Merge branch 'u3d' of http://gitea.umayle.com/huangjiayu/ShanDongVirtualPowerPlant into u3d
# Conflicts: # u3d-ShanDongVirtualPowerPlant/Assets/GameAssets/Model/ShanDongMap-AT.fbx.meta
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@ -30,7 +30,7 @@ public static class AsyncWebReq
|
|||
else
|
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await getRequest.SendWebRequest();
|
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#if UNITY_EDITOR
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Debug.Log("async req : " + getRequest.downloadHandler.text);
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//Debug.Log("async req : " + getRequest.downloadHandler.text);
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#endif
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T result = JsonConvert.DeserializeObject<T>(getRequest.downloadHandler.text);
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@ -65,7 +65,7 @@ public static class AsyncWebReq
|
|||
await postRequest.SendWebRequest();
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#if UNITY_EDITOR
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Debug.Log("async req : " + postRequest.downloadHandler.text);
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//Debug.Log("async req : " + postRequest.downloadHandler.text);
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#endif
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T result = JsonConvert.DeserializeObject<T>(postRequest.downloadHandler.text);
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postRequest.Dispose();
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@ -4,7 +4,9 @@ using System.Collections.Generic;
|
|||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using Adam;
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
public class Bootstrap : MonoSingleton<Bootstrap>
|
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{
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||||
|
|
@ -13,8 +15,10 @@ public class Bootstrap : MonoSingleton<Bootstrap>
|
|||
/// 0 省会 1 城市 2 区县
|
||||
/// </summary>
|
||||
public int currentLevel = 0;
|
||||
public string currentDisName;
|
||||
public string currentDistCode;
|
||||
|
||||
public List<string> landMarks;
|
||||
private List<string> landMarks = new List<string>();
|
||||
/// <summary>
|
||||
/// 透明
|
||||
/// </summary>
|
||||
|
|
@ -58,68 +62,130 @@ public class Bootstrap : MonoSingleton<Bootstrap>
|
|||
|
||||
private Dictionary<Transform, Tween> _fadeTweens = new Dictionary<Transform, Tween>();
|
||||
|
||||
public WebAdapter webAdapter;
|
||||
|
||||
public Dictionary<string, string> urlDic = new Dictionary<string, string>();
|
||||
[HideInInspector]
|
||||
public WebAdapter webAdapter;
|
||||
[HideInInspector]
|
||||
public RayHitTester rayHitTester;
|
||||
public GameObject lastLand;
|
||||
public GameObject shadowMap;
|
||||
|
||||
|
||||
public int clickCurrentLevel = 2;
|
||||
[ContextMenu("1")]
|
||||
private void Awake()
|
||||
{
|
||||
string[] data = FileUtil.ReadAllLineFromLocal("WebAddress.json");
|
||||
for (int i = 0; i < data.Length; i++)
|
||||
var serverConfig = new System.Uri(Path.Combine(Application.streamingAssetsPath + @"/Config", "WebAddress.json"));
|
||||
GetText(serverConfig.ToString(), (temp) =>
|
||||
{
|
||||
string[] urlInfo = data[i].Split("=");
|
||||
urlDic.Add(urlInfo[0], urlInfo[1]);
|
||||
}
|
||||
if (!String.IsNullOrWhiteSpace(temp))
|
||||
{
|
||||
Debug.Log("读取到的内容有:" + temp);
|
||||
urlDic = JsonConvert.DeserializeObject<Dictionary<string, string>>(temp);
|
||||
//urlDic = JsonUtility.FromJson<Dictionary<string, string>>(temp);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("加载配置文件错误");
|
||||
}
|
||||
});
|
||||
|
||||
//string data = FileUtil.ReadFromLocal("WebAddress.json");
|
||||
//urlDic = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||
|
||||
webAdapter = GetComponent<WebAdapter>();
|
||||
rayHitTester = GetComponent<RayHitTester>();
|
||||
}
|
||||
public void GetText(string url, Action<string> actionResult)
|
||||
{
|
||||
StartCoroutine(FileUtil.GetTextAsyn(url, actionResult));
|
||||
}
|
||||
void Start()
|
||||
{
|
||||
webAdapter = GetComponent<WebAdapter>();
|
||||
landMarks = new List<string> { "网络负荷:49.84 kw", "上网负荷:49.84 kw", "削峰负荷:49.84 kw", "填谷负荷:49.84 kw", "发电负荷:49.84 kw" };
|
||||
//landMarks = new List<string> { "网络负荷:49.84 kw", "上网负荷:49.84 kw", "削峰负荷:49.84 kw", "填谷负荷:49.84 kw", "发电负荷:49.84 kw" };
|
||||
landMarkAndInfoCotroller.gameObject.SetActive(false);
|
||||
cameraRt.OnLimitScroll += SwitchLand;
|
||||
|
||||
}
|
||||
public bool isLoad = false;
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var hit = rayHitTester.HitTest();
|
||||
if (Input.GetMouseButtonDown(2))
|
||||
{
|
||||
if (hit.collider != null)
|
||||
{
|
||||
if (cameraRt.currentLevelIndex == 1) return;
|
||||
clickCurrentLevel--;
|
||||
if (clickCurrentLevel <= 1)
|
||||
{
|
||||
clickCurrentLevel = 1;
|
||||
}
|
||||
cameraRt.currentLevelIndex = clickCurrentLevel;
|
||||
//currentLevel = clickCurrentLevel;
|
||||
SwitchLand(clickCurrentLevel);
|
||||
cameraRt.SetTarget(hit.collider.transform);
|
||||
Debug.Log("clickCurrentLevel==" + clickCurrentLevel);
|
||||
}
|
||||
}
|
||||
if (hit.collider != null)
|
||||
{
|
||||
landMarks.Clear();
|
||||
if (hit.collider.gameObject != lastLand)
|
||||
{
|
||||
CloseLandMark();
|
||||
}
|
||||
currentLand = hit.collider.gameObject;
|
||||
if (currentLand == lastLand) return;
|
||||
ShowLandMark();
|
||||
