From 8e4c623a484f6973aedc07d7b3ff0d79552c7794 Mon Sep 17 00:00:00 2001 From: yulong <1838206582@qq.com> Date: Wed, 1 Nov 2023 16:20:13 +0800 Subject: [PATCH] =?UTF-8?q?=E6=8E=A5=E6=94=B6=E6=95=B0=E6=8D=AE?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../_DEMO/_Tenkoku_Demo_Scene.unity | 4 +- .../ZCalendar/Scripts/ZCalendarDemo.cs | 2 +- .../ZCalendar/Scripts/ZCalendarModel.cs | 4 +- Assets/GameAssets/UI/水印.png | Bin 0 -> 3637 bytes Assets/GameAssets/UI/水印.png.meta | 128 +++ Assets/GameAssets/UI/环境设置.png | Bin 0 -> 952 bytes Assets/GameAssets/UI/环境设置.png.meta | 128 +++ ...prefab => Environmentconfiguration.prefab} | 746 ++++-------------- ...a => Environmentconfiguration.prefab.meta} | 0 ...enario_name.prefab => Scenarioname.prefab} | 32 +- ...e.prefab.meta => Scenarioname.prefab.meta} | 0 .../Resources/UIPanel/scenario_name1.prefab | 2 +- Assets/Temp/Scripts/Calendarbtn.cs | 3 +- .../Temp/Scripts/Environmentconfiguration.cs | 27 + .../Scripts/Environmentconfiguration.cs.meta | 11 + Assets/Temp/Scripts/Managementtxt.cs | 31 +- Assets/Temp/Scripts/Scenarioname.cs | 25 + Assets/Temp/Scripts/Scenarioname.cs.meta | 11 + Assets/Temp/Scripts/Scenariopage.cs | 210 +++-- Assets/Temp/Scripts/TimeHM.cs | 12 +- .../Scenes/Contingenc_yediting_panl.unity | 148 +++- Assets/Zion/Scenes/SampleScene.unity | 75 ++ 22 files changed, 914 insertions(+), 685 deletions(-) create mode 100644 Assets/GameAssets/UI/水印.png create mode 100644 Assets/GameAssets/UI/水印.png.meta create mode 100644 Assets/GameAssets/UI/环境设置.png create mode 100644 Assets/GameAssets/UI/环境设置.png.meta rename Assets/Resources/UIPanel/{environment_configuration.prefab => Environmentconfiguration.prefab} (93%) rename Assets/Resources/UIPanel/{environment_configuration.prefab.meta => Environmentconfiguration.prefab.meta} (100%) rename Assets/Resources/UIPanel/{scenario_name.prefab => Scenarioname.prefab} (91%) rename Assets/Resources/UIPanel/{scenario_name.prefab.meta => Scenarioname.prefab.meta} (100%) create mode 100644 Assets/Temp/Scripts/Environmentconfiguration.cs create mode 100644 Assets/Temp/Scripts/Environmentconfiguration.cs.meta create mode 100644 Assets/Temp/Scripts/Scenarioname.cs create mode 100644 Assets/Temp/Scripts/Scenarioname.cs.meta diff --git a/Assets/3rdParty/TENKOKU - DYNAMIC SKY/_DEMO/_Tenkoku_Demo_Scene.unity b/Assets/3rdParty/TENKOKU - DYNAMIC SKY/_DEMO/_Tenkoku_Demo_Scene.unity index 5fcb098f..ec842aae 100644 --- a/Assets/3rdParty/TENKOKU - DYNAMIC SKY/_DEMO/_Tenkoku_Demo_Scene.unity +++ b/Assets/3rdParty/TENKOKU - DYNAMIC SKY/_DEMO/_Tenkoku_Demo_Scene.unity @@ -1250,7 +1250,7 @@ MonoBehaviour: showSounds: 0 showConfigTime: 0 showConfigAtmos: 0 - showConfigWeather: 0 + showConfigWeather: 1 showIBL: 0 allowMultiLights: 0 skyBrightness: 0.6 @@ -1654,7 +1654,7 @@ MonoBehaviour: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 - randSeed: 27827656 + randSeed: 1223580171 isDoingTransition: 0 minimumHeight: 0 --- !u!114 &76575456 diff --git a/Assets/3rdParty/ZCalendar/Scripts/ZCalendarDemo.cs b/Assets/3rdParty/ZCalendar/Scripts/ZCalendarDemo.cs index cbbabbec..79e507e9 100644 --- a/Assets/3rdParty/ZCalendar/Scripts/ZCalendarDemo.cs +++ b/Assets/3rdParty/ZCalendar/Scripts/ZCalendarDemo.cs @@ -55,7 +55,7 @@ public class ZCalendarDemo : MonoBehaviour private void ZCalendar_ChoiceDayEvent(ZCalendarDayItem obj) { Debug.Log($"ѡڣ{obj.Day}"); - day_txt.text = obj.Day.ToString(); + day_txt.text = obj.Day.ToString()+""; } /// diff --git a/Assets/3rdParty/ZCalendar/Scripts/ZCalendarModel.cs b/Assets/3rdParty/ZCalendar/Scripts/ZCalendarModel.cs index 4ea61205..3441ceec 100644 --- a/Assets/3rdParty/ZCalendar/Scripts/ZCalendarModel.cs +++ b/Assets/3rdParty/ZCalendar/Scripts/ZCalendarModel.cs @@ -111,8 +111,8 @@ namespace ZTools { txtYear.text = year + "年"; txtMonth.text = month + "月"; - year_txt.text=year.ToString(); - month_txt.text=month.ToString(); + year_txt.text=year.ToString()+"年"; + month_txt.text=month.ToString()+"月"; } } } diff --git a/Assets/GameAssets/UI/水印.png b/Assets/GameAssets/UI/水印.png new file mode 100644 index 0000000000000000000000000000000000000000..b925e660a02a589d52e9c1f00c927e25dd9a797f GIT binary patch literal 3637 zcmV-54$AR~P)BE8raag0fr*2PwJ3^{lunAGSXpa#U0=qSzA@%XJ+g)C?vpcq8EYGKP^Qku z{39?wVeD>hC+dC=V;Wg&Cq+@{IcI@W5XP7f#u(SH6ST+p?u4o1Be#ZkHJjg;we|>- zuf~`G?z_*zBfP)5HEuG$9|aM*p5yOs!f8=VukDHK3o0y|pr-d=* zOkTtKZlT{EXvoduJSMn*K^R!EsSerrMkrgT7{lIgx*xZ~a8yIsB zYy1)Y`M_D-*KbJr`+&8bGv%wsldHvZv{nEYT2J_pv?_eD{hXY_H1p9`|mmZWTU(6*byHPM<|qrYfe zDgCk6AmBWbC6rNg-GSRrs*SPFYpj4daJYl{mL!C4cwG1^JlG?A&(*U&=w|R`=((Fz z{Ng#GktO)+0jDZt;_iQgH+3h9^9_WyPcv%>34mlRZvJMXGNQS7a&-lR57r9GY1x)7 z#(9c0Vy(>*+*m}h2+y&Ihak2GhII>$=fpCa1IN-#Oc+&p4v((EG7)9&{(kl-^J#7v z3Jl&SOSMs`LbW|0{B`O2k-i3NrcX*L2`Ie843{DdT+IEQSml8^NT^2y^*L~LfNL|X zhxB*t)&OfW!ZTN?N(neSpi3oaM3lu=j4x@-8`Q=oDXniYei7krt=++;g(r+v5>L%Z zwmb;#8X-|Oz$83;Pxm|c$TM#v)_N7p6UJ7_OD`EJNfBUfVH?My2{dE1DY$p7wc9PW zCvZSkl(^d>Y&OX47wc$A3?YK>Yorf{hp8gMsppx#=iOWoD`Q2O3&mmY!tl5q*JB0TRS=&*7 z!2N*d+_+B35_I_KCtAxR;31P4@8G5d*`)rt;*2+jjb{LD8 z?}l9RcOq4$exj%HTaCV-1J+}$TZy5c{g0dU|Up+jVGoG2MjPV(MqY9cVUrcbT*kgyT zGb1F&852M&fK-j23X_0G;$l^cI*r28I*2?rK_>b=2tx7^lLl6bCKz3IwN0^AlWA=* z6NnW*g=@d2i=2|b7X;0$OlMX1a;-DL*`?3eU|K7R;x~0qTi-E|JWvT^XGFq$fpv<} z6c;<_d9wGng*Lqa52H`dJ~FcaQH^sNfR(ov`Ns+Fg)Q z6-$6>_%7|$39-IpjN2D`H0oNT+HnO!04vg}gO;uCHK^oZkU%p)6oF4WcaiLx6ApW* z8#XnplTvvNvKE5B9cwLH;kkq>R=t#oNz$o`E*e7(Ar=Ky8FN5mcco$HRBE=sy)p2Y zl>ntaf|WHb%u#rw>!}FogQiZOF>JwbNZ%z)!yekM!iDAwNf4K@JqJ`WD*1-ZgsM8H z5RRRP@l3VxzUnYXZ}(bo>jc}|#CvrICCttPJHz)IXzQv{#bf~U$O4N170a$I!F?1c zm#lPoGOfxf5#l!