应急疏散人员
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|
propertyPath: m_AnchoredPosition.y
|
||||||
value: -29.2995
|
value: 0
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 4204671800070690485, guid: 5e14c4abba3cf1a4099ba76ddf50a689, type: 3}
|
- target: {fileID: 4204671800070690485, guid: 5e14c4abba3cf1a4099ba76ddf50a689, type: 3}
|
||||||
propertyPath: m_LocalEulerAnglesHint.x
|
propertyPath: m_LocalEulerAnglesHint.x
|
||||||
@ -14160,10 +14168,10 @@ RectTransform:
|
|||||||
m_Father: {fileID: 7318934474885050404}
|
m_Father: {fileID: 7318934474885050404}
|
||||||
m_RootOrder: 0
|
m_RootOrder: 0
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0, y: 0}
|
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||||
m_AnchorMax: {x: 1, y: 1}
|
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||||
m_AnchoredPosition: {x: 21, y: -5.0004883}
|
m_AnchoredPosition: {x: 21, y: -5.0004883}
|
||||||
m_SizeDelta: {x: -764, y: -343}
|
m_SizeDelta: {x: 1156, y: 737}
|
||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!224 &7318934476091951409
|
--- !u!224 &7318934476091951409
|
||||||
RectTransform:
|
RectTransform:
|
||||||
|
@ -14,6 +14,7 @@ public class SelectedInfo
|
|||||||
public string name;
|
public string name;
|
||||||
public string duty;
|
public string duty;
|
||||||
public string scene;
|
public string scene;
|
||||||
|
public string leader;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -97,6 +98,7 @@ public class Panel : MonoBehaviour
|
|||||||
GameObject item = GameObject.Instantiate<GameObject>(dutyPrefab, dutyCount);
|
GameObject item = GameObject.Instantiate<GameObject>(dutyPrefab, dutyCount);
|
||||||
DutyItem dutyItem = item.GetComponent<DutyItem>();
|
DutyItem dutyItem = item.GetComponent<DutyItem>();
|
||||||
dutyItem.dutyNameText.text = npcData.Value.Note;
|
dutyItem.dutyNameText.text = npcData.Value.Note;
|
||||||
|
dutyItem.leader = npcData.Value.GroupLeader;
|
||||||
//Debug.Log("$$$$$$$$$$$$$$" + dutyItem.dutyNameText.text);
|
//Debug.Log("$$$$$$$$$$$$$$" + dutyItem.dutyNameText.text);
|
||||||
peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
||||||
}
|
}
|
||||||
@ -107,10 +109,7 @@ public class Panel : MonoBehaviour
|
|||||||
{
|
{
|
||||||
foreach (var npcData in jsonReader1.locationDictionary)
|
foreach (var npcData in jsonReader1.locationDictionary)
|
||||||
{
|
{
|
||||||
GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount);
|
// 解析角色限制字段
|
||||||
SceneItem sceneItem = item.GetComponent<SceneItem>();
|
|
||||||
sceneItem.sceneName.text = npcData.Value.Note;
|
|
||||||
// 通过“|”分隔 RoleLimit 字段
|
|
||||||
string roleLimit = npcData.Value.RoleLimit;
|
string roleLimit = npcData.Value.RoleLimit;
|
||||||
|
|
||||||
if (!string.IsNullOrEmpty(roleLimit))
|
if (!string.IsNullOrEmpty(roleLimit))
|
||||||
@ -119,53 +118,47 @@ public class Panel : MonoBehaviour
|
|||||||
string[] roleLimitSections = roleLimit.Split('|');
|
string[] roleLimitSections = roleLimit.Split('|');
|
||||||
|
|
||||||
// 遍历每个部分(按“|”分隔后得到的数组)
|
// 遍历每个部分(按“|”分隔后得到的数组)
|
||||||
|
bool shouldInstantiate = true; // 用于判断是否需要实例化
|
||||||
foreach (string section in roleLimitSections)
|
foreach (string section in roleLimitSections)
|
||||||
{
|
{
|
||||||
// 判断当前部分是否包含 "-1"
|
// 判断当前部分是否包含 "-1" 来决定是否跳过实例化
|
||||||
if (section.Contains("-1"))
|
if (section.Contains("-1"))
|
||||||
{
|
{
|
||||||
Debug.Log("角色限制为-1,区域限制人数为无限!");
|
// 判断职业ID或其他条件,决定是否跳过
|
||||||
sceneItem.limitNum = int.MaxValue;
|
string[] roleLimits = section.Split(',');
|
||||||
continue; // 跳过当前部分,不进行后续处理
|
|
||||||
}
|
|
||||||
|
|
||||||
// 对每个部分再按“,”分隔
|
// 这里假设职业ID在第一个位置,且为-1时表示不可作为出生点
|
||||||
string[] roleLimits = section.Split(',');
|
if (roleLimits[0] == "-1")
|
||||||
|
