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40 Commits

Author SHA1 Message Date
曹衍涛 1b25f7dc1f 替换消防图标 4 years ago
曹衍涛 c3e044d9a3 1、房间区别场景,防止大厅刷出其他场景的房间(因为服务器时同一个,会串场景) 5 years ago
曹衍涛 aa3fe7a6f0 1、轻伤员倒地编重伤员时修改角色碰撞器大小方便选中 5 years ago
曹衍涛 45446908a3 修改演习模式下人员调派数量数据错误导致进场景后下车、力量部署、到场力量、在途力量、最后的统计中消防员的数量不对的问题 5 years ago
曹衍涛 907a42f76c 同步高层修改 5 years ago
曹衍涛 8d88b6e7f4 同步高层修改 5 years ago
曹衍涛 16f4e4d7b1 修改水幕水带粒子 5 years ago
曹衍涛 3c73ca2984 灭火机器人不能移动修改(添加判断的时候没有添加技能判断) 5 years ago
曹衍涛 f898960592 灭火机器人未装备水带出水不能寻路 5 years ago
曹衍涛 06ff961a54 罐区内不能放置机器人 5 years ago
曹衍涛 225ac8aaab 1、退出主场景清空演练提示信息 5 years ago
曹衍涛 7d7407b8bc 1、退出演练进入灾情管理,无法保存灾情 5 years ago
曹衍涛 9ec082037c 同步高层修改 5 years ago
曹衍涛 f36710447e 同步高层修改 5 years ago
曹衍涛 7522a52164 修改轻伤员角色碰撞器高度(会导致寻路卡在烘培边界点的现象) 5 years ago
曹衍涛 b76522ebc3 灾情管理员选择灾情库进入场景后,再退出返回主菜单进入灾情管理编辑/新建灾情不能设置火焰属性 问题修改 5 years ago
曹衍涛 1fed9dafb9 同步高层修改 5 years ago
曹衍涛 82037df50c 火场信息、4g图传退出重新进入可能会报错的问题 全液面火、被困人员退出重进有时报空的问题 5 years ago
曹衍涛 d501fcdbf4 没提交的图片资源 5 years ago
曹衍涛 1d0ff83f48 替换高层演练模式和联系模式图片 5 years ago
曹衍涛 41b7ac248a 退出时清空作战部署里的数据 5 years ago
曹衍涛 1ade899d4b 灾情管理库创建完成后再次创建无法保存问题修改 5 years ago
曹衍涛 4cd5797462 二次进入演练轻伤员报错 5 years ago
曹衍涛 05da655267 从主场景退出重置实体管理器、imputmanage、角色报告信息、到场力量信息、gamesetting等,重置逻辑放在角色选择界面。 5 years ago
曹衍涛 afa83b548c 从主场景退出再次进入演练时清空各种静态数据以及清空各种事件 5 years ago
曹衍涛 4d3398deaf 演习模式导调组加载灾情后可以选中灾情管理员设置的灾情。原因为加载灾情设置灾情信息时灾情的userId赋值错误 5 years ago
曹衍涛 ba797278b8 重新写了演练结束后总导演/观察团的车辆数量统计方法 5 years ago
曹衍涛 aa18e341cf 1、演练结束退回到角色选择时水火对抗相关脚本报错,原因为房间已经销毁,判断房间的条件空引用 5 years ago
曹衍涛 51c7c17a89 1.水幕水带粒子系统升级2018后失效 5 years ago
曹衍涛 343f35a1a0 1、演练结束后放回主菜单再次进行演练,部分面板报错,原因为一些监听消息的脚本再销毁时没有移除消息的监听。 5 years ago
曹衍涛 ef49aea50b 1.演练开始后导调组退出主场景返回角色选择后没有重置开始演练的变量导致再创建房间进入演练后点击开始变成结束演练 5 years ago
曹衍涛 c86e931338 选择技能时可在头顶显示相关文字,技能包括:侦查、安全员、水源引导、警戒、引导员。以及其同步 5 years ago
曹衍涛 fe237a965e 去掉指令交互,战斗班去掉4G图传。加载灾情库只加载本单位的灾情 5 years ago
曹衍涛 4e5f06cf21 添加预案加密 5 years ago
曹衍涛 d7a6a89a5f 删掉未实现功能的UI,修改命令接受发送统计,添加内置判断错误的显示,修改了一些UI的显示。主场景返回时退出当前房间。 5 years ago
曹衍涛 eb24001d44 主场景返回角色选择时显示默认鼠标 5 years ago
曹衍涛 03beb3a638 隐藏火场信息中无用功能 5 years ago
曹衍涛 ab41a1d2f0 隐藏作战部署面板未实现功能UI 5 years ago
曹衍涛 cfe8576b3a 去掉主菜单观看录像按钮 5 years ago
曹衍涛 9e09accc74 修改推出按钮大小 5 years ago
  1. 96
      Assets/Commandcountnum.cs
  2. 11
      Assets/Commandcountnum.cs.meta
  3. 213
      Assets/Editor/SceneToolFloor.cs
  4. 11
      Assets/Editor/SceneToolFloor.cs.meta
  5. 42
      Assets/ExitBack.cs
  6. 11
      Assets/ExitBack.cs.meta
  7. 8
      Assets/Materials/ParticleSystem.meta
  8. 8
      Assets/Materials/ParticleSystem/WaterCurtain.meta
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      Assets/Materials/ParticleSystem/WaterCurtain/water_Stream.mat
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      Assets/Plugins/SmartX1AppX64.dll
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      Assets/Plugins/System.Security.dll
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      Assets/Plugins/x86_64.meta
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      Assets/Plugins/x86_64/SmartX1App.dll
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  20. 625
      Assets/Prefabs/ChatUI/UserInfoItem.prefab
  21. 2781
      Assets/Prefabs/Common/CommandCenter/ShowItem1.prefab
  22. 9738
      Assets/Prefabs/Common/DisasterLibrary/DissaterSetting.prefab
  23. 2
      Assets/Prefabs/Common/ExitButton.prefab
  24. 438
      Assets/Prefabs/Common/Head.prefab
  25. 6600
      Assets/Prefabs/Common/OilTanks/OilTankSet 1.prefab
  26. 7
      Assets/Prefabs/Common/OilTanks/OilTankSet 1.prefab.meta
  27. 422
      Assets/Prefabs/Common/OperationalPreparations/FloatingFirePumpWaterSupply.prefab
  28. 4
      Assets/Prefabs/Common/OperationalPreparations/FloatingFirePumpWaterSupply.prefab.meta
  29. 422
      Assets/Prefabs/Common/OperationalPreparations/HandPumpWaterSupply.prefab
  30. 9
      Assets/Prefabs/Common/OperationalPreparations/HandPumpWaterSupply.prefab.meta
  31. 21602
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  32. 422
      Assets/Prefabs/Common/OperationalPreparations/SuctionFeedWaterSupply.prefab
  33. 9
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  34. 422
      Assets/Prefabs/Common/OperationalPreparations/WaterLineWaterSupply.prefab
  35. 9
      Assets/Prefabs/Common/OperationalPreparations/WaterLineWaterSupply.prefab.meta
  36. 480
      Assets/Prefabs/Common/Police/Police.prefab
  37. 60
      Assets/Prefabs/Common/RoomWaiting/RoomWaiting.prefab
  38. 52
      Assets/Prefabs/DongYouLiQing/BaseCommander/ZhanDouBanPanel.prefab
  39. 54
      Assets/Prefabs/DongYouLiQing/BaseCommander/ZhongDuiPanel.prefab
  40. 42
      Assets/Prefabs/DongYouLiQing/CanMou/CanMouPanel.prefab
  41. 2225
      Assets/Prefabs/DongYouLiQing/EventPanel.prefab
  42. 7400
      Assets/Prefabs/DongYouLiQing/GuanChaTuan/GuanChaTuanPanel.prefab
  43. 13982
      Assets/Prefabs/DongYouLiQing/LeadGroup/DaoDiaoZuPanel.prefab
  44. 8799
      Assets/Prefabs/DongYouLiQing/OverAllReportPanel.prefab
  45. 6
      Assets/Prefabs/DongYouLiQing/OverAllReportPanel.prefab.meta
  46. 78
      Assets/Prefabs/DongYouLiQing/PersonListItem.prefab
  47. 38
      Assets/Prefabs/DongYouLiQing/ZongZhiDa/DaDuiZhiHuiPanel.prefab
  48. 38
      Assets/Prefabs/DongYouLiQing/ZongZhiDa/ZhiDuiZhiHuiPanel.prefab
  49. 38
      Assets/Prefabs/DongYouLiQing/ZongZhiDa/ZongDuiZhiHuiPanel.prefab
  50. 4077
      Assets/Resources/ClonePrefabs/Car/ForcibleEntryTruck.prefab
  51. 1474
      Assets/Resources/ClonePrefabs/DisasterPrefabs/TrappedPerson.prefab
  52. 52148
      Assets/Resources/ClonePrefabs/Tool/FirefightingRobot.prefab
  53. 49476
      Assets/Resources/ClonePrefabs/Tool/SnowCannon.prefab
  54. 121
      Assets/Resources/ClonePrefabs/Tool/WaterCurtainHoseParent.prefab
  55. 787
      Assets/Resources/UI/ErrorInfoItem.prefab
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  57. 1869
      Assets/Resources/UI/EventPanel.prefab
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      Assets/Resources/UI/EventPanel.prefab.meta
  59. 3245
      Assets/Resources/UI/UIViewBag.prefab
  60. 7966
      Assets/Resources/UI/UIViewPrivateChat.prefab
  61. 2772
      Assets/Resources/UI/UIViewQuestionnaire.prefab
  62. 4272
      Assets/Resources/UI/UIViewReport.prefab
  63. 5537
      Assets/Resources/UI/UIViewScore.prefab
  64. 3142
      Assets/Resources/UI/UIViewSuggest.prefab
  65. 4700
      Assets/Resources/WaterCurtain/Particle System.prefab
  66. 7
      Assets/Resources/WaterCurtain/Particle System.prefab.meta
  67. 290
      Assets/Resources/WaterCurtain/WaterCurtain.prefab
  68. 3449
      Assets/Resources/WaterSupplyPanel.prefab
  69. 284
      Assets/Scenes/CommandCenter.unity
  70. 663
      Assets/Scenes/DisasterLibraryManage.unity
  71. 17138
      Assets/Scenes/DongYouLiQing.unity
  72. 194
      Assets/Scenes/DummyScene.unity
  73. 945
      Assets/Scenes/Login.unity
  74. 3446
      Assets/Scenes/Menu.unity
  75. 26
      Assets/Scenes/RolesSelection.unity
  76. 7
      Assets/Scripts/Common/AttributeSetting/BaseAttributeSet.cs
  77. 36
      Assets/Scripts/Common/Cars/AgentController.cs
  78. 23
      Assets/Scripts/Common/Cars/TruckSkillPanelController.cs
  79. 97
      Assets/Scripts/Common/ChatSystem/ChatManager.cs
  80. 63
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/ArrivedPower/ArrivedForceContent.cs
  81. 58
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/ArrivedPower/ArrivedForceItem.cs
  82. 4
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/ArrivedPower/ArrivedPowerPanel.cs
  83. 15
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/ArrivedPower/ArrivedPowerTotal.cs
  84. 6
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/ExternalForce/ExternalForcePanel.cs
  85. 15
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/FireInfoToggle.cs
  86. 4
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/InsiderFeedback/InsiderFeedbackPanel.cs
  87. 107
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/OnwayForce/OnwayContent.cs
  88. 61
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/OnwayForce/OnwayForceItem.cs
  89. 4
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/OnwayForce/OnwayForcePanel.cs
  90. 46
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/OnwayForce/OnwayForceTotal.cs
  91. 4
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/PoliceCallInfo/FireInfoPanel.cs
  92. 4
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/RescueInfo/RescueInfoPanel.cs
  93. 13
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/RescueInfo/TrappedInfo.cs
  94. 9
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/RescueInfo/WoundedInfo.cs
  95. 6
      Assets/Scripts/Common/ChatSystem/FireSiteInfo/WaterSupply/WaterSupplyPanel.cs
  96. 4
      Assets/Scripts/Common/ChatSystem/Items/UserInfoItemView.cs
  97. 6
      Assets/Scripts/Common/ChatSystem/NetWork/ARRIVAL_TIME_REPLY.cs
  98. 17
      Assets/Scripts/Common/ChatSystem/PrivateChat/PrivateChatPanel.cs
  99. 9
      Assets/Scripts/Common/ChatSystem/PrivateChat/PrivateChatToggle.cs
  100. 6
      Assets/Scripts/Common/Clone/CloneObjNameTool.cs
  101. Some files were not shown because too many files have changed in this diff Show More

