Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_xiaofang
This commit is contained in:
commit
3dd80a3816
@ -15479,7 +15479,9 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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eventId: 101
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eventName: {fileID: 7468736065525718883}
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eventimage: {fileID: 0}
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eventImage: {fileID: 0}
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maskImage: {fileID: 0}
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IsOpen: 1
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--- !u!114 &7468736064294474853
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -15785,7 +15787,9 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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eventId: 102
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eventName: {fileID: 7468736064069646105}
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eventimage: {fileID: 0}
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eventImage: {fileID: 0}
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maskImage: {fileID: 0}
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IsOpen: 1
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--- !u!222 &7468736064421981256
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CanvasRenderer:
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m_ObjectHideFlags: 0
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@ -16329,9 +16333,7 @@ MonoBehaviour:
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schoolInfoList:
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- {fileID: 7468736064927213727}
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- {fileID: 7468736064421981270}
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eventInfoList:
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- {fileID: 7468736064294474852}
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- {fileID: 7468736064384987111}
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eventInfoList: []
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incidentInfos: []
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sceneItemList: []
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difficultyList:
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@ -63,7 +63,6 @@ public class SelectScenePanel : MonoBehaviour
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incidentLable.gameObject.SetActive(false);
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InstantiateScenePrefab();
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InstantiateSchoolPrefab();
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InstantiateIncidentPrefab(2001);
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SetEventToggleOpenorClose(incidentInfos);
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continueBtn.onClick.AddListener(OnClickContinueBtn);
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SetFirstChoise(scenetoggleList);
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@ -75,6 +74,10 @@ public class SelectScenePanel : MonoBehaviour
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void Update()
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{
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IsClick();
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if(Input.GetKeyDown(KeyCode.A))
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{
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SelectEvnentBtn();
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}
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}
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//动态加载场景选择预制体
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@ -152,6 +155,7 @@ public class SelectScenePanel : MonoBehaviour
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GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
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EventInfo item = slot.GetComponent<EventInfo>();
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item.eventId = sceneData.Value.ID;
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item.eventName.text = sceneData.Value.Note;
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if (item.IsOpen)
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{
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@ -174,29 +178,29 @@ public class SelectScenePanel : MonoBehaviour
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//动态加载事件选择预制体
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public void InstantiateIncidentPrefab(int eventId)
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{
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//foreach (var eventData in jsonReader.incidentSiteDictionary)
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//{
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// if(eventData.Key==eventId)
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// {
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// GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
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// IncidentInfo item = slot.GetComponent<IncidentInfo>();
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// item.incidentText.text = eventData.Value.Note;
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// item.incidentID = eventData.Value.ID;
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// Toggle toggle = slot.GetComponent<Toggle>();
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foreach (var eventData in jsonReader.incidentSiteDictionary)
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{
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if (eventData.Key == eventId)
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{
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GameObject slot = GameObject.Instantiate<GameObject>(incidentPrefab, incidentList);
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IncidentInfo item = slot.GetComponent<IncidentInfo>();
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item.incidentText.text = eventData.Value.Note;
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item.incidentID = eventData.Value.ID;
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Toggle toggle = slot.GetComponent<Toggle>();
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// if (toggle != null)
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// {
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// // ½« Toggle Ìí¼Óµ½ ToggleGroup ÖÐ
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// toggle.group = eventGroup;
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// toggle.isOn = false;
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// incidentInfos.Add(item);
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// }
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// }
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// else
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// {
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// break;
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// }
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//}
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if (toggle != null)
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{
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// 将 Toggle 添加到 ToggleGroup 中
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toggle.group = eventGroup;
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toggle.isOn = false;
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incidentInfos.Add(item);
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}
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}
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else
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{
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break;
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}
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}
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}
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//点击继续按钮后更换场景图片及名称
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@ -289,6 +293,7 @@ public class SelectScenePanel : MonoBehaviour
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// 设置场景名称
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this.sceneName = item.sceneName.text; // 获取 Text 组件的文本
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this.scnenId = item.sceneId;
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Debug.Log("------------this.scnenId:" + this.scnenId);
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createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.sceneId.ToString();
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sceneSelected = true;
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@ -305,12 +310,14 @@ public class SelectScenePanel : MonoBehaviour
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bool eventSelected = false; // 检查是否有场景被选择
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foreach (EventInfo item in eventInfoList)
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{
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// 检查当前的 Toggle 是否被选中
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if (item.gameObject.transform.GetComponent<Toggle>().isOn)
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{
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// 设置场景名称
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this.eventName = item.eventName.text; // 获取 Text 组件的文本
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this.eventId = item.eventId;
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EventData eventData = jsonReader.GetEvenById(this.eventId);
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InstantiateIncidentPrefab(2001);
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createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.eventId.ToString();
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Debug.Log(this.eventName);
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eventSelected = true;
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@ -412,7 +419,7 @@ public class SelectScenePanel : MonoBehaviour
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{
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SelectEvent();
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SelsctDifficulty();
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SelectEvnentBtn();
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//SelectEvnentBtn();
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SetDataPanelInfo();
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this.gameObject.SetActive(false);
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}
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@ -420,23 +427,30 @@ public class SelectScenePanel : MonoBehaviour
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//关闭按钮
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public void OnClickCloseBtn()
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{
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// 清空事件列表
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eventInfoList.Clear();
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// 销毁所有已实例化的事件预制体
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foreach (Transform child in eventList)
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{
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Destroy(child.gameObject);
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}
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// 如果需要,也可以清空其他相关信息
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eventToggleList.Clear();
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eventId = -1;
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eventName = string.Empty;
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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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sceneLable.gameObject.SetActive(true);
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schoolChoiceLable.gameObject.SetActive(true);
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eventChoiceLable.gameObject.SetActive(false);
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incidentLable.gameObject.SetActive(false);
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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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//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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@ -447,7 +461,6 @@ public class SelectScenePanel : MonoBehaviour
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// 检查场景选择
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foreach (Toggle toggle in scenetoggleList)
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{
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//Debug.Log("++++++++++++++++++++++++=" + scenetoggleList.Count());
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if (toggle.isOn)
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{
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anyToggleSelected = true;
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@ -535,8 +548,6 @@ public class SelectScenePanel : MonoBehaviour
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item.GetComponent<Toggle>().interactable = true;
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}
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}
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}
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//设置日期界面的数据
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