Merge branch 'master' of http://git.umayle.com:2023/yulong/NewN_UAVPlane
This commit is contained in:
commit
47026ad064
|
@ -1250,7 +1250,7 @@ MonoBehaviour:
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|||
showSounds: 0
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showConfigTime: 0
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showConfigAtmos: 0
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showConfigWeather: 0
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showConfigWeather: 1
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showIBL: 0
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allowMultiLights: 0
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skyBrightness: 0.6
|
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@ -1654,7 +1654,7 @@ MonoBehaviour:
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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randSeed: 27827656
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randSeed: 1223580171
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minimumHeight: 0
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--- !u!114 &76575456
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||||
|
|
|
@ -55,7 +55,7 @@ public class ZCalendarDemo : MonoBehaviour
|
|||
private void ZCalendar_ChoiceDayEvent(ZCalendarDayItem obj)
|
||||
{
|
||||
Debug.Log($"选择的日期:{obj.Day}");
|
||||
day_txt.text = obj.Day.ToString();
|
||||
day_txt.text = obj.Day.ToString()+"日";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -111,8 +111,8 @@ namespace ZTools
|
|||
{
|
||||
txtYear.text = year + "年";
|
||||
txtMonth.text = month + "月";
|
||||
year_txt.text=year.ToString();
|
||||
month_txt.text=month.ToString();
|
||||
year_txt.text=year.ToString()+"年";
|
||||
month_txt.text=month.ToString()+"月";
|
||||
}
|
||||
}
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||||
}
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buildTarget: Android
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userData:
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File diff suppressed because it is too large
Load Diff
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@ -322,8 +322,10 @@ GameObject:
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- component: {fileID: 2015720087859465411}
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- component: {fileID: 2015720087859465421}
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- component: {fileID: -4901456093005628639}
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m_Layer: 5
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m_Name: scenario_name
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m_Name: Scenarioname
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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|
@ -387,3 +389,31 @@ MonoBehaviour:
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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m_PixelsPerUnitMultiplier: 1
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--- !u!114 &7962244611046349254
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m_Enabled: 1
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m_Script: {fileID: 11500000, guid: 2fafe2cfe61f6974895a912c3755e8f1, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_AllowSwitchOff: 0
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--- !u!114 &-4901456093005628639
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_Name:
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m_EditorClassIdentifier:
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options_toggle: {fileID: 7962244611046349254}
|
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setingname: {fileID: 2015720087197738237}
|
||||
Toggle: {fileID: 2015720086882145408}
|
|
@ -343,7 +343,7 @@ RectTransform:
|
|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &274852808228692912
|
||||
|
|
|
@ -5,7 +5,7 @@ using UnityEngine.UI;
