487 lines
19 KiB
C#
487 lines
19 KiB
C#
using Newtonsoft.Json;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class SelectedInfo
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{
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public string name;//角色名
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public string duty;//职责
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public string scene;//场景名
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public string leader;//是否组长
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public int dutyId;//职责的Id
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}
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public class Panel : MonoBehaviour
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{
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[Header("组件")]
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public Button choseJuBenSettingBtn;
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public Button emergencySettingBtn;
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public Button peoplePublishBtn;
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public Button materialReserveBtn;
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public Button dateSelectionBtn;
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public Button personnelmanagementBtn;
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public Button setName;//设置人员
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public Button setDuty;//设置职责
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public Button setScene;//设置场景
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public Text arrangeText;//整体安排
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public Button sureBtn;//确认信息按钮
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public ToggleGroup scenetoggleGroup;//场景的ToggleGroup
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public InputField shaixuaninputField;//筛选输入框
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public GraphicRaycaster raycaster; // 画布上的射线投射器
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public EventSystem eventSystem; // 事件系统
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[Header("物体")]
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public GameObject ManagerPanel;//人员管理界面
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public Transform peopleCountent;//人员的窗口
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public GameObject peoplePrefab;//人员的预制体
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public Transform panelContent;
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public GameObject dutyPrefab;//职责预制体
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public Transform dutyCount;//职责的窗口
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public GameObject scenePrefab;
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public Transform sceneCount;
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public GameObject ManagerPanelPrefab; // 预制体,包含人员管理面板
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[Header("数据")]
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public string name, duty, scene;
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public int dutyId;
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public List<GameObject> peopleList = new List<GameObject>(); // 存储所有已加载的人员预制体
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private List<GameObject> filteredPeopleList = new List<GameObject>(); // 存储筛选后的人员列表
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private GameObject selectedPerson = null; // 当前选中的角色
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private GameObject selectedDuty = null;//当前选中职责
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private GameObject selectedScene = null;//当前选中场景
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public SelectedInfo selectedInfo;
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public Dictionary<string, List<SelectedInfo>> sceneDataDictionary = new Dictionary<string, List<SelectedInfo>>();//不同的场景存取不同的人员数据
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public ManagerPanel managerPanel1;
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public JSONReader jsonReader1;
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public SelectScenePanel selectScenePanel;
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public DatePanel datePanel;
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private bool isPersonSelected = false; // 标志是否选择了人员
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private bool isDutySelected = false; // 标志是否选择了职责
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private bool isSceneSelected = false; // 标志是否选择了场景
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// Start is called before the first frame update
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void Start()
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{
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selectedInfo = new SelectedInfo();
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DynamicLoadingPeople();
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DynamicLoadingDuty();
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DynamicLoadingScene();
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}
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// Update is called once per frame
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void Update()
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{
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GetData();
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SetText();
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//SetInputFile();
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}
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//==================================================================动态加载=======================================================
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//动态加载人员
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public void DynamicLoadingPeople()
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{
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for (int i = 0; i < 20; 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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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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public void DynamicLoadingDuty()
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{
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foreach (var npcData in jsonReader1.npcDictionary)
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{
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string[] nameSections = npcData.Value.Name.Split('|');
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foreach (var section in nameSections)
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{
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string[] sectionParts = section.Split(',');
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//判断事件然后确定有哪些职责
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if (int.Parse(sectionParts[0]) == 2001)
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{
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int key = int.Parse(sectionParts[1]);
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if (jsonReader1.npcDictionary.ContainsKey(key))
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{
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var npcInfo = jsonReader1.npcDictionary[key];
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// 创建DutyItem实例
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GameObject item = GameObject.Instantiate(dutyPrefab, dutyCount);
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DutyItem dutyItem = item.GetComponent<DutyItem>();
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Button dutuybutton = item.transform.Find("TextBtn").GetComponent<Button>();
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dutuybutton.onClick.AddListener(() => OnDutyItemClicked(item, Color.red, selectedDuty));