}
|
||||
else
|
||||
{
|
||||
CloseLandMark();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 展示地标
|
||||
/// </summary>
|
||||
/// <param name="land"></param>
|
||||
public async void ShowLandMark(GameObject land)
|
||||
public async void ShowLandMark()
|
||||
{
|
||||
if (isLoad) return;
|
||||
landMarks.Clear();
|
||||
string distCode = land.GetComponent<CityInfo>().distCode;
|
||||
AreaData areaData = await AsyncWebReq.Get<AreaData>($"{urlDic["地图弹出框"]}{distCode}", webAdapter.head, webAdapter.token);
|
||||
if (currentLand == null) return;
|
||||
currentDistCode = currentLand.GetComponent<CityInfo>().distCode;
|
||||
currentLand.GetComponent<MeshRenderer>().materials = select;
|
||||
Vector3 worldToScreenPoint = Camera.main.WorldToScreenPoint(new Vector3(currentLand.transform.position.x, currentLand.transform.position.y, currentLand.transform.position.z));
|
||||
lastLand = currentLand;
|
||||
SwitchLevel(-1);
|
||||
AreaData areaData = await AsyncWebReq.Get<AreaData>($"{urlDic["地图弹出框"]}{currentDistCode}", webAdapter.head, webAdapter.token);
|
||||
if (!bool.Parse(areaData.success)) return;
|
||||
isLoad = true;
|
||||
for (int i = 0; i < areaData.data.items.Count; i++)
|
||||
{
|
||||
string info = $"{areaData.data.items[i].label}:{areaData.data.items[i].value}{areaData.data.items[i].unit}";
|
||||
landMarks.Add(info);
|
||||
}
|
||||
|
||||
currentLand = land;
|
||||
currentLand.GetComponent<MeshRenderer>().materials = select;
|
||||
landMarkAndInfoCotroller.gameObject.SetActive(true);
|
||||
Vector3 worldToScreenPoint = Camera.main.WorldToScreenPoint(new Vector3(currentLand.transform.position.x, currentLand.transform.position.y, currentLand.transform.position.z));
|
||||
landMarkAndInfoCotroller.GetComponent<RectTransform>().position = new Vector3(worldToScreenPoint.x, worldToScreenPoint.y, 0);
|
||||
landMarkAndInfoCotroller.SetMarksInfo(currentLand.name, landMarks);
|
||||
SwitchLevel(-1);
|
||||
if (currentLand != null)
|
||||
landMarkAndInfoCotroller.SetMarksInfo(currentLand.name, landMarks);
|
||||
}
|
||||
/// <summary>
|
||||
/// 关闭地标
|
||||
/// </summary>
|
||||
public void CloseLandMark()
|
||||
{
|
||||
isLoad = false;
|
||||
landMarkAndInfoCotroller.gameObject.SetActive(false);
|
||||
if (currentLand != null)
|
||||
if (lastLand != null)
|
||||
{
|
||||
currentLand.GetComponent<MeshRenderer>().materials = mat;
|
||||
currentLand = null;
|
||||
lastLand.GetComponent<MeshRenderer>().materials = mat;
|
||||
lastLand = null;
|
||||
}
|
||||
currentLand = null;
|
||||
SwitchLevel(currentLevel);
|
||||
}
|
||||
|
||||
|
|
@ -133,6 +199,8 @@ public class Bootstrap : MonoSingleton<Bootstrap>
|
|||
webAdapter.LevelChange(_currentLevel.ToString());
|
||||
landMarkAndInfoCotroller.gameObject.SetActive(false);
|
||||
currentLevel = _currentLevel;
|
||||
clickCurrentLevel = _currentLevel;
|
||||
shadowMap.gameObject.SetActive(false);
|
||||
switch (currentLevel)
|
||||
{
|
||||
case 2:
|
||||
|
|
@ -142,6 +210,7 @@ public class Bootstrap : MonoSingleton<Bootstrap>
|
|||
cityParents.GetChild(i).gameObject.SetActive(false);
|
||||
}
|
||||
lastCity = null;
|
||||
shadowMap.gameObject.SetActive(true);
|
||||
SwitchMatShow(provincialCapital);
|
||||
break;
|
||||
case 1:
|
||||
|
|
@ -164,18 +233,18 @@ public class Bootstrap : MonoSingleton<Bootstrap>
|
|||
}
|
||||
break;
|
||||
case 0:
|
||||
lastCity = currentLand.transform.parent;
|
||||
SwitchMatHide(lastCity);
|
||||
for (int i = 0; i < areaParents.childCount; i++)
|
||||
{
|
||||
var child = areaParents.GetChild(i).gameObject;
|
||||
child.SetActive(child.name == currentLand.name);
|
||||
if (child.activeSelf)
|
||||
{
|
||||
currentArea = child;
|
||||
}
|
||||
}
|
||||
//Debug.Log("区县");
|
||||
//lastCity = currentLand.transform.parent;
|
||||
//SwitchMatHide(lastCity);
|
||||
//for (int i = 0; i < areaParents.childCount; i++)
|
||||
//{
|
||||
// var child = areaParents.GetChild(i).gameObject;
|
||||
// child.SetActive(child.name == currentLand.name);
|
||||
// if (child.activeSelf)
|
||||
// {
|
||||
// currentArea = child;
|
||||
// }
|
||||
//}
|
||||
Debug.Log("区县");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -190,10 +259,11 @@ public class Bootstrap : MonoSingleton<Bootstrap>
|
|||
_fadeTweens.Remove(parent);
|
||||
}
|
||||
//bool isChange = true;
|
||||
var renderers = parent.GetComponentsInChildren<MeshRenderer>();
|
||||
var renderers = GetMeshRenderers(parent);
|
||||
List<Material> currentMaters = new List<Material>();
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
for (int i = 0; i < renderers.Count; i++)
|
||||
{
|
||||
renderers[i].gameObject.SetActive(true);
|
||||
for (int j = 0; j < renderers[i].materials.Length; j++)
|
||||
{
|
||||
currentMaters.Add(renderers[i].materials[j]);
|
||||
|
|
@ -208,7 +278,7 @@ public class Bootstrap : MonoSingleton<Bootstrap>
|
|||
|
||||
}).OnComplete(() =>
|
||||
{
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
for (int i = 0; i < renderers.Count; i++)
|
||||
{
|
||||
renderers[i].GetComponent<Collider>().enabled = true;
|
||||
renderers[i].materials = mat;
|
||||
|
|
@ -226,14 +296,14 @@ public class Bootstrap : MonoSingleton<Bootstrap>
|
|||
tween.Kill(true);
|
||||
_fadeTweens.Remove(parent);
|
||||
}
|
||||
var renderers = parent.GetComponentsInChildren<MeshRenderer>();
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
var renderers = GetMeshRenderers(parent);
|
||||
for (int i = 0; i < renderers.Count; i++)
|
||||
{
|
||||
renderers[i].GetComponent<Collider>().enabled = false;
