GQ_Communicate/GQ_URP/GQ/Assets/script/热力图/HeatMapPoints.cs

114 lines
2.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 热力图管理
/// </summary>
public class HeatMapPoints : MonoBehaviour
{
static HeatMapPoints _inst;
public static HeatMapPoints Inst
{
get
{
if (_inst == null)
{
_inst = FindObjectOfType<HeatMapPoints>();
if (_inst == null)
{
GameObject singletonObject = new GameObject();
_inst = singletonObject.AddComponent<HeatMapPoints>();
singletonObject.name = typeof(HeatMapPoints).ToString() + " (热力图管理)";
}
}
return _inst;
}
}
/// <summary>
/// 热力图点位
/// </summary>
public Transform myTransform;
///// <summary>
///// 点位列表
///// </summary>
//public List<Transform> points = new List<Transform>();
/// <summary>
/// 热力图脚本
/// </summary>
public HeatMapComponent heatMapComponent;
/// <summary>
/// 点位预制体
/// </summary>
public Transform prefab;
private void Awake()
{
if (_inst != null && _inst != this)
{
Destroy(this.gameObject);
}
else
{
_inst = this;
DontDestroyOnLoad(this.gameObject);
}
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
[ContextMenu("生成热力图组件")]
public void F1()
{
if (myTransform == null)
return;
if (!prefab || TransparentGlowManage.Inst.points.Count == 0 || heatMapComponent == null || heatMapComponent.impactFactors.Count != 0)
return;
for (int i = 0; i < TransparentGlowManage.Inst.points.Count - 1; i++)
{
Transform t = GameObject.Instantiate(prefab);
t.SetParent(myTransform);
}
for (int i = 0; i < myTransform.childCount; i++)
{
myTransform.GetChild(i).position = TransparentGlowManage.Inst.points[i].position;
myTransform.GetChild(i).localEulerAngles = TransparentGlowManage.Inst.points[i].localEulerAngles;
}
if (heatMapComponent == null)
return;
for (int i = 0; i < myTransform.childCount; i++)
{
HeatMapFactor heatMapFactor = myTransform.GetChild(i).GetComponent<HeatMapFactor>();
heatMapComponent.impactFactors.Add(heatMapFactor);
}
}
[ContextMenu("清除")]
void Delate()
{
if (myTransform == null || myTransform.childCount == 1)
return;
for (int i = 1; i < myTransform.childCount; i++)
{
GameObject.DestroyImmediate(myTransform.GetChild(i).gameObject);
}
heatMapComponent.impactFactors.Clear();
Delate();
}
}