This commit is contained in:
parent
47fc2007aa
commit
565ab87830
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@ -5,3 +5,4 @@
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/u3d-ShanDongVirtualPowerPlant/*.csproj
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/u3d-ShanDongVirtualPowerPlant/*.csproj
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/u3d-ShanDongVirtualPowerPlant/*.sln
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/u3d-ShanDongVirtualPowerPlant/*.sln
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/u3d-ShanDongVirtualPowerPlant/*.vsconfig
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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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"ProjectGuid": "c21bfe80-6058-ba4a-722f-0056efabb07e",
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||||||
"DisplayName": "Assembly-CSharp",
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"DisplayName": "Assembly-CSharp",
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||||||
"ColorIndex": 0
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"ColorIndex": 0
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||||||
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},
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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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||||||
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"DisplayName": "杂项文件",
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||||||
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"ColorIndex": -1
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||||||
}
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}
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},
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},
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"NextColorIndex": 1
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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;
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using System.Collections.Generic;
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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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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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public class Bootstrap : MonoSingleton<Bootstrap>
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{
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{
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public LandMarksAndInfoController landMarkAndInfoCotroller;
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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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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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// Start is called before the first frame update
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void Start()
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void Start()
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{
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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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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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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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}
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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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public void ShowLandMark(GameObject land)
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{
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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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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.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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}
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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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public void CloseLandMark()
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{
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{
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landMarkAndInfoCotroller.gameObject.SetActive(false);
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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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}
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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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using System.Collections.Generic;
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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using UnityEditor;
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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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float rotateTimer_temp;
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bool isAutoRotating = false;
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bool isAutoRotating = false;
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public bool isMove = true;
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|
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//动态调节相机缩放的灵敏度
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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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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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rotateTimer_temp = rotateTimer;
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}
|
}
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|
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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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public void SetTarget(Transform _target)
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{
|
{
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target.position = _target.position;
|
target.position = _target.position;
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@ -143,6 +154,7 @@ public class CameraRT : MonoBehaviour
