配置表增加,接大部分所需传输数据的接口
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||||
},
|
||||
{
|
||||
"ID": 3012,
|
||||
"Note": "头戴式照明灯",
|
||||
"Type": 5,
|
||||
"Name": 3012,
|
||||
"Weight": 1,
|
||||
"Scene ": 9003,
|
||||
"RoleLimit": -1,
|
||||
"Icon": "icon_012",
|
||||
"ResPath": "\\ASSETS\\a012.Prefeb",
|
||||
"ConsumableType": 2,
|
||||
"Durations": -1,
|
||||
"Attribute": -1,
|
||||
"IsPickup": "8001,1|8002,0|8003,0|8004,0|8005,0|8006,0",
|
||||
"PutInStore": 1
|
||||
},
|
||||
{
|
||||
"ID": 3013,
|
||||
"Note": "手电筒",
|
||||
"Type": 5,
|
||||
"Name": 3013,
|
||||
"Weight": 1,
|
||||
"Scene ": 9003,
|
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"RoleLimit": -1,
|
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"Icon": "icon_013",
|
||||
"ResPath": "\\ASSETS\\a013.Prefeb",
|
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"ConsumableType": 0,
|
||||
"Durations": -1,
|
||||
"Attribute": -1,
|
||||
"IsPickup": "8001,1|8002,0|8003,0|8004,0|8005,0|8006,0",
|
||||
"PutInStore": 1
|
||||
},
|
||||
{
|
||||
"ID": 3014,
|
||||
"Note": "对讲机",
|
||||
"Type": 4,
|
||||
"Name": 3014,
|
||||
"Weight": 1,
|
||||
"Scene ": 9003,
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"RoleLimit": -1,
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"Icon": "icon_014",
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"ResPath": "\\ASSETS\\a014.Prefeb",
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"ConsumableType": 0,
|
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"Durations": -1,
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"Attribute": -1,
|
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"IsPickup": "8001,1|8002,0|8003,0|8004,0|8005,0|8006,0",
|
||||
"PutInStore": 1
|
||||
},
|
||||
{
|
||||
"ID": 3015,
|
||||
"Note": "急救医疗箱",
|
||||
"Type": 7,
|
||||
"Name": 3015,
|
||||
"Weight": 1,
|
||||
"Scene ": 9003,
|
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"RoleLimit": "8004|8005",
|
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"Icon": "icon_015",
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"ResPath": "\\ASSETS\\a015.Prefeb",
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"ConsumableType": 1,
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"Durations": -1,
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"Attribute": -1,
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"IsPickup": "8001,1|8002,1|8003,0|8004,0|8005,0|8006,0",
|
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"PutInStore": 1
|
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},
|
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{
|
||||
"ID": 3016,
|
||||
"Note": "易燃物1",
|
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"Type": 0,
|
||||
"Name": 3016,
|
||||
"Weight": 2,
|
||||
"Scene ": 9003,
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"RoleLimit": 8006,
|
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"Icon": "icon_016",
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"ResPath": "\\ASSETS\\a016.Prefeb",
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"ConsumableType": 0,
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"Durations": -1,
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"Attribute": "16,1",
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"IsPickup": "8000,0|8001,0|8002,0|8003,0|8004,0|8005,0|8006,1|8007,0|8008,0|8009,0|8010,0|8011,0",
|
||||
"PutInStore": 0
|
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},
|
||||
{
|
||||
"ID": 3017,
|
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"Note": "可转移的障碍物",
|
||||
"Type": 0,
|
||||
"Name": 3017,
|
||||
"Weight": 2,
|
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"Scene ": 9003,
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"RoleLimit": 8006,
|
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"Icon": "icon_017",
|
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"ResPath": "\\ASSETS\\a017.Prefeb",
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"ConsumableType": 0,