|
||||
renderers[i].materials = opacity;
|
||||
}
|
||||
List<Material> currentMaters = new List<Material>();
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
for (int i = 0; i < renderers.Count; i++)
|
||||
{
|
||||
for (int j = 0; j < renderers[i].materials.Length; j++)
|
||||
{
|
||||
|
|
@ -249,17 +319,31 @@ public class Bootstrap : MonoSingleton<Bootstrap>
|
|||
|
||||
}).OnComplete(() =>
|
||||
{
|
||||
for (int i = 0; i < renderers.Count; i++)
|
||||
{
|
||||
renderers[i].gameObject.SetActive(false);
|
||||
}
|
||||
_fadeTweens.Remove(parent);
|
||||
});
|
||||
|
||||
_fadeTweens.Add(parent, tween);
|
||||
}
|
||||
|
||||
private List<MeshRenderer> GetMeshRenderers(Transform t)
|
||||
{
|
||||
List<MeshRenderer> renderers = new List<MeshRenderer>();
|
||||
for (int i = 0; i < t.childCount; i++)
|
||||
{
|
||||
renderers.Add(t.GetChild(i).GetComponent<MeshRenderer>());
|
||||
}
|
||||
return renderers;
|
||||
}
|
||||
private void SwitchLevel(int currentLevel)
|
||||
{
|
||||
switch (currentLevel)
|
||||
{
|
||||
case -1:
|
||||
cameraRt.SetMaxMinDistance(10f, 120f);
|
||||
cameraRt.SetMaxMinDistance(30f, 120f);
|
||||
break;
|
||||
case 0:
|
||||
cameraRt.SetMaxMinDistance(10f, 20f);
|
||||
|
|
|
|||
|
|
@ -96,10 +96,10 @@ public class CameraRT : MonoBehaviour
|
|||
public void SetTarget(Transform _target)
|
||||
{
|
||||
target.position = _target.position;
|
||||
distance = _target.localScale.x;
|
||||
//distance = _target.localScale.x;
|
||||
|
||||
y = _target.eulerAngles.x;
|
||||
x = _target.eulerAngles.y;
|
||||
//y = _target.eulerAngles.x;
|
||||
//x = _target.eulerAngles.y;
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -173,6 +173,8 @@ public class CameraRT : MonoBehaviour
|
|||
cam.transform.rotation = rotation;
|
||||
cam.transform.position = position;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,9 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CityInfo : MonoBehaviour
|
||||
{
|
||||
public string distCode;
|
||||
public string cityName;
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c82969bf5e8a4b94d9f42734d863738c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class AggregateStation : MonoBehaviour
|
||||
{
|
||||
|
||||
public SpriteRenderer instruct;
|
||||
public TMP_Text instructInfo;
|
||||
public void SetInfo(Sprite stationIcon, string num)
|
||||
{
|
||||
instruct.sprite = stationIcon;
|
||||
instructInfo.text = num;
|
||||
}
|
||||
public void SetInfo(string num)
|
||||
{
|
||||
instructInfo.text = num;
|
||||
gameObject.SetActive(num != "0");
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: deac56328b1a8f14783a00a90bac4bf3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CityInfo : MonoBehaviour
|
||||
{
|
||||
public string distCode;
|
||||
public string cityName;
|
||||
public ScreenTopStatistics sts = new ScreenTopStatistics();
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (!GetComponent<Collider>())
|
||||
gameObject.AddComponent<MeshCollider>();
|
||||
OnSetStationInfo();
|
||||
}
|
||||
|
||||
public async void OnSetStationInfo()
|
||||
{
|
||||
sts = await DataController.Instance.GetProvincialLevelStationInfo(distCode,cityName);
|
||||
if (sts != null)
|
||||
{
|
||||
transform.GetChild(0).GetComponent<AggregateStation>().SetInfo(sts.agentCons);
|
||||
transform.GetChild(1).GetComponent<AggregateStation>().SetInfo(sts.energyStation);
|
||||
transform.GetChild(2).GetComponent<AggregateStation>().SetInfo(sts.phoStation);
|
||||
transform.GetChild(3).GetComponent<AggregateStation>().SetInfo(sts.microGrid);
|
||||
transform.GetChild(4).GetComponent<AggregateStation>().SetInfo(sts.airCondition);
|
||||
transform.GetChild(5).GetComponent<AggregateStation>().SetInfo(sts.windStation);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < transform.childCount; i++)
|
||||
{
|
||||
transform.GetChild(i).gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,36 @@
|
|||
using UnityEngine;
|
||||
//============================================================
|
||||
//支持中文,文件使用UTF-8编码
|
||||
//@author Adam
|
||||
//@create 20221005
|
||||
//@company Umawerse
|
||||
//
|
||||
//@description:
|
||||
//============================================================
|
||||
|
||||
public class DistanceAdjuster : MonoBehaviour
|
||||
{
|
||||
public float minDistance = 100;
|
||||
public float maxDistance = 300;
|
||||
public float minScale = 1;
|
||||
public float maxScale = 1;
|
||||
private Camera _camera;
|
||||
// Use this for initialization
|
||||
private void Start () {
|
||||
_camera = Camera.main;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var d = Vector3.Distance(transform.position, _camera.transform.position);
|
||||
var s = Remap(d, minDistance, maxDistance, minScale, maxScale);
|
||||
s= Mathf.Max(s, minScale);
|
||||
s= Mathf.Min(s, maxScale);
|
||||
transform.localScale = Vector3.one * s;
|
||||
}
|
||||
|
||||
private float Remap(float value, float inMin, float inMax, float outMin, float outMax)
|
||||
{
|
||||
return (value - inMin) / (inMax - inMin) * (outMax - outMin) + outMin;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 58c77e77f4c79fe44872c00e6ee32ab4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class LookAt : MonoBehaviour
|
||||
{
|
||||
private Camera _mainCam;
|
||||
private bool revert;
|
||||
public bool isLockY = false;
|
||||
public bool isLockXZ = false;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
_mainCam = Camera.main;
|
||||
