3.27提交

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taosuqi 2025-03-27 20:36:28 +08:00
parent 4cbba8b94c
commit e66f6cd8a2
212 changed files with 29905 additions and 12 deletions

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@ -0,0 +1,14 @@
using UnityEngine;
public class UI_BGPanel : BasePanel
{
public void Init()
{
}
void Start()
{
}
}

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

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UI_SelectModePanel :BasePanel
{
public override void ShowMe()
{
base.ShowMe();
}
public override void HideMe()
{
base.HideMe();
}
protected override void OnClick(string btnName)
{
switch (btnName)
{
case "Theoretical learning_Btn":
Bootstrap.Instance.scenesManager.LoadSceneAsyn(this, "理论学习", () =>
{
Debug.Log("加载场景成功");
Bootstrap.Instance.eventCenter.EventTrigger(Enum_EventType.UpdateProgress, 0.9f);
});
Bootstrap.Instance.uiManager.HidePanel<UI_SelectModePanel>();
break;
case "Practical assessment_Btn":
Bootstrap.Instance.scenesManager.LoadSceneAsyn(this, "实操考核", () =>
{
Debug.Log("加载场景成功");
Bootstrap.Instance.eventCenter.EventTrigger(Enum_EventType.UpdateProgress, 0.9f);
});
Bootstrap.Instance.uiManager.HidePanel<UI_SelectModePanel>();
break;
case "theoretical examination_Btn":
Bootstrap.Instance.scenesManager.LoadSceneAsyn(this, "理论学习", () =>
{
Debug.Log("理论考核");
Bootstrap.Instance.eventCenter.EventTrigger(Enum_EventType.UpdateProgress, 0.9f);
});
Bootstrap.Instance.uiManager.HidePanel<UI_SelectModePanel>();
break;
}
}
}

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@ -0,0 +1,62 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UI_TipsForPracticePanel : BasePanel
{
public GameObject imageprefab;
public Transform content;
protected override void Awake()
{
base.Awake();
}
public override void ShowMe()
{
base.ShowMe();
}
public override void HideMe()
{
base.HideMe();
}
protected override void OnClick(string btnName)
{
switch (btnName)
{
case "retrun_Btn":
Bootstrap.Instance.uiManager.HidePanel<UI_TipsForPracticePanel>();
break;
//case "1":
// LoadPPTTest.LoadPPTGO(Application.streamingAssetsPath + "/PPT/1-第一章 绪论.pptx");
// break;
//case "2":
// LoadPPTTest.Instance.LoadPPTGO(Application.streamingAssetsPath + "/PPT/2-第二章 酿酒高粱的种类及分类.pptx");
// break;
//case "3":
// LoadPPTTest.Instance.LoadPPTGO(Application.streamingAssetsPath + "/PPT/3-第三章 酿酒高粱的生长发育.pptx");
// break;
//case "4":
// LoadPPTTest.Instance.LoadPPTGO(Application.streamingAssetsPath + "/PPT/4-第四章 酿酒高粱的繁殖与育苗.pptx");
// break;
//case "5":
// LoadPPTTest.Instance.LoadPPTGO(Application.streamingAssetsPath + "/PPT/5-第五章 酿酒高粱的种植与管理.pptx");
// break;
//case "6":
// LoadPPTTest.Instance.LoadPPTGO(Application.streamingAssetsPath + "/PPT/6-第六章 酿酒高粱的采收、加工与品质控制.pptx");
// break;
//case "7":
// LoadPPTTest.Instance.LoadPPTGO(Application.streamingAssetsPath + "/PPT/7-第七章 酿造酱香型白酒糯高粱品种介绍.pptx");
// break;
//case "8":
// LoadPPTTest.Instance.LoadPPTGO(Application.streamingAssetsPath + "/PPT/8-第八章 酿酒高粱育苗技术.pptx");
// break;
//case "9":
// LoadPPTTest.Instance.LoadPPTGO(Application.streamingAssetsPath + "/PPT/9-第九章 高粱移栽技术.pptx");
// break;
//case "10":
// LoadPPTTest.Instance.LoadPPTGO(Application.streamingAssetsPath + "/PPT/10-第十章 高粱田间管理技术.pptx");
// break;
}
}
}

