修改功能提交

This commit is contained in:
lujiajian 2025-03-25 17:59:05 +08:00
parent 6e5cfcb210
commit b3486d498f
11 changed files with 1439 additions and 76 deletions

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@ -118,7 +118,7 @@ MonoBehaviour:
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@ -4,7 +4,6 @@ using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using static System.Net.Mime.MediaTypeNames;
public class TipMangner : MonoBehaviour
{

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@ -0,0 +1,99 @@
using HighlightPlus;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public enum ModelType
{
None,
,
,
,
,
}
public class ControlManager : MonoBehaviour
{
public static ControlManager instance;
public Transform windows;
public Transform air;
public Transform lights;
public Transform curtain;
public Transform Tv;
public RectTransform HightUi;
public ModelType modeltypestate = ModelType.None;
private void Awake()
{
instance = this;
}
void Start()
{
}
public void Getfurniture()
{
StartCoroutine(WaitGet());
}
public IEnumerator WaitGet()
{
yield return new WaitForSeconds(0.2f);
switch (SelectModel.Instance.region)
{
case Region.:
air = Furniture_Manager.Instance.FindHome("环境", "空调");
windows = Furniture_Manager.Instance.FindHome("环境", "窗户");
lights = Furniture_Manager.Instance.FindHome("环境", "灯");
curtain = Furniture_Manager.Instance.FindHome("环境", "窗帘");
break;
case Region.:
air = Furniture_Manager.Instance.FindHome("互联", "空调");
Tv = Furniture_Manager.Instance.FindHome("互联", "电视");
windows = Furniture_Manager.Instance.FindHome("互联", "窗户");
lights = Furniture_Manager.Instance.FindHome("互联", "灯");
curtain = Furniture_Manager.Instance.FindHome("互联", "窗帘");
break;
case Region.:
air = Furniture_Manager.Instance.FindHome("家电", "空调");
Tv = Furniture_Manager.Instance.FindHome("家电", "电视");
windows = Furniture_Manager.Instance.FindHome("家电", "窗户");
lights = Furniture_Manager.Instance.FindHome("家电", "灯");
curtain = Furniture_Manager.Instance.FindHome("家电", "窗帘");
break;
}
lights.GetComponent<BoxCollider>().enabled = true;
}
/// <summary>
/// 获取物体的宽度和高度 rect[0] 高 rect[1] 宽
/// </summary>
/// <returns></returns>
public List<float> GetRect(Transform transform)
{
List<float> rect = new List<float>();
RectTransform trans = transform.GetComponent<RectTransform>();
rect.Add(trans.rect.height);
rect.Add(trans.rect.width);
return rect;
}
/// <summary>
/// 设置高亮UI的父物体
/// </summary>
public void SetHightParent(Transform parent, Vector2 vector2 = new Vector2())
{
if (vector2 != Vector2.zero)
{
HightUi.gameObject.SetActive(true);
HightUi.parent = parent;
HightUi.localPosition = Vector3.zero;
HightUi.sizeDelta = vector2;
}
else
{
HightUi.gameObject.SetActive(true);
HightUi.parent = parent;
HightUi.localPosition = Vector3.zero;
HightUi.sizeDelta = new Vector2(GetRect(parent)[1], GetRect(parent)[0]);
}
}
}