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dutyItem.dutyNameText.text = npcData.Value.Note;
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dutyItem.leader = npcData.Value.GroupLeader;
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dutyItem.dutyId = npcData.Value.ID;
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peopleList.Add(item);
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}
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}
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}
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}
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}
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//动态加载场景
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public void DynamicLoadingScene()
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{
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foreach (var npcData in jsonReader1.locationDictionary)
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{
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// 解析角色限制字段
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string roleLimit = npcData.Value.RoleLimit;
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if (!string.IsNullOrEmpty(roleLimit))
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{
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// 先按“|”分隔
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string[] roleLimitSections = roleLimit.Split('|');
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// 遍历每个部分(按“|”分隔后得到的数组)
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bool shouldInstantiate = true; // 用于判断是否需要实例化
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foreach (string section in roleLimitSections)
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{
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string[] roleLimits = section.Split(',');
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// 判断当前部分是否包含 "-1" 来决定是否跳过实例化
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if (section.Contains("-1"))
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{
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if (roleLimits[0] == "-1")
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{
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shouldInstantiate = false; // 不实例化该NPC
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break; // 跳出循环,直接处理下一个NPC
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}
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}
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else
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{
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GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount);
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SceneItem sceneItem = item.GetComponent<SceneItem>();
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Button scenebutton = item.transform.Find("TextBtn").GetComponent<Button>();
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scenebutton.onClick.AddListener(() => OnSceneItemClicked(item, Color.green, selectedScene));
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// 设置limitNum
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sceneItem.dutyId = int.Parse(roleLimits[1]);
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sceneItem.limitNum = int.Parse(roleLimits[2]);
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sceneItem.sceneName.text = npcData.Value.Note;
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// 将每个实例化的角色添加到列表中
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peopleList.Add(item);
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}
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}
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// 如果不满足实例化条件,跳过当前NPC的实例化
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if (!shouldInstantiate)
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{
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continue;
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}
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}
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}
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}
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//=============================================================按钮和点击事件==================================================
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//处理人员管理按钮
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public void ClickPersonnelManagement()
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{
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foreach (Transform child in panelContent)
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{
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Destroy(child.gameObject);
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}
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foreach (var sceneEntry in sceneDataDictionary)
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{
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//Debug.Log($"场景: {sceneEntry.Key},人数: {sceneEntry.Value.Count}");
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GameObject managerPanelInstance = Instantiate(ManagerPanelPrefab, panelContent);
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Button button = managerPanelInstance.GetComponent<Button>();
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button.onClick.AddListener(() => managerPanel1.OnItemClicked(managerPanelInstance));
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Text sceneText = managerPanelInstance.transform.Find("top/sceneName").GetComponent<Text>();
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sceneText.text = sceneEntry.Key;
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managerPanel1.CreateScenePanel(sceneEntry.Key, sceneEntry.Value, managerPanelInstance);
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//managerPanel1.SetPlate();
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ManagerPanel.gameObject.SetActive(true);
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}
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}
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//处理点击确认按钮
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public void ClickSureBtn()
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{
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// 只有在选择了人员、职责和场景的情况下,才会执行后续操作
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if (isPersonSelected && isDutySelected && isSceneSelected)
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{
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// 保存选中的人员信息到场景数据字典中
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string sceneName = selectedInfo.scene;
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// 如果场景字典中没有这个场景,先创建一个空列表
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if (!sceneDataDictionary.ContainsKey(sceneName))
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{
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sceneDataDictionary[sceneName] = new List<SelectedInfo>();
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}
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// 需要判断是否达到了职责的人员上限
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bool isLimitReached = false;
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// 获取当前场景中的所有人员信息
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List<SelectedInfo> currentSceneInfo = sceneDataDictionary[sceneName];
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// 如果选中了“主持人”、“各组长”或“总指挥”,则限制数量为1
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if (selectedInfo.duty == "主持人" || selectedInfo.duty == "组长" || selectedInfo.duty == "总指挥")
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{
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int count = currentSceneInfo.Count(info => info.duty == selectedInfo.duty); // 统计当前职责人数
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if (count >= 1) // 如果已经有1个此职责的人选
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{
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Debug.LogError($"{selectedInfo.duty} 已达最大人数限制");
