ActionMode": 2,
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"Group": "-1",
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"Group": -1,
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"GroupLeader": "1",
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"GroupLeader": 1,
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"IsLeadingNPC": "0",
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"IsLeadingNPC": 0,
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"ICON": "ICON_317",
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"ICON": "ICON_317",
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"WeightLimit": "5",
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"WeightLimit": 5,
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b005.Prefeb",
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"ResPath": "\\ASSETS\\b005.Prefeb",
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"ManageLevel": "-1"
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"ManageLevel": -1
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},
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},
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{
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{
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"ID": "8006",
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"ID": 8006,
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"Note": "疏散引导组1",
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"Note": "疏散引导组1",
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"Name": "2001,1,8005|2001,2,8005|2001,6,8999",
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"Name": "2001,1,8006|2001,2,8006|2001,6,8999",
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"ActionMode": "1",
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"ActionMode": 1,
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"Group": "8001",
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"Group": 8001,
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"GroupLeader": "0",
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"GroupLeader": 0,
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"IsLeadingNPC": "1",
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"IsLeadingNPC": 1,
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"ICON": "ICON_318",
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"ICON": "ICON_318",
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"WeightLimit": "-1",
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"WeightLimit": -1,
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b006.Prefeb",
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"ResPath": "\\ASSETS\\b006.Prefeb",
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"ManageLevel": "-1"
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"ManageLevel": -1
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},
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},
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{
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{
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"ID": "8007",
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"ID": 8007,
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"Note": "疏散引导组2",
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"Note": "疏散引导组2",
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"Name": "2002,1,8007|2002,2,8007|2002,3,8999",
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"Name": "2002,1,8007|2002,2,8007|2002,3,8999",
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"ActionMode": "2",
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"ActionMode": 2,
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"Group": "8001",
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"Group": 8001,
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"GroupLeader": "0",
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"GroupLeader": 0,
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"IsLeadingNPC": "1",
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"IsLeadingNPC": 1,
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"ICON": "ICON_319",
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"ICON": "ICON_319",
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"WeightLimit": "-1",
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"WeightLimit": -1,
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b007.Prefeb",
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"ResPath": "\\ASSETS\\b007.Prefeb",
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"ManageLevel": "-1"
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"ManageLevel": -1
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},
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},
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{
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{
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"ID": "8008",
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"ID": 8008,
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"Note": "后勤保障组",
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"Note": "后勤保障组",
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"Name": "2001,1,8008|2001,2,8008|2001,6,8008",
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"Name": "2001,1,8008|2001,2,8008|2001,6,8008",
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"ActionMode": "2",
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"ActionMode": 2,
