任务相关逻辑
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@ -4,24 +4,51 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public enum TaskStatus
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{
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NotAccepted, // 未接受
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InProgress, // 进行中
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Completed, // 已完成
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Failed // 失败
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}
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public class TaskItem : MonoBehaviour
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{
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public int taskId;
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public string taskName;
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public TaskStatus status;
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public List<int> triggers; // 存储任务触发条件
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public JSONReader jr;
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public int id;
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public Text tasktxt;
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// Start is called before the first frame update
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void Start()
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{
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}
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//构造函数
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public TaskItem(int id, string name)
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{
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taskId = id;
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taskName = name;
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status = TaskStatus.NotAccepted;
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triggers = new List<int>();
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}
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// 设置任务状态
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public void SetStatus(TaskStatus newStatus)
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{
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status = newStatus;
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}
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private void OnClickButton()
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{
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@ -29,7 +56,7 @@ public class TaskItem : MonoBehaviour
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public void SetInfo(int id,JSONReader js)
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{
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this.id = id;
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taskId = id;
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jr = js;
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UpdateTxt();
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}
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@ -37,9 +64,9 @@ public class TaskItem : MonoBehaviour
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void UpdateTxt()
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{
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Language info = jr.GetTaskByID(id,jr.LanguageDictionary);
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Task_ info = jr.GetTaskByID(taskId);
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tasktxt.text = info.Text;
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tasktxt.text = info.Name;
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}
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@ -8,6 +8,10 @@ using System.Threading.Tasks;
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public class TaskPanel : Base
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{
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private List<TaskItem> tasks = new List<TaskItem>();
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private Dictionary<int, Task> activeTasks = new Dictionary<int, Task>();
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public static TaskPanel instance;
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public List<int> taskId = new List<int>();
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@ -234,22 +234,12 @@ public class JSONReader : MonoBehaviour
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//»ñÈ¡ÈÎÎñ
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public Language GetTaskByID(int id,Dictionary<int,Language> dic)
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public Task_ GetTaskByID(int id)
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{
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Language info = null;
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if (LanguageDictionary.TryGetValue(id, out info))
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Task_ info = null;
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if (TaskDictionary.TryGetValue(id.ToString(), out info))
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{
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// 判断 Note 是否等于 "预定演练"
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if (info.Note == "任务")
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{
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Debug.Log($"Found Language: ID = {info.ID}, Text = {info.Text}, Note = {info.Note}");
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//dic.Add(id, info);
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return info; // 返回符合条件的 Language 数据
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}
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else
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{
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Debug.Log($"Language with ID {id} found, but Note is not '预定演练'.");
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}
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return info; // 返回符合条件的 Task 数据
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}
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else
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{
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