Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_xiaofang
This commit is contained in:
commit
20120af3ed
@ -318,7 +318,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &4451807876351416332
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--- !u!224 &4451807876351416332
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RectTransform:
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RectTransform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -414,7 +414,5 @@ public class Panel : MonoBehaviour
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}
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}
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}
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}
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}
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}
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}
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}
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@ -8,7 +8,7 @@ public class EventInfo : MonoBehaviour
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public int eventId;
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public int eventId;
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public Text eventName;
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public Text eventName;
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public Image maskImage;
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public Image maskImage;
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public bool isOpen;
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public bool isOpen=true;
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void Start()
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void Start()
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{
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{
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@ -28,9 +28,10 @@ public class SelectScenePanel : MonoBehaviour
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public List<Toggle> difficultyList = new List<Toggle>();//游戏难度
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public List<Toggle> difficultyList = new List<Toggle>();//游戏难度
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public Button continueBtn;
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public Button continueBtn;
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public List<Toggle> toggleList=new List<Toggle>();
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public List<Toggle> toggleList=new List<Toggle>();
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public List<Toggle> eventToggleList = new List<Toggle>();
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//public Toggle[] toggleList;
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//public Toggle[] toggleList;
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public Toggle[] schooltoggleList;
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public Toggle[] schooltoggleList;
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public Toggle[] eventToggleList;
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//public Toggle[] eventToggleList;
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public ToggleGroup toggleGroup;
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public ToggleGroup toggleGroup;
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[Header("数据")]
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[Header("数据")]
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@ -111,29 +112,6 @@ public class SelectScenePanel : MonoBehaviour
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sceneItemList.Add(item);
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sceneItemList.Add(item);
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}
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}
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}
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}
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//for (int i = 0; i < 6; i++)
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//{
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// GameObject slot = GameObject.Instantiate<GameObject>(scenePrefab, sceneList);
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// SceneItem item = slot.GetComponent<SceneItem>();
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// item.sceneName.text = "场景" + i;
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// if (item.IsOpen)
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// {
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// item.maskImage.gameObject.SetActive(false);
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// }
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// else
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// {
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// item.maskImage.gameObject.SetActive(true);
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// }
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// Toggle toggle = slot.GetComponent<Toggle>();
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// if (toggle != null)
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// {
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// toggle.group = sceneGroup;
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// toggleList[i] = toggle;
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// sceneItemList.Add(item);
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// }
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//}
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}
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}
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//动态加载学校选择预制体(这里面的东西需要判断场景的Id来加载对应的场景)
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//动态加载学校选择预制体(这里面的东西需要判断场景的Id来加载对应的场景)
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@ -166,7 +144,7 @@ public class SelectScenePanel : MonoBehaviour
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{
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{
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foreach(var eventData in jsonReader.eventDictionary)
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foreach(var eventData in jsonReader.eventDictionary)
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{
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{
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int i=2;
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GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
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GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
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EventInfo item = slot.GetComponent<EventInfo>();
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EventInfo item = slot.GetComponent<EventInfo>();
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@ -181,11 +159,10 @@ public class SelectScenePanel : MonoBehaviour
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toggle.isOn = false;
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toggle.isOn = false;
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// 将 Toggle 添加到 schooltoggleList 中
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// 将 Toggle 添加到 schooltoggleList 中
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eventToggleList[i] = toggle;
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i++;
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// 将 SchoolInfo 对象添加到 schoolInfos 列表中
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// 将 SchoolInfo 对象添加到 schoolInfos 列表中
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eventInfoList.Add(item);
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eventInfoList.Add(item);
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Debug.Log("!!!!!!!!!!!!!!!!!!!!!"+eventInfoList.Count);
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}
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}
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}
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}
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}
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}
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@ -193,11 +170,6 @@ public class SelectScenePanel : MonoBehaviour
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//点击继续按钮后更换场景图片及名称
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//点击继续按钮后更换场景图片及名称
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public void InstantiateEventPrefab(int id)
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public void InstantiateEventPrefab(int id)
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{
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{
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// 清空所有的子物体
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foreach (Transform child in sceneList)
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{
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Destroy(child.gameObject);
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}
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// 通过 id 获取对应的 sceneData
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// 通过 id 获取对应的 sceneData
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if (jsonReader.sceneDictionary.TryGetValue(id, out var sceneData))
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if (jsonReader.sceneDictionary.TryGetValue(id, out var sceneData))
