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高国正 2024-04-25 11:13:55 +08:00
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Properties {
_TintColor ("Tint Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Gloss (A)", 2D) = "black" {}
_CutOut ("CutOut (A)", 2D) = "black" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_ColorStrength ("Color Strength", Float) = 1
_BumpAmt ("Distortion", Float) = 10
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off}
Offset -1, -1
SubShader {
GrabPass {
Name "BASE"
Tags { "LightMode" = "Always" }
}
Pass {
Name "BASE"
Tags { "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvbump : TEXCOORD1;
float2 uvmain : TEXCOORD2;
float2 uvcutout : TEXCOORD3;
fixed4 color : COLOR;
};
sampler2D _MainTex;
sampler2D _CutOut;
sampler2D _BumpMap;
float _BumpAmt;
float _ColorStrength;
sampler2D _GrabTexture;
fixed4 _TintColor;
float4 _BumpMap_ST;
float4 _MainTex_ST;
float4 _CutOut_ST;
v2f vert (appdata_full v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
o.uvcutout = TRANSFORM_TEX( v.texcoord, _CutOut );
return o;
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sampler2D _CameraDepthTexture;
float _InvFade;
half4 frag( v2f i ) : COLOR
{
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if(_InvFade > 0.0001) {
float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
}
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// calculate perturbed coordinates
half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg;
float2 offset = bump * _BumpAmt * i.color.r;
i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy ;
half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
//half4 tint = tex2D( _MainTex, i.uvmain );
//return col * tint;
fixed4 tex = tex2D(_MainTex, i.uvmain) * i.color;
fixed4 cut = tex2D(_CutOut, i.uvcutout) * i.color;
fixed4 emission = col + tex * _ColorStrength * _TintColor;
emission.a = _TintColor.a * i.color.a * (cut.a);
return emission;
}
ENDCG
}
}
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Blend DstColor Zero
Pass {
Name "BASE"
SetTexture [_MainTex] { combine texture }
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@ -1,88 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
//============================================================
//支持中文文件使用UTF-8编码
//@author #AUTHOR#
//@create #CREATEDATE#
//@company #COMPANY#
//
//@description:给生成设备添加的脚本
//============================================================
public class DeviceItem : MonoBehaviour
{
public DeviceManager deviceManager;
public int startIndex;
public int volume;
public DragTest1 oriPrefab;
// Use this for initialization
public MeshRenderer _mesh = null;
public void Init(DeviceManager _deviceManager, int _startIndex, int _volume, DragTest1 _dtPrefab)
{
BoxCollider boxCollider = GetComponent<BoxCollider>();
if (!boxCollider)
{
if (gameObject.GetComponent<MeshRenderer>() != null)
{
_mesh = gameObject.GetComponent<MeshRenderer>();
}
else
{
_mesh = transform.GetChild(0).GetComponent<MeshRenderer>();
}
if (_mesh != null)
{
var initrot = transform.rotation;
transform.rotation = Quaternion.identity;
var bounds = _mesh.bounds;
var a = transform.gameObject.AddComponent<BoxCollider>();
a.isTrigger = false;
a.center = bounds.center - transform.position;
a.size = bounds.size;
transform.rotation = initrot;
}
}
if (!gameObject.GetComponent<ClickEvent>())
gameObject.AddComponent<ClickEvent>();
//gameObject.AddComponent<BoxCollider>();
deviceManager = _deviceManager;
startIndex = _startIndex;
volume = _volume;
oriPrefab = _dtPrefab;
}
//private void OnMouseDown()
//{
// if (!EventSystem.current.IsPointerOverGameObject())
// {
// Vector3 pos = Input.mousePosition;
// deviceManager.SetMenuValue(pos, this, oriPrefab);
// }
//}
public void OnselfClick()
{
