This commit is contained in:
lq 2024-12-11 15:32:27 +08:00
parent d606df27e0
commit 56174ab2ff
14 changed files with 496 additions and 4090 deletions

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@ -8,10 +8,10 @@ using UnityEngine;
//获取房间玩家列表
public class getPlayerList : MonoBehaviour
{
private void Start()
{
GetPlayerList();
}
//private void Start()
//{
// GetPlayerList();
//}
// 创建请求头,使用最新的 token
public Dictionary<string, string> CreateHeaders()
{
@ -38,6 +38,7 @@ public class getPlayerList : MonoBehaviour
//=====================================================================================================================
public class PlayerListResponse : Response
{
public List<PlayerListData> data { get; set; }
}

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@ -1,6 +1,7 @@
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.VisualScripting.Antlr3.Runtime;
using UnityEditor.PackageManager;
using UnityEngine;
@ -11,28 +12,21 @@ public class getTemplateList : MonoBehaviour
// 创建请求头,使用最新的 token
public Dictionary<string, string> CreateHeaders()
{
if (string.IsNullOrEmpty(MyGlobal.global.loginResponse.data.access_token))
{
Debug.LogWarning("尝试创建请求头时token 未设置。");
return new Dictionary<string, string>();
}
return new Dictionary<string, string>
{
{ "Authorization","Bearer "+MyGlobal.global.loginResponse.data.access_token },
{ "Authorization","Bearer "+GlobalData.ServerData.data.access_token },
{"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" }
};
}
//获取模板列表
public async void TemplaRst()
public async Task<TemplateListData> TemplaRst()
{
string response = await web.SendRequest(web.URL + "/game/gameTemplate/list", "GET", "", CreateHeaders());
Debug.Log("获取模板列表" + response);
//解析服务器返回的数据
TemplateListData templateListData = JsonConvert.DeserializeObject<TemplateListData>(response);
Debug.Log("================" + templateListData.msg);
return templateListData;
}
}
//=======================================================================================================

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@ -80,10 +80,13 @@ public class Panel : MonoBehaviour
private GameObject selectedScene = null;//当前选中场景
public SelectedInfo selectedInfo;
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
public List<PlayerListData> userInfoList = new List<PlayerListData>();
public getPlayerList userInfo;
public ManagerPanel managerPanel1;
public JSONReader jsonReader1;
public SelectScenePanel selectScenePanel;
public DatePanel datePanel;
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
private bool isSceneSelected = false; // 标志是否选择了场景
@ -92,33 +95,33 @@ public class Panel : MonoBehaviour
void Start()
{
selectedInfo = new SelectedInfo();
DynamicLoadingPeople();
DynamicLoadingScene();
InstantiateToggle();
}
// Update is called once per frame
void Update()
{
GetData();
SetText();
PanelToggelSet();
//SetInputFile();
}
{
GetData();
SetText();
PanelToggelSet();
//SetInputFile();
}
//==================================================================动态加载=======================================================
//动态加载人员
public void DynamicLoadingPeople()
public async void DynamicLoadingPeople()
{
PlayerListResponse playerListResponse=await userInfo.GetPlayerList();
foreach(PlayerListData player in playerListResponse.data)
{
for (int i = 0; i < 20; i++)
{
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
PeopleItem peopleItem = item.GetComponent<PeopleItem>();
Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
peopleList.Add(item);// 将每个实例化的角色添加到列表中
}
Debug.Log("Player Name: " + player.UserName);
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
PeopleItem peopleItem = item.GetComponent<PeopleItem>();
peopleItem.nameText.text = player.NickName;
Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
peopleList.Add(item);// 将每个实例化的角色添加到列表中
}
}
//动态加载职责
public void DynamicLoadingDuty(int id)
@ -322,6 +325,9 @@ public class Panel : MonoBehaviour
//处理点击确认按钮
public void ClickSureBtn()
{
Debug.LogError(">>>>>>>>>>>>>"+ isPersonSelected);
Debug.LogError(">>>>>>>>>>>>>"+ isDutySelected);
Debug.LogError(">>>>>>>>>>>>>"+ isSceneSelected);
// 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
if (isPersonSelected && isDutySelected && isSceneSelected)
{
@ -423,7 +429,7 @@ public class Panel : MonoBehaviour
if (buttonText != null && buttonText.tag == Tags.people) // 获取标签为人员的信息
{
name = buttonText.text;
Debug.Log(name);
Debug.LogError(name);
selectedInfo.name = name;
isPersonSelected = true; // 选择了人员
}

