Bug修改

This commit is contained in:
lq 2024-12-05 17:56:33 +08:00
parent 9598202d0f
commit feda86e6c3
14 changed files with 6540 additions and 761 deletions

View File

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@ -12,9 +12,9 @@ GameObject:
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m_Layer: 5
m_Name: EventToggle
m_Name: incidentToggle
m_TagString: Untagged
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@ -129,7 +129,7 @@ MonoBehaviour:
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@ -1,12 +1,26 @@
[
{
"ID": 2001,
"Note": "厨房起火",
"Name": 2001,
"Scene": 9003,
"Position": "36,1,2",
"Volume": -1,
"Difficulty": "1|2|6",
"SpecialEvent": "-1,-1,-1,-1|1,50,10,20|1,50,20,20"
}
{
"ID": "2001",
"Note": "厨房起火",
"Name": "2001",
"Scene": "9003",
"Position": "36,1,2",
"Volume": "-1",
"Difficulty": "1|2|6",
"SpecialEvent": "-1,-1,-1,-1|1,50,10,20|1,50,20,20",
"Role": "8000,8001,8002,8003,8004,8005,8006,8008,8009|8000,8001,8002,8003,8004,8005,8006,8008,8009|8000,8001,8002,8003,8004,8005,8006,8008,8009,8010",
"GeneralRole": "8000,8001,8002,8003,8004,8005,8006,8008,8009,8010"
},
{
"ID": "2002",
"Note": "学生宿舍起火",
"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

View File

@ -121,6 +121,7 @@ public class JSONReader : MonoBehaviour
return locationDictionary;
}
public Dictionary<int, NPC> NPCParseJSON(string json)
{
NPC[] locationArray = JsonHelper.FromJson<NPC>(json);

View File

@ -7,8 +7,10 @@ public class EventInfo : MonoBehaviour
{
public int eventId;
public Text eventName;
public Image eventImage;
public Image maskImage;
public bool isOpen=true;
public bool IsOpen=true;
void Start()
{

View 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()
{
}
}

View File

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View File

@ -5,6 +5,7 @@ using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using static Unity.VisualScripting.FlowStateWidget;
public class SelectScenePanel : MonoBehaviour
{
@ -15,17 +16,23 @@ public class SelectScenePanel : MonoBehaviour
public Transform schoolList;//学校预制体列表
public GameObject eventPrefab;//事件按钮预制体
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 sceneGroup;//场景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 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 incidentLable;//事件场景界面
public Button randomEventBtn;//随机事件按钮
[Header("请选择演练的场景")] public Text text20008;
public Text title;//界面标题
public List<SchoolInfo> schoolInfoList = new List<SchoolInfo>();//学校信息
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<Toggle> difficultyList = new List<Toggle>();//游戏难度
public Button continueBtn;
@ -50,13 +57,14 @@ public class SelectScenePanel : MonoBehaviour
// Start is called before the first frame update
void Start()
{
sceneLable.gameObject.SetActive(true);
schoolChoiceLable.gameObject.SetActive(true);
eventChoiceLable.gameObject.SetActive(false);
incidentLable.gameObject.SetActive(false);
InstantiateScenePrefab();
InstantiateSchoolPrefab();
InstantiateIncidentPrefab(2001);
SetEventToggleOpenorClose(eventInfoList);
SetEventToggleOpenorClose(incidentInfos);
continueBtn.onClick.AddListener(OnClickContinueBtn);
SetFirstChoise(scenetoggleList);
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
public void InstantiateScenePrefab()
{
int index = 0;
foreach (var sceneData in jsonReader.sceneDictionary)
{
Debug.Log("iiiiiiiiiiiiiii");
GameObject slot = GameObject.Instantiate<GameObject>(scenePrefab, sceneList);
SceneItem item = slot.GetComponent<SceneItem>();
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)
public void InstantiateSchoolPrefab()
{
@ -131,38 +138,65 @@ public class SelectScenePanel : MonoBehaviour
if (toggle != null)
{
toggle.group = schoolGroup;
schooltoggleList[i] = toggle;
schooltoggleList.Add(toggle);
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
public void InstantiateIncidentPrefab(int eventId)
{
foreach (var eventData in jsonReader.incidentSiteDictionary)
{
if(eventData.Key==eventId)
{
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
EventInfo item = slot.GetComponent<EventInfo>();
item.eventName.text = eventData.Value.Note;
item.eventId = eventData.Value.ID;
Toggle toggle = slot.GetComponent<Toggle>();
//foreach (var eventData in jsonReader.incidentSiteDictionary)
//{
// if(eventData.Key==eventId)
// {
// GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
// IncidentInfo item = slot.GetComponent<IncidentInfo>();
// item.incidentText.text = eventData.Value.Note;
// item.incidentID = eventData.Value.ID;
// Toggle toggle = slot.GetComponent<Toggle>();
if (toggle != null)
{
// 将 Toggle 添加到 ToggleGroup 中
toggle.group = eventGroup;
toggle.isOn = false;
eventInfoList.Add(item);
}
}
else
{
break;
}
}
// if (toggle != null)
// {
// // 将 Toggle 添加到 ToggleGroup 中
// toggle.group = eventGroup;
// toggle.isOn = false;
// incidentInfos.Add(item);
// }
// }
// else
// {
// break;
// }
//}
}
//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))
{
// 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);
SceneItem item = slot.GetComponent<SceneItem>();
item.sceneId = eventData.ID;
item.sceneName.text = eventData.Note;
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
EventInfo item = slot.GetComponent<EventInfo>();
item.eventId = eventData.ID;
item.eventName.text = eventData.Note;
if (item.IsOpen)
{
@ -203,8 +237,7 @@ public class SelectScenePanel : MonoBehaviour
if (toggle != null)
{
toggle.group = sceneGroup;
//toggleList.Add(toggle);
sceneItemList.Add(item);
eventInfoList.Add(item);
}
}
else
@ -247,26 +280,23 @@ public class SelectScenePanel : MonoBehaviour
//场景选择
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
if (item.gameObject.transform.GetComponent<Toggle>().isOn)
{
// 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);
// 设置场景名称
this.sceneName = item.sceneName.text; // 获取 Text 组件的文本
this.scnenId = item.sceneId;
//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
@ -324,7 +354,7 @@ public class SelectScenePanel : MonoBehaviour
}
Debug.Log("=++++++++++++++++++++++=" + eventToggleList[randomIndex].GetComponent<EventInfo>());
// 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;
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
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();
SelectSceneBtn();
InstantiateEventPrefab(this.scnenId);
SetFirstChoise(scenetoggleList);
if (continueBtn.interactable)
{
sceneLable.gameObject.SetActive(false);
schoolChoiceLable.gameObject.SetActive(false);
eventChoiceLable.gameObject.SetActive(true);
incidentLable.gameObject.SetActive(true);
}
else
{
@ -399,8 +426,10 @@ public class SelectScenePanel : MonoBehaviour
{
child.gameObject.SetActive(false);
}
eventChoiceLable.gameObject.SetActive(false);
sceneLable.gameObject.SetActive(true);
schoolChoiceLable.gameObject.SetActive(true);
eventChoiceLable.gameObject.SetActive(false);
incidentLable.gameObject.SetActive(false);
InstantiateScenePrefab();
}
else
@ -464,8 +493,6 @@ public class SelectScenePanel : MonoBehaviour
item.GetComponent<Toggle>().interactable = true;
}
}
}
//学校Toggle
@ -491,9 +518,9 @@ public class SelectScenePanel : MonoBehaviour
}
//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)
{