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@ -0,0 +1,11 @@
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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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{
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}
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}
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@ -0,0 +1,98 @@
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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 温湿度预制体;
|
||||
|
||||
[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(温湿度预制体);
|
||||
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,
|
||||
}
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 461794ce7efcde545b81d400c68b5361
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -0,0 +1,76 @@
|
|||
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;
|
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public Sprite wendu_selected;
|
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public Sprite shidu_normal;
|
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public Sprite shidu_selected;
|
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|
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public Image expand_image;
|
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|
||||
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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}
|
|
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userData:
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@ -0,0 +1,68 @@
|
|||
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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|
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}
|
|
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userData:
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assetBundleVariant:
|
Loading…
Reference in New Issue