加入划线测量
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tm.transform.SetParent(this.transform);
|
||||||
|
tm.characterSize = 0.1f;
|
||||||
//tm.GetComponent<RectTransform>().sizeDelta = new Vector2(2, 1);
|
//tm.GetComponent<RectTransform>().sizeDelta = new Vector2(2, 1);
|
||||||
//tm.alignment = TextAlignmentOptions.Center;
|
//tm.alignment = TextAlignmentOptions.Center;
|
||||||
}
|
}
|
||||||
|
|
@ -67,6 +67,7 @@ public class Line : MonoBehaviour
|
||||||
line.SetPositions(new Vector3[] { StObj.transform.position, EdObj.transform.position });
|
line.SetPositions(new Vector3[] { StObj.transform.position, EdObj.transform.position });
|
||||||
line.startWidth = LineWidth;
|
line.startWidth = LineWidth;
|
||||||
line.endWidth = LineWidth;
|
line.endWidth = LineWidth;
|
||||||
|
|
||||||
LineMat.color = LineColor;
|
LineMat.color = LineColor;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -263,4 +263,4 @@ MonoBehaviour:
|
||||||
LineWidth: 0.05
|
LineWidth: 0.05
|
||||||
LineMat: {fileID: 2100000, guid: d704fb960bf87f043b794a93136b57e2, type: 2}
|
LineMat: {fileID: 2100000, guid: d704fb960bf87f043b794a93136b57e2, type: 2}
|
||||||
LineColor: {r: 1, g: 1, b: 1, a: 1}
|
LineColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
unittype: 0
|
unittype: 100
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,6 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Unity.Burst.CompilerServices;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
//测量距离
|
//测量距离
|
||||||
|
|
@ -14,60 +15,129 @@ public class RangeFinding : MonoBehaviour
|
||||||
public Transform prefabTransform; //测量的预制体
|
public Transform prefabTransform; //测量的预制体
|
||||||
private Transform myDistanceObj;
|
private Transform myDistanceObj;
|
||||||
public Transform allCLParentTransform; //所有预制体生成的父节点
|
public Transform allCLParentTransform; //所有预制体生成的父节点
|
||||||
|
|
||||||
|
protected SorghumController Sorg_posOne;
|
||||||
|
protected SorghumController Sorg_posTwo;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
while (allCLParentTransform.childCount > 0)
|
||||||
|
{
|
||||||
|
DestroyImmediate(allCLParentTransform.GetChild(0).gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (isClbool)
|
if (isClbool)
|
||||||
{
|
{
|
||||||
if (Input.GetMouseButtonDown(0))
|
try
|
||||||
{
|
{
|
||||||
posOne = Input.mousePosition;
|
if (Input.GetMouseButtonDown(0))
|
||||||
}
|
|
||||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
|
||||||
RaycastHit hit;
|
|
||||||
|
|
||||||
//¾àÀë
|
|
||||||
if (isOpenDistance)
|
|
||||||
{
|
|
||||||
if (Input.GetMouseButtonUp(0))
|
|
||||||
{
|
{
|
||||||
posTwo = Input.mousePosition;
|
Ray ray1 = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||||
if (Physics.Raycast(ray, out hit, 1000) && posOne == posTwo)
|
RaycastHit hit1;
|
||||||
|
if (Physics.Raycast(ray1, out hit1, 1000))
|
||||||
{
|
{
|
||||||
if (distanceInt == 0)
|
if (hit1.collider.gameObject.GetComponent<SorghumController>() == null)
|
||||||
|
return;
|
||||||
|
posOne = Input.mousePosition;
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Ray ray2 = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||||
|
RaycastHit hit2;
|
||||||
|
|
||||||
|
//¾àÀë
|
||||||
|
if (isOpenDistance)
|
||||||
|
{
|
||||||
|
if (Input.GetMouseButtonUp(0))
|
||||||
|
{
|
||||||
|
|
||||||
|
posTwo = Input.mousePosition;
|
||||||
|
if (Physics.Raycast(ray2, out hit2, 1000) && posOne == posTwo)
|
||||||
