难度传值修改
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e7920a7662
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@ -115,27 +115,27 @@ public class Panel : Base
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//动态加载人员
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public async void DynamicLoadingPeople()
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{
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//for (int i = 0; i < 10; i++)
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//{
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// GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
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// PeopleItem peopleItem = item.GetComponent<PeopleItem>();
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// peopleItem.nameText.text = "角色1";
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// peopleItem.peopleId = "0";
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// Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
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// peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
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// peopleList.Add(item);// 将每个实例化的角色添加到列表中
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//}
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PlayerListResponse playerListResponse = await userInfo.GetPlayerList();
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foreach (PlayerListData player in playerListResponse.data)
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for (int i = 0; i < 10; i++)
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{
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GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
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PeopleItem peopleItem = item.GetComponent<PeopleItem>();
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peopleItem.nameText.text = player.NickName;
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peopleItem.peopleId = player.UserId;
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peopleItem.nameText.text = "角色1";
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peopleItem.peopleId = "0";
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Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
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peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
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peopleList.Add(item);// 将每个实例化的角色添加到列表中
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}
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//PlayerListResponse playerListResponse = await userInfo.GetPlayerList();
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//foreach (PlayerListData player in playerListResponse.data)
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//{
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// GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
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// PeopleItem peopleItem = item.GetComponent<PeopleItem>();
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// peopleItem.nameText.text = player.NickName;
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// peopleItem.peopleId = player.UserId;
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// Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
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// peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
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// peopleList.Add(item);// 将每个实例化的角色添加到列表中
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//}
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}
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//动态加载职责
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@ -49,11 +49,17 @@ public class DistributionPanel : MonoBehaviour
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{
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string a=CheckMissingRoles(scene.sceneId);
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scenetext.lockText.text = a;
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if(a==null)
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{
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scenetext.lockBg.SetActive(false);
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}
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else
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{
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scenetext.lockBg.SetActive(true);
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}
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}
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}
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}
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public void CreateFirstLable()
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{
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GameObject fistLable = Instantiate<GameObject>(personnelLable, personnelContent);
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@ -62,7 +68,6 @@ public class DistributionPanel : MonoBehaviour
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public string CheckMissingRoles(string sceneID)
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{
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List<SelectedInfo> info = null;
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// 遍历字典中的每一个条目
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foreach (var entry in panel.sceneDataDictionary)
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{
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@ -82,41 +87,34 @@ public class DistributionPanel : MonoBehaviour
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break;
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}
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}
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if (info != null)
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{
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string roleLimit = jsonReader.GetAreaDateById(int.Parse(sceneID)).RoleLimit;
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string[] sceneLimits = roleLimit.Split('|');
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// 存储已选择的职业ID集合
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HashSet<string> selectedDutyIds = new HashSet<string>();
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// 遍历所有已选择的角色,提取职业ID
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foreach (var selectedInfo in info)
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{
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selectedDutyIds.Add(selectedInfo.dutyId);
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}
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// 存储缺少的职业ID
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List<string> missingDutyIds = new List<string>();
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// 获取选中的场景和难度ID
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string selectedSceneId = selectScenePanel.idcidentId.ToString();
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string selectedDifficultyId = selectScenePanel.difficultyId.ToString();
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// 遍历每个限制条件,检查是否缺少职业
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foreach (var sceneLimit in sceneLimits)
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{
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string[] limit = sceneLimit.Split(',');
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if (limit.Length == 4)
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{
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string sceneLimitId = limit[0];
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string difficultyLimitId = limit[1];
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string dutyId = limit[2];
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string dutyNum = limit[3];
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// 检查是否符合场景ID和难度ID的条件
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if (sceneLimitId == selectedSceneId && difficultyLimitId == selectedDifficultyId)
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if (sceneLimitId == selectedSceneId && difficultyLimitId == selectedDifficultyId&& dutyNum!="-1")
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{
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// 检查是否缺少职业
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if (!selectedDutyIds.Contains(dutyId))
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@ -65,24 +65,18 @@ public class ManagerPanel : MonoBehaviour
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// 点击项时调用
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public void OnItemClicked(GameObject clickedItem)
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{
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// 如果有之前选中的项,恢复其原始大小
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if (currentSelectedItem != null)
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{
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RectTransform rt = currentSelectedItem.GetComponent<RectTransform>();
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rt.localScale = originalScale; // 恢复原始大小
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}
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// 记录当前选中项的原始大小
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RectTransform clickedItemRT = clickedItem.GetComponent<RectTransform>();
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if (originalScale == Vector3.zero)
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{
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originalScale = clickedItemRT.localScale; // 只记录一次原始大小
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}
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// 更新当前选中的项
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currentSelectedItem = clickedItem;
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// 放大当前选中的项
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clickedItemRT.localScale = originalScale * 1.2f; // 放大1.2倍
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// 使当前选中的项居中显示
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//CenterOnItem(clickedItemRT);
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}
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// 使选中的项居中显示
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@ -9,6 +9,7 @@ public class PersonnelPanel : MonoBehaviour
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public Text personelPanelText;
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public Text personelNumText;
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public Text lockText;
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public GameObject lockBg;
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public Transform personelContent;
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public GameObject personelItem;
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public GameObject firstLablePrefab;
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@ -413,7 +413,7 @@ public class SelectScenePanel : Base
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DifficultyInfo difficultyInfo = item.GetComponent<DifficultyInfo>();
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this.difficultyId = difficultyInfo.difficulty;
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this.difficulty = item.transform.GetComponentInChildren<Text>().text;
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createTemplateInfo.Instance.auth_CreateTemplate.mode = this.difficulty;
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createTemplateInfo.Instance.auth_CreateTemplate.mode = this.difficultyId.ToString();
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}
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}
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}
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