|
|||
|
||||
public class Calendarbtn : MonoBehaviour
|
||||
{
|
||||
|
||||
public Text when_text;//时间文本
|
||||
public Button calendar_btn;
|
||||
public RectTransform calendar_panl;
|
||||
public bool isp=true;
|
||||
|
@ -16,6 +16,7 @@ public class Calendarbtn : MonoBehaviour
|
|||
if (isp==true)
|
||||
{
|
||||
calendar_panl.gameObject.SetActive(true);
|
||||
when_text.gameObject.SetActive(true);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
|
@ -0,0 +1,27 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Environmentconfiguration : MonoBehaviour
|
||||
{
|
||||
public Dropdown the_wind;
|
||||
public Dropdown direction;
|
||||
public float rain;
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
public void Rainvalue(float value)
|
||||
{
|
||||
rain = value;
|
||||
}
|
||||
public void Sonwvalue(float value)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9d820764724107e4097f0013318f0197
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -161,8 +161,37 @@ public class Thinkingfile
|
|||
/// </summary>
|
||||
public string Field_Char3 ;
|
||||
/// <summary>
|
||||
///
|
||||
/// 设置天气的类
|
||||
/// </summary>
|
||||
public Environment Environment { get; set; }
|
||||
}
|
||||
[Serializable]
|
||||
public class Environment
|
||||
{
|
||||
/// <summary>
|
||||
/// 时间
|
||||
/// </summary>
|
||||
public string Time { get; set; }
|
||||
/// <summary>
|
||||
/// 雨
|
||||
/// </summary>
|
||||
public string Rain { get; set; }
|
||||
/// <summary>
|
||||
/// 雪
|
||||
/// </summary>
|
||||
public string Snow { get; set; }
|
||||
/// <summary>
|
||||
/// 风速
|
||||
/// </summary>
|
||||
public string WindSpeed { get; set; }
|
||||
/// <summary>
|
||||
/// 风向
|
||||
/// </summary>
|
||||
public string WindDir { get; set; }
|
||||
/// <summary>
|
||||
/// 阳光强度
|
||||
/// </summary>
|
||||
public string Light { get; set; }
|
||||
}
|
||||
[Serializable]
|
||||
public class Traininginformation
|
||||
|
|
|
@ -0,0 +1,25 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Scenarioname : MonoBehaviour
|
||||
{
|
||||
public ToggleGroup options_toggle;
|
||||
public Text setingname;
|
||||
public Toggle Toggle;
|
||||
|
||||
public void Scenario(string name,ToggleGroup group,Action cation)
|
||||
{
|
||||
setingname.text = name;
|
||||
Toggle.group = group;
|
||||
Toggle.onValueChanged.AddListener((isOn) =>
|
||||
{
|
||||
if (isOn)
|
||||
{
|
||||
cation?.Invoke();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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userData:
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assetBundleVariant:
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|
@ -102,10 +102,7 @@ public class Scenariopage : MonoBehaviour
|
|||
//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
|
||||
public Text subject_text;//想定文件下的科目文本
|
||||
public Text subject1_text;//想定文件下的科目文本
|
||||
public Button settings1_btnn;//科目训练设置按钮
|
||||
public Button settings_btnn;//科目训练设置按钮
|
||||
|
||||
public Image basic_information_iamg1;//训练科目基本信息页面
|
||||
public Text xunkian_txt;//显示的想定的名字
|
||||
public Text time_txt;//显示基本信息的训练时间
|
||||
|
@ -116,12 +113,23 @@ public class Scenariopage : MonoBehaviour
|
|||
public Button cancel_bton2;//训练科目基本信息取消按钮
|
||||
public GameObject scenario_name;//想定编辑的预设体
|
||||
public Transform weizhi;//生成的位置
|
||||
private List<Text> textlist1 = new List<Text>();//存放生成想定文件的名字
|
||||
|
||||
[SerializeField] List<Toggle> togglelist = new List<Toggle>();//存放想定文件下的打勾按钮
|
||||
public ToggleGroup togglezujian;//获取toggle组件
|
||||
public Underneath underneath;//想定文件下的科目预设体
|
||||
public Transform scenario_file_iamg;//生成的预设体的位置
|
||||
[SerializeField] List<Underneath> underneathList = new List<Underneath>();
|
||||
public GameObject scenarname;//想定名称
|
||||
public Scenarioname scenar_name;//想定名称
|
||||
[SerializeField] List<Scenarioname> scenarList = new List<Scenarioname>();
|
||||
public Text year_text;//年
|
||||
public Text month_text;//月
