消防接口数据传输
This commit is contained in:
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@ -15801,7 +15829,7 @@ MonoBehaviour:
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eventChoiceLable: {fileID: 3969360846526504285}
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eventChoiceLable: {fileID: 3969360846526504285}
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incidentLable: {fileID: 7468736064937661071}
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incidentLable: {fileID: 7468736064937661071}
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randomEventBtn: {fileID: 7468736064832119474}
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randomEventBtn: {fileID: 7468736064832119474}
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text20008: {fileID: 0}
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text20008: {fileID: 7468736063763417177}
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title: {fileID: 7468736063763417177}
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title: {fileID: 7468736063763417177}
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schoolInfoList:
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schoolInfoList:
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- {fileID: 7468736064927213727}
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- {fileID: 7468736064927213727}
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@ -117,9 +117,6 @@ public class Panel : MonoBehaviour
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if (jsonReader1.npcDictionary.ContainsKey(key))
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if (jsonReader1.npcDictionary.ContainsKey(key))
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{
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{
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var npcInfo = jsonReader1.npcDictionary[key];
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var npcInfo = jsonReader1.npcDictionary[key];
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// 在此处可以使用npcInfo做进一步的处理
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Debug.Log("Found NPC: " + npcInfo.Name);
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// ´´½¨DutyItemʵÀý
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// ´´½¨DutyItemʵÀý
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GameObject item = GameObject.Instantiate(dutyPrefab, dutyCount);
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GameObject item = GameObject.Instantiate(dutyPrefab, dutyCount);
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DutyItem dutyItem = item.GetComponent<DutyItem>();
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DutyItem dutyItem = item.GetComponent<DutyItem>();
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19
xiaofang/Assets/Script/UI/DifficultyInfo.cs
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19
xiaofang/Assets/Script/UI/DifficultyInfo.cs
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@ -0,0 +1,19 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DifficultyInfo : MonoBehaviour
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{
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[Header("ÄѶÈ")] public int difficulty;
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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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// Update is called once per frame
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void Update()
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{
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}
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}
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11
xiaofang/Assets/Script/UI/DifficultyInfo.cs.meta
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11
xiaofang/Assets/Script/UI/DifficultyInfo.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 677e86cb0abf0dd44b23aba025b9c37a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -44,6 +44,7 @@ public class DatePanel : MonoBehaviour
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//Ìá½»°´Å¥
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//Ìá½»°´Å¥
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public void OnClickSubmitPanel()
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public void OnClickSubmitPanel()
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{
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{
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createTemplateInfo.Instance.auth_CreateTemplate.subjectId = PlaceText.text;
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if (preservationToggle.isOn==true)
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if (preservationToggle.isOn==true)
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{
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{
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submitPanel.gameObject.SetActive(true);
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submitPanel.gameObject.SetActive(true);
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@ -59,6 +59,7 @@ public class EvacuationPanel : MonoBehaviour
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public void totalSubmit()
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public void totalSubmit()
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{
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{
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Debug.Log("----------------->>>>>>>>>>>" + createTemplateInfo.Instance.auth_CreateTemplate.npcList==null);
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foreach(var item in createTemplateInfo.Instance.auth_CreateTemplate.npcList)
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foreach(var item in createTemplateInfo.Instance.auth_CreateTemplate.npcList)
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{
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{
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item.userId = npcType;
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item.userId = npcType;
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@ -34,32 +34,23 @@ public class MaterialPanel : MonoBehaviour
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GameObject item = GameObject.Instantiate<GameObject>(materialPrefab, materialContent);
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GameObject item = GameObject.Instantiate<GameObject>(materialPrefab, materialContent);
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MaterialItem materialItem = item.GetComponent<MaterialItem>();
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MaterialItem materialItem = item.GetComponent<MaterialItem>();
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materialItem.materialNameText.text = materialData.Value.Note;
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materialItem.materialNameText.text = materialData.Value.Note;
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Debug.Log(materialData.Value.Note);
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materialItem.materialId = materialData.Key.ToString();
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//Debug.Log("$$$$$$$$$$$$$$" + dutyItem.dutyNameText.text);
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materialItems.Add(materialItem);
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//materialItems.Add(item);// 将每个实例化的角色添加到列表中
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}
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}
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//for (int i = 0; i < 8; i++) // 假设你有8个物品
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//{
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// GameObject item = Instantiate(materialPrefab, materialContent); // 实例化物品项
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// MaterialItem materialItem = item.GetComponent<MaterialItem>(); // 获取物品项的脚本
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// materialItems.Add(materialItem); // 将物品项添加到列表中
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// // 设置物品的名称和其他数据(如果有的话)
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// materialItem.materialName = "物品" + (i + 1); // 设置物品名称
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// materialItem.materialNameText.text = materialItem.materialName; // 更新UI中的名称
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//}
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}
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}
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// 获取所有物品的数量并提交
