贴图及菜单到机柜UI功能
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Tags
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ZWrite Off
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//ZTest[unity_GUIZTestMode]
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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struct appdata_t
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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float4 _MainTex_ST;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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v2f vert(appdata_t v)
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{
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v2f o;
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#if UNITY_VERSION >= 560
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o.vertex = UnityObjectToClipPos(v.vertex);
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#else
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#endif
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#endif
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return o;
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fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
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clip(col.a - 0.01);
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return col;
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}
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ENDCG
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m_GameObject: {fileID: 3383533715307974681}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: cda9c274cf3ee2041baedb67c94f2b94, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
toggles: []
|
||||||
--- !u!114 &3383533715309498146
|
--- !u!114 &3383533715309498146
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|
|
@ -7,19 +7,25 @@ using UnityEngine.Accessibility;
|
||||||
|
|
||||||
public class CabinetUIManager : MonoBehaviour
|
public class CabinetUIManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public static CabinetUIManager Instance;
|
||||||
public Menu current_menu;
|
public Menu current_menu;
|
||||||
|
|
||||||
public List<CabinetUIBase> cabinet_ui_base_list = new List<CabinetUIBase>();
|
public List<CabinetUIBase> cabinet_ui_base_list = new List<CabinetUIBase>();
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Instance = this;
|
||||||
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
cabinet_ui_base_list = GetComponentsInChildren<CabinetUIBase>(true).ToList();
|
cabinet_ui_base_list = GetComponentsInChildren<CabinetUIBase>(true).ToList();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ChangeMenu(Menu menu)
|
public static void ChangeMenu(Menu menu)
|
||||||
{
|
{
|
||||||
current_menu = menu;
|
Instance.current_menu = menu;
|
||||||
cabinet_ui_base_list.ForEach(x => x.OnMenuChanged(menu));
|
Instance.cabinet_ui_base_list.ForEach(x => x.OnMenuChanged(menu));
|
||||||
//switch (menu)
|
//switch (menu)
|
||||||
//{
|
//{
|
||||||
// case Menu.M_全景监控_设备告警:
|
// case Menu.M_全景监控_设备告警:
|
||||||
|
|
|
@ -20,6 +20,7 @@ public class SpUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||||
public Sprite shidu_expand;
|
public Sprite shidu_expand;
|
||||||
|
|
||||||
public TextMeshProUGUI textMeshPro;
|
public TextMeshProUGUI textMeshPro;
|
||||||
|
public Text text;
|
||||||
|
|
||||||
public void OnPointerEnter(PointerEventData eventData)
|
public void OnPointerEnter(PointerEventData eventData)
|
||||||
{
|
{
|
||||||
|
@ -30,11 +31,13 @@ public class SpUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||||
my_image.sprite = wendu_selected;
|
my_image.sprite = wendu_selected;
|
||||||
expand_image.sprite = wendu_expand;
|
expand_image.sprite = wendu_expand;
|
||||||
textMeshPro.text = "26¡ãC";
|
textMeshPro.text = "26¡ãC";
|
||||||
|
text.text = "26 ¡æ";
|
||||||
break;
|
break;
|
||||||
case "ʪ¶È":
|
case "ʪ¶È":
|
||||||
my_image.sprite = shidu_selected;
|
my_image.sprite = shidu_selected;
|
||||||
expand_image.sprite = shidu_expand;
|
expand_image.sprite = shidu_expand;
|
||||||
textMeshPro.text = "40 %";
|
textMeshPro.text = "40 %";
|
||||||
|
text.text = "40 %";
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -0,0 +1,74 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class UIToCabinet : MonoBehaviour
|
||||||
|
{
|
||||||
|
public List<Toggle> toggles = new List<Toggle>();
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
toggles = GetComponentsInChildren<Toggle>(true).ToList();
|
||||||
|
for (int i = 0; i < toggles.Count; i++)
|
||||||
|
{
|
||||||
|
var index = i;
|
||||||
|
toggles[i].onValueChanged.AddListener((ison) =>
|
||||||
|
{
|
||||||
|
if (ison)
|
||||||
|
{
|
||||||
|
Debug.Log("第" + index);
|
||||||
|
|
||||||
|
switch (toggles[index].name)
|
||||||
|
{
|
||||||
|
case "Toggle_设备告警":
|
||||||
|
CabinetUIManager.ChangeMenu(Menu.M_全景监控_设备告警);
|
||||||
|
break;
|
||||||
|
case "Toggle_温湿度":
|
||||||
|
CabinetUIManager.ChangeMenu(Menu.M_全景监控_温度);
|
||||||
|
break;
|
||||||
|
case "Toggle_柜门状态":
|
||||||
|
CabinetUIManager.ChangeMenu(Menu.M_全景监控_柜门状态);
|
||||||
|
break;
|
||||||
|
case "Toggle_红外监测":
|
||||||
|
CabinetUIManager.ChangeMenu(Menu.M_全景监控_红外监测);
|
||||||
|
break;
|
||||||
|
case "Toggle_现场作业":
|
||||||
|
CabinetUIManager.ChangeMenu(Menu.M_全景监控_现场作业);
|
||||||
|
break;
|
||||||
|
case "Toggle_摄像头":
|
||||||
|
CabinetUIManager.ChangeMenu(Menu.M_全景监控_摄像头);
|
||||||
|
break;
|
||||||
|
case "Toggle_机柜容量":
|
||||||
|
CabinetUIManager.ChangeMenu(Menu.M_数字孪生_机柜容量);
|
||||||
|
break;
|
||||||
|
case "Toggle_接地网":
|
||||||
|
CabinetUIManager.ChangeMenu(Menu.M_数字孪生_接地网);
|
||||||
|
break;
|
||||||
|
case "Toggle_线缆链接":
|
||||||
|
CabinetUIManager.ChangeMenu(Menu.M_数字孪生_线缆连接_展示);
|
||||||
|
break;
|
||||||
|
case "Toggle_场景管理":
|
||||||
|
CabinetUIManager.ChangeMenu(Menu.M_数字孪生_场景管理);
|
||||||
|
break;
|
||||||
|
case "Toggle_智能巡检":
|
||||||
|
CabinetUIManager.ChangeMenu(Menu.M_数字孪生_智能巡检);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
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|
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|
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|
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|
externalObjects: {}
|
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|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
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|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
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|
assetBundleName:
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|
assetBundleVariant:
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