View File

@ -257,6 +257,10 @@ public class SelectScenePanel : MonoBehaviour
//点击继续按钮后更换场景图片及名称
public void InstantiateEventPrefab(int id)
{
if(isSure)
{
return;
}
// 清空事件列表
incidentInfos.Clear();
foreach (Transform child in incidentList)
@ -265,7 +269,7 @@ public class SelectScenePanel : MonoBehaviour
}
// 更新场景名称
text20008.text = sceneName;
text20008.text = schoolName;
// 通过 id 获取对应的 sceneData
if (jsonReader.sceneDictionary.TryGetValue(id, out var sceneData))
@ -282,8 +286,6 @@ public class SelectScenePanel : MonoBehaviour
// 根据 incidentId 获取对应的事件数据
EventData eventData = jsonReader.GetEvenById(incidentId);
string[] incidentIds2 = eventData.DisasterLocation.Split('|');
// 动态加载 slot
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
EventInfo item = slot.GetComponent<EventInfo>();
item.eventId = eventData.ID;
@ -346,7 +348,6 @@ public class SelectScenePanel : MonoBehaviour
}
}
//事件及难度选择
public void SelectEvent()
{
@ -364,10 +365,15 @@ public class SelectScenePanel : MonoBehaviour
//随机事件
public void OnRandomEventClick()
{
// 随机选择一个事件
if (eventInfoList.Count > 1)
if(isSure)
{
int randomIndex = Random.Range(0, eventInfoList.Count);
return;
}
// 随机选择一个事件
if (incidentInfos.Count > 1)
{
randomEventBtn.gameObject.SetActive(true);
int randomIndex = Random.Range(0, incidentInfos.Count);
// 取消所有Toggle的选中状态
foreach (Toggle toggle in eventToggleList)
{
@ -382,9 +388,9 @@ public class SelectScenePanel : MonoBehaviour
if (eventToggleList[randomIndex] != null && eventToggleList[randomIndex].GetComponent<IncidentInfo>().isOpen != false)
{
eventToggleList[randomIndex].isOn = true;
this.eventName = eventInfoList[randomIndex].eventName.text; // 设置随机选择的事件名称
this.eventId = eventInfoList[randomIndex].eventId; // 更新事件 ID
Debug.Log("已选择随机事件: " + this.eventName);
this.idcidentName = incidentInfos[randomIndex].incidentText.text; // 设置随机选择的事件名称
this.difficultyId = incidentInfos[randomIndex].incidentID; // 更新事件 ID
Debug.Log("已选择随机事件: " + this.idcidentName);
}
else
{
@ -417,8 +423,6 @@ public class SelectScenePanel : MonoBehaviour
//继续按钮,点击后上传数据
public void OnClickContinueBtn()
{
//SelectSchoolBtn();
//SelectSceneBtn();
InstantiateEventPrefab(this.scnenId);
SetFirstChoise(evnetsceneList);
if (continueBtn.interactable)
@ -442,6 +446,8 @@ public class SelectScenePanel : MonoBehaviour
this.gameObject.SetActive(false);
panel.gameObject.SetActive(true);
DisableUIInteraction();
panel.DynamicLoadingPeople();
panel.DynamicLoadingScene();
panel.DynamicLoadingDuty(this.difficultyId);
isSure = true;
}
@ -449,19 +455,19 @@ public class SelectScenePanel : MonoBehaviour
//关闭按钮
public void OnClickCloseBtn()
{
// 清空事件列表
eventInfoList.Clear();
if(!isSure)
{// 清空事件列表
eventInfoList.Clear();
// 销毁所有已实例化的事件预制体
foreach (Transform child in eventList)
{
Destroy(child.gameObject);
}
// 如果需要,也可以清空其他相关信息
evnetsceneList.Clear();
eventId = -1;
eventName = string.Empty;
// 销毁所有已实例化的事件预制体
foreach (Transform child in eventList)
{
Destroy(child.gameObject);
}
evnetsceneList.Clear();
eventId = -1;
eventName = string.Empty;
}
if (schoolChoiceLable.gameObject.active == false)
{
sceneLable.gameObject.SetActive(true);
@ -471,7 +477,15 @@ public class SelectScenePanel : MonoBehaviour
}
else
{
transform.gameObject.SetActive(false);
if(isSure)
{
transform.gameObject.SetActive(false);
panel.gameObject.SetActive(true);
}
else
{
transform.gameObject.SetActive(false);
}
}
}
@ -668,4 +682,11 @@ public class SelectScenePanel : MonoBehaviour
// 禁用提交按钮
submitBtn.interactable = false;
}
//界面设置
public void SetPanel()
{
gameObject.SetActive(true);
panel.gameObject.SetActive(false);
}
}

View File

@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TemplateInfo : MonoBehaviour
{
public Text templateText;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 22bb659b3517bd741b7e18ebe3db1e8c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -9,7 +9,9 @@ public class LoadScene : MonoBehaviour
{
public Button nextBtn;
public Button yesBtn;
public GameObject templatePrefab;
public Transform temlateContent;
public getTemplateList getTemplaste;
// Start is called before the first frame update
void Start()
{
@ -17,21 +19,19 @@ public class LoadScene : MonoBehaviour
yesBtn.onClick.AddListener(OnClickYesBtn);
}
private void OnClickYesBtn()
private async void OnClickYesBtn()
{
//这里写应用场景的代码逻辑
TemplateListData templateListData = await getTemplaste.TemplaRst();
foreach (var info in templateListData.data)
{
Debug.Log("+++++++++++>>>>>>>>>>>>>>>>"+info);
GameObject template=GameObject.Instantiate(templatePrefab, temlateContent);
TemplateInfo templateInfo = template.GetComponent<TemplateInfo>();
}
}
public void OnClickNextBtn()
{
SceneManager.LoadScene("Schedule_a_walkthrough");
}
// Update is called once per frame
void Update()
{
SceneManager.LoadScene(2);
}
}