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"Group": "8009",
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"Group": 8009,
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"GroupLeader": "0",
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"GroupLeader": 0,
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"IsLeadingNPC": "0",
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"IsLeadingNPC": 0,
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"ICON": "ICON_320",
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"ICON": "ICON_320",
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"WeightLimit": "10",
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"WeightLimit": 10,
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b008.Prefeb",
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"ResPath": "\\ASSETS\\b008.Prefeb",
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"ManageLevel": "-1"
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"ManageLevel": -1
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},
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},
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{
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{
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"ID": "8009",
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"ID": 8009,
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"Note": "(组长)后勤保障组",
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"Note": "(组长)后勤保障组",
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"Name": "2001,1,8009|2001,2,8009|2001,6,8009",
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"Name": "2001,1,8009|2001,2,8009|2001,6,8009",
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"ActionMode": "2",
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"ActionMode": 2,
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"Group": "-1",
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"Group": -1,
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"GroupLeader": "1",
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"GroupLeader": 1,
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"IsLeadingNPC": "0",
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"IsLeadingNPC": 0,
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"ICON": "ICON_321",
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"ICON": "ICON_321",
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"WeightLimit": "10",
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"WeightLimit": 10,
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b009.Prefeb",
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"ResPath": "\\ASSETS\\b009.Prefeb",
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"ManageLevel": "-1"
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"ManageLevel": -1
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},
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},
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{
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{
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"ID": "8010",
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"ID": 8010,
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"Note": "搜寻组",
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"Note": "搜寻组",
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"Name": "2001,1,8010|2001,2,8010|2001,6,8010",
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"Name": "2001,1,8010|2001,2,8010|2001,6,8010",
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"ActionMode": "2",
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"ActionMode": 2,
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"Group": "8001",
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"Group": 8001,
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"GroupLeader": "0",
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"GroupLeader": 0,
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"IsLeadingNPC": "0",
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"IsLeadingNPC": 0,
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"ICON": "ICON_322",
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"ICON": "ICON_322",
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"WeightLimit": "5",
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"WeightLimit": 5,
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b010.Prefeb",
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"ResPath": "\\ASSETS\\b010.Prefeb",
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"ManageLevel": "1|2|3|4|5"
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"ManageLevel": "1|2|3|4|5"
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},
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},
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{
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{
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"ID": "8011",
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"ID": 8011,
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"Note": "学生寝室长",
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"Note": "学生寝室长",
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"Name": "2002,1,8011|2002,2,8011|2002,3,8999",
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"Name": "2002,1,8011|2002,2,8011|2002,3,8999",
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"ActionMode": "1",
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"ActionMode": 1,
