配置表增加,接大部分所需传输数据的接口

This commit is contained in:
lq 2024-12-01 04:58:16 +08:00
parent 7e8fee2657
commit 893f7368c1
20 changed files with 1614 additions and 119 deletions

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"IsPickup": "8001,1|8002,1|8003,0|8004,0|8005,0|8006,0",
"PutInStore": 1
},
{
"ID": 3016,
"Note": "易燃物1",
"Type": 0,
"Name": 3016,
"Weight": 2,
"Scene ": 9003,
"RoleLimit": 8006,
"Icon": "icon_016",
"ResPath": "\\ASSETS\\a016.Prefeb",
"ConsumableType": 0,
"Durations": -1,
"Attribute": "16,1",
"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
},
{
"ID": 3017,
"Note": "可转移的障碍物",
"Type": 0,
"Name": 3017,
"Weight": 2,
"Scene ": 9003,
"RoleLimit": 8006,
"Icon": "icon_017",
"ResPath": "\\ASSETS\\a017.Prefeb",
"ConsumableType": 0,
"Durations": -1,
"Attribute": -1,
"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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@ -0,0 +1,7 @@
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@ -0,0 +1,11 @@
[
{
"ID": 9003,
"Name": 40001,
"Type": 1,
"IncidentType": "5001|5002|5003",
"ObjList": "7001,7002,7003|7001,7003|7001,7002,7003",
"AreaList": "1000|1001|1002|1003",
"Storeroom": 1011
}
]

