困困,哭哭,跑跑路

This commit is contained in:
林小智丶 2024-12-28 23:53:11 +08:00
parent 9eb0d79d8a
commit fbacbe64ca
3 changed files with 820 additions and 153 deletions

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m_WrapAround: 0
m_SelectOnUp: {fileID: 0}
m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
m_SelectOnRight: {fileID: 0}
m_Transition: 1
m_Colors:
m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
m_SelectedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
m_ColorMultiplier: 1
m_FadeDuration: 0.1
m_SpriteState:
m_HighlightedSprite: {fileID: 0}
m_PressedSprite: {fileID: 0}
m_SelectedSprite: {fileID: 0}
m_DisabledSprite: {fileID: 0}
m_AnimationTriggers:
m_NormalTrigger: Normal
m_HighlightedTrigger: Highlighted
m_PressedTrigger: Pressed
m_SelectedTrigger: Selected
m_DisabledTrigger: Disabled
m_Interactable: 1
m_TargetGraphic: {fileID: 2043937650}
m_OnClick:
m_PersistentCalls:
m_Calls: []
--- !u!114 &2043937650
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2043937647}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: 21300000, guid: 86eecc2dd81ad474fa81787b381d8d3d, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
m_FillMethod: 4
m_FillAmount: 1
m_FillClockwise: 1
m_FillOrigin: 0
m_UseSpriteMesh: 0
m_PixelsPerUnitMultiplier: 1
--- !u!222 &2043937651
CanvasRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2043937647}
m_CullTransparentMesh: 1
--- !u!1001 &2044803814
PrefabInstance:
m_ObjectHideFlags: 0
@ -34134,7 +34590,7 @@ PrefabInstance:
m_Modifications:
- target: {fileID: 676728424, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: m_IsActive
value: 1
value: 0
objectReference: {fileID: 0}
- target: {fileID: 919949400, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: Bg
@ -34156,6 +34612,10 @@ PrefabInstance:
propertyPath: Tip_4
value:
objectReference: {fileID: 2044803820}
- target: {fileID: 919949400, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: Sumbit
value:
objectReference: {fileID: 1082812721}
- target: {fileID: 919949400, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: Tip123
value:
@ -34164,6 +34624,10 @@ PrefabInstance:
propertyPath: content
value:
objectReference: {fileID: 2044803818}
- target: {fileID: 919949400, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: Commend1
value:
objectReference: {fileID: 561805296}
- target: {fileID: 919949400, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: TimeText
value:
@ -34180,10 +34644,30 @@ PrefabInstance:
propertyPath: RightText1
value:
objectReference: {fileID: 2044803815}
- target: {fileID: 919949400, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: jsonReader
value:
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- target: {fileID: 919949400, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: luxianSure
value:
objectReference: {fileID: 1056641196}
- target: {fileID: 919949400, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: DiaLogBoxTitle
value:
objectReference: {fileID: 2044803817}
- target: {fileID: 919949400, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: Icn_Stairway_4
value:
objectReference: {fileID: 2043937649}
- target: {fileID: 919949400, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3}
propertyPath: luxianSureText
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@ -34240,6 +34724,14 @@ PrefabInstance:
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@ -34260,6 +34752,10 @@ PrefabInstance:
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@ -34286,7 +34782,7 @@ PrefabInstance:
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@ -34394,7 +34890,7 @@ PrefabInstance:
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@ -34412,6 +34908,10 @@ PrefabInstance:
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View File

@ -468,6 +468,19 @@ public class JSONReader : MonoBehaviour
return null;
}
}
public string GetNPCdian(string id)
{
Select info = null;
if (ZZSelectsDictionary.TryGetValue(id.ToString(), out info))
{
return info.Route;
}
else
{
Debug.Log($"No Select found with ID: {id}");
return null;
}
}
}
// 帮助类,用于解析 JSON 数组