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@ -21,17 +21,27 @@ public class Bootstrap : SingletonMono<Bootstrap>
private void Start()
{
Debug.Log("<color=yellow>按键S显示UI按键H关闭UI按键E控制物体变色</color>");
uiManager.ShowPanel<UI_LoadingPanel>(this, E_UI_Layer.System, (panel) =>
uiManager.ShowPanel<UI_TipsForPracticePanel>(this, E_UI_Layer.System, (panel) =>
{
eventCenter.EventTrigger(Enum_EventType.UpdateProgress, 0.1f);
scenesManager.LoadSceneAsyn(this, "TestScene", () =>
{
Debug.Log("加载场景成功");
eventCenter.EventTrigger(Enum_EventType.UpdateProgress, 0.9f);
});
});
//Debug.Log("<color=yellow>按键S显示UI按键H关闭UI按键E控制物体变色</color>");
//uiManager.ShowPanel<UI_LoadingPanel>(this, E_UI_Layer.System, (panel) =>
//{
// eventCenter.EventTrigger(Enum_EventType.UpdateProgress, 0.1f);
// scenesManager.LoadSceneAsyn(this, "TestScene", () =>
// {
// Debug.Log("加载场景成功");
// eventCenter.EventTrigger(Enum_EventType.UpdateProgress, 0.9f);
// });
//});
}
// Update is called once per frame

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using UnityEngine;
public class SingletonAutoMono<T> : MonoBehaviour where T : MonoBehaviour
{
private static T instance;
public static T Instance
{
get
{
if (instance == null)
{
GameObject obj = new GameObject(typeof(T).ToString());
instance = obj.AddComponent<T>();
DontDestroyOnLoad(obj);
}
return instance;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.VirtualTexturing;
public class GameManager : SingletonAutoMono<GameManager>
{
public static UIManager UIMgr { get; private set; }
/// <summary>
/// ³õʼ»¯
/// </summary>
public void Init(int _systemId, string _startSceneName)
{
}
}

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@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ButtonController : MonoBehaviour
{
public Button wordBtn;
public Button excelBtn;
public Button pptBtn;
//public Button pdfBtn;
private void Start()
{
//wordBtn.onClick.AddListener(()=>{
// LoadWord.Instance.LoadGo(Application.streamingAssetsPath+"/Word/word.docx");
//});
//excelBtn.onClick.AddListener(()=>{
// LoadExcel.Instance.LoadGo(Application.streamingAssetsPath+"/Excel/excel.xlsx");
//});
//pptBtn.onClick.AddListener(() => {
// LoadPPT.Instance.LoadGo(Application.streamingAssetsPath + "/PPT/ppt.pptx");
//});
//pdfBtn.onClick.AddListener(() => {
// LoadPDF.Instance.LoadGo(Application.streamingAssetsPath + "/PDF/pdf.pdf");
//});
//wordBtn.onClick.AddListener(()=>{
// LoadWordTest.Instance.LoadWordGo(Application.streamingAssetsPath+"/Word/word.docx");
//});
//excelBtn.onClick.AddListener(()=>{
// LoadExcelTest.Instance.LoadExcelGO(Application.streamingAssetsPath+"/Excel/excel.xlsx");
//});
//pptBtn.onClick.AddListener(() => {
// LoadPPTTest.Instance.LoadPPTGO(Application.streamingAssetsPath + "/PPT/ppt.pptx");
//});
//pdfBtn.onClick.AddListener(() => {
// LoadPDFTest.Instance.LoadPDFGo(Application.streamingAssetsPath + "/PDF/pdf.pdf");
//});
}
}