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"Group": "8001",
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"Group": 8001,
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"GroupLeader": "0",
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"GroupLeader": 0,
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"IsLeadingNPC": "1",
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"IsLeadingNPC": 1,
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"ICON": "ICON_323",
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"ICON": "ICON_323",
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"WeightLimit": "-1",
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"WeightLimit": -1,
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Stats": "1,6.5|2,1.8|3,1|6,100",
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"Skills": "4001,-1|4003,202|4005,-1",
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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b012.Prefeb",
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"ResPath": "\\ASSETS\\b012.Prefeb",
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"ManageLevel": "-1"
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"ManageLevel": -1
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}
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}
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]
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]
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@ -196,7 +196,7 @@ public class Panel : MonoBehaviour
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sceneItem.sceneId = npcData.ToString();
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sceneItem.sceneId = npcData.ToString();
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LocationData locationData= jsonReader1.GetAreaDateById(int.Parse(npcData));
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LocationData locationData= jsonReader1.GetAreaDateById(int.Parse(npcData));
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sceneItem.sceneName.text = jsonReader1.SetUIText(locationData.Name);
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sceneItem.sceneName.text = jsonReader1.SetUIText(locationData.Name);
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Debug.LogError(sceneItem.sceneId);
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//Debug.LogError(sceneItem.sceneId);
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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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peopleList.Add(item);
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peopleList.Add(item);
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}
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}
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@ -297,6 +297,7 @@ public class Panel : MonoBehaviour
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//根据选择的职责加载出对应场景
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//根据选择的职责加载出对应场景
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public void SetScene(int id)
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public void SetScene(int id)
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{
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{
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peopleList.Clear();
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peopleList.Clear();
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foreach(Transform child in sceneCount)
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foreach(Transform child in sceneCount)
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{
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{
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@ -313,18 +314,20 @@ public class Panel : MonoBehaviour
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bool shouldInstantiate = true;
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bool shouldInstantiate = true;
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if(npcData.Value.RoleLimit=="-1")
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if(npcData.Value.RoleLimit=="-1")
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{
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{
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break;
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continue;
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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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foreach (var section in roleLimitSections)
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foreach (var section in roleLimitSections)
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{
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{
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// 按“,”分隔出事故位置ID、职业ID和最低要求人数
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// 按“,”分隔出事故位置ID、职业ID和最低要求人数
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string[] roleLimits = section.Split(',');
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string[] roleLimits = section.Split(',');
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string accidentLocationId = roleLimits[0]; // 事故位置ID
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string accidentLocationId = roleLimits[0]; // 事故位置ID
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string difficultyId = roleLimits[1];
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string difficultyId = roleLimits[1];
