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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
|
||||
|
@ -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 创建职业介绍
|
||||
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 创建职业面板
|
||||
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 初始化的东西
|
||||
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 疏散顺序选项
|
||||
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 面板点击
|
||||
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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|