|
||||||
// 判断是否有足够的元素(至少3个)
|
|
||||||
if (roleLimits.Length >= 3)
|
|
||||||
{
|
|
||||||
// 获取第三个元素并进行判断
|
|
||||||
string thirdElement = roleLimits[2];
|
|
||||||
Debug.Log("第三个元素的值是:" + thirdElement);
|
|
||||||
sceneItem.limitNum = int.Parse(thirdElement);
|
|
||||||
|
|
||||||
// 判断第三个元素的值
|
|
||||||
if (thirdElement == "某个特定值") // 这里的 "某个特定值" 你可以根据需求更改
|
|
||||||
{
|
{
|
||||||
Debug.Log("第三个元素满足条件!");
|
//Debug.Log("该职业不能作为出生点,不在预订演练,跳过实例化!");
|
||||||
|
shouldInstantiate = false; // 不实例化该NPC
|
||||||
|
break; // 跳出循环,直接处理下一个NPC
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
// 处理“-1”表示无限制人数的情况
|
||||||
|
if (roleLimits[2] == "-1")
|
||||||
{
|
{
|
||||||
Debug.Log("第三个元素不满足条件!");
|
//Debug.Log("角色限制为-1,区域限制人数为无限!");
|
||||||
|
// 可以选择设置limitNum为无限制
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
}
|
||||||
{
|
// 如果不满足实例化条件,跳过当前NPC的实例化
|
||||||
Debug.Log("当前部分数据不足3个元素,无法检查第三个元素!");
|
if (!shouldInstantiate)
|
||||||
}
|
{
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
// 实例化NPC预制体
|
||||||
Debug.Log("RoleLimit is empty for NPC ID: " + npcData.Key);
|
GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount);
|
||||||
}
|
SceneItem sceneItem = item.GetComponent<SceneItem>();
|
||||||
|
sceneItem.sceneName.text = npcData.Value.Note;
|
||||||
|
|
||||||
// 将每个实例化的角色添加到列表中
|
// 将每个实例化的角色添加到列表中
|
||||||
peopleList.Add(item);
|
peopleList.Add(item);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//处理人员管理按钮
|
//处理人员管理按钮
|
||||||
@ -216,16 +209,23 @@ public class Panel : MonoBehaviour
|
|||||||
|
|
||||||
if (count >= 1) // 如果已经有1个此职责的人选
|
if (count >= 1) // 如果已经有1个此职责的人选
|
||||||
{
|
{
|
||||||
Debug.LogError($"{selectedInfo.duty} 已达最大人数限制!");
|
Debug.LogError($"{selectedInfo.duty} 已达最大人数限制");
|
||||||
isLimitReached = true; // 标记限制已达
|
isLimitReached = true; // 标记限制已达
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 如果没有达到上限,则可以添加人员信息
|
// 如果没有达到上限,则可以添加人员信息
|
||||||
if (!isLimitReached)
|
if (!isLimitReached)
|
||||||
{
|
{
|
||||||
|
// 通过创建一个新的 SelectedInfo 实例来避免引用同一个对象
|
||||||
|
SelectedInfo newSelectedInfo = new SelectedInfo
|
||||||
|
{
|
||||||
|
name = selectedInfo.name,
|
||||||
|
duty = selectedInfo.duty,
|
||||||
|
scene = selectedInfo.scene
|
||||||
|
};
|
||||||
|
|
||||||
// 将当前选中的人员信息添加到对应场景的人员列表中
|
// 将当前选中的人员信息添加到对应场景的人员列表中
|
||||||
currentSceneInfo.Add(selectedInfo);
|
currentSceneInfo.Add(newSelectedInfo);
|
||||||
|
|
||||||
// 打印当前场景人员信息
|
// 打印当前场景人员信息
|
||||||
Debug.Log($"场景: {sceneName},选中的人员: {selectedInfo.name},职责: {selectedInfo.duty}");
|
Debug.Log($"场景: {sceneName},选中的人员: {selectedInfo.name},职责: {selectedInfo.duty}");
|
||||||
@ -239,7 +239,6 @@ public class Panel : MonoBehaviour
|
|||||||
// 改变已添加人员的显示颜色
|
// 改变已添加人员的显示颜色
|
||||||
UpdatePeopleListVisual();
|
UpdatePeopleListVisual();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -249,6 +248,7 @@ public class Panel : MonoBehaviour
|
|||||||
// 可以在这里根据需求继续处理选中的数据
|
// 可以在这里根据需求继续处理选中的数据
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//处理界面关闭按钮
|
//处理界面关闭按钮
|
||||||
public void ClickCloseBtn()
|
public void ClickCloseBtn()
|
||||||
{
|
{
|
||||||
@ -411,5 +411,7 @@ public class Panel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -8,6 +8,7 @@ public class DutyItem : MonoBehaviour
|
|||||||
public Image dutyImage;
|
public Image dutyImage;
|
||||||
public Text dutyNameText;
|
public Text dutyNameText;
|
||||||
public Button button;
|
public Button button;
|
||||||
|
public int leader;
|
||||||
public Color defaultColor = Color.white; // 默认颜色
|
public Color defaultColor = Color.white; // 默认颜色
|
||||||
public Color addedColor = Color.gray; // 已添加颜色
|
public Color addedColor = Color.gray; // 已添加颜色
|
||||||
public Color selectedColor = Color.yellow; // 选中颜色