96
Assets/Commandcountnum.cs

@ -0,0 +1,96 @@
//using Boo.Lang;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Commandcountnum : MonoBehaviour
{
public Text sendtext;
public Text receivetext;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
sendtext.text = "send:" + GetSendMsg().Count;
receivetext.text = "receive:" + GetReceiveMsg().Count;
}
}
private List<ChatMessage> GetSendMsg()
{
List<ChatMessage> sendchatlist = new List<ChatMessage>();
for (int i = 0; i < ReportDataMgr.AllChatMessage.Count; i++)
{
if (ReportDataMgr.AllChatMessage[i].SenderId==CurrentUserInfo.mySelf.Id)
{//当前客户端发送的
// if (ChatManager.Instance.FindDirectionSubUserDataID().Contains(ReportDataMgr.AllChatMessage[i].ReceiverId))
{//直接下级为接收方
sendchatlist.Add(ReportDataMgr.AllChatMessage[i]);
}
}
}
return sendchatlist;
}
private List<ChatMessage> GetReceiveMsg()
{
List<ChatMessage> receivechatlist = new List<ChatMessage>();
for (int i = 0; i < ReportDataMgr.AllChatMessage.Count; i++)
{
if (!(CurrentUserInfo.role == Role. || CurrentUserInfo.role == Role.))
{
if (ReportDataMgr.AllChatMessage[i].ReceiverId == CurrentUserInfo.mySelf.Id)
{
receivechatlist.Add(ReportDataMgr.AllChatMessage[i]);
//if (ChatManager.Instance.FindDirectionSubUserDataID().Contains(ReportDataMgr.AllChatMessage[i].SenderId))
//{
// receivechatlist.Add(ReportDataMgr.AllChatMessage[i]);
//}
//if (ChatManager.Instance.FindDirectionSupUserDataID()== ReportDataMgr.AllChatMessage[i].SenderId)
//{
// receivechatlist.Add(ReportDataMgr.AllChatMessage[i]);
//}
}
}
else
{
receivechatlist.Add(ReportDataMgr.AllChatMessage[i]);
}
}
return receivechatlist;
}
private List<long> GetChildOriIdList()
{
List<long> idlist = new List<long>();
for (int i = 0; i < CurrentUserInfo.room.UserList.Count; i++)
{
if (CurrentUserInfo.room.UserList[i].Org.ParentId==CurrentUserInfo.mySelf.Id)
{
idlist.Add(CurrentUserInfo.room.UserList[i].UserInfo.Id);
}
}
return idlist;
}
private long GetDirectionOriId()
{
long parentoriid = 0;
for (int i = 0; i < CurrentUserInfo.room.UserList.Count; i++)
{
if (CurrentUserInfo.room.UserList[i].UserInfo.Id == CurrentUserInfo.mySelf.Id)
{
parentoriid = CurrentUserInfo.room.UserList[i].Org.ParentId;
}
}
return parentoriid;
}
}

11
Assets/Commandcountnum.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 795332b1f8560754787b02805e644ed2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

