This commit is contained in:
YangHua 2023-09-15 23:31:14 +08:00
commit 9e8ed5e170
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<Reference Include="Unity.VisualScripting.Core.Editor">
<HintPath>Library\ScriptAssemblies\Unity.VisualScripting.Core.Editor.dll</HintPath>
</Reference>
<Reference Include="Unity.TextMeshPro">
<HintPath>Library\ScriptAssemblies\Unity.TextMeshPro.dll</HintPath>
</Reference>
<Reference Include="Unity.VisualScripting.State.Editor">
<HintPath>Library\ScriptAssemblies\Unity.VisualScripting.State.Editor.dll</HintPath>
</Reference>
<Reference Include="Unity.VisualScripting.SettingsProvider.Editor">
<HintPath>Library\ScriptAssemblies\Unity.VisualScripting.SettingsProvider.Editor.dll</HintPath>
</Reference>
<Reference Include="Unity.TestTools.CodeCoverage.Editor.OpenCover.Mono.Reflection">
<HintPath>Library\ScriptAssemblies\Unity.TestTools.CodeCoverage.Editor.OpenCover.Mono.Reflection.dll</HintPath>
</Reference>
<Reference Include="Unity.VisualScripting.Flow">
<HintPath>Library\ScriptAssemblies\Unity.VisualScripting.Flow.dll</HintPath>
</Reference>
<Reference Include="UnityEditor.UI">
<HintPath>Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
</Reference>
<Reference Include="Unity.PlasticSCM.Editor">
<HintPath>Library\ScriptAssemblies\Unity.PlasticSCM.Editor.dll</HintPath>
</Reference>
<Reference Include="Unity.Rider.Editor">
<HintPath>Library\ScriptAssemblies\Unity.Rider.Editor.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="Unity.Services.Core">
<HintPath>Library\ScriptAssemblies\Unity.Services.Core.dll</HintPath>
</Reference>
<Reference Include="Unity.VisualScripting.Core">
<HintPath>Library\ScriptAssemblies\Unity.VisualScripting.Core.dll</HintPath>
</Reference>
<Reference Include="Unity.EditorCoroutines.Editor">
<HintPath>Library\ScriptAssemblies\Unity.EditorCoroutines.Editor.dll</HintPath>
</Reference>
<Reference Include="Unity.Services.Core.Analytics">
<HintPath>Library\ScriptAssemblies\Unity.Services.Core.Analytics.dll</HintPath>
</Reference>
<Reference Include="Unity.VisualScripting.Shared.Editor">
<HintPath>Library\ScriptAssemblies\Unity.VisualScripting.Shared.Editor.dll</HintPath>
</Reference>
<Reference Include="Unity.Services.Core.Environments">
<HintPath>Library\ScriptAssemblies\Unity.Services.Core.Environments.dll</HintPath>
</Reference>
<Reference Include="Unity.Timeline.Editor">
<HintPath>Library\ScriptAssemblies\Unity.Timeline.Editor.dll</HintPath>
</Reference>
<Reference Include="Unity.TestTools.CodeCoverage.Editor">
<HintPath>Library\ScriptAssemblies\Unity.TestTools.CodeCoverage.Editor.dll</HintPath>
</Reference>
<Reference Include="Unity.VisualScripting.State">
<HintPath>Library\ScriptAssemblies\Unity.VisualScripting.State.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="GenerateTargetFrameworkMonikerAttribute" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

View File

@ -319,9 +319,6 @@
<Reference Include="Interop.SpeechLib">
<HintPath>Assets\Adam\Plugins\Interop.SpeechLib.dll</HintPath>
</Reference>
<Reference Include="AutoMapper">
<HintPath>Assets\Packages\AutoMapper.12.0.1\lib\netstandard2.1\AutoMapper.dll</HintPath>
</Reference>
<Reference Include="ICSharpCode.SharpZipLib">
<HintPath>Assets\Adam\Plugins\ICSharpCode.SharpZipLib.dll</HintPath>
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View File

@ -87,6 +87,10 @@ public class DragController : MonoBehaviour, IBeginDragHandler, IEndDragHandler,
{
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;

View File

@ -114,7 +114,15 @@ public class UPosManger : MonoBehaviour
{
for (int i = startIndex; i < startIndex + count; i++)
{
uPosItems[i].SetInstructColor(Color.yellow);
try
{
uPosItems[i].SetInstructColor(Color.yellow);
}
catch
{
}
}
}

