using LitJson; using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Tenkoku.Core; using UnityEditor.Animations; using UnityEngine; using UnityEngine.Networking; using UnityEngine.SceneManagement; using UnityEngine.UI; using static NetMQ.NetMQSelector; public class Scenariopage : MonoBehaviour { public Button scenario_file_btn;//想定文件按钮 public RectTransform ScrollView_unpack;//打开保存退出按钮显示 public RectTransform Scenariofile_panl;//想定页面 public Image object_list_panl;//对象列表面板 public Image Radius_panl;//值范围面板 public Image mianban;// public Button object_list_btn;//对象列表按钮 public Button basic_info_btn;//基本信息按钮 public Image basic_information_iamg;//基本信息面板 public Button off4_btn;//基本信息关闭按钮 public Button model_list_btn;//模型按钮 public RectTransform select_device_iamg;//模型页面 public Button verify;//设备信息确认按钮 public Button Cancel_btnn;//设备信息取消按钮 public Image details_panl;//设备详情页面 public Button Fork_off_btn;//设备详情叉掉面板 public Button queren_btn;//设备详情确认按钮 public Button quxiao_btn;//设备详情取消按钮 public Image model_panl;//模型页面按钮 public Button off_btn;//选择设备的关闭按钮 public RectTransform environment_configuration1;//环境页面 public Button environment_setting_btn;//环境按钮 public Button fork_off_btn;//关闭按钮 public Button send_back_btn;//返回按钮 public Button verify_bton1;//基本信息确定按钮 public Button cancel_bton1;//基本信息取消按钮 public Button huanjin_btn;//环境配置确认按钮 public Button huanjin_btn1;//环境配置取消按钮 public Button quan_btn;//全部按钮 public Button can_btn;//探测按钮 public Button lu_btn;//陆 public Button kong_btn;//空 public Button qita_btn;//其他 public Image moxin_yemian;//显示模型框 public Image moyin_yemian1; public Image moyin_yemian2; public Image moyin_yemian3; public Image moyin_yemian4; private bool scenario = true; private bool model = true; private bool duixiang = true; public Button queding; public Dropdown windDrop; public Dropdown windDir; public TenkokuModule tenkokuModule; public Button unpack_btn;//想定编辑打开按钮 public Button save_btn;//保存按钮 public Button quit;//退出按钮 public Button setting_btn;//对象列表的第二个设置按钮 //值的范围面板 public Button off1_btn;//关闭范围值的按钮 public Button verify1_btn;//值的确认按钮 public Button cancel_btn;//值的关闭按钮 public Slider tiem_slider;//时间的滑条 public Text tiem_text;//和滑条显示对应的时间 public Slider smash_slider;//击毁的滑动条 public Text smash_text;//击毁数值显示 public Slider distance_slider;//距离滑动条 public Text distance_text; public Slider Angle_slider;//角度滑动条 public Text angle_text; //弹窗一 public Button shezhi_btn11;// public Button off_btn23; public Button guan_btn; public Button qu_btn22; public Slider shijian; public Text shi_text; public Slider xuslider; public Text xusshi_text; public Slider Rcs; public Text Rcs_text; 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 textlist = new List(); [SerializeField] public Editinformation scen = new Editinformation(); [SerializeField] public List data1 = new List(); [SerializeField] List subjectsInfoItemms = new List(); //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 public Text mode_text;//显示基本信息页面训练模式 public Text post_txt;//显示基本信息的设备数量 public Button off4_btn1;//训练科目基本信息叉掉按钮; public Button verify_bton2;//训练科目基本信息确认按钮 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(); void Start() { //调用接口 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 Environment1();//环境按钮 send_back_btn.onClick.AddListener(() => { GameMain.tiao = false; SceneManager.LoadScene("SampleScene"); }); SetLightValue(1f); queding.onClick.AddListener(() => { SetWindValue(); SetWindDirection(); environment_configuration1.gameObject.SetActive(false); }); Jiben();//基本信息确认取消按钮 Huanjin(); Moxing(); Moxingxuanze(); Duixiaang();//对象列表按钮面板 Fanwei();//值的范围面板 TZYM();//弹窗 Dixaing();//想定列表按钮 Settingbtn();//科目训练按钮三 } private void Settingbtn() { off4_btn1.onClick.AddListener(() => { basic_information_iamg1.gameObject.SetActive(false); }); verify_bton2.onClick.AddListener(() => { basic_information_iamg1.gameObject.SetActive(false); }); cancel_bton2.onClick.AddListener(() => { basic_information_iamg1.gameObject.SetActive(false); }); } private void Dixaing() { off_btnn5.onClick.AddListener(() => { contingency_list_panl.gameObject.SetActive(false); }); queren_btnn3.onClick.AddListener(() => { //Singlechoice(); contingency_list_panl.gameObject.SetActive(false); Scenariofile_panl.gameObject.SetActive(true); }); } private