代码提交

This commit is contained in:
luoshiwen 2024-08-05 09:17:37 +08:00
parent ecaac9831f
commit 4025d90774
10 changed files with 124 additions and 129 deletions

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@ -1,5 +1,5 @@
# 页面标题
VITE_APP_TITLE = 若依管理系统
VITE_APP_TITLE = 长岛
# 开发环境配置
VITE_APP_ENV = 'development'

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@ -1,3 +1,4 @@
# Vue 3 + Vite
This template should help get you started developing with Vue 3 in Vite. The template uses Vue 3 `<script setup>` SFCs, check out the [script setup docs](https://v3.vuejs.org/api/sfc-script-setup.html#sfc-script-setup) to learn more.

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@ -1,133 +1,126 @@
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | CD</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
</head>
<style>
body,
html {
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | CD</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
</head><style>body,html{
width: 100%;
height: 100%;
overflow: hidden;
}
</style>
<body>
<div id="unity-container" class="unity-desktop" style="width: 100%;height: 100%">
<canvas id="unity-canvas" style="width: 100%;height: 100%"></canvas>
<div id="unity-loading-bar">
<div id="unity-logo"></div>
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
}</style>
<body>
<div id="unity-container" class="unity-desktop" style="width: 100%;height: 100%">
<canvas id="unity-canvas" style="width: 100%;height: 100%"></canvas>
<div id="unity-loading-bar">
<div id="unity-logo"></div>
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
<div id="unity-footer">
<div id="unity-webgl-logo"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">CD</div>
</div>
</div>
<div id="unity-warning"> </div>
<div id="unity-footer">
<div id="unity-webgl-logo"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">CD</div>
</div>
</div>
<script>
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
<script>
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function () {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
var buildUrl = "Build";
var loaderUrl = buildUrl + "/build.loader.js";
var config = {
dataUrl: buildUrl + "/build.data.unityweb",
frameworkUrl: buildUrl + "/build.framework.js.unityweb",
codeUrl: buildUrl + "/build.wasm.unityweb",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "CD",
productVersion: "0.1",
showBanner: unityShowBanner,
};
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
// Mobile device style: fill the whole browser client area with the game canvas:
var meta = document.createElement('meta');
meta.name = 'viewport';
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
document.getElementsByTagName('head')[0].appendChild(meta);
container.className = "unity-mobile";
canvas.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
// canvas.style.width = "1920px";
// canvas.style.height = "1080px";
}
updateBannerVisibility();
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/build.loader.js";
var config = {
dataUrl: buildUrl + "/build.data.gz",
frameworkUrl: buildUrl + "/build.framework.js.gz",
codeUrl: buildUrl + "/build.wasm.gz",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "CD",
productVersion: "0.1",
showBanner: unityShowBanner,
};
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
// Mobile device style: fill the whole browser client area with the game canvas:
var meta = document.createElement('meta');
meta.name = 'viewport';
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
document.getElementsByTagName('head')[0].appendChild(meta);
container.className = "unity-mobile";
canvas.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
// canvas.style.width = "1920px";
// canvas.style.height = "1080px";
}
loadingBar.style.display = "block";
var script = document.createElement("script");
var unityInstanceA
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
unityInstanceA = unityInstance
loadingBar.style.display = "none";
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
// unity交互
function unity3D(val){
loadingBar.style.display = "block";
var unityInstanceA
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
unityInstanceA = unityInstance
loadingBar.style.display = "none";
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
// unity交互
function unity3D(val){
// OpenWebPanel()
unityInstanceA.SendMessage("App", "SetState", val + '')
}
@ -145,7 +138,6 @@
function closeStrategy(){
unityInstanceA.SendMessage("空调tip", "HideUnityPanel",'')
}
</script>
</body>
</script>
</body>
</html>

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@ -284,7 +284,7 @@ onMounted(()=>{
<span class="name">{{ item.name }}</span>
<span class="num">{{ item.num }}</span>
<span></span>
</p>
</p>·
</div>
</div>
<div v-for="(item,index) in overviewList" :class="'overview-item' + index">

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@ -11,6 +11,8 @@ import {
getSystemRanking,
} from "@/api/overview";
import getPath from "@/utils/getPath.js";
console.log(getPath)
//
const realTimeLoad = ref([
{ pic: getPath.roomnum, name: "配电室数量", value: 8, unit: "个" },
@ -504,7 +506,7 @@ function getCarbonEmissionEcahrts(data) {
]),
},
},
//
// a
{
type: "CubeRight",
shape: {

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@ -23,7 +23,7 @@ export default defineConfig({
proxy: {
// https://cn.vitejs.dev/config/#server-proxy
'/dev-api': {
target: 'http://172.16.1.125:8021/',
target: 'http://172.16.1.134:8021/',
changeOrigin: true,
rewrite: (p) => p.replace(/^\/dev-api/, '')
}