日期界面的的显示逻辑更改
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@ -6,22 +6,31 @@ public class JSONReader : MonoBehaviour
|
||||
// 让 Unity 编辑器能够分别拖入两个不同的 JSON 文件
|
||||
public TextAsset npcJsonFile; // 用来加载 NPC 数据
|
||||
public TextAsset locationJsonFile; // 用来加载 Location 数据
|
||||
public TextAsset eventJsonFile;
|
||||
public Dictionary<int, NPCData> npcDictionary = new Dictionary<int, NPCData>();
|
||||
public Dictionary<int, LocationData> locationDictionary = new Dictionary<int, LocationData>();
|
||||
public Dictionary<int, EventData> eventDictionary = new Dictionary<int, EventData>();
|
||||
|
||||
void Start()
|
||||
void Awake()
|
||||
{
|
||||
// 解析 NPC 和 Location 数据
|
||||
Dictionary<int, NPCData> npcDictionary = ParseJSON(npcJsonFile.text);
|
||||
Dictionary<int, LocationData> locationDictionary = LocationParseJSON(locationJsonFile.text);
|
||||
npcDictionary = ParseJSON(npcJsonFile.text);
|
||||
locationDictionary = LocationParseJSON(locationJsonFile.text);
|
||||
eventDictionary = EventParseJSON(eventJsonFile.text);
|
||||
foreach (var npc in npcDictionary)
|
||||
{
|
||||
//Debug.Log($"NPC ID: {npc.Value.ID} Name: {npc.Value.Name}");
|
||||
}
|
||||
|
||||
// ´òÓ¡ NPC Êý¾Ý
|
||||
PrintNPCData(npcDictionary);
|
||||
//打印 NPC 数据
|
||||
//PrintNPCData(npcDictionary);
|
||||
|
||||
// 打印 Location 数据
|
||||
PrintLocationData(locationDictionary);
|
||||
////PrintLocationData(locationDictionary);
|
||||
}
|
||||
|
||||
// 解析 JSON 字符串为 NPC 数据
|
||||
Dictionary<int, NPCData> ParseJSON(string json)
|
||||
public Dictionary<int, NPCData> ParseJSON(string json)
|
||||
{
|
||||
NPCData[] npcArray = JsonHelper.FromJson<NPCData>(json);
|
||||
Dictionary<int, NPCData> npcDictionary = new Dictionary<int, NPCData>();
|
||||
@ -35,7 +44,7 @@ public class JSONReader : MonoBehaviour
|
||||
}
|
||||
|
||||
// 解析 JSON 字符串为 Location 数据
|
||||
Dictionary<int, LocationData> LocationParseJSON(string json)
|
||||
public Dictionary<int, LocationData> LocationParseJSON(string json)
|
||||
{
|
||||
LocationData[] locationArray = JsonHelper.FromJson<LocationData>(json);
|
||||
Dictionary<int, LocationData> locationDictionary = new Dictionary<int, LocationData>();
|
||||
@ -47,44 +56,57 @@ public class JSONReader : MonoBehaviour
|
||||
|
||||
return locationDictionary;
|
||||
}
|
||||
// 解析 JSON 字符串为 Event 数据
|
||||
public Dictionary<int, EventData> EventParseJSON(string json)
|
||||
{
|
||||
EventData[] locationArray = JsonHelper.FromJson<EventData>(json);
|
||||
Dictionary<int, EventData> locationDictionary = new Dictionary<int, EventData>();
|
||||
|
||||
foreach (var location in locationArray)
|
||||
{
|
||||
locationDictionary[location.ID] = location;
|
||||
}
|
||||
|
||||
return locationDictionary;
|
||||
}
|
||||
|
||||
// 打印 NPC 数据
|
||||
void PrintNPCData(Dictionary<int, NPCData> npcDictionary)
|
||||
{
|
||||
foreach (var npc in npcDictionary)
|
||||
{
|
||||
Debug.Log($"NPC ID: {npc.Value.ID}");
|
||||
Debug.Log($"Note: {npc.Value.Note}");
|
||||
Debug.Log($"Name: {npc.Value.Name}");
|
||||
Debug.Log($"ActionMode: {npc.Value.ActionMode}");
|
||||
Debug.Log($"Group: {npc.Value.Group}");
|
||||
Debug.Log($"GroupLeader: {npc.Value.GroupLeader}");
|
||||