void TZYM() { shezhi_btn11.onClick.AddListener(() => { mianban.gameObject.SetActive(true); }); off_btn23.onClick.AddListener(() => { mianban.gameObject.SetActive(false); }); guan_btn.onClick.AddListener(() => { mianban.gameObject.SetActive(false); }); qu_btn22.onClick.AddListener(() => { mianban.gameObject.SetActive(false); }); } void Update() { 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"; angle_text.text = Angle_slider.value.ToString("0") + "°"; shi_text.text = shijian.value.ToString("0") + "分钟"; xusshi_text.text = xuslider.value.ToString("f1") + "m/s"; Rcs_text.text = Rcs.value.ToString("f2"); yangguang_text.text = yangguang.value.ToString("0"); } private void Fanwei() { setting_btn.onClick.AddListener(() => { Radius_panl.gameObject.SetActive(true); }); off1_btn.onClick.AddListener(() => { Radius_panl.gameObject.SetActive(false); }); verify1_btn.onClick.AddListener(() => { Radius_panl.gameObject.SetActive(false); }); cancel_btn.onClick.AddListener(() => { Radius_panl.gameObject.SetActive(false); }); } private void Duixiaang() { object_list_btn.onClick.AddListener(() => { if (duixiang == true) { 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; } }); } // private void Scenariofile() { //想定文件下的打开按钮 unpack_btn.onClick.AddListener(() => { model_panl.gameObject.SetActive(false); ScrollView_unpack.gameObject.SetActive(false); object_list_panl.gameObject.SetActive(false); contingency_list_panl.gameObject.SetActive(true); }); //想定文件下的保存按钮 save_btn.onClick.AddListener(() => { ScrollView_unpack.gameObject.SetActive(false); }); //想定文件下的退出按钮 quit.onClick.AddListener(() => { ScrollView_unpack.gameObject.SetActive(false); }); //想定页面关闭按钮 //scenario_btnn.onClick.AddListener(() => //{ // Scenariofile_panl.gameObject.SetActive(false); //}); //选择设备的关闭按钮 off_btn.onClick.AddListener(() => { select_device_iamg.gameObject.SetActive(false); }); //选择设备确认按钮 verify.onClick.AddListener(() => { select_device_iamg.gameObject.SetActive(false); }); //选择设备取消按钮 Cancel_btnn.onClick.AddListener(() => { select_device_iamg.gameObject.SetActive(false); }); } void Scenario(bool bol, string str) { if (bol) { Debug.Log(str); scen = JsonMapper.ToObject(str); for (int i = 0; i < scen.data.Count; i++) { Traininginformation temp = new Traininginformation(); temp = Jsonanalyze.FromJson(scen.data[i].VirtualPath); data1.Add(temp); } if (scen.state) { Debug.Log("几次"); for (int i = 0; i < data1.Count; i++) { 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) => { if (isOn) { Singlechoice(data1[index]); } }); togglelist.Add(toggle); } } } } private void Singlechoice(Traininginformation ti) { if (underneathList.Count > 0) { for (int i = 0; i < underneathList.Count; i++) { Destroy(underneathList[i].gameObject); } underneathList.Clear(); } for (int f = 0; f < ti.subjectsInfo.Count; f++) { int index = f; Underneath underneathItem = Instantiate(underneath, scenario_file_iamg); underneathItem.SetValue(ti.subjectsInfo[index].subjectName, (() => { OnUnderNeathSetBtn(ti.subjectsInfo[index].subjectName, ti.subjectsInfo[index].SubTime.ToString(), ti.subjectsInfo[index].mode, ti.subjectsInfo[index].index.ToString()); })); underneathList.Add(underneathItem); } } public void OnUnderNeathSetBtn(string _name, string _time, string _trainModel, string deviceCount) { xunkian_txt.text = _name; time_txt.text = _time; mode_text.text = _trainModel; post_txt.text = deviceCount; basic_information_iamg1.gameObject.SetActive(true); } public IEnumerator Post1(string url, System.Action action) { WWWForm form = new WWWForm(); UnityWebRequest request = UnityWebRequest.Post(url, form); yield return request.SendWebRequest(); if (request.isNetworkError || request.isHttpError) { action(false, null); } else { if (!string.IsNullOrEmpty(request.downloadHandler.text)) { action(true, request.downloadHandler.text); } else { action(false, null); } } } /// /// 模型页面的相互跳转 /// private void