This commit is contained in:
YangHua 2023-11-06 17:36:51 +08:00
commit 222a5948b7
14 changed files with 1757 additions and 681 deletions

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@ -0,0 +1,8 @@
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View File

@ -17,8 +17,8 @@ public class Jsonanalyze : MonoBehaviour
{
str = str.Replace("\\\"", "\"");
// str = str.Replace("\\n", "\n");
// str = str.Replace(" ", "");
// str = str.Replace("\t", "");
// str = str.Replace(" ", "");
// str = str.Replace("\t", "");
if (str.Length > 2)
{
if (str[0] == '"')

View File

@ -49,7 +49,9 @@ public class Login_panl : MonoBehaviour
main_panl.gameObject.SetActive(true);
Main_page.gameObject.SetActive(false);
return;
if (username_input.text.Length == 0 || password_input.text.Length == 0)
{
@ -83,6 +85,7 @@ public class Login_panl : MonoBehaviour
//user.user_id = jd["data"]["user_id"].ToString();
//user.login_name = jd["data"]["login_name"].ToString();
//user.real_name = jd["data"]["real_name"].ToString();
//user.role_code = jd["data"]["role_code"].ToString();
//user.real_name = jd["data"]["real_name"].ToString() ;
PlayerPrefs.SetString("user_id", user.user_id);
@ -117,7 +120,7 @@ public class Login_panl : MonoBehaviour
}
else
{
if (!string.IsNullOrEmpty(request.downloadHandler.text))//相应服务器信息不为空
if (!string.IsNullOrEmpty(request.downloadHandler.text))//判断相应服务器信息不为空
action(true, request.downloadHandler.text);//request.downloadHandler.text服务器相应的信息
else
action(false, null);

View File

@ -163,7 +163,7 @@ public class Thinkingfile
/// <summary>
/// 设置天气的类
/// </summary>
public Environment Environment { get; set; }
// public Environment Environment { get; set; }
}
[Serializable]
public class Environment

