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

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@ -1,6 +1,7 @@
using Newtonsoft.Json; using Newtonsoft.Json;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.VisualScripting.Antlr3.Runtime; using Unity.VisualScripting.Antlr3.Runtime;
using UnityEditor.PackageManager; using UnityEditor.PackageManager;
using UnityEngine; using UnityEngine;
@ -11,28 +12,21 @@ public class getTemplateList : MonoBehaviour
// 创建请求头,使用最新的 token // 创建请求头,使用最新的 token
public Dictionary<string, string> CreateHeaders() 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> return new Dictionary<string, string>
{ {
{ "Authorization","Bearer "+MyGlobal.global.loginResponse.data.access_token }, { "Authorization","Bearer "+GlobalData.ServerData.data.access_token },
{"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" } {"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" }
}; };
} }
//获取模板列表 //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()); string response = await web.SendRequest(web.URL + "/game/gameTemplate/list", "GET", "", CreateHeaders());
Debug.Log("获取模板列表" + response); Debug.Log("获取模板列表" + response);
//解析服务器返回的数据 //解析服务器返回的数据
TemplateListData templateListData = JsonConvert.DeserializeObject<TemplateListData>(response); TemplateListData templateListData = JsonConvert.DeserializeObject<TemplateListData>(response);
Debug.Log("================" + templateListData.msg); 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 private GameObject selectedScene = null;//当前选中场景
public SelectedInfo selectedInfo; 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 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 ManagerPanel managerPanel1;
public JSONReader jsonReader1; public JSONReader jsonReader1;
public SelectScenePanel selectScenePanel; public SelectScenePanel selectScenePanel;
public DatePanel datePanel; public DatePanel datePanel;
private bool isPersonSelected = false; // 标志是否选择了人员 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 isDutySelected = false; // 标志是否选择了职责
private bool isSceneSelected = false; // 标志是否选择了场景 private bool isSceneSelected = false; // 标志是否选择了场景
@ -92,33 +95,33 @@ public class Panel : MonoBehaviour
void Start() void Start()
{ {
selectedInfo = new SelectedInfo(); selectedInfo = new SelectedInfo();
DynamicLoadingPeople();
DynamicLoadingScene();
InstantiateToggle(); InstantiateToggle();
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
GetData(); GetData();
SetText(); SetText();
PanelToggelSet(); PanelToggelSet();
//SetInputFile(); //SetInputFile();
} }
//==================================================================动态加载======================================================= //==================================================================动态加载=======================================================
//动态加载人员 //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++) Debug.Log("Player Name: " + player.UserName);
{ GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent); PeopleItem peopleItem = item.GetComponent<PeopleItem>();
PeopleItem peopleItem = item.GetComponent<PeopleItem>(); peopleItem.nameText.text = player.NickName;
Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>(); Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson)); 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 peopleList.Add(item);// 将每个实例化的角色添加到列表中
}
} }
}
//动态加载职责 //动态加载职责
public void DynamicLoadingDuty(int id) public void DynamicLoadingDuty(int id)
@ -322,6 +325,9 @@ public class Panel : MonoBehaviour
//处理点击确认按钮 //处理点击确认按钮
public void ClickSureBtn() 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 // 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) 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 if (buttonText != null && buttonText.tag == Tags.people) // 获取标签为人员的信息
{ {
name = buttonText.text; name = buttonText.text;
Debug.Log(name); Debug.LogError(name);
selectedInfo.name = name; selectedInfo.name = name;
isPersonSelected = true; // 选择了人员 isPersonSelected = true; // 选择了人员
} }

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@ -257,6 +257,10 @@ public class SelectScenePanel : MonoBehaviour
//点击继续按钮后更换场景图片及名称 //点击继续按钮后更换场景图片及名称
public void InstantiateEventPrefab(int id) public void InstantiateEventPrefab(int id)
{ {
if(isSure)
{
return;
}
// 清空事件列表 // 清空事件列表
incidentInfos.Clear(); incidentInfos.Clear();
foreach (Transform child in incidentList) foreach (Transform child in incidentList)
