添加划线读取作物信息

This commit is contained in:
huqibin 2025-05-22 12:46:45 +08:00
parent b89c3bd230
commit 3d80ed9e62
20 changed files with 891 additions and 4 deletions

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@ -214,7 +214,7 @@ public class FirstPersonController : MonoBehaviour
private void Update()
{
//if (!EventSystem.current.IsPointerOverGameObject()) return;
if (EventSystem.current.IsPointerOverGameObject()) return;
float scrollValue = Input.GetAxis("Mouse ScrollWheel");
if (scrollValue != 0)
{

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using UnityEngine;
using TMPro;
//距离单位
public enum UnitType
{
mm = 1000, //毫米
cm = 100, //厘米
dm = 10, //分米
m = 1, //米
}
//[ExecuteInEditMode]
public class Line : MonoBehaviour
{
public GameObject StObj, EdObj;
TextMesh tm;
LineRenderer line;
[Header("实时绘制(较多会卡顿)")]
public bool IsRt = false;
[Header("线的粗细")]
public float LineWidth = 0.05f;
[Header("划线材质球")]
public Material LineMat;
[Header("线的颜色")]
public Color LineColor;
[Header("长度单位")]
public UnitType unittype;
Transform tram;
private void Start()
{
//LineMat = new Material(Shader.Find("Standard"));
CreateTm();
CreateLine();
}
void CreateTm()
{
tram = transform.Find("tm");
if (tram != null)
tm = tram.GetComponent<TextMesh>();
if (tm == null)
{
tm = new GameObject("tm").AddComponent<TextMesh>();
tm.color = Color.white;
tm.fontSize = 2;
tm.transform.SetParent(this.transform);
//tm.GetComponent<RectTransform>().sizeDelta = new Vector2(2, 1);
//tm.alignment = TextAlignmentOptions.Center;
}
}
void CreateLine()
{
line = gameObject.GetComponent<LineRenderer>();
if (line == null)
line = gameObject.AddComponent<LineRenderer>();
line.material = LineMat;
}
public void DrawLineInfo()
{
tm.text = (Vector3.Distance(StObj.transform.position, EdObj.transform.position) * (int)unittype).ToString("F1") + unittype;
tm.transform.position = (StObj.transform.position + EdObj.transform.position) / 2 + new Vector3(0, 0.1f, 0);
line.SetPositions(new Vector3[] { StObj.transform.position, EdObj.transform.position });
line.startWidth = LineWidth;
line.endWidth = LineWidth;
LineMat.color = LineColor;
}
void Update()
{
if (IsRt)
DrawLineInfo();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LookAtCamera : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.LookAt(Camera.main.transform);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//测量距离
public class RangeFinding : MonoBehaviour
{
//总控制
public bool isClbool;
private Vector3 posOne, posTwo;
//测量控制
public bool isOpenDistance;
private int distanceInt; //计数控制
public Transform prefabTransform; //测量的预制体
private Transform myDistanceObj;
public Transform allCLParentTransform; //所有预制体生成的父节点
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (isClbool)
{
if (Input.GetMouseButtonDown(0))
{
posOne = Input.mousePosition;
}
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
//距离
if (isOpenDistance)
{
if (Input.GetMouseButtonUp(0))
{
posTwo = Input.mousePosition;
if (Physics.Raycast(ray, out hit, 1000) && posOne == posTwo)
{
if (distanceInt == 0)
{
distanceInt++;
//鼠标点击克隆物体
myDistanceObj = Instantiate(prefabTransform, allCLParentTransform);
// transform.TransformPoint(Prefab,hit.poit, Quaternion.identity);
myDistanceObj.transform.GetChild(0).position = hit.point;
}
else
{
myDistanceObj.transform.GetChild(1).position = hit.point;
//isOpenJL = false;
distanceInt = 0;
}
}
}
if (distanceInt > 0)
{
if (Physics.Raycast(ray, out hit, 1000))
{
myDistanceObj.transform.GetChild(1).position = hit.point;
}
}
}
}
}
}

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@ -159,11 +159,11 @@ public class UI_MenuBar : BasePanel
//CloseMenu();
toolRoomBtn.gameObject.SetActive(false);//.SetActive(type != E_SceneType.ToolRoom);
siteBtn.gameObject.SetActive(false);//.SetActive(type == E_SceneType.ToolRoom);
workOrderBtn.gameObject.SetActive(false);//.SetActive(type == E_SceneType.Office);
workOrderBtn.gameObject.SetActive(true);//.SetActive(type == E_SceneType.Office);使用工作票按钮代替测量效果
missionBtn.gameObject.SetActive(true);//.SetActive(type == E_SceneType.Office || type == E_SceneType.ToolRoom || type == E_SceneType.Site);
officeBtn.gameObject.SetActive(false);//.SetActive(type == E_SceneType.ToolRoom);
disassemblyAssemblyWorkOrderBtn.gameObject.SetActive(false);//.SetActive(type == E_SceneType.Office);
toolKitBtn.gameObject.SetActive(false);//.SetActive(type != E_SceneType.Office);
toolKitBtn.gameObject.SetActive(true);//.SetActive(type != E_SceneType.Office);
//¹Ø±Õ¸æÖªµ¥°´Å¥
notifyBtn.gameObject.SetActive(false);//notifyBtn.gameObject.SetActive(type == E_SceneType.Site);
int t = GameManager.DataMgr.d_System.subjects.Find(subject => subject.id == GameManager.RunModelMgr.schemeID).isFault;

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@ -0,0 +1,67 @@
{
"allPlants": [
{
"plantName": "正常高粱",
"plantParts": [
{
"partName": "根",
"partIntro": "高粱根系由初生根和永久根组成,永久根又分为次生根和支持根(也称气生根)两种。"
},
{
"partName": "茎",
"partIntro": "高粱茎又称茎秆,由节和节间组成。呈圆筒形,表面光滑。节间的多少和长短因品种和栽培条件而异。"
},
{
"partName": "叶",
"partIntro": "高粱叶由叶片、叶鞘和叶舌组成。叶片被有蜡质,叶片多呈披针形,中央有一个大的主脉(中脉),颜色因品种而异,多呈白、黄、暗绿三种。"
},
{
"partName": "果",
"partIntro": "高染籽粒,习惯上称为种子,属颖果。种子呈卵形或椭圆形,呈褐色、橙色、白色或淡黄色。"
}
]
},
{
"plantName": "病株高粱",
"plantParts": [
{
"partName": "根",
"partIntro": "病株高粱根"
},
{
"partName": "茎",
"partIntro": "病株高粱茎"
},
{
"partName": "叶",
"partIntro": "病株高粱叶"
},
{
"partName": "果",
"partIntro": "病株高粱果"
}
]
},
{
"plantName": "玉米",
"plantParts": [
{
"partName": "根",
"partIntro": "玉米根"
},
{
"partName": "茎",
"partIntro": "玉米茎"
},
{
"partName": "叶",
"partIntro": "玉米叶"
},
{
"partName": "果",
"partIntro": "玉米果"
}
]
}
]
}

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