View File

@ -1,15 +1,21 @@
using LitJson;
using Newtonsoft.Json.Linq;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Security.Principal;
using Tenkoku.Core;
using UnityEditor.Animations;
using UnityEditor.VersionControl;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using YL;
using static NetMQ.NetMQSelector;
using static UnityEditor.ShaderData;
public class Scenariopage : MonoBehaviour
{
@ -90,15 +96,13 @@ public class Scenariopage : MonoBehaviour
public Image contingency_list_panl;//想定列表面板
public Button off_btnn5;//关闭按钮
public Button queren_btnn3;//确认按钮
private string url = "http://172.16.1.254:48888/Handler/Thinkingfile.ashx?action=all";
public List<Text> textlist = new List<Text>();
private string url = "http://172.16.1.254:48888/Handler/Thinkingfile.ashx?action=all";//想定Wbe接口
//public List<Text> textlist = new List<Text>();
[SerializeField]
Editinformation scen = new Editinformation();
[SerializeField]
List<Traininginformation> data1 = new List<Traininginformation>();
[SerializeField]
public Editinformation scen = new Editinformation();
[SerializeField]
public List<Traininginformation> data1 = new List<Traininginformation>();
[SerializeField]
List<SubjectsInfoItemm> subjectsInfoItemms = new List<SubjectsInfoItemm>();
//List<Traininginformation> data1 = new List<Traininginformation>();
public Slider yangguang;//阳光的滑动条
public Text yangguang_text; //显示阳光的滑动数值
@ -129,7 +133,26 @@ public class Scenariopage : MonoBehaviour
public Environmentconfiguration Environmentconfiguration;
public Slider Slider;//天气变化的滑动条
public Text tips_text;//环境编辑提示文本
[SerializeField] List<Environment> environments = new List<Environment>();
//[SerializeField] List<Environment> environments = new List<Environment>();
[SerializeField] string rainamt;//天气雨的传值
[SerializeField] string snowamt;//天气雪的传值
[SerializeField] string windamt;//风的等级的传值
[SerializeField] string winddir;//雪的等级的传值
public string Name1;
public string practicemode;
public Text scenarioname_text;//基本信息的想定名称
public Text practricemode_text;//基本信息模式
public int time;
public int quantity;
public Text time1_text;//相对训练的时间
public Text quantity_text;//基本信息页面设备数量
public Toggle xitong;//系统时间勾选
public Toggle shodo;//手动设置时间
public Button hand_btn;//手动设置按钮
public Text auto_text;//自动时间文本
public bool isptime=false;//时间显示判断文本
public bool kaiguan=false;
void Start()
{
@ -137,7 +160,7 @@ public class Scenariopage : MonoBehaviour
StartCoroutine(Post1(url, (bol, str) =>
{
Scenario(bol, str);
}));
}));
Scenario();//想定文件
Basic();//基本信息按钮
Scenariofile();//想定文件下面按钮
@ -164,6 +187,44 @@ public class Scenariopage : MonoBehaviour
TZYM();//弹窗
Dixaing();//想定列表按钮
Settingbtn();//科目训练按钮三
Timesetting();
}
private void Timesetting()
{
xitong.onValueChanged.AddListener((ison) =>
{
if (ison)
{
year_text.gameObject.SetActive(false);
month_text.gameObject.SetActive(false);
day_text.gameObject.SetActive(false);
when_text.gameObject.SetActive(false);
hand_btn.gameObject.SetActive(false);
auto_text.gameObject.SetActive(true);
kaiguan=false;
tmie=null;
}
});
shodo.onValueChanged.AddListener((ison) =>
{
if (ison)
{
auto_text.gameObject.SetActive(false);
hand_btn.gameObject.SetActive(true);
year_text.gameObject.SetActive(true);
month_text.gameObject.SetActive(true);
day_text.gameObject.SetActive(true);
//time_text.gameObject.SetActive(true);
if (isptime==true)
{
when_text.gameObject.SetActive(true);
}
isptime=true;
kaiguan = true;
tmie = null;
}
});
}
private void Settingbtn()
@ -174,7 +235,7 @@ public class Scenariopage : MonoBehaviour
});
verify_bton2.onClick.AddListener(() =>
{
Scenariofile_panl.gameObject.SetActive(false);
//Scenariofile_panl.gameObject.SetActive(false);
basic_information_iamg1.gameObject.SetActive(false);
});
cancel_bton2.onClick.AddListener(() =>