if (!EventSystem.current.IsPointerOverGameObject())
{
Vector3 pos = Input.mousePosition;
deviceManager.SetMenuValue(pos, this, oriPrefab);
}
}
}

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@ -1,95 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//============================================================
//支持中文文件使用UTF-8编码
//@author #AUTHOR#
//@create #CREATEDATE#
//@company #COMPANY#
//
//@description:管理所有生成的设备
//============================================================
public class DeviceManager : MonoBehaviour
{
public List<DeviceItem> deviceItems = new List<DeviceItem>();
public EditorMenu editorMenu;
public RectTransform canvasRect;
public DragController dragController;
public Transform dragControllerContent;
public UPosManger uposManger;
public GameObject stagingPanel;
public Transform stagingParent;
// Use this for initialization
private void Start()
{
editorMenu.gameObject.SetActive(false);
SwitchStagingPanel(null);
}
public void SetDeviceItem(DeviceItem deviceItem)
{
deviceItems.Add(deviceItem);
}
public void SetMenuValue(Vector3 pos, DeviceItem di, DragTest1 dtPrefab)
{
editorMenu.gameObject.SetActive(true);
Vector2 uiLocalPos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, pos, null, out uiLocalPos);
editorMenu.transform.localPosition = uiLocalPos;
editorMenu.saveBtn.onClick.RemoveAllListeners();
//SwitchHighLight(di);
editorMenu.saveBtn.onClick.AddListener(() =>
{
DragController dc = Instantiate(dragController, dragControllerContent);
dc.gameObject.SetActive(true);
dc.oriObjectPrefab = di.GetComponent<DragTest1>();
dc.isSaveMode = true;
dc._icon.sprite = di.GetComponent<DragTest1>().selfIcon;
dc._icon.SetNativeSize();
dc._icon.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
uposManger.SetCurrentUPosIsOccupied(di.startIndex, di.volume, false);
//Destroy(di.gameObject);
di.transform.SetParent(stagingParent);
di.transform.localPosition = Vector3.zero;
di.gameObject.SetActive(false);
deviceItems.Remove(di);
editorMenu.gameObject.SetActive(false);
SwitchStagingPanel(null);
});
}
public void SwitchHighLight(DeviceItem di)
{
for (int i = 0; i < deviceItems.Count; i++)
{
//deviceItems[i].GetComponent<HighLight_VR>().ShutDownHighlight();
}
//di.GetComponent<HighLight_VR>().Highlight();
}
public void SwitchStagingPanel(GameObject staginDragClone)
{
if (staginDragClone != null)
Destroy(staginDragClone);
StopAllCoroutines();
StartCoroutine(WaitCloseStaginPanel());
}
private IEnumerator WaitCloseStaginPanel()
{
yield return new WaitForSeconds(0.1f);
Debug.Log("dragControllerContent.childCount==" + dragControllerContent.childCount);
if (dragControllerContent.childCount > 0)
stagingPanel.SetActive(true);
else
stagingPanel.SetActive(false);
}
}

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@ -1,239 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
//============================================================
//支持中文文件使用UTF-8编码
//@author #AUTHOR#
//@create #CREATEDATE#
//@company #COMPANY#
//
//@description:
//============================================================
public class DragController : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
{
public DragTest1 oriObjectPrefab;
private DragTest1 targetObject;
public UPosItem currentUPosItem;
public Func<bool> DragCondition;
public Action<DragTest1> DragAction;
public Action<DragTest1> BeginDragAction;
public Action<DragTest1> EndDragAction;
//public DragTest1 currentDevice;
public UPosManger uPosManger;
public DeviceManager deviceManager;
public bool isSaveMode = false;
public Image _icon;
// Start is called before the first frame update
void Start()
{
BeginDragAction = (target) =>
{
target.gameObject.SetActive(true);
};
DragAction = (target) =>
{