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"Durations": -1,
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"Attribute": -1,
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|
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"PutInStore": 0
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}
|
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]
|
7
xiaofang/Assets/Resources/JsonAsset/Matial.json.meta
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7
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Normal file
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assetBundleName:
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assetBundleVariant:
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11
xiaofang/Assets/Resources/JsonAsset/Scene.json
Normal file
11
xiaofang/Assets/Resources/JsonAsset/Scene.json
Normal file
@ -0,0 +1,11 @@
|
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[
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|
7
xiaofang/Assets/Resources/JsonAsset/Scene.json.meta
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7
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value:
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value:
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value:
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@ -4009,7 +4054,7 @@ PrefabInstance:
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- target: {fileID: 1031840000928267012, guid: f7e3ba3643cbe834083789575336030d, type: 3}
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value: 20.00499
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objectReference: {fileID: 0}
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- target: {fileID: 1031840000928267012, guid: f7e3ba3643cbe834083789575336030d, type: 3}
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propertyPath: m_AnchoredPosition.y
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@ -5613,6 +5658,10 @@ PrefabInstance:
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propertyPath: datePanel
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value:
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objectReference: {fileID: 468742199}
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- target: {fileID: 7468736063766935910, guid: 90919b88a71f0054bb1cf84429cb3a1e, type: 3}
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objectReference: {fileID: 0}
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- target: {fileID: 7468736063766935910, guid: 90919b88a71f0054bb1cf84429cb3a1e, type: 3}
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propertyPath: jsonReader
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value:
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@ -6396,6 +6445,17 @@ CanvasRenderer:
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--- !u!1 &1034927192
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@ -8638,7 +8698,7 @@ GameObject:
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- component: {fileID: 1417128757}
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m_Layer: 0
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m_Name: GameObject
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m_Name: JsonObj
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -8659,6 +8719,8 @@ MonoBehaviour:
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npcJsonFile: {fileID: 4900000, guid: a854e20393334f04a8fc75e06404fe4f, type: 3}
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locationJsonFile: {fileID: 4900000, guid: 4d6cd655327e27c4b88c2033169c8fed, type: 3}
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eventJsonFile: {fileID: 4900000, guid: 2ef075e4830019a42b84d8d05d13d81c, type: 3}
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matialJsonFile: {fileID: 4900000, guid: d98cb351d1a87dc4887a37106b9745d4, type: 3}
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sceneJsonFile: {fileID: 4900000, guid: 06c09fd1c8b0a0a45951a1065189d922, type: 3}
