机柜UI框架

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王军 2023-08-17 15:00:16 +08:00
parent 965b1a4adf
commit 8765eb28bc
15 changed files with 274626 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CabinetUIBase : MonoBehaviour
{
public virtual void OnMenuChanged(Menu menu)
{
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.Accessibility;
public class CabinetUIManager : MonoBehaviour
{
public Menu current_menu;
public List<CabinetUIBase> cabinet_ui_base_list = new List<CabinetUIBase>();
private void Start()
{
cabinet_ui_base_list = GetComponentsInChildren<CabinetUIBase>(true).ToList();
}
public void ChangeMenu(Menu menu)
{
current_menu = menu;
cabinet_ui_base_list.ForEach(x => x.OnMenuChanged(menu));
//switch (menu)
//{
// case Menu.M_全景监控_设备告警:
// break;
// case Menu.M_全景监控_温度:
// //temperature_and_humidity_list.ForEach(x=>x.)
// break;
// case Menu.M_全景监控_湿度:
// break;
// case Menu.M_全景监控_柜门状态:
// break;
// case Menu.M_全景监控_红外监测:
// break;
// case Menu.M_全景监控_现场作业:
// break;
// case Menu.M_全景监控_摄像头:
// break;
// case Menu.M_数字孪生_机柜容量:
// break;
// case Menu.M_数字孪生_接地网:
// break;
// case Menu.M_数字孪生_线缆连接_展示:
// break;
// case Menu.M_数字孪生_线缆连接_配置:
// break;
// case Menu.M_数字孪生_场景管理:
// break;
// case Menu.M_数字孪生_智能巡检:
// break;
// default:
// break;
//}
}
#region Editor Test
[ContextMenu("Editor Change Menu")]
public void ChangeMenu()
{
ChangeMenu(current_menu);
}
public GameObject 湿;
[ContextMenu("创建温湿度预制体")]
public void CreateWsd()
{
for (int i = 0; i < transform.childCount; i++)
{
if (transform.GetChild(i).Find("温湿度")) continue;
var go = Instantiate(湿);
go.name = "温湿度";
go.transform.SetParent(transform.GetChild(i));
}
}
#endregion
}
public enum Menu
{
M_全景监控_设备告警,
M_全景监控_温度,
M_全景监控_湿度,
M_全景监控_柜门状态,
M_全景监控_红外监测,
M_全景监控_现场作业,
M_全景监控_摄像头,
M_数字孪生_机柜容量,
M_数字孪生_接地网,
M_数字孪生_线缆连接_展示,
M_数字孪生_线缆连接_配置,
M_数字孪生_场景管理,
M_数字孪生_智能巡检,
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class SpUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
public Image my_image;
public Sprite wendu_normal;
public Sprite wendu_selected;
public Sprite shidu_normal;
public Sprite shidu_selected;
public Image expand_image;
public Sprite wendu_expand;
public Sprite shidu_expand;
public TextMeshProUGUI textMeshPro;
public void OnPointerEnter(PointerEventData eventData)
{
expand_image.gameObject.SetActive(true);
switch (TemperatureAndHumidity.current_state)
{
case "ζÈ":
my_image.sprite = wendu_selected;
expand_image.sprite = wendu_expand;
textMeshPro.text = "26¡ãC";
break;
case "ʪ¶È":
my_image.sprite = shidu_selected;
expand_image.sprite = shidu_expand;
textMeshPro.text = "40 %";
break;
default:
break;
}
my_image.SetNativeSize();
}
public void OnPointerExit(PointerEventData eventData)
{
expand_image.gameObject.SetActive(false);
switch (TemperatureAndHumidity.current_state)
{
case "ζÈ":
my_image.sprite = wendu_normal;
break;
case "ʪ¶È":
my_image.sprite = shidu_normal;
break;
default:
break;
}
my_image.SetNativeSize();
}
public void ChangeWSD(string wsd)
{
switch (TemperatureAndHumidity.current_state)
{
case "ζÈ":
my_image.sprite = wendu_normal;
break;
case "ʪ¶È":
my_image.sprite = shidu_normal;
break;
default:
break;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class TemperatureAndHumidity : CabinetUIBase
{
public static Transform Camera;
/// <summary>
/// 当前状态为温度还是湿度
/// </summary>
public static string current_state = "温度";
public SpUI sp_ui;
// Start is called before the first frame update
void Start()
{
Camera = UnityEngine.Camera.main.transform;
}
// Update is called once per frame
void Update()
{
transform.eulerAngles = Camera.eulerAngles;
}
[ContextMenu("温度")]
public void tw()
{
ChangeState("温度");
}
[ContextMenu("湿度")]
public void sw()
{
ChangeState("湿度");
}
public void ChangeState(string state)
{
current_state = state;
sp_ui.ChangeWSD(current_state);
}
public override void OnMenuChanged(Menu menu)
{
base.OnMenuChanged(menu);
if (menu == Menu.M_全景监控_温度)
{
gameObject.SetActive(true);
ChangeState("温度");
}
else if (menu == Menu.M_全景监控_湿度)
{
gameObject.SetActive(true);
ChangeState("湿度");
}
else
{
gameObject.SetActive(false);
}
}
}

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