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@ -0,0 +1,11 @@
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@ -1,9 +1,12 @@
using HighlightPlus;
using Newtonsoft.Json.Linq;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using static UnityEngine.GridBrushBase;
/// <summary>
/// 灯光控制
/// </summary>
@ -40,16 +43,42 @@ public class Control_Light : MonoBehaviour
public Toggle cool;
public Toggle warm;
public Toggle Incandescent;
/// <summary>
/// 灯光强度按钮遮罩
/// </summary>
public GameObject MaskLightbrightness;
/// <summary>
/// 开关灯遮罩
/// </summary>
public GameObject MaskOpen;
/// <summary>
/// 灯光类型遮罩
/// </summary>
public GameObject Masklighttype;
/// <summary>
/// 关闭按钮
/// </summary>
public Button Close;
int coolclick = 0;
int warmclick = 0;
int incandescent = 0;
private void Awake()
{
Instance = this;
}
void Start()
{
cool.onValueChanged.AddListener((a) => { coolclick++; });
warm.onValueChanged.AddListener((a) => { warmclick++; });
Incandescent.onValueChanged.AddListener((a) => { incandescent++; });
Open.onClick.AddListener(() =>
{
Is_Open = !Is_Open;
OpenorCloseLight(Is_Open);
ControlManager.instance.SetHightParent(Close.transform);
MaskOpen.SetActive(true);
UseSateTips.Instance.StateTips(3);
});
lightsildervalue = Lightbrightness.value;
Lightbrightness.onValueChanged.AddListener((value) =>
@ -58,18 +87,33 @@ public class Control_Light : MonoBehaviour
{
if (lightsildervalue > value)
{
Debug.Log("----");
SetEmissionIntensity(LightsModel[i].GetComponent<MeshRenderer>(), value);
LightsModel[i].GetChild(0).GetComponent<Light>().intensity = value;
}
else if (lightsildervalue < value)
{
Debug.Log("+++++++++");
SetEmissionIntensity(LightsModel[i].GetComponent<MeshRenderer>(), value);
LightsModel[i].GetChild(0).GetComponent<Light>().intensity = value;
}
}
MaskLightbrightness.SetActive(true);
Masklighttype.SetActive(false);
ControlManager.instance.SetHightParent(cool.transform.parent);
lightsildervalue = Lightbrightness.value;
UseSateTips.Instance.StateTips(1);
});
Close.onClick.AddListener(() =>
{
UseSateTips.Instance.TipsPanel.SetActive(false);
for (int i = 0; i < LightsModel.Count; i++)
{
LightsModel[i].GetComponent<BoxCollider>().enabled = false;
LightsModel[i].GetComponent<HighlightEffect>().highlighted = false;
}
Control_Air.Instance.airobject.GetComponent<BoxCollider>().enabled = true;
Control_Air.Instance.airobject.GetComponent<HighlightEffect>().highlighted = true;
Control_Air.Instance.airobject.GetComponent<HighlightEffect>().overlay = 1;
Control_Air.Instance.airobject.GetComponent<HighlightEffect>().overlayMinIntensity = 0;
});
//enter.onClick.AddListener(() =>
//{
@ -85,12 +129,15 @@ public class Control_Light : MonoBehaviour
{
case Region.:
LightsModel = Furniture_Manager.Instance.FindHomes("环境", "灯");
Modelflashing();
break;
case Region.:
LightsModel = Furniture_Manager.Instance.FindHomes("互联", "灯");
Modelflashing();
break;
case Region.:
LightsModel = Furniture_Manager.Instance.FindHomes("家电", "灯");
Modelflashing();
break;
}
}
@ -102,6 +149,41 @@ public class Control_Light : MonoBehaviour
{
IsClick(Is_Open);
}
if (Lightbrightness.gameObject.activeInHierarchy && ControlManager.instance.HightUi.parent.name == "Canvas")
{
ControlManager.instance.modeltypestate = ModelType.;
ControlManager.instance.SetHightParent(Lightbrightness.transform.parent);
UseSateTips.Instance.StateTips(0);
MaskLightbrightness.SetActive(false);
}
if (coolclick > 0 && warmclick > 0 && incandescent > 0 && ControlManager.instance.HightUi.parent.name == "灯光选择")
{
ControlManager.instance.SetHightParent(Open.transform);
Masklighttype.SetActive(true);
MaskOpen.SetActive(false);
UseSateTips.Instance.StateTips(2);
}
}
public void Modelflashing()
{
if (SelectModel.Instance.region != Region.)
{
HighlightEffect highlight = LightsModel[0].GetComponent<HighlightEffect>();
highlight.highlighted = true;
highlight.overlay = 1;
}
else
{
HighlightEffect highlight = LightsModel[0].GetComponent<HighlightEffect>();
highlight.highlighted = true;
highlight.overlay = 1;
HighlightEffect highlights = LightsModel[1].GetComponent<HighlightEffect>();
highlights.highlighted = true;
highlights.overlay = 1;
}
}
void IsClick(bool isclick)
{

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@ -0,0 +1,18 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HightUI : MonoBehaviour
{
void Start()
{
GetComponent<Image>().DOFade(0.2F, 0.8F).SetLoops(-1, LoopType.Yoyo);
}
void Update()
{
}
}

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@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class UseSateTips : MonoBehaviour
{
public static UseSateTips Instance;
public GameObject TipsPanel;
public TextMeshProUGUI text;
public List<string> Lights = new List<string>();
public List<string> Air = new List<string>();
public List<string> Tv = new List<string>();
private void Awake()
{
Instance = this;
}
void Start()
{
TipsPanel.SetActive(false);
}
/// <summary>
/// 步骤提示
/// </summary>
public void StateTips(int index)
{
TipsPanel.SetActive(true);
switch (ControlManager.instance.modeltypestate)
{
case ModelType.:
text.text = Lights[index];
break;
case ModelType.:
break;
case ModelType.:
break;
case ModelType.:
break;
case ModelType.:
break;
}
}
}

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