小小提交一下,存在感+1

This commit is contained in:
林小智丶 2024-12-20 18:50:23 +08:00
parent 8fd9d76b66
commit e68872263e
25 changed files with 1876 additions and 6021 deletions

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@ -36,6 +36,7 @@ public class JSONReader : MonoBehaviour
public Dictionary<int, GlobalJson> GlobalDictionary = new Dictionary<int, GlobalJson>();
public Dictionary<string, Select> ZZSelectsDictionary = new Dictionary<string, Select>();
public Dictionary<int, NPCData> OpcNameDictionary=new Dictionary<int, NPCData>();
public Dictionary<string, List<Select>> ZZFindTaskID = new Dictionary<string, List<Select>>();
void Awake()
{
@ -55,6 +56,7 @@ public class JSONReader : MonoBehaviour
OpcNameDictionary = SelectOpcName(npcJsonFile.text);
GlobalDictionary = GlobelJSON(GlobalJsonFile.text);
ZZSelectsDictionary = SelectsJSON(SelectsJsonFile.text);
ZZFindTaskID = BoolTask(SelectJsonFile.text);
GetLanguageByID(20008);
foreach (var npc in sceneDictionary)
@ -237,6 +239,26 @@ public class JSONReader : MonoBehaviour
return OpcNameDictionary;
}
//找到玩家接取的任务ID对应的
public Dictionary<string, List<Select>> BoolTask(string json)
{
Select[] locationArray = JsonHelper.FromJson<Select>(json);
Dictionary<string, List<Select>> locationDictionary = new Dictionary<string, List<Select>>();
foreach (var location in locationArray)
{
if (!locationDictionary.ContainsKey(location.Precondition))
{
// 如果键不存在,初始化一个新的列表
locationDictionary[location.Precondition] = new List<Select>();
}
// 添加到列表中
locationDictionary[location.Precondition].Add(location);
}
return locationDictionary;
}
//将所有的数据都拿出来方便调用
// 根据给定的ID获取对应的NPC数据并返回字典中所有数据
@ -433,6 +455,7 @@ public class JSONReader : MonoBehaviour
return null;
}
}
}
// 帮助类,用于解析 JSON 数组

View File

@ -1,7 +1,11 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Numerics;
using JetBrains.Annotations;
using Newtonsoft.Json;
using TMPro;
using Unity.VisualScripting;
using UnityEditor.Rendering.LookDev;
using UnityEngine;
using UnityEngine.UI;
@ -17,14 +21,7 @@ public class FreePanelManager : MonoBehaviour
public GameObject TipPanel;
public GameObject AccidentIPanel;
//职业介绍框框
public GameObject OpcTip1;
public GameObject OpcTip2;
public GameObject OpcTip3;
public GameObject OpcTip4;
public GameObject OpcTip5;
public GameObject OpcTip6;
public GameObject OpcTip7;
public GameObject OpcTip8;
public List<GameObject> OpcList;
//疏散顺序的确定按钮
public GameObject EvacuateSurePanel;
//疏散顺序面板
@ -44,26 +41,9 @@ public class FreePanelManager : MonoBehaviour
public Button Evacuate2Button;
public Button Evacuate3Button;
public Button Evacuate4Button;
public Button OpcButton1;
public Button OpcButton2;
public Button OpcButton3;
public Button OpcButton4;
public Button OpcButton5;
public Button OpcButton6;
public Button OpcButton7;
public Button OpcButton8;
[Header("文本")]
//特殊情况弹窗文本
public Text TipText;
//职业的种类名字
public Text Ocp1;
public Text Ocp2;
public Text Ocp3;
public Text Ocp4;
public Text Ocp5;
public Text Ocp6;
public Text Ocp7;
public Text Ocp8;
//疏散顺序描述
public Text EvacuateText1;
public Text EvacuateText2;
@ -86,100 +66,77 @@ public class FreePanelManager : MonoBehaviour
#region
public List<GameObject> createdItems = new List<GameObject>();//保存内容用的列表
public List<string> Order = new List<string>();//保存底板的字段
public GameObject content1; // Scroll View 的 Content 物体
public GameObject content2;
public GameObject content3;
public GameObject content4;
public GameObject content5;
public GameObject content6;
public GameObject content7;
public GameObject content8;
public List<string> OpcName = new List<string>(); //保存职业任务介绍
private int itemCount=1; // 要创建的物体数量
public Sprite InfoBg;//介绍的底板
private int itemCount = 1; // 要创建的物体数量
public GameObject itemPrefab; // 子物体的预制件
public JSONReader JSONReader;
#endregion
#region
public List<string> OpcItems = new List<string>(); //保存需要创建几个职业
public List<Transform> DirectChildren = new List<Transform>();//用于保存Item的子物体 方便左右
