using DG.Tweening; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /// /// 模式选择 /// [AddComponentMenu("PatternChoose/模式选择")] public class PatternChoose : MonoBehaviour { static PatternChoose _inst; public static PatternChoose Inst => _inst; public Button TS_button; public Button RL_button; /// /// 热力效果图 /// public GameObject heatMap; public GameObject search_go; Vector3 init_pos; Vector3 init_rot; [SerializeField] public Color red_alarm; [SerializeField] public Color yellow_alarm; [SerializeField] public Color blue_alarm; public Toggle roomCut; public Toggle quanJing; public Toggle niaoKan; [Header("上次点击的菜单类型")] public Menu current_menu; /// /// 设备新增窗口 /// public GameObject sb_xz_page; /// /// 设备编辑窗口 /// public GameObject sb_bj_page; /// /// 端口新增窗口 /// public GameObject dk_xz_page; /// /// 端口编辑窗口 /// public GameObject dk_bj_page; public CreateLine huaXian; /// /// 线缆 /// public ByCode xianlan; public GameObject xianlan_popup; public UIToCabinet uiToCabinet; public Image xunJianImg; private void Awake() { if (_inst != null && _inst != this) { Destroy(this.gameObject); } else { _inst = this; //DontDestroyOnLoad(this.gameObject); } init_pos = Camera.main.transform.localPosition; init_rot = Camera.main.transform.localEulerAngles; } void Start() { //Debug.Log("版本号 1.1.1"); roomCut.onValueChanged.AddListener((x) => { if (CabinetUIManager.Instance.current_menu == Menu.M_数字孪生_智能巡检) return; roomCut_fuc(); }); quanJing.onValueChanged.AddListener((x) => { if (!x) return; quanJing_fuc(); }); niaoKan.onValueChanged.AddListener((x) => { if (!x) return; niaoKan_fuc(); }); //Debug.Log("版本号 1.1.1"); } /// /// 点击切换房间 /// public void roomCut_fuc() { ExtendedFlycam.Inst.QieHuan(CabinetUIManager.Instance.current_menu, 2); for (int i = 0; i < xianlan.transform.childCount; i++) { xianlan.transform.GetChild(i).gameObject.SetActive(false); } } /// /// 点击全景 /// public void quanJing_fuc() { GameManager.Inst.editorMenu.gameObject.SetActive(false); ExtendedFlycam.Inst.QieHuan(CabinetUIManager.Instance.current_menu); for (int i = 0; i < xianlan.transform.childCount; i++) { xianlan.transform.GetChild(i).gameObject.SetActive(false); } } /// /// 点击鸟瞰 /// public void niaoKan_fuc() { GameManager.Inst.editorMenu.gameObject.SetActive(false); ExtendedFlycam.Inst.QieHuan(CabinetUIManager.Instance.current_menu, 3); } // Update is called once per frame void Update() { } public void F1(bool isheatMap) { heatMap.SetActive(isheatMap); ExtendedFlycam.Inst.init_mainCamera_rot(); Camera.main.transform.DOMove(/*TransparentGlowManage.Inst.MainCamera_pos*/init_pos, 1f); Camera.main.transform.DORotateQuaternion(Quaternion.Euler(/*TransparentGlowManage.Inst.MainCamera_rot*/init_rot), 1f).OnComplete(() => { //更新相机初始旋转角度 ExtendedFlycam.Inst.initialRotationEulerAngles = Camera.main.transform.localEulerAngles; }); TransparentGlowManage.Inst.renewALL(); } void F2(bool isheatMap) { heatMap.SetActive(isheatMap); ExtendedFlycam.Inst.init_mainCamera_rot(); Camera.main.transform.DOMove(/*TransparentGlowManage.Inst.MainCamera_pos*/init_pos, 1f); Camera.main.transform.DORotateQuaternion(Quaternion.Euler(/*TransparentGlowManage.Inst.MainCamera_rot*/init_rot), 1f).OnComplete(() => { //更新相机初始旋转角度 ExtendedFlycam.Inst.initialRotationEulerAngles = Camera.main.transform.localEulerAngles; }); TransparentGlowManage.Inst.renewALL(); } }