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2 Commits
e50511e1d7
...
e0ef89a8cf
Author | SHA1 | Date | |
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e0ef89a8cf | |||
56174ab2ff |
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254
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propertyPath: m_Pivot.x
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objectReference: {fileID: 0}
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m_SourcePrefab: {fileID: 100100000, guid: f7325740e682bf04a909abba74479379, type: 3}
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@ -20288,7 +20283,6 @@ MonoBehaviour:
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NPCJosnFile: {fileID: 4900000, guid: 41009f009f0718647a782c7e1aec97dd, 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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LanguageJsonFile: {fileID: 4900000, guid: 62a41129c4663ee41a06274114d28feb, type: 3}
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SelectJsonFile: {fileID: 4900000, guid: 3efd15f4195557144a45659d2baa1ba3, type: 3}
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SelectJsonFile: {fileID: 4900000, guid: 3efd15f4195557144a45659d2baa1ba3, type: 3}
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TaskJsonFile: {fileID: 4900000, guid: 4dec25769ed4ed3469693b1c881248af, 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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@ -20586,17 +20580,13 @@ PrefabInstance:
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m_Modification:
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value: FreePanel01
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objectReference: {fileID: 0}
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propertyPath: m_Pivot.x
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objectReference: {fileID: 1526740604}
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- {fileID: 2613237552794096493, guid: 452c94fdff2ec8b4b8e900c3582bd8d9, type: 3}
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@ -20723,9 +20713,7 @@ MonoBehaviour:
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FreePanel02: {fileID: 6351547}
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timerText: {fileID: 510191599}
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timerText: {fileID: 510191599}
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connectBtn: {fileID: 1943285844}
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--- !u!1 &1584174923 stripped
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propertyPath: m_Pivot.x
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 2613237551265623805, guid: 452c94fdff2ec8b4b8e900c3582bd8d9, type: 3}
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m_PrefabAsset: {fileID: 0}
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--- !u!1001 &1948499801
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PrefabInstance:
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PrefabInstance:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -823,6 +823,7 @@ MonoBehaviour:
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m_Name:
|
m_Name:
|
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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token:
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token:
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|
Global: {fileID: 0}
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clientId: e5cd7e4891bf95d1d19206ce24a7b32e
|
clientId: e5cd7e4891bf95d1d19206ce24a7b32e
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--- !u!114 &252707975
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--- !u!114 &252707975
