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||||
</Reference>
|
||||
<Reference Include="System.Runtime.Serialization.Json">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Runtime.Serialization.Json.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Runtime.Serialization.Primitives">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Runtime.Serialization.Primitives.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Runtime.Serialization.Xml">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Runtime.Serialization.Xml.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Security.Claims">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Security.Claims.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Security.Cryptography.Algorithms">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Security.Cryptography.Algorithms.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Security.Cryptography.Csp">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Security.Cryptography.Csp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Security.Cryptography.Encoding">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Security.Cryptography.Encoding.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Security.Cryptography.Primitives">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Security.Cryptography.Primitives.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Security.Cryptography.X509Certificates">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Security.Cryptography.X509Certificates.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Security.Principal">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Security.Principal.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Security.SecureString">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Security.SecureString.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Text.Encoding">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Text.Encoding.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Text.Encoding.Extensions">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Text.Encoding.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Text.RegularExpressions">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Text.RegularExpressions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Threading.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Overlapped">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Threading.Overlapped.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Tasks">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Threading.Tasks.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Tasks.Extensions">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Threading.Tasks.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Tasks.Parallel">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Threading.Tasks.Parallel.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Thread">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Threading.Thread.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.ThreadPool">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Threading.ThreadPool.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Timer">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Threading.Timer.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ValueTuple">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.ValueTuple.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.ReaderWriter">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Xml.ReaderWriter.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XDocument">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Xml.XDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XmlDocument">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Xml.XmlDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XmlSerializer">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Xml.XmlSerializer.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XPath">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Xml.XPath.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XPath.XDocument">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netstandard\System.Xml.XPath.XDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Runtime.InteropServices.WindowsRuntime">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\Extensions\2.0.0\System.Runtime.InteropServices.WindowsRuntime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="mscorlib">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\mscorlib.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ComponentModel.Composition">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.ComponentModel.Composition.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Core">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Core.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Data">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Data.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Drawing">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Drawing.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.IO.Compression.FileSystem">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.IO.Compression.FileSystem.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Net">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Net.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Numerics">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Numerics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Runtime.Serialization">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Runtime.Serialization.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ServiceModel.Web">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.ServiceModel.Web.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Transactions">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Transactions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Web">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Web.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Windows">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Windows.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Xml.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.Linq">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Xml.Linq.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.Serialization">
|
||||
<HintPath>D:\unity\2021.3.2f1c1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Xml.Serialization.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VisualScripting.Flow.Editor">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.VisualScripting.Flow.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VSCode.Editor">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.VSCode.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.TextMeshPro.Editor">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.TextMeshPro.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Performance.Profile-Analyzer.Editor">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.Performance.Profile-Analyzer.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.TestTools.CodeCoverage.Editor.OpenCover.Model">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.TestTools.CodeCoverage.Editor.OpenCover.Model.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VisualStudio.Editor">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.VisualStudio.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Timeline">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.Timeline.dll</HintPath>
|
||||
</Reference>
|
||||
<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>
|
|
@ -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>
|
||||
</Reference>
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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]);
|
||||
}
|
||||
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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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|
@ -1,110 +0,0 @@
|
|||
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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|
@ -1,75 +0,0 @@
|
|||

|
||||
|
||||
[](https://github.com/AutoMapper/AutoMapper/actions?query=workflow%3ACI)
|
||||
[](https://www.nuget.org/packages/AutoMapper/)
|
||||
[](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 © 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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|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
Cabinets: []
|
||||
Racks_go: []
|
||||
Racks: []
|
||||
MachineSlots_go: []
|
||||
MachineSlots: []
|
||||
TmsCards_go: []
|
||||
TmsCards: []
|
||||
root_AllPort:
|
||||
code:
|
||||
message:
|
||||
totalRows:
|
||||
pageSize: 0
|
||||
pageNum: 0
|
||||
data: []
|
||||
TmsPorts_go: []
|
||||
TmsPorts: []
|
||||
nowLayerMask: 6
|
||||
root_AllENV:
|
||||
code:
|
||||
message:
|
||||
data: []
|
||||
serverTime:
|
||||
ENVs: []
|
||||
root_AllAlarm:
|
||||
code:
|
||||
message:
|
||||
data: []
|
||||
serverTime:
|
||||
tmsAlarms: []
|
||||
search_box: {fileID: 0}
|
||||
pop_ups:
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
- {fileID: 0}
|
||||
magnifyState: 0
|
||||
isgonging: 0
|
||||
editorMenu: {fileID: 0}
|
||||
stagingPanel: {fileID: 0}
|
||||
objectToShow: {fileID: 0}
|
||||
objectToShow_add: {fileID: 0}
|
||||
roomDoors: []
|
||||
--- !u!114 &2015993434
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 2015993432}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: f9c07789c54a1784784bce5a42fdbe09, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
current_videoNumber:
|
||||
isVideoPlay: 0
|
||||
isWorkPlay: 0
|
||||
gameManager: {fileID: 2015993433}
|
||||
bt: {fileID: 0}
|
||||
--- !u!114 &2015993435
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 2015993432}
|
||||
m_Enabled: 0
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 63d5830c029ba6d4eb84a0706081bc10, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
gameObjects: []
|
||||
Uwei:
|
||||
- {fileID: 0}
|
||||
prefab: {fileID: 0}
|
||||
port:
|
||||
deviceId:
|
||||
conDevice:
|
||||
conPort:
|
||||
UI_follow: {fileID: 0}
|
||||
redactDevice: {fileID: 0}
|
||||
f_old: {fileID: 0}
|
||||
f_new: {fileID: 0}
|
||||
font_old: {fileID: 12800000, guid: 2a077a6e99f4a0e48a49176c2bc40182, type: 3}
|
||||
font_new: {fileID: 12800000, guid: f945cd23a57e99b46ac65684d5bb3be8, type: 3}
|
||||
originalObject: {fileID: 0}
|
||||
--- !u!4 &2015993436
|
||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 2015993432}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 63a9fcbdb179bd04cb2bf4c28e69c524
|
||||
guid: d81bff3c4034dac4ab07829df3a17ed9
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
|
|
|
@ -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")]
|
||||
|
|
|
@ -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.机房:
|
||||
{
|
||||
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.配电室:
|
||||
{
|
||||
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.机房:
|
||||
break;
|
||||
case ExtendedFlycam.Room.配电室:
|
||||
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;
|
||||
|
||||
|
|
|
@ -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>
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}));
|
||||
}
|
||||
});
|
||||
});
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
});
|
||||
}
|
||||
});
|
||||
});
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
|