显示修改
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dbd00a9734
commit
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@ -1,182 +1,182 @@
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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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"Name": "2001,1,8000|2001,2,8000|2001,6,8000",
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"ActionMode": "0",
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"Group": "-1",
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"GroupLeader": "3",
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"IsLeadingNPC": "0",
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"ActionMode": 0,
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"Group": -1,
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"GroupLeader": 3,
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"IsLeadingNPC": 0,
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"ICON": "ICON_312",
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"WeightLimit": "-1",
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"Stats": "-1",
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"WeightLimit": -1,
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"Stats": -1,
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"Skills": "4001,-1|4003,202|4005,-1",
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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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"ID": "8001",
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"ID": 8001,
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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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"ActionMode": "2",
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"Group": "-1",
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"GroupLeader": "2",
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"IsLeadingNPC": "0",
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"ActionMode": 2,
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"Group": -1,
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"GroupLeader": 2,
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"IsLeadingNPC": 0,
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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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"Skills": "4001,-1|4003,202|4005,-1",
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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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"ID": "8002",
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"ID": 8002,
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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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"ActionMode": "2",
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"Group": "8003",
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"GroupLeader": "0",
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"IsLeadingNPC": "0",
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"ActionMode": 2,
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"Group": 8003,
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"GroupLeader": 0,
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"IsLeadingNPC": 0,
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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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"Skills": "4001,-1|4003,202|4005,-1",
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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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"ID": "8003",
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"ID": 8003,
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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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"ActionMode": "2",
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"Group": "-1",
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"GroupLeader": "1",
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"IsLeadingNPC": "0",
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"ActionMode": 2,
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"Group": -1,
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"GroupLeader": 1,
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"IsLeadingNPC": 0,
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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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"Skills": "4001,-1|4003,202|4005,-1",
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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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"ID": "8004",
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"ID": 8004,
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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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"ActionMode": "2",
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"Group": "8005",
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"GroupLeader": "0",
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"IsLeadingNPC": "0",
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"ActionMode": 2,
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"Group": 8005,
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"GroupLeader": 0,
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"IsLeadingNPC": 0,
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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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"Skills": "4001,-1|4003,202|4005,-1",
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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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"ID": "8005",
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"ID": 8005,
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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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"ActionMode": "2",
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"Group": "-1",
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"GroupLeader": "1",
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"IsLeadingNPC": "0",
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"ActionMode": 2,
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"Group": -1,
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"GroupLeader": 1,
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"IsLeadingNPC": 0,
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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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"Skills": "4001,-1|4003,202|4005,-1",
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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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"ID": "8006",
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"ID": 8006,
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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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"ActionMode": "1",
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"Group": "8001",
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"GroupLeader": "0",
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"IsLeadingNPC": "1",
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"Name": "2001,1,8006|2001,2,8006|2001,6,8999",
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"ActionMode": 1,
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"Group": 8001,
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"GroupLeader": 0,
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"IsLeadingNPC": 1,
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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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"Skills": "4001,-1|4003,202|4005,-1",
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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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"ID": "8007",
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"ID": 8007,
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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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"ActionMode": "2",
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"Group": "8001",
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"GroupLeader": "0",
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"IsLeadingNPC": "1",
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"ActionMode": 2,
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"Group": 8001,
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"GroupLeader": 0,
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"IsLeadingNPC": 1,
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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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"Skills": "4001,-1|4003,202|4005,-1",
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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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"ID": "8008",
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"ID": 8008,
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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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"ActionMode": "2",
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"Group": "8009",
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"GroupLeader": "0",
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"IsLeadingNPC": "0",
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"ActionMode": 2,
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"Group": 8009,
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"GroupLeader": 0,
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"IsLeadingNPC": 0,
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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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"Skills": "4001,-1|4003,202|4005,-1",
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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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"ID": "8009",
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"ID": 8009,
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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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"ActionMode": "2",
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"Group": "-1",
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"GroupLeader": "1",
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"IsLeadingNPC": "0",
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"ActionMode": 2,
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"Group": -1,
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"GroupLeader": 1,
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"IsLeadingNPC": 0,
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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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"Skills": "4001,-1|4003,202|4005,-1",
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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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"ID": "8010",
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"ID": 8010,
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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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"ActionMode": "2",
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"Group": "8001",
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"GroupLeader": "0",
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"IsLeadingNPC": "0",
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"ActionMode": 2,
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"Group": 8001,
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"GroupLeader": 0,
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"IsLeadingNPC": 0,
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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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"Skills": "4001,-1|4003,202|4005,-1",
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"ResPath": "\\ASSETS\\b010.Prefeb",
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"ManageLevel": "1|2|3|4|5"
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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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"Name": "2002,1,8011|2002,2,8011|2002,3,8999",