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--- !u!4 &1417128758
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@ -8674,6 +8736,17 @@ Transform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1423464739 stripped
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MonoBehaviour:
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m_PrefabAsset: {fileID: 0}
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--- !u!1 &1432888496
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GameObject:
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@ -9423,7 +9496,7 @@ Canvas:
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@ -9529,6 +9602,17 @@ RectTransform:
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--- !u!114 &1654905067 stripped
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MonoBehaviour:
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@ -10573,6 +10657,10 @@ PrefabInstance:
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|
@ -7,9 +7,13 @@ public class JSONReader : MonoBehaviour
|
||||
public TextAsset npcJsonFile; // 用来加载 NPC 数据
|
||||
public TextAsset locationJsonFile; // 用来加载 Location 数据
|
||||
public TextAsset eventJsonFile;
|
||||
public TextAsset matialJsonFile;
|
||||
public TextAsset sceneJsonFile;
|
||||
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>();
|
||||
public Dictionary<int, MatialData> matialDictionary = new Dictionary<int, MatialData>();
|
||||
public Dictionary<int, SceneData> sceneDictionary = new Dictionary<int, SceneData>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
@ -17,9 +21,29 @@ public class JSONReader : MonoBehaviour
|
||||
npcDictionary = ParseJSON(npcJsonFile.text);
|
||||
locationDictionary = LocationParseJSON(locationJsonFile.text);
|
||||
eventDictionary = EventParseJSON(eventJsonFile.text);
|
||||
foreach (var npc in npcDictionary)
|
||||
matialDictionary = MatialParseJSON(matialJsonFile.text);
|
||||
sceneDictionary = SceneParseJSON(sceneJsonFile.text);
|
||||
foreach (var npc in locationDictionary)
|
||||
{
|
||||
//Debug.Log($"NPC ID: {npc.Value.ID} Name: {npc.Value.Name}");
|
||||
Debug.Log("111111111111"+npc.Value.RoleLimit);
|
||||
// 通过逗号分隔 RoleLimit 字段
|
||||
string roleLimit = npc.Value.RoleLimit;
|
||||
|
||||
// 如果 RoleLimit 不是空字符串,按照逗号分隔
|
||||
if (!string.IsNullOrEmpty(roleLimit))
|
||||
{
|
||||
string[] roleLimits = roleLimit.Split(',');
|
||||
|
||||
// 打印分隔后的角色限制
|
||||
foreach (string role in roleLimits)
|
||||
{
|
||||
Debug.Log("RoleLimit Item: " + role);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("RoleLimit is empty for NPC ID: " + npc.Key);
|
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}
|
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}
|
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|
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//打印 NPC 数据
|
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@ -70,6 +94,32 @@ public class JSONReader : MonoBehaviour
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return locationDictionary;
|
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}
|
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|
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public Dictionary<int, MatialData> MatialParseJSON(string json)
|
||||
{
|
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MatialData[] locationArray = JsonHelper.FromJson<MatialData>(json);
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Dictionary<int, MatialData> locationDictionary = new Dictionary<int, MatialData>();
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foreach (var location in locationArray)
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{
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locationDictionary[location.ID] = location;
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}
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return locationDictionary;
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}
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public Dictionary<int, SceneData> SceneParseJSON(string json)