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isLimitReached = true; // 标记限制已达
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}
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}
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// 如果没有达到上限,则可以添加人员信息
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if (!isLimitReached)
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{
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// 通过创建一个新的 SelectedInfo 实例来避免引用同一个对象
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SelectedInfo newSelectedInfo = new SelectedInfo
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{
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name = selectedInfo.name,
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duty = selectedInfo.duty,
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scene = selectedInfo.scene,
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dutyId= selectedInfo.dutyId
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};
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// 将当前选中的人员信息添加到对应场景的人员列表中
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currentSceneInfo.Add(newSelectedInfo);
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// 禁用确认按钮并清空选择标志
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sureBtn.interactable = false;
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isPersonSelected = false;
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isDutySelected = false;
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isSceneSelected = false;
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// 改变已添加人员的显示颜色
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UpdatePeopleListVisual();
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}
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}
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else
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{
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Debug.LogError("请确保选择了人员、职责和场景!");
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}
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datePanel.NumberText.text = "共" + (sceneDataDictionary.Keys.Count * sceneDataDictionary.Values.Count).ToString() + "人参与";
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}
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//处理界面关闭按钮
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public void ClickCloseBtn()
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{
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transform.gameObject.SetActive(false);
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}
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//获取鼠标点击位置的信息
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public void GetData()
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{
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ManagerPanel managerPanel = new ManagerPanel();
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// 当鼠标左键按下时进行检测
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if (Input.GetMouseButtonDown(0))
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{
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// 确保 raycaster 和 eventSystem 不为空
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if (raycaster == null || eventSystem == null)
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{
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Debug.LogError("Raycaster 或 EventSystem 未正确分配,请在 Inspector 中进行分配。");
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return;
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}
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// 创建 PointerEventData 来记录点击事件的数据
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PointerEventData pointerData = new PointerEventData(eventSystem);
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pointerData.position = Input.mousePosition; // 获取鼠标点击的位置
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// 用于存储射线检测的结果
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List<RaycastResult> results = new List<RaycastResult>();
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// 射线检测 UI
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raycaster.Raycast(pointerData, results);
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// 遍历射线检测的结果
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foreach (RaycastResult result in results)
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{
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// 检测到点击了按钮
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Button clickedButton = result.gameObject.GetComponent<Button>();
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if (clickedButton != null)
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{
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Text buttonText = clickedButton.GetComponentInChildren<Text>();
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if (buttonText != null && buttonText.tag == Tags.people) // 获取标签为人员的信息
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{
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name = buttonText.text;
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Debug.Log(name);
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selectedInfo.name = name;
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isPersonSelected = true; // 选择了人员
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}
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else if (buttonText != null && buttonText.tag == Tags.scene) // 获取标签为场景的信息
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{
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scene = buttonText.text;
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Debug.Log(scene);
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selectedInfo.scene = scene;
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isSceneSelected = true; // 选择了场景
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}
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else if (buttonText != null && buttonText.tag == Tags.duty) // 获取标签为职责的信息
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{
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DutyItem item = clickedButton.GetComponentInParent<DutyItem>();
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duty = buttonText.text;
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dutyId = item.dutyId;
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selectedInfo.duty = duty;
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isDutySelected = true; // 选择了职责
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}
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}
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}
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// 根据选择情况,启用或禁用确认按钮
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UpdateConfirmButtonState();
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}
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}
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//==========================================================功能===========================================
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//判断是否能够点击按钮
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private void UpdateConfirmButtonState()
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{
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// 如果人员、职责和场景都已选择,则启用确认按钮,否则禁用
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sureBtn.interactable = isPersonSelected && isDutySelected && isSceneSelected;
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}
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//设置安排文字
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public void SetText()
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{
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arrangeText.text = "[" + name + "]担任[" + duty + "],位于[" + scene + "]";
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}
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//筛选
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public void SetInputFile()
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{