@ -260,13 +321,13 @@ public class Scenariopage : MonoBehaviour
model_panl.gameObject.SetActive(false);
Scenariofile_panl.gameObject.SetActive(false);
object_list_panl.gameObject.SetActive(true);
duixiang = false;
}
else
{
object_list_panl.gameObject.SetActive(false);
duixiang = true;
}
//else
//{
// object_list_panl.gameObject.SetActive(false);
// duixiang = true;
//}
});
}
@ -279,6 +340,7 @@ public class Scenariopage : MonoBehaviour
model_panl.gameObject.SetActive(false);
ScrollView_unpack.gameObject.SetActive(false);
object_list_panl.gameObject.SetActive(false);
scenario = true;
contingency_list_panl.gameObject.SetActive(true);
});
//想定文件下的保存按钮
@ -312,6 +374,7 @@ public class Scenariopage : MonoBehaviour
select_device_iamg.gameObject.SetActive(false);
});
}
public string Id;
void Scenario(bool bol, string str)
{
if (bol)
@ -342,9 +405,13 @@ public class Scenariopage : MonoBehaviour
//这是预设体对应的类去接收
scenarioname.Scenario(scen.data[index].Name.ToString(), togglezujian, () =>//传对应的值到文本
{
Id = scen.data[index].Id;
Name1 = scen.data[index].Name;
practicemode = scen.data[index].PracticeMode;
time = 0;
quantity = 0;
Singlechoice(data1[index]);//把相对应的对象传到方法中
Basicinformation();
});
scenarList.Add(scenarioname);//把对象添加到链表中
}
@ -362,7 +429,7 @@ public class Scenariopage : MonoBehaviour
{
Destroy(underneathList[i].gameObject);//把链表对应的个数一一删除
}
underneathList.Clear();//清除链表
underneathList.Clear();//清除链表
}
for (int f = 0; f < ti.subjectsInfo.Count; f++)//循环对应链表对应的个数
{
@ -372,8 +439,23 @@ public class Scenariopage : MonoBehaviour
{
OnUnderNeathSetBtn(ti.subjectsInfo[index].subjectName, ti.subjectsInfo[index].SubTime.ToString(), ti.subjectsInfo[index].mode, ti.subjectsInfo[index].seatInfos.Count.ToString());
}));
time += ti.subjectsInfo[index].SubTime;
quantity +=ti.subjectsInfo[index].seatInfos.Count;
underneathList.Add(underneathItem);//把生成对象加入链表中
}
//Debug.LogError(time);
//Debug.LogError(quantity);
Train();
}
private void Train()
{
time1_text.text = time.ToString();
quantity_text.text = quantity.ToString();
}
private void Basicinformation()
{
scenarioname_text.text = Name1;
practricemode_text.text = practicemode;
}
public void OnUnderNeathSetBtn(string _name, string _time, string _trainModel, string deviceCount)//接收需要传的对应值
@ -395,7 +477,7 @@ public class Scenariopage : MonoBehaviour
action(false, null);
Debug.Log("网络请求失败了");
}
else
else
{
if (!string.IsNullOrEmpty(request.downloadHandler.text))
{
@ -469,43 +551,44 @@ public class Scenariopage : MonoBehaviour
{
environment_configuration1.gameObject.SetActive(false);
object_list_panl.gameObject.SetActive(false);
basic_information_iamg.gameObject.SetActive(false);
basic_information_iamg1.gameObject.SetActive(false);
model_panl.gameObject.SetActive(true);
select_device_iamg.gameObject.SetActive(true);
model = false;
}
else
{
model_panl.gameObject.SetActive(false);
select_device_iamg.gameObject.SetActive(false);
model = true;
//model = false;
}
//else
//{
// model_panl.gameObject.SetActive(false);
// select_device_iamg.gameObject.SetActive(false);
// model = true;
//}
});
}
/// <summary>
/// 环境界面确认取消按钮
/// </summary>
public string tmie;
public string tmie;//接收环境的界面日期时间
private void Huanjin()
{
huanjin_btn.onClick.AddListener(() =>
{
if (year_text.text.Length>=1)
if (year_text.text.Length >= 1||auto_text.text.Length>=1)
{
tmie = year_text.text + " " + month_text.text + " " + day_text.text + " " + when_text.text;
PlayerPrefs.GetString("time", "" + tmie + "");
PlayerPrefs.GetString("RainAmt", "" + tenkokuModule.weather_RainAmt + "");
PlayerPrefs.GetString("SnowAmt", "" + tenkokuModule.weather_SnowAmt + "");
PlayerPrefs.GetString("WindAmt", "" + tenkokuModule.weather_WindAmt + "");
PlayerPrefs.GetString("WindDir", "" + tenkokuModule.weather_WindDir + "");
