贴图及菜单到机柜UI功能
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Blend SrcAlpha OneMinusSrcAlpha
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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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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 color : COLOR;
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struct v2f
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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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#else
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#endif
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#ifdef UNITY_HALF_TEXEL_OFFSET
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#endif
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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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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ENDCG
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|
|
@ -7,19 +7,25 @@ using UnityEngine.Accessibility;
|
|||
|
||||
public class CabinetUIManager : MonoBehaviour
|
||||
{
|
||||
public static CabinetUIManager Instance;
|
||||
public Menu current_menu;
|
||||
|
||||
public List<CabinetUIBase> cabinet_ui_base_list = new List<CabinetUIBase>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
cabinet_ui_base_list = GetComponentsInChildren<CabinetUIBase>(true).ToList();
|
||||
}
|
||||
|
||||
public void ChangeMenu(Menu menu)
|
||||
public static void ChangeMenu(Menu menu)
|
||||
{
|
||||
current_menu = menu;
|
||||
cabinet_ui_base_list.ForEach(x => x.OnMenuChanged(menu));
|
||||
Instance.current_menu = menu;
|
||||
Instance.cabinet_ui_base_list.ForEach(x => x.OnMenuChanged(menu));
|
||||
//switch (menu)
|
||||
//{
|
||||
// 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;
|
||||
|
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public TextMeshProUGUI textMeshPro;
|
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public Text text;
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
|
@ -30,11 +31,13 @@ public class SpUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
|||
my_image.sprite = wendu_selected;
|
||||
expand_image.sprite = wendu_expand;
|
||||
textMeshPro.text = "26¡ãC";
|
||||
text.text = "26 ¡æ";
|
||||
break;
|
||||
case "ʪ¶È":
|
||||
my_image.sprite = shidu_selected;
|
||||
expand_image.sprite = shidu_expand;
|
||||
textMeshPro.text = "40 %";
|
||||
text.text = "40 %";
|
||||
break;
|
||||
default:
|
||||
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>();
|
||||
|
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// 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()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
|
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