View File

@ -0,0 +1,74 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Analytics;
public class tmptool : MonoBehaviour
{
public Transform a;
public Transform b;
public List<MeshRenderer> arender = new List<MeshRenderer>();
public List<MeshRenderer> brender = new List<MeshRenderer>();
public List<Material> amats = new List<Material>();
public List<Material> bmats = new List<Material>();
[ContextMenu("GetRenderer")]
public void GetMat()
{
arender.Clear();
brender.Clear();
var xa = a.GetComponentsInChildren<MeshRenderer>();
for (int i = 0; i < xa.Length; i++)
{
if (xa[i].name.Contains("R"))
{
arender.Add(xa[i]);
}
}
var xb = b.GetComponentsInChildren<MeshRenderer>();
for (int i = 0; i < xb.Length; i++)
{
if (xb[i].name.Contains("R"))
{
brender.Add(xb[i]);
}
}
}
[ContextMenu("Compair")]
public void Compair()
{
//for (int i = 0; i < arender.Count; i++)
//{
// if (brender[i].GetComponent<MeshFilter>().mesh.name == arender[i].GetComponent<MeshFilter>().mesh.name)
// {
// }
// else
// {
// Debug.Log("Ãû³Æ²»Æ¥Åä");
// }
//}
}
[ContextMenu("Replace Materials")]
public void Replace()
{
for (int i = 0; i < arender.Count; i++)
{
//brender[i].materials = new Material[arender[i].materials.Length];
//for (int j = 0; j < brender[i].materials.Length; j++)
//{
// brender[i].CopyComponent
//}
UnityEditorInternal.ComponentUtility.CopyComponent(arender[i]);
UnityEditorInternal.ComponentUtility.PasteComponentValues(brender[i]);
}
}
public void change_mat()
{
}
}

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MIT License
Copyright (c) 2018 Patrick McCarthy
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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What is NuGetForUnity?
NuGetForUnity is a NuGet client built from scratch to run inside the Unity Editor. NuGet is a package management system
which makes it easy to create packages that are distributed on a server and consumed by users. NuGet supports sematic
versioning for packages as well as dependencies on other packages.
You can learn more about NuGet here: nuget.org
NuGetForUnity provides a visual editor window to see available packages on the server, see installed packages, and see
available package updates. A visual interface is also provided to create and edit .nuspec files in order to define and publish
your own NuGet packages from within Unity.
How do I install NuGetForUnity?
Install the provided Unity package into your Unity project. Located here.
How do I use NuGetForUnity?
To launch, select NuGet → Manage NuGet Packages
After several seconds (it can take some time to query the server for packages), you should see a window like this:
The Online tab shows the packages available on the NuGet server.
Enable Show All Versions to list all old versions of a package (doesn't work with nuget.org).
Disable Show All Versions to only show the latest version of a package.
Enable Show Prelease to list prerelease versions of packages (alpha, beta, release candidate, etc).
Disable Show Prerelease to only show stable releases.
Type a search term in the Search box to filter what is displayed.
Press the Refresh button to refresh the window with the latest query settings. (Useful after pushing a new package to the
server and wanting to see it without closing and reopening the window.)
The name of the package, the version of the package (in square brakets), and a description are displayed.
Click the View License to open the license in a web browser.
Click the Install to install the package. Note: If the package is already installed an Uninstall button will be displayed which lets
you uninstall the package.
The Installed tabs shows the packages already installed in the current Unity project.
Click the Uninstall button to uninstall the package.
The Updates tab shows the packages currently installed that have updates available on the server.
The version in brackets on the left is the new version number. The version in brackets in the Update button is the currently
installed version.
Click the Update button to uninstall the current package and install the new package.
How does NuGetForUnity work?