revert = true;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (!_mainCam) return;
|
||||
var dir = transform.position - _mainCam.transform.position;
|
||||
var up = Vector3.up;
|
||||
if (isLockY)
|
||||
{
|
||||
dir.y = 0;
|
||||
}
|
||||
else if (isLockXZ)
|
||||
{
|
||||
up.Set(dir.x, 0, dir.z);
|
||||
dir = Vector3.ProjectOnPlane(dir, up);
|
||||
|
||||
}
|
||||
transform.LookAt(transform.position + dir, up);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2157c86bfc66fca43a9eb7c8e5661a1e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,75 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
/// <summary>
|
||||
/// 区域资源站点信息
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class AreaStationData
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int code ;
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public string success ;
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public List<DataItem> data ;
|
||||
/// <summary>
|
||||
/// 操作成功
|
||||
/// </summary>
|
||||
public string msg ;
|
||||
}
|
||||
[Serializable]
|
||||
public class ScreenTopStatistics
|
||||
{
|
||||
/// <summary>
|
||||
///行政区域编码
|
||||
/// </summary>
|
||||
public string distCode ;
|
||||
/// <summary>
|
||||
/// 代理用户
|
||||
/// </summary>
|
||||
public string agentCons ;
|
||||
/// <summary>
|
||||
/// 微电网
|
||||
/// </summary>
|
||||
public string microGrid ;
|
||||
/// <summary>
|
||||
/// 储能电站
|
||||
/// </summary>
|
||||
public string energyStation ;
|
||||
/// <summary>
|
||||
/// 光伏电站
|
||||
/// </summary>
|
||||
public string phoStation ;
|
||||
/// <summary>
|
||||
/// 风电站
|
||||
/// </summary>
|
||||
public string windStation ;
|
||||
/// <summary>
|
||||
/// 楼宇空调
|
||||
/// </summary>
|
||||
public string airCondition ;
|
||||
}
|
||||
[Serializable]
|
||||
public class DataItem
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public string distCode ;
|
||||
/// <summary>
|
||||
/// 济南市
|
||||
/// </summary>
|
||||
public string disName ;
|
||||
/// <summary>
|
||||
/// 用户资源统计
|
||||
/// </summary>
|
||||
public ScreenTopStatistics screenTopStatistics ;
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f2ab35c325cf6d14b90952d051dd59db
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,25 @@
|
|||
using Cysharp.Threading.Tasks;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DataController : MonoSingleton<DataController>
|
||||
{
|
||||
public string distCode;
|
||||
// Start is called before the first frame update
|
||||
|
||||
public async UniTask<ScreenTopStatistics> GetProvincialLevelStationInfo(string _distCode, string _disName)
|
||||
{
|
||||
await UniTask.Delay(1000);
|
||||
if (_distCode.Length == 4)
|
||||
distCode = _distCode.Substring(0, 2);
|
||||
if (_distCode.Length == 6)
|
||||
distCode = _distCode.Substring(0, 4);
|
||||
string url = Bootstrap.Instance.urlDic["µØÍ¼ÐÅÏ¢»ã×Ü"];
|
||||
AreaStationData areaStationData = await AsyncWebReq.Get<AreaStationData>(url + distCode, Bootstrap.Instance.webAdapter.head, Bootstrap.Instance.webAdapter.token);
|
||||
DataItem sts = areaStationData.data.Find(s => s.disName == _disName);
|
||||
if (sts == null)
|
||||
return null;
|
||||
return sts.screenTopStatistics;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c7d0dd96bcd307c449f211fc6ca2a673
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public abstract class HitTester:MonoBehaviour
|
||||
{
|
||||
public abstract RaycastHit HitTest();
|
||||
public abstract void SetLayerMask(int layerMask = Physics.DefaultRaycastLayers);
|
||||
public abstract RaycastHit HitTest(Vector3 point, bool worldPosition);
|
||||
public abstract Ray GetRay();
|
||||
public abstract void SetCamera(Camera cam);
|
||||
public abstract Camera GetCamera();
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 82d0c0f4f4425684184827d8dd6030b3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,73 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System;
|
||||
|
||||
|
||||
public class RayHitTester : HitTester
|
||||
{
|
||||
[SerializeField]
|
||||
private Camera _camera;
|
||||
public bool debug;
|
||||
private RaycastHit _result = new RaycastHit();
|
||||
private Ray _ray;
|
||||
private LayerMask _layerMask = Physics.DefaultRaycastLayers;
|
||||
public override void SetCamera(Camera cam)
|
||||
{
|
||||
_camera = cam;
|
||||
}
|
||||
public override Camera GetCamera()
|
||||
{
|
||||
return _camera;
|
||||
}
|
||||
public override Ray GetRay()
|
||||
{
|
||||
return _ray;
|
||||
}
|
||||
public override RaycastHit HitTest()
|
||||
{
|
||||
return _result;
|
||||
}
|
||||
public override void SetLayerMask(int layerMask = Physics.DefaultRaycastLayers)
|
||||
{
|
||||
_layerMask = layerMask;
|
||||
}
|
||||
public override RaycastHit HitTest(Vector3 position,bool worldPosition)
|
||||
{
|
||||
RaycastHit result = new RaycastHit();
|
||||
if (worldPosition == true) position = _camera.WorldToScreenPoint(position);
|
||||
Raycast(position, out result);
|
||||
return result;
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
_ray = Raycast(Input.mousePosition, out _result);
|
||||
}
|
||||
private Ray Raycast(Vector3 position, out RaycastHit result)
|
||||
{
|
||||
if (_camera == null) _camera = Camera.main;
|
||||
Ray ray = _camera.ScreenPointToRay(position);
|
||||
// regular 3D raycast
|
||||
bool hit = Physics.Raycast(ray, out result, Mathf.Infinity,_layerMask);
|
||||
//#if UNITY_EDITOR
|
||||
// vizualise ray
|
||||
if (debug==true)
|
||||
{
|
||||
//lineRenderer.SetPosition(0, ray.origin+new Vector3(0.0f,-0.3f));
|
||||
if (hit)