//target.transform.position = Camera.main.GetComponent<Camera>().ScreenToWorldPoint(Input.mousePosition + new Vector3(0, 0, 5));
OnRay(target.gameObject);
};
}
public void OnBeginDrag(PointerEventData eventData)
{
if (!isSaveMode)
targetObject = Instantiate(oriObjectPrefab);
else
{
targetObject = oriObjectPrefab;
targetObject.gameObject.SetActive(true);
}
targetObject.GetComponent<TransparentGlow>().F1();
//currentDevice = targetObject.GetComponent<DragTest1>();
targetObject.transform.eulerAngles = oriObjectPrefab.transform.eulerAngles;
targetObject.transform.localScale = oriObjectPrefab.transform.lossyScale;
BeginDragAction?.Invoke(targetObject);
}
public void OnDrag(PointerEventData eventData)
{
if (DragCondition != null && DragCondition.Invoke())
{
DragAction?.Invoke(targetObject);
}
else if (DragCondition == null)
{
DragAction?.Invoke(targetObject);
}
}
public void OnEndDrag(PointerEventData eventData)
{
EndDragAction?.Invoke(targetObject);
CountUPos();
//模型错误微调
if (oriObjectPrefab.name == "1" || oriObjectPrefab.name == "14" || oriObjectPrefab.name == "15" || oriObjectPrefab.name == "83")
{
GameManager.Inst.MoveParentAndChildren(targetObject.transform, new Vector3(-0.25f, 0, 0));
}
else if (oriObjectPrefab.name == "18")
{
GameManager.Inst.MoveParentAndChildren(targetObject.transform, new Vector3(0, 0f, -0.02f));
}
targetObject.GetComponent<TransparentGlow>().F2();
currentUPosItem = null;
targetObject = null;
}
/// <summary>
/// 计算U位数量
/// </summary>
private void CountUPos()
{
if (targetObject == null) return;
if (currentUPosItem == null)
{
if (!isSaveMode)
Destroy(targetObject.gameObject);
else
targetObject.gameObject.SetActive(false);
return;
}
if (currentUPosItem.isOccupied)
{
if (!isSaveMode)
Destroy(targetObject.gameObject);
else
targetObject.gameObject.SetActive(false);
return;
}
int index = uPosManger.CountUPos(targetObject.volume, currentUPosItem.ID);
//Debug.Log("index-------------" + index);
if (!CountUPos(targetObject, index))
{
if (isSaveMode)
{
targetObject.gameObject.SetActive(false);
}
else
{
Destroy(targetObject.gameObject);
}
}
else
{
if (isSaveMode)
{
deviceManager.SwitchStagingPanel(this.gameObject);
}
else
{
//Debug.LogError(12);
}
}
}
/// <summary>
/// 生成设备
/// </summary>
/// <param name="dt"></param>
/// <param name="index">机位号码从0开始</param>
public bool CountUPos(DragTest1 dt, int index)
{
if (index >= 0)
{
dt.transform.SetParent(uPosManger.uPosItems[index].transform);
dt.transform.localPosition = new Vector3(0.25f, 0, -0.045f * dt.volume + 0.0225f);
uPosManger.SetCurrentUPosIsOccupied(index, dt.volume, true);
DeviceItem di;
if (dt.gameObject.GetComponent<DeviceItem>() == null)
di = dt.gameObject.AddComponent<DeviceItem>();
else
di = dt.GetComponent<DeviceItem>();
//if (di.gameObject.GetComponent<HighLight_VR>() == null)
//di.gameObject.AddComponent<HighLight_VR>();
di.Init(deviceManager, index, dt.volume, oriObjectPrefab);
deviceManager.SetDeviceItem(di);
return true;
}
else
{
//Destroy(dt.gameObject);
return false;
}
}
/// <summary>
/// 触碰高亮U位
/// </summary>
/// <param name="isOnUPos"></param>
public void SetUPosHighLight(bool isOnUPos)
{
Debug.Log(isOnUPos + "++++++isOnUPos");
if (isOnUPos)
{
int index = uPosManger.CountUPos(targetObject.volume, currentUPosItem.ID);
uPosManger.SetUPosInstruct(index, targetObject.volume, isOnUPos);
}
else
{
uPosManger.SetUPosInstruct(0, 0, isOnUPos);
}
}
private void OnRay(GameObject target)
{
currentUPosItem = null;
target.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition + new Vector3(0, 0, 2));
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo, 100, 1 << 10))
{
if (hitInfo.collider != null && hitInfo.collider.GetComponent<UPosItem>())
{
currentUPosItem = hitInfo.collider.GetComponent<UPosItem>();
if (!EventSystem.current.IsPointerOverGameObject())
{
SetUPosHighLight(true);
