NewN_UAVPlane/Assets/Zion/Scripts/Adam/DragManager.cs

88 lines
2.3 KiB
C#

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<DragManager>
{
public List<Modelequipment> deviceimages1 = new List<Modelequipment>();//把最终场景中存在的模型放入链表当中
public List<GameObject> deviceimages = new List<GameObject>();//把最开始生成在场景中的模型存入链表
public List<string> modellist = new List<string>();//存入最开始场景生成模型的名字
public Dictionary<string,int> model = new Dictionary<string,int>();
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)
{
deviceimages.Add(obj);//把生成的预设体放入链表当中
}
public void Addobj1(GameObject obj)
{
deviceimages1.Add(obj.GetComponent<Modeldata>().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 string Modelinformation()
{
string josn = Newtonsoft.Json.JsonConvert.SerializeObject(deviceimages1);//把对象转json
Debug.Log(josn);
var list = Newtonsoft.Json.JsonConvert.DeserializeObject<List<Modelequipment>>(josn);//把json序列化成对象
list.ForEach(item =>//ForEach方法快速遍历
{
var obj = Resources.Load<GameObject>(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<DragManager>
//{
// public Deviceimage prefab;
// start()
// {
// for deviceimages
// Deviceimage d = instance (prefab)
// d.setvalue(Set, De, deviceimages[i].name ,)
// }
// public void Set()
// {
// }
// public void De()
// {
// }
//}