|
||||
{
|
||||
Vector3 hitPos = result.point;
|
||||
|
||||
Debug.DrawLine(ray.origin, hitPos, Color.green, 0.5f);
|
||||
//lineRenderer.SetPosition(1, hitPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Debug.Log("Raycase " +debug+" -> "+ ray);
|
||||
Debug.DrawLine(ray.origin, ray.origin + ray.direction * 9999.0f, Color.red, 0.5f);
|
||||
//lineRenderer.SetPosition(1, ray.origin + ray.direction * 50);
|
||||
}
|
||||
}
|
||||
//#endif
|
||||
return ray;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: eea3e8dca285e8d459af0d760b61068c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -7,23 +7,87 @@ public class TEst : MonoBehaviour
|
|||
{
|
||||
|
||||
public CityExcelData manager = new CityExcelData();
|
||||
|
||||
public AggregateStation aggregateStation;
|
||||
public List<Sprite> sprites = new List<Sprite>();
|
||||
public List<GameObject> gameObjects = new List<GameObject>();
|
||||
public Transform p;
|
||||
public bool isDeleteStationInstructs;
|
||||
public float h = 2;
|
||||
[ContextMenu("GetInfo")]
|
||||
public void CreateItemAsset()
|
||||
{
|
||||
manager.cityItems = null;
|
||||
manager.cityItems = ExcelTool.CreateItemArrayWithExcel(ExcelConfig.excelsFolderPath + "山东行政区划数据.xlsx");
|
||||
|
||||
for (int i = 0; i < transform.childCount; i++)
|
||||
for (int i = 0; i < p.childCount; i++)
|
||||
{
|
||||
CityInfo c = transform.GetChild(i).GetComponent<CityInfo>();
|
||||
c.cityName = c.gameObject.name;
|
||||
for (int l = 0; l < manager.cityItems.Length; l++)
|
||||
Transform t = p.GetChild(i);
|
||||
|
||||
if (t.childCount > 0)
|
||||
{
|
||||
if (c.cityName == manager.cityItems[l].districtName)
|
||||
c.distCode = manager.cityItems[l].divisionNumber;
|
||||
for (int j = 0; j < t.childCount; j++)
|
||||
{
|
||||
CityInfo cc = t.GetChild(j).GetComponent<CityInfo>();
|
||||
cc.cityName = cc.gameObject.name;
|
||||
for (int l = 0; l < manager.cityItems.Length; l++)
|
||||
{
|
||||
if (cc.cityName == manager.cityItems[l].districtName)
|
||||
cc.distCode = manager.cityItems[l].divisionNumber;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CityInfo c = t.GetComponent<CityInfo>();
|
||||
c.cityName = c.gameObject.name;
|
||||
for (int l = 0; l < manager.cityItems.Length; l++)
|
||||
{
|
||||
if (c.cityName == manager.cityItems[l].districtName)
|
||||
c.distCode = manager.cityItems[l].divisionNumber;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
[ContextMenu("CreateStation")]
|
||||
public void CreateStation()
|
||||
{
|
||||
for (int i = 0; i < gameObjects.Count; i++)
|
||||
{
|
||||
DestroyImmediate(gameObjects[i]);
|
||||
}
|
||||
gameObjects.Clear();
|
||||
if (isDeleteStationInstructs) return;
|
||||
for (int i = 0; i < p.childCount; i++)
|
||||
{
|
||||
Transform t = p.GetChild(i);
|
||||
|
||||
if (t.childCount > 0)
|
||||
{
|
||||
for (int g = 0; g < t.childCount; g++)
|
||||
{
|
||||
Transform tt = t.GetChild(g);
|
||||
for (int j = 0; j < sprites.Count; j++)
|
||||
{
|
||||
AggregateStation _aggregateStation = Instantiate(aggregateStation, tt);
|
||||
_aggregateStation.transform.localPosition = new Vector3(Random.Range(-0.5f, 0.5f), Random.Range(-0.5f, 0.5f), h);
|
||||
_aggregateStation.transform.localEulerAngles = new Vector3(90, 0, 0);
|
||||
_aggregateStation.SetInfo(sprites[j], "0");
|
||||
gameObjects.Add(_aggregateStation.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int j = 0; j < sprites.Count; j++)
|
||||
{
|
||||
AggregateStation _aggregateStation = Instantiate(aggregateStation, t);
|
||||
_aggregateStation.transform.localPosition = new Vector3(Random.Range(-0.5f, 0.5f), Random.Range(-0.5f, 0.5f), h);
|
||||
_aggregateStation.transform.localEulerAngles = new Vector3(90, 0, 0);
|
||||
_aggregateStation.SetInfo(sprites[j], "0");
|
||||
gameObjects.Add(_aggregateStation.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ public class ThreeDController : MonoBehaviour
|
|||
{
|
||||
private void OnMouseEnter()
|
||||
{
|
||||
Bootstrap.Instance.ShowLandMark(gameObject);
|
||||
Bootstrap.Instance.ShowLandMark();
|
||||
}
|
||||
private void OnMouseExit()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,7 +1,9 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
using UnityEngine.Networking;
|
||||
|
||||
namespace Adam
|
||||
{
|
||||
|
|
@ -82,5 +84,14 @@ namespace Adam
|
|||
string path = Application.dataPath + "/StreamingAssets/" + file + "/" + fileName;
|
||||
return path;
|
||||
}
|
||||
|
||||
public static IEnumerator GetTextAsyn(string url, Action<string> actionResult)
|
||||
{
|
||||
UnityWebRequest request = UnityWebRequest.Get(url);
|
||||
yield return request.SendWebRequest();
|
||||
string t = request.downloadHandler.text;
|
||||
if (string.IsNullOrEmpty(t)) Debug.LogError("GetTextAsyn()/ Get Text is error! url:" + url);
|
||||
actionResult?.Invoke(t);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -12,14 +12,14 @@ public class WebAdapter : MonoBehaviour
|
|||
[DllImport("__Internal")]
|
||||
private static extern void OnLevelChange(string level);
|
||||
#else
|
||||
public string head;
|
||||
public string token;
|
||||
private static void OnLevelChange(string level)
|
||||
{
|
||||
Debug.Log(level);
|
||||
}
|
||||
#endif
|
||||
public UnityEvent<string> onStation;
|
||||
public string head;
|
||||
public string token;
|
||||
public void LevelChange(string level)
|
||||
{
|
||||
OnLevelChange(level);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0b25d80bdc80bcd4d8ebbfab374f89c6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
Shader "Custom/3D Text Shader" {
|
||||
Properties {
|
||||
_MainTex ("Font Texture", 2D) = "white" {}
|
||||
_Color ("Text Color", Color) = (1,1,1,1)
|
||||
}
|
||||
|
||||
|
||||
SubShader {
|
||||
Tags{ "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
Lighting Off Cull Off ZWrite On Fog { Mode Off }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Pass {
|
||||
Color [_Color]
|
||||
SetTexture [_MainTex] {
|
||||
combine primary, texture * primary
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d2fabe0493cdf8d4bb3debffe4046004
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,63 @@
|
|||
Shader "Umawerse/BorderCircle"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Color",Color)=(0.5,0.5,0.5,1)
|
||||
_Thickness("Thickness",Range(0,1)) = 0.1
|
||||
_Border("Border",Color)=(1,1,1,1)
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("ZTest",int) = 0
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Transparent" "Queue"="Overlay" "PreviewType"="Plane"}
|
||||
ZTest[_ZTest]
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
fixed4 _Color;
|
||||
fixed _Thickness;
|
||||
fixed4 _Border;
|
||||
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
// sample the texture
|
||||
fixed4 col = _Color;
|
||||
const fixed r = 0.5;
|
||||
const fixed ir = r*(1-_Thickness);
|
||||
const fixed x = i.uv.x - r;
|
||||
const fixed y = i.uv.y - r;
|
||||
|
||||
if(x*x+y*y>ir*ir) col = _Border;
|
||||
clip(r*r-x*x-y*y);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b2c622e4aa97c480b8bd519d2eecda85
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,62 @@
|
|||
Shader "Custom/CirculationBg"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("Texture", 2D) = "white" {}
|
||||
_ScrollXSpeed("X Scroll Speed",Range(-100,100)) = 0
|
||||
_ScrollYSpeed("Y Scroll Speed",Range(-100,100)) = 0
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType" = "Opaque" }
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
float _ScrollXSpeed;
|
||||
float _ScrollYSpeed;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
float2 uv = i.uv;
|
||||
|
||||
float xNew = frac(_ScrollXSpeed * _Time); //frac是取小数的函数 如1.23 取出来是 0.23
|
||||
float yNew = frac(_ScrollYSpeed * _Time);
|
||||
uv += float2(xNew,yNew);
|
||||
|
||||
float4 col = tex2D(_MainTex, uv);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "VertexLit"
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 47c5d4f19ca965241abf99ed7eb6ec2a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,88 @@
|
|||
Shader "Custom/UI/DotLine"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
_Cnt ("Cnt", float) = 100
|
||||
_Ratio ("Ratio", Range(0, 1.0)) = 0.5
|
||||
[Toggle(VERTICAL)] _Y ("Y?", float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Default"
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile __ VERTICAL
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
fixed4 _Color;
|
||||
float _Cnt;
|
||||
fixed _Ratio;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f OUT;
|
||||
OUT.vertex = UnityObjectToClipPos(v.vertex);
|
||||
OUT.texcoord = v.texcoord;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
fixed4 color = _Color;
|
||||
|
||||
#if VERTICAL
|
||||
|
||||
float y = IN.texcoord.y * _Cnt;
|
||||
int intY = int(y);
|
||||
color.a *= step(y-intY, _Ratio);
|
||||
|
||||
#else
|
||||
|
||||
float x = IN.texcoord.x * _Cnt;
|
||||
int intX = int(x);
|
||||
color.a *= step(x-intX, _Ratio);
|
||||
|
||||
#endif
|
||||
|
||||
color.rgb *= color.a;
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 33d704979108a5a40bb239bf4777c76b
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
Shader "Custom/Line"
|
||||
{
|
||||
|
||||
Properties
|
||||
{
|
||||
_MainTex("Base (RGB)", 2D) = "white" {}
|
||||
_Cutoff("Alpha Cutoff", Range(0, 1)) = 0.1
|
||||
_Color("Color",Color) = (0,0,0,0)
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Material
|
||||
{
|
||||
Diffuse[_Color]
|
||||
Ambient[_Color]
|
||||
}
|
||||
Lighting On
|
||||
AlphaTest GEqual[_Cutoff]
|
||||
|
||||
SetTexture[_MainTex] {}
|
||||
SetTexture[_MainTex] {combine texture + primary DOUBLE, previous}
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5148528e2aacec944b82a52084afd803
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,97 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Custom/OverlayImg"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
|
||||
_Color("Tint", Color) = (1,1,1,1)
|
||||
|
||||
//MASK SUPPORT ADD
|
||||
_StencilComp("Stencil Comparison", Float) = 8
|
||||
_Stencil("Stencil ID", Float) = 0
|
||||
_StencilOp("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
_ColorMask("Color Mask", Float) = 15
|
||||
//MASK SUPPORT END
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Overlay"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
"CanUseSpriteAtlas" = "True"
|
||||
}
|
||||
|
||||
//MASK SUPPORT ADD
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
|
||||
ColorMask[_ColorMask]
|
||||
//MASK SUPPORT END
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
Fog{ Mode Off }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
//ColorMask[_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
half2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
fixed4 _Color;
|
||||
|
||||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1,1);
|
||||
#endif
|
||||
OUT.color = IN.color * _Color;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 989983fab75ea9240a9bf2ea6c938b6f
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,44 @@