View File

@ -0,0 +1,7 @@
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TextScriptImporter:
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@ -500,6 +500,7 @@ MonoBehaviour:
materialContent: {fileID: 5745561353059433383}
addBtn: {fileID: 0}
subtractBtn: {fileID: 0}
jsonReader1: {fileID: 1417128757}
--- !u!1 &287151818
GameObject:
m_ObjectHideFlags: 0
@ -1591,10 +1592,22 @@ PrefabInstance:
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value: 267.551
objectReference: {fileID: 0}
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- target: {fileID: 7187413038405322106, guid: 26d5710936f5f7d468eb5eb9da96112e, type: 3}
propertyPath: submitText
value:
objectReference: {fileID: 1654905067}
- target: {fileID: 7187413038405322106, guid: 26d5710936f5f7d468eb5eb9da96112e, type: 3}
propertyPath: submitPanel
value:
objectReference: {fileID: 700683837}
- target: {fileID: 7187413038405322106, guid: 26d5710936f5f7d468eb5eb9da96112e, type: 3}
propertyPath: submitInputField
value:
objectReference: {fileID: 1031005525}
- target: {fileID: 7187413038405322106, guid: 26d5710936f5f7d468eb5eb9da96112e, type: 3}
propertyPath: preservationToggle
value:
@ -2866,6 +2879,38 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 7253411640476237527, guid: e55a074b1a79a9045804c800bf094463, type: 3}
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propertyPath: m_FontData.m_FontSize
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objectReference: {fileID: 0}
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propertyPath: m_FontData.m_Alignment
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objectReference: {fileID: 0}
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propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: e55a074b1a79a9045804c800bf094463, type: 3}
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@ -4009,7 +4054,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 1031840000928267012, guid: f7e3ba3643cbe834083789575336030d, type: 3}
propertyPath: m_AnchoredPosition.x
value: 21
value: 20.00499
objectReference: {fileID: 0}
- target: {fileID: 1031840000928267012, guid: f7e3ba3643cbe834083789575336030d, type: 3}
propertyPath: m_AnchoredPosition.y
@ -5613,6 +5658,10 @@ PrefabInstance:
propertyPath: datePanel
value:
objectReference: {fileID: 468742199}
- target: {fileID: 7468736063766935910, guid: 90919b88a71f0054bb1cf84429cb3a1e, type: 3}
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: 7468736063766935910, guid: 90919b88a71f0054bb1cf84429cb3a1e, type: 3}
propertyPath: jsonReader
value:
@ -6396,6 +6445,17 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1024742103}
m_CullTransparentMesh: 1
--- !u!114 &1031005525 stripped
MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 5587339775055527864, guid: e55a074b1a79a9045804c800bf094463, type: 3}
m_PrefabInstance: {fileID: 700683835}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: d199490a83bb2b844b9695cbf13b01ef, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1 &1034927192
GameObject:
m_ObjectHideFlags: 0
@ -8638,7 +8698,7 @@ GameObject:
- component: {fileID: 1417128758}
- component: {fileID: 1417128757}
m_Layer: 0
m_Name: GameObject
m_Name: JsonObj
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -8659,6 +8719,8 @@ MonoBehaviour:
npcJsonFile: {fileID: 4900000, guid: a854e20393334f04a8fc75e06404fe4f, type: 3}
locationJsonFile: {fileID: 4900000, guid: 4d6cd655327e27c4b88c2033169c8fed, type: 3}
eventJsonFile: {fileID: 4900000, guid: 2ef075e4830019a42b84d8d05d13d81c, type: 3}
matialJsonFile: {fileID: 4900000, guid: d98cb351d1a87dc4887a37106b9745d4, type: 3}
sceneJsonFile: {fileID: 4900000, guid: 06c09fd1c8b0a0a45951a1065189d922, type: 3}
--- !u!4 &1417128758
Transform:
m_ObjectHideFlags: 0
@ -8674,6 +8736,17 @@ Transform:
m_Father: {fileID: 0}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 8789802340828738424, guid: 26d5710936f5f7d468eb5eb9da96112e, type: 3}
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5f7201a12d95ffc409449d95f23cf332, type: 3}
m_Name:
m_EditorClassIdentifier:
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GameObject:
m_ObjectHideFlags: 0
@ -9423,7 +9496,7 @@ Canvas:
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m_SortingBucketNormalizedSize: 0
m_VertexColorAlwaysGammaSpace: 0
m_AdditionalShaderChannelsFlag: 0
m_AdditionalShaderChannelsFlag: 25
m_SortingLayerID: 0
m_SortingOrder: 0
m_TargetDisplay: 0
@ -9529,6 +9602,17 @@ RectTransform:
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m_SizeDelta: {x: 360.7686, y: 747.91}
m_Pivot: {x: 0.5, y: 0.5}
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MonoBehaviour:
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5f7201a12d95ffc409449d95f23cf332, type: 3}
m_Name:
m_EditorClassIdentifier:
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PrefabInstance:
m_ObjectHideFlags: 0
@ -10573,6 +10657,10 @@ PrefabInstance:
propertyPath: panel
value:
objectReference: {fileID: 618256462}
- target: {fileID: 2102021661377337229, guid: 86668fbe8407a8741bb903177bc93fdb, type: 3}
propertyPath: jsonReader
value:
objectReference: {fileID: 1417128757}
- target: {fileID: 4764228630647718977, guid: 86668fbe8407a8741bb903177bc93fdb, type: 3}
propertyPath: m_AnchorMax.y
value: 0
@ -13621,7 +13709,19 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 7318934474615281455}
m_OnClick:
m_PersistentCalls:
m_Calls: []
m_Calls:
- m_Target: {fileID: 617308873}
m_TargetAssemblyTypeName: ManagerPanel, Assembly-CSharp
m_MethodName: OnCloseWindowsBtn
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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View File

@ -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);
}
}
//打印 NPC 数据
@ -70,6 +94,32 @@ public class JSONReader : MonoBehaviour
return locationDictionary;
}
public Dictionary<int, MatialData> MatialParseJSON(string json)
{
MatialData[] locationArray = JsonHelper.FromJson<MatialData>(json);
Dictionary<int, MatialData> locationDictionary = new Dictionary<int, MatialData>();
foreach (var location in locationArray)
{
locationDictionary[location.ID] = location;
}
return locationDictionary;
}
public Dictionary<int, SceneData> SceneParseJSON(string json)
{
SceneData[] locationArray = JsonHelper.FromJson<SceneData>(json);
Dictionary<int, SceneData> locationDictionary = new Dictionary<int, SceneData>();
foreach (var location in locationArray)
{
locationDictionary[location.ID] = location;
}
return locationDictionary;
}
// 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;
}

View File

@ -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>();

View File

@ -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();
}
}

View File

@ -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()

View File

@ -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);

View File

@ -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;
}
}
}

View File

@ -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());
}
}

View File

@ -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;

View File

@ -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);
}
}
}
}

View File

@ -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()
{