添加聚合逻辑

This commit is contained in:
YangHua 2024-06-25 17:48:46 +08:00
parent 17a3687159
commit 899b6a9f56
65 changed files with 2868 additions and 281 deletions

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lastLand: {fileID: 0}
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View File

@ -30,7 +30,7 @@ public static class AsyncWebReq
else
await getRequest.SendWebRequest();
#if UNITY_EDITOR
Debug.Log("async req : " + getRequest.downloadHandler.text);
//Debug.Log("async req : " + getRequest.downloadHandler.text);
#endif
T result = JsonConvert.DeserializeObject<T>(getRequest.downloadHandler.text);
@ -65,7 +65,7 @@ public static class AsyncWebReq
await postRequest.SendWebRequest();
#if UNITY_EDITOR
Debug.Log("async req : " + postRequest.downloadHandler.text);
//Debug.Log("async req : " + postRequest.downloadHandler.text);
#endif
T result = JsonConvert.DeserializeObject<T>(postRequest.downloadHandler.text);
postRequest.Dispose();

View File

@ -58,9 +58,14 @@ 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;
private void Awake()
@ -71,16 +76,39 @@ public class Bootstrap : MonoSingleton<Bootstrap>
string[] urlInfo = data[i].Split("=");
urlDic.Add(urlInfo[0], urlInfo[1]);
}
webAdapter = GetComponent<WebAdapter>();
rayHitTester = GetComponent<RayHitTester>();
}
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 (hit.collider != null)
{
landMarks.Clear();
if (hit.collider.gameObject != lastLand)
{
CloseLandMark();
}
currentLand = hit.collider.gameObject;
if (currentLand == lastLand) return;
ShowLandMark(currentLand);
}
else
{
CloseLandMark();
}
}
/// <summary>
/// 桯尨華梓
@ -88,38 +116,42 @@ public class Bootstrap : MonoSingleton<Bootstrap>
/// <param name="land"></param>
public async void ShowLandMark(GameObject land)
{
if (isLoad) return;
landMarks.Clear();
string distCode = land.GetComponent<CityInfo>().distCode;
string distCode = currentLand.GetComponent<CityInfo>().distCode;
if (currentLand == null) return;
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));
lastLand = currentLand;
SwitchLevel(-1);
AreaData areaData = await AsyncWebReq.Get<AreaData>($"{urlDic[""]}{distCode}", 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>
/// 壽敕華梓
/// </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);
}

View File

@ -0,0 +1,8 @@
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@ -0,0 +1,16 @@
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;
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -6,4 +6,13 @@ public class CityInfo : MonoBehaviour
{
public string distCode;
public string cityName;
private void Start()
{
}
}

View File

@ -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;
}
}

View File

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@ -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);
}
}

View File

@ -0,0 +1,11 @@
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@ -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 ;
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataController : MonoSingleton<DataController>
{
public AreaStationData areaStationData = new AreaStationData();
public string distCode = "37";
// Start is called before the first frame update
private async void Start()
{
string url = Bootstrap.Instance.urlDic["µØÍ¼ÐÅÏ¢»ã×Ü"];
areaStationData = await AsyncWebReq.Get<AreaStationData>(url + distCode, Bootstrap.Instance.webAdapter.head, Bootstrap.Instance.webAdapter.token);
}
public ScreenTopStatistics GetStationsByDistCode(string distCode)
{
DataItem sts = areaStationData.data.Find(s => s.distCode == distCode);
return sts.screenTopStatistics;
}
}

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@ -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();
}

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@ -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;
}
}

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@ -7,7 +7,9 @@ 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>();
[ContextMenu("GetInfo")]
public void CreateItemAsset()
{
@ -26,4 +28,27 @@ public class TEst : MonoBehaviour
}
}
[ContextMenu("CreateStation")]
public void CreateStation()
{
for (int i = 0; i < gameObjects.Count; i++)
{
DestroyImmediate(gameObjects[i]);
}
gameObjects.Clear();
for (int i = 0; i < transform.childCount; i++)
{
Transform t = transform.GetChild(i);
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), 2f);
_aggregateStation.transform.localEulerAngles = new Vector3(90, 0, 0);
_aggregateStation.SetInfo(sprites[j], "0");
gameObjects.Add(_aggregateStation.gameObject);
}
}
}
}