|
|||
Shader "Custom/Pipe"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Cutoff("Mask Clip Value", Float) = 0.5
|
||||
_Speed("Speed", Range(0 , 150)) = 0.01
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Number("Number", Range(0 , 100)) = 3.082893
|
||||
[HideInInspector] _texcoord("", 2D) = "white" {}
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[HideInInspector] __dirty("", Int) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" }
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Cull Back
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CGPROGRAM
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#include "UnityShaderVariables.cginc"
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#pragma target 3.0
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows
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struct Input
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{
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float2 uv_texcoord;
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};
|
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uniform sampler2D _MainTex;
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uniform float _Speed;
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uniform float _Number;
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uniform float _Cutoff = 0.5;
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void surf(Input i , inout SurfaceOutputStandard o)
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{
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float2 temp_cast_0 = (_Number).xx;
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float2 uv_TexCoord158 = i.uv_texcoord * temp_cast_0;
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float4 tex2DNode174 = tex2D(_MainTex, ((_Speed * _Time) + uv_TexCoord158.x).xy);
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o.Albedo = tex2DNode174.rgb;
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o.Alpha = 1;
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clip(tex2DNode174.a - _Cutoff);
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: e433e2ae074cd2143a619d8114ba179f
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,144 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
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|
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Shader "Unlit/polygon"
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{
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Properties
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{
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//定义基本属性,可以从编辑器里面进行设置的变量
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// _MainTex ("Texture", 2D) = "white" {}
|
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}
|
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|
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CGINCLUDE
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//从应用程序传入顶点函数的数据结构定义
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struct appdata
|
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{
|
||||
float4 vertex : POSITION;
|
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float2 uv : TEXCOORD0;
|
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};
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//从顶点函数传入片段函数的数据结构定义
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struct v2f
|
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{
|
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float2 uv : TEXCOORD0;
|
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float4 vertex : SV_POSITION;
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};
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//定义贴图变量
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sampler2D _MainTex;
|
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// float4 _MainTex_ST;
|
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|
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//定义与脚本进行通信的变量
|
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vector Value[99];
|
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int PointNum =0;
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//计算两点间的距离的函数
|
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float Dis(float4 v1,float4 v2)
|
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{
|
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return sqrt(pow((v1.x-v2.x),2)+pow((v1.y-v2.y),2));
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}
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//绘制线段
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bool DrawLineSegment(float4 p1, float4 p2, float lineWidth,v2f i)
|
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{
|
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float4 center = float4((p1.x+p2.x)/2,(p1.y+p2.y)/2,0,0);
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//计算点到直线的距离
|
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float d = abs((p2.y-p1.y)*i.vertex.x + (p1.x - p2.x)*i.vertex.y +p2.x*p1.y -p2.y*p1.x )/sqrt(pow(p2.y-p1.y,2) + pow(p1.x-p2.x,2));
|
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//小于或者等于线宽的一半时,属于直线范围
|
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float lineLength = sqrt(pow(p1.x-p2.x,2)+pow(p1.y-p2.y,2));
|
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if(d<=lineWidth/2 && Dis(i.vertex,center)<lineLength/2)
|