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||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
|
File diff suppressed because it is too large
Load Diff
@ -8,10 +8,10 @@ using UnityEngine;
|
|||||||
//获取房间玩家列表
|
//获取房间玩家列表
|
||||||
public class getPlayerList : MonoBehaviour
|
public class getPlayerList : MonoBehaviour
|
||||||
{
|
{
|
||||||
private void Start()
|
//private void Start()
|
||||||
{
|
//{
|
||||||
GetPlayerList();
|
// GetPlayerList();
|
||||||
}
|
//}
|
||||||
// 创建请求头,使用最新的 token
|
// 创建请求头,使用最新的 token
|
||||||
public Dictionary<string, string> CreateHeaders()
|
public Dictionary<string, string> CreateHeaders()
|
||||||
{
|
{
|
||||||
@ -38,6 +38,7 @@ public class getPlayerList : MonoBehaviour
|
|||||||
//=====================================================================================================================
|
//=====================================================================================================================
|
||||||
public class PlayerListResponse : Response
|
public class PlayerListResponse : Response
|
||||||
{
|
{
|
||||||
|
|
||||||
public List<PlayerListData> data { get; set; }
|
public List<PlayerListData> data { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,5 +1,5 @@
|
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fileFormatVersion: 2
|
fileFormatVersion: 2
|
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guid: 5edd4bab5fe7f674ab71959094cb4c72
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guid: 4571963e0ee11474b9f600297378bc02
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Threading.Tasks;
|
||||||
using Unity.VisualScripting.Antlr3.Runtime;
|
using Unity.VisualScripting.Antlr3.Runtime;
|
||||||
using UnityEditor.PackageManager;
|
using UnityEditor.PackageManager;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@ -11,28 +12,21 @@ public class getTemplateList : MonoBehaviour
|
|||||||
// 创建请求头,使用最新的 token
|
// 创建请求头,使用最新的 token
|
||||||
public Dictionary<string, string> CreateHeaders()
|
public Dictionary<string, string> CreateHeaders()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
if (string.IsNullOrEmpty(MyGlobal.global.loginResponse.data.access_token))
|
|
||||||
{
|
|
||||||
Debug.LogWarning("尝试创建请求头时,token 未设置。");
|
|
||||||
return new Dictionary<string, string>();
|
|
||||||
}
|
|
||||||
|
|
||||||
return new Dictionary<string, string>
|
return new Dictionary<string, string>
|
||||||
{
|
{
|
||||||
{ "Authorization","Bearer "+MyGlobal.global.loginResponse.data.access_token },
|
{ "Authorization","Bearer "+GlobalData.ServerData.data.access_token },
|
||||||
{"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" }
|
{"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" }
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
//获取模板列表
|
//获取模板列表
|
||||||
public async void TemplaRst()
|
public async Task<TemplateListData> TemplaRst()
|
||||||
{
|
{
|
||||||
string response = await web.SendRequest(web.URL + "/game/gameTemplate/list", "GET", "", CreateHeaders());
|
string response = await web.SendRequest(web.URL + "/game/gameTemplate/list", "GET", "", CreateHeaders());
|
||||||
Debug.Log("获取模板列表" + response);
|
Debug.Log("获取模板列表" + response);
|
||||||
//解析服务器返回的数据
|
//解析服务器返回的数据
|
||||||
TemplateListData templateListData = JsonConvert.DeserializeObject<TemplateListData>(response);
|
TemplateListData templateListData = JsonConvert.DeserializeObject<TemplateListData>(response);
|
||||||
Debug.Log("================" + templateListData.msg);
|
Debug.Log("================" + templateListData.msg);
|
||||||
|
return templateListData;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//=======================================================================================================