{
|
{
|
||||||
distanceInt++;
|
if (hit2.collider.gameObject.GetComponent<SorghumController>() == null)
|
||||||
//Êó±êµã»÷¿Ë¡ÎïÌå
|
return;
|
||||||
myDistanceObj = Instantiate(prefabTransform, allCLParentTransform);
|
|
||||||
// transform.TransformPoint(Prefab,hit.poit, Quaternion.identity);
|
if (distanceInt == 0)
|
||||||
myDistanceObj.transform.GetChild(0).position = hit.point;
|
{
|
||||||
|
if (allCLParentTransform.childCount > 0)
|
||||||
|
{
|
||||||
|
while (allCLParentTransform.childCount > 0)
|
||||||
|
{
|
||||||
|
DestroyImmediate(allCLParentTransform.GetChild(0).gameObject);
|
||||||
|
}
|
||||||
|
Sorg_posOne = null;
|
||||||
|
Sorg_posTwo = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
Sorg_posOne = hit2.collider.gameObject.GetComponent<SorghumController>();
|
||||||
|
|
||||||
|
distanceInt++;
|
||||||
|
//Êó±êµã»÷¿Ë¡ÎïÌå
|
||||||
|
myDistanceObj = Instantiate(prefabTransform, allCLParentTransform);
|
||||||
|
// transform.TransformPoint(Prefab,hit.poit, Quaternion.identity);
|
||||||
|
myDistanceObj.transform.GetChild(0).position = hit2.point;
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Sorg_posTwo = hit2.collider.gameObject.GetComponent<SorghumController>();
|
||||||
|
|
||||||
|
if (Sorg_posOne == Sorg_posTwo)
|
||||||
|
{
|
||||||
|
Transform low_P = Sorg_posOne.transform.Find("lowPoint");
|
||||||
|
Transform high_P = Sorg_posOne.transform.Find("highPoint");
|
||||||
|
myDistanceObj.transform.GetChild(0).position = low_P.position;
|
||||||
|
myDistanceObj.transform.GetChild(1).position = high_P.position;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
|
||||||
|
Transform low_P = Sorg_posTwo.transform.Find("highPoint");
|
||||||
|
Transform high_P = Sorg_posOne.transform.Find("highPoint");
|
||||||
|
myDistanceObj.transform.GetChild(0).position = low_P.position;
|
||||||
|
myDistanceObj.transform.GetChild(1).position = high_P.position;
|
||||||
|
}
|
||||||
|
//isOpenJL = false;
|
||||||
|
distanceInt = 0;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
|
return ;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (distanceInt > 0)
|
||||||
|
{
|
||||||
|
if (Physics.Raycast(ray2, out hit2, 1000))
|
||||||
{
|
{
|
||||||
|
|
||||||
myDistanceObj.transform.GetChild(1).position = hit.point;
|
myDistanceObj.transform.GetChild(1).position = hit2.point;
|
||||||
//isOpenJL = false;
|
|
||||||
distanceInt = 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (distanceInt > 0)
|
|
||||||
{
|
|
||||||
if (Physics.Raycast(ray, out hit, 1000))
|
|
||||||
{
|
|
||||||
|
|
||||||
myDistanceObj.transform.GetChild(1).position = hit.point;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
catch (System.Exception e)
|
||||||
|
{
|
||||||
|
Debug.LogException(e);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -39,6 +39,13 @@ public class SorghumController : PermanentTriggerBase
|
||||||
|
|
||||||
protected override void OnMDown()
|
protected override void OnMDown()
|
||||||
{
|
{
|
||||||
|
RangeFinding rf = OfficeManager.Instance.gameObject.GetComponent<RangeFinding>();
|
||||||
|
if (rf != null && rf.enabled)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
GameObject targetObj = GameObject.Find("Split_Obj");
|
GameObject targetObj = GameObject.Find("Split_Obj");
|
||||||
|
|
||||||
GameObject targetHD = targetObj.transform.GetChild(0).gameObject;
|
GameObject targetHD = targetObj.transform.GetChild(0).gameObject;
|
||||||
