添加划线读取作物信息
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@ -214,7 +214,7 @@ public class FirstPersonController : MonoBehaviour
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private void Update()
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{
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//if (!EventSystem.current.IsPointerOverGameObject()) return;
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using UnityEngine;
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using TMPro;
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//距离单位
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public enum UnitType
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{
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mm = 1000, //毫米
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cm = 100, //厘米
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dm = 10, //分米
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m = 1, //米
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}
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//[ExecuteInEditMode]
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{
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public GameObject StObj, EdObj;
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TextMesh tm;
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LineRenderer line;
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[Header("实时绘制(较多会卡顿)")]
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public bool IsRt = false;
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[Header("线的粗细")]
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public float LineWidth = 0.05f;
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[Header("划线材质球")]
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public Material LineMat;
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[Header("线的颜色")]
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public Color LineColor;
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[Header("长度单位")]
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public UnitType unittype;
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Transform tram;
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private void Start()
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{
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//LineMat = new Material(Shader.Find("Standard"));
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CreateTm();
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CreateLine();
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}
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void CreateTm()
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{
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tram = transform.Find("tm");
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if (tram != null)
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tm = tram.GetComponent<TextMesh>();
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if (tm == null)
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{
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tm = new GameObject("tm").AddComponent<TextMesh>();
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tm.color = Color.white;
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tm.fontSize = 2;
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tm.transform.SetParent(this.transform);
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//tm.GetComponent<RectTransform>().sizeDelta = new Vector2(2, 1);
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//tm.alignment = TextAlignmentOptions.Center;
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}
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}
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void CreateLine()
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{
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line = gameObject.GetComponent<LineRenderer>();
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if (line == null)
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line = gameObject.AddComponent<LineRenderer>();
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line.material = LineMat;
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}
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public void DrawLineInfo()
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{
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tm.text = (Vector3.Distance(StObj.transform.position, EdObj.transform.position) * (int)unittype).ToString("F1") + unittype;
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tm.transform.position = (StObj.transform.position + EdObj.transform.position) / 2 + new Vector3(0, 0.1f, 0);
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line.SetPositions(new Vector3[] { StObj.transform.position, EdObj.transform.position });
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line.startWidth = LineWidth;
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line.endWidth = LineWidth;
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LineMat.color = LineColor;
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}
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void Update()
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{
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if (IsRt)
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DrawLineInfo();
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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||||
using UnityEngine;
|
||||
|
||||
public class LookAtCamera : MonoBehaviour
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{
|
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// Start is called before the first frame update
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void Start()
|
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{
|
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}
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// Update is called once per frame
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void Update()
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{
|
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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
|
||||
{
|
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//总控制
|
||||
public bool isClbool;
|
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private Vector3 posOne, posTwo;
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//测量控制
|
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public bool isOpenDistance;
|
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private int distanceInt; //计数控制
|
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public Transform prefabTransform; //测量的预制体
|
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private Transform myDistanceObj;
|
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public Transform allCLParentTransform; //所有预制体生成的父节点
|
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// Start is called before the first frame update
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void Start()
|
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{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
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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;
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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)
|
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{
|
||||
if (Physics.Raycast(ray, out hit, 1000))
|
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{
|
||||
|
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myDistanceObj.transform.GetChild(1).position = hit.point;
|
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}
|
||||
}
|
||||
}
|
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}
|
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}
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}
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@ -0,0 +1,11 @@
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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;
|
||||
|
|
|
|||
|
|
@ -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"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
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||||
externalObjects: {}
|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
Loading…
Reference in New Issue