Debug.Log($"IsLeadingNPC: {npc.Value.IsLeadingNPC}");
|
||||
Debug.Log($"ICON: {npc.Value.ICON}");
|
||||
Debug.Log($"WeightLimit: {npc.Value.WeightLimit}");
|
||||
Debug.Log($"Stats: {npc.Value.Stats}");
|
||||
Debug.Log($"Skills: {npc.Value.Skills}");
|
||||
Debug.Log($"ResPath: {npc.Value.ResPath}");
|
||||
Debug.Log("------------------------------------");
|
||||
}
|
||||
}
|
||||
//void PrintNPCData(Dictionary<int, NPCData> npcDictionary)
|
||||
//{
|
||||
// foreach (var npc in npcDictionary)
|
||||
// {
|
||||
// Debug.Log($"NPC ID: {npc.Value.ID}");
|
||||
// Debug.Log($"Note: {npc.Value.Note}");
|
||||
// Debug.Log($"Name: {npc.Value.Name}");
|
||||
// Debug.Log($"ActionMode: {npc.Value.ActionMode}");
|
||||
// Debug.Log($"Group: {npc.Value.Group}");
|
||||
// Debug.Log($"GroupLeader: {npc.Value.GroupLeader}");
|
||||
// Debug.Log($"IsLeadingNPC: {npc.Value.IsLeadingNPC}");
|
||||
// Debug.Log($"ICON: {npc.Value.ICON}");
|
||||
// Debug.Log($"WeightLimit: {npc.Value.WeightLimit}");
|
||||
// Debug.Log($"Stats: {npc.Value.Stats}");
|
||||
// Debug.Log($"Skills: {npc.Value.Skills}");
|
||||
// Debug.Log($"ResPath: {npc.Value.ResPath}");
|
||||
// Debug.Log("------------------------------------");
|
||||
// }
|
||||
//}
|
||||
|
||||
// ´òÓ¡ Location Êý¾Ý
|
||||
void PrintLocationData(Dictionary<int, LocationData> locationDictionary)
|
||||
{
|
||||
foreach (var location in locationDictionary)
|
||||
{
|
||||
Debug.Log($"Location ID: {location.Value.ID}");
|
||||
Debug.Log($"Note: {location.Value.Note}");
|
||||
Debug.Log($"Name: {location.Value.Name}");
|
||||
Debug.Log($"Scene: {location.Value.Scene}");
|
||||
Debug.Log($"NpcRatio: {location.Value.NpcRatio}");
|
||||
Debug.Log($"Oversee: {location.Value.Oversee}");
|
||||
Debug.Log($"RoleLimit: {location.Value.RoleLimit}");
|
||||
Debug.Log($"Level: {location.Value.Level}");
|
||||
Debug.Log("===========================");
|
||||
}
|
||||
}
|
||||
// // 打印 Location 数据
|
||||
//void PrintLocationData(Dictionary<int, LocationData> locationDictionary)
|
||||
//{
|
||||
// foreach (var location in locationDictionary)
|
||||
// {
|
||||
// Debug.Log($"Location ID: {location.Value.ID}");
|
||||
// Debug.Log($"Note: {location.Value.Note}");
|
||||
// Debug.Log($"Name: {location.Value.Name}");
|
||||
// Debug.Log($"Scene: {location.Value.Scene}");
|
||||
// Debug.Log($"NpcRatio: {location.Value.NpcRatio}");
|
||||
// Debug.Log($"Oversee: {location.Value.Oversee}");
|
||||
// Debug.Log($"RoleLimit: {location.Value.RoleLimit}");
|
||||
// Debug.Log($"Level: {location.Value.Level}");
|
||||
// Debug.Log("===========================");
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
// 帮助类,用于解析 JSON 数组
|
||||
@ -133,3 +155,13 @@ public class LocationData
|
||||
public string RoleLimit;
|
||||
public int Level;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class EventData
|
||||
{
|
||||
public int ID;
|
||||
public string Note;
|
||||
public int Name;
|
||||
public string Role;
|
||||
public string DisasterLocation;
|
||||
}
|
||||
|
||||
|
@ -39,6 +39,10 @@ public class Panel : MonoBehaviour
|
||||
public Transform peopleCountent;//人员的窗口
|
||||
public GameObject peoplePrefab;//人员的预制体
|
||||
public Transform panelContent;
|
||||