PlayerPrefs.GetString("OvercastAmt", "" + tenkokuModule.weather_OvercastAmt + "");
Debug.Log(tmie);//日期时间
Debug.Log(tenkokuModule.weather_RainAmt);//雨的大小
Debug.Log(tenkokuModule.weather_SnowAmt);//雪的大小
Debug.Log(tenkokuModule.weather_WindAmt);//风速的大小
Debug.Log(tenkokuModule.weather_WindDir.ToString("0"));//风向
Debug.Log(tenkokuModule.weather_OvercastAmt.ToString("f2"));//白天黑夜
StartCoroutine(Post());
Rain(tenkokuModule.weather_RainAmt.ToString());
Snow(tenkokuModule.weather_SnowAmt.ToString());
WindAmt(tenkokuModule.weather_WindAmt.ToString("f1"));
WindDir(tenkokuModule.weather_WindDir);
//Debug.LogError(tenkokuModule.weather_WindAmt);
//tmie = year_text.text + " " + month_text.text + " " + day_text.text + " " + when_text.text;
if (kaiguan==false)
{
tmie = auto_text.text;
}
if (kaiguan==true)
{
tmie = year_text.text + " " + month_text.text + " " + day_text.text + " " + when_text.text;
}
Passbyvalue();//给接口传值
environment_configuration1.gameObject.SetActive(false);
}
else
@ -513,33 +596,183 @@ public class Scenariopage : MonoBehaviour
tips_text.text = "请输入日期";
Invoke("Tips", 1.5f);
}
});
huanjin_btn1.onClick.AddListener(() =>
{
environment_configuration1.gameObject.SetActive(false);
});
}
IEnumerator Post()
void Passbyvalue()
{
Environment warther = new Environment();
warther.Time = tmie;
warther.Rain = tenkokuModule.weather_RainAmt.ToString();
warther.Snow = tenkokuModule.weather_SnowAmt.ToString();
warther.WindSpeed =tenkokuModule.weather_WindAmt.ToString();
warther.WindDir = tenkokuModule.weather_WindDir.ToString("0");
warther.Light =tenkokuModule.weather_OvercastAmt.ToString("f2");
// environments.Add(warther);
string json = JsonUtility.ToJson(warther);
WWWForm w =new WWWForm();
w.AddField("http://172.16.1.254:48888/Handler/Thinkingfile.ashx?action=update_env&Id=1698025363002&data=",json);
yield return w;
string url = "http://172.16.1.254:48888/Handler/Thinkingfile.ashx?action=update_env";//获取需要传值的接口
Environment Environment = new Environment();//需要传值对应类
//把需要传的值对象参数对应
Environment.Time = "" + tmie + "";
Environment.Rain = "" + rainamt + "";
Environment.Snow = "" + snowamt + "";
Environment.WindSpeed = "" + windamt + "";
Environment.WindDir = "" + winddir + "";
Environment.Light = "" + Slider.value.ToString("0") + "";
string res = JsonMapper.ToJson(Environment);//利用插件LitJson将类对象转为json
Debug.LogError(res);
Dictionary<string, string> formDic = new Dictionary<string, string>();
formDic.Add("Id", "" + Id + "");
formDic.Add("data", res);
//formDic.Add("file",tex.ToString());
StartCoroutine(PostData(url, formDic, getInfo)); //协程调用网络通信
}
void getInfo(bool b, string s)
{
Debug.LogError(b);
Debug.LogError(s);
}
public static IEnumerator PostData(string url, Dictionary<string, string> keyValuePairs, System.Action<bool, string> action)
{
WWWForm form = new WWWForm();
foreach (var item in keyValuePairs)
{
form.AddField(item.Key, item.Value);//把字典的键值对存到from
//Debug.LogError(item.Key + " " + item.Value);
}
UnityWebRequest request = UnityWebRequest.Post(url, form);
yield return request.SendWebRequest();//发送请求
if (request.isNetworkError || request.isHttpError)
{
print("cannot get data:" + request.responseCode);
action(false, null);
}
else
{
if (!string.IsNullOrEmpty(request.downloadHandler.text))
action(true, request.downloadHandler.text);
else
action(false, null);
}
}
private void Rain(string rain)
{
switch (rain)
{
case "0":
rainamt = "无";
break;
case "0.25":
rainamt = "小雨";
break;
case "0.5":
rainamt = "中雨";
break;
case "0.75":
rainamt = "大雨";
break;
case "1":
rainamt = "暴雨";
break;
default:
break;
}
}
private void Snow(string sonw)
{
switch (sonw)
{
case "0":
snowamt = "无";
break;
case "0.25":
snowamt = "小雪";
break;
case "0.5":
snowamt = "中雪";
break;
case "0.75":
snowamt = "大雪";
break;
case "1":
snowamt = "暴雪";
break;
