fix:代码提交
This commit is contained in:
@@ -39,6 +39,10 @@ public class AppCache
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public static List<IconData> iconPointList04;
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//相机点位加速度震动监测
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public static List<Transform> iconCameraList04 = new List<Transform>();
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public static List<IconData> iconPointList05;
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//相机点位加速度震动监测
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public static List<Transform> iconCameraList05 = new List<Transform>();
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public static List<Vector3> areaPointList01 = new List<Vector3>();
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public static List<Vector3> areaPointList02 = new List<Vector3>();
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@@ -188,24 +188,24 @@ public class CameraControl : MonoBehaviour
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}
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//开启相机控制
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public void StartCameraControl()
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{
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isCameraCtrl = true;
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isClickUI = false;
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viewPos_0 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
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viewPos_1 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
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startCameraPos = transform.position;
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startCameraEuler = transform.eulerAngles;
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targetCameraPos = transform.position;
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// public void StartCameraControl()
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// {
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// isCameraCtrl = true;
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// isClickUI = false;
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// viewPos_0 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
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// viewPos_1 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
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// startCameraPos = transform.position;
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// startCameraEuler = transform.eulerAngles;
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// targetCameraPos = transform.position;
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targetCameraEuler = transform.eulerAngles;
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}
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// targetCameraEuler = transform.eulerAngles;
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// }
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//停止相机控制
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public void StopCameraControl()
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{
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isCameraCtrl = false;
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}
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// //停止相机控制
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// public void StopCameraControl()
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// {
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// isCameraCtrl = false;
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// }
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//获取相机移动速度
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@@ -8,7 +8,6 @@ using UnityEngine.AI;
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using System.Linq;
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public class CameraRover : ActionBase
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{
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private CameraControl cameraCtr2;
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private ControlMove cameraCtrl;
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private Vector3 targetPos = Vector3.zero; //视角坐标
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@@ -32,14 +31,19 @@ public class CameraRover : ActionBase
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public LayerMask obstacleLayer; // 障碍物层
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void Awake()
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{
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// 确保初始化方法被调用,避免cameraCtrl为空
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if (cameraCtrl == null)
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{
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Init();
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}
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}
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public override void Init()
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{
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cameraCtr2 = GetComponent<CameraControl>();
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cameraCtrl = GetComponent<ControlMove>();
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Debug.Log(cameraCtrl);
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currentAnim = "";
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isLookAt = false;
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}
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@@ -83,12 +87,12 @@ public class CameraRover : ActionBase
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void StartCameraCtrl()
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{
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cameraCtr2.StartCameraControl();
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cameraCtrl.StartCameraControl();
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}
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void StopCameraCtrl()
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{
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cameraCtr2.StopCameraControl();
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cameraCtrl.StopCameraControl();
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}
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public void SetTargetPosition(Vector3 position)
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@@ -111,8 +115,8 @@ public class CameraRover : ActionBase
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StopCameraCtrl();
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cameraCtrl.GetInScriptCore();
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yield return new WaitForEndOfFrame();
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transform.DOMove(new Vector3(1828.729f, 158.0276f, 635.7281f), 2f);