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"ActionMode": "1",
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"Group": "8001",
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"GroupLeader": "0",
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"IsLeadingNPC": "1",
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"ActionMode": 1,
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"Group": 8001,
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"GroupLeader": 0,
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"IsLeadingNPC": 1,
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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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"Skills": "4001,-1|4003,202|4005,-1",
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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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@ -196,7 +196,7 @@ public class Panel : MonoBehaviour
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sceneItem.sceneId = npcData.ToString();
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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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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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peopleList.Add(item);
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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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public void SetScene(int id)
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{
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peopleList.Clear();
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foreach(Transform child in sceneCount)
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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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if(npcData.Value.RoleLimit=="-1")
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{
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break;
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continue;
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}
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else
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{
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foreach (var section in roleLimitSections)
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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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string[] roleLimits = section.Split(',');
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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 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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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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{
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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.sceneId= sceneItem.sceneId;
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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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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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@ -510,6 +514,7 @@ public class Panel : MonoBehaviour
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dutyId = item.dutyId;
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selectedInfo.duty = duty;
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selectedInfo.dutyId = dutyId.ToString();
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Debug.LogError(">>>>>>>>>>>>>>>>" + selectedInfo.dutyId);
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}
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}
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}
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@ -297,101 +297,25 @@ public class EvacuationPanel : MonoBehaviour
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string[] limit = npcLimit.Split(',');
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if (limit[0] == selectScene.scnenId.ToString()&& limit[1] == selectScene.difficultyId.ToString())
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{
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//GameObject sceneitem = GameObject.Instantiate(personnelPrefabs, personnelContent);
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//PersonnelItem personnelItem = sceneitem.GetComponent<PersonnelItem>();
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//Button button = personnelItem.transform.Find("sceneText").GetComponent<Button>();
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//personnelItem.sceneText.text = sceneEntry.Key;
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//personnelItem.sceneId = area.ID;
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//personnelItem.Num = 1; // 设置初始值为 1
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//// 点击事件监听
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//button.onClick.AddListener(() =>
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//{
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// // 标记当前选择的区域
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// OnSceneItemClicked(item, Color.yellow, selectedScene);
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// // 如果被点击的区域已经有人员
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// if (personnelItem.NpcNum > 0)
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// {
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// redistributeBtn.onClick.AddListener(() => {
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// // 清除选定区域的人员数据
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// RedistributeLogic(personnelItem.sceneId, personnelItem.NpcNum);
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// });
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// }
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// // 清空现有场景下的所有人员UI
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// foreach (Transform child in sceneCount)
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// {
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// Destroy(child.gameObject);
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// }
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// // 执行后续的场景级别配置
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// LocationData locationData = js.GetAreaDateById(personnelItem.sceneId);
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// if (locationData.Level.ToString() != "0")
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// {
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// GameObject levelItem = GameObject.Instantiate(scenePrefab, sceneCount);
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// Button levelBtn = levelItem.transform.Find("chooseBtn2").GetComponent<Button>();
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// levelBtn.onClick.AddListener(() =>
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// {
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// JueseChoicePop jueseChoicePop = jueseChoicePanel.GetComponent<JueseChoicePop>();
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// jueseChoicePop.SetClass(personnelItem.sceneId);
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// jueseChoicePanel.gameObject.SetActive(true);
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// });
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// ClassItem classItem = levelItem.GetComponent<ClassItem>();
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// classItem.classname.text = locationData.Level.ToString();
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// }
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//});
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//personnelItems.Add(personnelItem);
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}
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}
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}
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}
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}
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//设置左侧场景显示
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public void SetPersonnel()
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{
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// 清空现有的UI项
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foreach (Transform child in personnelContent)
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{
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Destroy(child.gameObject);
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}
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// 清空人员列表
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personnelItems.Clear();
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foreach (var sceneEntry in panel.sceneDataDictionary)
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{
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foreach (var sceneInfo in sceneEntry.Value)
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{
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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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if (area.NpcRatio != "-1")
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{
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// 检查 personnelItems 是否已经包含该 sceneText.text
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var existingItem = personnelItems.Find(item => item.sceneText.text == sceneEntry.Key);
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if (existingItem != null)
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{
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// 如果已经存在,增加 Num
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existingItem.Num++;
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}
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else
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{
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// 如果没有重复的 personnelItem,创建并添加
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GameObject item = GameObject.Instantiate(personnelPrefabs, personnelContent);
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PersonnelItem personnelItem = item.GetComponent<PersonnelItem>();
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GameObject sceneitem = GameObject.Instantiate(personnelPrefabs, personnelContent);
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PersonnelItem personnelItem = sceneitem.GetComponent<PersonnelItem>();
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Button button = personnelItem.transform.Find("sceneText").GetComponent<Button>();
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personnelItem.sceneText.text = sceneEntry.Key;
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personnelItem.sceneId = area.ID;
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personnelItem.sceneText.text = js.SetUIText(item.Key);
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personnelItem.sceneId = item.Key;
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personnelItem.Num = 1; // 设置初始值为 1
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// 点击事件监听
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button.onClick.AddListener(() =>
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{
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// 标记当前选择的区域
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OnSceneItemClicked(item, Color.yellow, selectedScene);
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OnSceneItemClicked(sceneitem, Color.yellow, selectedScene);
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// 如果被点击的区域已经有人员
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if (personnelItem.NpcNum > 0)
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{
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redistributeBtn.onClick.AddListener(() => {
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redistributeBtn.onClick.AddListener(() =>
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{
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// 清除选定区域的人员数据
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RedistributeLogic(personnelItem.sceneId, personnelItem.NpcNum);
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RedistributeLogic(personnelItem.sceneId, personnelItem.NpcNum);
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});
|
||||
}
|
||||
// 清空现有场景下的所有人员UI
|
||||
@ -418,14 +342,91 @@ public class EvacuationPanel : MonoBehaviour
|
||||
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
|
||||
public void IsRedistribution()
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user