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@ -0,0 +1,79 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Drawing.Imaging;
using Aspose.Cells;
using Aspose.Cells.Rendering;
using System.IO;
using UnityEngine.UI;
/// <summary>
/// 加载excel并转为图片
/// </summary>
public class LoadExcelTest : MonoBehaviour
{
public static LoadExcelTest Instance;
public GameObject imageprefab;
public Transform content;
private void Start()
{
Instance = this;
}
/// <summary>
/// 加载excel
/// </summary>
public void LoadExcelGO(string path)
{
//清理content下的旧物体
for (int i = 0; i < content.childCount; i++)
{
Destroy(content.GetChild(i).gameObject);
}
//查找整个文档
Workbook book = new Workbook(path);
//获取一个工作表
Worksheet sheet = book.Worksheets[0];
//设置边距
sheet.PageSetup.LeftMargin = 0;
sheet.PageSetup.RightMargin = 0;
sheet.PageSetup.BottomMargin = 0;
sheet.PageSetup.TopMargin = 0;
//设置图片的打印格式
ImageOrPrintOptions imageOptions = new ImageOrPrintOptions();
imageOptions.ImageFormat = ImageFormat.Jpeg;
imageOptions.OnePagePerSheet = true;
imageOptions.PrintingPage = PrintingPageType.IgnoreBlank;
//excel转图片的转换器对象
SheetRender sr = new SheetRender(sheet, imageOptions);
//声明内存流将图片转换为内存流再由流转换为byte数组然后用texture2d加载byte数组
using (MemoryStream ms = new MemoryStream())
{
sr.ToImage(0, ms);
byte[] buff = new byte[ms.Length];
ms.Seek(0, SeekOrigin.Begin);
ms.Read(buff, 0, (int)ms.Length);
//注意这个iamge的命名空间为system.drawing不是unity.ui,这个图片的目的是提供图片的宽高
System.Drawing.Image sizeImage = System.Drawing.Image.FromStream(ms);
Texture2D texture2D = new Texture2D(sizeImage.Width, sizeImage.Height);
texture2D.LoadImage(buff);
Image image = Instantiate(imageprefab, content).GetComponent<Image>();
//根据转化出来的图片的大小设置unity image的大小
image.rectTransform.sizeDelta = new Vector2(sizeImage.Width, sizeImage.Height);
//用texture2d为精灵赋值
image.sprite = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), Vector2.zero);
}
}
}

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@ -0,0 +1,67 @@
using Aspose.Pdf;
using Aspose.Pdf.Devices;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using UnityEngine;
/// <summary>
/// PDF转图片
/// </summary>
public class LoadPDFTest : MonoBehaviour
{
public static LoadPDFTest Instance;
public GameObject imageprefab;
public Transform content;
private void Start()
{
Instance = this;
}
/// <summary>
/// 加载PDF
/// </summary>
public void LoadPDFGo(string path)
{
//清理content下的旧物体
for (int i = 0; i < content.childCount; i++)
{
Destroy(content.GetChild(i).gameObject);
}
Document pdf = new Document(path);
for (int i = 1; i <= pdf.Pages.Count; i++)
{
//PngDevice pngDevice = new PngDevice((int)pdf.Pages[i].PageInfo.Width,(int)pdf.Pages[i].PageInfo.Height);
PngDevice pngDevice = new PngDevice((int)pdf.Pages[i].PageInfo.Width*2,(int)pdf.Pages[i].PageInfo.Height*2);
//声明内存流将图片转换为内存流再由流转换为byte数组然后用texture2d加载byte数组
using (MemoryStream ms = new MemoryStream())
{
pngDevice.Process(pdf.Pages[i], ms);
byte[] buff = new byte[ms.Length];
ms.Seek(0, SeekOrigin.Begin);
ms.Read(buff, 0, (int)ms.Length);
//注意这个iamge的命名空间为system.drawing不是unity.ui,这个图片的目的是提供图片的宽高
System.Drawing.Image sizeImage = System.Drawing.Image.FromStream(ms);
Texture2D texture2D = new Texture2D(sizeImage.Width, sizeImage.Height);
texture2D.LoadImage(buff);
UnityEngine.UI.Image image = Instantiate(imageprefab, content).GetComponent<UnityEngine.UI.Image>();
//根据转化出来的图片的大小设置unity image的大小
image.rectTransform.sizeDelta = new Vector2(sizeImage.Width, sizeImage.Height);
//用texture2d为精灵赋值
image.sprite = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), Vector2.zero);
}
}
}
}

