Select表的添加和读取
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xiaofang/Assets/Resources/JsonAsset/Select.json
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6216
xiaofang/Assets/Resources/JsonAsset/Select.json
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xiaofang/Assets/Resources/JsonAsset/Select.json.meta
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7
xiaofang/Assets/Resources/JsonAsset/Select.json.meta
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 3efd15f4195557144a45659d2baa1ba3
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -18152,6 +18152,7 @@ MonoBehaviour:
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incidentSiteJosnFile: {fileID: 4900000, guid: 1efa4372b10d4294199638c49173ff4c, type: 3}
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NPCJosnFile: {fileID: 4900000, guid: 41009f009f0718647a782c7e1aec97dd, type: 3}
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LanguageJsonFile: {fileID: 4900000, guid: 62a41129c4663ee41a06274114d28feb, type: 3}
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SelectJsonFile: {fileID: 4900000, guid: 3efd15f4195557144a45659d2baa1ba3, type: 3}
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--- !u!1001 &1542437476
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -1,6 +1,7 @@
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using Google.Protobuf.WellKnownTypes;
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public class JSONReader : MonoBehaviour
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{
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@ -15,6 +16,7 @@ public class JSONReader : MonoBehaviour
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public TextAsset incidentSiteJosnFile;
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public TextAsset NPCJosnFile;
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public TextAsset LanguageJsonFile;
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public TextAsset SelectJsonFile;
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public Dictionary<int, NPCData> npcDictionary = new Dictionary<int, NPCData>();
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public Dictionary<int, LocationData> locationDictionary = new Dictionary<int, LocationData>();
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public Dictionary<int, EventData> eventDictionary = new Dictionary<int, EventData>();
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@ -23,6 +25,7 @@ public class JSONReader : MonoBehaviour
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public Dictionary<int, IncidentSite> incidentSiteDictionary = new Dictionary<int, IncidentSite>();
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public Dictionary<int, NPC> NPCDictionary = new Dictionary<int, NPC>();
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public Dictionary<int, Language> LanguageDictionary = new Dictionary<int, Language>();
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private Dictionary<string, Select> SelectDictionary = new Dictionary<string, Select>();
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void Awake()
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{
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@ -34,7 +37,10 @@ public class JSONReader : MonoBehaviour
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sceneDictionary = SceneParseJSON(sceneJsonFile.text);
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incidentSiteDictionary = IncidentSiteParseJSON(incidentSiteJosnFile.text);
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NPCDictionary = NPCParseJSON(incidentSiteJosnFile.text);
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LanguageDictionary = LanguageParseJSON(LanguageJsonFile.text);
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LanguageDictionary = LanguageParseJSON(LanguageJsonFile.text);
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SelectDictionary = SelectJSON(SelectJsonFile.text);
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GetLanguageByID(20008);
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foreach (var npc in sceneDictionary)
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{
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@ -44,6 +50,20 @@ public class JSONReader : MonoBehaviour
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GetNpcDataByID(8001);
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}
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// 解析 JSON 字符串为 Select 数据
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public Dictionary<string, Select> SelectJSON(string json)
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{
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NPCData[] npcArray = JsonHelper.FromJson<NPCData>(json);
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Dictionary<string, Select> selectDictionary = new Dictionary<string, Select>();
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foreach (var npc in npcArray)
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{
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npcDictionary[npc.ID] = npc;
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}
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return selectDictionary;
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}
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// ½âÎö JSON ×Ö·û´®Îª NPC Êý¾Ý
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public Dictionary<int, NPCData> ParseJSON(string json)
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{
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@ -380,3 +400,32 @@ public class Language
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public string Note;
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}
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[System.Serializable]
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public class Select
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{
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public string ID;
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public string Note;
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public string PlayScript;
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public string Group;
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public string ShowText;
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public string Icon;
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public string Precondition;
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public string Exclusive;
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public string TakeTime;
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public string TimeLimit;
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public string NextSelect;
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public string TaskLink;
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public string TaskLinkDetails;
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public string CallMode;
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public string CallRecipient;
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public string CorrectOption;
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public string Reward;
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public string Result;
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public string Route;
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public string TimingChange;
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public string AppliedUI;
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public string UIDetails;
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public string Seq;
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// 其他字段可根据需要添加
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}
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