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{
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SceneData[] locationArray = JsonHelper.FromJson<SceneData>(json);
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Dictionary<int, SceneData> locationDictionary = new Dictionary<int, SceneData>();
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foreach (var location in locationArray)
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{
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locationDictionary[location.ID] = location;
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}
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return locationDictionary;
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}
|
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|
||||
// 打印 NPC 数据
|
||||
//void PrintNPCData(Dictionary<int, NPCData> npcDictionary)
|
||||
//{
|
||||
@ -164,4 +214,34 @@ public class EventData
|
||||
public string Role;
|
||||
public string DisasterLocation;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class MatialData
|
||||
{
|
||||
public int ID;
|
||||
public string Note;
|
||||
public int Type;
|
||||
public int Name;
|
||||
public int Weight;
|
||||
public int Scene;
|
||||
public string RoleLimit;
|
||||
public string Icon;
|
||||
public string ResPath;
|
||||
public int ConsumableType;
|
||||
public int Durations;
|
||||
public string Attribute;
|
||||
public string IsPickup;
|
||||
public int PutInStore;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class SceneData
|
||||
{
|
||||
public int ID;
|
||||
public int Name;
|
||||
public int Type;
|
||||
public string IncidentType;
|
||||
public string ObjList;
|
||||
public string AreaList;
|
||||
public int Storeroom;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
using Newtonsoft.Json;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@ -96,7 +97,7 @@ public class Panel : MonoBehaviour
|
||||
GameObject item = GameObject.Instantiate<GameObject>(dutyPrefab, dutyCount);
|
||||
DutyItem dutyItem = item.GetComponent<DutyItem>();
|
||||
dutyItem.dutyNameText.text = npcData.Value.Note;
|
||||
Debug.Log("$$$$$$$$$$$$$$" + dutyItem.dutyNameText.text);
|
||||
//Debug.Log("$$$$$$$$$$$$$$" + dutyItem.dutyNameText.text);
|
||||
peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
||||
}
|
||||
}
|
||||
@ -109,9 +110,62 @@ public class Panel : MonoBehaviour
|
||||
GameObject item = GameObject.Instantiate<GameObject>(scenePrefab, sceneCount);
|
||||
SceneItem sceneItem = item.GetComponent<SceneItem>();
|
||||
sceneItem.sceneName.text = npcData.Value.Note;
|
||||
Debug.Log("$$$$$$$$$$$$$$" + sceneItem.sceneName.text);
|
||||
peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
||||
// 通过“|”分隔 RoleLimit 字段
|
||||
string roleLimit = npcData.Value.RoleLimit;
|
||||
|
||||
if (!string.IsNullOrEmpty(roleLimit))
|
||||
{
|
||||
// 先按“|”分隔
|
||||
string[] roleLimitSections = roleLimit.Split('|');
|
||||
|
||||
// 遍历每个部分(按“|”分隔后得到的数组)
|
||||
foreach (string section in roleLimitSections)
|
||||
{
|
||||
// 判断当前部分是否包含 "-1"
|
||||
if (section.Contains("-1"))
|
||||
{
|
||||
Debug.Log("角色限制为-1,区域限制人数为无限!");
|
||||
sceneItem.limitNum = int.MaxValue;
|
||||
continue; // 跳过当前部分,不进行后续处理
|
||||
}
|
||||
|
||||
// 对每个部分再按“,”分隔
|
||||
string[] roleLimits = section.Split(',');
|
||||
|
||||
// 判断是否有足够的元素(至少3个)
|
||||
if (roleLimits.Length >= 3)
|
||||
{
|
||||
// 获取第三个元素并进行判断
|
||||
string thirdElement = roleLimits[2];
|
||||
Debug.Log("第三个元素的值是:" + thirdElement);
|
||||
sceneItem.limitNum = int.Parse(thirdElement);
|
||||
|
||||
// 判断第三个元素的值
|
||||
if (thirdElement == "某个特定值") // 这里的 "某个特定值" 你可以根据需求更改
|
||||
{
|
||||
Debug.Log("第三个元素满足条件!");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("第三个元素不满足条件!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("当前部分数据不足3个元素,无法检查第三个元素!");
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("RoleLimit is empty for NPC ID: " + npcData.Key);
|
||||
}
|
||||
|
||||
// 将每个实例化的角色添加到列表中
|
||||
peopleList.Add(item);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