|
//=======================================================================================================
|
||||||
|
@ -17,7 +17,6 @@ public class JSONReader : MonoBehaviour
|
|||||||
public TextAsset NPCJosnFile;
|
public TextAsset NPCJosnFile;
|
||||||
public TextAsset LanguageJsonFile;
|
public TextAsset LanguageJsonFile;
|
||||||
public TextAsset SelectJsonFile;
|
public TextAsset SelectJsonFile;
|
||||||
public TextAsset TaskJsonFile;
|
|
||||||
public Dictionary<int, NPCData> npcDictionary = new Dictionary<int, NPCData>();
|
public Dictionary<int, NPCData> npcDictionary = new Dictionary<int, NPCData>();
|
||||||
public Dictionary<int, LocationData> locationDictionary = new Dictionary<int, LocationData>();
|
public Dictionary<int, LocationData> locationDictionary = new Dictionary<int, LocationData>();
|
||||||
public Dictionary<int, EventData> eventDictionary = new Dictionary<int, EventData>();
|
public Dictionary<int, EventData> eventDictionary = new Dictionary<int, EventData>();
|
||||||
@ -26,8 +25,7 @@ public class JSONReader : MonoBehaviour
|
|||||||
public Dictionary<int, IncidentSite> incidentSiteDictionary = new Dictionary<int, IncidentSite>();
|
public Dictionary<int, IncidentSite> incidentSiteDictionary = new Dictionary<int, IncidentSite>();
|
||||||
public Dictionary<int, NPC> NPCDictionary = new Dictionary<int, NPC>();
|
public Dictionary<int, NPC> NPCDictionary = new Dictionary<int, NPC>();
|
||||||
public Dictionary<int, Language> LanguageDictionary = new Dictionary<int, Language>();
|
public Dictionary<int, Language> LanguageDictionary = new Dictionary<int, Language>();
|
||||||
public Dictionary<string, Select> SelectDictionary = new Dictionary<string, Select>();
|
private Dictionary<string, Select> SelectDictionary = new Dictionary<string, Select>();
|
||||||
public Dictionary<string, Task_> TaskDictionary = new Dictionary<string, Task_>();
|
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
@ -41,7 +39,6 @@ public class JSONReader : MonoBehaviour
|
|||||||
NPCDictionary = NPCParseJSON(incidentSiteJosnFile.text);
|
NPCDictionary = NPCParseJSON(incidentSiteJosnFile.text);
|
||||||
LanguageDictionary = LanguageParseJSON(LanguageJsonFile.text);
|
LanguageDictionary = LanguageParseJSON(LanguageJsonFile.text);
|
||||||
SelectDictionary = SelectJSON(SelectJsonFile.text);
|
SelectDictionary = SelectJSON(SelectJsonFile.text);
|
||||||
TaskDictionary = TaskJSON(TaskJsonFile.text);
|
|
||||||
|
|
||||||
|
|
||||||
GetLanguageByID(20008);
|
GetLanguageByID(20008);
|
||||||
@ -173,21 +170,6 @@ public class JSONReader : MonoBehaviour
|
|||||||
return locationDictionary;
|
return locationDictionary;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// ½âÎö JSON ×Ö·û´®Îª Task Êý¾Ý
|
|
||||||
public Dictionary<string, Task_> TaskJSON(string json)
|
|
||||||
{
|
|
||||||
NPCData[] npcArray = JsonHelper.FromJson<NPCData>(json);
|
|
||||||
Dictionary<string, Task_> taskDictionary = new Dictionary<string, Task_>();
|
|
||||||
|
|
||||||
foreach (var npc in npcArray)
|
|
||||||
{
|
|
||||||
npcDictionary[npc.ID] = npc;
|
|
||||||
}
|
|
||||||
|
|
||||||
return taskDictionary;
|
|
||||||
}
|
|
||||||
|
|
||||||
//将所有的数据都拿出来方便调用
|
//将所有的数据都拿出来方便调用
|
||||||
// 根据给定的ID获取对应的NPC数据,并返回字典中所有数据
|
// 根据给定的ID获取对应的NPC数据,并返回字典中所有数据
|
||||||
public void GetNpcDataByID(int id)
|
public void GetNpcDataByID(int id)
|
||||||
@ -469,30 +451,4 @@ public class Select
|
|||||||
public string Seq;
|
public string Seq;
|
||||||
|
|
||||||
// 其他字段可根据需要添加
|
// 其他字段可根据需要添加
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
[System.Serializable]
|
|
||||||
public class Task_
|
|
||||||
{
|
|
||||||
public string ID;
|
|
||||||
public string Note;
|
|
||||||
