bug修改
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feda86e6c3
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@ -174,29 +174,29 @@ public class SelectScenePanel : MonoBehaviour
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//动态加载事件选择预制体
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//动态加载事件选择预制体
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public void InstantiateIncidentPrefab(int eventId)
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public void InstantiateIncidentPrefab(int eventId)
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{
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{
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//foreach (var eventData in jsonReader.incidentSiteDictionary)
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foreach (var eventData in jsonReader.incidentSiteDictionary)
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//{
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{
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// if(eventData.Key==eventId)
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if (eventData.Key == eventId)
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// {
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{
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// GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
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GameObject slot = GameObject.Instantiate<GameObject>(incidentPrefab, incidentList);
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// IncidentInfo item = slot.GetComponent<IncidentInfo>();
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IncidentInfo item = slot.GetComponent<IncidentInfo>();
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// item.incidentText.text = eventData.Value.Note;
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item.incidentText.text = eventData.Value.Note;
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// item.incidentID = eventData.Value.ID;
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item.incidentID = eventData.Value.ID;
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// Toggle toggle = slot.GetComponent<Toggle>();
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Toggle toggle = slot.GetComponent<Toggle>();
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// if (toggle != null)
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if (toggle != null)
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// {
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{
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// // ½« Toggle Ìí¼Óµ½ ToggleGroup ÖÐ
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// 将 Toggle 添加到 ToggleGroup 中
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// toggle.group = eventGroup;
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toggle.group = eventGroup;
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// toggle.isOn = false;
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toggle.isOn = false;
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// incidentInfos.Add(item);
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incidentInfos.Add(item);
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// }
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}
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// }
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}
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// else
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else
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// {
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{
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// break;
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break;
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// }
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}
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//}
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}
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}
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}
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//点击继续按钮后更换场景图片及名称
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//点击继续按钮后更换场景图片及名称
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@ -289,6 +289,7 @@ public class SelectScenePanel : MonoBehaviour
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// 设置场景名称
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// 设置场景名称
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this.sceneName = item.sceneName.text; // 获取 Text 组件的文本
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this.sceneName = item.sceneName.text; // 获取 Text 组件的文本
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this.scnenId = item.sceneId;
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this.scnenId = item.sceneId;
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Debug.Log("------------this.scnenId:" + this.scnenId);
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createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.sceneId.ToString();
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createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.sceneId.ToString();
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sceneSelected = true;
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sceneSelected = true;
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@ -420,23 +421,32 @@ public class SelectScenePanel : MonoBehaviour
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//关闭按钮
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//关闭按钮
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public void OnClickCloseBtn()
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public void OnClickCloseBtn()
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{
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{
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// 清空事件列表
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eventInfoList.Clear();
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// 销毁所有已实例化的事件预制体
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foreach (Transform child in eventList)
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{
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Destroy(child.gameObject);
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}
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// 如果需要,也可以清空其他相关信息
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eventToggleList.Clear();
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eventId = -1;
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eventName = string.Empty;
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Debug.Log("事件列表已清空,UI已重置");
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if (schoolChoiceLable.gameObject.active == false)
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if (schoolChoiceLable.gameObject.active == false)
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{
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{
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foreach (Transform child in sceneList)
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{
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child.gameObject.SetActive(false);
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}
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sceneLable.gameObject.SetActive(true);
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sceneLable.gameObject.SetActive(true);
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schoolChoiceLable.gameObject.SetActive(true);
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schoolChoiceLable.gameObject.SetActive(true);
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eventChoiceLable.gameObject.SetActive(false);
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eventChoiceLable.gameObject.SetActive(false);
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incidentLable.gameObject.SetActive(false);
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incidentLable.gameObject.SetActive(false);
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InstantiateScenePrefab();
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}
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}
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else
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else
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{
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{
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transform.gameObject.SetActive(false);
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transform.gameObject.SetActive(false);
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}
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}
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}
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}
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//通过判断Toggle的IsOn是否被打开来判断继续按钮是否置灰
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//通过判断Toggle的IsOn是否被打开来判断继续按钮是否置灰
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@ -447,7 +457,6 @@ public class SelectScenePanel : MonoBehaviour
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// 检查场景选择
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// 检查场景选择
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foreach (Toggle toggle in scenetoggleList)
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foreach (Toggle toggle in scenetoggleList)
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{
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{
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Debug.Log("++++++++++++++++++++++++=" + scenetoggleList.Count());
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if (toggle.isOn)
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if (toggle.isOn)
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{
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{
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anyToggleSelected = true;
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anyToggleSelected = true;
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