@ -265,7 +269,7 @@ public class SelectScenePanel : MonoBehaviour
} }
// 更新场景名称 // 更新场景名称
text20008.text = sceneName; text20008.text = schoolName;
// 通过 id 获取对应的 sceneData // 通过 id 获取对应的 sceneData
if (jsonReader.sceneDictionary.TryGetValue(id, out var 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 // 根据 incidentId 获取对应的事件数据
EventData eventData = jsonReader.GetEvenById(incidentId); EventData eventData = jsonReader.GetEvenById(incidentId);
string[] incidentIds2 = eventData.DisasterLocation.Split('|'); string[] incidentIds2 = eventData.DisasterLocation.Split('|');
// 动态加载 slot
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList); GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
EventInfo item = slot.GetComponent<EventInfo>(); EventInfo item = slot.GetComponent<EventInfo>();
item.eventId = eventData.ID; item.eventId = eventData.ID;
@ -346,7 +348,6 @@ public class SelectScenePanel : MonoBehaviour
} }
} }
//事件及难度选择 //事件及难度选择
public void SelectEvent() public void SelectEvent()
{ {
@ -364,10 +365,15 @@ public class SelectScenePanel : MonoBehaviour
//随机事件 //随机事件
public void OnRandomEventClick() public void OnRandomEventClick()
{ {
// 随机选择一个事件 if(isSure)
if (eventInfoList.Count > 1)
{ {
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 // 取消所有Toggle的选中状态
foreach (Toggle toggle in eventToggleList) foreach (Toggle toggle in eventToggleList)
{ {
@ -382,9 +388,9 @@ public class SelectScenePanel : MonoBehaviour
if (eventToggleList[randomIndex] != null && eventToggleList[randomIndex].GetComponent<IncidentInfo>().isOpen != false) if (eventToggleList[randomIndex] != null && eventToggleList[randomIndex].GetComponent<IncidentInfo>().isOpen != false)
{ {
eventToggleList[randomIndex].isOn = true; eventToggleList[randomIndex].isOn = true;
this.eventName = eventInfoList[randomIndex].eventName.text; // 设置随机选择的事件名称 this.idcidentName = incidentInfos[randomIndex].incidentText.text; // 设置随机选择的事件名称
this.eventId = eventInfoList[randomIndex].eventId; // 更新事件 ID this.difficultyId = incidentInfos[randomIndex].incidentID; // 更新事件 ID
Debug.Log("已选择随机事件: " + this.eventName); Debug.Log("已选择随机事件: " + this.idcidentName);
} }
else else
{ {
@ -417,8 +423,6 @@ public class SelectScenePanel : MonoBehaviour
//继续按钮,点击后上传数据 //继续按钮,点击后上传数据
public void OnClickContinueBtn() public void OnClickContinueBtn()
{ {
//SelectSchoolBtn();
//SelectSceneBtn();
InstantiateEventPrefab(this.scnenId); InstantiateEventPrefab(this.scnenId);
SetFirstChoise(evnetsceneList); SetFirstChoise(evnetsceneList);
if (continueBtn.interactable) if (continueBtn.interactable)
@ -442,6 +446,8 @@ public class SelectScenePanel : MonoBehaviour
this.gameObject.SetActive(false); this.gameObject.SetActive(false);
panel.gameObject.SetActive(true); panel.gameObject.SetActive(true);
DisableUIInteraction(); DisableUIInteraction();
panel.DynamicLoadingPeople();
panel.DynamicLoadingScene();
panel.DynamicLoadingDuty(this.difficultyId); panel.DynamicLoadingDuty(this.difficultyId);
isSure = true; isSure = true;
} }
@ -449,19 +455,19 @@ public class SelectScenePanel : MonoBehaviour
//关闭按钮 //关闭按钮
public void OnClickCloseBtn() public void OnClickCloseBtn()
{ {
// 清空事件列表 if(!isSure)
eventInfoList.Clear(); {// 清空事件列表
eventInfoList.Clear();
// 销毁所有已实例化的事件预制体 // 销毁所有已实例化的事件预制体
foreach (Transform child in eventList) foreach (Transform child in eventList)
{ {
Destroy(child.gameObject); Destroy(child.gameObject);
} }
evnetsceneList.Clear();
// 如果需要,也可以清空其他相关信息 eventId = -1;
evnetsceneList.Clear(); eventName = string.Empty;
eventId = -1; }
eventName = string.Empty;
if (schoolChoiceLable.gameObject.active == false) if (schoolChoiceLable.gameObject.active == false)
{ {
sceneLable.gameObject.SetActive(true); sceneLable.gameObject.SetActive(true);
@ -471,7 +477,15 @@ public class SelectScenePanel : MonoBehaviour
} }
else 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 // 禁用提交按钮
submitBtn.interactable = false; 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 nextBtn;
public Button yesBtn; public Button yesBtn;
public GameObject templatePrefab;
public Transform temlateContent;
public getTemplateList getTemplaste;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -17,21 +19,19 @@ public class LoadScene : MonoBehaviour
yesBtn.onClick.AddListener(OnClickYesBtn); 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() public void OnClickNextBtn()
{ {
SceneManager.LoadScene("Schedule_a_walkthrough"); SceneManager.LoadScene(2);
}
// Update is called once per frame
void Update()
{
} }
} }