public string Name;
|
|
||||||
public string Type;
|
|
||||||
public string PlayScript;
|
|
||||||
public string Trigger;
|
|
||||||
public string TriggerLogic;
|
|
||||||
public string OverseeCond;
|
|
||||||
public string TimeLimit;
|
|
||||||
public string Role;
|
|
||||||
public string Selects;
|
|
||||||
public string TargetType;
|
|
||||||
public string Targets1;
|
|
||||||
public string Targets2;
|
|
||||||
public string Targets2Logic;
|
|
||||||
public string ExtraValue;
|
|
||||||
public string Sort;
|
|
||||||
public string IsShow;
|
|
||||||
public string Exclusive;
|
|
||||||
public string Reward;
|
|
||||||
}
|
}
|
@ -80,10 +80,13 @@ public class Panel : MonoBehaviour
|
|||||||
private GameObject selectedScene = null;//当前选中场景
|
private GameObject selectedScene = null;//当前选中场景
|
||||||
public SelectedInfo selectedInfo;
|
public SelectedInfo selectedInfo;
|
||||||
public Dictionary<string, List<SelectedInfo>> sceneDataDictionary = new Dictionary<string, List<SelectedInfo>>();//不同的场景存取不同的人员数据
|
public Dictionary<string, List<SelectedInfo>> sceneDataDictionary = new Dictionary<string, List<SelectedInfo>>();//不同的场景存取不同的人员数据
|
||||||
|
public List<PlayerListData> userInfoList = new List<PlayerListData>();
|
||||||
|
public getPlayerList userInfo;
|
||||||
public ManagerPanel managerPanel1;
|
public ManagerPanel managerPanel1;
|
||||||
public JSONReader jsonReader1;
|
public JSONReader jsonReader1;
|
||||||
public SelectScenePanel selectScenePanel;
|
public SelectScenePanel selectScenePanel;
|
||||||
public DatePanel datePanel;
|
public DatePanel datePanel;
|
||||||
|
|
||||||
private bool isPersonSelected = false; // 标志是否选择了人员
|
private bool isPersonSelected = false; // 标志是否选择了人员
|
||||||
private bool isDutySelected = false; // 标志是否选择了职责
|
private bool isDutySelected = false; // 标志是否选择了职责
|
||||||
private bool isSceneSelected = false; // 标志是否选择了场景
|
private bool isSceneSelected = false; // 标志是否选择了场景
|
||||||
@ -92,33 +95,33 @@ public class Panel : MonoBehaviour
|
|||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
selectedInfo = new SelectedInfo();
|
selectedInfo = new SelectedInfo();
|
||||||
DynamicLoadingPeople();
|
|
||||||
DynamicLoadingScene();
|
|
||||||
InstantiateToggle();
|
InstantiateToggle();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
GetData();
|
GetData();
|
||||||
SetText();
|
SetText();
|
||||||
PanelToggelSet();
|
PanelToggelSet();
|
||||||
//SetInputFile();
|
//SetInputFile();
|
||||||
}
|
}
|
||||||
//==================================================================动态加载=======================================================
|
//==================================================================动态加载=======================================================
|
||||||
//动态加载人员
|
//动态加载人员
|
||||||
public void DynamicLoadingPeople()
|
public async void DynamicLoadingPeople()
|
||||||
|
{
|
||||||
|
PlayerListResponse playerListResponse=await userInfo.GetPlayerList();
|
||||||
|
foreach(PlayerListData player in playerListResponse.data)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < 20; i++)
|
Debug.Log("Player Name: " + player.UserName);
|
||||||
{
|
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
|
||||||
GameObject item = GameObject.Instantiate<GameObject>(peoplePrefab, peopleCountent);
|
PeopleItem peopleItem = item.GetComponent<PeopleItem>();
|
||||||
PeopleItem peopleItem = item.GetComponent<PeopleItem>();
|
peopleItem.nameText.text = player.NickName;
|
||||||
Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
|
Button peoplebutton = item.transform.Find("TextBtn").GetComponent<Button>();
|
||||||
peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
|
peoplebutton.onClick.AddListener(() => OnPeopleItemClicked(item, Color.yellow, selectedPerson));