NuGetForUnity loads the NuGet.config file in the Unity project (automatically created if there isn't already one) in order to
determine the server it should pull packages down from and push packages up to. By default, this server is set to the
nuget.org package source.
The default NuGet.config file:
<?xml version="1.0" encoding="utf-8"?>
<configuration>
<packageSources>
<add key="NuGet" value="http://www.nuget.org/api/v2/" />
</packageSources>
<activePackageSource>
<add key="NuGet" value="http://www.nuget.org/api/v2/" />
</activePackageSource>
<config>
<add key="repositoryPath" value="./Packages" />
<add key="DefaultPushSource" value="http://www.nuget.org/api/v2/" />
</config>
</configuration>
You can change this to any other NuGet server (such as NuGet.Server or ProGet - see below). The NuGet → Reload
NuGet.config menu item is useful if you are editing the NuGet.config file.
See more information about NuGet.config files here: https://docs.nuget.org/consume/nuget-config-settings
NuGetForUnity installs packages into the local repository path defined in the NuGet.config file ( repositoryPath ). By default,
this is set to the Assets/Packages folder. In the NuGet.config file, this can either be a full path, or it can be a relative path
based on the project's Assets folder. Note: You'll probably want your Packages folder to be ignored by your version control
software to prevent NuGet packages from being versioned in your repository.
When a package is installed, the packages.config file in the project is automatically updated with the specific package
information, as well as all of the dependencies that are also installed. This allows for the packages to be restored from scratch
at any point. The Restore operation is automatically run every time the project is opened or the code is recompiled in the
project. It can be run manually by selecting the NuGet → Restore Packages menu item.
Note: Depending on the size and number of packages you need to isntalled, the Restore operation could take a long time,
so please be patient. If it appears the Unity isn't launching or responding, wait a few more minutes before attempting to kill
the process.
If you are interested in the process NuGetForUnity follows or you are trying to debug an issue, you can force NuGetForUnity
to use verbose logging to output an increased amount of data to the Unity console. Add the line <add key="verbose"
value="true" /> to the <config> element in the NuGet.config file. You can disable verbose logging by either setting the
value to false or completely deleting the line.
The .nupkg files downloaded from the NuGet server are cached locally in the current user's Application Data folder.
( C:\Users\[username]\AppData\Local\NuGet\Cache ). Packages previously installed are installed via the cache folder instead of
downloading it from the server again.
How do I create my own NuGet packages from within Unity?
First, you'll need to create a .nuspec file that defines your package. In your Project window, right click where you want the
.nuspec file to go and select NuGet → Create Nuspec File.
Select the new .nuspec file and you should see something like this:
Input the appropriate information for your package (ID, Version, Author, Description, etc). Be sure to include whatever
dependencies are required by your package.
Press the Pack button to pack your package into a .nupkg file that is saved in the C:\Users\
[username]\AppData\Local\NuGet\Cache folder.
Press the Push button to push your package up to the server. Be sure to set the correct API Key that give you permission to
push to the server (if you server is configured to use one).
How do I create my own NuGet server to host NuGet
packages?
You can use NuGet.Server, NuGet Gallery, ProGet, etc to create your own NuGet server.
Alternatively, you can use a "local feed" which is just a folder on your hard-drive or a network share.
Be sure to set the proper URL/path in the NuGet.config file and you should be good to go!
Read more information here: http://docs.nuget.org/create/hosting-your-own-nuget-feeds

