using BjData; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Unity.VisualScripting; using UnityEngine; using Views; public class ClampAmmetersManager : MonoSingleton { [SerializeField] List clampAmmetersInteractives = new List(); [SerializeField] List multimeters = new List(); public Dictionary data = new Dictionary(); public List Three; [SerializeField] List gameObjects = new List(); public DoolsPlayer DoolsPlayer; public BiaoJIData biaoJiData = new BiaoJIData(); private void Awake() { } // Start is called before the first frame update void Start() { //init(); biaoJiData = GlobalFlag.biaojiData; StartCoroutine(QiDon()); } IEnumerator QiDon() { yield return new WaitForSeconds(1); Run(); } /// /// 获取低下预设数据 /// private void Run() { GameManager.Instance.DoolsPlayer = DoolsPlayer; clampAmmetersInteractives = GetComponentsInChildren(true).ToList(); multimeters = GetComponentsInChildren().ToList(); Three = GetComponentsInChildren().ToList(); for (int i = 0; i < clampAmmetersInteractives.Count; i++) { clampAmmetersInteractives[i].Init(); } for (int i = 0; i < multimeters.Count; i++) { multimeters[i].Init(); } } public string Init(string name) { string temp = ""; Debug.Log("akjshd走:222"); switch (name) { case "用电_AA1": temp = biaoJiData.AA; break; case "用电_AA2": temp = biaoJiData.AA; break; case "用电_AA3": temp = biaoJiData.AA; break; case "用电_BA1": temp = biaoJiData.BA; break; case "用电_BA2": temp = biaoJiData.BA; break; case "用电_BA3": temp = biaoJiData.BA; break; case "用电_CA1": temp = biaoJiData.CA; break; case "用电_CA2": temp = biaoJiData.CA; break; case "用电_CA3": temp = biaoJiData.CA; break; case "用电_1A": case "用电_1B": case "用电_1C": temp = biaoJiData.AA; break; case "用电_AV1": temp = biaoJiData.AV; break; case "用电_AV2": temp = biaoJiData.AV; break; case "用电_AV3": temp = biaoJiData.AV; break; case "用电_BV1": temp = biaoJiData.BV; break; case "用电_BV2": temp = biaoJiData.BV; break; case "用电_BV3": temp = biaoJiData.BV; break; case "用电_CV1": temp = biaoJiData.CV; break; case "用电_CV2": temp = biaoJiData.CV; break; case "用电_CV3": temp = biaoJiData.CV; break; #region 发电 case "发电_AV1": temp = biaoJiData.AV; break; case "发电_AV2": temp = biaoJiData.AV; break; case "发电_AV3": temp = biaoJiData.AV; break; case "发电_BV1": temp = biaoJiData.BV; break; case "发电_BV2": temp = biaoJiData.BV; break; case "发电_BV3": temp = biaoJiData.BV; break; case "发电_CV1": temp = biaoJiData.CV; break; case "发电_CV2": temp = biaoJiData.CV; break; case "发电_CV3": temp = biaoJiData.CV; break; case "发电_AA1": temp = biaoJiData.AA; break; case "发电_AA2": temp = biaoJiData.AA; break; case "发电_AA3": temp = biaoJiData.AA; break; case "发电_BA1": temp = biaoJiData.BA; break; case "发电_BA2": temp = biaoJiData.BA; break; case "发电_BA3": temp = biaoJiData.BA; break; case "发电_CA1": temp = biaoJiData.CA; break; case "发电_CA2": temp = biaoJiData.CA; break; case "发电_CA3": temp = biaoJiData.CA; break; #endregion default: break; } for (int i = 0; i < gameObjects.Count; i++) { if (gameObjects[i].name.Equals("")) { gameObjects[i].SetActive(true); } } Debug.Log("当前数据:" + temp); return temp; } float show(string name, float dianyliu) { if (!string.IsNullOrEmpty(name)) { //if (GlobalFlag.biaojiData.userState == "正常") //{ // //} dianyliu = dianyliu * GlobalFlag.Beilv; if (GlobalFlag.biaojiData.warningType == "电流异常") { switch (name.Substring(3, 2)) { case "1A": dianyliu = GlobalFlag.oneA; break; case "1B": dianyliu = GlobalFlag.oneB; break; case "1C": dianyliu = GlobalFlag.oneC; break; default: break; } } else if (GlobalFlag.biaojiData.warningType == "私换互感器") { if (!string.IsNullOrEmpty(GlobalFlag.isChange)) { dianyliu = dianyliu * GlobalFlag.Beilv; Debug.Log(dianyliu + "----------Beilv"); } else { dianyliu = dianyliu * GlobalFlag.changeValue; } } else { } } return dianyliu; } }