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// 获取输入框内容
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string filterText = shaixuaninputField.text.Trim();
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// 遍历所有已实例化的人员预制体
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foreach (Transform child in peopleCountent)
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{
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// 获取该子物体上的 Text 组件
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Text personNameText = child.GetComponentInChildren<Text>();
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if (personNameText != null)
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{
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// 比较输入框中的内容与人员姓名
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if (personNameText.text.Contains(filterText))
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{
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// 如果匹配,显示该人员
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child.gameObject.SetActive(true);
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}
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else
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{
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// 如果不匹配,隐藏该人员
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child.gameObject.SetActive(false);
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}
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}
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}
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}
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// 点击选中角色,改变视觉效果
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public void OnPeopleItemClicked(GameObject clickedItem, Color color, GameObject select)
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{
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// 如果有之前选中的角色,重置其视觉效果
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if (selectedPerson != null && select != clickedItem)
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{
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Text prevText = selectedPerson.GetComponentInChildren<Text>();
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if (prevText != null)
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{
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prevText.fontSize = 32; // 恢复原始字号
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prevText.color = Color.white; // 恢复原始颜色
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}
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}
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// 设置当前选中的角色为选中状态
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selectedPerson = clickedItem; // 更新选中人物
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Text personText = clickedItem.GetComponentInChildren<Text>();
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if (personText != null)
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{
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// 字号变大和颜色变更(选中状态)
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personText.fontSize = 36;
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personText.color = color; // 选中颜色
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}
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}
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// 点击选中职责,改变视觉效果
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public void OnDutyItemClicked(GameObject clickedItem, Color color, GameObject select)
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{
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// 如果有之前选中的角色,重置其视觉效果
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if (selectedDuty != null && select != clickedItem)
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{
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Text prevText = selectedDuty.GetComponentInChildren<Text>();
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if (prevText != null)
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{
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prevText.fontSize = 32; // 恢复原始字号
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prevText.color = Color.white; // 恢复原始颜色
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}
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}
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// 设置当前选中的角色为选中状态
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selectedDuty = clickedItem; // 更新选中人物
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Text personText = clickedItem.GetComponentInChildren<Text>();
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if (personText != null)
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{
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// 字号变大和颜色变更(选中状态)
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personText.fontSize = 36;
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personText.color = color; // 选中颜色
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}
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}
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// 点击选中角色,改变视觉效果
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public void OnSceneItemClicked(GameObject clickedItem, Color color, GameObject select)
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{
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// 如果有之前选中的角色,重置其视觉效果
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if (selectedScene != null && select != clickedItem)
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{
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Text prevText = selectedScene.GetComponentInChildren<Text>();
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if (prevText != null)
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{
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prevText.fontSize = 32; // 恢复原始字号
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prevText.color = Color.white; // 恢复原始颜色
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}
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}
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// 设置当前选中的角色为选中状态
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selectedScene = clickedItem; // 更新选中人物
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Text personText = clickedItem.GetComponentInChildren<Text>();
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if (personText != null)
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{
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// 字号变大和颜色变更(选中状态)
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personText.fontSize = 36;
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personText.color = color; // 选中颜色
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}
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}
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// 更新人员列表的显示颜色
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private void UpdatePeopleListVisual()
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{
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// 遍历所有已加载的人员预制体,检查是否已添加到场景
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foreach (GameObject personItem in peopleList)
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{
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// 获取人员的名字和显示文本
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Text personText = personItem.GetComponentInChildren<Text>();
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if (personText != null)
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{
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// 检查该人员是否已经添加到当前场景
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bool isPersonAdded = sceneDataDictionary[selectedInfo.scene].Any(info => info.name == personText.text);
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// 如果该人员已经被添加到场景,改变颜色为灰色
|
||
if (isPersonAdded)
|
||
{
|
||
personText.color = Color.blue; // 已添加人员的颜色
|
||
}
|
||
else
|
||
{
|
||
personText.color = Color.white; // 未添加人员的颜色
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|