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@ -214,9 +186,6 @@ public class SelectScenePanel : MonoBehaviour
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// 根据 incidentId 获取对应的事件数据
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// 根据 incidentId 获取对应的事件数据
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if (jsonReader.eventDictionary.TryGetValue(incidentId, out var eventData))
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if (jsonReader.eventDictionary.TryGetValue(incidentId, out var eventData))
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{
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{
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// 在这里你可以根据 eventData 做进一步操作
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Debug.Log($"Found event for Incident ID {incidentId}: {eventData.Note}");
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// 你可以继续处理相关逻辑,比如创建 UI 或设置属性等
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// 你可以继续处理相关逻辑,比如创建 UI 或设置属性等
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GameObject slot = GameObject.Instantiate<GameObject>(scenePrefab, sceneList);
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GameObject slot = GameObject.Instantiate<GameObject>(scenePrefab, sceneList);
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SceneItem item = slot.GetComponent<SceneItem>();
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SceneItem item = slot.GetComponent<SceneItem>();
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@ -235,7 +204,7 @@ public class SelectScenePanel : MonoBehaviour
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Toggle toggle = slot.GetComponent<Toggle>();
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Toggle toggle = slot.GetComponent<Toggle>();
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if (toggle != null)
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if (toggle != null)
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{
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{
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toggle.group = sceneGroup;
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toggle.group = eventGroup;
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//toggleList.Add(toggle);
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//toggleList.Add(toggle);
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sceneItemList.Add(item);
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sceneItemList.Add(item);
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}
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}
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@ -257,7 +226,6 @@ public class SelectScenePanel : MonoBehaviour
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}
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}
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}
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}
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//学校选择
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//学校选择
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public void SelectSchoolBtn()
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public void SelectSchoolBtn()
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{
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{
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@ -336,6 +304,7 @@ public class SelectScenePanel : MonoBehaviour
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//随机事件
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//随机事件
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public void OnRandomEventClick()
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public void OnRandomEventClick()
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{
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{
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// 随机选择一个事件
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// 随机选择一个事件
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if (eventInfoList.Count > 0)
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if (eventInfoList.Count > 0)
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{
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{
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@ -350,7 +319,7 @@ public class SelectScenePanel : MonoBehaviour
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toggle.isOn = false;
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toggle.isOn = false;
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}
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}
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}
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}
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Debug.Log("=++++++++++++++++++++++=" + eventToggleList[randomIndex].GetComponent<EventInfo>());
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// 选中随机事件
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// 选中随机事件
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if (eventToggleList[randomIndex] != null&& eventToggleList[randomIndex].GetComponent<EventInfo>().isOpen!=false)
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if (eventToggleList[randomIndex] != null&& eventToggleList[randomIndex].GetComponent<EventInfo>().isOpen!=false)
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{
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{
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@ -388,6 +357,10 @@ public class SelectScenePanel : MonoBehaviour
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public void OnClickContinueBtn()
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public void OnClickContinueBtn()
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{
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{
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//IsClick(); // 调用 IsClick 检查是否选中学校和场景
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//IsClick(); // 调用 IsClick 检查是否选中学校和场景
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foreach (Transform child in sceneList)
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{
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child.gameObject.SetActive(false);
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}
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SelectSchoolBtn();
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SelectSchoolBtn();
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SelectSceneBtn();
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SelectSceneBtn();
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InstantiateEventPrefab(this.scnenId);
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InstantiateEventPrefab(this.scnenId);
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@ -402,7 +375,6 @@ public class SelectScenePanel : MonoBehaviour
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Debug.Log("没有选择场景或学校,继续按钮不可用!");
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Debug.Log("没有选择场景或学校,继续按钮不可用!");
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}
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}
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}
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}
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//提交按钮,点击上传数据和隐藏界面
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//提交按钮,点击上传数据和隐藏界面
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public void SubmitBtn()
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public void SubmitBtn()
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{
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{
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@ -416,7 +388,21 @@ public class SelectScenePanel : MonoBehaviour
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//关闭按钮
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//关闭按钮
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public void OnClickCloseBtn()
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public void OnClickCloseBtn()
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{
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{
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transform.gameObject.SetActive(false);
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if (schoolChoiceLable.gameObject.active==false)
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{
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foreach (Transform child in sceneList)
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{
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child.gameObject.SetActive(false);
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}
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eventChoiceLable.gameObject.SetActive(false);
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schoolChoiceLable.gameObject.SetActive(true);
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InstantiateScenePrefab();
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}
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else
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{
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transform.gameObject.SetActive(false);
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}
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}
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}
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//通过判断Toggle的IsOn是否被打开来判断继续按钮是否置灰
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//通过判断Toggle的IsOn是否被打开来判断继续按钮是否置灰
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