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/u3d-ShanDongVirtualPowerPlant/*.csproj
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/u3d-ShanDongVirtualPowerPlant/*.sln
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/u3d-ShanDongVirtualPowerPlant/*.vsconfig
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/u3d-ShanDongVirtualPowerPlant/xndcc
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@ -5,6 +5,11 @@
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"ProjectGuid": "c21bfe80-6058-ba4a-722f-0056efabb07e",
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"DisplayName": "Assembly-CSharp",
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"ColorIndex": 0
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},
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"a2fe74e1-b743-11d0-ae1a-00a0c90fffc3": {
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"ProjectGuid": "a2fe74e1-b743-11d0-ae1a-00a0c90fffc3",
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"DisplayName": "杂项文件",
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"ColorIndex": -1
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}
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},
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"NextColorIndex": 1
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@ -1,29 +1,185 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public enum CurrentLevel
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{
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/// <summary>
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/// 省会
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/// </summary>
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ProvincialCapital,
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/// <summary>
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/// 城市
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/// </summary>
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City,
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/// <summary>
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/// 区
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/// </summary>
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Area
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}
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public class Bootstrap : MonoSingleton<Bootstrap>
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{
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public LandMarksAndInfoController landMarkAndInfoCotroller;
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//public CurrentLevel currentLevel = CurrentLevel.ProvincialCapital;
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/// <summary>
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/// 0 省会 1 城市 2 区县
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/// </summary>
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public int currentLevel = 0;
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public List<string> landMarks;
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/// <summary>
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/// 透明
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/// </summary>
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public Material[] opacity;
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/// <summary>
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/// 选中
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/// </summary>
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public Material[] select;
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/// <summary>
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/// 默认
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/// </summary>
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public Material[] mat;
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/// <summary>
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/// 当前选中板块
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/// </summary>
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//[HideInInspector]
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public GameObject currentLand;
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public CameraRT cameraRt;
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/// <summary>
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/// 省会
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/// </summary>
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public GameObject provincialCapital;
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/// <summary>
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/// 城市
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/// </summary>
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public GameObject[] citys;
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public List<Transform> logicViewList = new List<Transform>();
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// Start is called before the first frame update
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void Start()
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{
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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" };
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landMarkAndInfoCotroller.gameObject.SetActive(false);
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cameraRt.onMax += Reduce;
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cameraRt.onMin += Amplify;
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SwitchLand();
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}
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public void GotoView(string viewName, float _distance)
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{
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Transform viewTarget = logicViewList.Find(x => x.name == viewName);
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cameraRt.SetTarget(viewTarget, _distance);
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}
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/// <summary>
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/// 展示地标
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/// </summary>
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/// <param name="land"></param>
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public void ShowLandMark(GameObject land)
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{
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currentLand = land;
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//currentLand.GetComponent<MeshRenderer>().materials[1].SetColor("_BaseCol", select.GetColor("_BaseCol"));
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currentLand.GetComponent<MeshRenderer>().materials = select;
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landMarkAndInfoCotroller.gameObject.SetActive(true);
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Vector3 worldToScreenPoint = Camera.main.WorldToScreenPoint(new Vector3(land.transform.position.x, land.transform.position.y, land.transform.position.z));
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Vector3 worldToScreenPoint = Camera.main.WorldToScreenPoint(new Vector3(currentLand.transform.position.x, currentLand.transform.position.y, currentLand.transform.position.z));
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landMarkAndInfoCotroller.GetComponent<RectTransform>().position = new Vector3(worldToScreenPoint.x, worldToScreenPoint.y, 0);
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landMarkAndInfoCotroller.SetMarksInfo(land.name, landMarks);
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landMarkAndInfoCotroller.SetMarksInfo(currentLand.name, landMarks);
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}
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/// <summary>
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/// 关闭地标
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/// </summary>
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public void CloseLandMark()
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{
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landMarkAndInfoCotroller.gameObject.SetActive(false);
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if (currentLand != null)
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{
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//currentLand.GetComponent<MeshRenderer>().materials[1].SetColor("_BaseCol", mat.GetColor("_BaseCol"));
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currentLand.GetComponent<MeshRenderer>().materials = mat;
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currentLand = null;
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}
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}
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/// <summary>
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/// 放大
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/// </summary>
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public void Amplify()
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{
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if (currentLand == null) return;
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currentLevel++;
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if (currentLevel > 2)
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{
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currentLevel = 2;
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}
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SwitchLand();
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}
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/// <summary>
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/// 缩小
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/// </summary>
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public void Reduce()
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{
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//if (currentLand == null) return;
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currentLevel--;
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if (currentLevel < 0)
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{
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currentLevel = 0;
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}
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SwitchLand();
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}
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public void SwitchLand()
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{
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switch (currentLevel)
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{
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case 0:
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Transform viewTarget = logicViewList.Find(x => x.name == "省会视角");
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cameraRt.SetTarget(viewTarget, 50, 120, 65);
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for (int i = 0; i < citys.Length; i++)
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{
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citys[i].SetActive(false);
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}
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FadeOrUnFade(false);
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break;
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case 1:
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cameraRt.SetTarget(currentLand.transform, 20, 100, 90);
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for (int i = 0; i < citys.Length; i++)
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{
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citys[i].SetActive(false);
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if (citys[i].name.Equals(currentLand.name))
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citys[i].SetActive(true);
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}
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FadeOrUnFade(true);
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break;
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case 2:
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break;
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}
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CloseLandMark();
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}
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private void FadeOrUnFade(bool isCity)
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{
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for (int i = 0; i < provincialCapital.transform.childCount; i++)
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{