public GameObject dutyPrefab;//职责预制体
|
||||
public Transform dutyCount;//职责的窗口
|
||||
public GameObject scenePrefab;
|
||||
public Transform sceneCount;
|
||||
public GameObject ManagerPanelPrefab; // 预制体,包含人员管理面板
|
||||
|
||||
|
||||
@ -50,6 +54,7 @@ public class Panel : MonoBehaviour
|
||||
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 ManagerPanel managerPanel1;
|
||||
public JSONReader jsonReader1;
|
||||
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
|
||||
@ -59,6 +64,8 @@ public class Panel : MonoBehaviour
|
||||
{
|
||||
selectedInfo = new SelectedInfo();
|
||||
DynamicLoadingPeople();
|
||||
DynamicLoadingDuty();
|
||||
DynamicLoadingScene();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -74,20 +81,37 @@ public class Panel : MonoBehaviour
|
||||
for (int i = 0; i < 20; i++)
|
||||
{
|
||||
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
|
||||
peopleList.Add(item); // 将每个实例化的角色添加到列表中
|
||||
PeopleItem peopleItem = item.GetComponent<PeopleItem>();
|
||||
|
||||
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()
|
||||
{
|
||||
|
||||
foreach (var npcData in jsonReader1.npcDictionary)
|
||||
{
|
||||
GameObject item = GameObject.Instantiate<GameObject>(dutyPrefab, dutyCount);
|
||||
DutyItem dutyItem = item.GetComponent<DutyItem>();
|
||||
dutyItem.dutyNameText.text = npcData.Value.Note;
|
||||
Debug.Log("$$$$$$$$$$$$$$" + dutyItem.dutyNameText.text);
|
||||
peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
||||
}
|
||||
}
|
||||
|
||||
//动态加载场景
|
||||
public void DynamicLoadingScene()
|
||||
{
|
||||
|
||||
foreach (var npcData in jsonReader1.locationDictionary)
|
||||
{
|
||||
GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount);
|
||||
SceneItem sceneItem = item.GetComponent<SceneItem>();
|
||||
sceneItem.sceneName.text = npcData.Value.Note;
|
||||
Debug.Log("$$$$$$$$$$$$$$" + sceneItem.sceneName.text);
|
||||
peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
||||
}
|
||||
}
|
||||
|
||||
//处理人员管理按钮
|
||||
|
@ -6,7 +6,7 @@ using UnityEngine.UI;
|
||||
public class DutyItem : MonoBehaviour
|
||||
{
|
||||
public Image dutyImage;
|
||||
public Text dutyText;
|
||||
public Text dutyNameText;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
@ -8,6 +8,8 @@ public class DatePanel : MonoBehaviour
|
||||
[Header("组件")]
|
||||
public Button calendarBtn; // 日历按钮
|
||||
public GameObject calendarPanel; // 日历面板
|
||||
public GameObject submitPanel;//Ä£°åÃæ°å
|
||||
public Toggle preservationToggle;//±£´æToggle
|
||||
public Text SchoolText; //事故校区文本
|
||||
public Text PlaceText; //事故地点文本
|
||||
public Text NumberText; //参与人数文本
|
||||
@ -16,6 +18,7 @@ public class DatePanel : MonoBehaviour
|
||||
{
|
||||
// 确保初始时面板是关闭的
|
||||
calendarPanel.SetActive(false);
|
||||
preservationToggle.isOn = false;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -31,4 +34,15 @@ public class DatePanel : MonoBehaviour
|
||||
bool isActive = calendarPanel.activeSelf;
|
||||
calendarPanel.SetActive(!isActive);
|
||||
}
|
||||
public void OnClickSubmitPanel()
|
||||
{
|
||||
if(preservationToggle.isOn==true)
|
||||
{
|
||||
submitPanel.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
public void OnClickSurePanel()
|
||||
{
|
||||
submitPanel.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
@ -132,6 +132,11 @@ public class ManagerPanel : MonoBehaviour
|
||||
//CreatePeopleItem();
|
||||
}
|
||||
|
||||
//加载人员弹窗的子物体
|
||||
//关闭人员窗口
|
||||
public void OnCloseWindowsBtn()
|
||||
{
|
||||
Debug.Log("111111111111111");
|
||||
peopleWindowsPrefab.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
@ -42,4 +42,8 @@ public class PersonnelPanel : MonoBehaviour
|
||||
PersonnelInfo personnelItem = item.GetComponent<PersonnelInfo>();
|
||||
personnelItem.nameText.text = person.name; // ÉèÖÃÐÕÃû
|
||||
}
|
||||
public void OnClickBtn()
|
||||
{
|
||||
transform.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
@ -41,6 +41,7 @@ public class SelectScenePanel : MonoBehaviour
|
||||
public string eventName;
|
||||
public string difficulty;
|
||||
public string isBuy;
|
||||
public JSONReader jsonReader;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -120,12 +121,13 @@ public class SelectScenePanel : MonoBehaviour
|
||||
//动态加载事件选择预制体
|
||||
public void InstantiateEventPrefab()
|
||||
{
|
||||
for (int i = 0; i < 6; i++)
|
||||
foreach(var eventData in jsonReader.eventDictionary)
|
||||
{
|
||||
int i=2;
|
||||
|
||||
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
|
||||
EventInfo item = slot.GetComponent<EventInfo>();
|
||||
item.eventName.text = "Í£³µ³¡Æð»ð";
|
||||
item.eventId = i*10;
|
||||
item.eventName.text = eventData.Value.Note;
|
||||
Toggle toggle = slot.GetComponent<Toggle>();
|
||||
|
||||
if (toggle != null)
|
||||
@ -136,6 +138,7 @@ public class SelectScenePanel : MonoBehaviour
|
||||
|
||||
// 将 Toggle 添加到 schooltoggleList 中
|
||||
eventToggleList[i] = toggle;
|
||||
i++;
|
||||
|
||||
// 将 SchoolInfo 对象添加到 schoolInfos 列表中
|
||||
eventInfoList.Add(item);
|
||||
@ -152,7 +155,7 @@ public class SelectScenePanel : MonoBehaviour
|
||||
if (item.gameObject.transform.GetComponent<Toggle>().isOn)
|
||||
{
|
||||
this.schoolId = item.schoolId;
|
||||
this.schoolName = item.schoolName.ToString();
|
||||
this.schoolName = item.schoolName.text;
|
||||
}
|
||||
}
|
||||
Debug.Log("###############1:" + this.schoolId);
|
||||
@ -184,11 +187,13 @@ public class SelectScenePanel : MonoBehaviour
|
||||
bool eventSelected = false; // 检查是否有场景被选择
|
||||
foreach (EventInfo item in eventInfoList)
|
||||
{
|
||||
|
||||
// 检查当前的 Toggle 是否被选中
|
||||
if (item.gameObject.transform.GetComponent<Toggle>().isOn)
|
||||
{
|
||||
// 设置场景名称
|
||||
this.eventName = item.eventName.text; // 获取 Text 组件的文本
|
||||
Debug.Log(this.eventName);
|
||||
eventSelected = true;
|
||||
break; // 找到选中的场景后退出循环
|
||||
}
|
||||
@ -207,14 +212,13 @@ public class SelectScenePanel : MonoBehaviour
|
||||
this.eventName = item.eventName.text;
|
||||
}
|
||||
}
|
||||
//Debug.Log("%%%%%%%%%%%%%1:"+ this.eventId);
|
||||
//Debug.Log("%%%%%%%%%%%%%2:" + this.eventName);
|
||||
Debug.Log("%%%%%%%%%%%%%1:"+ this.eventId);
|
||||
Debug.Log("%%%%%%%%%%%%%2:" + this.eventName);
|
||||
}
|
||||
|
||||
//随机事件
|
||||
public void OnRandomEventClick()
|
||||
{
|
||||
//Debug.Log("&&&&&&&&&&&&&&&&&&&&&&&&&7" + eventInfoList.Count);
|
||||
// 随机选择一个事件
|
||||
if (eventInfoList.Count > 0)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user