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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
}
}
}
}

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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
}
}
}

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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"
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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
}
}
}

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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"
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@ -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
}
}
}

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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" {}
[HideInInspector] __dirty("", Int) = 1
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" }
Cull Back
CGPROGRAM
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _MainTex;
uniform float _Speed;
uniform float _Number;
uniform float _Cutoff = 0.5;
void surf(Input i , inout SurfaceOutputStandard o)
{
float2 temp_cast_0 = (_Number).xx;
float2 uv_TexCoord158 = i.uv_texcoord * temp_cast_0;
float4 tex2DNode174 = tex2D(_MainTex, ((_Speed * _Time) + uv_TexCoord158.x).xy);
o.Albedo = tex2DNode174.rgb;
o.Alpha = 1;
clip(tex2DNode174.a - _Cutoff);
}
ENDCG
}
Fallback "Diffuse"
}

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@ -0,0 +1,144 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/polygon"
{
Properties
{
//定义基本属性,可以从编辑器里面进行设置的变量
// _MainTex ("Texture", 2D) = "white" {}
}
CGINCLUDE
//从应用程序传入顶点函数的数据结构定义
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//从顶点函数传入片段函数的数据结构定义
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
//定义贴图变量
sampler2D _MainTex;
// float4 _MainTex_ST;
//定义与脚本进行通信的变量
vector Value[99];
int PointNum =0;
//计算两点间的距离的函数
float Dis(float4 v1,float4 v2)
{
return sqrt(pow((v1.x-v2.x),2)+pow((v1.y-v2.y),2));
}
//绘制线段
bool DrawLineSegment(float4 p1, float4 p2, float lineWidth,v2f i)
{
float4 center = float4((p1.x+p2.x)/2,(p1.y+p2.y)/2,0,0);
//计算点到直线的距离
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));
//小于或者等于线宽的一半时,属于直线范围
float lineLength = sqrt(pow(p1.x-p2.x,2)+pow(p1.y-p2.y,2));
if(d<=lineWidth/2 && Dis(i.vertex,center)<lineLength/2)
{
return true;
}
return false;
}
//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。
bool pnpoly(int nvert, float4 vert[99], float testx, float testy)
{
int i, j;
bool c=false;
float vertx[99];
float verty[99];
for(int n=0;n<nvert;n++)
{
vertx[n] = vert[n].x;
verty[n] = vert[n].y;
}
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;
}
return c;
}
v2f vert (appdata v)
{
v2f o;
//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); */
o.vertex = v.vertex;
//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;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//绘制多边形顶点
//for(int j=0;j<PointNum;j++)
//{
// if(Dis(i.vertex, Value[j])<3)
// {
// return fixed4(1,0,0,0.5);
// }
//}
////绘制多边形的边
//for(int k=0;k<PointNum;k++)
//{
// if(k==PointNum-1)
// {
// if(DrawLineSegment(Value[k],Value[0],2,i))
// {
// return fixed4(1,1,0,0.5);
// }
// }
// else
// {
// if(DrawLineSegment(Value[k],Value[k+1],2,i))
// {
// return fixed4(1,1,0,0.5);
// }
// }
//}
//填充多边形内部
if(pnpoly(PointNum, Value,i.vertex.x ,i.vertex.y))
{
return fixed4(0,1,0,0.3);
}
return fixed4(0,0,0,0);
//fixed4 col = tex2D(_MainTex, i.uv);
//return col;
}
ENDCG
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
//选取Alpha混合方式
Blend SrcAlpha OneMinusSrcAlpha
//在CGPROGRAM代码块中写自己的处理过程
CGPROGRAM
//定义顶点函数和片段函数的入口分别为vert和frag
#pragma vertex vert
#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"
ENDCG
}
}
}

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