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string roleId = roleLimits[2]; // 职业ID
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string roleId = roleLimits[2]; // 职业ID
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int minRequired = int.Parse(roleLimits[3]); // 最低要求人数
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int minRequired = int.Parse(roleLimits[3]); // 最低要求人数
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Debug.LogError("SceneId+" + selectScenePanel.idcidentId);
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if (accidentLocationId == selectScenePanel.idcidentId.ToString() && roleId == id.ToString() && difficultyId == selectScenePanel.difficultyId.ToString())
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if (accidentLocationId == selectScenePanel.idcidentId.ToString() && roleId == id.ToString() && difficultyId == selectScenePanel.difficultyId.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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@ -492,6 +495,7 @@ public class Panel : MonoBehaviour
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selectedInfo.scene = scene;
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selectedInfo.scene = scene;
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selectedInfo.sceneId= sceneItem.sceneId;
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selectedInfo.sceneId= sceneItem.sceneId;
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isSceneSelected = true; // 选择了场景
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isSceneSelected = true; // 选择了场景
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Debug.LogError(">>>>>>>>>>>>>>>>" + selectedInfo.sceneId);
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}
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}
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else if (buttonText != null && buttonText.tag == Tags.duty) // 获取标签为职责的信息
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else if (buttonText != null && buttonText.tag == Tags.duty) // 获取标签为职责的信息
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{
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{
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||||||
@ -510,6 +514,7 @@ public class Panel : MonoBehaviour
|
|||||||
dutyId = item.dutyId;
|
dutyId = item.dutyId;
|
||||||
selectedInfo.duty = duty;
|
selectedInfo.duty = duty;
|
||||||
selectedInfo.dutyId = dutyId.ToString();
|
selectedInfo.dutyId = dutyId.ToString();
|
||||||
|
Debug.LogError(">>>>>>>>>>>>>>>>" + selectedInfo.dutyId);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -297,101 +297,25 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
string[] limit = npcLimit.Split(',');
|
string[] limit = npcLimit.Split(',');
|
||||||
if (limit[0] == selectScene.scnenId.ToString()&& limit[1] == selectScene.difficultyId.ToString())
|
if (limit[0] == selectScene.scnenId.ToString()&& limit[1] == selectScene.difficultyId.ToString())
|
||||||
{
|
{
|
||||||
//GameObject sceneitem = GameObject.Instantiate(personnelPrefabs, personnelContent);
|
GameObject sceneitem = GameObject.Instantiate(personnelPrefabs, personnelContent);
|
||||||
//PersonnelItem personnelItem = sceneitem.GetComponent<PersonnelItem>();
|
PersonnelItem personnelItem = sceneitem.GetComponent<PersonnelItem>();
|
||||||
//Button button = personnelItem.transform.Find("sceneText").GetComponent<Button>();
|
|
||||||
|
|
||||||
//personnelItem.sceneText.text = sceneEntry.Key;
|
|
||||||
//personnelItem.sceneId = area.ID;
|
|
||||||
//personnelItem.Num = 1; // 设置初始值为 1
|
|
||||||
//// 点击事件监听
|
|
||||||
//button.onClick.AddListener(() =>
|
|
||||||
//{
|
|
||||||
// // 标记当前选择的区域
|
|
||||||
// OnSceneItemClicked(item, Color.yellow, selectedScene);
|
|
||||||
// // 如果被点击的区域已经有人员
|
|
||||||
// if (personnelItem.NpcNum > 0)
|
|
||||||
// {
|
|
||||||
// redistributeBtn.onClick.AddListener(() => {
|
|
||||||
// // 清除选定区域的人员数据
|
|
||||||
// RedistributeLogic(personnelItem.sceneId, personnelItem.NpcNum);
|
|
||||||
// });
|
|
||||||
// }
|
|
||||||
// // 清空现有场景下的所有人员UI
|
|
||||||
// foreach (Transform child in sceneCount)
|
|
||||||
// {
|
|
||||||
// Destroy(child.gameObject);
|
|
||||||
// }
|
|
||||||
// // 执行后续的场景级别配置
|
|
||||||
// LocationData locationData = js.GetAreaDateById(personnelItem.sceneId);
|
|
||||||
// if (locationData.Level.ToString() != "0")
|
|
||||||
// {
|
|
||||||
// GameObject levelItem = GameObject.Instantiate(scenePrefab, sceneCount);
|
|
||||||
// Button levelBtn = levelItem.transform.Find("chooseBtn2").GetComponent<Button>();
|
|
||||||
// levelBtn.onClick.AddListener(() =>
|
|
||||||
// {
|
|
||||||
// JueseChoicePop jueseChoicePop = jueseChoicePanel.GetComponent<JueseChoicePop>();
|
|
||||||
// jueseChoicePop.SetClass(personnelItem.sceneId);
|
|
||||||
// jueseChoicePanel.gameObject.SetActive(true);
|
|
||||||
// });
|
|
||||||
// ClassItem classItem = levelItem.GetComponent<ClassItem>();
|
|
||||||
// classItem.classname.text = locationData.Level.ToString();
|
|
||||||
// }
|
|
||||||
//});
|
|
||||||
//personnelItems.Add(personnelItem);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//设置左侧场景显示
|
|
||||||
public void SetPersonnel()
|
|
||||||
{
|
|
||||||
// 清空现有的UI项
|
|
||||||
foreach (Transform child in personnelContent)
|
|
||||||
{
|
|
||||||
Destroy(child.gameObject);
|
|
||||||
}
|
|
||||||
// 清空人员列表
|
|
||||||
personnelItems.Clear();
|
|
||||||
|
|
||||||
foreach (var sceneEntry in panel.sceneDataDictionary)
|
|
||||||
{
|
|
||||||
foreach (var sceneInfo in sceneEntry.Value)
|
|
||||||
{
|
|
||||||
LocationData area = js.GetAreaDateById(int.Parse(sceneInfo.sceneId));
|
|
||||||
// 如果NpcRatio不为"-1"表示该场景有效
|
|
||||||
if (area.NpcRatio != "-1")
|
|
||||||
{
|
|
||||||
// 检查 personnelItems 是否已经包含该 sceneText.text
|
|
||||||
var existingItem = personnelItems.Find(item => item.sceneText.text == sceneEntry.Key);
|
|
||||||
if (existingItem != null)
|
|
||||||
{
|
|
||||||
// 如果已经存在,增加 Num
|
|
||||||
existingItem.Num++;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// 如果没有重复的 personnelItem,创建并添加
|
|
||||||
GameObject item = GameObject.Instantiate(personnelPrefabs, personnelContent);
|
|
||||||
PersonnelItem personnelItem = item.GetComponent<PersonnelItem>();
|
|
||||||
Button button = personnelItem.transform.Find("sceneText").GetComponent<Button>();
|
Button button = personnelItem.transform.Find("sceneText").GetComponent<Button>();
|
||||||
personnelItem.sceneText.text = sceneEntry.Key;
|
|
||||||
personnelItem.sceneId = area.ID;
|
personnelItem.sceneText.text = js.SetUIText(item.Key);
|
||||||
|
personnelItem.sceneId = item.Key;
|
||||||
personnelItem.Num = 1; // 设置初始值为 1
|
personnelItem.Num = 1; // 设置初始值为 1
|
||||||
// 点击事件监听
|
// 点击事件监听
|
||||||
button.onClick.AddListener(() =>
|
button.onClick.AddListener(() =>
|
||||||
{
|
{
|
||||||
// 标记当前选择的区域
|
// 标记当前选择的区域
|
||||||
OnSceneItemClicked(item, Color.yellow, selectedScene);
|
OnSceneItemClicked(sceneitem, Color.yellow, selectedScene);
|
||||||
// 如果被点击的区域已经有人员
|
// 如果被点击的区域已经有人员
|
||||||
if (personnelItem.NpcNum > 0)
|
if (personnelItem.NpcNum > 0)
|
||||||
{
|
{
|
||||||
redistributeBtn.onClick.AddListener(() => {
|
redistributeBtn.onClick.AddListener(() =>
|
||||||
|
{
|
||||||
// 清除选定区域的人员数据
|
// 清除选定区域的人员数据
|
||||||
RedistributeLogic(personnelItem.sceneId, personnelItem.NpcNum);
|
RedistributeLogic(personnelItem.sceneId, personnelItem.NpcNum);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
// 清空现有场景下的所有人员UI
|
// 清空现有场景下的所有人员UI
|
||||||
@ -418,14 +342,91 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
personnelItems.Add(personnelItem);
|
personnelItems.Add(personnelItem);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
break; // 如果遇到无效场景(NpcRatio为-1),跳出当前循环
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//设置左侧场景显示
|
||||||
|
//public void SetPersonnel()
|
||||||
|
//{
|
||||||
|
// // 清空现有的UI项
|
||||||
|
// foreach (Transform child in personnelContent)
|
||||||
|
// {
|
||||||
|
// Destroy(child.gameObject);
|
||||||
|
// }
|
||||||
|
// // 清空人员列表
|
||||||
|
// personnelItems.Clear();
|
||||||
|
|
||||||
|
// foreach (var sceneEntry in panel.sceneDataDictionary)
|
||||||
|
// {
|
||||||
|
// foreach (var sceneInfo in sceneEntry.Value)
|
||||||
|
// {
|
||||||
|
// LocationData area = js.GetAreaDateById(int.Parse(sceneInfo.sceneId));
|
||||||
|
// // 如果NpcRatio不为"-1"表示该场景有效
|
||||||
|
// if (area.NpcRatio != "-1")
|
||||||
|
// {
|
||||||
|
// // 检查 personnelItems 是否已经包含该 sceneText.text
|
||||||
|
// var existingItem = personnelItems.Find(item => item.sceneText.text == sceneEntry.Key);
|
||||||
|
// if (existingItem != null)
|
||||||
|
// {
|
||||||
|
// // 如果已经存在,增加 Num
|
||||||
|
// existingItem.Num++;
|
||||||
|
// }
|
||||||
|
// else
|
||||||
|
// {
|
||||||
|
// // 如果没有重复的 personnelItem,创建并添加
|
||||||
|
// GameObject item = GameObject.Instantiate(personnelPrefabs, personnelContent);
|
||||||
|
// PersonnelItem personnelItem = item.GetComponent<PersonnelItem>();
|
||||||
|
// Button button = personnelItem.transform.Find("sceneText").GetComponent<Button>();
|
||||||
|
// personnelItem.sceneText.text = sceneEntry.Key;
|
||||||
|
// personnelItem.sceneId = area.ID;
|
||||||
|
// personnelItem.Num = 1; // 设置初始值为 1
|
||||||
|
// // 点击事件监听
|
||||||
|
// button.onClick.AddListener(() =>
|
||||||
|
// {
|
||||||
|
// // 标记当前选择的区域
|
||||||
|
// OnSceneItemClicked(item, Color.yellow, selectedScene);
|
||||||
|
// // 如果被点击的区域已经有人员
|
||||||
|
// if (personnelItem.NpcNum > 0)
|
||||||
|
// {
|
||||||
|
// redistributeBtn.onClick.AddListener(() => {
|
||||||
|
// // 清除选定区域的人员数据
|
||||||
|
// RedistributeLogic(personnelItem.sceneId, personnelItem.NpcNum);
|
||||||
|
// });
|
||||||
|
// }
|
||||||
|
// // 清空现有场景下的所有人员UI
|
||||||
|
// foreach (Transform child in sceneCount)
|
||||||
|
// {
|
||||||
|
// Destroy(child.gameObject);
|
||||||
|
// }
|
||||||
|
// // 执行后续的场景级别配置
|
||||||
|
// LocationData locationData = js.GetAreaDateById(personnelItem.sceneId);
|
||||||
|
// if (locationData.Level.ToString() != "0")
|
||||||
|
// {
|
||||||
|
// GameObject levelItem = GameObject.Instantiate(scenePrefab, sceneCount);
|
||||||
|
// Button levelBtn = levelItem.transform.Find("chooseBtn2").GetComponent<Button>();
|
||||||
|
// levelBtn.onClick.AddListener(() =>
|
||||||
|
// {
|
||||||
|
// JueseChoicePop jueseChoicePop = jueseChoicePanel.GetComponent<JueseChoicePop>();
|
||||||
|
// jueseChoicePop.SetClass(personnelItem.sceneId);
|
||||||
|
// jueseChoicePanel.gameObject.SetActive(true);
|
||||||
|
// });
|
||||||
|
// ClassItem classItem = levelItem.GetComponent<ClassItem>();
|
||||||
|
// classItem.classname.text = locationData.Level.ToString();
|
||||||
|
// }
|
||||||
|
// });
|
||||||
|
// personnelItems.Add(personnelItem);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// else
|
||||||
|
// {
|
||||||
|
// break; // 如果遇到无效场景(NpcRatio为-1),跳出当前循环
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
//}
|
||||||
|
|
||||||
// 判断重新分配按钮是否可以点击
|
// 判断重新分配按钮是否可以点击
|
||||||
public void IsRedistribution()
|
public void IsRedistribution()
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user