//处理人员管理按钮
|
||||
@ -123,7 +177,7 @@ public class Panel : MonoBehaviour
|
||||
}
|
||||
foreach (var sceneEntry in sceneDataDictionary)
|
||||
{
|
||||
Debug.Log($"场景: {sceneEntry.Key},人数: {sceneEntry.Value.Count}");
|
||||
//Debug.Log($"场景: {sceneEntry.Key},人数: {sceneEntry.Value.Count}");
|
||||
GameObject managerPanelInstance = Instantiate(ManagerPanelPrefab, panelContent);
|
||||
//ManagerPanel managerPanelScript = managerPanelInstance.GetComponentInParent<ManagerPanel>();
|
||||
Text sceneText= managerPanelInstance.transform.Find("top/sceneName").GetComponent<Text>();
|
||||
|
@ -7,6 +7,17 @@ public class DutyItem : MonoBehaviour
|
||||
{
|
||||
public Image dutyImage;
|
||||
public Text dutyNameText;
|
||||
public Button button;
|
||||
public Color defaultColor = Color.white; // 默认颜色
|
||||
public Color addedColor = Color.gray; // 已添加颜色
|
||||
public Color selectedColor = Color.yellow; // 选中颜色
|
||||
|
||||
public string dutyName { get; private set; } // 角色名字
|
||||
private bool isAdded; // 是否已添加
|
||||
private bool isSelected; // 是否选中
|
||||
|
||||
public delegate void ClickHandler();
|
||||
public event ClickHandler onClick; // 点击事件
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -18,4 +29,31 @@ public class DutyItem : MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
public void Setup(string name, bool added)
|
||||
{
|
||||
dutyName = name;
|
||||
dutyNameText.text = name;
|
||||
SetAdded(added);
|
||||
button.onClick.AddListener(OnButtonClick);
|
||||
}
|
||||
// 设置已添加状态
|
||||
public void SetAdded(bool added)
|
||||
{
|
||||
isAdded = added;
|
||||
dutyNameText.color = isAdded ? addedColor : defaultColor;
|
||||
}
|
||||
|
||||
// 设置选中状态
|
||||
public void SetSelected(bool selected)
|
||||
{
|
||||
isSelected = selected;
|
||||
dutyNameText.fontSize = isSelected ? 24 : 14; // 选中后字体增大
|
||||
dutyNameText.color = isSelected ? selectedColor : (isAdded ? addedColor : defaultColor);
|
||||
}
|
||||
|
||||
// 按钮点击事件
|
||||
private void OnButtonClick()
|
||||
{
|
||||
onClick?.Invoke();
|
||||
}
|
||||
}
|
||||
|
@ -14,6 +14,7 @@ public class MaterialItem : MonoBehaviour
|
||||
[Header("数据")]
|
||||
public int materialNum = 0; // 物资数量
|
||||
public string materialName; // 物资名称
|
||||
public string materialId;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
|
@ -1,5 +1,6 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
@ -13,6 +14,11 @@ public class DatePanel : MonoBehaviour
|
||||
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
|
||||
|
||||
public InputField submitInputField;
|
||||
public Text submitText;
|
||||
public Text inputText;
|
||||
public Text dataText;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -34,13 +40,26 @@ public class DatePanel : MonoBehaviour
|
||||
bool isActive = calendarPanel.activeSelf;
|
||||
calendarPanel.SetActive(!isActive);
|
||||
}
|
||||
|
||||
//Ìá½»°´Å¥
|
||||
public void OnClickSubmitPanel()
|
||||
{
|
||||
if(preservationToggle.isOn==true)
|
||||
{
|
||||
submitPanel.gameObject.SetActive(true);
|
||||
submitText.text = "ÑÝÁ·Ä£°å"+ dataText.text;
|
||||
if(inputText==null)
|
||||
{
|
||||
createTemplateInfo.Instance.auth_CreateTemplate.templateName = submitInputField.text;
|
||||
}
|
||||
else
|
||||
{
|
||||
createTemplateInfo.Instance.auth_CreateTemplate.templateName = inputText.text;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Ä£°åÃæ°åÈ·¶¨°´Å¥
|
||||
public void OnClickSurePanel()
|
||||
{
|
||||
submitPanel.gameObject.SetActive(false);
|
||||
|
@ -11,6 +11,7 @@ public class EvacuationPanel : MonoBehaviour
|
||||
public GameObject classPrefab;
|
||||
public Transform content;
|
||||
public Text topText;
|
||||
|
||||
[Header("学生数量")]
|
||||
public InputField StuCountInputField;
|
||||
public Button CountsubmitBtn;
|
||||
@ -48,7 +49,6 @@ public class EvacuationPanel : MonoBehaviour
|
||||
personnelItem.personnelNum.text = sceneEntry.Value.Count.ToString();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
//判断输入框的数字是否大于1
|
||||
void CheckInput(string input)
|
||||