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using Aspose.Slides;
using Aspose.Words.Lists;
using System;
using System.Collections.Generic;
using System.Drawing.Imaging;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
public class LoadPPTTest
{
public static List<Texture2D> LoadPPTGO(string pptPath)
{
List<Texture2D> textures = new List<Texture2D>();
Presentation presentation = new Aspose.Slides.Presentation(pptPath);
//遍历文档(只做示例使用自己根据需求拓展)
for (int i = 0; i < presentation.Slides.Count; i++)
{
ISlide slide = presentation.Slides[i];
var bitmap = slide.GetThumbnail(1f, 1f);
//声明内存流将图片转换为内存流再由流转换为byte数组然后用texture2d加载byte数组
using (MemoryStream ms = new MemoryStream())
{
bitmap.Save(ms, ImageFormat.Jpeg);
byte[] buff = new byte[ms.Length];
ms.Seek(0, SeekOrigin.Begin);
ms.Read(buff, 0, (int)ms.Length);
//注意这个iamge的命名空间为system.drawing不是unity.ui,这个图片的目的是提供图片的宽高
System.Drawing.Image sizeImage = System.Drawing.Image.FromStream(ms);
Texture2D texture2D = new Texture2D(sizeImage.Width, sizeImage.Height);
texture2D.LoadImage(buff);
textures.Add(texture2D);
//用texture2d为精灵赋值
}
}
return textures;
}
public static void GetThingsByName()
{
}
}

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@ -0,0 +1,68 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Aspose.Words;
using Aspose.Words.Saving;
using System.IO;
using UnityEngine.UI;
/// <summary>
/// 加载word
/// </summary>
public class LoadWordTest : MonoBehaviour
{
public static LoadWordTest Instance;
public GameObject imageprefab;
public Transform content;
private void Start()
{
Instance = this;
}
/// <summary>
/// 加载Word并转换为图片
/// </summary>
public void LoadWordGo(string path)
{
//清理content下的旧物体
for (int i = 0; i < content.childCount; i++)
{
Destroy(content.GetChild(i).gameObject);
}
Document doc = new Document(path);
ImageSaveOptions iso = new ImageSaveOptions(SaveFormat.Jpeg);
iso.PrettyFormat = true; //漂亮的格式
iso.UseAntiAliasing = true; //抗锯齿
for (int i = 0; i < doc.PageCount; i++)
{
iso.PageIndex = i;
//声明内存流将图片转换为内存流再由流转换为byte数组然后用texture2d加载byte数组
using (MemoryStream ms = new MemoryStream())
{
doc.Save(ms, iso);
byte[] buff = new byte[ms.Length];
ms.Seek(0, SeekOrigin.Begin);
ms.Read(buff, 0, (int)ms.Length);
//注意这个iamge的命名空间为system.drawing不是unity.ui,这个图片的目的是提供图片的宽高
System.Drawing.Image sizeImage = System.Drawing.Image.FromStream(ms);
Texture2D texture2D = new Texture2D(sizeImage.Width, sizeImage.Height);
texture2D.LoadImage(buff);
Image image = Instantiate(imageprefab, content).GetComponent<Image>();
//根据转化出来的图片的大小设置unity image的大小
image.rectTransform.sizeDelta = new Vector2(sizeImage.Width, sizeImage.Height);
//用texture2d为精灵赋值
image.sprite = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), Vector2.zero);
}
}
}
}