|
||||||
peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
peopleList.Add(item);// 将每个实例化的角色添加到列表中
|
||||||
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//动态加载职责
|
//动态加载职责
|
||||||
public void DynamicLoadingDuty(int id)
|
public void DynamicLoadingDuty(int id)
|
||||||
@ -322,6 +325,9 @@ public class Panel : MonoBehaviour
|
|||||||
//处理点击确认按钮
|
//处理点击确认按钮
|
||||||
public void ClickSureBtn()
|
public void ClickSureBtn()
|
||||||
{
|
{
|
||||||
|
Debug.LogError(">>>>>>>>>>>>>"+ isPersonSelected);
|
||||||
|
Debug.LogError(">>>>>>>>>>>>>"+ isDutySelected);
|
||||||
|
Debug.LogError(">>>>>>>>>>>>>"+ isSceneSelected);
|
||||||
// 只有在选择了人员、职责和场景的情况下,才会执行后续操作
|
// 只有在选择了人员、职责和场景的情况下,才会执行后续操作
|
||||||
if (isPersonSelected && isDutySelected && isSceneSelected)
|
if (isPersonSelected && isDutySelected && isSceneSelected)
|
||||||
{
|
{
|
||||||
@ -423,7 +429,7 @@ public class Panel : MonoBehaviour
|
|||||||
if (buttonText != null && buttonText.tag == Tags.people) // 获取标签为人员的信息
|
if (buttonText != null && buttonText.tag == Tags.people) // 获取标签为人员的信息
|
||||||
{
|
{
|
||||||
name = buttonText.text;
|
name = buttonText.text;
|
||||||
Debug.Log(name);
|
Debug.LogError(name);
|
||||||
selectedInfo.name = name;
|
selectedInfo.name = name;
|
||||||
isPersonSelected = true; // 选择了人员
|
isPersonSelected = true; // 选择了人员
|
||||||
}
|
}
|
||||||
@ -472,8 +478,6 @@ public class Panel : MonoBehaviour
|
|||||||
panelToggle[1].gameObject.transform.GetComponent<Image>().sprite = toggleImage[1];
|
panelToggle[1].gameObject.transform.GetComponent<Image>().sprite = toggleImage[1];
|
||||||
panelToggle[2].interactable = selectScenePanel.isSure; // 启用第三个Toggle
|
panelToggle[2].interactable = selectScenePanel.isSure; // 启用第三个Toggle
|
||||||
panelToggle[2].gameObject.transform.GetComponent<Image>().sprite = toggleImage[1];
|
panelToggle[2].gameObject.transform.GetComponent<Image>().sprite = toggleImage[1];
|
||||||
panelToggle[3].interactable = selectScenePanel.isSure; // 启用第二个Toggle
|
|
||||||
panelToggle[4].interactable = selectScenePanel.isSure; // 启用第三个Toggle
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//设置最初的时候Toggle的状态
|
//设置最初的时候Toggle的状态
|
||||||
|
@ -92,6 +92,10 @@ public class EvacuationPanel : MonoBehaviour
|
|||||||
nPC.roleId = roleid;
|
nPC.roleId = roleid;
|
||||||
createTemplateInfo.Instance.auth_CreateTemplate.npcList = new List<NpcList>();
|
createTemplateInfo.Instance.auth_CreateTemplate.npcList = new List<NpcList>();
|
||||||
createTemplateInfo.Instance.auth_CreateTemplate.npcList.Add(nPC);
|
createTemplateInfo.Instance.auth_CreateTemplate.npcList.Add(nPC);
|
||||||
|
panel.panelToggle[3].interactable = true; // 启用第二个Toggle
|
||||||
|
panel.panelToggle[3].gameObject.transform.GetComponent<Image>().sprite = panel.toggleImage[1];
|
||||||
|
panel.panelToggle[4].interactable = true; // 启用第三个Toggle
|
||||||
|
panel.panelToggle[4].gameObject.transform.GetComponent<Image>().sprite = panel.toggleImage[1];
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetNpcType()
|
public void SetNpcType()
|
||||||
|
@ -257,6 +257,10 @@ 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)
|
||||||
{
|
{
|
||||||
|
if(isSure)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
// 清空事件列表
|
// 清空事件列表
|
||||||
incidentInfos.Clear();
|
incidentInfos.Clear();
|
||||||
foreach (Transform child in incidentList)
|
foreach (Transform child in incidentList)
|
||||||
@ -265,7 +269,7 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 更新场景名称
|
// 更新场景名称
|
||||||
text20008.text = sceneName;
|
text20008.text = schoolName;
|
||||||
|
|
||||||
// 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))
|
||||||
@ -282,8 +286,6 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