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// 获取所有物品的数量并提交
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public void SubmitMaterialData()
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public void SubmitMaterialData()
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{
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{
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int index = 0;
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Debug.Log("???????????????????????????????????????/" + materialItems.Count);
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foreach (var materialItem in materialItems)
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foreach (var materialItem in materialItems)
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{
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{
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createTemplateInfo.Instance.auth_CreateTemplate.materialList[index].materialId = materialItem.materialId;
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createTemplateInfo.Instance.auth_CreateTemplate.materialList = new List<MaterialList>();
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createTemplateInfo.Instance.auth_CreateTemplate.materialList[index].num = materialItem.materialNum;
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MaterialList materialList = new MaterialList();
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index++;
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materialList.materialId = materialItem.materialId;
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Debug.Log("materialList.materialId--------------------" + materialList.materialId);
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materialList.num = materialItem.materialNum;
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createTemplateInfo.Instance.auth_CreateTemplate.materialList.Add(materialList);
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Debug.Log(materialItem.materialName + " 数量: " + materialItem.GetMaterialNum());
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Debug.Log(materialItem.materialName + " 数量: " + materialItem.GetMaterialNum());
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}
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}
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}
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}
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public string sceneName { get; set; }
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public string sceneName { get; set; }
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public int eventId { get; set; }
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public int eventId { get; set; }
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public string eventName { get; set; }
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public string eventName { get; set; }
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public int idcidentId{ get; set; }
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public string idcidentName{ get; set; }
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public string difficulty { get; set; }
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public string difficulty { get; set; }
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public string isBuy { get; set; }
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public string isBuy { get; set; }
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public bool isSure { get; set; }//判断是否点击了提交按钮
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public bool isSure { get; set; }//判断是否点击了提交按钮
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@ -145,7 +147,7 @@ public class SelectScenePanel : MonoBehaviour
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}
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}
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}
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}
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//动态加载事件选择预制体
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//动态加载对应的事件地点
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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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@ -170,6 +172,35 @@ public class SelectScenePanel : MonoBehaviour
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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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toggle.onValueChanged.AddListener((isSelected) =>
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{
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if (isSelected)
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{
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this.idcidentName = item.incidentText.text;
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string[] difficulty = eventData.Value.Difficulty.Split('|');
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// 确保difficultyList和difficulty的长度匹配
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for (int i = 0; i < difficultyList.Count && i < difficulty.Length; i++)
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{
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Toggle item = difficultyList[i]; // 获取对应的Toggle
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DifficultyInfo difficultyInfo = item.gameObject.GetComponent<DifficultyInfo>();
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if (difficultyInfo == null)
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{
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difficultyInfo = item.gameObject.AddComponent<DifficultyInfo>();
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}
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// 给每个Toggle设置不同的difficulty值
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difficultyInfo.difficulty = int.Parse(difficulty[i]);
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// 打印出设置的难度值,帮助调试
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Debug.Log($"Toggle {i} - Difficulty: {difficultyInfo.difficulty}");
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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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}
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}
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}
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@ -177,7 +208,7 @@ public class SelectScenePanel : MonoBehaviour
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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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public void InstantiateEventPrefab(int id)
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public void InstantiateEventPrefab(int id)
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{
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{
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text20008.text = sceneName;
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// 通过 id 获取对应的 sceneData
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// 通过 id 获取对应的 sceneData
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if (jsonReader.sceneDictionary.TryGetValue(id, out var sceneData))
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if (jsonReader.sceneDictionary.TryGetValue(id, out var sceneData))
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{
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{
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@ -553,7 +584,7 @@ public class SelectScenePanel : MonoBehaviour
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//设置日期界面的数据
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//设置日期界面的数据
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public void SetDataPanelInfo()
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public void SetDataPanelInfo()
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{
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{
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datePanel.SchoolText.text = schoolName;
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datePanel.SchoolText.text = sceneName;
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datePanel.PlaceText.text = eventName;
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datePanel.PlaceText.text = idcidentName;
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}
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}
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}
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}
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