@R3={bShx}>%N2LyQeML;+H=C@GniPcsa1{oUaq=u!r?y}e?B3k zEy|w(FqcCvm2?)B+rdc8zXu%7ux>+Gv|lp4zGvILr$DMzrW6tzQ?BJKtF?N-ykEj2 zlZp{TVHo~>Pw`{%Y*LlX$G|;bRh{F<%bG&FN+vLTR|cTrazKVqg00o$8;JFRU=_m( zk_Sixv;mBuIko@bO0}_z@<#v&cSH#jSrdsf>rDy1*m^C1h4r9h5JP9do9#_N7~I8n ze6|3y3U6Q^g5lg#E}4Wg#BzsJL1IADjGHCA35TODtZ;+1>mk{Aow9jD!Fq>hC{)q_ z?zqO>^#$Rb;t{3NTuk6CLUKnu7E#y$dp%K5yZ8c?H?S;|$`$u|yfiBsKarm)t2B?0$V;V&sJrp}s>wtC7fpVL-&1`cnfSahOHW6#al zqO7a*e!!ObLwHqEt-^x*ls2_|!tW)7th?q8h&m3f5xj;|F!vM!s|WY|Jp>M~-@5h} zN#`5j@j8+A-ZjQZ93&RM;VDy;xulF$yeS>(3?(if0dN%CsJF)NGtkreD1;D=XU4dh zZ+)`JLlcW(~H#4{$7xas*+AdQZPFl0|xr2!aPrEgyGh10$H+!`%BIG&4*xSHKmOAZ3=3l!-sYK@l=SR;kwvTmi3=Nyq)AQrq1O{54)jQ0XU*Wv6> zm4jL()Z2@-yoWXh7;{z|3VIdBi3qw@s$4vY=2gNz2&r2iMif1d-={=}w5Gws&R$Az zH`#F+1P@W)VcTvM(Tc?*Czu_hTJezT8Fv=v|vP;B^^a)1!F%pm(icLb5}90Wlm4KP`2e2t5nU z-o^HP{9hgG3gX^TR!#5#A8~cT%p!>2B?@?DB~N9%k4@^ zs+rh!_C(-q&J+A*rSz9NdG3M^06Hb>EGp!Bvsm%r+eEPAF`3-|#d^ z-fi6_W2tNs-v+J@RMK^UbJKn6&-LUz^-c)31J8{W4+h~y1b0rgK+c&cB!mx81DWi) zyVw*g;r*DfH~$ESDTKfRuFp*s0a5$n4tc{j>K(^`6DBCsSIg0$RomG`;3XxEp;+9r z9jXZ65X~hLY5ThFm}12vIv@PSf#bo1%QGmTswCffO>&h6mCG4*TxTUsWWoiV%9r8| z9@D0&Y@ti@Y8--yDeK6)-rb_)$&M-x@yh8#j+T)9BQg9=U>!3Zl?i#CW8_qxJO{pZ za_iPZd(WN|{8vF6|BC7t{DP){f3MYR>s+7L1pi7NG{*c7o!9cK{Ojjp00000NkvXX Hu0mjf6pP#% literal 0 HcmV?d00001 diff --git a/Assets/GameAssets/UI/水印.png.meta b/Assets/GameAssets/UI/水印.png.meta new file mode 100644 index 00000000..af5d4613 --- /dev/null +++ b/Assets/GameAssets/UI/水印.png.meta @@ -0,0 +1,128 @@ +fileFormatVersion: 2 +guid: 7912110c0c1bb5049a214486cb6df39a +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: -1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Windows Store Apps + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameAssets/UI/环境设置.png b/Assets/GameAssets/UI/环境设置.png new file mode 100644 index 0000000000000000000000000000000000000000..8406422a89a67d9a8a6c8d80c0f8e5dee787b4b8 GIT binary patch literal 952 zcmV;p14sOcP)w`q74#n&`uC_g2ofrp1|k?btb4gft3lWOi*`DSN;x{?Y}CcRw+Xho_Q*cxVqHwrRCzj*BsZr zK^CFeA5+$I_$-ETh#kzzG(g0j6HOF}+Ig}FD;`=I06OF^y)U^Lag1$@mB`TSwKAet z6yp#@aA@~+5nFGQv1xVmGz+FwNZK=frlfa3^?hyju?qI7SF0Pl8Kq80%ZVklv3nx$ z7m+D(bX06X6Imzr28pg1hQT^$xC7os5&(%x59QT4p&&O)-u`N8Xba_s+XinwFAq znWcab?lTFMD3y$d4^t?VZ;AbN9+fgor=Wtl14%INj?&w0pe&c*r9wonw8QWJh+HX- zkmAdXkn;*8I8;Z5hi4=2a}COY3=uf)?~Hy4#sI23-PYNZEM+M*?_;}Ri+$^<0z6SR}I(aOQhuh a(ESIs5+bRqk;VT20000 public string Field_Char3 ; /// - /// + /// 设置天气的类 /// + public Environment Environment { get; set; } +} +[Serializable] +public class Environment +{ + /// + /// 时间 + /// + public string Time { get; set; } + /// + /// 雨 + /// + public string Rain { get; set; } + /// + /// 雪 + /// + public string Snow { get; set; } + /// + /// 风速 + /// + public string WindSpeed { get; set; } + /// + /// 风向 + /// + public string WindDir { get; set; } + /// + /// 