View File

@ -6,6 +6,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text.RegularExpressions;
using System.Xml.Linq;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
@ -17,6 +18,7 @@ public class ZZUIManager : MonoBehaviour
///// 点击可以弹出右边框
///// </summary>
//public GameObject Right_Box;
public GameObject Commend1;
/// <summary>
/// 总指挥框
/// </summary>
@ -83,6 +85,7 @@ public class ZZUIManager : MonoBehaviour
public Button Icn_Stairway_1;
public Button Icn_Stairway_2;
public Button Icn_Stairway_3;
public Button Icn_Stairway_4;
/// <summary>
/// 疏散顺序
/// </summary>
@ -325,9 +328,12 @@ public class ZZUIManager : MonoBehaviour
#endregion
//记录
int num = 0;
// public Image bg;
// public Image bg;
public bool isFrist=false;
public bool isFrist = false;
public Button luxianSure;
public Text luxianSureText;
#region
public GridLayoutGroup gridLayoutGroup;
@ -336,6 +342,11 @@ public class ZZUIManager : MonoBehaviour
public static ZZUIManager instert;
public bool isluxian = false;
public static int louhao;//判断记号楼
public string TempNPC;
public List<string> NPCdian;
public int ID = 0;
public void Awake()
{
isHidden = true;
@ -347,11 +358,12 @@ public class ZZUIManager : MonoBehaviour
{
//测试
Frist();
//Frist();
//FixWarn(1,jsonReader.SetUIText(50102));
//string str = jsonReader.SetUIText(50102);
//Debug.Log(jsonReader.SetUIText(50102));
//Debug.Log(str);
// GcreationSelect(1000);
InitializeFlee(10813);
@ -361,11 +373,36 @@ public class ZZUIManager : MonoBehaviour
showPositionX = 1.159973f;
panelAMoveDistance = 382f;
// //传呼机
// Intercom.onClick.AddListener(() =>
//{
#region
//偷懒 拉一坨给HYL geigei
Icn_Stairway_1.onClick.AddListener(() =>
{
louhao = 2;
luxianSureText.color = new Color(255, 255, 255);
});
Icn_Stairway_2.onClick.AddListener(() =>
{
louhao = 3;
luxianSureText.color = new Color(255, 255, 255);
});
Icn_Stairway_3.onClick.AddListener(() =>
{
louhao = 4;
luxianSureText.color = new Color(255, 255, 255);
});
Icn_Stairway_4.onClick.AddListener(() =>
{
louhao = 5;
luxianSureText.color = new Color(255, 255, 255);
});
#endregion
//});
// //传呼机
// Intercom.onClick.AddListener(() =>
//{
//});
//右边框框弹出来
//Right_BoxButton.onClick.AddListener(() =>
//{
@ -394,6 +431,24 @@ public class ZZUIManager : MonoBehaviour
if (Warn_Tip.activeSelf && (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2)))
{
Warn_Tip.SetActive(false);
////
//foreach (var npcDict in NPCController.instance.npcsList)
//{
// foreach (var kvp in npcDict)
// {
// RecuseNpc npc = kvp.Key; // 获取 NPC 脚本(键)
// Vector3 position = kvp.Value; // 获取 NPC 的位置(值)
// //if (npcData.UserId == npc.npcId)
// //{
// // npc.SetNpcDes(v);
// // Debug.Log($"NPCID{npcData.UserId}NPCPOSITION{v}");
// //}
// }
//}
}
//人物的加减
@ -453,6 +508,11 @@ public class ZZUIManager : MonoBehaviour
//撤离方案确定
DialogboxSure.onClick.AddListener(() =>
{
SplitData(TempNPC);
for(int i=0;i<NPCdian.Count;i++)
{
Debug.LogError(NPCdian[i]);
}
DiaLogBox.SetActive(false);
});
//梯队选择队形
@ -493,6 +553,11 @@ public class ZZUIManager : MonoBehaviour
{
WarnPanel();
});
luxianSure.onClick.AddListener(() =>
{
isluxian = true;
Commend1.SetActive(false);
});
#region
Number(NO_Student);
@ -501,9 +566,22 @@ public class ZZUIManager : MonoBehaviour
}
private void Update()
{
if (isluxian)
{
isluxian = false;
StartCoroutine(WaitOneSecondCoroutine());
}
}
/// <summary>
/// 一个简单的协程等待xxxxxxxxx秒后执行代码
/// </summary>
private IEnumerator WaitOneSecondCoroutine()
{
yield return new WaitForSeconds(1.4f);
WarnPanel();
}
/// <summary>
/// 字体动效实现
/// </summary>
@ -535,7 +613,7 @@ public class ZZUIManager : MonoBehaviour
/// </summary>
public void Frist()
{
isFrist=true;
isFrist = true;
DiaLogBox2?.SetActive(true);
Close1Panel.SetActive(false);
@ -632,25 +710,25 @@ public class ZZUIManager : MonoBehaviour
/// 道具需要执行的
/// </summary>
/// <param name="a">从左->右</param>
public void Prop(int a)
{
switch (a)
{
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
break;
case 5:
break;
case 6:
break;
//public void Prop(int a)