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![AutoMapper](https://camo.githubusercontent.com/603a9fdf1c6578e4df423ecdb784cb5d634e016850c10ba0798970fd48c55d41/68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f6175746f6d61707065722f6c6f676f2e706e67)
[![CI](https://github.com/automapper/automapper/workflows/CI/badge.svg)](https://github.com/AutoMapper/AutoMapper/actions?query=workflow%3ACI)
[![NuGet](http://img.shields.io/nuget/vpre/AutoMapper.svg?label=NuGet)](https://www.nuget.org/packages/AutoMapper/)
[![MyGet (dev)](https://img.shields.io/myget/automapperdev/vpre/AutoMapper.svg?label=MyGet)](https://myget.org/feed/automapperdev/package/nuget/AutoMapper)
### What is AutoMapper?
AutoMapper is a simple little library built to solve a deceptively complex problem - getting rid of code that mapped one object to another. This type of code is rather dreary and boring to write, so why not invent a tool to do it for us?
This is the main repository for AutoMapper, but there's more:
* [Microsoft DI Extensions](https://github.com/AutoMapper/AutoMapper.Extensions.Microsoft.DependencyInjection)
* [Collection Extensions](https://github.com/AutoMapper/AutoMapper.Collection)
* [Expression Mapping](https://github.com/AutoMapper/AutoMapper.Extensions.ExpressionMapping)
* [EF6 Extensions](https://github.com/AutoMapper/AutoMapper.EF6)
* [IDataReader/Record Extensions](https://github.com/AutoMapper/AutoMapper.Data)
* [Enum Extensions](https://github.com/AutoMapper/AutoMapper.Extensions.EnumMapping)
### How do I get started?
First, configure AutoMapper to know what types you want to map, in the startup of your application:
```csharp
var configuration = new MapperConfiguration(cfg =>
{
cfg.CreateMap<Foo, FooDto>();
cfg.CreateMap<Bar, BarDto>();
});
// only during development, validate your mappings; remove it before release
#if DEBUG
configuration.AssertConfigurationIsValid();
#endif
// use DI (http://docs.automapper.org/en/latest/Dependency-injection.html) or create the mapper yourself
var mapper = configuration.CreateMapper();
```
Then in your application code, execute the mappings:
```csharp
var fooDto = mapper.Map<FooDto>(foo);
var barDto = mapper.Map<BarDto>(bar);
```
Check out the [getting started guide](https://automapper.readthedocs.io/en/latest/Getting-started.html). When you're done there, the [wiki](https://automapper.readthedocs.io/en/latest/) goes in to the nitty-gritty details. If you have questions, you can post them to [Stack Overflow](https://stackoverflow.com/questions/tagged/automapper) or in our [Gitter](https://gitter.im/AutoMapper/AutoMapper).
### Where can I get it?
First, [install NuGet](http://docs.nuget.org/docs/start-here/installing-nuget). Then, install [AutoMapper](https://www.nuget.org/packages/AutoMapper/) from the package manager console:
```
PM> Install-Package AutoMapper
```
Or from the .NET CLI as:
```
dotnet add package AutoMapper
```
### Do you have an issue?
First check if it's already fixed by trying the [MyGet build](https://automapper.readthedocs.io/en/latest/The-MyGet-build.html).
You might want to know exactly what [your mapping does](https://automapper.readthedocs.io/en/latest/Understanding-your-mapping.html) at runtime.
If you're still running into problems, file an issue above.
### License, etc.
This project has adopted the code of conduct defined by the Contributor Covenant to clarify expected behavior in our community.
For more information see the [.NET Foundation Code of Conduct](https://dotnetfoundation.org/code-of-conduct).
AutoMapper is Copyright &copy; 2009 [Jimmy Bogard](https://jimmybogard.com) and other contributors under the [MIT license](LICENSE.txt).
### .NET Foundation
This project is supported by the [.NET Foundation](https://dotnetfoundation.org).