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{
|
||||
return true;
|
||||
}
|
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return false;
|
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}
|
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|
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//绘制多边形,这里限制了顶点数不超过6。可以自己根据需要更改。
|
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bool pnpoly(int nvert, float4 vert[99], float testx, float testy)
|
||||
{
|
||||
|
||||
int i, j;
|
||||
bool c=false;
|
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float vertx[99];
|
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float verty[99];
|
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|
||||
for(int n=0;n<nvert;n++)
|
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{
|
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vertx[n] = vert[n].x;
|
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verty[n] = vert[n].y;
|
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}
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for (i = 0, j = nvert-1; i < nvert; j = i++) {
|
||||
if ( ((verty[i]>testy) != (verty[j]>testy)) && (testx < (vertx[j]-vertx[i]) * (testy-verty[i]) / (verty[j]-verty[i]) + vertx[i]) )
|
||||
c = !c;
|
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}
|
||||
return c;
|
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}
|
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|
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v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
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//将物体顶点从模型空间换到摄像机剪裁空间,也可采用简写方式——o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
/*o.vertex = UnityObjectToClipPos(v.vertex); */
|
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o.vertex = v.vertex;
|
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//2D UV坐标变换,也可以采用简写方式——o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
//o.uv = v.uv.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
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return o;
|
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}
|
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fixed4 frag (v2f i) : SV_Target
|
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{
|
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//绘制多边形顶点
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//for(int j=0;j<PointNum;j++)
|
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//{
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// if(Dis(i.vertex, Value[j])<3)
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// {
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// return fixed4(1,0,0,0.5);
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// }
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//}
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////绘制多边形的边
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//for(int k=0;k<PointNum;k++)
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//{
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// if(k==PointNum-1)
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// {
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// if(DrawLineSegment(Value[k],Value[0],2,i))
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// {
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// return fixed4(1,1,0,0.5);
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// }
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// }
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// else
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// {
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// if(DrawLineSegment(Value[k],Value[k+1],2,i))
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// {
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// return fixed4(1,1,0,0.5);
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// }
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// }
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//}
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//填充多边形内部
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if(pnpoly(PointNum, Value,i.vertex.x ,i.vertex.y))
|
||||
{
|
||||
return fixed4(0,1,0,0.3);
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||||
}
|
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return fixed4(0,0,0,0);
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//fixed4 col = tex2D(_MainTex, i.uv);
|
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//return col;
|
||||
}
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ENDCG
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||||
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
|
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Pass
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{
|
||||
//选取Alpha混合方式
|
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Blend SrcAlpha OneMinusSrcAlpha
|
||||
//在CGPROGRAM代码块中写自己的处理过程
|
||||
CGPROGRAM
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||||
//定义顶点函数和片段函数的入口分别为vert和frag
|
||||
#pragma vertex vert
|
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#pragma fragment frag
|
||||
//包含基本的文件,里面有一些宏定义和基本函数
|
||||
#include "UnityCG.cginc"
|
||||
|
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ENDCG
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}
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}
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