using Cysharp.Threading.Tasks.Triggers; using LitJson; using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; using UnityEngine.UI; using XFrame.Core.Utils; public class DragManager : MonoSingleton { public List deviceimages1 = new List();//把最终场景中存在的模型放入链表当中 public List devices = new List();//把最开始生成在场景中的模型存入链表 public List modellist = new List();//存入最开始场景生成模型的名字 public Dictionary model = new Dictionary(); void Start() { } void Update() { } //public void AddModeData(string str, GameObject gameObject) //{ // GameObject obj = null; // if (model.TryGetValue(str, out obj)) // return; // model.Add(str, gameObject); //} public void AddObj(GameObject obj) { devices.Add(obj);//把生成的预设体放入链表当中 } public void Addobj1(GameObject obj) { deviceimages1.Add(obj.GetComponent().modelequipment);//把场景中存在的的模型放入链表当众 } public void Addtext(string name) { modellist.Add(name);//把UI上模型对应的名字存入链表 } public void RemoveObj(GameObject obj) { if (devices.Contains(obj)) { devices.Remove(obj); } } public string Modelinformation() { string josn = Newtonsoft.Json.JsonConvert.SerializeObject(deviceimages1);//把对象转json Debug.Log(josn); var list = Newtonsoft.Json.JsonConvert.DeserializeObject>(josn);//把json序列化成对象 list.ForEach(item =>//ForEach方法快速遍历 { var obj = Resources.Load(item.str);//获取对应的需预设体路径 GameObject game = Instantiate(obj);//生成预设体 game.transform.localPosition = new Vector3(item.x, item.y, item.z);//赋给对应模型的位置 }); return josn; } } //public class DragManager : MonoSingleton //{ // public Deviceimage prefab; // start() // { // for deviceimages // Deviceimage d = instance (prefab) // d.setvalue(Set, De, deviceimages[i].name ,) // } // public void Set() // { // } // public void De() // { // } //}