@ -94,4 +94,5 @@ public class EvacuationPanel : MonoBehaviour
|
||||
classItem.JuesechoicePop = JuesechoicePop;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -13,7 +13,7 @@ public class MaterialPanel : MonoBehaviour
|
||||
|
||||
// 用于存储所有生成的物品项
|
||||
private List<MaterialItem> materialItems = new List<MaterialItem>();
|
||||
|
||||
public JSONReader jsonReader1;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -29,24 +29,37 @@ public class MaterialPanel : MonoBehaviour
|
||||
// 初始化物品预制体,动态生成物品项
|
||||
public void SetMaterialPrefab()
|
||||
{
|
||||
for (int i = 0; i < 8; i++) // 假设你有8个物品
|
||||
foreach (var materialData in jsonReader1.matialDictionary)
|
||||
{
|
||||
GameObject item = Instantiate(materialPrefab, materialContent); // 实例化物品项
|
||||
MaterialItem materialItem = item.GetComponent<MaterialItem>(); // 获取物品项的脚本
|
||||
|
||||
materialItems.Add(materialItem); // 将物品项添加到列表中
|
||||
|
||||
// 设置物品的名称和其他数据(如果有的话)
|
||||
materialItem.materialName = "物品" + (i + 1); // 设置物品名称
|
||||
materialItem.materialNameText.text = materialItem.materialName; // 更新UI中的名称
|
||||
GameObject item = GameObject.Instantiate<GameObject>(materialPrefab, materialContent);
|
||||
MaterialItem materialItem = item.GetComponent<MaterialItem>();
|
||||
materialItem.materialNameText.text = materialData.Value.Note;
|
||||
Debug.Log(materialData.Value.Note);
|
||||
//Debug.Log("$$$$$$$$$$$$$$" + dutyItem.dutyNameText.text);
|
||||
//materialItems.Add(item);// 将每个实例化的角色添加到列表中
|
||||
}
|
||||
//for (int i = 0; i < 8; i++) // 假设你有8个物品
|
||||
//{
|
||||
// GameObject item = Instantiate(materialPrefab, materialContent); // 实例化物品项
|
||||
// MaterialItem materialItem = item.GetComponent<MaterialItem>(); // 获取物品项的脚本
|
||||
|
||||
// materialItems.Add(materialItem); // 将物品项添加到列表中
|
||||
|
||||
// // 设置物品的名称和其他数据(如果有的话)
|
||||
// materialItem.materialName = "物品" + (i + 1); // 设置物品名称
|
||||
// materialItem.materialNameText.text = materialItem.materialName; // 更新UI中的名称
|
||||
//}
|
||||
}
|
||||
|
||||
// 获取所有物品的数量并提交
|
||||
public void SubmitMaterialData()
|
||||
{
|
||||
int index = 0;
|
||||
foreach (var materialItem in materialItems)
|
||||
{
|
||||
createTemplateInfo.Instance.auth_CreateTemplate.materialList[index].materialId = materialItem.materialId;
|
||||
createTemplateInfo.Instance.auth_CreateTemplate.materialList[index].num = materialItem.materialNum;
|
||||
index++;
|
||||
Debug.Log(materialItem.materialName + " 数量: " + materialItem.GetMaterialNum());
|
||||
}
|
||||
}
|
||||
|
@ -67,12 +67,30 @@ public class SelectScenePanel : MonoBehaviour
|
||||
//动态加载场景选择预制体
|
||||
public void InstantiateScenePrefab()
|
||||
{
|
||||
//int index = 0;
|
||||
//foreach (var sceneData in jsonReader.sceneDictionary)
|
||||
//{
|
||||
// GameObject slot = GameObject.Instantiate<GameObject>(scenePrefab, sceneList);
|
||||
// SceneItem item = slot.GetComponent<SceneItem>();
|
||||
// item.sceneName.text = sceneData.Value.Name.ToString();
|
||||
// item.sceneId= sceneData.Value.ID;
|
||||
// if (item.IsOpen)
|
||||
// {
|
||||
// item.maskImage.gameObject.SetActive(false);
|
||||
// }
|
||||
// Toggle toggle = slot.GetComponent<Toggle>();
|
||||
// if (toggle != null)
|
||||
// {
|
||||
// toggle.group = sceneGroup;
|
||||
// toggleList[index++] = toggle;
|
||||
// sceneItemList.Add(item);
|
||||
// }
|
||||
//}
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
GameObject slot = GameObject.Instantiate<GameObject>(scenePrefab, sceneList);
|
||||
SceneItem item = slot.GetComponent<SceneItem>();
|
||||
|
||||
|
||||
|
||||
item.sceneName.text = "场景" + i;
|
||||
if (item.IsOpen)
|
||||
@ -128,6 +146,7 @@ public class SelectScenePanel : MonoBehaviour
|
||||
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
|
||||
EventInfo item = slot.GetComponent<EventInfo>();
|
||||
item.eventName.text = eventData.Value.Note;
|
||||
item.eventId = eventData.Value.ID;
|
||||
Toggle toggle = slot.GetComponent<Toggle>();
|
||||
|
||||
if (toggle != null)
|
||||
@ -158,8 +177,8 @@ public class SelectScenePanel : MonoBehaviour
|
||||
