消防接口数据传输

This commit is contained in:
lq 2024-12-07 16:18:15 +08:00
parent 957e7cc035
commit d04be15484
8 changed files with 136 additions and 29 deletions

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@ -15801,7 +15829,7 @@ MonoBehaviour:
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randomEventBtn: {fileID: 7468736064832119474} randomEventBtn: {fileID: 7468736064832119474}
text20008: {fileID: 0} text20008: {fileID: 7468736063763417177}
title: {fileID: 7468736063763417177} title: {fileID: 7468736063763417177}
schoolInfoList: schoolInfoList:
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@ -117,9 +117,6 @@ public class Panel : MonoBehaviour
if (jsonReader1.npcDictionary.ContainsKey(key)) if (jsonReader1.npcDictionary.ContainsKey(key))
{ {
var npcInfo = jsonReader1.npcDictionary[key]; var npcInfo = jsonReader1.npcDictionary[key];
// 在此处可以使用npcInfo做进一步的处理
Debug.Log("Found NPC: " + npcInfo.Name);
// ´´½¨DutyItemʵÀý // ´´½¨DutyItemʵÀý
GameObject item = GameObject.Instantiate(dutyPrefab, dutyCount); GameObject item = GameObject.Instantiate(dutyPrefab, dutyCount);
DutyItem dutyItem = item.GetComponent<DutyItem>(); DutyItem dutyItem = item.GetComponent<DutyItem>();

View File

@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DifficultyInfo : MonoBehaviour
{
[Header("ÄѶÈ")] public int difficulty;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -44,7 +44,8 @@ public class DatePanel : MonoBehaviour
//Ìá½»°´Å¥ //Ìá½»°´Å¥
public void OnClickSubmitPanel() public void OnClickSubmitPanel()
{ {
if(preservationToggle.isOn==true) createTemplateInfo.Instance.auth_CreateTemplate.subjectId = PlaceText.text;
if (preservationToggle.isOn==true)
{ {
submitPanel.gameObject.SetActive(true); submitPanel.gameObject.SetActive(true);
submitText.text = "ÑÝÁ·Ä£°å"+ dataText.text; submitText.text = "ÑÝÁ·Ä£°å"+ dataText.text;

View File

@ -59,6 +59,7 @@ public class EvacuationPanel : MonoBehaviour
public void totalSubmit() public void totalSubmit()
{ {
Debug.Log("----------------->>>>>>>>>>>" + createTemplateInfo.Instance.auth_CreateTemplate.npcList==null);
foreach(var item in createTemplateInfo.Instance.auth_CreateTemplate.npcList) foreach(var item in createTemplateInfo.Instance.auth_CreateTemplate.npcList)
{ {
item.userId = npcType; item.userId = npcType;

View File

@ -34,32 +34,23 @@ public class MaterialPanel : MonoBehaviour
GameObject item = GameObject.Instantiate<GameObject>(materialPrefab, materialContent); GameObject item = GameObject.Instantiate<GameObject>(materialPrefab, materialContent);
MaterialItem materialItem = item.GetComponent<MaterialItem>(); MaterialItem materialItem = item.GetComponent<MaterialItem>();
materialItem.materialNameText.text = materialData.Value.Note; materialItem.materialNameText.text = materialData.Value.Note;
Debug.Log(materialData.Value.Note); materialItem.materialId = materialData.Key.ToString();
//Debug.Log("$$$$$$$$$$$$$$" + dutyItem.dutyNameText.text); materialItems.Add(materialItem);
//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 // 获取所有物品的数量并提交
public void SubmitMaterialData() public void SubmitMaterialData()
{ {
int index = 0; Debug.Log("???????????????????????????????????????/" + materialItems.Count);
foreach (var materialItem in materialItems) foreach (var materialItem in materialItems)
{ {
createTemplateInfo.Instance.auth_CreateTemplate.materialList[index].materialId = materialItem.materialId; createTemplateInfo.Instance.auth_CreateTemplate.materialList = new List<MaterialList>();
createTemplateInfo.Instance.auth_CreateTemplate.materialList[index].num = materialItem.materialNum; MaterialList materialList = new MaterialList();
index++; materialList.materialId = materialItem.materialId;
Debug.Log("materialList.materialId--------------------" + materialList.materialId);
materialList.num = materialItem.materialNum;
createTemplateInfo.Instance.auth_CreateTemplate.materialList.Add(materialList);
Debug.Log(materialItem.materialName + " 数量: " + materialItem.GetMaterialNum()); Debug.Log(materialItem.materialName + " 数量: " + materialItem.GetMaterialNum());
} }
} }

View File

@ -52,6 +52,8 @@ public class SelectScenePanel : MonoBehaviour
public string sceneName { get; set; } public string sceneName { get; set; }
public int eventId { get; set; } public int eventId { get; set; }
public string eventName { get; set; } public string eventName { get; set; }
public int idcidentId{ get; set; }
public string idcidentName{ get; set; }
public string difficulty { get; set; } public string difficulty { get; set; }
public string isBuy { get; set; } public string isBuy { get; set; }
public bool isSure { get; set; }//判断是否点击了提交按钮 public bool isSure { get; set; }//判断是否点击了提交按钮
@ -145,7 +147,7 @@ public class SelectScenePanel : MonoBehaviour
} }
} }
//动态加载事件选择预制体 //动态加载对应的事件地点
public void InstantiateIncidentPrefab(int eventId) public void InstantiateIncidentPrefab(int eventId)
{ {
foreach (var eventData in jsonReader.incidentSiteDictionary) foreach (var eventData in jsonReader.incidentSiteDictionary)
@ -170,6 +172,35 @@ public class SelectScenePanel : MonoBehaviour
{ {
break; break;
} }
toggle.onValueChanged.AddListener((isSelected) =>
{
if (isSelected)
{
this.idcidentName = item.incidentText.text;
string[] difficulty = eventData.Value.Difficulty.Split('|');
// 确保difficultyList和difficulty的长度匹配
for (int i = 0; i < difficultyList.Count && i < difficulty.Length; i++)
{
Toggle item = difficultyList[i]; // 获取对应的Toggle
DifficultyInfo difficultyInfo = item.gameObject.GetComponent<DifficultyInfo>();
if (difficultyInfo == null)
{
difficultyInfo = item.gameObject.AddComponent<DifficultyInfo>();
}
// 给每个Toggle设置不同的difficulty值
difficultyInfo.difficulty = int.Parse(difficulty[i]);
// 打印出设置的难度值,帮助调试
Debug.Log($"Toggle {i} - Difficulty: {difficultyInfo.difficulty}");
}
}
});
} }
} }
} }
@ -177,7 +208,7 @@ public class SelectScenePanel : MonoBehaviour
//点击继续按钮后更换场景图片及名称 //点击继续按钮后更换场景图片及名称
public void InstantiateEventPrefab(int id) public void InstantiateEventPrefab(int id)
{ {
text20008.text = sceneName;
// 通过 id 获取对应的 sceneData // 通过 id 获取对应的 sceneData
if (jsonReader.sceneDictionary.TryGetValue(id, out var sceneData)) if (jsonReader.sceneDictionary.TryGetValue(id, out var sceneData))
{ {
@ -553,7 +584,7 @@ public class SelectScenePanel : MonoBehaviour
//设置日期界面的数据 //设置日期界面的数据
public void SetDataPanelInfo() public void SetDataPanelInfo()
{ {
datePanel.SchoolText.text = schoolName; datePanel.SchoolText.text = sceneName;
datePanel.PlaceText.text = eventName; datePanel.PlaceText.text = idcidentName;
} }
} }