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当前故障信息的查看
1、当前有火警、监管、启动或反馈信息时
查看指示灯区域若故障灯没亮则没有故障信息若点亮则需要点击“F5”进入故障
信息界面读取信息。
2、当前无火警、监管、启动及反馈信息时
查看指示灯区域,若故障灯没亮,则没有故障信息;若点亮,则直接通过显示屏读取信息
当前屏蔽信息的查看
1、当前有火警、监管、故障、启动或反馈信息时
查看指示灯区域若屏蔽灯没亮则没有屏蔽信息若点亮则需要点击功能键点击“F1”
点击数字 2进入查询屏蔽部件界面读取信息。
2、当前无火警、监管、故障、启动及反馈信息时
查看指示灯区域,若屏蔽灯没亮,则没有屏蔽信息;若点亮,则直接通过显示屏读取信息
1
2
3
区域 1只有当前有火警信息时火警灯点亮该区域才会显示第 1 条火警信息的内容,
否则显示为空白
区域 2只显示当前的火警信息若当前没有火警信息则显示为空白
且报火警的设备只有火灾探测器(如烟感)及手动火灾报警按钮
区域 3只显示当前的启动和反馈信息若当前没有启动或反馈信息则显示为空白
且该启动和反馈信息里所含的设备只能是多线盘和总线盘上的设备。当多线盘和总线盘上的
启动灯和(或)反馈灯没亮时,说明当前无启动反馈信息,该区域应显示空白
情况一:当前无火警信息,但有启动或反馈信息
上图显示应为:区域 1、2 显示为空白,区域 3 显示对应启动或反馈信息
情况二:当前有火警,但无启动、反馈信息
上图显示应为:区域 1 显示第一条发生的火警信息,区域 2 显示对应的火警信息,区域 3
显示空白
情况三:当前既有火警信息,又有启动或反馈信息
上图显示应为:区域 1 显示第一条发生的火警信息,区域 2 显示对应的火警信息,区域 3
显示对应启动或反馈信息
情况四:当前既无火警,也无启动或反馈,但有监管信息及故障信息或屏蔽信息,由于监管
的显示等级大于故障和屏蔽,初始界面(上图)将变为当前的“监管信息”界面,但该界面
下方的最右侧是没有“退出”键(与一般的当前监管信息界面相比)
情况五:当前既无火警,也无启动或反馈,没有监管信息,但有故障信息及屏蔽信息(或只
有故障信息),由于故障的显示等级大于屏蔽,初始界面(上图)将变为当前“故障信息”
界面,但该界面下方的最右侧是没有“退出”键(与一般的当前故障信息界面相比)
情况六:只有屏蔽信息也是一样的变化
情况七:当前没有任何的报警信息(火警、监管、故障、屏蔽)和启动、反馈信息,则说明
当前处于正常监视状态,其初始界面显示如下图所示
学员每次登录进去,初始界面的显示应该有变化,可以在情况一、二、三、七里随机变化,
各情况变化里的当前信息的数量及内容也应会变化
图形显示装置的当前和历史信息应随这里的变化而变化
当前的电源工作状态:不能每次都是主电工作,备电准工作(主电运行灯点亮,当前故障信
息里无主电或备电故障的信息),偶尔也要变为主电工作,备电故障(主电运行灯点亮,当
前故障信息里有备电故障的信息),或主电故障,备电工作(主电运行灯熄灭,备电运行灯
点亮,当前故障信息里有主电故障的信息)
正式运行后,历史信息里的内容也需要一定的变化,如把之前操作时显示的当前信息纳入到
历史信息里去,其时间也要定期更新,不能到 2022 年,历史信息还基本都是 2021 年、2019
年的。

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