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transform.DORotate(new Vector3(29.401f, -22.4f, 0f), 2f);
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transform.DOMove(new Vector3(-84.34684f, 16.32042f, 21.03517f), 2f);
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transform.DORotate(new Vector3(12.927f, -178.316f, 0f), 2f);
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yield return new WaitForSeconds(2f);
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StartCameraCtrl();
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}
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@@ -205,6 +209,8 @@ public class CameraRover : ActionBase
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flightTime = Mathf.Max(flightTime, 0.1f);
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flightTime = Mathf.Min(flightTime, maxFlightTime);
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RaycastHit hit;
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// 射线检测是否有障碍物
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if (Physics.Raycast(transform.position, targetPosition - transform.position, out hit, distance, obstacleLayer))
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@@ -1,37 +1,25 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.EventSystems;
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public class ControlMove : MonoBehaviour
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{
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private float moveSpeed = 50f; // 右键平移速度
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[Header("滚轮缩放速度系数")]
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public float zoomSpeed = 10f; // 滚轮缩放速度
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[Header("相机与水库中心的最大距离")]
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public float maxDistance = 600f; // 最大缩放距离
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[Header("相机的最大高度限制")]
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public float maxHeight = 220f; // 最大高度限制
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[Header("右键平移速度衰减系数")]
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public float rightClickPanSpeed = 100f; // 右键平移速度除数
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public float moveSpeed = 50f; // 右键平移速度
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public float zoomSpeed = 10f; // 滚轮缩放速度
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// public ClickToFocus inScript; // 引用焦点脚本,提供 core
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private Vector3 inScript; // 引用焦点脚本,提供 core
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public float rotationSensitivity = 0.2f; // 左键拖拽旋转灵敏度
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//public float minPitch = -8f; // 最低俯仰角
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//public float maxPitch = 80f; // 最高俯仰角
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[Header("左键拖拽旋转灵敏度系数")]
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public float rotationSensitivity = 0.2f; // 左键拖拽旋转灵敏度
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private Camera cam; // 主相机引用
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private bool isRotating = false; // 是否正在旋转标志
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private Vector2 lastMousePos; // 上次鼠标位置(用于旋转计算)
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[Header("初始距离中心")]
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public Vector3 reservoirCenter; // 水库中心坐标
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private Camera cam;
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private bool isRotating = false;
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private Vector2 lastMousePos;
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private Vector3 reservoirCenter = new Vector3(1551f, 25f, 1119f);
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private Rigidbody rb;
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[Header("初始旋转中心")]
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public Vector3 startinScript; // 初始焦点位置
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private Rigidbody rb; // 刚体组件(如需要物理模拟)
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private bool isCameraCtrl = true; // 相机是否可控制
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//相机操作有效性判断
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@@ -45,144 +33,142 @@ public class ControlMove : MonoBehaviour
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{
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GetInScriptCore();
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}
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// Vector3 core = inScript.core;
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// if (inScript == null)
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// Debug.LogError("请在 Inspector 中把挂有 ClickToFocus 的物体拖给 inScript");
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}
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void Update()
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{
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if (isCameraCtrl)
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if (!isCameraCtrl) return;
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if (inScript == null) return;
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//操作有效性判断
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if (EventSystem.current != null)
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{
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//操作有效性判断
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if (EventSystem.current != null)
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if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
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{
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if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
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{
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isClickUI = EventSystem.current.IsPointerOverGameObject();
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}
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if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(2))
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{
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isClickUI = false;
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}
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isClickUI = EventSystem.current.IsPointerOverGameObject();
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}
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if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(2))
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{
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isClickUI = false;
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}