Moxingxuanze() { quan_btn.onClick.AddListener(() => { moxin_yemian.gameObject.gameObject.SetActive(true); moyin_yemian1.gameObject.gameObject.SetActive(false); moyin_yemian2.gameObject.gameObject.SetActive(false); moyin_yemian3.gameObject.gameObject.SetActive(false); moyin_yemian4.gameObject.gameObject.SetActive(false); }); can_btn.onClick.AddListener(() => { moxin_yemian.gameObject.gameObject.SetActive(false); moyin_yemian1.gameObject.gameObject.SetActive(true); moyin_yemian2.gameObject.gameObject.SetActive(false); moyin_yemian3.gameObject.gameObject.SetActive(false); moyin_yemian4.gameObject.gameObject.SetActive(false); }); lu_btn.onClick.AddListener(() => { moxin_yemian.gameObject.gameObject.SetActive(false); moyin_yemian1.gameObject.gameObject.SetActive(false); moyin_yemian2.gameObject.gameObject.SetActive(true); moyin_yemian3.gameObject.gameObject.SetActive(false); moyin_yemian4.gameObject.gameObject.SetActive(false); }); kong_btn.onClick.AddListener(() => { moxin_yemian.gameObject.gameObject.SetActive(false); moyin_yemian1.gameObject.gameObject.SetActive(false); moyin_yemian2.gameObject.gameObject.SetActive(false); moyin_yemian3.gameObject.gameObject.SetActive(true); moyin_yemian4.gameObject.gameObject.SetActive(false); }); qita_btn.onClick.AddListener(() => { moxin_yemian.gameObject.gameObject.SetActive(false); moyin_yemian1.gameObject.gameObject.SetActive(false); moyin_yemian2.gameObject.gameObject.SetActive(false); moyin_yemian3.gameObject.gameObject.SetActive(false); moyin_yemian4.gameObject.gameObject.SetActive(true); }); } /// /// 模型数据库界面 /// private void Moxing() { model_list_btn.onClick.AddListener(() => { if (model == true) { environment_configuration1.gameObject.SetActive(false); object_list_panl.gameObject.SetActive(false); basic_information_iamg.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; } }); } /// /// 环境界面确认取消按钮 /// private void Huanjin() { huanjin_btn.onClick.AddListener(() => { environment_configuration1.gameObject.SetActive(false); }); huanjin_btn1.onClick.AddListener(() => { environment_configuration1.gameObject.SetActive(false); }); } /// /// 基本信息确定取消按钮 /// private void Jiben() { verify_bton1.onClick.AddListener(() => { basic_information_iamg.gameObject.SetActive(false); }); cancel_bton1.onClick.AddListener(() => { basic_information_iamg.gameObject.SetActive(false); }); } /// /// 环境按钮激活失活 /// private void Environment1() { environment_setting_btn.onClick.AddListener(() => { environment_configuration1.gameObject.SetActive(true); basic_information_iamg.gameObject.SetActive(false); select_device_iamg.gameObject.SetActive(false); }); fork_off_btn.onClick.AddListener(() => { environment_configuration1.gameObject.SetActive(false); }); } /// /// 基本信息页面激活失活 /// private void Basic() { basic_info_btn.onClick.AddListener(() => { basic_information_iamg.gameObject.SetActive(true); environment_configuration1.gameObject.SetActive(false); select_device_iamg.gameObject.SetActive(false); }); off4_btn.onClick.AddListener(() => { basic_information_iamg.gameObject.SetActive(false); }); } /// /// 想定文件地下页面失活激活 /// private void Scenario() { scenario_file_btn.onClick.AddListener(() => { if (scenario == true) { ScrollView_unpack.gameObject.SetActive(true); //scenario = false; } //else //{ // ScrollView_unpack.gameObject.SetActive(false); // Scenariofile_panl.gameObject.SetActive(false); // scenario = true; //} }); } public void SetRainValue(float value) { tenkokuModule.weather_RainAmt = Mathf.Lerp(0.0f, 1.0f, value); } public void SetSnowValue(float value) { tenkokuModule.weather_SnowAmt = Mathf.Lerp(0.0f, 1.0f, value); } public void SetWindValue() { //tenkokuModule.weather_WindAmt = Mathf.Lerp(0.0f, 1.0f, value); tenkokuModule.weather_WindAmt = windDrop.value * 0.1f; } public void SetWindDirection() { float tempWindDir = 0; switch (windDir.value) { case 1: tempWindDir = 0.125f; break; case 2: tempWindDir = 0.25f; break; case 3: tempWindDir = 0.375f; break; case 4: tempWindDir = 0.5f; break; case 5: tempWindDir = 0.625f; break; case 6: tempWindDir = 0.75f; break; case 7: tempWindDir = 0.875f; break; case 8: tempWindDir = 1f; break; } tenkokuModule.weather_WindDir = Mathf.Lerp(0.0f, 1.0f, tempWindDir); } public void SetLightValue(float value) { float valueTemp = 1 - value; tenkokuModule.weather_OvercastAmt = Mathf.Lerp(0.0f, 1.0f, valueTemp); } }