阳光强度 + /// + public string Light { get; set; } } [Serializable] public class Traininginformation diff --git a/Assets/Temp/Scripts/Scenarioname.cs b/Assets/Temp/Scripts/Scenarioname.cs new file mode 100644 index 00000000..022e6b04 --- /dev/null +++ b/Assets/Temp/Scripts/Scenarioname.cs @@ -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(); + } + }); + } +} diff --git a/Assets/Temp/Scripts/Scenarioname.cs.meta b/Assets/Temp/Scripts/Scenarioname.cs.meta new file mode 100644 index 00000000..ee8fc158 --- /dev/null +++ b/Assets/Temp/Scripts/Scenarioname.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fb53714a701e1764f92c389d49c805b2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Temp/Scripts/Scenariopage.cs b/Assets/Temp/Scripts/Scenariopage.cs index 5bcd5ac7..d158643a 100644 --- a/Assets/Temp/Scripts/Scenariopage.cs +++ b/Assets/Temp/Scripts/Scenariopage.cs @@ -102,10 +102,7 @@ public class Scenariopage : MonoBehaviour //List data1 = new List(); 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 textlist1 = new List();//存放生成想定文件的名字 + [SerializeField] List togglelist = new List();//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 underneathList = new List(); + public GameObject scenarname;//想定名称 + public Scenarioname scenar_name;//想定名称 + [SerializeField] List scenarList = new List(); + 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 environments = new List(); 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(str); + scen = JsonMapper.ToObject(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(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(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 = 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.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 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 /// /// 模型页面的相互跳转 /// - + /// private void Moxingxuanze() { quan_btn.onClick.AddListener(() => @@ -468,17 +485,66 @@ public class Scenariopage : MonoBehaviour /// /// 环境界面确认取消按钮 /// + 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; + } + /// /// 基本信息确定取消按钮 /// @@ -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); + //} diff --git a/Assets/Temp/Scripts/TimeHM.cs b/Assets/Temp/Scripts/TimeHM.cs index 92795a1f..41363e84 100644 --- a/Assets/Temp/Scripts/TimeHM.cs +++ b/Assets/Temp/Scripts/TimeHM.cs @@ -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); } } diff --git a/Assets/Zion/Scenes/Contingenc_yediting_panl.unity b/Assets/Zion/Scenes/Contingenc_yediting_panl.unity index b8144498..2ea26f1c 100644 --- a/Assets/Zion/Scenes/Contingenc_yediting_panl.unity +++ b/Assets/Zion/Scenes/Contingenc_yediting_panl.unity @@ -38,7 +38,7 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - 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