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3 changed files with 24 additions and 71 deletions

View File

@ -115,18 +115,6 @@ public class Panel : MonoBehaviour
PlayerListResponse playerListResponse=await userInfo.GetPlayerList();
foreach(PlayerListData player in playerListResponse.data)
{
Debug.Log("UserName: " + player.UserName);
Debug.Log("Id: " + player.Id);
Debug.Log("CompanyId: " + player.CompanyId);
Debug.Log("UserId: " + player.UserId);
Debug.Log("IsAdmin: " + player.IsAdmin);
Debug.Log("Status: " + player.Status);
Debug.Log("Remark: " + player.Remark);
Debug.Log("DepartmentName: " + player.DepartmentName);
Debug.Log("PostName: " + player.PostName);
Debug.Log("NickName: " + player.NickName);
Debug.Log("CreateTime: " + player.CreateTime);
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
PeopleItem peopleItem = item.GetComponent<PeopleItem>();
peopleItem.nameText.text = player.NickName;

View File

@ -53,12 +53,13 @@ public class EvacuationPanel : MonoBehaviour
[Header("可分配列表")]
List<int> nonZeroAreas = new List<int>();
Dictionary<int, PersonnelItem> personnelItemsDict = new Dictionary<int, PersonnelItem>();
private HashSet<int> excludedAreas = new HashSet<int>(); // 被清空的区域 ID
Dictionary<int, PersonnelItem> personnelItemsDict = new Dictionary<int, PersonnelItem>();//储存分配结果
//private HashSet<int> excludedAreas = new HashSet<int>(); // 被清空的区域 ID
public SelectScenePanel selectScene;
private HashSet<int> clearedAreas = new HashSet<int>();
// 保存分配结果的字典
public Dictionary<int, int> allocatedPeople = new Dictionary<int, int>();
public List<int> clearRegion=new List<int>();//被清除的区域
// Start is called before the first frame update
void Start()
{
@ -85,13 +86,6 @@ public class EvacuationPanel : MonoBehaviour
CheckInput(StuCountInputField.text);
IsRedistribution();
IsOpen(selectScene.difficultyId);
if(Input.GetKey(KeyCode.A))
{
foreach(var item in personnelItems)
{
Debug.Log(item.sceneId);
}
}
}
//上传数据
public void totalSubmit()
@ -140,30 +134,31 @@ public class EvacuationPanel : MonoBehaviour
// 获取输入的总人数
int count = int.Parse(StuCountInputField.text); // 总人数
StuCountInputField.text = "";
// 使用分配方法
foreach (var item in personnelItems)
{
personnelItemsDict[item.sceneId] = item; // 使用 sceneId 作为键
}
// 将 nonZeroAreas 转换为场景 ID 数组
int[] sceneIds = nonZeroAreas.ToArray();
// 调用分配方法
var result = DistributePeopleWithBalance(sceneIds, personnelItemsDict, count);
// 保存并使用分配结果
allocatedPeople = result; // 你已经保存了分配结果在 allocatedPeople 字典中
allocatedPeople = result;
// 更新 UI 显示
foreach (var kvp in result)
{
if (personnelItemsDict.ContainsKey(kvp.Key))
{
personnelItemsDict[kvp.Key].SetInfo(kvp.Value.ToString()); // 更新UI
personnelItemsDict[kvp.Key].NpcNum=kvp.Value;
personnelItemsDict[kvp.Key].personnelImage.gameObject.SetActive(true);
Debug.LogError(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>+++++++++++++++++++Key" + kvp.Key);
Debug.LogError(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>+++++++++++++++++++Num" + kvp.Value);
}
}
}
//分配Npc
public Dictionary<int, int> DistributePeopleWithBalance(int[] scenes, Dictionary<int, PersonnelItem> personnelItemsDict, int totalPeople)
{
// 1. 计算当前每个区域的总人数(初始人数 + 已分配人数)
@ -173,19 +168,16 @@ public class EvacuationPanel : MonoBehaviour
// 如果 personnelItemsDict 中包含该场景,取其初始人数;否则设为 0
if (personnelItemsDict.ContainsKey(scene))
{
totalPeoplePerScene[scene] = personnelItemsDict[scene].Num; // 初始人数
totalPeoplePerScene[scene] = personnelItemsDict[scene].Num+personnelItemsDict[scene].NpcNum; // 初始人数
}
else
{
totalPeoplePerScene[scene] = 0;
}
// Debug 输出每个场景的初始人数
Debug.Log($"Scene {scene}: Initial People = {totalPeoplePerScene[scene]}");
}
// 保存初始人数以便后续计算
Dictionary<int, int> initialPeoplePerScene = new Dictionary<int, int>(totalPeoplePerScene);
// 2. 分配剩余人数
int remainingPeople = totalPeople;
while (remainingPeople > 0)
@ -193,7 +185,6 @@ public class EvacuationPanel : MonoBehaviour
// 找出当前人数最少的区域
int minScene = -1; // 用于记录人数最少的场景 ID
int minPeople = int.MaxValue;
foreach (var scene in totalPeoplePerScene)
{
if (scene.Value < minPeople)
