This commit is contained in:
高国正 2023-09-17 16:46:43 +08:00
parent 4196ddcd7b
commit e1ee6947d0
28 changed files with 9787 additions and 1022 deletions

3
.gitignore vendored
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@ -27,3 +27,6 @@ Assembly-CSharp-Editor.csproj
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@ -1,841 +0,0 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PatrolRobot : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
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@ -22,6 +22,7 @@ public class ExtendedFlycam : MonoBehaviour
public GameObject jiFangD;
public GameObject peiDianShiD;
public Image xunJian_img;
public List<Sprite> sprites;
public Image room_img1;
@ -378,8 +379,13 @@ public class ExtendedFlycam : MonoBehaviour
{
jiFang[i].SetActive(false);
}
xunJian_img.gameObject.SetActive(true);
return;
}
else
{
xunJian_img.gameObject.SetActive(false);
}
GameObject createLine = PatternChoose.Inst.xianlan.gameObject;
if (CabinetUIManager.Instance.current_menu != Menu.M_数字孪生_线缆连接_展示)
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EndProject
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@ -5,10 +5,7 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
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- enabled: 1
path: Assets/Scenes/SampleSceneG_URP.unity
guid: c74794b5d3430714c90fac0c7ad011f0
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path: Assets/Scenes/null.unity
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webGLTemplate: APPLICATION:Default
webGLAnalyzeBuildSize: 0
webGLUseEmbeddedResources: 0
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webGLCompressionFormat: 1
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webGLLinkerTarget: 1
webGLThreadsSupport: 0
webGLDecompressionFallback: 0
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CloudRendering: UNITY_POST_PROCESSING_STACK_V2

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http://dcmber.gnway.cc:80/

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body { padding: 0; margin: 0 }
#unity-container { position: absolute }
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#unity-container.unity-mobile { width: 100%; height: 100% }
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#unity-footer { position: relative }
.unity-mobile #unity-footer { display: none }
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<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | GQ</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=960 height=600></canvas>
<div id="unity-loading-bar">
<div id="unity-logo"></div>
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
<div id="unity-footer">
<div id="unity-webgl-logo"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">GQ</div>
</div>
</div>
<script>
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/build.loader.js";
var config = {
dataUrl: buildUrl + "/build.data.br",
frameworkUrl: buildUrl + "/build.framework.js.br",
codeUrl: buildUrl + "/build.wasm.br",
streamingAssetsUrl: "StreamingAssets",
companyName: "GQ",
productName: "GQ",
productVersion: "0.1.0",
showBanner: unityShowBanner,
};
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
// Mobile device style: fill the whole browser client area with the game canvas:
var meta = document.createElement('meta');
meta.name = 'viewport';
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
document.getElementsByTagName('head')[0].appendChild(meta);
container.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
canvas.style.width = window.innerWidth + 'px';
canvas.style.height = window.innerHeight + 'px';
unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "960px";
canvas.style.height = "600px";
}
loadingBar.style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>