Bug修改
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@ -1,5 +1,296 @@
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@ -12,9 +12,9 @@ GameObject:
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m_Layer: 5
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m_Name:
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m_EditorClassIdentifier:
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eventId: 103
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eventName: {fileID: 4451807875369626340}
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incidentText: {fileID: 4451807875369626340}
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incidentID: 301
|
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maskImage: {fileID: 4451807876351416333}
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isOpen: 0
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isOpen: 1
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--- !u!1 &4451807875369626342
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GameObject:
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m_ObjectHideFlags: 0
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@ -1,12 +1,26 @@
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[
|
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{
|
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"ID": 2001,
|
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"Note": "厨房起火",
|
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"Name": 2001,
|
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"Scene": 9003,
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"Position": "36,1,2",
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"Volume": -1,
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"Difficulty": "1|2|6",
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}
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{
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"ID": "2001",
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"Note": "厨房起火",
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"Name": "2001",
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"Scene": "9003",
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"Position": "36,1,2",
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"Volume": "-1",
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"Difficulty": "1|2|6",
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"SpecialEvent": "-1,-1,-1,-1|1,50,10,20|1,50,20,20",
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"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",
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},
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{
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"ID": "2002",
|
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"Note": "学生宿舍起火",
|
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"Name": "2002",
|
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"Scene": "9002",
|
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"Position": "0,0,0",
|
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"Volume": "-1",
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"Difficulty": "1|2|3",
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"SpecialEvent": "-1,-1,-1,-1|1,50,10,20|1,50,20,20",
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"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",
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"GeneralRole": "8000,8001,8002,8003,8004,8005,8007,8010,8011"
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}
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]
|
File diff suppressed because it is too large
Load Diff
@ -121,6 +121,7 @@ public class JSONReader : MonoBehaviour
|
||||
|
||||
return locationDictionary;
|
||||
}
|
||||
|
||||
public Dictionary<int, NPC> NPCParseJSON(string json)
|
||||
{
|
||||
NPC[] locationArray = JsonHelper.FromJson<NPC>(json);
|
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|
@ -7,8 +7,10 @@ public class EventInfo : MonoBehaviour
|
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{
|
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public int eventId;
|
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public Text eventName;
|
||||
public Image eventImage;
|
||||
public Image maskImage;
|
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public bool isOpen=true;
|
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public bool IsOpen=true;
|
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|
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void Start()
|
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{
|
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|
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|
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;
|
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public Image maskImage;
|
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public bool isOpen = true;
|
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// Start is called before the first frame update
|
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void Start()
|
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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/IncidentInfo.cs.meta
Normal file
11
xiaofang/Assets/Script/UI/IncidentInfo.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3e76f7e7095c6f54682ecff57e151c6d
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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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@ -5,6 +5,7 @@ using TMPro;
|
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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)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user