213
Assets/Editor/SceneToolFloor.cs

@ -0,0 +1,213 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.AI;
using System.IO;
using System.Text;
using System;
public class SceneToolFloor
{
//[MenuItem("SceneTool/SetFloorMessage")]//添加FloorMessage脚本绑定楼层信息
//public static void SetFloorMessage()
//{
// Transform neiParent = GameObject.Find("shinei").transform.GetChild(0);
// for (int i = 0; i < neiParent.childCount; i++)
// {
// //Debug.Log(neiParent.GetChild(i).name);
// if (!neiParent.GetChild(i).GetComponent<FloorMessage>())
// {
// neiParent.GetChild(i).gameObject.AddComponent<FloorMessage>();
// }
// FloorMessage msg = neiParent.GetChild(i).GetComponent<FloorMessage>();
// msg.targetTrans = GetTarget(neiParent.GetChild(i));
// msg.buildNum = neiParent.name;
// if (!neiParent.GetChild(i).name.ToLower().Contains("m"))
// {
// string floornum = neiParent.GetChild(i).name.Substring
// (neiParent.GetChild(i).name.ToLower().IndexOf("nei") + 3/*, neiParent.GetChild(i).name.Length - 4*/);
// msg.floorNum = int.Parse(floornum);
// msg.interlayerNum = 0;
// }
// else
// {
// msg.floorNum = int.Parse(neiParent.GetChild(i).name.Substring
// (neiParent.GetChild(i).name.ToLower().IndexOf("nei") + 3, neiParent.GetChild(i).name.ToLower().IndexOf("m")
// - neiParent.GetChild(i).name.ToLower().IndexOf("nei") - 4));
// msg.interlayerNum = int.Parse(neiParent.GetChild(i).name.Substring
// (neiParent.GetChild(i).name.ToLower().IndexOf("m") + 1, neiParent.GetChild(i).name.Length -
// neiParent.GetChild(i).name.ToLower().IndexOf("m") - 1));
// }
// }
// Transform waiParent = GameObject.Find("shiwai").transform.GetChild(0);
// for (int i = 0; i < waiParent.childCount; i++)
// {
// //Debug.Log(waiParent.GetChild(i).name);
// if (!waiParent.GetChild(i).GetComponent<FloorMessage>())
// {
// waiParent.GetChild(i).gameObject.AddComponent<FloorMessage>();
// }
// FloorMessage msg = waiParent.GetChild(i).GetComponent<FloorMessage>();
// msg.buildNum = waiParent.name;
// if (!waiParent.GetChild(i).name.ToLower().Contains("m"))
// {
// string floornum = waiParent.GetChild(i).name.Substring
// (waiParent.GetChild(i).name.ToLower().IndexOf("wai") + 3/*, waiParent.GetChild(i).name.Length - 4*/);
// msg.floorNum = int.Parse(floornum);
// msg.interlayerNum = 0;
// }
// else
// {
// msg.floorNum = int.Parse(waiParent.GetChild(i).name.Substring
// (waiParent.GetChild(i).name.ToLower().IndexOf("wai") + 4, waiParent.GetChild(i).name.ToLower().IndexOf("m")
// - waiParent.GetChild(i).name.ToLower().IndexOf("wai") - 4));
// msg.interlayerNum = int.Parse(waiParent.GetChild(i).name.Substring
// (waiParent.GetChild(i).name.ToLower().IndexOf("m") + 1, waiParent.GetChild(i).name.Length -
// waiParent.GetChild(i).name.ToLower().IndexOf("m") - 1));
// }
// }
//}
//static Transform GetTarget(Transform parent)
//{
// for (int i = 0; i < parent.childCount; i++)
// {
// if (parent.GetChild(i).name.ToLower().Contains("_floor")
// || parent.GetChild(i).name.ToLower().Contains("-floor")
// )
// {
// return parent.GetChild(i);
// }
// }
// return parent;
//}
//[MenuItem("SceneTool/SetNavLayershinei")]//添加寻路层(选中shinei对象设置,注:扶梯情况特殊没有包含)
//public static void SetNavLayer()
//{
// Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
// for (int i = 0; i < obj.Length; i++)
// {
// if (obj[i].name.ToLower().Contains("_floor") ||//地面
// obj[i].name.ToLower().Contains("_floor"))
// {
// Debug.Log(obj[i].name);
// // obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
// // if (!obj[i].gameObject.GetComponent<MeshCollider>())
// // {
// // obj[i].gameObject.AddComponent<MeshCollider>();
// // }
// // if (!obj[i].gameObject.GetComponent<PathFindable>())
// // {
// // obj[i].gameObject.AddComponent<PathFindable>();
// // }
// // if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
// // {
// // obj[i].gameObject.AddComponent<CloneGameObjInfo>();
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType=CloneObjType.staticGameObject;
// // }
// // if (!obj[i].gameObject.GetComponent<CloneableEnums>())
// // {
// // obj[i].gameObject.AddComponent<CloneableEnums>();
// // }
// // CloneableEnums enumParent = obj[i].gameObject.GetComponent<CloneableEnums>();
// // GameObject CarRoad = GameObject.Find("FloorNei");
// // var CloneableEnums = CarRoad.GetComponent<CloneableEnums>();
// // enumParent.CloneableTypes = CloneableEnums.CloneableTypes;
// // if (obj[i].parent.GetComponent<FloorMessage>())
// // {
// // FloorMessage fmg = obj[i].parent.GetComponent<FloorMessage>();
// // obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
// // obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum;
// // obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum;
// // obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
// // }
// // if (obj[i].parent.parent.GetComponent<FloorMessage>())
// // {
// // FloorMessage fmg = obj[i].parent.parent.GetComponent<FloorMessage>();
// // obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
// // obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum;
// // obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum;
// // obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
// // }
// //}
// //if (obj[i].name.ToLower().Contains("_wall") ||//墙面
// // obj[i].name.ToLower().Contains("_wall"))
// //{
// // obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
// // if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
// // {
// // obj[i].gameObject.AddComponent<NavMeshModifier>();
// // }
// // NavMeshModifier mod = obj[i].gameObject.GetComponent<NavMeshModifier>();
// // mod.overrideArea = true;
// // mod.area = 1;
// // if (!obj[i].gameObject.GetComponent<MeshCollider>())
// // {
// // obj[i].gameObject.AddComponent<MeshCollider>();
// // }
// //}
// //if (obj[i].name.ToLower().Contains("lt"))//楼梯
// //{
// // obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
// // if (!obj[i].gameObject.GetComponent<MeshCollider>())
// // {
// // obj[i].gameObject.AddComponent<MeshCollider>();
// // }
// // if (!obj[i].gameObject.GetComponent<PathFindable>())
// // {
// // obj[i].gameObject.AddComponent<PathFindable>();
// // }
// }
// }
//}
//[MenuItem("SceneTool/GetNavLayerCarRoad")]
//public static void GetNavLayerCarRoad()
//{
// Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
// {
// for (int i = 0; i < obj.Length; i++)
// {
// if (obj[i].gameObject.layer == LayerMask.NameToLayer("CarRoad"))
// {
// // if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
// {
// Debug.Log(obj[i].name);
// }
// }
// }
// }
//}
//[MenuItem("SceneTool/ReadCloneTypes")]
//static void ReadCloneTypes()
//{
// string path = Application.dataPath + "/Floors.txt";
// string str = File.ReadAllText(path, Encoding.UTF8);
// string[] EnumStrList = str.Split(',');
// //List<CloneObjType> EnmuList = new List<CloneObjType>();
// //foreach (var item in EnumStrList)
// //{
// // if (!string.IsNullOrEmpty(item))
// // {
// // CloneObjType type = (CloneObjType)Enum.Parse(typeof(CloneObjType), item);
// // EnmuList.Add(type);
// // }
// //}
// //GameObject CarRoad = GameObject.Find("FloorNei");
// //if (!CarRoad.GetComponent<CloneableEnums>())
// //{
// // CarRoad.AddComponent<CloneableEnums>();
// //}
// //var CloneableEnums = CarRoad.GetComponent<CloneableEnums>();
// //CloneableEnums.CloneableTypes = EnmuList;
//}
//[MenuItem("SceneTool/AddColider")]
//static void AddColider()
//{
// Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
// {
// Debug.Log(obj[0].name);
// }
//}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ExitBack : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
//力量部署信息重置
FireEnginesData.Instance.FireEnginesDataResert();
EntitiesManager.Instance.Reset();//跳转场景时要清空实体管理器中的对象
//UIManager.ResertUIManager();
//重置选择
SelectedObjs.ResertSelectObjs();
//重置装备信息
EquipManager.Instance.ResetEquipmanage();
//重置游戏设置
GameSettings.othersSettings.ResertGameSettig();
//重置报告
ReportDataMgr.ResertReportDataMgr();
//重置inputmanage 变量
InputManager.ResertInputmanage();
//重置到场力量
ArrivedPowerTotal.ResertArrivePowerTotal();
DisasterLibraryFile.Instance.Reset();
//清空内置判断错误列表
REPORT_ERROR_SYNC.ErrorList.Clear();
ChatManager.Instance.ResertChatManager();
GET_INSIDER_ANSWER_SYNC.feedback.Clear();
ArrivedPowerTotal.arrivedCars.Clear();
OnwayForceTotal.ResertOnway();
CurrentUserInfo.ResertExit();
CloneObjNameTool.Instance().ResertCloneObjNameTool();
}
// Update is called once per frame
void Update()
{
}
}

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Assets/Prefabs/DongYouLiQing/GuanChaTuan/GuanChaTuanPanel.prefab