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if (target)
|
if (target)
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{
|
{
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Scroll();
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Scroll();
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|
if (isMove)
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Move();
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Move();
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Rotate();
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Rotate();
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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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|
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void Scroll()
|
void Scroll()
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{
|
{
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distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed_scale;
|
distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed_scale;
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distance = Mathf.Clamp(distance, minDistance, maxDistance);
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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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||||||
|
//Debug.Log("最小缩放不相等");
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|
}
|
||||||
|
}
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||||||
|
if (isMaxOnece)
|
||||||
|
{
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|
if (distance == maxDistance)
|
||||||
|
{
|
||||||
|
onMax?.Invoke();
|
||||||
|
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;
|
xSpeed_move = distance / maxDistance * tempSpeed;
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ySpeed_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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||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ee6ed9c51c38d694888c42db6ab5f4a8
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
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||||||
|
assetBundleName:
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||||||
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assetBundleVariant:
|
||||||
|
|
@ -135,7 +135,7 @@ Material:
|
||||||
- _ZWrite: 1
|
- _ZWrite: 1
|
||||||
- _offsetSpeed: 0.4
|
- _offsetSpeed: 0.4
|
||||||
m_Colors:
|
m_Colors:
|
||||||
- _BaseCol: {r: 0, g: 0.3812103, b: 15.999998, a: 0}
|
- _BaseCol: {r: 0, g: 2.4497502, b: 8.47419, a: 0}
|
||||||
- _BaseCol_1: {r: 4, g: 2.453593, b: 0, a: 0}
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- _BaseCol_1: {r: 4, g: 2.453593, b: 0, a: 0}
|
||||||
- _BaseColor: {r: 0.79058963, g: 0.79058963, b: 0.79058963, a: 1}
|
- _BaseColor: {r: 0.79058963, g: 0.79058963, b: 0.79058963, a: 1}
|
||||||
- _Color: {r: 0.79058963, g: 0.79058963, b: 0.79058963, a: 1}
|
- _Color: {r: 0.79058963, g: 0.79058963, b: 0.79058963, a: 1}
|
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|
|
|
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|
|
@ -21,7 +21,7 @@ Material:
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: EarthCrust_mat_opacity
|
m_Name: EarthCrust_mat_opacity
|
||||||
m_Shader: {fileID: -6465566751694194690, guid: ed2e52f554dc2b541b8ab865b994fbe5,
|
m_Shader: {fileID: -6465566751694194690, guid: 4180f5fbb2d4722498f6d1264debc762,
|
||||||
type: 3}
|
type: 3}
|
||||||
m_Parent: {fileID: 0}
|
m_Parent: {fileID: 0}
|
||||||
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m_PrefilterSSAOSampleCountHigh: 0
|
m_PrefilterSSAOSampleCountHigh: 1
|
||||||
m_PrefilterDBufferMRT1: 0
|
m_PrefilterDBufferMRT1: 1
|
||||||
m_PrefilterDBufferMRT2: 0
|
m_PrefilterDBufferMRT2: 1
|
||||||
m_PrefilterDBufferMRT3: 0
|
m_PrefilterDBufferMRT3: 1
|
||||||
m_PrefilterSoftShadowsQualityLow: 0
|
m_PrefilterSoftShadowsQualityLow: 1
|
||||||
m_PrefilterSoftShadowsQualityMedium: 0
|
m_PrefilterSoftShadowsQualityMedium: 1
|
||||||
m_PrefilterSoftShadowsQualityHigh: 0
|
m_PrefilterSoftShadowsQualityHigh: 1
|
||||||
m_PrefilterSoftShadows: 0
|
m_PrefilterSoftShadows: 0
|
||||||
m_PrefilterScreenCoord: 0
|
m_PrefilterScreenCoord: 1
|
||||||
m_PrefilterNativeRenderPass: 0
|
m_PrefilterNativeRenderPass: 1
|
||||||
m_ShaderVariantLogLevel: 0
|
m_ShaderVariantLogLevel: 0
|
||||||
m_ShadowCascades: 0
|
m_ShadowCascades: 0
|
||||||
|
|
|
||||||
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
|
|
@ -0,0 +1,16 @@
|
||||||
|
{
|
||||||
|
"MonoBehaviour": {
|
||||||
|
"Version": 4,
|
||||||
|
"EnableBurstCompilation": true,
|
||||||
|
"EnableOptimisations": true,
|
||||||
|
"EnableSafetyChecks": false,
|
||||||
|
"EnableDebugInAllBuilds": false,
|
||||||
|
"DebugDataKind": 1,
|
||||||
|
"EnableArmv9SecurityFeatures": false,
|
||||||
|
"CpuMinTargetX32": 0,
|
||||||
|
"CpuMaxTargetX32": 0,
|
||||||
|
"CpuMinTargetX64": 0,
|
||||||
|
"CpuMaxTargetX64": 0,
|
||||||
|
"OptimizeFor": 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -1,6 +1,6 @@
|
||||||
{
|
{
|
||||||
"MonoBehaviour": {
|
"MonoBehaviour": {
|
||||||
"Version": 3,
|
"Version": 4,
|
||||||
"DisabledWarnings": ""
|
"DisabledWarnings": ""
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -6,6 +6,6 @@ EditorBuildSettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Scenes:
|
m_Scenes:
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/GameAssets/Scenes/SampleScene.unity
|
path: Assets/Adam/Scenes/LargePLT 1.unity
|
||||||
guid: 99c9720ab356a0642a771bea13969a05
|
guid: 592e3a98bbaea264997dc0239ce4b48f
|
||||||
m_configObjects: {}
|
m_configObjects: {}
|
||||||
|
|
|
||||||
|
|
@ -793,11 +793,11 @@ PlayerSettings:
|
||||||
webGLTemplate: APPLICATION:Default
|
webGLTemplate: APPLICATION:Default
|
||||||
webGLAnalyzeBuildSize: 0
|
webGLAnalyzeBuildSize: 0
|
||||||
webGLUseEmbeddedResources: 0
|
webGLUseEmbeddedResources: 0
|
||||||
webGLCompressionFormat: 0
|
webGLCompressionFormat: 1
|
||||||
webGLWasmArithmeticExceptions: 0
|
webGLWasmArithmeticExceptions: 0
|
||||||
webGLLinkerTarget: 1
|
webGLLinkerTarget: 1
|
||||||
webGLThreadsSupport: 0
|
webGLThreadsSupport: 0
|
||||||
webGLDecompressionFallback: 0
|
webGLDecompressionFallback: 1
|
||||||
webGLInitialMemorySize: 32
|
webGLInitialMemorySize: 32
|
||||||
webGLMaximumMemorySize: 2048
|
webGLMaximumMemorySize: 2048
|
||||||
webGLMemoryGrowthMode: 2
|
webGLMemoryGrowthMode: 2
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue