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No commits in common. "dd2c810c5e92c18176f642b1c74c536b4d52425c" and "f47393fa9f7c20c638b4a13a21d1b9e165953523" have entirely different histories.

5 changed files with 124 additions and 130 deletions

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@ -2665,8 +2665,6 @@ MonoBehaviour:
sceneLable: {fileID: 5900002971020626571, guid: 297444ab6ae692b4dbcb38d34e0c5716, type: 3}
content: {fileID: 788248231}
closeBtn: {fileID: 349260647}
panel: {fileID: 618256462}
selectScenePanel: {fileID: 7468736064579811982}
jsonReader: {fileID: 1417128757}
--- !u!1 &569417021 stripped
GameObject:

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@ -101,7 +101,7 @@ public class Panel : Base
public SelectScenePanel selectScenePanel;
public DatePanel datePanel;
public WarningPopPanel warningPopPanel;
public RequirementPanel requirementPanel;
//public RequirementPanel requirementPanel;
private bool isPersonSelected = false; // 标志是否选择了人员
private bool isDutySelected = false; // 标志是否选择了职责
@ -808,6 +808,7 @@ public class Panel : Base
public void WhetherToMeet()
{
bool allRequirementsMet = true; // 标记是否所有需求都满足
// 遍历所有的场景数据
foreach (var item in jsonReader1.locationDictionary)
{
@ -867,6 +868,7 @@ public class Panel : Base
{
// 如果没有找到该场景的职业数据,列出所缺职业
Debug.Log($"场景 {item.Key} 的职业数据未找到,列出缺少的职业和人数:");
// 根据 RoleLimit 列出缺少的职业及其要求人数
foreach (var entryInLimit in limit)
{
@ -906,7 +908,7 @@ public class Panel : Base
public void OnclickRequirementsBtn()
{
requirementsPrefab.gameObject.SetActive(true);
requirementPanel.LoadingSceneLable();
//requirementPanel.LoadingSceneLable();
}
}

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@ -41,7 +41,7 @@ public class DistributionPanel : MonoBehaviour
{
GameObject managerPanelInstance = Instantiate(personnelLable, personnelContent);
PersonnelPanel scenetext = managerPanelInstance.GetComponent<PersonnelPanel>();
scenetext.personelPanelText.text = jsonReader.SetUIText(sceneEntry.Key);
scenetext.personelPanelText.text = sceneEntry.Key;
scenetext.personelNumText.text = sceneEntry.Value.Count.ToString();
scenetext.CreatePeopleItem(sceneEntry.Value);
foreach(var scene in sceneEntry.Value)

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@ -1,6 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
@ -51,12 +50,4 @@ public class PersonnelPanel : MonoBehaviour
{
transform.gameObject.SetActive(false);
}
//动态加载最低配置的人员
public void LoadingpersonelItem(Transform personContent,string name)
{
GameObject gameObject = Instantiate(personelItem, personContent);
PersonnelInfo personnelInfo = gameObject.GetComponent<PersonnelInfo>();
personnelInfo.name = name;
}
}

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@ -439,8 +439,11 @@ public class SelectScenePanel : Base
public void SubmitBtn()
{
datePanel.evetId = this.eventId.ToString();
Debug.LogError("datePanel.evetId"+datePanel.evetId);
datePanel.placeId = this.scnenId.ToString();
Debug.LogError("datePanel.placeId" + datePanel.placeId);
datePanel.disasterLocation = this.idcidentId.ToString();
Debug.LogError("datePanel.disasterLocation" + datePanel.disasterLocation);
SelsctDifficulty();
SetDataPanelInfo();
SetPanel();