// 根据 incidentId 获取对应的事件数据
|
// 根据 incidentId 获取对应的事件数据
|
||||||
EventData eventData = jsonReader.GetEvenById(incidentId);
|
EventData eventData = jsonReader.GetEvenById(incidentId);
|
||||||
string[] incidentIds2 = eventData.DisasterLocation.Split('|');
|
string[] incidentIds2 = eventData.DisasterLocation.Split('|');
|
||||||
|
|
||||||
// 动态加载 slot
|
|
||||||
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
|
GameObject slot = GameObject.Instantiate<GameObject>(eventPrefab, eventList);
|
||||||
EventInfo item = slot.GetComponent<EventInfo>();
|
EventInfo item = slot.GetComponent<EventInfo>();
|
||||||
item.eventId = eventData.ID;
|
item.eventId = eventData.ID;
|
||||||
@ -346,7 +348,6 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//事件及难度选择
|
//事件及难度选择
|
||||||
public void SelectEvent()
|
public void SelectEvent()
|
||||||
{
|
{
|
||||||
@ -364,10 +365,15 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
//随机事件
|
//随机事件
|
||||||
public void OnRandomEventClick()
|
public void OnRandomEventClick()
|
||||||
{
|
{
|
||||||
// 随机选择一个事件
|
if(isSure)
|
||||||
if (eventInfoList.Count > 1)
|
|
||||||
{
|
{
|
||||||
int randomIndex = Random.Range(0, eventInfoList.Count);
|
return;
|
||||||
|
}
|
||||||
|
// 随机选择一个事件
|
||||||
|
if (incidentInfos.Count > 1)
|
||||||
|
{
|
||||||
|
randomEventBtn.gameObject.SetActive(true);
|
||||||
|
int randomIndex = Random.Range(0, incidentInfos.Count);
|
||||||
// 取消所有Toggle的选中状态
|
// 取消所有Toggle的选中状态
|
||||||
foreach (Toggle toggle in eventToggleList)
|
foreach (Toggle toggle in eventToggleList)
|
||||||
{
|
{
|
||||||
@ -382,9 +388,9 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
if (eventToggleList[randomIndex] != null && eventToggleList[randomIndex].GetComponent<IncidentInfo>().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.idcidentName = incidentInfos[randomIndex].incidentText.text; // 设置随机选择的事件名称
|
||||||
this.eventId = eventInfoList[randomIndex].eventId; // 更新事件 ID
|
this.difficultyId = incidentInfos[randomIndex].incidentID; // 更新事件 ID
|
||||||
Debug.Log("已选择随机事件: " + this.eventName);
|
Debug.Log("已选择随机事件: " + this.idcidentName);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -417,8 +423,6 @@ 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()
|
||||||
{
|
{
|
||||||
//SelectSchoolBtn();
|
|
||||||
//SelectSceneBtn();
|
|
||||||
InstantiateEventPrefab(this.scnenId);
|
InstantiateEventPrefab(this.scnenId);
|
||||||
SetFirstChoise(evnetsceneList);
|
SetFirstChoise(evnetsceneList);
|
||||||
if (continueBtn.interactable)
|
if (continueBtn.interactable)
|
||||||
@ -442,6 +446,8 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
this.gameObject.SetActive(false);
|
this.gameObject.SetActive(false);
|
||||||
panel.gameObject.SetActive(true);
|
panel.gameObject.SetActive(true);
|
||||||
DisableUIInteraction();
|
DisableUIInteraction();
|
||||||
|
panel.DynamicLoadingPeople();
|
||||||
|
panel.DynamicLoadingScene();
|
||||||
panel.DynamicLoadingDuty(this.difficultyId);
|
panel.DynamicLoadingDuty(this.difficultyId);
|
||||||
isSure = true;
|
isSure = true;
|
||||||
}
|
}
|
||||||
@ -449,19 +455,19 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
//关闭按钮
|
//关闭按钮
|
||||||
public void OnClickCloseBtn()
|
public void OnClickCloseBtn()
|
||||||
{
|
{
|
||||||
// 清空事件列表
|
if(!isSure)
|
||||||
eventInfoList.Clear();
|
{// 清空事件列表
|
||||||
|
eventInfoList.Clear();
|
||||||
|
|
||||||
// 销毁所有已实例化的事件预制体
|
// 销毁所有已实例化的事件预制体
|
||||||
foreach (Transform child in eventList)
|
foreach (Transform child in eventList)
|
||||||
{
|
{
|
||||||
Destroy(child.gameObject);
|
Destroy(child.gameObject);
|
||||||
}
|
}
|
||||||
|
evnetsceneList.Clear();
|
||||||
// 如果需要,也可以清空其他相关信息
|
eventId = -1;
|
||||||