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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1100379997}
- component: {fileID: 1100379996}
@ -167,8 +218,9 @@ GameObject:
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Light:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1100379995}
m_Enabled: 1
serializedVersion: 8
@ -194,6 +246,7 @@ Light:
serializedVersion: 2
m_Bits: 4294967295
m_Lightmapping: 4
m_LightShadowCasterMode: 0
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_ColorTemperature: 6570
@ -203,8 +256,9 @@ Light:
--- !u!4 &1100379997
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
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m_GameObject: {fileID: 1100379995}
m_LocalRotation: {x: 0.40821788, y: -0.23456968, z: 0.10938163, w: 0.8754261}
m_LocalPosition: {x: 0, y: 3, z: 0}
@ -216,9 +270,10 @@ Transform:
--- !u!1 &1480189306
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m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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serializedVersion: 6
m_Component:
- component: {fileID: 1480189307}
- component: {fileID: 1480189308}
@ -234,8 +289,9 @@ GameObject:
--- !u!4 &1480189307
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 564.5, y: 379.28125, z: 0}
@ -247,8 +303,9 @@ Transform:
--- !u!114 &1480189308
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1480189306}
m_Enabled: 1
m_EditorHideFlags: 0
@ -258,8 +315,9 @@ MonoBehaviour:
--- !u!114 &1480189309
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1480189306}
m_Enabled: 1
m_EditorHideFlags: 0
@ -269,8 +327,9 @@ MonoBehaviour:
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m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1480189306}
m_Enabled: 1
m_EditorHideFlags: 0
@ -280,9 +339,10 @@ MonoBehaviour:
--- !u!1 &1699723576
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1699723578}
- component: {fileID: 1699723577}
@ -296,8 +356,9 @@ GameObject:
--- !u!114 &1699723577
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1699723576}
m_Enabled: 1
m_EditorHideFlags: 0
@ -307,8 +368,9 @@ MonoBehaviour:
--- !u!4 &1699723578
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1699723576}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 564.5, y: 379.28125, z: 0}
@ -320,9 +382,10 @@ Transform:
--- !u!1 &1970330119
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1970330124}
- component: {fileID: 1970330123}
@ -340,34 +403,43 @@ GameObject:
--- !u!81 &1970330120
AudioListener:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1970330119}
m_Enabled: 1
--- !u!124 &1970330121
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m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1970330119}
m_Enabled: 1
--- !u!92 &1970330122
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m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1970330119}
m_Enabled: 1
--- !u!20 &1970330123
Camera:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1970330119}
m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 1
m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
m_projectionMatrixMode: 1
m_SensorSize: {x: 36, y: 24}
m_LensShift: {x: 0, y: 0}
m_GateFitMode: 2
m_FocalLength: 50
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
@ -389,16 +461,17 @@ Camera:
m_TargetEye: 3
m_HDR: 1
m_AllowMSAA: 1
m_AllowDynamicResolution: 0
m_ForceIntoRT: 0
m_OcclusionCulling: 1
m_StereoConvergence: 10
m_StereoSeparation: 0.022
m_StereoMirrorMode: 0
--- !u!4 &1970330124
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
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m_GameObject: {fileID: 1970330119}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 1, z: -10}
@ -410,8 +483,9 @@ Transform:
--- !u!114 &1970330125
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
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945
Assets/Scenes/Login.unity

File diff suppressed because it is too large Load Diff

3446
Assets/Scenes/Menu.unity

File diff suppressed because it is too large Load Diff

26
Assets/Scenes/RolesSelection.unity

@ -2534,6 +2534,8 @@ GameObject:
- component: {fileID: 821798773}
- component: {fileID: 821798772}
- component: {fileID: 821798771}
- component: {fileID: 821798775}
- component: {fileID: 821798776}
m_Layer: 5
m_Name: Canvas
m_TagString: Untagged
@ -2625,6 +2627,30 @@ RectTransform:
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 0}
--- !u!114 &821798775
MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0b9a95b8269a9f843bef91956d585158, type: 3}
m_Name:
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m_Script: {fileID: 11500000, guid: 5ca9d3bcfd4f7e14bbb7b5f9abdd6b70, type: 3}
m_Name:
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7
Assets/Scripts/Common/AttributeSetting/BaseAttributeSet.cs

@ -40,7 +40,12 @@ public abstract class BaseAttributeSet : MonoBehaviour
MessageDispatcher.RemoveListener("DELETE_COMMAND", Close);
MessageDispatcher.RemoveListener("GROUP_DISMISS", Close);//删除组
}
public virtual void OnDestroy()
{
MessageDispatcher.RemoveListener("DELETE_ALL_COMMAND", Close);
MessageDispatcher.RemoveListener("DELETE_COMMAND", Close);
MessageDispatcher.RemoveListener("GROUP_DISMISS", Close);//删除组
}
private void Close(IMessage msg)
{
gameObject.SetActive(false);

36
Assets/Scripts/Common/Cars/AgentController.cs

@ -31,7 +31,7 @@ public class AgentController : MonoBehaviour
public bool pathFindEnable;
private bool begionmove = false;
private BaseGameObjInfo gameobjinfo;
// public bool FixedArmFlag;
// public bool FixedArmFlag;
private void Awake()
{
@ -57,7 +57,7 @@ public class AgentController : MonoBehaviour
//check for mouse input
void Update()
{
if (begionmove==true)
if (begionmove == true)
{
if (gameobjinfo.gameObjType == CloneObjType.fireman)
{
@ -67,11 +67,11 @@ public class AgentController : MonoBehaviour
{
SenderId = CurrentUserInfo.mySelf.Id,
GameObjId = gameobjinfo.gameObjID,
Hitpoint=pointhit,
Hitpoint = pointhit,
EndRotation = new Vector3(transform.rotation.eulerAngles.x,
transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.z)
};
NetworkManager.Default.SendAsync("ABJUST_ROTATION_SYNC",arg);
NetworkManager.Default.SendAsync("ABJUST_ROTATION_SYNC", arg);
begionmove = false;
}
}
@ -91,7 +91,7 @@ public class AgentController : MonoBehaviour
begionmove = false;
}
}
}
}
void OnEnable()
@ -110,13 +110,37 @@ public class AgentController : MonoBehaviour
}
private void PathFinding(IMessage obj)
{
if (SelectedObjs.selectedCharacters.Contains(gameObject)
if (SelectedObjs.selectedCharacters.Contains(gameObject)
|| SelectedObjs.selectedObj == gameObject
|| SelectedObjs.selectedRolePlay == gameObject //瑙掕壊
)
{
if (pathFindEnable /*&& !FixedArmFlag*/)
{
if (GetComponent<FireRobotController>())
{
if (GetComponent<FireRobotController>().WorkType == FireRobotSkill. ||
GetComponent<FireRobotController>().WorkType == FireRobotSkill.)
{
if (GetComponent<FireRobotLayWaterHose>().remainlenght < 0.5f)
{
return;
}
}
}
if (GetComponent<FireManControl>())
{
if (GetComponent<FireManControl>().WorkType == FireManSkills.SprayFoam ||
GetComponent<FireManControl>().WorkType == FireManSkills.SprayWater
)
{
if (GetComponent<LayWaterHose>().remainlenght < 0.5f)
{
return;
}
}
}
begionmove = true;
var data = (PathFindingCmdArgs)obj.Data;
pointhit = data.hitPoint;

23
Assets/Scripts/Common/Cars/TruckSkillPanelController.cs

@ -763,7 +763,8 @@ public class TruckSkillPanelController : MonoBehaviour
resultList = new List<TruckSkills>()
{
TruckSkills., TruckSkills.,TruckSkills.,
TruckSkills., TruckSkills.
TruckSkills.,
TruckSkills.
};
break;
case CloneObjType.HighSprayingTruck:
@ -778,38 +779,44 @@ public class TruckSkillPanelController : MonoBehaviour
case CloneObjType.SmokeExhaustTruck:
resultList = new List<TruckSkills>()
{
TruckSkills.,TruckSkills.
TruckSkills.,
//TruckSkills.排烟
};
break;
case CloneObjType.RescueVehicle:
resultList = new List<TruckSkills>()
{
TruckSkills.,TruckSkills.
TruckSkills.,
//TruckSkills.拖车
};
break;
case CloneObjType.LightingAppliance:
resultList = new List<TruckSkills>()
{
TruckSkills.,TruckSkills.
TruckSkills.,
//TruckSkills.照明
};
break;
case CloneObjType.Apparatus:
resultList = new List<TruckSkills>()
{
TruckSkills.,TruckSkills.
TruckSkills.,
//TruckSkills.器材选择
};
break;
case CloneObjType.AirSupplyTruck:
resultList = new List<TruckSkills>()
{
TruckSkills.,TruckSkills.
TruckSkills.,
//TruckSkills.充气
};
break;
case CloneObjType.ForcibleEntryTruck:
resultList = new List<TruckSkills>()
{
TruckSkills.,TruckSkills.,
TruckSkills.,TruckSkills.,TruckSkills.,
TruckSkills.,
//TruckSkills.破拆,
//TruckSkills.固定支架,TruckSkills.自动举臂,TruckSkills.收回举臂,
};
break;
}