this.schoolName = item.schoolName.text;
|
||||
}
|
||||
}
|
||||
Debug.Log("###############1:" + this.schoolId);
|
||||
Debug.Log("###############2:" + this.schoolName);
|
||||
//Debug.Log("###############1:" + this.schoolId);
|
||||
//Debug.Log("###############2:" + this.schoolName);
|
||||
}
|
||||
|
||||
//场景选择
|
||||
@ -173,6 +192,7 @@ public class SelectScenePanel : MonoBehaviour
|
||||
{
|
||||
// 设置场景名称
|
||||
this.sceneName = item.sceneName.text; // 获取 Text 组件的文本
|
||||
createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.sceneId.ToString();
|
||||
sceneSelected = true;
|
||||
break; // 找到选中的场景后退出循环
|
||||
}
|
||||
@ -193,6 +213,7 @@ public class SelectScenePanel : MonoBehaviour
|
||||
{
|
||||
// 设置场景名称
|
||||
this.eventName = item.eventName.text; // 获取 Text 组件的文本
|
||||
createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.eventId.ToString();
|
||||
Debug.Log(this.eventName);
|
||||
eventSelected = true;
|
||||
break; // 找到选中的场景后退出循环
|
||||
@ -326,7 +347,8 @@ public class SelectScenePanel : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void SetFirstChoise(Toggle[] toggles)//默认选择第一个Toggle
|
||||
//ĬÈÏÑ¡ÔñµÚÒ»¸öToggle
|
||||
public void SetFirstChoise(Toggle[] toggles)
|
||||
{
|
||||
// 获取ToggleGroup中的所有Toggle
|
||||
|
||||
@ -367,7 +389,7 @@ public class SelectScenePanel : MonoBehaviour
|
||||
{
|
||||
if (item.isOpen == false)
|
||||
{
|
||||
item.GetComponent<Toggle>().interactable = false;
|
||||
item.GetComponent<Toggle>().interactable = true;
|
||||
if (item.GetComponent<Toggle>().isOn)
|
||||
{
|
||||
item.GetComponent<Toggle>().isOn = false;
|
||||
@ -389,7 +411,7 @@ public class SelectScenePanel : MonoBehaviour
|
||||
{
|
||||
if (item.isOpen == false)
|
||||
{
|
||||
item.GetComponent<Toggle>().interactable = false;
|
||||
item.GetComponent<Toggle>().interactable = true;
|
||||
if (item.GetComponent<Toggle>().isOn)
|
||||
{
|
||||
item.GetComponent<Toggle>().isOn = false;
|
||||
|
@ -1,3 +1,4 @@
|
||||
using Newtonsoft.Json;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
@ -5,14 +6,18 @@ using UnityEngine.UI;
|
||||
|
||||
public class SceneItem : MonoBehaviour
|
||||
{
|
||||
public int sceneId;
|
||||
public Text sceneName;
|
||||
public Image sceneImage;
|
||||
public Image maskImage;
|
||||
public string roleLimit;//场景限制条件
|
||||
public int limitNum;//限制人数
|
||||
public JSONReader jsonReader;
|
||||
public bool IsOpen { get; set; } = true;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
jsonReader = GameObject.Find("JsonObj").GetComponent<JSONReader>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -20,4 +25,36 @@ public class SceneItem : MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
//分隔数据
|
||||
public void SetData()
|
||||
{
|
||||
foreach (var npc in jsonReader.locationDictionary)
|
||||
{
|
||||
Debug.Log("111111111111" + npc.Value.RoleLimit);
|
||||
// 通过逗号分隔 RoleLimit 字段
|
||||
string roleLimit = npc.Value.RoleLimit;
|
||||
|
||||
// 如果 RoleLimit 不是空字符串,按照逗号分隔
|
||||
if (!string.IsNullOrEmpty(roleLimit))
|
||||
{
|
||||
string[] roleLimits = roleLimit.Split(',');
|
||||
|
||||
// 遍历分隔后的角色限制
|
||||
foreach (string role in roleLimits)
|
||||
{
|
||||
Debug.Log("RoleLimit Item: " + role);
|
||||
|
||||
// 判断角色限制是否为 -1
|
||||
if (role == "-1")
|
||||
{
|
||||
Debug.Log("角色限制为-1,区域限制人数为无限!");
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("RoleLimit is empty for NPC ID: " + npc.Key);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4,14 +4,9 @@ using UnityEngine;
|
||||
|
||||
public class createTemplateInfo : Singleton<createTemplateInfo>
|
||||
{
|
||||
public string templateName;//模板名称
|
||||
public string sceneId;//场景编号
|
||||
public string subjectId;//科目编号
|
||||
public string isTemplate;//是否保存为模板
|
||||
public string mode;//模式
|
||||
public auth_createTemplate auth_CreateTemplate=new auth_createTemplate();
|
||||
public List<PlayerList> playerList;//鯤소죗깊
|
||||
public List<NpcList> npcList;//Npc죗깊
|
||||
public List<MaterialList> materialList;//设备列表
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user