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View File

@ -44,9 +44,9 @@ public class CameraMgr : MonoSingleton<CameraMgr>
camera_Rt.SetTarget(viewTarget, _distance);
}
public void GotoView(Transform viewTarget, float _distance,Quaternion rotation)
public void GotoView(Transform viewTarget, float _distance, Quaternion rotation, float TargetPos_dis = -1)
{
camera_Rt.SetTarget(viewTarget, _distance,rotation);
camera_Rt.SetTarget(viewTarget, _distance, rotation, TargetPos_dis);
}
[ContextMenu("test")]

View File

@ -78,13 +78,13 @@ public class CameraRT : MonoBehaviour
private static void BoolMonitor_ValueChanged(object sender, EventArgs e)
{
//Debug.Log("当前是否不动" + BoolMonitor.Value);
if (!BoolMonitor.Value)
{
if (!string.IsNullOrEmpty(WebInteraction.Inst.current_videoNumber) && WebInteraction.Inst.isVideoPlay)
{
WebInteraction.Inst.CloseVideo(WebInteraction.Inst.current_videoNumber);
}
}
//if (!BoolMonitor.Value)
//{
// if (!string.IsNullOrEmpty(WebInteraction.Inst.current_videoNumber) && WebInteraction.Inst.isVideoPlay)
// {
// WebInteraction.Inst.CloseVideo(WebInteraction.Inst.current_videoNumber);
// }
//}
}
private void Start()
@ -147,7 +147,10 @@ public class CameraRT : MonoBehaviour
Vector3 pos = Vector3.zero;
Vector3 rot = Vector3.zero;
Vector3 pos_target = Vector3.zero;
float _x = init_x;
float _y = init_y;
//Vector3 rot_target = Vector3.zero;
maxDistance = distance = 20;
if (CabinetUIManager.Instance.current_menu != Menu.M_数字孪生_智能巡检)
{
switch (ExtendedFlycam.Inst.room)
@ -157,20 +160,28 @@ public class CameraRT : MonoBehaviour
pos = camera_init_position;
rot = camera_init_eulerAngles;
pos_target = target_init_position;
_x = camera_init_eulerAngles.y;
_y = camera_init_eulerAngles.x;
}
break;
case ExtendedFlycam.Room.:
{
pos = new Vector3(9.53f, 15.23f, -5.71f);
rot = new Vector3(67.072f, 180, 0);
pos_target = new Vector3(9.67f, -3.9f, -13.5f);
pos_target = new Vector3(9.67f, 1.878f, -11.1f);
_x = 180f;
_y = 67.072f;
distance = 15;
}
break;
case ExtendedFlycam.Room.:
{
pos = new Vector3(-4.09f, 14.52f, -6.4085f);
pos = new Vector3(-4.218f, 15.8f, -5.9f);
rot = new Vector3(67.072f, 180, 0);
pos_target = new Vector3(-4.09f, -3.9f, -14.2f);
pos_target = new Vector3(-4.218f, 1.51f, -10.81f);
_x = 180f;
_y = 67.072f;
distance = 15;
}
break;
default:
@ -179,24 +190,43 @@ public class CameraRT : MonoBehaviour
}
else
{
switch (ExtendedFlycam.Inst.room)
//switch (ExtendedFlycam.Inst.room)
//{
// case ExtendedFlycam.Room.None:
// break;
// case ExtendedFlycam.Room.机房:
// {
// pos = new Vector3(2.55f, 20.82f, -7.50f);
// rot = new Vector3(90, 180, 0);
// pos_target = new Vector3(2.2f, -3.9f, -7f);
// _x = 180;
// _y = 90;
// maxDistance = distance = 25;
// }
// break;
// case ExtendedFlycam.Room.配电室:
// break;
// default:
// break;
//}
{
case ExtendedFlycam.Room.None:
break;
case ExtendedFlycam.Room.:
break;
case ExtendedFlycam.Room.:
break;
default:
break;
pos = new Vector3(-3.615f, 26.878f, -5.0f);
rot = new Vector3(90, 180, 0);
//pos_target = new Vector3(9.67f, 1.878f, -11.1f);
pos_target = new Vector3(-3.71f, 1.878f, -4.6f);
_x = 180;
_y = 90;
maxDistance = distance = 25;
}
}
if (Menu.M_全景监控_柜门状态 != CabinetUIManager.Instance.current_menu)
if (Menu.M_全景监控_柜门状态 != CabinetUIManager.Instance.current_menu)
{
GameManager.Inst.power_close();
}
DOTween.Kill(transform, false);
DOTween.Kill(cameraTransform, false);
//target.position = target_init_position;
@ -221,13 +251,12 @@ public class CameraRT : MonoBehaviour
PatternChoose.Inst.dk_xz_page.SetActive(false);
GameManager.Inst.magnifyState = false;
if (cam.transform.position == pos && cam.transform.eulerAngles == rot)
if (cam.transform.position == pos && cam.transform.eulerAngles == rot)
return;
distance = 20;
DOTween.To(() => x, (v) => x = v, init_x, dotween_duration);
DOTween.To(() => y, (v) => y = v, init_y, dotween_duration);
DOTween.To(() => x, (v) => x = v, _x, dotween_duration);
DOTween.To(() => y, (v) => y = v, _y, dotween_duration);
DOTween.To(() => cam.transform.position, (v) => cam.transform.position = v, pos, dotween_duration);
DOTween.To(() => cam.transform.eulerAngles, v => cam.transform.eulerAngles = v, rot, dotween_duration);
@ -333,9 +362,11 @@ public class CameraRT : MonoBehaviour
x = _target.eulerAngles.y;
}
public void SetTarget(Transform _target, float _distance, Quaternion rotation)
public void SetTarget(Transform _target, float _distance, Quaternion rotation, float TargetPos_dis = -1)
{
target.position = _target.position;
if (TargetPos_dis == 0)
target.position += (Vector3.up * 2);
distance = _distance;
cameraTransform.rotation = rotation;