if (!currentUPosItem.isOccupied)
{
target.transform.position = hitInfo.point;
}
}
else
{
Debug.Log("EventSystem");
}
}
else
{
Debug.Log("hitInfo");
}
}
else
{
Debug.Log("Physics");
SetUPosHighLight(false);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.EventSystems;
using static TMPro.SpriteAssetUtilities.TexturePacker_JsonArray;
public class DragTest1 : MonoBehaviour
{
[Header("该物体容积层数")]
public int volume;
public Sprite selfIcon;
[ContextMenu("SetIcon")]
public void SetIcon()
{
selfIcon = Resources.Load<Sprite>("设备缩略图/" + gameObject.name);
}
///// <summary>
///// 锚点位置,放预制体最下面
///// </summary>
//private GameObject anchorPos;
//public List<GameObject> listTargets = new List<GameObject>();
////[HideInInspector]
//public List<GameObject> frames = new List<GameObject>();
//[Header("该设备层数")]
//public int PerTier = 42;
//[Header("该区域设备数")]
//public int PerRow = 5;
//public bool isExit = false;
//public bool isClicked = false;
//public bool isTarget;
///// <summary>
///// 是否已经放置
///// </summary>
//public bool isplace;
//public bool canPut;
//bool isray = false;
//bool finishPut;
//private void Start()
//{
// GetUList();
// canPut = true;
// anchorPos = transform.Find("锚点").gameObject;
// //finishPut = gameObject.GetComponent<Device>().isPut;
//}
//private void Update()
//{
// RaycastHit hit;
// if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 999, 1 << 8 | 1 << 10))
// {
// isray = true;
// }
// else
// {
// isray = false;
// }
// if (finishPut == false)
// {
// if (Input.GetMouseButtonUp(0))
// {
// MouseUp();
// }
// }
//}
//IEnumerator OnMouseOver()
//{
// if (isray)
// {
// //三维物体坐标转屏幕坐标
// Vector3 screenSpace = Camera.main.WorldToScreenPoint(anchorPos.transform.position);
// //将鼠标屏幕坐标转为三维坐标,再计算物体位置与鼠标之间的距离
// var offset = anchorPos.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z));
// while (Input.GetMouseButton(0) && !finishPut)
// {
// finishPut = false;
// Vector3 curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z);
// var curPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;
// transform.position = curPosition;
// yield return null;
// }
// }
//}
//public void MouseUp()
//{
// //if (isray)
// {
// isTarget = false;
// foreach (GameObject item in listTargets)
// {
// if (GetOverGameObject(Camera.main.gameObject).Contains(item))
// {
// //判断当前为第几个子物体
// int rank = listTargets.IndexOf(item) + 1;
// //移除设备
// //if (item.transform.childCount >= 1)
// //{
// // int v = item.transform.GetComponentInChildren<DragTest>().volume;
// // for (int i = 0; i < v; i++)
// // {
// // listTargets[rank - 1 + i].tag = "Untagged";
// // }
// // Destroy(item.transform.GetChild(0).gameObject);
// // break;
// //}
// int isarea = 1; int isrow = 1; int istier = 0;
// bool allowPut = true;
// //计算层、列、区域
// for (int i = 1; i <= rank; i++)
// {
// if (istier < PerTier)
// {
// istier++;
// }
// else
// {
// if (isrow < PerRow)
// {
// isrow++;
// }
// else
// {
// isarea++;
// isrow = 1;
// }
// istier = 1;
// }
// }
// //剩下预留层数
// int lower = 0;
// lower = PerTier - istier + 1;
// if (lower >= volume)
// {
// for (int i = 0; i < volume; i++)
// {
// if (listTargets[rank - 1 + i].CompareTag("Isput"))
// {
// allowPut = false;
// Debug.Log("预留空间不足,不能放置该设备");
// break;
// }
// }
// if (allowPut)
// {
// ////设备第几个区域
// //gameObject.GetComponent<Device>().mydata.area = isarea.ToString();
// ////设备第几列
// //gameObject.GetComponent<Device>().mydata.row = isrow.ToString();
// ////设备第几层
// //gameObject.GetComponent<Device>().mydata.tier = istier.ToString();
// Debug.Log("该设备容积为:" + volume);
// Debug.Log("第" + isarea + "区,第" + isrow + "台,第" + istier + "层");
// transform.position = item.transform.position;
// Collider collider = item.GetComponent<Collider>();
// //放到锚点位置
// transform.position = new Vector3(anchorPos.transform.position.x, anchorPos.transform.position.y + collider.bounds.size.y / 2, anchorPos.transform.position.z);
// //设置父物体
// transform.SetParent(item.transform, true);
// //给使用的格子打上标签
// for (int i = 0; i < volume; i++)
// {
// listTargets[rank - 1 + i].tag = "Isput";
// }
// finishPut = true;
// isTarget = true;
// isplace = true;
// }
// }
// else
// {
// Debug.Log("预留空间不足,不能放置该设备");
// }
// }
// }
// if (isplace == false)
// {
// Destroy(gameObject);
// }
// else if (!isTarget && !isplace)
// {
// Destroy(gameObject);
// }
// }
//}
////获取光标停留的3D物体
//public List<GameObject> GetOverGameObject(GameObject raycaster)
//{
// PointerEventData pointerEventData = new PointerEventData(EventSystem.current);
// pointerEventData.position = Input.mousePosition;
// PhysicsRaycaster pr = raycaster.GetComponent<PhysicsRaycaster>();
// List<RaycastResult> results = new List<RaycastResult>();
// pr.Raycast(pointerEventData, results);
// List<GameObject> listObjs = new List<GameObject>();
// if (results.Count != 0)
// {
// foreach (RaycastResult item in results)
// {
// //if (item.gameObject.layer != 7)
// //位子物体layer层要为6
// //if (item.gameObject.layer != 8) break;
// listObjs.Add(item.gameObject);
// }
// }
// return listObjs;
//}
///// <summary>
///// 得到U位数量
///// </summary>
//public void GetUList()
//{
// for (int i = 0; i < frames.Count; i++)
// {
// for (int j = 0; j < PerTier; j++)
// {
// listTargets.Add(frames[i].transform.GetChild(j).gameObject);
// }
// }
//}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
//============================================================
//支持中文文件使用UTF-8编码
//@author #AUTHOR#
//@create #CREATEDATE#
//@company #COMPANY#
//
//@description:编辑模型,删除 编辑 暂存
//============================================================
public class EditorMenu : MonoBehaviour
{
public Button editorBtn;
public Button deleteBtn;
public Button saveBtn;
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//============================================================
//支持中文文件使用UTF-8编码
//@author #AUTHOR#
//@create #CREATEDATE#
//@company #COMPANY#
//
//@description:
//============================================================
[CreateAssetMenu(fileName = "DeviceData", menuName = "DataSheet/DeviceData")]
public class SearchData : ScriptableObject
{
[SerializeField]
public List<DeviceData> devices = new List<DeviceData>();
public string path;
public string sheetName;
[ContextMenu("set")]
public void SetData()
{
devices.Clear();
devices = ExcelUtil.GetAllDeviceInfo(path, sheetName);
}
public List<DeviceData> FuzzySearch(string name)
{
List<DeviceData> temp = new List<DeviceData>();
if (string.IsNullOrEmpty(name)) return null;
for (int i = 0; i < devices.Count; i++)
{
if (devices[i].ID.Contains(name) || devices[i].deviceType.Contains(name) || devices[i].deviceNum.Contains(name))
{
temp.Add(devices[i]);
}
}
return temp;
}
}
[Serializable]
public class DeviceData
{
/// <summary>
/// 设备编号
/// </summary>
public string ID;
/// <summary>
/// 设备类型
/// </summary>
public string deviceType;
/// <summary>
/// 生产厂家
/// </summary>
public string manufacturer;
/// <summary>
/// 设备编号
/// </summary>
public string deviceNum;
/// <summary>
/// 是否在机柜中
/// </summary>
public string isInCabinet;
/// <summary>
/// 设备所占U位
/// </summary>
public string uPos;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//============================================================
//支持中文文件使用UTF-8编码
//@author #AUTHOR#
//@create #CREATEDATE#
//@company #COMPANY#
//
//@description:
//============================================================
public class UPosItem : MonoBehaviour
{
/// <summary>
/// 是否被占用
/// </summary>
public bool isOccupied = false;
public int ID;
public SpriteRenderer instruct;
public UPosManger uPosManager;
[ContextMenu("Set")]
public void SetValue()
{
instruct = Instantiate(Resources.Load<SpriteRenderer>("Adam/Instruct"), transform);
//DestroyImmediate(transform.GetChild(0).gameObject);
instruct.transform.localPosition = new Vector3(0.38f, 0.32f, 0.002f);
}
private void Start()
{
ID = int.Parse(gameObject.name);
uPosManager = transform.parent.GetComponent<UPosManger>();
}
/// <summary>
/// 设置颜色
/// </summary>
/// <param name="color"></param>
public void SetInstructColor(Color color)
{
instruct.color = color;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//============================================================
//支持中文文件使用UTF-8编码
//@author #AUTHOR#
//@create #CREATEDATE#
//@company #COMPANY#
//
//@description:
//============================================================
public class UPosManger : MonoBehaviour
{
public UPosItem[] uPosItems;
public List<UPosItem> currentUPosIsOccupied = new List<UPosItem>();
// Use this for initialization
private void Start()
{
uPosItems = GetComponentsInChildren<UPosItem>();
SetCurrentUPosIsOccupied(0, uPosItems.Length - 1, false);
}
[ContextMenu("SetUPosItem")]
public void SetUPosItem()
{
for (int i = 0; i < transform.childCount; i++)
{
//DestroyImmediate(transform.GetChild(i).gameObject.GetComponent<UPosItem>());
transform.GetChild(i).gameObject.GetComponent<UPosItem>().SetValue();
}
}
/// <summary>
/// 监视所有U位
/// </summary>
public void SwitchUItem()
{
for (int i = 0; i < uPosItems.Length; i++)
{
uPosItems[i].isOccupied = false;
}
}
/// <summary>
/// 计算是否符合放置条件
/// </summary>
public int CountUPos(int count, int currentUPosIndex)
{
int startIndex = currentUPosIndex - count;
if (startIndex < 0) startIndex = 0;
for (int i = currentUPosIndex - 1; i >= startIndex; i--)
{
if (uPosItems[i].isOccupied)
{
startIndex = i + 1;
break;
//currentUPosIsOccupied.Add(uPosItems[i]);
//uPosItems[i].isOccupied = true;
}
}
if (startIndex + count > uPosItems.Length) return -1;
for (int i = startIndex; i < startIndex + count; i++)
{
if (uPosItems[i].isOccupied)
return -1;
}
return startIndex;
//return startIndex + count - 1;
}
/// <summary>
/// 控制当前机位下的设备所占U位状态
/// </summary>
/// <param name="startIndex"></param>
/// <param name="count"></param>
/// <param name="isEnabel"></param>
public void SetCurrentUPosIsOccupied(int startIndex, int count, bool isEnabel)
{
//Debug.Log("startIndex-------------" + startIndex);
//Debug.Log("count-------------" + count);
for (int i = startIndex; i < startIndex + count; i++)
{
uPosItems[i].isOccupied = isEnabel;
if (isEnabel)
{
uPosItems[i].SetInstructColor(Color.red);
}
else
{
uPosItems[i].SetInstructColor(Color.green);
}
}
}
/// <summary>
/// 拖拽触碰容器提示
/// </summary>
/// <param name="startIndex"></param>
/// <param name="count"></param>
/// <param name="isEnabel"></param>
public void SetUPosInstruct(int startIndex, int count, bool isOnUPos)
{
for (int i = 0; i < uPosItems.Length; i++)
{
if (!uPosItems[i].isOccupied)
uPosItems[i].SetInstructColor(Color.green);
}
if (startIndex == -1) return;
if (isOnUPos)
{
for (int i = startIndex; i < startIndex + count; i++)
{
uPosItems[i].SetInstructColor(Color.yellow);
}
}
}
}

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using Excel;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data;
using System.IO;
using UnityEngine;
public static class ExcelUtil
{
public static List<DeviceData> GetAllDeviceInfo(string _path, string sheetName)
{
if (File.Exists(_path))
{
List<DeviceData> devices = new List<DeviceData>();
DataRowCollection dataRowCollection = ReadExcel(_path, sheetName);
if (dataRowCollection.Count > 1)
{
for (int i = 1; i < dataRowCollection.Count; i++)
{
DeviceData s = new DeviceData();
s.ID = dataRowCollection[i][0].ToString();
s.deviceType = dataRowCollection[i][1].ToString();