default:
break;
}
}
private void WindAmt(string windamt1)
{
switch (windamt1)
{
case "0.2":
windamt = "1";
break;
case "0.3":
windamt = "2";
break;
case "0.4":
windamt = "3";
break;
case "0.5":
windamt = "4";
break;
case "0.6":
windamt = "5";
break;
case "0.7":
windamt = "6";
break;
case "0.8":
windamt = "7";
break;
case "0.9":
windamt = "8";
break;
case "1.0":
windamt = "9";
break;
case "1.1":
windamt = "10";
break;
}
Debug.LogError(windamt);
}
private void WindDir(float wind)
{
switch (wind)
{
case 45:
winddir = "东";
break;
case 90:
winddir = "南";
break;
case 135:
winddir = "西";
break;
case 180:
winddir = "北";
break;
case 225f:
winddir = "东南";
break;
case 270f:
winddir = "东北";
break;
case 315f:
winddir = "西南";
break;
case 360f:
winddir = "西北";
break;
default:
break;
}
}
public void Tips()
{
tips_text.text = null;
@ -590,7 +823,7 @@ public class Scenariopage : MonoBehaviour
});
off4_btn.onClick.AddListener(() =>
{
basic_information_iamg.gameObject.SetActive(false);
basic_information_iamg .gameObject.SetActive(false);
});
}
/// <summary>
@ -603,22 +836,21 @@ public class Scenariopage : MonoBehaviour
if (scenario == true)
{
ScrollView_unpack.gameObject.SetActive(true);
//scenario = false;
scenario = false;
}
//else
//{
// ScrollView_unpack.gameObject.SetActive(false);
// Scenariofile_panl.gameObject.SetActive(false);
// scenario = true;
//}
else if(scenario == false)
{
ScrollView_unpack.gameObject.SetActive(false);
scenario = true;
}
});
}
public string whater;
public void SetRainValue(float value)
{
tenkokuModule.weather_RainAmt = Mathf.Lerp(0.0f, 1.0f, value);
whater = tenkokuModule.weather_RainAmt.ToString();
Debug.Log(whater);
}
public void SetSnowValue(float value)
{
@ -628,42 +860,46 @@ public class Scenariopage : MonoBehaviour
public void SetWindValue()
{
//tenkokuModule.weather_WindAmt = Mathf.Lerp(0.0f, 1.0f, value);
//tenkokuModule.weather_OvercastAmt = windDrop.value * 0.1f;
float tempEintAmt = 0;
switch (windDrop.value)
{
case 1:
case 0:
tempEintAmt = 0.1f;
break;
case 2:
case 1:
tempEintAmt = 0.2f;
break;
case 3:
case 2:
tempEintAmt = 0.3f;
break;
case 4:
case 3:
tempEintAmt = 0.4f;
break;
case 5:
case 4:
tempEintAmt = 0.5f;
break;
case 6:
case 5:
tempEintAmt = 0.6f;
break;
case 7:
case 6:
tempEintAmt = 0.7f;
break;
case 8:
case 7:
tempEintAmt = 0.8f;
break;
case 9:
case 8:
tempEintAmt = 0.9f;
break ;
case 10:
break;
case 9:
tempEintAmt = 1.0f;
break;
}
tenkokuModule.weather_WindAmt = Mathf.Lerp(0.1f, 1.0f, tempEintAmt);
//Debug.LogError(windDrop.value);
tenkokuModule.weather_WindAmt = Mathf.Lerp(0.1f, 1.1f, tempEintAmt);
Debug.Log(tenkokuModule.weather_WindAmt);
}
public void SetWindDirection()
@ -671,40 +907,36 @@ public class Scenariopage : MonoBehaviour
float tempWindDir = 0;
switch (windDir.value)
{
case 1:
case 0:
tempWindDir = 0.125f;
break;
case 2:
case 1:
tempWindDir = 0.25f;
break;
case 3:
case 2:
tempWindDir = 0.375f;
break;
case 4:
case 3:
tempWindDir = 0.5f;
break;
case 5:
case 4:
tempWindDir = 0.625f;
break;
case 6:
case 5:
tempWindDir = 0.75f;
break;
case 7:
case 6:
tempWindDir = 0.875f;
break;
case 8:
case 7:
tempWindDir = 1f;
break;
}
tenkokuModule.weather_WindDir = Mathf.Lerp(0.0f, 365.0f, tempWindDir);
//Debug.LogError(windDir.value);
tenkokuModule.weather_WindDir = Mathf.Lerp(0.0f, 360.0f, tempWindDir);
}
//public void SetLightValue(float value)
//{
// float valueTemp = 1 - value;
// tenkokuModule.weather_OvercastAmt = Mathf.Lerp(0.0f, 1.0f, valueTemp);
// Debug.Log(tenkokuModule.weather_OvercastAmt);
//}

View File

@ -15,7 +15,7 @@ public class Underneath : MonoBehaviour
subjectName.text = name;
settingBtn.onClick.AddListener(() =>
{
Debug.Log("ewewewew");
//Debug.Log("ewewewew");
callback?.Invoke();
});
}

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