GQ_Communicate/GQ_TongXin/Assets/Scripts/WJ/CabinetUIManager.cs

104 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
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 static void ChangeMenu(Menu 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:
// break;
// case Menu.M_全景监控_温度:
// //temperature_and_humidity_list.ForEach(x=>x.)
// break;
// case Menu.M_全景监控_湿度:
// break;
// case Menu.M_全景监控_柜门状态:
// break;
// case Menu.M_全景监控_红外监测:
// break;
// case Menu.M_全景监控_现场作业:
// break;
// case Menu.M_全景监控_摄像头:
// break;
// case Menu.M_数字孪生_机柜容量:
// break;
// case Menu.M_数字孪生_接地网:
// break;
// case Menu.M_数字孪生_线缆连接_展示:
// break;
// case Menu.M_数字孪生_线缆连接_配置:
// break;
// case Menu.M_数字孪生_场景管理:
// break;
// case Menu.M_数字孪生_智能巡检:
// break;
// default:
// break;
//}
}
#region Editor Test
[ContextMenu("Editor Change Menu")]
public void ChangeMenu()
{
ChangeMenu(current_menu);
}
public GameObject 湿;
[ContextMenu("创建温湿度预制体")]
public void CreateWsd()
{
for (int i = 0; i < transform.childCount; i++)
{
if (transform.GetChild(i).Find("温湿度")) continue;
var go = Instantiate(湿);
go.name = "温湿度";
go.transform.SetParent(transform.GetChild(i));
}
}
#endregion
}
public enum Menu
{
M_全景监控_设备告警,
M_全景监控_温度,
M_全景监控_湿度,
M_全景监控_柜门状态,
M_全景监控_红外监测,
M_全景监控_现场作业,
M_全景监控_摄像头,
M_数字孪生_机柜容量,
M_数字孪生_接地网,
M_数字孪生_线缆连接_展示,
M_数字孪生_线缆连接_配置,
M_数字孪生_场景管理,
M_数字孪生_智能巡检,
}