304 lines
10 KiB
C#
304 lines
10 KiB
C#
using DG.Tweening;
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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.Data;
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using System.Linq;
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using System.Threading.Tasks;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class GameManager : MonoBehaviour
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{
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public static GameManager Instance;
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public GameObject Player;
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public CameraManager CameraManager;
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[SerializeField] GameObject QianXing;
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[SerializeField] GameObject WanYon;
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[SerializeField] GameObject YanDianBi;
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char[] TempChar = new char[7] { '(', 'C', 'l', 'o', 'n', 'e', ')' };
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public string dataStr;
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[SerializeField] List<GameObject> GFGame;//光伏板物体
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[SerializeField] SceneData SceneData;//暂时数据
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[SerializeField] List<GameObject> Inverter;
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[SerializeField] Transform trans;
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public StopValveGai WanStopValve;//万用表UI旋钮
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public StopValveGai QianStopValve;//钳形表UI旋钮
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[SerializeField] GameObject NiBianQi;
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[SerializeField] Image XiangWeiUI;//相位UI
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public GameObject temp;
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public List<GameObject> interactive;
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public GameObject RedWanYon;
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public Vector3 RedWanYonPos;
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public GameObject BlackWanYon;
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public Vector3 BlackWanYonPos;
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public GameObject FuAnBiao;
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public Interactive interactiveEnum = Interactive.none;
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public Transform biaojiPos;
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public Camera toolsCam;
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public Image MultimeterIm;
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public Image DianFuIm;
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public Text DianFuTex;
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[SerializeField] FirstPersonController FirstPersonController;
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public string SceneName;
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public GameObject GanTan;
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public bool GonZuoZheng = false;
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public bool JiaoHu = false;
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public bool YanDian = false;
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[SerializeField] Image HuiFuim;
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public bool redok = false;
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public string redData;
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public DoolsPlayer DoolsPlayer;
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public void Awake()
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{
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if (Instance != null)
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{
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Destroy(Instance);
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return;
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}
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Instance = this;
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Scene scene = SceneManager.GetActiveScene();
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SceneName = scene.name;
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if (UIManager.Instance.Reconnection.ison)
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{
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//init();
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}
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}
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// Start is called before the first frame update
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private async void Start()
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{
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UIManager.Instance.toolsItemManager.ItemClick.AddListener(ToolsShow);
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UIManager.Instance.toolsItemManager.recoverEvent.AddListener(() =>
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{
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WanStopValve.gameObject.SetActive(false);
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QianStopValve.gameObject.SetActive(false);
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DianFuIm.gameObject.SetActive(false);
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interactiveEnum = Interactive.none;
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FirstPersonController.enabled = true;
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});
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string sceneInfo = GlobalFlag.SceneInfo();
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var tempStr = sceneInfo.Split('_');
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int pvwCount = 0;
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if (GlobalFlag.userType == "正常")
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{
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pvwCount = (GlobalFlag.runRL * 1000) / 600;
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}
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else if (GlobalFlag.userType == "异常")
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{
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pvwCount = GlobalFlag.pvwNum;
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}
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if (tempStr[tempStr.Length - 1].Equals("有光伏"))
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{
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for (int i = 0; i < pvwCount; i++)
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{
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GFGame[i].gameObject.SetActive(true);
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}
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}
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else
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{
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NiBianQi.gameObject.SetActive(false);
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}
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for (int i = 0; i < Inverter.Count; i++)
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{
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if (sceneInfo.Equals(Inverter[i].name))
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{
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GameObject obj = Instantiate(Inverter[i]);
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obj.transform.localPosition = biaojiPos.localPosition;
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obj.transform.localEulerAngles = biaojiPos.localEulerAngles;
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interactive.Add(obj.GetComponentInChildren<door_control>().gameObject);
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}
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}
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if (tempStr[tempStr.Length - 1].Equals("无光伏"))
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{
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await FractionManager.Instance.overAsync(5, 10, "检查光伏");
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}
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}
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public void init()
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{
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if (UIManager.Instance.Reconnection.HandGameObject)
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{
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ToolsShow(UIManager.Instance.Reconnection.HandGameObject);
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UIManager.Instance.toolsItemManager.recoverBtn.gameObject.SetActive(true);
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}
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Player.transform.GetComponent<FirstPersonController>().enabled = true;
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Player.transform.localPosition = UIManager.Instance.Reconnection.PlayerPos;
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Player.transform.localEulerAngles = UIManager.Instance.Reconnection.PlayerRot;
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HuiFuim.gameObject.SetActive(true);
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HuiFuim.DOFade(0.8f, 0.25f);
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HuiFuim.DOFade(0, 0.25f).SetDelay(2).OnComplete(() =>
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{
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HuiFuim.gameObject.SetActive(false);
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});
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UIManager.Instance.Reconnection.ison = false;
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}
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public void show(string Str)
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{
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if (string.IsNullOrEmpty(Str))
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{
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return;
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}
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DianFuIm.gameObject.SetActive(true);
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DianFuTex.text = Str;
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}
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private void Update()
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{
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if (transform)
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{
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switch (interactiveEnum)
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{
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case Interactive.none:
