This commit is contained in:
YangHua 2024-06-21 21:15:23 +08:00
parent 47fc2007aa
commit 565ab87830
28 changed files with 9880 additions and 494 deletions

1
.gitignore vendored
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@ -5,3 +5,4 @@
/u3d-ShanDongVirtualPowerPlant/*.csproj
/u3d-ShanDongVirtualPowerPlant/*.sln
/u3d-ShanDongVirtualPowerPlant/*.vsconfig
/u3d-ShanDongVirtualPowerPlant/xndcc

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@ -5,6 +5,11 @@
"ProjectGuid": "c21bfe80-6058-ba4a-722f-0056efabb07e",
"DisplayName": "Assembly-CSharp",
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},
"a2fe74e1-b743-11d0-ae1a-00a0c90fffc3": {
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@ -1,29 +1,185 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public enum CurrentLevel
{
/// <summary>
/// 省会
/// </summary>
ProvincialCapital,
/// <summary>
/// 城市
/// </summary>
City,
/// <summary>
/// 区
/// </summary>
Area
}
public class Bootstrap : MonoSingleton<Bootstrap>
{
public LandMarksAndInfoController landMarkAndInfoCotroller;
//public CurrentLevel currentLevel = CurrentLevel.ProvincialCapital;
/// <summary>
/// 0 省会 1 城市 2 区县
/// </summary>
public int currentLevel = 0;
public List<string> landMarks;
/// <summary>
/// 透明
/// </summary>
public Material[] opacity;
/// <summary>
/// 选中
/// </summary>
public Material[] select;
/// <summary>
/// 默认
/// </summary>
public Material[] mat;
/// <summary>
/// 当前选中板块
/// </summary>
//[HideInInspector]
public GameObject currentLand;
public CameraRT cameraRt;
/// <summary>
/// 省会
/// </summary>
public GameObject provincialCapital;
/// <summary>
/// 城市
/// </summary>
public GameObject[] citys;
public List<Transform> logicViewList = new List<Transform>();
// Start is called before the first frame update
void Start()
{
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.onMax += Reduce;
cameraRt.onMin += Amplify;
SwitchLand();
}
public void GotoView(string viewName, float _distance)
{
Transform viewTarget = logicViewList.Find(x => x.name == viewName);
cameraRt.SetTarget(viewTarget, _distance);
}
/// <summary>
/// 展示地标
/// </summary>
/// <param name="land"></param>
public void ShowLandMark(GameObject land)
{
currentLand = land;
//currentLand.GetComponent<MeshRenderer>().materials[1].SetColor("_BaseCol", select.GetColor("_BaseCol"));
currentLand.GetComponent<MeshRenderer>().materials = select;
landMarkAndInfoCotroller.gameObject.SetActive(true);
Vector3 worldToScreenPoint = Camera.main.WorldToScreenPoint(new Vector3(land.transform.position.x, land.transform.position.y, land.transform.position.z));
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(land.name, landMarks);
landMarkAndInfoCotroller.SetMarksInfo(currentLand.name, landMarks);
}
/// <summary>
/// 关闭地标
/// </summary>
public void CloseLandMark()
{
landMarkAndInfoCotroller.gameObject.SetActive(false);
if (currentLand != null)
{
//currentLand.GetComponent<MeshRenderer>().materials[1].SetColor("_BaseCol", mat.GetColor("_BaseCol"));
currentLand.GetComponent<MeshRenderer>().materials = mat;
currentLand = null;
}
}
/// <summary>
/// 放大
/// </summary>
public void Amplify()
{
if (currentLand == null) return;
currentLevel++;
if (currentLevel > 2)
{
currentLevel = 2;
}
SwitchLand();
}
/// <summary>
/// 缩小
/// </summary>
public void Reduce()
{
//if (currentLand == null) return;
currentLevel--;
if (currentLevel < 0)
{
currentLevel = 0;
}
SwitchLand();
}
public void SwitchLand()
{
switch (currentLevel)
{
case 0:
Transform viewTarget = logicViewList.Find(x => x.name == "省会视角");
cameraRt.SetTarget(viewTarget, 50, 120, 65);
for (int i = 0; i < citys.Length; i++)
{
citys[i].SetActive(false);
}
FadeOrUnFade(false);
break;
case 1:
cameraRt.SetTarget(currentLand.transform, 20, 100, 90);
for (int i = 0; i < citys.Length; i++)
{
citys[i].SetActive(false);
if (citys[i].name.Equals(currentLand.name))
citys[i].SetActive(true);
}
FadeOrUnFade(true);
break;
case 2:
break;
}
CloseLandMark();
}
private void FadeOrUnFade(bool isCity)
{
for (int i = 0; i < provincialCapital.transform.childCount; i++)
{
MeshRenderer mesh = provincialCapital.transform.GetChild(i).GetComponent<MeshRenderer>();
if (!isCity)
{
mesh.GetComponent<FadeController>().OnFadeUnFade(false);
mesh.materials = mat;
mesh.GetComponent<Collider>().enabled = true;
//provincialCapital.SetActive(false);
}
else
{
mesh.GetComponent<Collider>().enabled = false;
mesh.materials = opacity;
mesh.GetComponent<FadeController>().OnFadeUnFade(true);
provincialCapital.SetActive(true);
}
}
}
}

