想定编辑

This commit is contained in:
yulong 2024-02-04 10:00:46 +08:00
parent 439ea9c48b
commit 5ac22b1c48
4 changed files with 21 additions and 130 deletions

View File

@ -1562,7 +1562,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!224 &2949388239291875526
RectTransform:
m_ObjectHideFlags: 0

View File

@ -1536,6 +1536,7 @@ public class Scenariopage : MonoBehaviour
weather8.isOn = false;
weather9.isOn = false;
weather10.isOn = false;
xitong.isOn = true;
switch (scen.data[i].EnvRain)
{
case "0":
@ -1648,7 +1649,19 @@ public class Scenariopage : MonoBehaviour
Foggy_slider.value = float.Parse(scen.data[i].EnvWu);
SetWindValue();//风速传值
if (kaiguan == false)
{
tmie = auto_text.text;
}
if (kaiguan == true)
{
tmie = year_text.text + month_text.text + day_text.text + when_text.text;
kaiguan = false;
}
Rain(tenkokuModule.weather_RainAmt);
Snow(tenkokuModule.weather_SnowAmt.ToString());
WindAmt(tenkokuModule.weather_WindAmt.ToString());
WindDir(tenkokuModule.weather_WindDir);
var ss = Newtonsoft.Json.JsonConvert.DeserializeObject<List<Modelequipment>>(scen.data[i].DeviceContent);
ss.ForEach((item) =>
{
@ -1960,126 +1973,7 @@ public class Scenariopage : MonoBehaviour
}
}
}
public void Screen()
{
int a = 1;
int b = 1;
int c = 1;
int d = 1;
int e = 1;
int f = 1;
int g = 1;
int h = 1;
int y = 1;
int z = 1;
int a1 = 1;
int a2 = 1;
int a3 = 1;
int a4 = 1;
int a5 = 1;
int a6 = 1;
int a7 = 1;
int a8 = 1;
int a9 = 1;
for (int i = 0; i < DragManager.Instance.modellist.Count; i++)
{
if (DragManager.Instance.modellist[i] == "车辆1")
{
DragManager.Instance.modellist[i] += " (" + a + ")";
a++;
}
if (DragManager.Instance.modellist[i] == "车辆2")
{
DragManager.Instance.modellist[i] += " (" + b + ")";
b++;
}
if (DragManager.Instance.modellist[i] == "石块1")
{
DragManager.Instance.modellist[i] += " (" + c + ")";
c++;
}
if (DragManager.Instance.modellist[i] == "石块2")
{
DragManager.Instance.modellist[i] += " (" + d + ")";
d++;
}
if (DragManager.Instance.modellist[i] == "石块3")
{
DragManager.Instance.modellist[i] += " (" + e + ")";
e++;
}
if (DragManager.Instance.modellist[i] == "石块4")
{
DragManager.Instance.modellist[i] += " (" + f + ")";
f++;
}
if (DragManager.Instance.modellist[i] == "石块5")
{
DragManager.Instance.modellist[i] += " (" + g + ")";
g++;
}
if (DragManager.Instance.modellist[i] == "树木1")
{
DragManager.Instance.modellist[i] += " (" + h + ")";
h++;
}
if (DragManager.Instance.modellist[i] == "树木2")
{
DragManager.Instance.modellist[i] += " (" + y + ")";
y++;
}
if (DragManager.Instance.modellist[i] == "树木3")
{
DragManager.Instance.modellist[i] += " (" + z + ")";
z++;
}
if (DragManager.Instance.modellist[i] == "三间瓦屋1")
{
DragManager.Instance.modellist[i] += " (" + a1 + ")";
a1++;
}
if (DragManager.Instance.modellist[i] == "三间瓦屋2")
{
DragManager.Instance.modellist[i] += " (" + a2 + ")";
a2++;
}
if (DragManager.Instance.modellist[i] == "三间瓦屋3")
{
DragManager.Instance.modellist[i] += " (" + a3 + ")";
a3++;
}
if (DragManager.Instance.modellist[i] == "三间瓦屋4")
{
DragManager.Instance.modellist[i] += " (" + a4 + ")";
a4++;
}
if (DragManager.Instance.modellist[i] == "三间瓦屋5")
{
DragManager.Instance.modellist[i] += " (" + a5 + ")";
a5++;
}
if (DragManager.Instance.modellist[i] == "三间瓦屋6")
{
DragManager.Instance.modellist[i] += " (" + a6 + ")";
a6++;
}
if (DragManager.Instance.modellist[i] == "二层小楼")
{
DragManager.Instance.modellist[i] += " (" + a7 + ")";
a7++;
}
if (DragManager.Instance.modellist[i] == "储物间1")
{
DragManager.Instance.modellist[i] += " (" + a8 + ")";
a8++;
}
if (DragManager.Instance.modellist[i] == "储物间2")
{
DragManager.Instance.modellist[i] += " (" + a9 + ")";
a9++;
}
}
}
private void Propertymodel()
{
if (properties.Count > 0)//判断生成UI预设体的个数是否大于零
@ -2154,16 +2048,12 @@ public class Scenariopage : MonoBehaviour
if (DragManager.Instance.devices[i] != null)//如果链表里有一个物体就进去
{
Destroy(DragManager.Instance.devices[i].gameObject);//删除链表有的物体
Debug.Log("清空链表");
}
}
DragManager.Instance.devices.Clear();//清空链表
}
if (DragManager.Instance.modellist.Count > 0)
{
DragManager.Instance.modellist.Clear();//清空模型链表的名字
}
//Modelitem();//把模型路径和对应的位置值传给接口
if (Id.Length > 1)
{
View();//添加想定的设备接口
@ -2836,6 +2726,7 @@ public class Scenariopage : MonoBehaviour
if (kaiguan == true)
{
tmie = year_text.text + month_text.text + day_text.text + when_text.text;
kaiguan = false;
}
Rain(tenkokuModule.weather_RainAmt);
Snow(tenkokuModule.weather_SnowAmt.ToString());

View File

@ -927156,7 +927156,7 @@ MonoBehaviour:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
randSeed: 192848890
randSeed: 339711750
isDoingTransition: 0
minimumHeight: 0
--- !u!114 &1820978574

View File

@ -75,7 +75,7 @@ public class DragController : MonoBehaviour, IBeginDragHandler, IEndDragHandler,
if (DragManager.Instance != null)
{
DragManager.Instance.AddObj(model);//把对应模型传入链表
DragManager.Instance.Addtext(modelname_text.text);//把对应名字存入链表
}
model = null;
}