|
||||
public Text day_text;//天
|
||||
public Text when_text;//时
|
||||
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>();
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
@ -129,7 +137,7 @@ 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
|
||||
|
@ -139,11 +147,11 @@ public class Scenariopage : MonoBehaviour
|
|||
GameMain.tiao = false;
|
||||
SceneManager.LoadScene("SampleScene");
|
||||
});
|
||||
SetLightValue(1f);
|
||||
//SetLightValue(1f);
|
||||
queding.onClick.AddListener(() =>
|
||||
{
|
||||
SetWindValue();
|
||||
SetWindDirection();
|
||||
//SetWindValue();
|
||||
//SetWindDirection();
|
||||
environment_configuration1.gameObject.SetActive(false);
|
||||
});
|
||||
Jiben();//基本信息确认取消按钮
|
||||
|
@ -166,6 +174,7 @@ public class Scenariopage : MonoBehaviour
|
|||
});
|
||||
verify_bton2.onClick.AddListener(() =>
|
||||
{
|
||||
Scenariofile_panl.gameObject.SetActive(false);
|
||||
basic_information_iamg1.gameObject.SetActive(false);
|
||||
});
|
||||
cancel_bton2.onClick.AddListener(() =>
|
||||
|
@ -182,7 +191,7 @@ public class Scenariopage : MonoBehaviour
|
|||
});
|
||||
queren_btnn3.onClick.AddListener(() =>
|
||||
{
|
||||
//Singlechoice();
|
||||
|
||||
contingency_list_panl.gameObject.SetActive(false);
|
||||
Scenariofile_panl.gameObject.SetActive(true);
|
||||
});
|
||||
|
@ -208,8 +217,11 @@ public class Scenariopage : MonoBehaviour
|
|||
});
|
||||
}
|
||||
|
||||
void Update()
|
||||
void LateUpdate()
|
||||
{
|
||||
tenkokuModule.weather_OvercastAmt = Mathf.Lerp(0.0f, 1.0f, 1 - Slider.value / 10);
|
||||
SetWindDirection();
|
||||
SetWindValue();
|
||||
tiem_text.text = tiem_slider.value.ToString("0") + "s";
|
||||
smash_text.text = smash_slider.value.ToString("0") + "s";
|
||||
distance_text.text = distance_slider.value.ToString("f1") + "km";
|
||||
|
@ -305,32 +317,36 @@ public class Scenariopage : MonoBehaviour
|
|||
if (bol)
|
||||
{
|
||||
Debug.Log(str);
|
||||
scen = JsonMapper.ToObject<Editinformation>(str);
|
||||
scen = JsonMapper.ToObject<Editinformation>(str);//解析最外层的想定名称json文件
|
||||
for (int i = 0; i < scen.data.Count; i++)
|
||||
{
|
||||
Traininginformation temp = new Traininginformation();
|
||||
temp = Jsonanalyze.FromJson<Traininginformation>(scen.data[i].VirtualPath);
|
||||
data1.Add(temp);
|
||||
Traininginformation temp = new Traininginformation();//接收json解析的新对象这样接收对象就不会被覆盖,因为每次都是需要一个新的对象
|
||||
temp = Jsonanalyze.FromJson<Traininginformation>(scen.data[i].VirtualPath);//解析里面字符串json文件
|
||||
data1.Add(temp);//把对象添加到对象链表中
|
||||
}
|
||||
if (scen.state)
|
||||
if (scen.state)//如果state这个bool值为true进来
|
||||
{
|
||||
Debug.Log("几次");
|
||||
for (int i = 0; i < data1.Count; i++)
|
||||
if (scenarList.Count > 0)//如果想定链表的数量量大于零个进入
|
||||
{
|
||||
int index = i;
|
||||
Instantiate(scenario_name, weizhi);
|
||||
Text text = transform.GetChild(0).transform.GetChild(10).transform.GetChild(4).transform.GetChild(0).transform.GetChild(0).transform.GetChild(i).transform.GetChild(1).GetComponent<Text>();
|
||||
text.text = scen.data[i].Name.ToString();
|
||||
Toggle toggle = GameObject.Find("Canvas1").transform.GetChild(0).transform.GetChild(10).transform.GetChild(4).transform.GetChild(0).transform.GetChild(0).transform.GetChild(i).transform.GetChild(0).GetComponent<Toggle>();
|
||||
toggle.group = togglezujian;
|
||||
toggle.onValueChanged.AddListener((isOn) =>
|
||||
for (int j = 0; j < scenarList.Count; j++)//循环一下对应的列表
|
||||
{
|
||||
if (isOn)
|
||||
{
|
||||
Singlechoice(data1[index]);
|
||||
}
|
||||
Destroy(scenarList[j].gameObject);//删除链表每一个物体
|
||||
}
|
||||
scenarList.Clear();//清空链表
|
||||
}
|
||||
|
||||
for (int i = 0; i < data1.Count; i++)//循环一下对象的个数
|
||||
{
|
||||
int index = i;//用一个值去接收循环的数值,因为用于按钮这些操作可能会被覆盖,得不到对应的值
|
||||
Scenarioname scenarioname = Instantiate(scenar_name, weizhi);//生成想定名称预设体和位置
|
||||
//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
|
||||
{
|
||||
|
||||
Singlechoice(data1[index]);//把相对应的对象传到方法中
|
||||
|