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MeshRenderer mesh = provincialCapital.transform.GetChild(i).GetComponent<MeshRenderer>();
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if (!isCity)
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{
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mesh.GetComponent<FadeController>().OnFadeUnFade(false);
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mesh.materials = mat;
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mesh.GetComponent<Collider>().enabled = true;
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//provincialCapital.SetActive(false);
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}
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else
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{
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mesh.GetComponent<Collider>().enabled = false;
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mesh.materials = opacity;
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mesh.GetComponent<FadeController>().OnFadeUnFade(true);
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provincialCapital.SetActive(true);
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}
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}
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}
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}
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@ -1,4 +1,5 @@
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using System.Collections;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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@ -61,6 +62,7 @@ public class CameraRT : MonoBehaviour
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float rotateTimer_temp;
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bool isAutoRotating = false;
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public bool isMove = true;
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//动态调节相机缩放的灵敏度
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float tempSpeed;
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@ -82,6 +84,15 @@ public class CameraRT : MonoBehaviour
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rotateTimer_temp = rotateTimer;
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}
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public void SetTarget(Transform _target, float min, float max, float defaultDis)
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{
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distance = defaultDis;
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maxDistance = max;
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minDistance = min;
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target.position = _target.position;
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}
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public void SetTarget(Transform _target)
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{
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target.position = _target.position;
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@ -138,12 +149,13 @@ public class CameraRT : MonoBehaviour
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void LateUpdate()
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{
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if (isAutoRotating)
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return;
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return;
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if (target)
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{
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Scroll();
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Move();
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if (isMove)
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Move();
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Rotate();
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Quaternion rotation = Quaternion.Euler(y, x, z);
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@ -209,11 +221,44 @@ public class CameraRT : MonoBehaviour
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}
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}
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public bool isMaxOnece;
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public bool isMinOnece;
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public Action onMax;
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public Action onMin;
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void Scroll()
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{
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distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed_scale;
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distance = Mathf.Clamp(distance, minDistance, maxDistance);
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////判断缩放实现自动进入下一级和上一级
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if (isMinOnece)
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{
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if (distance == minDistance)
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{
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onMin?.Invoke();
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Debug.Log("到达最小缩放");
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isMinOnece = false;
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isMaxOnece = true;
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}
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else
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{
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//Debug.Log("最小缩放不相等");
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}
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}
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if (isMaxOnece)
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{
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if (distance == maxDistance)
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{
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onMax?.Invoke();
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Debug.Log("到达最大缩放");
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isMaxOnece = false;
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isMinOnece = true;
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}
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else
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{
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//Debug.Log("最大缩放不相等");
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}
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}
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xSpeed_move = distance / maxDistance * tempSpeed;
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ySpeed_move = distance / maxDistance * tempSpeed;
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}
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|
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@ -0,0 +1,36 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FadeController : MonoBehaviour
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{
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public Material[] selfMaters;
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public bool isFade = false;
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public float speed = 1;
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void Update()
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||||
{
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if (isFade)
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{
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if (selfMaters != null)
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||||
{
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for (int i = 0; i < selfMaters.Length; i++)
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{
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float current_Opacity = selfMaters[i].GetFloat("_Opacity");
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float t = Mathf.Lerp(current_Opacity, 1, Time.deltaTime * speed);
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Debug.Log("Surface_mat_opacity==" + t);
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if (t > 0.9f)
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{
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t = 1;
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}
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selfMaters[i].SetFloat("_Opacity", t);
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}
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}
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}
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}
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public void OnFadeUnFade(bool _isFade)
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||||
{
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isFade = _isFade;
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selfMaters = GetComponent<MeshRenderer>().materials;
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||||
}
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}
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@ -0,0 +1,11 @@
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|||
fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
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@ -135,7 +135,7 @@ Material:
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- _ZWrite: 1
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- _offsetSpeed: 0.4
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m_Colors:
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- _BaseCol: {r: 0, g: 0.3812103, b: 15.999998, a: 0}
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- _BaseCol: {r: 0, g: 2.4497502, b: 8.47419, a: 0}
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- _BaseCol_1: {r: 4, g: 2.453593, b: 0, a: 0}
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- _BaseColor: {r: 0.79058963, g: 0.79058963, b: 0.79058963, a: 1}
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- _Color: {r: 0.79058963, g: 0.79058963, b: 0.79058963, a: 1}
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@ -21,7 +21,7 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: EarthCrust_mat_opacity
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@ -120,6 +120,7 @@ Material:
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- _Mode: 0
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- _OcclusionStrength: 1
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- _Opacity: 0
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- _Parallax: 0.02
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- _QueueControl: 0
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@ -135,7 +136,7 @@ Material:
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- _ZWrite: 1
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m_Colors:
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|
|
@ -135,7 +135,7 @@ Material:
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- _ZWrite: 1
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m_Colors:
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m_Offset: {x: 0, y: 0}
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@ -64,7 +64,7 @@ Material:
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m_Scale: {x: 10, y: 10}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Texture: {fileID: 0}
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@ -21,7 +21,7 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Surface_mat_opacity
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m_Shader: {fileID: -6465566751694194690, guid: a9129ca7f405603489d64febb13f45f2,
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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@ -41,6 +41,10 @@ Material:
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m_Texture: {fileID: 2800000, guid: a48da8f3a726fa449a51ff879969ec55, type: 3}
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m_Scale: {x: 10, y: 10}
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- _BaseTex:
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m_Texture: {fileID: 2800000, guid: a48da8f3a726fa449a51ff879969ec55, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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- _Color: {r: 0.79058963, g: 0.79058963, b: 0.79058963, a: 0}
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- _EmiCol: {r: 0.16862746, g: 0.16862746, b: 0.16862746, a: 1}
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@ -398,8 +398,8 @@
|
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],
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Loading…
Reference in New Issue