public List<GameObject> TagChildren = new List<GameObject>();//用于保存Item子物体带有标签的用与放职业介绍
public GameObject Item;//创建在谁的jio下
public List<string> TaskId = new List<string>();//保存玩家接取的任务
public GameObject OpcPrefab;//职业预制体
public Image OpcImage;//预制体图片
public Text OpcText;//预制体文本内容
#endregion
private static int a = 0;
public void Start()
{
OcpName(8001, 1);
OcpName(8002, 2);
OcpName(8004, 3);
OcpName(8006, 4);
OcpName(8007, 5);
OcpName(8008, 6);
OcpName(8010, 7);
OcpName(8011, 8);
ContainsValue(11002);
#region 西
InitializeChild();
#endregion
//职业介绍框左按钮
OpcLeft.onClick.AddListener(() =>
{
LeftRight(1);
LeftRight(a, -1);
});
//职业介绍框右按钮
OpcRight.onClick.AddListener(() => {
LeftRight(2);
OpcRight.onClick.AddListener(() =>
{
LeftRight(a, 1);
});
//疏散顺序的选项
#region
Evacuate1Button.onClick.AddListener(() => {
Evacuate1Button.onClick.AddListener(() =>
{
EvacuateSurePanel.SetActive(true);
});
Evacuate2Button.onClick.AddListener(() => {
Evacuate2Button.onClick.AddListener(() =>
{
EvacuateSurePanel.SetActive(true);
});
Evacuate3Button.onClick.AddListener(() => {
Evacuate3Button.onClick.AddListener(() =>
{
EvacuateSurePanel.SetActive(true);
});
Evacuate4Button.onClick.AddListener(() => {
Evacuate4Button.onClick.AddListener(() =>
{
EvacuateSurePanel.SetActive(true);
});
#endregion
//疏散顺序的箭头
EvacuateButton.onClick.AddListener(() => {
EvacuateButton.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(false);
EvacuateSurePanel.SetActive(false);
});
//职业面板点击事件
#region
OpcButton1.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton2.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton3.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton4.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton5.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton6.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton7.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
OpcButton8.onClick.AddListener(() =>
{
EvacuatePanel.SetActive(true);
});
#endregion
}
public void Update()
@ -267,54 +224,24 @@ public class FreePanelManager : MonoBehaviour
/// </summary>
/// <param name="ID">职业的ID</param>
/// <param name="a">第几个面板(从1开始)</param>
public void OcpName(int ID, int index)
public void OcpNameChoose(int ID)
{
string str = JSONReader.GetOcpName(ID);
switch (index)
{
case 1:
CreateOcpText(ID.ToString(), content1);
Ocp1.text = str;
break;
case 2:
CreateOcpText(ID.ToString(), content2);
Ocp2.text = str;
break;
case 3:
CreateOcpText(ID.ToString(), content3);
Ocp3.text = str;
break;
case 4:
CreateOcpText(ID.ToString(), content4);
Ocp4.text = str;
break;
case 5:
CreateOcpText(ID.ToString(), content5);
Ocp5.text = str;
break;
case 6:
CreateOcpText(ID.ToString(), content6);
Ocp6.text = str;
break;
case 7:
CreateOcpText(ID.ToString(), content7);
Ocp7.text = str;
break;
case 8:
CreateOcpText(ID.ToString(), content8);
Ocp8.text = str;
break;
}
OpcText.text = str;
}
/// <summary>
/// 创建职业介绍内容这个方法要联动OcpName方法的)
/// 创建职业介绍内容这个方法要联动OcpNameChoose方法的
/// </summary>
/// <param name="ID">职业的ID</param>
/// <param name="content">放在那个一个子物体下</param>
public void CreateOcpText(string ID,GameObject content)
public void CreateOcpText(string ID, GameObject content)
{
OpcName.Clear();
// 遍历 SelectDictionaryctsDictionary.Count);
Order.Clear(); // 确保 Order 清空,避免重复数据
createdItems.Clear(); // 确保 createdItems 清空,避免重复数据
// 遍历 SelectDictionary
foreach (var kvp in JSONReader.ZZSelectsDictionary)
{
// 这里 kvp.Key 是字典的键kvp.Value 是 Select 对象
@ -325,43 +252,126 @@ public class FreePanelManager : MonoBehaviour
{
// 将 Note 添加到 OpcName 列表
OpcName.Add(select.Note);
Order.Add(select.AppliedUI);
}
}
// 动态创建指定数量的子物体并保存它们
for (int i = 0; i < OpcName.Count; i++)
{
GameObject newItem = Instantiate(itemPrefab, content.transform);
// 找到子物体的文本组件并设置内容
Text left = newItem.transform.Find("Text").GetComponent<Text>();
left.text = OpcName[i];
// 如果 Order[i] 是 "order2",修改背景图片
if (Order[i] == "order2")
{