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}
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if (isClickUI) return;
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// Vector3 core = inScript.core;
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Vector3 core = inScript;
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// —— 右键平移 ——
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if (Input.GetMouseButton(1))
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{
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moveSpeed = Vector3.Distance(core, transform.position) / 2f;//这里涉及到像素和实际空间米的关系转换
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float mx = Input.GetAxis("Mouse X");
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float my = Input.GetAxis("Mouse Y");
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Vector3 desiredPosition = transform.position + (-transform.right * mx + -transform.up * my) * moveSpeed * Time.deltaTime;
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// 判断是否与障碍物发生碰撞
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if (!WillCollideWithObstacle(desiredPosition))
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{
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transform.position = desiredPosition;
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}
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}
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// —— 滚轮缩放 ——
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (Mathf.Abs(scroll) > 0.001f)
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{
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Vector3 desiredPosition = transform.position + transform.forward * scroll * zoomSpeed;
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// 判断是否与障碍物发生碰撞
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if (!WillCollideWithObstacle(desiredPosition))
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{
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transform.position = desiredPosition;
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}
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}
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// —— 左键开始/结束旋转 ——
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if (Input.GetMouseButtonDown(0))
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{
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isRotating = true;
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lastMousePos = Input.mousePosition;
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}
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if (Input.GetMouseButtonUp(0))
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{
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isRotating = false;
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}
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// —— 左键拖拽:RotateAround 实现 + 俯仰限制 ——
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if (isRotating && Input.GetMouseButton(0))
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{
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Vector2 curr = Input.mousePosition;
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Vector2 delta = (curr - lastMousePos) * rotationSensitivity;
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lastMousePos = curr;
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/*
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*/
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// 1. 水平绕世界 Y 轴旋转
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//Vector3 desiredPosition = cam.transform.position;
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//cam.transform.RotateAround(core, Vector3.up, delta.x);
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Vector3 localPosHorizonal = transform.position - core;
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Quaternion rotationHorizonal = Quaternion.AngleAxis(delta.x, Vector3.up);
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Vector3 newLocalPosHorizonal = rotationHorizonal * localPosHorizonal;
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Vector3 newPosHorizonal = core + newLocalPosHorizonal;
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// 检查旋转后是否发生碰撞
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if (!WillCollideWithObstacle(newPosHorizonal))
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{
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// 如果没有碰撞,执行旋转
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transform.RotateAround(core, Vector3.up, delta.x);
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}
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else
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{
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// 如果碰撞了,就不动
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}
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if (!isClickUI)
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// 2. 俯仰旋转
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Vector3 dir = (transform.position - core).normalized;
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Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized;
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float selfFlatX = transform.forward.x;
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float selfFlatZ = transform.forward.z;
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Vector3 selfFlat = new Vector3(selfFlatX, 0f, selfFlatZ).normalized;
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float selfPitch = Vector3.SignedAngle(selfFlat, transform.forward, transform.right);
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if (selfPitch <= 80f && selfPitch >= 0f)
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{
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Vector3 core = inScript;
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// —— 右键平移 ——
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if (Input.GetMouseButton(1))
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float pitchDelta = delta.y * -1f;
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Vector3 localPosVertical = transform.position - core;
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Quaternion rotationVertical = Quaternion.AngleAxis(pitchDelta, transform.right);
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Vector3 newPosVertical = core + rotationVertical * localPosVertical;
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if (!WillCollideWithObstacle(newPosVertical))
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{
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moveSpeed = Vector3.Distance(core, transform.position) / 2f;
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float mx = Input.GetAxis("Mouse X");
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float my = Input.GetAxis("Mouse Y");