View File

@ -3,6 +3,7 @@ using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
@ -15,6 +16,10 @@ public class SearchName : MonoBehaviour
public Transform scrollViewContent;
public TMP_InputField inputField;
public GameObject prefabsText;
/// <summary>
/// 搜索按钮
/// </summary>
public Button serarchBtn;
[Header("加入需要搜索的设备名称")]
public List<GameObject> objs = new List<GameObject>();
public List<string> objs_str = new List<string>();
@ -24,11 +29,40 @@ public class SearchName : MonoBehaviour
public List<GameObject> button_objects = new List<GameObject>();
public SearchType searchType;
/// <summary>
/// 线缆组中不包含线缆的线缆组名
/// </summary>
public Dictionary<string, string> dic_notContain = new Dictionary<string, string>();
public float initialHeight;
public RectTransform rectTransform;
public GameObject biaoTou;
public Image bg;
private void Awake()
{
rectTransform = scrollView.GetComponent<RectTransform>();
initialHeight = rectTransform.sizeDelta.y;
rectTransform.sizeDelta = new Vector2(rectTransform.sizeDelta.x, 0);
gameObject.SetActive(false);
biaoTou.SetActive(false);
}
void Start()
{
//searchType = SearchType.None;
//scrollView.SetActive(false);
InputFieldEvent();
OnClickSearchBtn();
}
private void OnClickSearchBtn()
{
serarchBtn.onClick.AddListener(() =>
{
show_menu();
});
}
void InputFieldEvent()
@ -176,9 +210,14 @@ public class SearchName : MonoBehaviour
{
scrollViewContent.GetChild(co).GetComponent<Button>().onClick.AddListener(() =>
{
TransparentGlowManage.Inst.transparencyALL(GameObject.Find("机柜").GetComponentsInChildren<TransparentGlow>());
//List<TransparentGlow> t = new List<TransparentGlow>();
for (int i = 0; i < GameManager.Inst.Cabinets_go.Count; i++)
{
GameManager.Inst.Cabinets_go[i].GetComponent<TransparentGlow>().F1();
}
//TransparentGlowManage.Inst.transparencyALL(t.ToArray());
CreateLine createLine = PatternChoose.Inst.transform.Find("画线").GetComponent<CreateLine>();
CreateLine createLine = PatternChoose.Inst.huaXian;
//var lines = createLine.xianLan.Find(objs[i].GetComponent<PortQuery>().portList.remark).GetComponent<LineInfor>().lines;
@ -207,7 +246,7 @@ public class SearchName : MonoBehaviour
List<TransparentGlow> transparentGlows = new List<TransparentGlow>();
var s = PatternChoose.Inst.xianlan.GetComponentsInChildren<LineInfor>(true);
var s = PatternChoose.Inst.xianlan.gameObject.GetComponentsInChildren<LineInfor>(true);
Array.ForEach(s, (item) =>
{
if (item.name == objs_str[co])
@ -219,6 +258,13 @@ public class SearchName : MonoBehaviour
transparentGlows.Add(go2.GetComponent<TransparentGlow>());
item.gameObject.SetActive(true);
}
else if (dic_notContain.ContainsKey(objs_str[co]))
{
//弹出提示——该线缆组不包含线缆
SecondConfirmPanel.DeleteConform(null, "该线缆组不包含线缆");
//关闭多余线缆机柜
item.gameObject.SetActive(false);
}
else
{
item.gameObject.SetActive(false);
@ -304,7 +350,7 @@ public class SearchName : MonoBehaviour
Dictionary<string, string> dic = new Dictionary<string, string>();
CreateLine createLine = PatternChoose.Inst.transform.Find("画线").GetComponent<CreateLine>();
CreateLine createLine = PatternChoose.Inst.huaXian;
for (int i = 0; i < createLine.list7.Count; i++)
{
@ -320,6 +366,17 @@ public class SearchName : MonoBehaviour
}
}
dic_notContain.Clear();
foreach (var item in LineQuery.Inst.keyValues.Keys)
{
if (!dic.ContainsKey(item))
{
objs_str.Add(item);
SearchObjects.Add(item);
dic_notContain.Add(item, "");
}
}
for (int i = 0; i < SearchObjects.Count; i++)
{
GameObject tmp = Instantiate(prefabsText, scrollViewContent, false);
@ -354,7 +411,49 @@ public class SearchName : MonoBehaviour
private void Update()
{
if (!EventSystem.current.IsPointerOverGameObject() && !inputField.isFocused && biaoTou.activeSelf)
{
hide_menu();
}
bg.raycastTarget = scrollView.activeSelf;
}
/// <summary>
/// 隐藏搜索菜单
/// </summary>
public void hide_menu()
{
{
DOTween.Kill(rectTransform, false);
biaoTou.SetActive(false);
float targetHeight = 0;
float duration = 1f;
rectTransform.DOSizeDelta(new Vector2(rectTransform.sizeDelta.x, targetHeight), duration).OnComplete(() =>
{
scrollView.SetActive(false);
});
}
}
/// <summary>
/// 显示搜索菜单
/// </summary>
public void show_menu()
{
{
DOTween.Kill(rectTransform, false);
scrollView.SetActive(true);
biaoTou.SetActive(true);
float targetHeight = initialHeight;
float duration = 1f;
rectTransform.DOSizeDelta(new Vector2(rectTransform.sizeDelta.x, targetHeight), duration);
}
}
/// <summary>

View File

@ -48,6 +48,17 @@ public class CabinetUIManager : MonoBehaviour
{
TransparentGlowManage.Inst.renewALL(TransparentGlowManage.Inst.transparentGlows);
if (menu != Menu.M_全景监控_摄像头)
{
ExtendedFlycam.Inst.peiDianShi[1].GetComponent<MeshCollider>().enabled = true;
ExtendedFlycam.Inst.jiFang[1].GetComponent<MeshCollider>().enabled = true;
}
else
{
ExtendedFlycam.Inst.peiDianShi[1].GetComponent<MeshCollider>().enabled = false;
ExtendedFlycam.Inst.jiFang[1].GetComponent<MeshCollider>().enabled = false;
}
if (menu != Menu.M_全景监控_柜门状态)
{

View File

@ -18,9 +18,11 @@ public class DigitalTwinPanel : CabinetUIBase
public bool hold;
public static DigitalTwinPanel selected_panel;
public Image img;
// Start is called before the first frame update
void Start()
{
img = PatternChoose.Inst.xunJianImg;
Camera = UnityEngine.Camera.main.transform;
textMesh.text = transform.parent.name;
hold_button.onClick.AddListener(() =>
@ -47,6 +49,7 @@ public class DigitalTwinPanel : CabinetUIBase
{
RobotManager.Instance.DoAnimation();
RobotManager.Instance.ShowVideo();
img.gameObject.SetActive(true);
}
});
}

