应急人群公布
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@ -6,6 +6,9 @@ using UnityEngine.UI;
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public class EvacuationPanel : MonoBehaviour
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public class EvacuationPanel : MonoBehaviour
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{
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{
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public Dictionary<string, int> distributePeople = new Dictionary<string, int>();
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public List<PersonnelItem> personnelItems;
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public Transform personnelContent;
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public Transform personnelContent;
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public Panel panel;
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public Panel panel;
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public GameObject personnelPrefabs;
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public GameObject personnelPrefabs;
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@ -38,17 +41,165 @@ public class EvacuationPanel : MonoBehaviour
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jc = JuesechoicePop.GetComponent<JueseChoicePop>();
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jc = JuesechoicePop.GetComponent<JueseChoicePop>();
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redistributeBtn.onClick.AddListener(ClearData);
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redistributeBtn.onClick.AddListener(ClearData);
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submitBtn.onClick.AddListener(Submit);
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CountsubmitBtn.onClick.AddListener(Submit);
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submitBtn.onClick.AddListener(totalSubmit);
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StuCountInputField.onEndEdit.AddListener(CheckInput);
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StuCountInputField.onEndEdit.AddListener(CheckInput);
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SetClass();
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SetClass();
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}
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}
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private void Submit()
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public void totalSubmit()
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{
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foreach(var item in createTemplateInfo.Instance.auth_CreateTemplate.npcList)
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{
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{
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}
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}
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}
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//private void Submit()
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//{
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// //int count = int.Parse(StuCountInputField.text);//总人数
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// //StuCountInputField.text = "";
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// //int initialPeople = panel.sceneDataDictionary.Keys.Count* panel.sceneDataDictionary.Values.Count;//已经分了的人
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// //string[] sceneNames = { };
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// //for(int i = 0; i< panel.sceneDataDictionary.Keys.Count;i++)//拿场景名称
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// //{
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// // foreach(var item in panel.sceneDataDictionary.Keys)
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// // {
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// // sceneNames[i] = item;
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// // }
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// //}
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// //distributePeople = DistributePeople(sceneNames, initialPeople, count);
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// //foreach(var item in distributePeople)
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// //{
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// // Debug.Log(item.Value);
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// //}
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// int count = int.Parse(StuCountInputField.text); // 总人数
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// StuCountInputField.text = "";
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// // 已经分配的人员数量
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// int initialPeople = panel.sceneDataDictionary.Keys.Count * panel.sceneDataDictionary.Values.Count;
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// // 动态创建sceneNames数组,大小为场景数量
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// string[] sceneNames = new string[panel.sceneDataDictionary.Keys.Count];
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// // 遍历场景数据字典并填充sceneNames数组
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// int i = 0;
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// foreach (var item in panel.sceneDataDictionary.Keys)
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// {
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// sceneNames[i] = item;
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// i++;
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// }
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// // 调用分配人员函数
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// distributePeople = DistributePeople(sceneNames, initialPeople, count);
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// // 输出分配结果
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// foreach (var item in distributePeople)
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// {
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// //Debug.Log(item.Value);
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// foreach(var a in personnelItems)
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// {
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// a.SetInfo(item.Value.ToString());
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// }
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// }
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//}
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private void Submit()
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{
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// 获取输入的总人数
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int count = int.Parse(StuCountInputField.text); // 总人数
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StuCountInputField.text = "";
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// 计算已分配的人员数量
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int initialPeople = 0;
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foreach (var item in panel.sceneDataDictionary.Values)
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{
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initialPeople += item.Count; // 假设每个场景的Value是一个List或类似的结构,其中包含该场景下的所有人员
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}
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// 动态创建sceneNames数组,大小为场景数量
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string[] sceneNames = new string[panel.sceneDataDictionary.Keys.Count];
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// 填充sceneNames数组
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int i = 0;
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foreach (var item in panel.sceneDataDictionary.Keys)
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{
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sceneNames[i] = item;
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i++;
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}
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// 调用分配人员函数(假设该函数处理人员分配的逻辑)
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distributePeople = DistributePeople(sceneNames, initialPeople, count);
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// 输出分配结果
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foreach (var item in distributePeople)
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{
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// 假设 personnelItems 是存储UI元素的列表
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foreach (var a in personnelItems)
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{
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||||||
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a.SetInfo(item.Value.ToString());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Dictionary<string, int> DistributePeople(string[] scenes, int initialPeople, int totalPeople)
|
||||||
|
{
|
||||||
|
// 1. 计算已分配的人员数
|
||||||
|
int totalAssigned = initialPeople;
|
||||||
|
|
||||||
|
//foreach (var scene in scenes)
|
||||||
|
//{
|
||||||
|
// if (initialPeople.ContainsKey(scene))
|
||||||
|
// {
|
||||||
|
// totalAssigned += initialPeople[scene];
|
||||||
|
// }
|
||||||
|
//}
|
||||||
|
|
||||||
|
// 2. 计算剩余人员数
|
||||||
|
int remainingPeople = totalPeople - totalAssigned;
|
||||||
|
|
||||||
|
// 3. 将剩余人员平均分配到所有场景中
|
||||||
|
Dictionary<string, int> finalDistribution = new Dictionary<string, int>(initialPeople);
|
||||||
|
int peoplePerScene = remainingPeople / scenes.Length;
|
||||||
|
int extraPeople = remainingPeople % scenes.Length; // 计算余数
|
||||||
|
|
||||||
|
// 4. 每个场景分配均等的人员
|
||||||
|
foreach (var scene in scenes)
|
||||||
|
{
|
||||||
|
if (finalDistribution.ContainsKey(scene))
|
||||||
|
{
|
||||||
|
finalDistribution[scene] += peoplePerScene; // 均分的人员
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
finalDistribution[scene] = peoplePerScene; // 新场景初始化
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 5. 随机分配余数人员
|
||||||
|
System.Random rand = new System.Random();
|
||||||
|
for (int i = 0; i < extraPeople; i++)
|
||||||
|
{
|
||||||
|
string randomScene = scenes[rand.Next(scenes.Length)];
|
||||||
|
finalDistribution[randomScene]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
return finalDistribution;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
private void ClearData()
|
private void ClearData()
|
||||||
{
|
{
|
||||||
jc.classItem.isSet = false;
|
jc.classItem.isSet = false;
|
||||||
@ -84,6 +235,7 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
{
|
{
|
||||||
GameObject item = GameObject.Instantiate<GameObject>(personnelPrefabs, personnelContent);
|
GameObject item = GameObject.Instantiate<GameObject>(personnelPrefabs, personnelContent);
|
||||||
PersonnelItem personnelItem=item.GetComponent<PersonnelItem>();
|
PersonnelItem personnelItem=item.GetComponent<PersonnelItem>();
|
||||||
|
personnelItems.Add(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();
|
||||||
}
|
}
|
||||||
|
@ -16,6 +16,12 @@ public class PersonnelItem : MonoBehaviour
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetInfo(string s)
|
||||||
|
{
|
||||||
|
personnelNum.text = s;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user