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for (int i = 0; i < interactive.Count; i++)
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{
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if (interactive[i])
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{
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DoolsPlayer.ison = true;
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interactive[i].transform.GetComponent<door_control>().启用交互 = true;
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}
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}
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break;
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case Interactive.YanDian:
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for (int i = 0; i < interactive.Count; i++)
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{
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if (interactive[i])
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{
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DoolsPlayer.ison = false;
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interactive[i].transform.GetComponent<door_control>().启用交互 = false;
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interactive[i].transform.GetComponent<MeshCollider>().enabled = true;
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}
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}
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break;
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case Interactive.QianXing:
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for (int i = 0; i < interactive.Count; i++)
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{
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if (interactive[i])
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{
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DoolsPlayer.ison = true;
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interactive[i].transform.GetComponent<door_control>().启用交互 = true;
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}
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}
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break;
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case Interactive.YanDianOk:
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for (int i = 0; i < interactive.Count; i++)
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{
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interactive[i].transform.GetComponent<MeshCollider>().enabled = false;
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}
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break;
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default:
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break;
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}
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}
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//if (Input.GetKeyDown(KeyCode.K))
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//{
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// ToolsShow(YanDianBi);
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//}
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}
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/// <summary>
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/// 工具生成方法
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/// </summary>
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public async void ToolsShow(GameObject tools)
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{
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if (Camera.main)
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{
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Camera.main.fieldOfView = 60;
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}
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if (FirstPersonController)
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{
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FirstPersonController.enabled = false;
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}
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if (temp != null)
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{
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Destroy(temp.gameObject);
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}
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temp = Instantiate(tools, Player.transform);
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temp.transform.localPosition = new Vector3(0.12f, 0.46f, 0.81f);
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UIManager.Instance.toolsItemManager.currentTool = temp;
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string name = Filter(temp.name, TempChar);
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if (FractionManager.Instance && GlobalFlag.userType == "异常")
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{
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await FractionManager.Instance.overAsync(6, 10, "测量窃电点");
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}
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redData = "";
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DianFuTex.text = "-";
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switch (name)
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{
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case "万用表":
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WanStopValve.gameObject.SetActive(true);
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QianStopValve.gameObject.SetActive(false);
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GameObject t2 = GameObject.FindGameObjectWithTag("旋转");
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WanStopValve.trans = t2.transform;
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BlackWanYonPos = temp.GetComponent<MultimeterManager>().blackXian.localPosition;
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RedWanYonPos = temp.GetComponent<MultimeterManager>().RedXian.localPosition;
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temp.GetComponent<MultimeterManager>();
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temp.GetComponent<MultimeterManager>().Camera = toolsCam;
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temp.GetComponent<ToolModelClick>().line.SetActive(true);
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break;
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case "钳形电流表":
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interactiveEnum = Interactive.QianXing;
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temp.transform.localEulerAngles = new Vector3(90, 180, 0);
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GameObject g1 = GameObject.FindGameObjectWithTag("旋转");
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QianStopValve.trans = g1.transform;
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WanStopValve.gameObject.SetActive(false);
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temp.transform.localPosition = new Vector3(0.13f, 0.46f, 0.6f);
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QianStopValve.gameObject.SetActive(true);
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break;
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case "验电笔":
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interactiveEnum = Interactive.YanDian;
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temp.transform.localPosition = new Vector3(0.307f, 0.504f, 0.654f);
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temp.AddComponent<TestPenInteractive>();
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break;
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case "相位伏安表":
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temp.transform.localEulerAngles = new Vector3(0, 180, 0);
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temp.AddComponent<AmpereMeter>();
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temp.AddComponent<AmpereMeter>().cam = toolsCam;
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temp.GetComponent<AmpereMeter>().im = XiangWeiUI;
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FuAnBiao = temp;
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break;
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default:
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Insta(temp);
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WanStopValve.gameObject.SetActive(false);
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QianStopValve.gameObject.SetActive(false);
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break;
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}
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}
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public string Filter(string str, char[] charsToRemove)
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{
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return String.Concat(str.Split(charsToRemove.ToArray()));
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}
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/// <summary>
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/// 克隆位置更改
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/// </summary>
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public void Insta(GameObject GameObj)
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{
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GameObj.transform.localPosition = new Vector3(Player.transform.position.x + 0.43f, Player.transform.position.y + 0.66f, Player.transform.position.z + 1.5f);
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}
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}
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/// <summary>
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/// 后台读的数据
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/// </summary>
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[Serializable]
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public class datas
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{
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public bool state;
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public string message;
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public data2s data;
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}
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[Serializable]
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public class data2s
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{
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public string isguangfu;
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public string jxfs;
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public string zhbl;
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}
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public enum Interactive
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{
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none,
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YanDian,
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QianXing,
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YanDianOk
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}
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