||||
});
|
||||
togglelist.Add(toggle);
|
||||
scenarList.Add(scenarioname);//把对象添加到链表中
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -338,29 +354,29 @@ public class Scenariopage : MonoBehaviour
|
|||
}
|
||||
|
||||
|
||||
private void Singlechoice(Traininginformation ti)
|
||||
private void Singlechoice(Traininginformation ti)//用相应类对象去接收
|
||||
{
|
||||
if (underneathList.Count > 0)
|
||||
if (underneathList.Count > 0)//如果链表的个数大于零进入
|
||||
{
|
||||
for (int i = 0; i < underneathList.Count; i++)
|
||||
for (int i = 0; i < underneathList.Count; i++)//循环链表的个数
|
||||
{
|
||||
Destroy(underneathList[i].gameObject);
|
||||
Destroy(underneathList[i].gameObject);//把链表对应的个数一一删除
|
||||
}
|
||||
underneathList.Clear();
|
||||
underneathList.Clear();//清除链表
|
||||
}
|
||||
for (int f = 0; f < ti.subjectsInfo.Count; f++)
|
||||
for (int f = 0; f < ti.subjectsInfo.Count; f++)//循环对应链表对应的个数
|
||||
{
|
||||
int index = f;
|
||||
Underneath underneathItem = Instantiate(underneath, scenario_file_iamg);
|
||||
underneathItem.SetValue(ti.subjectsInfo[index].subjectName, (() =>
|
||||
int index = f;//用数去接收for循环
|
||||
Underneath underneathItem = Instantiate(underneath, scenario_file_iamg);//把克隆对象生成预设体,用相应对象去接收
|
||||
underneathItem.SetValue(ti.subjectsInfo[index].subjectName, (() =>//传对应的值给文本
|
||||
{
|
||||
OnUnderNeathSetBtn(ti.subjectsInfo[index].subjectName, ti.subjectsInfo[index].SubTime.ToString(), ti.subjectsInfo[index].mode, ti.subjectsInfo[index].index.ToString());
|
||||
OnUnderNeathSetBtn(ti.subjectsInfo[index].subjectName, ti.subjectsInfo[index].SubTime.ToString(), ti.subjectsInfo[index].mode, ti.subjectsInfo[index].seatInfos.Count.ToString());
|
||||
}));
|
||||
underneathList.Add(underneathItem);
|
||||
underneathList.Add(underneathItem);//把生成对象加入链表中
|
||||
}
|
||||
}
|
||||
|
||||
public void OnUnderNeathSetBtn(string _name, string _time, string _trainModel, string deviceCount)
|
||||
public void OnUnderNeathSetBtn(string _name, string _time, string _trainModel, string deviceCount)//接收需要传的对应值
|
||||
{
|
||||
xunkian_txt.text = _name;
|
||||
time_txt.text = _time;
|
||||
|
@ -371,12 +387,13 @@ public class Scenariopage : MonoBehaviour
|
|||
|
||||
public IEnumerator Post1(string url, System.Action<bool, string> action)
|
||||
{
|
||||
WWWForm form = new WWWForm();
|
||||
WWWForm form = new WWWForm();//网络通信
|
||||
UnityWebRequest request = UnityWebRequest.Post(url, form);
|
||||
yield return request.SendWebRequest();
|
||||
if (request.isNetworkError || request.isHttpError)
|
||||
{
|
||||
action(false, null);
|
||||
Debug.Log("网络请求失败了");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -395,7 +412,7 @@ public class Scenariopage : MonoBehaviour
|
|||
/// <summary>
|
||||
/// 模型页面的相互跳转
|
||||
/// </summary>
|
||||
|
||||
///
|
||||
private void Moxingxuanze()
|
||||
{
|
||||
quan_btn.onClick.AddListener(() =>
|
||||
|
@ -468,17 +485,66 @@ public class Scenariopage : MonoBehaviour
|
|||
/// <summary>
|
||||
/// 环境界面确认取消按钮
|
||||
/// </summary>
|
||||
public string tmie;
|
||||
private void Huanjin()
|
||||
{
|
||||
huanjin_btn.onClick.AddListener(() =>
|
||||
{
|
||||
environment_configuration1.gameObject.SetActive(false);
|
||||
if (year_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());
|
||||
environment_configuration1.gameObject.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
tips_text.text = "请输入日期";
|
||||
Invoke("Tips", 1.5f);
|
||||
}
|
||||
|
||||
});
|
||||
huanjin_btn1.onClick.AddListener(() =>
|
||||
{
|
||||
environment_configuration1.gameObject.SetActive(false);
|
||||
});
|
||||
}
|
||||
|
||||
IEnumerator Post()
|
||||
{
|
||||
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;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void Tips()
|
||||
{
|
||||
tips_text.text = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 基本信息确定取消按钮
|
||||
/// </summary>
|
||||
|
@ -547,10 +613,12 @@ public class Scenariopage : MonoBehaviour
|
|||
//}
|
||||
});