View File

@ -53,17 +53,18 @@ public class LineGroupItem : MonoBehaviour
var id = "";
foreach (var item in LineQuery.Inst.keyValues)
{
if (item.Key== info_text.text)
if (item.Key == info_text.text)
{
id = item.Value;
break;
}
}
if (string.IsNullOrEmpty(id)) return;
LineQuery.Inst.StartCoroutine(LineQuery.Inst.deleteJsonCoroutine(id,(x)=>
{
LineObjectPool.Instance.PushItemToPool(this);
}));
LineQuery.Inst.StartCoroutine(LineQuery.Inst.deleteJsonCoroutine(id, (x) =>
{
if (!string.IsNullOrEmpty(x))
LineObjectPool.Instance.PushItemToPool(this);
}));
}
});
});

View File

@ -38,7 +38,7 @@ public class LineGroupManager : MonoBehaviour
public void addxianlan()
{
GameObject xianlan = PatternChoose.Inst.xianlan;
GameObject xianlan = PatternChoose.Inst.xianlan.gameObject;
GameManager.Inst.FindPortPos();
for (int i = 0; i < child_line_group_items.Count; i++)
@ -102,7 +102,7 @@ public class LineGroupManager : MonoBehaviour
//SecondConfirmPanel.DeleteConform(null, "存在重复名称");
return;
}
var item = LineObjectPool.Instance.GetItemFromPool<LineGroupItem>();
item.transform.SetParent(line_group_content.transform);
child_line_group_items.Add(item);

View File

@ -27,7 +27,15 @@ public class LineItem : MonoBehaviour
{
if (delete)
{
LineObjectPool.Instance.PushItemToPool(this);
LineGroupItem lineGroup = transform.parent.parent.GetComponent<LineGroupItem>();
LineQuery.Inst.deleteCableName(lineGroup.info_text.text, info_text.text, (x) =>
{
if (!string.IsNullOrEmpty(x))
{
LineObjectPool.Instance.PushItemToPool(this);
}
});
}
});
});

View File

@ -7,7 +7,7 @@ using UnityEngine.EventSystems;
public class RoomDoor : MonoBehaviour
{
public bool is_open;
private bool is_rotating;
[SerializeField] private bool is_rotating;
public Vector3 close_angle = new Vector3(-90, 0, 0);
public Vector3 open_angle = new Vector3(-90, 0, 90);
@ -21,42 +21,88 @@ public class RoomDoor : MonoBehaviour
void Update()
{
//Debug.Log(transform.name + " " + !is_rotating);
}
private void OnMouseDown()
{
if (is_open)
if (!EventSystem.current.IsPointerOverGameObject())
{
DoorClose();
}
else
{
DoorOpen();
if (is_open)
{
DoorClose();
}
else
{
DoorOpen();
}
}
}
public void DoorOpen()
/// <summary>
///
/// </summary>
/// <param name="_force_open"> ÊÇ·ñÇ¿ÖÆ´ò¿ª</param>
public void DoorOpen(bool _force_open = false)
{
if (!EventSystem.current.IsPointerOverGameObject() && !is_rotating)
if (_force_open)
{
DOTween.Kill(transform);
is_rotating = true;
//DOTween.To(() => transform.localEulerAngles, v => transform.localEulerAngles = v, open_angle, 0.5f).OnComplete(() => { is_rotating = false; is_open = true; });
transform.DOLocalRotate(open_angle, 0.5f).OnComplete(() => { is_rotating = false; is_open = true; });
transform.DOLocalRotate(open_angle, 0.5f).OnComplete(() =>
{
is_rotating = false; is_open = true;
});
if (another_door)
another_door.DoorOpen();
}
else
{
if (!is_rotating)
{
//DOTween.Kill(transform, false);
is_rotating = true;
//DOTween.To(() => transform.localEulerAngles, v => transform.localEulerAngles = v, open_angle, 0.5f).OnComplete(() => { is_rotating = false; is_open = true; });
transform.DOLocalRotate(open_angle, 0.5f).OnComplete(() =>
{
is_rotating = false; is_open = true;
});
if (another_door)
another_door.DoorOpen();
}
}
}
public void DoorClose()
public void DoorClose(bool _force_close = false)
{
if (!EventSystem.current.IsPointerOverGameObject() && !is_rotating)
if (_force_close)
{
DOTween.Kill(transform);
is_rotating = true;
//DOTween.To(() => transform.localEulerAngles, v => transform.localEulerAngles = v, close_angle, 0.5f).OnComplete(() => { is_rotating = false; is_open = false; });
transform.DOLocalRotate(close_angle, 0.5f).OnComplete(() => { is_rotating = false; is_open = false; });
transform.DOLocalRotate(close_angle, 0.5f).OnComplete(() =>
{
is_rotating = false; is_open = false;
});
if (another_door)
another_door.DoorClose();
}
else
{
if (!is_rotating)
{
//DOTween.Kill(transform, false);
is_rotating = true;
//DOTween.To(() => transform.localEulerAngles, v => transform.localEulerAngles = v, close_angle, 0.5f).OnComplete(() => { is_rotating = false; is_open = false; });
transform.DOLocalRotate(close_angle, 0.5f).OnComplete(() =>
{
is_rotating = false; is_open = false;
});
if (another_door)
another_door.DoorClose();
}
}
}
}