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@ -1,4 +1,5 @@
using System.Collections;
using System;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
@ -61,6 +62,7 @@ public class CameraRT : MonoBehaviour
float rotateTimer_temp;
bool isAutoRotating = false;
public bool isMove = true;
//动态调节相机缩放的灵敏度
float tempSpeed;
@ -82,6 +84,15 @@ public class CameraRT : MonoBehaviour
rotateTimer_temp = rotateTimer;
}
public void SetTarget(Transform _target, float min, float max, float defaultDis)
{
distance = defaultDis;
maxDistance = max;
minDistance = min;
target.position = _target.position;
}
public void SetTarget(Transform _target)
{
target.position = _target.position;
@ -138,12 +149,13 @@ public class CameraRT : MonoBehaviour
void LateUpdate()
{
if (isAutoRotating)
return;
return;
if (target)
{
Scroll();
Move();
if (isMove)
Move();
Rotate();
Quaternion rotation = Quaternion.Euler(y, x, z);
@ -209,11 +221,44 @@ public class CameraRT : MonoBehaviour
}
}
public bool isMaxOnece;
public bool isMinOnece;
public Action onMax;
public Action onMin;
void Scroll()
{
distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed_scale;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
////判断缩放实现自动进入下一级和上一级
if (isMinOnece)
{
if (distance == minDistance)
{
onMin?.Invoke();
Debug.Log("到达最小缩放");
isMinOnece = false;
isMaxOnece = true;
}
else
{
//Debug.Log("最小缩放不相等");
}
}
if (isMaxOnece)
{
if (distance == maxDistance)
{
onMax?.Invoke();
Debug.Log("到达最大缩放");
isMaxOnece = false;
isMinOnece = true;
}
else
{
//Debug.Log("最大缩放不相等");
}
}
xSpeed_move = distance / maxDistance * tempSpeed;
ySpeed_move = distance / maxDistance * tempSpeed;
}

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@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FadeController : MonoBehaviour
{
public Material[] selfMaters;
public bool isFade = false;
public float speed = 1;
void Update()
{
if (isFade)
{
if (selfMaters != null)
{
for (int i = 0; i < selfMaters.Length; i++)
{
float current_Opacity = selfMaters[i].GetFloat("_Opacity");
float t = Mathf.Lerp(current_Opacity, 1, Time.deltaTime * speed);
Debug.Log("Surface_mat_opacity==" + t);
if (t > 0.9f)
{
t = 1;
}
selfMaters[i].SetFloat("_Opacity", t);
}
}
}
}
public void OnFadeUnFade(bool _isFade)
{
isFade = _isFade;
selfMaters = GetComponent<MeshRenderer>().materials;
}
}

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@ -135,7 +136,7 @@ Material:
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"CpuMaxTargetX32": 0,
"CpuMinTargetX64": 0,
"CpuMaxTargetX64": 0,
"OptimizeFor": 0
}
}

View File

@ -1,6 +1,6 @@
{
"MonoBehaviour": {
"Version": 3,
"Version": 4,
"DisabledWarnings": ""
}
}

View File

@ -6,6 +6,6 @@ EditorBuildSettings:
serializedVersion: 2
m_Scenes:
- enabled: 1
path: Assets/GameAssets/Scenes/SampleScene.unity
guid: 99c9720ab356a0642a771bea13969a05
path: Assets/Adam/Scenes/LargePLT 1.unity
guid: 592e3a98bbaea264997dc0239ce4b48f
m_configObjects: {}

View File

@ -793,11 +793,11 @@ PlayerSettings:
webGLTemplate: APPLICATION:Default
webGLAnalyzeBuildSize: 0
webGLUseEmbeddedResources: 0
webGLCompressionFormat: 0
webGLCompressionFormat: 1
webGLWasmArithmeticExceptions: 0
webGLLinkerTarget: 1
webGLThreadsSupport: 0
webGLDecompressionFallback: 0
webGLDecompressionFallback: 1
webGLInitialMemorySize: 32
webGLMaximumMemorySize: 2048
webGLMemoryGrowthMode: 2