Image image = newItem.GetComponent<Image>();
image.sprite = InfoBg;
// 添加点击事件
Button button = newItem.GetComponent<Button>();
if (button != null)
{
int index = 0; // 用局部变量保存当前索引
button.onClick.AddListener(() => OnButtonClicked(index));
index += 1;
}
}
createdItems.Add(newItem); // 将新创建的物体添加到列表中
}
}
//职业介绍界面左右按钮
private void LeftRight(int a)
//给创建的职业对应文本创建点击事件
public void OnButtonClicked(int index)
{
if(a==1)
switch (index)
{
OpcTip1.SetActive(true);
OpcTip2.SetActive(true);
OpcTip3.SetActive(true);
OpcTip4.SetActive(true);
OpcTip5.SetActive(false);
OpcTip6.SetActive(false);
OpcTip7.SetActive(false);
OpcTip8.SetActive(false);
case 0:
Debug.Log("我是0");
break;
case 1:
Debug.Log("我是1");
break;
case 2:
Debug.Log("我是2");
break;
case 3:
Debug.Log("我是3");
break;
case 4:
Debug.Log("我是4");
break;
case 5:
Debug.Log("我是5");
break;
case 6:
Debug.Log("我是6");
break;
case 7:
Debug.Log("我是7");
break;
}
else
}
//职业介绍界面左右按钮
private void LeftRight(int a, int b)
{
if (b > 0)
{
OpcTip1.SetActive(false);
OpcTip2.SetActive(false);
OpcTip3.SetActive(false);
OpcTip4.SetActive(false);
OpcTip5.SetActive(true);
OpcTip6.SetActive(true);
OpcTip7.SetActive(true);
OpcTip8.SetActive(true);
DirectChildren[a].gameObject.SetActive(false);
a += 1;
}
if (b < 0)
{
DirectChildren[a].gameObject.SetActive(true);
a -= 1;
}
}
//初始化职业的左右滑动
private void InitializeChild()
{
// 确保清空列表,避免重复数据
DirectChildren.Clear();
TagChildren.Clear();
//将子物体都存起来
Transform parent = Item.transform;
// 遍历所有直接子物体
for (int i = 0; i < parent.childCount; i++)
{
Transform child = parent.GetChild(i);
// 将子物体添加到 DirectChildren 列表
DirectChildren.Add(child);
}
//在子物体里找东西
for (int i = 0; i < DirectChildren.Count; i++)
{
Transform child = DirectChildren[i];
// 递归查找子物体中带标签的物体
FindChildrenWithTag(child, "Content");
}
}
//寻找Tap对应的物体
private void FindChildrenWithTag(Transform parent, string tag)
{
foreach (Transform child in parent)
{
if (child.CompareTag(tag))
{
TagChildren.Add(child.gameObject);
}
// 递归检查子物体的子物体
FindChildrenWithTag(child, tag);
}
}
/// <summary>
@ -372,5 +382,96 @@ public class FreePanelManager : MonoBehaviour
{
}
/// <summary>
/// 动态分配职业地板颜色
/// </summary>
/// <param name="ID"></param>
public void LoadAndSetImage(int ID)
{
// 从 Resources 文件夹中加载图片
Sprite sprite = Resources.Load<Sprite>("ZZZOpcImage/" + ID.ToString());
if (sprite != null)
{
// 获取物体 A 上的 Image 组件
Image imageComponent = OpcImage;
if (imageComponent != null)
{
imageComponent.sprite = sprite;
}
}
else
{
Debug.LogError("Image not found in Resources at: " + "颠仔没有快滚啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊");
}
}
/// <summary>
/// 判断创建那几个职业
/// </summary>
/// <param name="target">接取的任务ID</param>
public void ContainsValue(int target)
{
foreach (var kvp in JSONReader.ZZFindTaskID)
{
// 获取 Select 对象的列表
List<Select> selectList = kvp.Value;
foreach (var select in selectList)
{
// 确保 Precondition 不为空
if (string.IsNullOrEmpty(select.Precondition))
continue;
// 拆分字符串为多组
var groups = select.Precondition.Split(new char[] { '#', '|' }, StringSplitOptions.RemoveEmptyEntries);
foreach (var group in groups)
{
if (string.IsNullOrWhiteSpace(group)) // 跳过空分组
continue;
// 拆分每一组数据为 `,` 分隔的项
var items = group.Split(',');
foreach (var item in items)
{
if (string.IsNullOrWhiteSpace(item)) // 跳过空项
continue;
string trimmedItem = item.Trim(); // 去掉空格
if (int.TryParse(trimmedItem, out int value) && value == target)
{
if (!OpcItems.Contains(select.UIDetails))
{
OpcItems.Add(select.UIDetails); // 添加到结果集合
}
}
}
}
}
}
CreatOpc();
}
/// <summary>
/// 创建职业底板
/// </summary>
public void CreatOpc()
{
// 动态创建指定数量的子物体并保存它们
for (int i = 0; i < OpcItems.Count; i++)
{
GameObject newItem = Instantiate(OpcPrefab, Item.transform);
OcpNameChoose(int.Parse(OpcItems[i]));
newItem.SetActive(true);
LoadAndSetImage(int.Parse(OpcItems[i]));
OpcList.Add(newItem); // 将新创建的物体添加到列表中
}
InitializeChild();
for (int i = 1; i < OpcItems.Count + 1; i++)
{
CreateOcpText("8006", TagChildren[i]);
}
}
}