97
Assets/Scripts/Common/ChatSystem/ChatManager.cs

@ -260,8 +260,69 @@ public class ChatManager : Singleton<ChatManager>
return tempData;
}
public List<long> FindDirectionSubUserDataID()
{
//查找要显示的上级用户数据
List<long> usersDatalist = new List<long>();
//练习模式组织机构可以变化
DirectionSubsId.Clear();
FindDirectionSupId(CurrentUserInfo.organization.ParentId);
foreach (var item in CurrentUserInfo.room.UserList)
{
if (item.UserInfo.Id != CurrentUserInfo.mySelf.Id)
{
foreach (var id in DirectionSubsId)
{
// 数据中不存在战斗班的数据
if (item.Org.Id.Equals(id)
&& item.Org.Level != 5
&& item.Role != Role.
&& item.Role != Role.
&& item.Role != Role.
&& item.Role != Role.)
{
usersDatalist.Add(item.UserInfo.Id);
break;
}
}
// 在房间中查找战斗班数据-战斗班目前不存在下级
}
}
return usersDatalist;
}
public long FindDirectionSupUserDataID()
{
//查找要显示的上级用户数据
long tempData = 0;
//练习模式组织机构可以变化
DirectionSupId = 0;
FindDirectionSupId(CurrentUserInfo.organization.ParentId);
foreach (var item in CurrentUserInfo.room.UserList)
{
if (item.UserInfo.Id != CurrentUserInfo.mySelf.Id)
{
// 数据中不存在战斗班的数据
if (item.Org.Id.Equals(DirectionSupId)
&& item.Org.Level != 5
&& item.Role != Role.
&& item.Role != Role.
&& item.Role != Role.
&& item.Role != Role.)
{
tempData = item.UserInfo.Id;
break;
}
}
}
return tempData;
}
private List<int> SupsId = new List<int>();
private List<int> SubsId = new List<int>();
private int DirectionSupId;
private List<int> DirectionSubsId = new List<int>();
private List<Organization> orgs = new List<Organization>();
public void SetOrgs(List<Organization> data)
{
@ -288,6 +349,30 @@ public class ChatManager : Singleton<ChatManager>
}
}
}
public void FindDirectionSupId(int supId)
{
foreach (var item in orgs)
{
//查看我是否存在上级
if (item.Id == supId && item.Level != 5)
{
//保存上级的ID
DirectionSupId = item.Id;
}
}
}
public void FindDirectionSubId(int id)
{
foreach (var item in orgs)
{
//查看item是否是我的下级
if (item.ParentId == id)
{
//保存下级ID
DirectionSubsId.Add(item.Id);
}
}
}
// 查找某个ID的所有下级ID
public void FindAllSubID(int id)
{
@ -304,6 +389,7 @@ public class ChatManager : Singleton<ChatManager>
}
}
}
/// <summary>
/// 创建一个2人的房间
/// </summary>
@ -426,7 +512,7 @@ public class ChatManager : Singleton<ChatManager>
textMsg.ChatGroup = ChatType.PrivateChat;
NetworkManager.Default.SendAsync("PRIVATE_TEXT_MESSAGE_SYNC", textMsg);
}
public void SendPrivateChatTaskMsg(string taskContent, ChatChannel channel)
public void SendPrivateChatTaskMsg(string taskContent, ChatChannel channel, UserData userdata)
{
ChatTaskMessage msg = new ChatTaskMessage();
msg.SenderId = CurrentUserInfo.mySelf.Id;
@ -435,6 +521,7 @@ public class ChatManager : Singleton<ChatManager>
msg.TaskContent = taskContent;
msg.ReplayFrameCount = InputManager.frameCount;
msg.ChatGroup = ChatType.PrivateChat;
msg.ReceiverId = userdata.UserInfo.Id;
NetworkManager.Default.SendAsync("PRIVATE_TASK_MESSAGE_SYNC", msg);
// 记录发送过指令
ReportDataMgr.SetSendCommand(msg);
@ -838,5 +925,13 @@ public class ChatManager : Singleton<ChatManager>
}
#endregion
#endregion
public void ResertChatManager()
{
Msgs.Clear();
UnReadMsgs.Clear();
PublicChatMsgs.Clear();
//TaskData.Clear();
SuggestChatMsg.Clear();
}
}

63
Assets/Scripts/Common/ChatSystem/FireSiteInfo/ArrivedPower/ArrivedForceContent.cs

@ -2,6 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Linq;
public class ArrivedForceContent : MonoBehaviour {
public GameObject itemPre;
@ -19,18 +20,66 @@ public class ArrivedForceContent : MonoBehaviour {
{
itemPre = Resources.Load("ArrivedForce/ArrivedForceItem") as GameObject;
}
foreach(string team in arrivedCars.Keys)
if (GameSettings.othersSettings.mode == Mode.manoeuvre)
{
List<KeyValuePair<FireCarEngine, int>> list = arrivedCars[team];
foreach(KeyValuePair<FireCarEngine,int> pair in list)
foreach (string team in GameSettings.othersSettings.DisCarList_Dic.Keys)
{
for(int j = 0; j < pair.Value; j++)
if (GameSettings.othersSettings.DisPlay_Arrive_Dic[team])
{
GameObject item = Instantiate(itemPre, transform);
item.GetComponent<ArrivedForceItem>().Set(team,pair.Key, j);
List<KeyValuePair<FireCarEngine, bool>> list = GameSettings.othersSettings.DisCarList_Dic[team];
//int childcount = 0;
//车辆列表
List<FireCarEngine> carlist = new List<FireCarEngine>();
foreach (var item in list)
{
carlist.Add(item.Key);
}
//按照车辆类型名分组
var aa = from firecar in carlist group firecar by firecar.TypeName;
var bb = aa.ToList();
//将分组后的车辆转为list
List<List<FireCarEngine>> cc = new List<List<FireCarEngine>>();
foreach (var item in bb)
{
cc.Add(item.ToList());
}
foreach (var listcar in cc)
{
for (int j = 0; j < listcar.Count; j++)
{
GameObject item = Instantiate(itemPre, transform);
item.GetComponent<ArrivedForceItem>().Set(team, listcar[j], j);
}
}
////
//foreach (KeyValuePair<FireCarEngine, bool> pair in list)
//{
// childcount++;
// Debug.LogError("创建的到达item" + childcount);
// GameObject item = Instantiate(itemPre, transform);
// item.GetComponent<ArrivedForceItem>().Setitem(team, pair.Key, childcount,transform);
//}
}
}
}
else
{
foreach (string team in arrivedCars.Keys)
{
List<KeyValuePair<FireCarEngine, int>> list = arrivedCars[team];
foreach (KeyValuePair<FireCarEngine, int> pair in list)
{
for (int j = 0; j < pair.Value; j++)
{
GameObject item = Instantiate(itemPre, transform);
item.GetComponent<ArrivedForceItem>().Set(team, pair.Key, j);
}
}
}
}
}
}
public void CreateItems(List<TruckMessage> trucks)
{

58
Assets/Scripts/Common/ChatSystem/FireSiteInfo/ArrivedPower/ArrivedForceItem.cs

@ -9,6 +9,11 @@ public class ArrivedForceItem : MonoBehaviour {
public Text foam; //载泡沫量
public Text height; //高度
public Text num; //载人数量
public string TypeName;//车辆类型名
public string Team;//所属中队
public int index=1;//序号
private bool hasSet = false;
private void Awake()
{
fullName = transform.Find("FullName").GetComponent<Text>();
@ -24,7 +29,8 @@ public class ArrivedForceItem : MonoBehaviour {
foam.text = msg.MyCarMessage.FoamAmount.ToString();
height.text = msg.MyCarMessage.Height.ToString();
num.text = msg.MyCarMessage.PassengerCapacity.ToString();
}
}
public void Set(string team,FireCarEngine fireCarEngine,int num)
{
fullName.text = team + "-" + fireCarEngine.TypeName + "-" + (num + 1).ToString();
@ -33,4 +39,54 @@ public class ArrivedForceItem : MonoBehaviour {
height.text = fireCarEngine.Height.ToString();
this.num.text = fireCarEngine.PassengerCapacity.ToString();
}
public void Set(int num)
{
fullName.text = fullName.text + (num + 1).ToString();
}
public void Setitem(string team, FireCarEngine fireCarEngine,int childcount,Transform parent)
{
//fullName.text = team + "-" + fireCarEngine.TypeName;
water.text = fireCarEngine.WaterAmount.ToString();
foam.text = fireCarEngine.FoamAmount.ToString();
height.text = fireCarEngine.Height.ToString();
this.num.text = fireCarEngine.PassengerCapacity.ToString();
Team = team;
TypeName = fireCarEngine.TypeName;
fullName.text = team + "-" + fireCarEngine.TypeName + "-" + GetIndex(childcount, parent).ToString();
}
int GetIndex(int childcount,Transform parent)
{
if (!hasSet)
{
int childs = childcount;
//只有一条数据
if(parent.childCount - 2>=0)
{//有多条数据
//获取上一条数据的中队名
string lastteam = parent.GetChild(parent.childCount-2).GetComponent<ArrivedForceItem>().Team;
if (lastteam == Team)//如果是同一中队,获取上一个的车辆类型
{
string lasttype = parent.GetChild(childs - 1).GetComponent<ArrivedForceItem>().TypeName;
if (lasttype == TypeName) //同一中队同一车辆类型,获取上一个的index
{
int lastindex = parent.GetChild(childs - 1).GetComponent<ArrivedForceItem>().index;
index = lastindex + 1;
}
else
{
index = 1;
}
}
else
{
index = 1;
}
}
hasSet = true;
}
return index;
}
}

4
Assets/Scripts/Common/ChatSystem/FireSiteInfo/ArrivedPower/ArrivedPowerPanel.cs

@ -12,6 +12,10 @@ public class ArrivedPowerPanel : MonoBehaviour {
CloseButton.OutInterFaceButton = closeClick;
gameObject.SetActive(false);
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener(FireInfoMessage.ArrivedForce.ToString(), OpenPanel);
}
private void closeClick()
{
MessageDispatcher.SendMessage("CloseFireInfoPanel", (int)FireInfoMessage.ArrivedForce);

15
Assets/Scripts/Common/ChatSystem/FireSiteInfo/ArrivedPower/ArrivedPowerTotal.cs

@ -23,6 +23,10 @@ public class ArrivedPowerTotal : MonoBehaviour
content = transform.parent.Find("Scroll View/Viewport/Content").gameObject;
}
}
public static void ResertArrivePowerTotal()
{
arrivedCars.Clear();
}
void OnEnable()
{
trucksCount = 0;
@ -35,6 +39,17 @@ public class ArrivedPowerTotal : MonoBehaviour
firemenCount += (int)pair.Key.PassengerCapacity * pair.Value;
}
}
if (GameSettings.othersSettings.mode==Mode.manoeuvre)
{
firemenCount = 0;
foreach (var item in GameSettings.othersSettings.DisplayName_Num_Dic.Keys)
{
if (GameSettings.othersSettings.DisPlay_Arrive_Dic[item])
{
firemenCount += GameSettings.othersSettings.DisplayName_Num_Dic[item];
}
}
}
GetComponent<Text>().text = "到场力量共" + arrivedCars.Count + "个中队" + trucksCount + "辆车," + firemenCount + "名消防员。";
content.GetComponent<ArrivedForceContent>().CreateItems(arrivedCars);
}

6
Assets/Scripts/Common/ChatSystem/FireSiteInfo/ExternalForce/ExternalForcePanel.cs

@ -11,7 +11,11 @@ public class ExternalForcePanel : MonoBehaviour {
CloseButton = transform.Find("HeadTitleBG/CloseButton").GetComponent<ButtonRecordByAC>();
CloseButton.OutInterFaceButton = closeClick;
gameObject.SetActive(false);
}
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener(FireInfoMessage.ExternalForce.ToString(), OpenPanel);
}
private void closeClick()
{
MessageDispatcher.SendMessage("CloseFireInfoPanel", (int)FireInfoMessage.ExternalForce);

15
Assets/Scripts/Common/ChatSystem/FireSiteInfo/FireInfoToggle.cs

@ -14,8 +14,8 @@ public class FireInfoToggle : BaseToggle
}
public override void OnDisable()
{
//base.OnDisable();
//MessageDispatcher.RemoveListener("CloseFireInfoPanel", CancelToggle);
base.OnDisable();
MessageDispatcher.RemoveListener("CloseFireInfoPanel", CancelToggle);
}
public override void OnDestroy()
{
@ -24,11 +24,14 @@ public class FireInfoToggle : BaseToggle
}
public void CancelToggle(IMessage obj)
{
var num = (int)obj.Data;
int myNum = int.Parse(gameObject.name);
if (num == myNum)
if (gameObject)
{
GetComponent<Toggle>().isOn = false;
var num = (int)obj.Data;
int myNum = int.Parse(gameObject.name);
if (num == myNum)
{
GetComponent<Toggle>().isOn = false;
}
}
}
public override void RespondFun(bool value)

4
Assets/Scripts/Common/ChatSystem/FireSiteInfo/InsiderFeedback/InsiderFeedbackPanel.cs

@ -12,6 +12,10 @@ public class InsiderFeedbackPanel : MonoBehaviour {
CloseButton.OutInterFaceButton = closeClick;
gameObject.SetActive(false);
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener(FireInfoMessage.InsiderFeedback.ToString(), OpenPanel);
}
private void closeClick()
{
MessageDispatcher.SendMessage("CloseFireInfoPanel", (int)FireInfoMessage.InsiderFeedback);

107
Assets/Scripts/Common/ChatSystem/FireSiteInfo/OnwayForce/OnwayContent.cs

@ -1,8 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class OnwayContent : MonoBehaviour {
public class OnwayContent : MonoBehaviour
{
public GameObject itemPre;
public void CreateItems(Dictionary<string, List<KeyValuePair<FireCarEngine, int>>> allCars)
@ -15,21 +17,108 @@ public class OnwayContent : MonoBehaviour {
{
itemPre = Resources.Load("OnwayForce/OnwayForceItem") as GameObject;
}
foreach(string team in allCars.Keys)
if (GameSettings.othersSettings.mode == Mode.manoeuvre)
{
/*foreach(KeyValuePair<FireCarEngine,int> pair in allCars[team])
//int childcount = 0;
foreach (var item in GameSettings.othersSettings.DisCarList_Dic.Keys)
{
GameObject item = Instantiate(itemPre, transform);
item.GetComponent<OnwayForceItem>().Set(team, pair);
}*/
foreach(KeyValuePair<FireCarEngine,int> pair in allCars[team])
if (GameSettings.othersSettings.DisPlay_Arrive_Dic[item] == false)
{
List<KeyValuePair<FireCarEngine, bool>> list = GameSettings.othersSettings.DisCarList_Dic[item];
List<FireCarEngine> carlist = new List<FireCarEngine>();
foreach (var Fireitem in list)
{
carlist.Add(Fireitem.Key);
}
//按照车辆类型名分组
var aa = from firecar in carlist group firecar by firecar.TypeName;
var bb = aa.ToList();
//将分组后的车辆转为list
List<List<FireCarEngine>> cc = new List<List<FireCarEngine>>();
foreach (var Listitem in bb)
{
cc.Add(Listitem.ToList());
}
foreach (var listcar in cc)
{
for (int j = 0; j < listcar.Count; j++)
{
GameObject preitem = Instantiate(itemPre, transform);
preitem.GetComponent<OnwayForceItem>().Set(item, (j + 1), listcar[j]);
}
}
//foreach (KeyValuePair<FireCarEngine, bool> pair in list)
//{
// childcount++;
// Debug.LogError("创建的到在途item" + childcount);
// GameObject itempre = Instantiate(itemPre, transform);
// itempre.GetComponent<OnwayForceItem>().SetItem(item, pair.Key, childcount,transform);
//}
}
}
}
else
{
foreach (string team in allCars.Keys)
{
for(int i = 0; i < pair.Value; i++)
/*foreach(KeyValuePair<FireCarEngine,int> pair in allCars[team])
{
GameObject item = Instantiate(itemPre, transform);
item.GetComponent<OnwayForceItem>().Set(team, i + 1, pair.Key);
item.GetComponent<OnwayForceItem>().Set(team, pair);
}*/
foreach (KeyValuePair<FireCarEngine, int> pair in allCars[team])
{
for (int i = 0; i < pair.Value; i++)
{
GameObject item = Instantiate(itemPre, transform);
item.GetComponent<OnwayForceItem>().Set(team, i + 1, pair.Key);
}
}
}
}
}
/// <summary>
/// 获取没有到达的中队
/// </summary>
/// <returns></returns>
private List<string> GetNotArriveTeam()
{
List<string> teams = new List<string>();
foreach (var item in GameSettings.othersSettings.DisPlay_Arrive_Dic.Keys)
{
if (GameSettings.othersSettings.DisPlay_Arrive_Dic[item] == false)
{
teams.Add(item);
}
}
return teams;
}
/// <summary>
/// 获取该中队调派的所有车辆
/// </summary>
/// <param name="team"></param>
/// <returns></returns>
private List<FireCarEngine> GetTeamCar(string team)
{
List<FireCarEngine> cars = new List<FireCarEngine>();
List<KeyValuePair<FireCarEngine, bool>> carpair = GameSettings.othersSettings.DisCarList_Dic[team];
for (int i = 0; i < carpair.Count; i++)
{
cars.Add(carpair[i].Key);
}
return cars;
}
private List<FireCarEngine> OrderCars(List<FireCarEngine> carslist)
{
List<FireCarEngine> orderlists = new List<FireCarEngine>();
var aa = from items in carslist orderby items.Type select items;
aa.ToList();//descending select items;
return orderlists;
}
}

61
Assets/Scripts/Common/ChatSystem/FireSiteInfo/OnwayForce/OnwayForceItem.cs

@ -19,6 +19,8 @@ public class OnwayForceItem : MonoBehaviour {
public UserData userData;
private string myTeam;
private FireCarEngine myCarEngine;
public int index = 0;
public void Set(string team,int i, FireCarEngine engine)
{
myTeam = team;
@ -45,6 +47,33 @@ public class OnwayForceItem : MonoBehaviour {
NetworkManager.Default.SendRequestAsync("ARRIVAL_TIME_REQUEST", new ArrivalTimePair() { sender = CurrentUserInfo.mySelf.Id, receiver = userData.UserInfo.Id, time = "",arrived=false});
}
}
public void SetItem(string team, FireCarEngine engine,int childcount,Transform parent)
{
myTeam = team;
myCarEngine = engine;
this.team = transform.Find("Team").GetComponent<Text>();
type = transform.Find("Type").GetComponent<Text>();
num = transform.Find("Num").GetComponent<Text>();
water = transform.Find("WaterAmount").GetComponent<Text>();
foam = transform.Find("FoamAmount").GetComponent<Text>();
height = transform.Find("Height").GetComponent<Text>();
firemen = transform.Find("FiremenCount").GetComponent<Text>();
arriveTime = transform.Find("ArriveTime").GetComponent<Text>();
this.team.text = team;
type.text = engine.TypeName;
water.text = engine.WaterAmount.ToString();
foam.text = engine.FoamAmount.ToString();
height.text = engine.Height.ToString();
firemen.text = engine.PassengerCapacity.ToString();
num.text = GetIndex(childcount, parent).ToString();
NetworkMessageDispatcher.AddListener("ARRIVAL_TIME_REPLY", SetArrivalTime);
userData = CurrentUserInfo.room.FindMidTeamUserIDByName(team);
if (userData != null)
{
NetworkManager.Default.SendRequestAsync("ARRIVAL_TIME_REQUEST", new ArrivalTimePair() { sender = CurrentUserInfo.mySelf.Id, receiver = userData.UserInfo.Id, time = "", arrived = false });
}
}
private void OnDestroy()
{
NetworkMessageDispatcher.RemoveListener("ARRIVAL_TIME_REPLY", SetArrivalTime);
@ -64,6 +93,38 @@ public class OnwayForceItem : MonoBehaviour {
}*/
}
}
int GetIndex(int childcount,Transform parent)
{
int childs = childcount;
//只有一条数据
if (childs < 2)
{
index = 1;
}
else
{//有多条数据
//获取上一条数据的中队名
string lastteam = parent.GetChild(childs - 1).GetComponent<OnwayForceItem>().team.text;
if (lastteam == team.text)//如果是同一中队,获取上一个的车辆类型
{
string lasttype = transform.parent.GetChild(childs - 1).GetComponent<OnwayForceItem>().type.text;
if (lasttype == type.text) //同一中队同一车辆类型,获取上一个的index
{
int lastindex = transform.parent.GetChild(childs - 1).GetComponent<OnwayForceItem>().index;
index = lastindex + 1;
}
else
{
index = 1;
}
}
else
{
index = 1;
}
}
return index;
}
}
/// <summary>
/// 中队力量到达时间信息对

4
Assets/Scripts/Common/ChatSystem/FireSiteInfo/OnwayForce/OnwayForcePanel.cs

@ -12,6 +12,10 @@ public class OnwayForcePanel : MonoBehaviour {
CloseButton.OutInterFaceButton = closeClick;
gameObject.SetActive(false);
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener(FireInfoMessage.OnWayForce.ToString(), OpenPanel);
}
private void closeClick()
{
MessageDispatcher.SendMessage("CloseFireInfoPanel", (int)FireInfoMessage.OnWayForce);

46
Assets/Scripts/Common/ChatSystem/FireSiteInfo/OnwayForce/OnwayForceTotal.cs

@ -8,13 +8,14 @@ using UnityEngine;
using UnityEngine.UI;
public class OnwayForceTotal : MonoBehaviour {
public class OnwayForceTotal : MonoBehaviour
{
private static Dictionary<string, List<KeyValuePair<FireCarEngine, int>>> onwayCars = new Dictionary<string, List<KeyValuePair<FireCarEngine, int>>>();
//public static event Func<Dictionary<string, List<KeyValuePair<FireCarEngine, int>>>, Dictionary<string, List<KeyValuePair<FireCarEngine, int>>>> getOnwayCars;
private int teams = 0;
private int trucks = 0;
private int firemen = 0;
public GameObject content;
public GameObject content;
private void OnEnable()
{
@ -26,21 +27,32 @@ public class OnwayForceTotal : MonoBehaviour {
teams = onwayCars.Count;
trucks = 0;
firemen = 0;
foreach(string team in onwayCars.Keys)
foreach (string team in onwayCars.Keys)
{
foreach(KeyValuePair<FireCarEngine,int> pair in onwayCars[team])
foreach (KeyValuePair<FireCarEngine, int> pair in onwayCars[team])
{
trucks += pair.Value;
firemen += (int)pair.Key.PassengerCapacity * pair.Value;
}
}
}
if (GameSettings.othersSettings.mode == Mode.manoeuvre)
{
firemen = 0;
foreach (var item in GameSettings.othersSettings.DisplayName_Num_Dic.Keys)
{
if (!GameSettings.othersSettings.DisPlay_Arrive_Dic[item])
{
firemen += GameSettings.othersSettings.DisplayName_Num_Dic[item];
}
}
}
GetComponent<Text>().text = "在途力量共" + teams + "个中队," + trucks + "辆车," + firemen + "名消防员";
if (content == null)
{
content = transform.parent.Find("Scroll View/Viewport/Content").gameObject;
content = transform.parent.Find("Scroll View/Viewport/Content").gameObject;
}
content.GetComponent<OnwayContent>().CreateItems(onwayCars);
}
}
/// <summary>
/// 有新车辆调派
/// </summary>
@ -49,7 +61,7 @@ public class OnwayForceTotal : MonoBehaviour {
{
List<KeyValuePair<FireCarEngine, int>> cars = new List<KeyValuePair<FireCarEngine, int>>();
//之前已经有这个中队,将该中队已有的在途车辆提取出到typeCars
if (onwayCars.TryGetValue(carPair.Key,out cars))
if (onwayCars.TryGetValue(carPair.Key, out cars))
{
foreach (KeyValuePair<FireCarEngine, int> item in carPair.Value)
{
@ -60,7 +72,7 @@ public class OnwayForceTotal : MonoBehaviour {
//之前没有这个中队
else
{
onwayCars.Add(carPair.Key,carPair.Value);
onwayCars.Add(carPair.Key, carPair.Value);
}
UserData userData = CurrentUserInfo.room.FindMidTeamUserIDByName(carPair.Key);
NetworkManager.Default.SendRequestAsync("ARRIVAL_TIME_REQUEST", new ArrivalTimePair() { sender = CurrentUserInfo.mySelf.Id, receiver = userData.UserInfo.Id, time = "", arrived = false });
@ -68,7 +80,7 @@ public class OnwayForceTotal : MonoBehaviour {
private static void AddCar(List<KeyValuePair<FireCarEngine, int>> typeCars, KeyValuePair<FireCarEngine, int> item)
{
//如果之前保存过这种车型
for(int i = 0; i < typeCars.Count; i++)
for (int i = 0; i < typeCars.Count; i++)
{
if (typeCars[i].Key.TypeName == item.Key.TypeName)
{
@ -84,10 +96,10 @@ public class OnwayForceTotal : MonoBehaviour {
/// </summary>
/// <param name="team"></param>
/// <param name="fireCarEngine"></param>
public static void RemoveArrivedCar(string team,FireCarEngine fireCarEngine)
public static void RemoveArrivedCar(string team, FireCarEngine fireCarEngine)
{
List<KeyValuePair<FireCarEngine, int>> list = new List<KeyValuePair<FireCarEngine, int>>();
if(onwayCars.TryGetValue(team,out list))
if (onwayCars.TryGetValue(team, out list))
{
for (int i = 0; i < list.Count; i++)
{
@ -105,7 +117,7 @@ public class OnwayForceTotal : MonoBehaviour {
return;
}
}
}
}
}
/// <summary>
/// 从在途力量中删除到达中队车辆
@ -114,11 +126,11 @@ public class OnwayForceTotal : MonoBehaviour {
public static void RemoveArrivedCar(string team)
{
List<KeyValuePair<FireCarEngine, int>> list = new List<KeyValuePair<FireCarEngine, int>>();
if(onwayCars.TryGetValue(team,out list))
if (onwayCars.TryGetValue(team, out list))
{
//深拷贝
List<KeyValuePair<FireCarEngine, int>> listCopy = new List<KeyValuePair<FireCarEngine, int>>();
for(int i = 0; i < list.Count; i++)
for (int i = 0; i < list.Count; i++)
{
KeyValuePair<FireCarEngine, int> pair = new KeyValuePair<FireCarEngine, int>(list[i].Key, list[i].Value);
listCopy.Add(pair);
@ -127,4 +139,8 @@ public class OnwayForceTotal : MonoBehaviour {
onwayCars.Remove(team);
}
}
public static void ResertOnway()
{
onwayCars.Clear();
}
}