s.manufacturer = dataRowCollection[i][2].ToString();
s.deviceNum = dataRowCollection[i][3].ToString();
s.isInCabinet = dataRowCollection[i][4].ToString();
s.uPos = dataRowCollection[i][5].ToString();
devices.Add(s);
Debug.Log(s.ID);
}
return devices;
}
else
{
Debug.Log("没有数据");
return null;
}
}
else
{
Debug.Log("没有该文件");
return null;
}
}
/// <summary>
/// 读取excel文件内容获取行数 列数 方便保存
/// </summary>
/// <param name="filePath">文件路径</param>
/// <param name="tableIndex">sheet index</param>
/// <returns></returns>
private static DataRowCollection ReadExcel(string filePath, string tableName)
{
FileStream stream = File.Open(filePath, FileMode.Open, FileAccess.Read, FileShare.Read);
IExcelDataReader excelReader = ExcelReaderFactory.CreateOpenXmlReader(stream);
DataSet result = excelReader.AsDataSet();
return result.Tables[tableName].Rows;
}
}

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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTweenEditor</name>
</assembly>
<members>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
<summary>
Starts the update loop of tween in the editor. Has no effect during playMode.
</summary>
<param name="onPreviewUpdated">Eventual callback to call after every update</param>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean)">
<summary>
Stops the update loop and clears the onPreviewUpdated callback.
</summary>
<param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state</param>
</member>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
</summary>
<param name="t">The tween to ready</param>
<param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
<param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
<param name="andPlay">If TRUE starts playing the tween immediately</param>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
<summary>
Checks that the given editor texture use the correct import settings,
and applies them if they're incorrect.
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
<summary>
Returns TRUE if setup is required
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
<summary>
Returns TRUE if the file/directory at the given path exists.
</summary>
<param name="adbPath">Path, relative to Unity's project folder</param>
<returns></returns>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
<summary>
Converts the given project-relative path to a full path,
with backward (\) slashes).
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
<summary>
Converts the given full path to a path usable with AssetDatabase methods
(relative to Unity's project folder, and with the correct Unity forward (/) slashes).
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
<summary>
Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
If the asset already exists at the given path, loads it and returns it.
Otherwise, either returns NULL or automatically creates it before loading and returning it
(depending on the given parameters).
</summary>
<typeparam name="T">Asset type</typeparam>
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
<summary>
Full path for the given loaded assembly, assembly file included
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
<summary>
Adds the given global define if it's not already present
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
<summary>
Removes the given global define if it's present
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
<summary>
Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
</summary>
<param name="id"></param>
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
</member>
<member name="T:DG.DOTweenEditor.DOTweenDefines">
<summary>
Not used as menu item anymore, but as a utiity function
</summary>
</member>
</members>
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