//{
// switch (a)
// {
// case 1:
// break;
// case 2:
// break;
// case 3:
// break;
// case 4:
// break;
// case 5:
// break;
// case 6:
// break;
}
}
// }
//}
/// <summary>
/// 地图地点
/// </summary>
@ -685,34 +763,34 @@ public class ZZUIManager : MonoBehaviour
/// 下拉列表执行的事件
/// </summary>
/// <param name="change"></param>
void DropdownValueChanged(Dropdown change)
{
int index = change.value;
switch (index)
{
case 0:
// 执行 Option 1 相关的事件
Debug.Log("Option 1 selected");
break;
case 1:
// 执行 Option 2 相关的事件
Debug.Log("Option 2 selected");
break;
case 2:
// 执行 Option 3 相关的事件
Debug.Log("Option 3 selected");
break;
case 3:
//void DropdownValueChanged(Dropdown change)
//{
// int index = change.value;
// switch (index)
// {
// case 0:
// // 执行 Option 1 相关的事件
// Debug.Log("Option 1 selected");
// break;
// case 1:
// // 执行 Option 2 相关的事件
// Debug.Log("Option 2 selected");
// break;
// case 2:
// // 执行 Option 3 相关的事件
// Debug.Log("Option 3 selected");
// break;
// case 3:
break;
case 4:
// break;
// case 4:
break;
case 5:
// break;
// case 5:
break;
}
}
// break;
// }
//}
/// <summary>
/// 打开起火点面板
/// </summary>
@ -742,7 +820,7 @@ public class ZZUIManager : MonoBehaviour
Text left = newItem.transform.Find("Choose_Bg/Choose_BgLeft/Left").GetComponent<Text>();
Text Right = newItem.transform.Find("Choose_Bg/Choose_BgLeft/Right").GetComponent<Text>();
left.text = jsonReader.SetUIText("20000");
Right.text = jsonReader.SetUIText((ID+i).ToString());
Right.text = jsonReader.SetUIText((ID + i).ToString());
Toggle toggle = newItem.gameObject.GetComponent<Toggle>();
Choose1 chooseScript = newItem.GetComponent<Choose1>();
toggle.group = toggleGroup;
@ -780,6 +858,10 @@ public class ZZUIManager : MonoBehaviour
// 强制刷新布局
LayoutRebuilder.ForceRebuildLayoutImmediate(content3.GetComponent<RectTransform>());
}
/// <summary>
/// 创建撤离方案的选项
/// </summary>
/// <param name="ID"></param>
public void GcreationSelect(int ID)
{
GameObject newItem = Instantiate(itemPrefab, content3.transform);
@ -793,7 +875,7 @@ public class ZZUIManager : MonoBehaviour
// 绑定点击事件
int index = ++ToggleCount; // 保证每个 Toggle 有不同的 index
toggle.onValueChanged.AddListener((bool isOn) => OnToggleClicked(isOn, index,chooseScript));
toggle.onValueChanged.AddListener((bool isOn) => OnToggleClicked(isOn, index, chooseScript));
createdItems.Add(newItem); // 将新创建的物体添加到列表中
RandomPos();
}
@ -837,6 +919,7 @@ public class ZZUIManager : MonoBehaviour
Command02.SetActive(false);
isEnd = false;
StopCoroutine(Flicker());
DiaLogBox.gameObject.SetActive(true);
}
else
{
@ -1164,7 +1247,7 @@ public class ZZUIManager : MonoBehaviour
}
public void FixTitle(string str)
{
str= DiaLogBoxTitle.text;
str = DiaLogBoxTitle.text;
}
#endregion
/// <summary>
@ -1174,20 +1257,83 @@ public class ZZUIManager : MonoBehaviour
/// <param name="index"></param>
private void OnToggleClicked(bool isOn, int index, Choose1 chooseScript)
{
switch(index)
switch (index)
{
case 0:
NPCdian1(index);
chooseScript.isShow = isOn;
break;
case 1:
NPCdian1(index);
chooseScript.isShow = isOn;
break;
case 2:
case 2:
NPCdian1(index);
chooseScript.isShow = isOn;
break;
}
}
#region
public void NPCdian1(int a)
{
switch (louhao)
{
case 2:
ID = 10144;
break;
case 3:
ID = 10150;
break;
case 4:
ID = 10156;
break;
case 5:
ID = 10162;
break;
}
switch (a)
{
case 0:
TempNPC=jsonReader.GetNPCdian((ID + a).ToString());
break;
case 1:
TempNPC=jsonReader.GetNPCdian((ID + a).ToString());
break;
case 2:
TempNPC=jsonReader.GetNPCdian((ID + a).ToString());
break;
}
}
/// <summary>
/// 拆分字符串并存储到列表中
/// </summary>
/// <param name="input">输入字符串</param>
private void SplitData(string input)
{
// 按 `#` 分割,获取每组数据
string[] groups = input.Split('#');
foreach (string group in groups)
{
// 按 `|` 分割每组数据
string[] items = group.Split('|');
foreach (string item in items)
{
// 按 `,` 分割每个具体数据
string[] subItems = item.Split(',');
// 将每个数据存入列表
NPCdian.AddRange(subItems); // 添加分割后的数据
}
}
}
#endregion
private void Close()
{
DiaLogBox2?.SetActive(false);