ShanxiKnowledgeBase/SXElectricalInspection/Assets/Adam/Scripts/Views/ThreeTransformerPhotovoltai...

89 lines
2.7 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using Adam;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using ttpData;
using UnityEngine;
//============================================================
//支持中文文件使用UTF-8编码
//@author YangHua
//@create 20230915
//@company QianHuo
//
//@description: 三相_有互感器_无光伏
//============================================================
namespace Views
{
public class ThreeTransformerPhotovoltaicView : MonoBehaviour
{
public SpriteRenderer spriteRenderer;
public TextMesh textMesh;
public Sprite[] sprites;
public List<string> infos = new List<string>();
/// <summary>
/// 表计信息
/// </summary>
public List<EnergylistItem> energylist = new List<EnergylistItem>();
/// <summary>
/// 是否正常
/// </summary>
public TrainState trainData;
private void Start()
{
energylist = UIManager.Instance.messageData.energylist;
for (int i = 0; i < energylist.Count; i++)
{
int index = i;
for (int j = 0; j < energylist[index].worklist.Count; j++)
{
int indexJ = j;
infos.Add(energylist[index].worklist[indexJ].valuework);
}
}
if (UIManager.Instance.messageData.scenename == "swdygpb")
{
infos.Add(UIManager.Instance.messageData.electriccurrent);
infos.Add(UIManager.Instance.messageData.voltage);
textMesh.text = infos[0];
return;
}
infos.Add(UIManager.Instance.messageData.aphasecurrent);
infos.Add(UIManager.Instance.messageData.bphasecurrent);
infos.Add(UIManager.Instance.messageData.cphasecurrent);
infos.Add(UIManager.Instance.messageData.aphasevoltage);
infos.Add(UIManager.Instance.messageData.bphasevoltage);
infos.Add(UIManager.Instance.messageData.cphasevoltage);
textMesh.text = infos[0];
}
public int index = 0;
public void OnUp()
{
index--;
if (index < 0)
{
index = 0;
}
SetValue(index);
}
public void OnDown()
{
index++;
if (index >= sprites.Length - 1)
{
index = sprites.Length - 1;
}
SetValue(index);
}
private void SetValue(int index)
{
if (infos == null || infos.Count == 0) return;
spriteRenderer.sprite = sprites[index];
textMesh.text = infos[index];
}
}
}