|
|
|
||||||
|
|
@ -129,13 +129,13 @@ public class PermanentTriggerBase : MonoBehaviour
|
||||||
|
|
||||||
private void OnMouseEnter()
|
private void OnMouseEnter()
|
||||||
{
|
{
|
||||||
if (!EventSystem.current.IsPointerOverGameObject()) return;
|
if (EventSystem.current.IsPointerOverGameObject()) return;
|
||||||
OnMEnter();
|
OnMEnter();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnMouseDown()
|
private void OnMouseDown()
|
||||||
{
|
{
|
||||||
if (!EventSystem.current.IsPointerOverGameObject()) return;
|
if (EventSystem.current.IsPointerOverGameObject()) return;
|
||||||
OnMDown();
|
OnMDown();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -266,32 +266,37 @@ public class UI_MenuBar : BasePanel
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case "WorkOrderBtn":
|
case "WorkOrderBtn"://工作票按钮代测量按钮
|
||||||
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(workOrderName, true) == 0)
|
RangeFinding rf = OfficeManager.Instance.gameObject.GetComponent<RangeFinding>();
|
||||||
|
if (rf != null)
|
||||||
{
|
{
|
||||||
if (GameManager.RunModelMgr.ModeType == E_ModeType.Study)
|
rf.enabled = !rf.enabled;
|
||||||
{
|
|
||||||
GameManager.MissionMgr.selectedWorkTicketType = WorkTicketType.无;//学习模式重新选
|
|
||||||
}
|
|
||||||
switch(GameManager.MissionMgr.selectedWorkTicketType)
|
|
||||||
{
|
|
||||||
case WorkTicketType.无:
|
|
||||||
GameManager.UIMgr.ShowPanel<UI_SelectWorkTicketPanel>(E_UI_Layer.Mid, (panel) =>
|
|
||||||
{
|
|
||||||
panel.Init(workOrderName);
|
|
||||||
});
|
|
||||||
break;
|
|
||||||
case WorkTicketType.低压工作票:
|
|
||||||
GameManager.UIMgr.ShowPanel<UI_LowTensionWorkTicketPanel>(E_UI_Layer.Mid);
|
|
||||||
break;
|
|
||||||
case WorkTicketType.配电第一种工作票:
|
|
||||||
GameManager.UIMgr.ShowPanel<UI_PowerDistributionFirstWorkTicketPanel>(E_UI_Layer.Mid);
|
|
||||||
break;
|
|
||||||
case WorkTicketType.配电第二种工作票:
|
|
||||||
GameManager.UIMgr.ShowPanel<UI_PowerDistributionSecondWorkTicketPanel>(E_UI_Layer.Mid);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
//if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(workOrderName, true) == 0)
|
||||||
|
//{
|
||||||
|
// if (GameManager.RunModelMgr.ModeType == E_ModeType.Study)
|
||||||
|
// {
|
||||||
|
// GameManager.MissionMgr.selectedWorkTicketType = WorkTicketType.无;//学习模式重新选
|
||||||
|
// }
|
||||||
|
// switch(GameManager.MissionMgr.selectedWorkTicketType)
|
||||||
|
// {
|
||||||
|
// case WorkTicketType.无:
|
||||||
|
// GameManager.UIMgr.ShowPanel<UI_SelectWorkTicketPanel>(E_UI_Layer.Mid, (panel) =>
|
||||||
|
// {
|
||||||
|
// panel.Init(workOrderName);
|
||||||
|
// });
|
||||||
|
// break;
|
||||||
|
// case WorkTicketType.低压工作票:
|
||||||
|
// GameManager.UIMgr.ShowPanel<UI_LowTensionWorkTicketPanel>(E_UI_Layer.Mid);
|
||||||
|
// break;
|
||||||
|
// case WorkTicketType.配电第一种工作票:
|
||||||
|
// GameManager.UIMgr.ShowPanel<UI_PowerDistributionFirstWorkTicketPanel>(E_UI_Layer.Mid);
|
||||||
|
// break;
|
||||||
|
// case WorkTicketType.配电第二种工作票:
|
||||||
|
// GameManager.UIMgr.ShowPanel<UI_PowerDistributionSecondWorkTicketPanel>(E_UI_Layer.Mid);
|
||||||
|
// break;
|
||||||
|
// }
|
||||||
|
//}
|
||||||
break;
|
break;
|
||||||
case "MissionBtn":
|
case "MissionBtn":
|
||||||
GameManager.UIMgr.ShowPanel<UI_CheckTaskPanel>(E_UI_Layer.Mid, (p) =>
|
GameManager.UIMgr.ShowPanel<UI_CheckTaskPanel>(E_UI_Layer.Mid, (p) =>
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue