Bug修改
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@ -1,5 +1,296 @@
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||||||
|
"Name": "2002",
|
||||||
|
"Scene": "9002",
|
||||||
|
"Position": "0,0,0",
|
||||||
|
"Volume": "-1",
|
||||||
|
"Difficulty": "1|2|3",
|
||||||
|
"SpecialEvent": "-1,-1,-1,-1|1,50,10,20|1,50,20,20",
|
||||||
|
"Role": "8000,8001,8002,8003,8004,8005,8007,8011|8000,8001,8002,8003,8004,8005,8007,8011|8000,8001,8002,8003,8004,8005,8007,8011",
|
||||||
|
"GeneralRole": "8000,8001,8002,8003,8004,8005,8007,8010,8011"
|
||||||
|
}
|
||||||
]
|
]
|
File diff suppressed because it is too large
Load Diff
@ -121,6 +121,7 @@ public class JSONReader : MonoBehaviour
|
|||||||
|
|
||||||
return locationDictionary;
|
return locationDictionary;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Dictionary<int, NPC> NPCParseJSON(string json)
|
public Dictionary<int, NPC> NPCParseJSON(string json)
|
||||||
{
|
{
|
||||||
NPC[] locationArray = JsonHelper.FromJson<NPC>(json);
|
NPC[] locationArray = JsonHelper.FromJson<NPC>(json);
|
||||||
|
@ -7,8 +7,10 @@ public class EventInfo : MonoBehaviour
|
|||||||
{
|
{
|
||||||
public int eventId;
|
public int eventId;
|
||||||
public Text eventName;
|
public Text eventName;
|
||||||
|
public Image eventImage;
|
||||||
public Image maskImage;
|
public Image maskImage;
|
||||||
public bool isOpen=true;
|
public bool IsOpen=true;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
23
xiaofang/Assets/Script/UI/IncidentInfo.cs
Normal file
23
xiaofang/Assets/Script/UI/IncidentInfo.cs
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class IncidentInfo : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Text incidentText;
|
||||||
|
public int incidentID;
|
||||||
|
public Image maskImage;
|
||||||
|
public bool isOpen = true;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
xiaofang/Assets/Script/UI/IncidentInfo.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/IncidentInfo.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3e76f7e7095c6f54682ecff57e151c6d
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -5,6 +5,7 @@ using TMPro;
|
|||||||
using Unity.VisualScripting;
|
using Unity.VisualScripting;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using static Unity.VisualScripting.FlowStateWidget;
|
||||||
|
|
||||||
public class SelectScenePanel : MonoBehaviour
|
public class SelectScenePanel : MonoBehaviour
|
||||||
{
|
{
|
||||||
@ -15,17 +16,23 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
public Transform schoolList;//学校预制体列表
|
public Transform schoolList;//学校预制体列表
|
||||||
public GameObject eventPrefab;//事件按钮预制体
|
public GameObject eventPrefab;//事件按钮预制体
|
||||||
public Transform eventList;//学校预制体列表
|
public Transform eventList;//学校预制体列表
|
||||||
|
public GameObject incidentPrefab;//事件按钮预制体
|
||||||
|
public Transform incidentList;//学校预制体列表
|
||||||
public ToggleGroup schoolGroup;//学校ToggleGroup
|
public ToggleGroup schoolGroup;//学校ToggleGroup
|
||||||
public ToggleGroup sceneGroup;//场景ToggleGroup
|
public ToggleGroup sceneGroup;//场景ToggleGroup
|
||||||
public ToggleGroup eventGroup;//事件ToggleGroup
|
public ToggleGroup eventGroup;//事件ToggleGroup
|
||||||
|
public ToggleGroup incidentGroup;//事件场景ToggleGroup
|
||||||
public GameObject scoolSelectBtn;//学校选择按钮
|
public GameObject scoolSelectBtn;//学校选择按钮
|
||||||
public GameObject schoolChoiceLable;//学校选择界面
|
public GameObject sceneLable;//场景选择
|
||||||
|
public GameObject schoolChoiceLable;//场景名选择界面
|
||||||
public GameObject eventChoiceLable;//事件选择界面
|
public GameObject eventChoiceLable;//事件选择界面
|
||||||
|
public GameObject incidentLable;//事件场景界面
|
||||||
public Button randomEventBtn;//随机事件按钮
|
public Button randomEventBtn;//随机事件按钮
|
||||||
[Header("请选择演练的场景")] public Text text20008;
|
[Header("请选择演练的场景")] public Text text20008;
|
||||||
public Text title;//界面标题
|
public Text title;//界面标题
|
||||||
public List<SchoolInfo> schoolInfoList = new List<SchoolInfo>();//学校信息
|
public List<SchoolInfo> schoolInfoList = new List<SchoolInfo>();//学校信息
|
||||||
public List<EventInfo> eventInfoList = new List<EventInfo>();//事件信息
|
public List<EventInfo> eventInfoList = new List<EventInfo>();//事件信息
|
||||||
|
public List<IncidentInfo> incidentInfos = new List<IncidentInfo>();//事件图标信息
|
||||||
public List<SceneItem> sceneItemList = new List<SceneItem>();//场景信息
|
public List<SceneItem> sceneItemList = new List<SceneItem>();//场景信息
|
||||||
public List<Toggle> difficultyList = new List<Toggle>();//游戏难度
|
public List<Toggle> difficultyList = new List<Toggle>();//游戏难度
|
||||||
public Button continueBtn;
|
public Button continueBtn;
|
||||||
@ -50,13 +57,14 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
sceneLable.gameObject.SetActive(true);
|
||||||
schoolChoiceLable.gameObject.SetActive(true);
|
schoolChoiceLable.gameObject.SetActive(true);
|
||||||
eventChoiceLable.gameObject.SetActive(false);
|
eventChoiceLable.gameObject.SetActive(false);
|
||||||
|
incidentLable.gameObject.SetActive(false);
|
||||||
InstantiateScenePrefab();
|
InstantiateScenePrefab();
|
||||||
InstantiateSchoolPrefab();
|
InstantiateSchoolPrefab();
|
||||||
InstantiateIncidentPrefab(2001);
|
InstantiateIncidentPrefab(2001);
|
||||||
SetEventToggleOpenorClose(eventInfoList);
|
SetEventToggleOpenorClose(incidentInfos);
|
||||||
continueBtn.onClick.AddListener(OnClickContinueBtn);
|
continueBtn.onClick.AddListener(OnClickContinueBtn);
|
||||||
SetFirstChoise(scenetoggleList);
|
SetFirstChoise(scenetoggleList);
|
||||||
SetToggleOpenorClose(sceneItemList);//未购买无法选择
|
SetToggleOpenorClose(sceneItemList);//未购买无法选择
|
||||||
@ -72,9 +80,9 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
//动态加载场景选择预制体
|
//动态加载场景选择预制体
|
||||||
public void InstantiateScenePrefab()
|
public void InstantiateScenePrefab()
|
||||||
{
|
{
|
||||||
int index = 0;
|
|
||||||
foreach (var sceneData in jsonReader.sceneDictionary)
|
foreach (var sceneData in jsonReader.sceneDictionary)
|
||||||
{
|
{
|
||||||
|
Debug.Log("iiiiiiiiiiiiiii");
|
||||||
GameObject slot = GameObject.Instantiate<GameObject>(scenePrefab, sceneList);
|
GameObject slot = GameObject.Instantiate<GameObject>(scenePrefab, sceneList);
|
||||||
SceneItem item = slot.GetComponent<SceneItem>();
|
SceneItem item = slot.GetComponent<SceneItem>();
|
||||||
switch (sceneData.Value.Type)
|
switch (sceneData.Value.Type)
|
||||||
@ -116,7 +124,6 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//动态加载学校选择预制体(这里面的东西需要判断场景的Id来加载对应的场景)
|
//动态加载学校选择预制体(这里面的东西需要判断场景的Id来加载对应的场景)
|
||||||
public void InstantiateSchoolPrefab()
|
public void InstantiateSchoolPrefab()
|
||||||
{
|
{
|
||||||
@ -131,38 +138,65 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
if (toggle != null)
|
if (toggle != null)
|
||||||
{
|
{
|
||||||
toggle.group = schoolGroup;
|
toggle.group = schoolGroup;
|
||||||
schooltoggleList[i] = toggle;
|
schooltoggleList.Add(toggle);
|
||||||
schoolInfoList.Add(item);
|
schoolInfoList.Add(item);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//动态加载事件图标预制体(当选完了场景类型之后再调用)
|
||||||
|
public void InstantiateEventPrefab()
|
||||||
|
{
|
||||||
|
foreach (var sceneData in jsonReader.eventDictionary)
|
||||||
|
{
|
||||||
|
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
|
||||||
|
EventInfo item = slot.GetComponent<EventInfo>();
|
||||||
|
item.eventId = sceneData.Value.ID;
|
||||||
|
item.eventName.text = sceneData.Value.Note;
|
||||||
|
if (item.IsOpen)
|
||||||
|
{
|
||||||
|
item.maskImage.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item.maskImage.gameObject.SetActive(true);
|
||||||
|
}
|
||||||
|
Toggle toggle = slot.GetComponent<Toggle>();
|
||||||
|