|
public Color selectedColor = Color.yellow; // 选中颜色
|
||||||
@ -56,4 +57,5 @@ public class DutyItem : MonoBehaviour
|
|||||||
{
|
{
|
||||||
onClick?.Invoke();
|
onClick?.Invoke();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
@ -23,6 +23,9 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
public Button redistributeBtn;
|
public Button redistributeBtn;
|
||||||
public Button submitBtn;
|
public Button submitBtn;
|
||||||
|
|
||||||
|
[Header("Npc数量")]
|
||||||
|
public int npcNum;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -47,7 +50,6 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
PersonnelItem personnelItem=item.GetComponent<PersonnelItem>();
|
PersonnelItem personnelItem=item.GetComponent<PersonnelItem>();
|
||||||
personnelItem.sceneText.text = sceneEntry.Key;
|
personnelItem.sceneText.text = sceneEntry.Key;
|
||||||
personnelItem.personnelNum.text = sceneEntry.Value.Count.ToString();
|
personnelItem.personnelNum.text = sceneEntry.Value.Count.ToString();
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//判断输入框的数字是否大于1
|
//判断输入框的数字是否大于1
|
||||||
@ -94,5 +96,9 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
classItem.JuesechoicePop = JuesechoicePop;
|
classItem.JuesechoicePop = JuesechoicePop;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
//Npc分配
|
||||||
|
public void NpcDistribution()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -70,17 +70,14 @@ public class ManagerPanel : MonoBehaviour
|
|||||||
RectTransform rt = currentSelectedItem.GetComponent<RectTransform>();
|
RectTransform rt = currentSelectedItem.GetComponent<RectTransform>();
|
||||||
rt.localScale = originalScale; // 恢复原始大小
|
rt.localScale = originalScale; // 恢复原始大小
|
||||||
}
|
}
|
||||||
|
|
||||||
// 记录当前选中项的原始大小
|
// 记录当前选中项的原始大小
|
||||||
RectTransform clickedItemRT = clickedItem.GetComponent<RectTransform>();
|
RectTransform clickedItemRT = clickedItem.GetComponent<RectTransform>();
|
||||||
if (originalScale == Vector3.zero)
|
if (originalScale == Vector3.zero)
|
||||||
{
|
{
|
||||||
originalScale = clickedItemRT.localScale; // 只记录一次原始大小
|
originalScale = clickedItemRT.localScale; // 只记录一次原始大小
|
||||||
}
|
}
|
||||||
|
|
||||||
// 更新当前选中的项
|
// 更新当前选中的项
|
||||||
currentSelectedItem = clickedItem;
|
currentSelectedItem = clickedItem;
|
||||||
|
|
||||||
// 放大当前选中的项
|
// 放大当前选中的项
|
||||||
clickedItemRT.localScale = originalScale * 1.2f; // 放大1.2倍
|
clickedItemRT.localScale = originalScale * 1.2f; // 放大1.2倍
|
||||||
// 使当前选中的项居中显示
|
// 使当前选中的项居中显示
|
||||||
@ -135,7 +132,6 @@ public class ManagerPanel : MonoBehaviour
|
|||||||
//关闭人员窗口
|
//关闭人员窗口
|
||||||
public void OnCloseWindowsBtn()
|
public void OnCloseWindowsBtn()
|
||||||
{
|
{
|
||||||
Debug.Log("111111111111111");
|
|
||||||
peopleWindowsPrefab.gameObject.SetActive(false);
|
peopleWindowsPrefab.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -34,9 +34,6 @@ public class PersonnelPanel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
public void CreatePersonelItem(SelectedInfo person, Transform parentTransform)
|
public void CreatePersonelItem(SelectedInfo person, Transform parentTransform)
|
||||||
{
|
{
|
||||||
//Transform contentTransform = parentTransform.transform.Find("Scroll View/Viewport/Content");
|
|
||||||
Debug.Log("============"+ parentTransform == null);
|
|
||||||
|
|
||||||
// 实例化一个人员项并将其作为场景面板的子物体
|
// 实例化一个人员项并将其作为场景面板的子物体
|
||||||
GameObject item = Instantiate(personelItem, parentTransform);
|
GameObject item = Instantiate(personelItem, parentTransform);
|
||||||
PersonnelInfo personnelItem = item.GetComponent<PersonnelInfo>();
|
PersonnelInfo personnelItem = item.GetComponent<PersonnelInfo>();
|
||||||
|
Loading…
Reference in New Issue
Block a user