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// Vector3 desiredPosition = transform.position + (-transform.right * mx + -transform.up * my) * moveSpeed * Time.deltaTime;
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Vector3 desiredPosition = transform.position + (-transform.right * mx + -transform.up * my) * moveSpeed / rightClickPanSpeed;
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// 判断是否与障碍物发生碰撞
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if (!WillCollideWithObstacle(desiredPosition))
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{
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// transform.position = Vector3.Lerp(transform.position, desiredPosition, moveSpeed * Time.deltaTime);
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transform.position = desiredPosition;
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}
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transform.RotateAround(core, transform.right, pitchDelta);
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}
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// —— 滚轮缩放 ——
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (Mathf.Abs(scroll) > 0.001f)
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}
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else if (selfPitch > 80f)
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{
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float pitchDelta = delta.y * -1f;
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if (pitchDelta < 0f)
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{
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Vector3 desiredPosition = transform.position + transform.forward * scroll * zoomSpeed;
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// 判断是否与障碍物发生碰撞
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if (!WillCollideWithObstacle(desiredPosition))
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{
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transform.position = desiredPosition;
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}
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transform.RotateAround(core, transform.right, pitchDelta);
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}
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// —— 左键开始/结束旋转 ——
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if (Input.GetMouseButtonDown(0))
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}
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else if (selfPitch < 0f)
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{
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float pitchDelta = delta.y * -1f;
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if (pitchDelta > 0f)
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{
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isRotating = true;
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lastMousePos = Input.mousePosition;
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}
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if (Input.GetMouseButtonUp(0))
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{
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isRotating = false;
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}
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// —— 左键拖拽:RotateAround 实现 + 俯仰限制 ——
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if (isRotating && Input.GetMouseButton(0))
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{
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Vector2 curr = Input.mousePosition;
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Vector2 delta = (curr - lastMousePos) * rotationSensitivity;
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lastMousePos = curr;
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/*
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*/
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// 1. 水平绕世界 Y 轴旋转
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//Vector3 desiredPosition = transform.position;
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//transform.RotateAround(core, Vector3.up, delta.x);
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Vector3 localPosHorizonal = transform.position - core;
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Quaternion rotationHorizonal = Quaternion.AngleAxis(delta.x, Vector3.up);
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Vector3 newLocalPosHorizonal = rotationHorizonal * localPosHorizonal;
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Vector3 newPosHorizonal = core + newLocalPosHorizonal;
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// 检查旋转后是否发生碰撞
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if (!WillCollideWithObstacle(newPosHorizonal))
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{
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// 如果没有碰撞,执行旋转
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transform.RotateAround(core, Vector3.up, delta.x);
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}
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else
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{
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// 如果碰撞了,撤销旋转,恢复到原来的位置
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}
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// 2. 俯仰旋转
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Vector3 dir = (transform.position - core).normalized;
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Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized;
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float selfFlatX = transform.forward.x;
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float selfFlatZ = transform.forward.z;
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Vector3 selfFlat = new Vector3(selfFlatX, 0f, selfFlatZ).normalized;
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float selfPitch = Vector3.SignedAngle(selfFlat, transform.forward, transform.right);
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if (selfPitch <= 80f && selfPitch >= 0f)
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{
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float pitchDelta = delta.y * -1f;
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Vector3 localPosVertical = transform.position - core;
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Quaternion rotationVertical = Quaternion.AngleAxis(pitchDelta, transform.right);
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Vector3 newPosVertical = core + rotationVertical * localPosVertical;
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if (!WillCollideWithObstacle(newPosVertical))
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{
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transform.RotateAround(core, transform.right, pitchDelta);
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}
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}
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else if (selfPitch > 80f)