4
Assets/Scripts/Common/ChatSystem/FireSiteInfo/PoliceCallInfo/FireInfoPanel.cs

@ -12,6 +12,10 @@ public class FireInfoPanel : MonoBehaviour {
CloseButton.OutInterFaceButton = closeClick;
gameObject.SetActive(false);
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener(FireInfoMessage.AlarmMessage.ToString(), OpenPanel);
}
private void closeClick()
{
MessageDispatcher.SendMessage("CloseFireInfoPanel", (int)FireInfoMessage.AlarmMessage);

4
Assets/Scripts/Common/ChatSystem/FireSiteInfo/RescueInfo/RescueInfoPanel.cs

@ -15,6 +15,10 @@ public class RescueInfoPanel : MonoBehaviour {
CloseButton.OutInterFaceButton = closeClick;
gameObject.SetActive(false);
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener(FireInfoMessage.EvacuationAndRescue.ToString(), OpenPanel);
}
private void closeClick()
{
MessageDispatcher.SendMessage("CloseFireInfoPanel", (int)FireInfoMessage.EvacuationAndRescue);

13
Assets/Scripts/Common/ChatSystem/FireSiteInfo/RescueInfo/TrappedInfo.cs

@ -5,20 +5,25 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TrappedInfo : MonoBehaviour {
public class TrappedInfo : MonoBehaviour
{
public Text trappedAll;
public Text trappedRescued;
public Text trappedUnrescued;
public static event Func<IntData, IntData> getAllTrappedCount;
public static event Func<IntData, IntData> getTrappedRescuedCount;
void Awake()
{
trappedAll = transform.Find("TrappedAll").GetComponent<Text>();
trappedRescued = transform.Find("TrappedRescued").GetComponent<Text>();
trappedUnrescued = transform.Find("TrappedUnrescued").GetComponent<Text>();
MessageDispatcher.AddListener("SomeoneOutOfTrap", UpdateInfoListener); //开启窗口时,每当有人被营救,更新显示信息
}
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener("SomeoneOutOfTrap", UpdateInfoListener); //开启窗口时,每当有人被营救,更新显示信息
}
void UpdateInfoListener(IMessage obj)
{
UpdateInfo();
@ -45,5 +50,5 @@ public class TrappedInfo : MonoBehaviour {
void OnEnable()
{
UpdateInfo();
}
}
}

9
Assets/Scripts/Common/ChatSystem/FireSiteInfo/RescueInfo/WoundedInfo.cs

@ -5,7 +5,8 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class WoundedInfo : MonoBehaviour {
public class WoundedInfo : MonoBehaviour
{
public Text woundedAll;
public Text woundedRescued;
public Text woundedUnrescued;
@ -19,6 +20,10 @@ public class WoundedInfo : MonoBehaviour {
woundedUnrescued = transform.Find("WoundedUnrescued").GetComponent<Text>();
MessageDispatcher.AddListener("SomeoneOutOfTrap", UpdateInfoListener); //开启窗口时,每当有人被营救,更新显示信息
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener("SomeoneOutOfTrap", UpdateInfoListener); //开启窗口时,每当有人被营救,更新显示信息
}
private void OnEnable()
{
UpdateInfo();
@ -42,7 +47,7 @@ public class WoundedInfo : MonoBehaviour {
dataRescued = getWoundedRescuedCount(dataRescued);
}
woundedRescued.text = dataRescued.value.ToString();
woundedUnrescued.text = (dataAll.value - dataRescued.value).ToString();
}
}

6
Assets/Scripts/Common/ChatSystem/FireSiteInfo/WaterSupply/WaterSupplyPanel.cs

@ -14,7 +14,11 @@ public class WaterSupplyPanel : MonoBehaviour {
CloseButton.OutInterFaceButton = closeClick;
gameObject.SetActive(false);
}
void OpenPanel(IMessage obj)
private void OnDestroy()
{
MessageDispatcher.RemoveListener(FireInfoMessage.WaterSupplyReport.ToString(), OpenPanel);
}
void OpenPanel(IMessage obj)
{
var value = (bool)obj.Data;
gameObject.SetActive(value);

4
Assets/Scripts/Common/ChatSystem/Items/UserInfoItemView.cs

@ -87,4 +87,8 @@ public class UserInfoItemView : MonoBehaviour
UnRead.SetActive(false);
}
}
public UserData GetItemUserData()
{
return data.UserInfo;
}
}

6
Assets/Scripts/Common/ChatSystem/NetWork/ARRIVAL_TIME_REPLY.cs

@ -15,6 +15,12 @@ public class ARRIVAL_TIME_REPLY : NetworkMessageBehaviour
{
string team = CurrentUserInfo.room.FindUserById(data.receiver).Org.DisplayName;
OnwayForceTotal.RemoveArrivedCar(team);
if (GameSettings.othersSettings.DisPlay_Arrive_Dic.ContainsKey(team))
{
GameSettings.othersSettings.DisPlay_Arrive_Dic[team] = true;
Debug.Log(team+"======="+ true);
}
}
}
}

17
Assets/Scripts/Common/ChatSystem/PrivateChat/PrivateChatPanel.cs

@ -47,6 +47,7 @@ public class PrivateChatPanel : UIView
// 录音时间
private TimeSpan time;
private DateTime startTime;
public UserData CurrentPrivateChatUserData;//当前私聊聊天窗口聊天对象的的用户信息
public override UIViewType ViewType
{
get
@ -251,7 +252,7 @@ public class PrivateChatPanel : UIView
if (ChatManager.Instance.SelectTaskIndex != -1)
{
Debug.Log("发送指令消息:" + ChatManager.Instance.GetSelectedTaskName());
ChatManager.Instance.SendPrivateChatTaskMsg(inputContent, currentChannel);
ChatManager.Instance.SendPrivateChatTaskMsg(inputContent, currentChannel, GetSelectUserData());
}
// 清空输入内容
ChatInputField.text = "";
@ -421,4 +422,18 @@ public class PrivateChatPanel : UIView
RefreshUserInfoLoopList();
RefreshChatLoopList();
}
public UserData GetSelectUserData()
{
UserData data = new UserData();
UserInfoItemView[] userInfoItems = GetComponentsInChildren<UserInfoItemView>();
for (int i = 0; i < userInfoItems.Length; i++)
{
if (userInfoItems[i].GetComponent<Toggle>().isOn)
{
data = userInfoItems[i].GetItemUserData();
break;
}
}
return data;
}
}

9
Assets/Scripts/Common/ChatSystem/PrivateChat/PrivateChatToggle.cs

@ -21,7 +21,10 @@ public class PrivateChatToggle : BaseToggle
MessageDispatcher.AddListener("REFRESH_UNREAD_MSG", GetUnReadMsg);
UnReadObj.SetActive(false);
}
public override void OnDestroy()
{
MessageDispatcher.RemoveListener("REFRESH_UNREAD_MSG", GetUnReadMsg);
}
private void GetUnReadMsg(IMessage msg)
{
// 查找所有下级或上级频道
@ -69,12 +72,12 @@ public class PrivateChatToggle : BaseToggle
}
//UIView-OnShow
UIManager.GetView<PrivateChatPanel>(Type.ToString())
.OnShow = (v) =>
.OnShow = (v) =>
(v as PrivateChatPanel).UsersInfo = users;
//UIView-OnHide
UIManager.GetView<PrivateChatPanel>(Type.ToString())
.OnHide = (v) =>
.OnHide = (v) =>
GetComponent<Toggle>().isOn = false;
//显示页面

6
Assets/Scripts/Common/Clone/CloneObjNameTool.cs

@ -72,10 +72,14 @@ public class CloneObjNameTool
{
deptName = "灾情";
}
var cloneObjTypeName = cloneObjType.ToString();
var number = GetCloneObjectNumber(deptName, cloneObjType);
name = deptName + "-" + cloneObjTypeName + "-" + number;
return name;
}
public void ResertCloneObjNameTool()
{
cloneObjectNumber.Clear();
}
}

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