if (toggle != null)
|
||||||
|
{
|
||||||
|
toggle.group = eventGroup;
|
||||||
|
evnetsceneList.Add(toggle); // 使用 Add() 方法添加 Toggle 元素
|
||||||
|
eventInfoList.Add(item);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//动态加载事件选择预制体
|
//动态加载事件选择预制体
|
||||||
public void InstantiateIncidentPrefab(int eventId)
|
public void InstantiateIncidentPrefab(int eventId)
|
||||||
{
|
{
|
||||||
foreach (var eventData in jsonReader.incidentSiteDictionary)
|
//foreach (var eventData in jsonReader.incidentSiteDictionary)
|
||||||
{
|
//{
|
||||||
if(eventData.Key==eventId)
|
// if(eventData.Key==eventId)
|
||||||
{
|
// {
|
||||||
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
|
// GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
|
||||||
EventInfo item = slot.GetComponent<EventInfo>();
|
// IncidentInfo item = slot.GetComponent<IncidentInfo>();
|
||||||
item.eventName.text = eventData.Value.Note;
|
// item.incidentText.text = eventData.Value.Note;
|
||||||
item.eventId = eventData.Value.ID;
|
// item.incidentID = eventData.Value.ID;
|
||||||
Toggle toggle = slot.GetComponent<Toggle>();
|
// Toggle toggle = slot.GetComponent<Toggle>();
|
||||||
|
|
||||||
if (toggle != null)
|
// if (toggle != null)
|
||||||
{
|
// {
|
||||||
// 将 Toggle 添加到 ToggleGroup 中
|
// // 将 Toggle 添加到 ToggleGroup 中
|
||||||
toggle.group = eventGroup;
|
// toggle.group = eventGroup;
|
||||||
toggle.isOn = false;
|
// toggle.isOn = false;
|
||||||
eventInfoList.Add(item);
|
// incidentInfos.Add(item);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
else
|
// else
|
||||||
{
|
// {
|
||||||
break;
|
// break;
|
||||||
}
|
// }
|
||||||
}
|
//}
|
||||||
}
|
}
|
||||||
|
|
||||||
//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
|
||||||
@ -185,10 +219,10 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
if (jsonReader.eventDictionary.TryGetValue(incidentId, out var eventData))
|
if (jsonReader.eventDictionary.TryGetValue(incidentId, out var eventData))
|
||||||
{
|
{
|
||||||
// 你可以继续处理相关逻辑,比如创建 UI 或设置属性等
|
// 你可以继续处理相关逻辑,比如创建 UI 或设置属性等
|
||||||
GameObject slot = GameObject.Instantiate<GameObject>(scenePrefab, sceneList);
|
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
|
||||||
SceneItem item = slot.GetComponent<SceneItem>();
|
EventInfo item = slot.GetComponent<EventInfo>();
|
||||||
item.sceneId = eventData.ID;
|
item.eventId = eventData.ID;
|
||||||
item.sceneName.text = eventData.Note;
|
item.eventName.text = eventData.Note;
|
||||||
|
|
||||||
if (item.IsOpen)
|
if (item.IsOpen)
|
||||||
{
|
{
|
||||||
@ -203,8 +237,7 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
if (toggle != null)
|
if (toggle != null)
|
||||||
{
|
{
|
||||||
toggle.group = sceneGroup;
|
toggle.group = sceneGroup;
|
||||||
//toggleList.Add(toggle);
|
eventInfoList.Add(item);
|
||||||
sceneItemList.Add(item);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@ -247,26 +280,23 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
//场景选择
|
//场景选择
|
||||||
public void SelectSceneBtn()
|
public void SelectSceneBtn()
|
||||||
{
|
{
|
||||||
if(isSure)
|
bool sceneSelected = false; // 检查是否有场景被选择
|
||||||
{}
|
foreach (SceneItem item in sceneItemList)
|
||||||
bool sceneSelected = false; // 检查是否有场景被选择
|
{
|
||||||
foreach (SceneItem item in sceneItemList)
|
// 检查当前的 Toggle 是否被选中
|
||||||
|
if (item.gameObject.transform.GetComponent<Toggle>().isOn)
|
||||||
{
|
{
|
||||||
// 检查当前的 Toggle 是否被选中
|
// 设置场景名称
|
||||||
if (item.gameObject.transform.GetComponent<Toggle>().isOn)
|
this.sceneName = item.sceneName.text; // 获取 Text 组件的文本
|
||||||
{
|
this.scnenId = item.sceneId;
|
||||||
// 设置场景名称
|
|
||||||
this.sceneName = item.sceneName.text; // 获取 Text 组件的文本
|
|
||||||
this.scnenId = item.sceneId;
|
|
||||||
createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.sceneId.ToString();
|
|
||||||