@ -202,7 +193,6 @@ public class EvacuationPanel : MonoBehaviour
minScene = scene.Key;
}
}
// 分配一个 NPC 到人数最少的区域
if (minScene != -1) // 确保找到有效的场景
{
@ -214,7 +204,6 @@ public class EvacuationPanel : MonoBehaviour
break; // 如果没有找到有效的场景,终止分配
}
}
// 3. 计算分配结果,减去初始人数
Dictionary<int, int> allocatedPeople = new Dictionary<int, int>();
foreach (var scene in totalPeoplePerScene)
@ -222,31 +211,11 @@ public class EvacuationPanel : MonoBehaviour
int initialPeople = initialPeoplePerScene.GetValueOrDefault(scene.Key, 0);
allocatedPeople[scene.Key] = scene.Value - initialPeople; // 分配人数 = 总人数 - 初始人数
}
// 保存分配结果
this.allocatedPeople = allocatedPeople;
return allocatedPeople;
}
//清除
//private void ClearData()
//{
// jc.classItem.isSet = false;
// foreach (var item in classItemList)
// {
// item.isSet = false;
// item.setClassItem("");
// }
// jc.classMate.isBeSet = false;
// foreach(var item in jc.classMateList)
// {
// item.isBeSet = false;
// item.setName();
// }
//}
//判断NPC的比例字段列出分配比例不为0的所有区域名称。
public List<int> GetNonZeroNpcRatioAreas()
{
@ -302,7 +271,6 @@ public class EvacuationPanel : MonoBehaviour
// 返回符合条件的区域 ID 列表
return nonZeroAreas;
}
//设置左侧场景显示
public void SetPersonnel()
{
@ -319,7 +287,6 @@ public class EvacuationPanel : MonoBehaviour
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")
{
@ -339,29 +306,24 @@ public class EvacuationPanel : MonoBehaviour
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.Num > 0)
if (personnelItem.NpcNum > 0)
{
redistributeBtn.onClick.AddListener(() => {
// 清除选定区域的人员数据
RedistributeLogic(personnelItem.sceneId, personnelItem.Num);
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")
@ -378,7 +340,6 @@ public class EvacuationPanel : MonoBehaviour
classItem.classname.text = locationData.Level.ToString();
}
});
personnelItems.Add(personnelItem);
}
}
@ -465,17 +426,17 @@ public class EvacuationPanel : MonoBehaviour
// 清除当前选中区域的人员数据
PersonnelItem excludedItem = personnelItemsDict[excludedSceneId];
excludedItem.Num = 0;
excludedItem.NpcNum = 0;
excludedItem.SetInfo(""); // 更新 UI 显示
excludedItem.personnelImage.gameObject.SetActive(false); // 隐藏图标
excludedAreas.Add(excludedSceneId); // 记录清空的区域 ID
clearRegion.Add(excludedSceneId); // 记录清空的区域 ID
Debug.Log($"Cleared NPCs from Scene ID: {excludedSceneId}");
// 准备有效分配区域列表(排除被清空的区域)
List<int> validAreas = new List<int>();
foreach (var kvp in personnelItemsDict)
{
if (!excludedAreas.Contains(kvp.Key)) // 排除清空的区域
if (!clearRegion.Contains(kvp.Key)) // 排除清空的区域
{
validAreas.Add(kvp.Key);
}
@ -486,11 +447,12 @@ public class EvacuationPanel : MonoBehaviour
Debug.LogWarning("No valid areas available for redistribution.");
return;
}
// 将有效区域转换为数组
int[] validSceneIds = validAreas.ToArray();
// 调用分配方法,将清空区域的 NPC 分配到有效区域
foreach (int sceneId in validSceneIds)
{
Debug.Log("Valid Scene ID: " + sceneId);
}
var redistributionResult = DistributePeopleWithBalance(validSceneIds, personnelItemsDict, totalRedistributePeople);
// 更新分配结果到 UI
@ -499,8 +461,8 @@ public class EvacuationPanel : MonoBehaviour
if (personnelItemsDict.ContainsKey(kvp.Key))
{
PersonnelItem redistributedItem = personnelItemsDict[kvp.Key];
redistributedItem.Num += kvp.Value; // 更新人数
redistributedItem.SetInfo(redistributedItem.Num.ToString()); // 更新 UI 显示
redistributedItem.NpcNum += kvp.Value; // 更新人数
redistributedItem.SetInfo(redistributedItem.NpcNum.ToString()); // 更新 UI 显示
redistributedItem.personnelImage.gameObject.SetActive(true); // 确保图标显示
redistributedItem.personnelNum.gameObject.SetActive(true); // 确保图标显示
Debug.Log($"Assigned {kvp.Value} NPCs to Scene ID: {kvp.Key}");
@ -545,4 +507,6 @@ public class EvacuationPanel : MonoBehaviour
classCount.gameObject.SetActive(false);
}
}
//
}

View File

@ -10,6 +10,7 @@ public class PersonnelItem : MonoBehaviour
public Text personnelNum;
public int sceneId;
public int Num = 0;
public int NpcNum = 0;
// Start is called before the first frame update
void Start()
{
@ -18,7 +19,7 @@ public class PersonnelItem : MonoBehaviour
public void SetInfo(string s)
{
personnelNum.text = s;
personnelNum.text = s.ToString();
}