View File

@ -31,70 +31,20 @@ public class SpUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
public Color hightC;
public Color hightM;
public Transform temperatureAndHumidity;
public bool isNormal = true;
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 = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_W.collectResult;
text.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_W.collectResult;
}
break;
case "ʪ¶È":
{
my_image.sprite = shidu_selected;
expand_image.sprite = shidu_expand;
textMeshPro.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_S.collectResult;
text.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_S.collectResult;
}
break;
case "Ñ̸Ð":
{
my_image.sprite = yangan_selected;
expand_image.sprite = yangan_expand;
textMeshPro.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_Y.collectResult;
text.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_Y.collectResult;
}
break;
case "Ë®½þ":
{
my_image.sprite = shuijin_selected;
expand_image.sprite = shuijin_expand;
textMeshPro.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_J.collectResult;
text.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_J.collectResult;
}
break;
default:
break;
}
my_image.SetNativeSize();
if (gameObject.name == "Expand") return;
if (!isNormal) return;
EnterUI();
}
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;
case "Ñ̸Ð":
my_image.sprite = yangan_normal;
break;
case "Ë®½þ":
my_image.sprite = shuijin_normal;
break;
default:
break;
}
my_image.SetNativeSize();
if (gameObject.name == "Expand") return;
if (!isNormal) return;
ExitUI();
}
public void ChangeWSD(string wsd)
@ -141,9 +91,9 @@ public class SpUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
}
if (string.IsNullOrEmpty(_a))
{
if (transform.parent.parent.name == "ÎÂʪ¶È")
if (temperatureAndHumidity.name == "ÎÂʪ¶È")
{
transform.parent.parent.gameObject.SetActive(false);
temperatureAndHumidity.gameObject.SetActive(false);
}
return;
}
@ -153,21 +103,38 @@ public class SpUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
var max = string.IsNullOrEmpty(_max) ? "0" : _max;
var min = string.IsNullOrEmpty(_min) ? "0" : _min;
if (float.Parse(a) > float.Parse(max))
{
my_image.color = hightC;
if (float.Parse(a) < float.Parse(min))
isNormal = false;
EnterUI();
}
else if (float.Parse(a) < float.Parse(min))
{
my_image.color = hightM;
isNormal = false;
EnterUI();
}
else
{
my_image.color = new Color(1, 1, 1, 1);
isNormal = true;
ExitUI();
}
}
else
{
if (_a == "Õý³£")
{
my_image.color = new Color(1, 1, 1, 1);
isNormal = true;
ExitUI();
}
else
{
my_image.color = hightC;
isNormal = false;
EnterUI();
}
}
}
@ -176,4 +143,69 @@ public class SpUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
}
public void EnterUI()
{
expand_image.gameObject.SetActive(true);
switch (TemperatureAndHumidity.current_state)
{
case "ζÈ":
{
my_image.sprite = wendu_selected;
expand_image.sprite = wendu_expand;
textMeshPro.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_W.collectResult;
text.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_W.collectResult;
}
break;
case "ʪ¶È":
{
my_image.sprite = shidu_selected;
expand_image.sprite = shidu_expand;
textMeshPro.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_S.collectResult;
text.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_S.collectResult;
}
break;
case "Ñ̸Ð":
{
my_image.sprite = yangan_selected;
expand_image.sprite = yangan_expand;
textMeshPro.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_Y.collectResult;
text.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_Y.collectResult;
}
break;
case "Ë®½þ":
{
my_image.sprite = shuijin_selected;
expand_image.sprite = shuijin_expand;
textMeshPro.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_J.collectResult;
text.text = transform.parent.parent.parent.GetComponent<ENVQuery>().eNVList_J.collectResult;
}
break;
default:
break;
}
my_image.SetNativeSize();
}
public void ExitUI()
{
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;
case "Ñ̸Ð":
my_image.sprite = yangan_normal;
break;
case "Ë®½þ":
my_image.sprite = shuijin_normal;
break;
default:
break;
}
my_image.SetNativeSize();
}
}

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