sceneSelected = true;
|
|
||||||
break; // 找到选中的场景后退出循环
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Debug.Log("---------------" + this.scnenId);
|
|
||||||
Debug.Log("###############3:" + this.schoolId);
|
|
||||||
|
|
||||||
//IsClick();
|
createTemplateInfo.Instance.auth_CreateTemplate.sceneId = item.sceneId.ToString();
|
||||||
|
sceneSelected = true;
|
||||||
|
break; // 找到选中的场景后退出循环
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Debug.Log("---------------" + this.scnenId);
|
||||||
|
Debug.Log("###############3:" + this.schoolId);
|
||||||
}
|
}
|
||||||
|
|
||||||
//事件选择
|
//事件选择
|
||||||
@ -324,7 +354,7 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
Debug.Log("=++++++++++++++++++++++=" + eventToggleList[randomIndex].GetComponent<EventInfo>());
|
Debug.Log("=++++++++++++++++++++++=" + eventToggleList[randomIndex].GetComponent<EventInfo>());
|
||||||
// 选中随机事件
|
// 选中随机事件
|
||||||
if (eventToggleList[randomIndex] != null && eventToggleList[randomIndex].GetComponent<EventInfo>().isOpen != false)
|
if (eventToggleList[randomIndex] != null && eventToggleList[randomIndex].GetComponent<IncidentInfo>().isOpen != false)
|
||||||
{
|
{
|
||||||
eventToggleList[randomIndex].isOn = true;
|
eventToggleList[randomIndex].isOn = true;
|
||||||
this.eventName = eventInfoList[randomIndex].eventName.text; // 设置随机选择的事件名称
|
this.eventName = eventInfoList[randomIndex].eventName.text; // 设置随机选择的事件名称
|
||||||
@ -360,19 +390,16 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
//继续按钮,点击后上传数据
|
//继续按钮,点击后上传数据
|
||||||
public void OnClickContinueBtn()
|
public void OnClickContinueBtn()
|
||||||
{
|
{
|
||||||
// 调用 IsClick 检查是否选中学校和场景
|
|
||||||
foreach (Transform child in sceneList)
|
|
||||||
{
|
|
||||||
child.gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
SelectSchoolBtn();
|
SelectSchoolBtn();
|
||||||
SelectSceneBtn();
|
SelectSceneBtn();
|
||||||
InstantiateEventPrefab(this.scnenId);
|
InstantiateEventPrefab(this.scnenId);
|
||||||
SetFirstChoise(scenetoggleList);
|
SetFirstChoise(scenetoggleList);
|
||||||
if (continueBtn.interactable)
|
if (continueBtn.interactable)
|
||||||
{
|
{
|
||||||
|
sceneLable.gameObject.SetActive(false);
|
||||||
schoolChoiceLable.gameObject.SetActive(false);
|
schoolChoiceLable.gameObject.SetActive(false);
|
||||||
eventChoiceLable.gameObject.SetActive(true);
|
eventChoiceLable.gameObject.SetActive(true);
|
||||||
|
incidentLable.gameObject.SetActive(true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -399,8 +426,10 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
{
|
{
|
||||||
child.gameObject.SetActive(false);
|
child.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
eventChoiceLable.gameObject.SetActive(false);
|
sceneLable.gameObject.SetActive(true);
|
||||||
schoolChoiceLable.gameObject.SetActive(true);
|
schoolChoiceLable.gameObject.SetActive(true);
|
||||||
|
eventChoiceLable.gameObject.SetActive(false);
|
||||||
|
incidentLable.gameObject.SetActive(false);
|
||||||
InstantiateScenePrefab();
|
InstantiateScenePrefab();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@ -464,8 +493,6 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
item.GetComponent<Toggle>().interactable = true;
|
item.GetComponent<Toggle>().interactable = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//学校Toggle
|
//学校Toggle
|
||||||
@ -491,9 +518,9 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
//事件Toggle
|
//事件Toggle
|
||||||
public void SetEventToggleOpenorClose(List<EventInfo> sceneItems)
|
public void SetEventToggleOpenorClose(List<IncidentInfo> sceneItems)
|
||||||
{
|
{
|
||||||
foreach (EventInfo item in sceneItems)
|
foreach (IncidentInfo item in sceneItems)
|
||||||
{
|
{
|
||||||
if (item.isOpen == false)
|
if (item.isOpen == false)
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user