evnetsceneList.Clear();
|
eventName = string.Empty;
|
||||||
eventId = -1;
|
}
|
||||||
eventName = string.Empty;
|
|
||||||
if (schoolChoiceLable.gameObject.active == false)
|
if (schoolChoiceLable.gameObject.active == false)
|
||||||
{
|
{
|
||||||
sceneLable.gameObject.SetActive(true);
|
sceneLable.gameObject.SetActive(true);
|
||||||
@ -471,7 +477,15 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
transform.gameObject.SetActive(false);
|
if(isSure)
|
||||||
|
{
|
||||||
|
transform.gameObject.SetActive(false);
|
||||||
|
panel.gameObject.SetActive(true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
transform.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -668,4 +682,11 @@ public class SelectScenePanel : MonoBehaviour
|
|||||||
// 禁用提交按钮
|
// 禁用提交按钮
|
||||||
submitBtn.interactable = false;
|
submitBtn.interactable = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//界面设置
|
||||||
|
public void SetPanel()
|
||||||
|
{
|
||||||
|
gameObject.SetActive(true);
|
||||||
|
panel.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
}
|
}
|
@ -1,9 +1,11 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class NetPings : MonoBehaviour
|
public class TemplateInfo : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public Text templateText;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 40cf9f97df4c8544eae694bc0e75a15f
|
guid: 22bb659b3517bd741b7e18ebe3db1e8c
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
@ -1,4 +1,3 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEditor.Build.Reporting;
|
using UnityEditor.Build.Reporting;
|
||||||
@ -7,31 +6,23 @@ using UnityEngine.UI;
|
|||||||
|
|
||||||
public class FreePanel01 : MonoBehaviour
|
public class FreePanel01 : MonoBehaviour
|
||||||
{
|
{
|
||||||
public GameObject FreePanel02;
|
|
||||||
|
|
||||||
//这里是计时器相关变量
|
//这里是计时器相关变量
|
||||||
public Text timerText;
|
public Text timerText;
|
||||||
private float timeElapsed; // 游戏运行时间
|
private float timeElapsed; // 游戏运行时间
|
||||||
private bool isRunning = true; //是否在计时
|
private bool isRunning = true; //是否在计时
|
||||||
|
|
||||||
public Button connectBtn;
|
|
||||||
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
timeElapsed = 0f;
|
timeElapsed = 0f;
|
||||||
connectBtn.onClick.AddListener(OnClickConnectBtn);
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnClickConnectBtn()
|
|
||||||
{
|
|
||||||
FreePanel02.gameObject.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -9,7 +9,9 @@ public class LoadScene : MonoBehaviour
|
|||||||
{
|
{
|
||||||
public Button nextBtn;
|
public Button nextBtn;
|
||||||
public Button yesBtn;
|
public Button yesBtn;
|
||||||
|
public GameObject templatePrefab;
|
||||||
|
public Transform temlateContent;
|
||||||
|
public getTemplateList getTemplaste;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -17,21 +19,19 @@ public class LoadScene : MonoBehaviour
|
|||||||
yesBtn.onClick.AddListener(OnClickYesBtn);
|
yesBtn.onClick.AddListener(OnClickYesBtn);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnClickYesBtn()
|
private async void OnClickYesBtn()
|
||||||
{
|
{
|
||||||
//这里写应用场景的代码逻辑
|
TemplateListData templateListData = await getTemplaste.TemplaRst();
|
||||||
|
foreach (var info in templateListData.data)
|
||||||
|
{
|
||||||
|
Debug.Log("+++++++++++>>>>>>>>>>>>>>>>"+info);
|
||||||
|
GameObject template=GameObject.Instantiate(templatePrefab, temlateContent);
|
||||||
|
TemplateInfo templateInfo = template.GetComponent<TemplateInfo>();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnClickNextBtn()
|
public void OnClickNextBtn()
|
||||||
{
|
{
|
||||||
SceneManager.LoadScene("Schedule_a_walkthrough");
|
SceneManager.LoadScene(2);
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user