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{
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float pitchDelta = delta.y * -1f;
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if (pitchDelta < 0f)
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{
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transform.RotateAround(core, transform.right, pitchDelta);
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}
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}
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else if (selfPitch < 0f)
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{
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float pitchDelta = delta.y * -1f;
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if (pitchDelta > 0f)
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{
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transform.RotateAround(core, transform.right, pitchDelta);
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}
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}
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transform.RotateAround(core,transform.right, pitchDelta);
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}
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}
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}
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@@ -197,31 +183,31 @@ public class ControlMove : MonoBehaviour
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// 使用 SphereCast 检查即将到达的位置是否会与障碍物发生碰撞
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RaycastHit hit;
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if (Physics.SphereCast(transform.position, 0.5f, moveDir.normalized, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide))
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if (Physics.SphereCast(transform.position, 0.5f, moveDir, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide))
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{
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// 如果检测到碰撞,返回 true
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// Debug.Log("collider");
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Debug.Log("collider");
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return true;
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}
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else if (Vector3.Distance(targetPosition, reservoirCenter) < maxDistance && targetPosition.y < maxHeight)
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else if (Mathf.Pow(targetPosition.x + 120f, 2f) + Mathf.Pow(targetPosition.z, 2f) < 10000f && targetPosition.y < 80f)
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{
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// 如果在范围内,返回 false
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return false;
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}
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else
|
||||
// Debug.Log("outRange");
|
||||
return true;
|
||||
Debug.Log("outRange");
|
||||
return true;//这个true是为了有返回值,实际上走不到这一步
|
||||
|
||||
}
|
||||
public void GetInScriptCore(Vector3 position)
|
||||
{
|
||||
inScript = position;
|
||||
}
|
||||
|
||||
public void GetInScriptCore()
|
||||
{
|
||||
inScript = startinScript;
|
||||
}
|
||||
public void GetInScriptCore(Vector3 position)
|
||||
{
|
||||
inScript = position;
|
||||
}
|
||||
|
||||
public void StartCameraControl()
|
||||
{
|
||||
@@ -234,4 +220,4 @@ public class ControlMove : MonoBehaviour
|
||||
{
|
||||
isCameraCtrl = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -49,37 +49,36 @@ public class SceneUtil : ActionBase
|
||||
if (AppCache.iconPointList02 == null) AppCache.iconPointList02 = new List<IconData>();
|
||||
if (AppCache.iconPointList03 == null) AppCache.iconPointList03 = new List<IconData>();
|
||||
if (AppCache.iconPointList04 == null) AppCache.iconPointList04 = new List<IconData>();
|
||||
if (AppCache.iconPointList05 == null) AppCache.iconPointList05 = new List<IconData>();
|
||||
|
||||
|
||||
// 初始化 GNSS 相关列表(12个设备)
|
||||
InitializeIconAndCameraLists("GNSS", "GNSS视角", AppCache.iconPointList01, AppCache.iconCameraList01,
|
||||
new string[] { "MS3P1474091067", "MS3P1474091121", "MS3P1474091071", "MS3P1474095003", "MS3P1474091068", "MS3P1474091157", "MS3P1474091039", "MS3P1474095149", "MS3P1474095150", "MS3P1474091234" },
|
||||
new string[] { "GNSS-WY-01", "GNSS-WY-02", "GNSS-WY-03", "GNSS-WY-04", "GNSS-WY-05", "GNSS-WY-06", "GNSS-WY-07", "GNSS-WY-08", "GNSS-WY-09", "GNSS基准点" },
|
||||
new string[] { "", "", "", "", "","", "", "", "", "" });
|
||||
new string[] { "ys_2026020450" },
|
||||
new string[] { "边坡-GNSS" },
|
||||
new string[] { "" });
|
||||
|
||||
// 初始化环境量监测相关列表(1个设备)
|
||||
InitializeIconAndCameraLists("水位监测", "水位监测视角", AppCache.iconPointList02, AppCache.iconCameraList02,
|
||||
new string[] { "1032406744" },
|
||||
new string[] { "凤凰水库水位监测" },
|
||||
new string[] { "FF29" });
|
||||
InitializeIconAndCameraLists("测斜仪监测", "测斜仪监测视角", AppCache.iconPointList02, AppCache.iconCameraList02,
|
||||
new string[] { "ys_2026020452" },
|
||||
new string[] { "固定测斜仪" },
|
||||
new string[] { "" });
|
||||
|
||||
// 初始化测缝针监测相关列表(9个设备)
|
||||
InitializeIconAndCameraLists("雨量监测", "雨量监测视角", AppCache.iconPointList03, AppCache.iconCameraList03,
|
||||
new string[] { "1032406744" },
|
||||
new string[] { "凤凰水库雨量站" },
|
||||
new string[] { "22" });
|
||||
new string[] { "ys_2026020454" },
|
||||
new string[] { "雨量计" },
|
||||
new string[] { "" });
|
||||
|
||||
// 初始化加速度振动监测相关列表(6个设备)
|
||||
InitializeIconAndCameraLists("渗压计监测", "渗压计监测视角", AppCache.iconPointList04, AppCache.iconCameraList04,
|
||||
new string[] { "1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744",
|
||||
"1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744",
|
||||
"1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744", "1032406744", "1032406744" },
|
||||
new string[] { "主坝断面CY1-1", "主坝断面CY1-2","主坝断面CY1-3", "主坝断面CY1-4","主坝断面CY1-5", "主坝断面CY2-1","主坝断面CY2-2", "主坝断面CY2-3","主坝断面CY2-4", "主坝断面CY2-5",
|
||||
"主坝断面CY3-1", "主坝断面CY3-2","主坝断面CY3-3", "主坝断面CY3-4","主坝断面CY3-5", "主坝断面CY4-1","主坝断面CY4-2", "主坝断面CY4-3","主坝断面CY4-4", "主坝断面CY4-5",
|
||||
"主坝断面CY5-1", "主坝断面CY5-2","主坝断面CY5-3", "主坝断面CY5-4","主坝断面CY5-5" , "副坝断面CY6-1","副坝断面CY6-2", "副坝断面CY6-3","主坝东量水堰", "主坝西量水堰", "副涵管量水堰", "梯形量水堰" },
|
||||
new string[] { "FF01", "FF02","FF03","FF04","FF05","FF06", "FF07","FF08","FF09","FF10",
|
||||
"FF11", "FF12","FF13","FF14","FF15","FF16", "FF17","FF18","FF19","FF20",
|
||||
"FF21", "FF22","FF23","FF24","FF25","FF26", "FF27","FF28","FF32", "FF31", "FF30", "FF33"});
|
||||
new string[] { "ys_2026020453" },
|
||||
new string[] { "渗压计" },
|
||||
new string[] { ""});
|
||||
InitializeIconAndCameraLists("位移监测", "位移监测视角", AppCache.iconPointList05, AppCache.iconCameraList05,
|
||||
new string[] { "ys_2026020451" },
|
||||
new string[] { "位移计" },
|
||||
new string[] { ""});
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user