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
|
@ -560,7 +628,42 @@ public class Scenariopage : MonoBehaviour
|
|||
public void SetWindValue()
|
||||
{
|
||||
//tenkokuModule.weather_WindAmt = Mathf.Lerp(0.0f, 1.0f, value);
|
||||
tenkokuModule.weather_WindAmt = windDrop.value * 0.1f;
|
||||
//tenkokuModule.weather_OvercastAmt = windDrop.value * 0.1f;
|
||||
float tempEintAmt = 0;
|
||||
switch (windDrop.value)
|
||||
{
|
||||
case 1:
|
||||
tempEintAmt = 0.1f;
|
||||
break;
|
||||
case 2:
|
||||
tempEintAmt = 0.2f;
|
||||
break;
|
||||
case 3:
|
||||
tempEintAmt = 0.3f;
|
||||
break;
|
||||
case 4:
|
||||
tempEintAmt = 0.4f;
|
||||
break;
|
||||
case 5:
|
||||
tempEintAmt = 0.5f;
|
||||
break;
|
||||
case 6:
|
||||
tempEintAmt = 0.6f;
|
||||
break;
|
||||
case 7:
|
||||
tempEintAmt = 0.7f;
|
||||
break;
|
||||
case 8:
|
||||
tempEintAmt = 0.8f;
|
||||
break;
|
||||
case 9:
|
||||
tempEintAmt = 0.9f;
|
||||
break ;
|
||||
case 10:
|
||||
tempEintAmt = 1.0f;
|
||||
break;
|
||||
}
|
||||
tenkokuModule.weather_WindAmt = Mathf.Lerp(0.1f, 1.0f, tempEintAmt);
|
||||
}
|
||||
|
||||
public void SetWindDirection()
|
||||
|
@ -593,14 +696,15 @@ public class Scenariopage : MonoBehaviour
|
|||
tempWindDir = 1f;
|
||||
break;
|
||||
}
|
||||
tenkokuModule.weather_WindDir = Mathf.Lerp(0.0f, 1.0f, tempWindDir);
|
||||
tenkokuModule.weather_WindDir = Mathf.Lerp(0.0f, 365.0f, tempWindDir);
|
||||
}
|
||||
|
||||
public void SetLightValue(float value)
|
||||
{
|
||||
float valueTemp = 1 - value;
|
||||
tenkokuModule.weather_OvercastAmt = Mathf.Lerp(0.0f, 1.0f, valueTemp);
|
||||
}
|
||||
//public void SetLightValue(float value)
|
||||
//{
|
||||
// float valueTemp = 1 - value;
|
||||
// tenkokuModule.weather_OvercastAmt = Mathf.Lerp(0.0f, 1.0f, valueTemp);
|
||||
// Debug.Log(tenkokuModule.weather_OvercastAmt);
|
||||
//}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -6,17 +6,19 @@ using UnityEngine.UI;
|
|||
|
||||
public class TimeHM : MonoBehaviour
|
||||
{
|
||||
public Text H_txt;
|
||||
public Text M_txt2;
|
||||
public Text time_text;
|
||||
public int when;
|
||||
public int points;
|
||||
void Start()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
H_txt.text = DateTime.Now.Hour.ToString();
|
||||
M_txt2.text = DateTime.Now.Minute.ToString();
|
||||
when = DateTime.Now.Hour;
|
||||
points = DateTime.Now.Minute;
|
||||
time_text.text =string.Format("{0:D2} : {1:D2}", when, points);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -38,7 +38,7 @@ RenderSettings:
|
|||
m_ReflectionIntensity: 1
|
||||
m_CustomReflection: {fileID: 0}
|
||||
m_Sun: {fileID: 0}
|
||||
m_IndirectSpecularColor: {r: 0.17237645, g: 0.3035558, b: 0.59096897, a: 1}
|
||||
m_IndirectSpecularColor: {r: 0.1674825, g: 0.3072167, b: 0.6407015, a: 1}
|
||||
m_UseRadianceAmbientProbe: 0
|
||||
--- !u!157 &3
|
||||
LightmapSettings:
|
||||
|
@ -7385,7 +7385,7 @@ Transform:
|
|||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 63705482}
|
||||
m_LocalRotation: {x: 0.32006606, y: 0.8835044, z: -0.3215693, w: 0.11649448}
|
||||
m_LocalRotation: {x: 0.04870571, y: 0.96239877, z: -0.2668968, w: 0.01350725}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 250, y: 250, z: 250}
|
||||
m_Children:
|
||||
|
@ -10949,7 +10949,7 @@ Transform:
|
|||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 198973212}
|
||||
m_LocalRotation: {x: 0.3551778, y: -0.088278964, z: 0.90314263, w: -0.2244749}
|
||||
m_LocalRotation: {x: 0.5820598, y: -0.26764658, z: 0.6976174, w: -0.32078305}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 250, y: 250, z: 250}
|
||||
m_Children:
|
||||
|
@ -17376,7 +17376,7 @@ Transform:
|
|||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 250950117}
|
||||
m_LocalRotation: {x: 0.26877093, y: -0.09560168, z: 0.02681943, w: 0.9580727}
|
||||
m_LocalRotation: {x: 0.34009627, y: 0.18404482, z: -0.06805869, w: 0.9196902}
|
||||
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Loading…
Reference in New Issue